This is cuproPanda's Additonal Joy Objects, painstakingly separated from CorePanda and then converted to A16. Instances of copper were changed to components and spectago leaves were changed to psychoid leaves, except in the case of paints which were changed to berries.
This mod adds new objects and activities that bring joy to colonists: board games, arcades, paintings, bookcases, medicine, and more!
Items Added:Pile of Books: Crafting ingredient for the Reading Table and Bookcase. Purchased from Joy Traders, Exotic Traders, and Bulk Goods Traders. Also made by combining 3 Written Books.
Painting Supplies: Crafting ingredient for the Easel. Crafted or purchased from Joy Traders, Exotic Traders, and Bulk Goods Traders
Psychoid Tea: A simple cup of tea that isn't as dangerous as it sounds. Heats up quickly for enjoyment at any time.
Perodyne: Euphoric painkillers. Purchased from Joy Traders and Exotic Traders
Paper: Brewed from either wood of cloth. Used to make books. Crafted at the Brewery.
Blank Book: Used by an artist to write a book. Crafted at the Writing Desk or bought from exotic/joy traders.
Written Book: Can be sold for a high price. 3 can be crafted into a Pile of Books, which can be used for crafting.
AEA tank: Fuel for the thurible. Purchased from exotic or joy traders.
Cartridges: Arcade games that can be loaded into empty arcade cabinets.
Objects Added:Card Table: A table perfect for a colonists bedroom or for an entertainment room. 1-4 players.
RimColony: A special board game purchased from traders. 1-4 players.
Book Storage: Book Rack, Bookshelf, and Bookcase. Upgradeable book storage for colonists to read books at.
Reading Table: A table for a colonist to read books at. Provides passive joy.
Writing Table: Used to craft and write books, as well as collate books into a Pile of Books
Easel: Can be used to craft paintings, and colonists can also doodle on it (meditative joy).
Painting: Provides beauty and joy for colonists. Be careful! An untalented artist can make an ugly painting!
Dartboard: Colonists will stand at a distance and throw darts at the board. Special thanks to Haplo and their Miscellaneous mod, the source code helped clear things up!
Thurible: Disperses a mood-enhancing mist into the air that slowly affects all colonists in the room within a 10-tile radius
Arcade Construction Table: A station for duplicating arcade cartridges, crafting empty arcades, and adding cartridges to empty arcades.
Arcades: Entertain colonists while giving a small amount of XP to the skill listed below.
Arcade, Halva Life: Shooting
Arcade, Elder Scones: Melee
Arcade, The Zimz: Social
Arcade, Glutendogs: Animals
Arcade, Trauma Vendor: Medicine
Arcade, Cooking Baba: Cooking
Arcade, Rum Swirled: Construction
Arcade, Plants Vs. Salamis: Growing
Arcade, Speltunky: Mining
Arcade, Psycho Knots: Artistic
Arcade, MintCraft: Crafting
Arcade, Baguettris: Research
All arcade cabinets are purchased from pleasure cruisers or exotic goods traders and consume 200W of power.
Let me know if you run into any problems.
If you have Vegetable Garden (or any other mod that adds tea), you probably want the version without psychoid tea.No Tea: https://mega.nz/#!z5hB0YpB!CqxvHJxyh5hxb4lYFPgdMmG4gk-qlgal4ejU8OYwn7o
With Tea: https://mega.nz/#!7hRV0TRA!NWR66vf4sm8QdIhs6I7dGFBmAwbPnrkSlR9DaNC91FQ
Quote from: Changelog
1.6 (1/4/2016)
Fixed a typo with one of the researches that mentions psychoid instead of berries.
Added a No Tea version for Vegetable Garden users. (Note, if you're using the previous version, this might break your save.)
1.5 (12/31/2016)
Fixed psychoid tea not being sellable.
1.4 (12/29/2016)
Fixed psychoid tea not being haulable.
1.3 (12/27/2016)
Really fixed bookcases, for real this time. (Apparently I need to manually generate a frameDef too.)
1.2 (12/26/2016)
Fixed bookcases, they are now properly upgraded. Big thanks to Dingo for helping me with blueprint generation code.
1.1 (12/25/2016)
Fixed a game-breaking bug with saving/loading with a thurible that's never been fueled. If you had a save broken by this, it might load, but there will be a lot of stuff missing.
This Is Actually An Awesome Mod Thanks ;D ;D
Grabbed it. Cool man! :)
Great! Would you add this to the steam workshop?
yeah, good to see you open new thread for your a16 updated mod. Now could you please do the same to all others?
Also, it would be nice if you upload the source to someplace like github.
Thanks.
So, I'm not sure if it's a mod conflict or what but after installing this mod, I can't seem to load any saves with this mod enabled. I was able to activate the mod just fine, and used some of the objects ingame without a problem, but after saving and coming back to the game later, the save refuses to load, giving this message:
(http://i.imgur.com/Bx6ezma.png)
I did install this mod on an existing save, so that could be part of the problem. Not sure. It does definitely seem to be a problem with this mod though, as older saves of that same game seem to work just fine. I'll put up a list of the other mods I'm using if that'll help too:
Core
EdB Prepare Carefully
More Vanilla Turrets
Expanded Prosthetics and Organ Engineering
Vegetable Garden
RomanceDiversified
Rumours and Deception
More Furniture
Fences and Floors
Trading Spot
Rimsenal
Rimsenal - Storyteller Pack
Rimsenal - Security Pack
Rimsenal - Federation
Rimsenal - Feral
Rimsenal - Rimhair
Spoons Hair Mod
Facial Stuff a16
Call of Cthulhu - Cults 1.1b a16
Call of Cthulhu - Cosmic Horrors v1.4 a16
Call of Cthulhu - Industrial Age Object Pack v1.1 a16
Call of Cthulhu - Factions v1.7 a16
H.P. Lovecraft Storyteller v1.2 a16
Packified Animals
[W] Chemfuel Generator
Additional Joy Objects
Tempta Formation
Miniaturisation
[T] More Floors
And I'll attach the output log at the bottom as well. Hopefully that's useful for you. Lemme know what you find, like I said, I could be completely wrong and it's something else causing the conflict haha.
[attachment deleted by admin due to age]
Quote from: Scythah on December 25, 2016, 06:46:42 AM
So, I'm not sure if it's a mod conflict or what but after installing this mod, I can't seem to load any saves with this mod enabled. I was able to activate the mod just fine, and used some of the objects ingame without a problem, but after saving and coming back to the game later, the save refuses to load, giving this message[...]
Call of Cthulhu mod creator here. I think that's my mod's fault. We had to make an emergency update because we were causing mod conflicts a few days ago. It's not a problem that should happen again in the future.
Try loading these earlier versions instead of the steam ones and see if it helps.
Quote
Jecrell [author] 24 Dec @ 9:46am Delete
Sorry @everyone
I had to push an update out makes current saves incompatible with the latest version of Cults and Industial Age.
This is the previous version you can download manually if you want to keep playing your last save:
(Cults) https://www.patreon.com/file?h=7556636&i=736343
(Industrial Age) https://www.patreon.com/file?h=7522402&i=728826
Have a great day.
Hope that helps.
jecrell there is definitely a bug with the thurible, something changed from A15 to A16 where when the thurible is unfueled when the game is saved it will cause all sorts of havoc. Looking into fixing it now.
If you're currently using the mod, don't build a thurible.
Quote from: jecrell on December 25, 2016, 08:11:39 AM
Quote from: Scythah on December 25, 2016, 06:46:42 AM
So, I'm not sure if it's a mod conflict or what but after installing this mod, I can't seem to load any saves with this mod enabled. I was able to activate the mod just fine, and used some of the objects ingame without a problem, but after saving and coming back to the game later, the save refuses to load, giving this message[...]
Call of Cthulhu mod creator here. I think that's my mod's fault. We had to make an emergency update because we were causing mod conflicts a few days ago. It's not a problem that should happen again in the future.
Try loading these earlier versions instead of the steam ones and see if it helps.
Quote
Jecrell [author] 24 Dec @ 9:46am Delete
Sorry @everyone
I had to push an update out makes current saves incompatible with the latest version of Cults and Industial Age.
This is the previous version you can download manually if you want to keep playing your last save:
(Cults) https://www.patreon.com/file?h=7556636&i=736343
(Industrial Age) https://www.patreon.com/file?h=7522402&i=728826
Have a great day.
Hope that helps.
Oh yeah, I already had the new patch installed for the cthulhu mods when I started this save so I don't think it was that but thanks. Think I actually missed out on any of the conflicts that was causing, haha.
Quote from: Love on December 25, 2016, 08:23:02 AM
jecrell there is definitely a bug with the thurible, something changed from A15 to A16 where when the thurible is unfueled when the game is saved it will cause all sorts of havoc. Looking into fixing it now.
I did build one of those so that's probably it. Good to know you already know about the problem then!
Quote from: Love on December 25, 2016, 08:23:02 AM
jecrell there is definitely a bug with the thurible, something changed from A15 to A16 where when the thurible is unfueled when the game is saved it will cause all sorts of havoc. Looking into fixing it now.
If you're currently using the mod, don't build a thurible.
I'll keep it in mind. Thanks for bringing this lovely mod back. People were asking me to make bookcases, and I told them there was already a mod for that, haha. ^___^
Ok, it is fixed. Any save that was broken by this might load up afterward, but there will be data loss. I recommending to restoring to a point before you build the thurible.
Honestly looking at the code, this might have been a problem in A15, but no one just ever reported it.
Quote from: Love on December 25, 2016, 09:06:54 AM
Ok, it is fixed. Any save that was broken by this might load up afterward, but there will be data loss. I recommending to restoring to a point before you build the thurible.
Honestly looking at the code, this might have been a problem in A15, but no one just ever reported it.
Awesome, thanks! And I echo what Jecrell said, thanks for bringing this mod to a16 for us.
Amazing! I was considering doing this as I love AJO so much. I will miss spectago, though. I loved making little colourful flower gardens!
Will you be migrating any of the other wonderful Cupro mods over to A16?
Quote from: Several Puffins on December 25, 2016, 11:30:38 AM
Amazing! I was considering doing this as I love AJO so much. I will miss spectago, though. I loved making little colourful flower gardens!
Will you be migrating any of the other wonderful Cupro mods over to A16?
I'm afraid not. It was hard just to do what I did, and there's a lot to cupro's mods I don't understand. Not to mention, I felt like toward the end when cupro stopped modding as much, that the gameplay of his mod suite needed a little work.
um, not sure if this is bugged, but i have materials already in my stockpile but whenever i try to upgrade the bookshelf it simply just disappears.
Quote from: alsoandanswer on December 26, 2016, 10:16:33 AM
um, not sure if this is bugged, but i have materials already in my stockpile but whenever i try to upgrade the bookshelf it simply just disappears.
I'll look into it.
It's definitely bugged and I'm in the process of figuring out how to fix it now. Just don't upgrade your bookshelves for now, I should have a fix up within the next couple of hours.
this is only one of panda mod :( not the only one i liked
Quote from: MarineStardust on December 26, 2016, 11:25:55 AM
this is only one of panda mod :( not the only one i liked
No, Cupros Drinks was converted as well, look up Soda Garden on the Steam Workshop.
And honestly, why bother posting if this mod doesn't interest you?
Quote from: Love on December 26, 2016, 11:29:09 AM
Quote from: MarineStardust on December 26, 2016, 11:25:55 AM
this is only one of panda mod :( not the only one i liked
No, Cupros Drinks was converted as well, look up Soda Garden on the Steam Workshop.
And honestly, why bother posting if this mod doesn't interest you?
#brutalsavagerekt
anyway, thanks for the quick response. you deserve a medal mate
oh panda mod interest me, it just that this is not the only mod of panda i like. just waiting for certain mod from panda to be updated, this is one but still more i like
like his quarry, zen garden and ancient amulets mod. when those get updated ~whenever that happen or if it happen~ then i will be good
and love, don't be saying that panda mod don't interest me, i been using his mod the whole time i been playing rimworld alpha 15
If I go into the recipe defs and change all instances of "psychoid" to "smokeleaf" for the tea will it be okay? I don't want my colonists to use psychoid. I can change addiction rates too, yes? I've done some minor tweaks on mods before but I don't want to screw things up with AJO -- it's one of my favorite mods.
Quote from: timeandtherani on December 26, 2016, 11:46:35 AM
If I go into the recipe defs and change all instances of "psychoid" to "smokeleaf" for the tea will it be okay? I don't want my colonists to use psychoid. I can change addiction rates too, yes? I've done some minor tweaks on mods before but I don't want to screw things up with AJO -- it's one of my favorite mods.
Don't worry, psychoid tea isn't addictive.
I thought about using smokeleaf, but smokeleaf is so useful already I thought it'd be nice to give a softer side to psychoid.
QuoteDon't worry, psychoid tea isn't addictive.
I thought about using smokeleaf, but smokeleaf is so useful already I thought it'd be nice to give a softer side to psychoid.
So that means I can? And thanks for the assurance that it isn't addictive. That is important to me. :)
Quote from: timeandtherani on December 26, 2016, 11:54:24 AM
QuoteDon't worry, psychoid tea isn't addictive.
I thought about using smokeleaf, but smokeleaf is so useful already I thought it'd be nice to give a softer side to psychoid.
So that means I can? And thanks for the assurance that it isn't addictive. That is important to me. :)
I mean sure, but all it's going to change is the source of what you're using.
Psychoid is an upper and smokeleaf is a downer, so while neither was particularly ideal, psychoid makes the most sense of the two.
Gotcha. I've decided to give it a go. :D Thanks again for an essential mod!
This bug has turned out to be more serious than first expected. Will take longer to fix.
So that was a solid 7 hours of my life devoted to fix what turned out to be a nightmare of a bug. Apparently if an object isn't loaded into the architect menu, it never receives a 'blueprint' from the game's code. The fix was only a few lines of code, but did it ever take a long time to get to that point.
Thanks for you effort Love! This mod is amazing.
Thanks Love!! :)
Did you replace copper and quartz/glass completely? Or are they still needed?
Quote from: faltonico on December 26, 2016, 11:29:15 PM
Did you replace copper and quartz/glass completely? Or are they still needed?
i don't think copper and glass is in this mod at all
also might be a bug, but whenever i try to upgrade my bookcase, the blueprint is already there, but they keep picking up and dropping the wood on the floor. might be a bug on my part.
probably something to do with HandMeThatBrick.
Quote from: alsoandanswer on December 27, 2016, 05:52:29 AM
also might be a bug, but whenever i try to upgrade my bookcase, the blueprint is already there, but they keep picking up and dropping the wood on the floor. might be a bug on my part.
probably something to do with HandMeThatBrick.
I'll look into it.
Quote from: alsoandanswer on December 27, 2016, 05:52:29 AM
also might be a bug, but whenever i try to upgrade my bookcase, the blueprint is already there, but they keep picking up and dropping the wood on the floor. might be a bug on my part.
probably something to do with HandMeThatBrick.
Fixed, thanks for the report. It wasn't HandMeThatBrick.
Hello Love, can you modify the weight value of the items on this mod? Is weird that one paper weights 1 kg but 1 book weights 1 too (default I guess?)
Thanks a lot for you work again!
Quote from: Oken on December 27, 2016, 02:55:24 PM
Hello Love, can you modify the weight value of the items on this mod? Is weird that one paper weights 1 kg but 1 book weights 1 too (default I guess?)
Thanks a lot for you work again!
I'll keep that in mind, though right now I'm focusing on something else.
Hey Love, thanks for your efforts with A16 updates.
I just noticed I'm unable to haul pyschoid tea. It either fell off a dead guy or came from a drop pod (I'm not quite at the point to produce it), and I noticed a pawn making a run to drink it. I've been trying to figure out why I can't haul it but it just keeps saying I have "no empty space configured to store it" and I'm not seeing it on my stockpile item lists. Normal "tea" is there as is "psychoid leaves" but I'm guessing there should be "psychoid tea" as well?. I can give the order to drink it just fine where it is on the map and it shows up with the mood buff once drank.
Any ideas? Hopefully/maybe I'm just missing something dumb and easy..
Fixed it.
That was quick and yep it's fixed. Cheers!
my colonists don't drink the psychoid tea and it does not appear as a drug in the drug police menu, is it a bug??
Quote from: doll32 on December 29, 2016, 05:34:51 PM
my colonists don't drink the psychoid tea and it does not appear as a drug in the drug police menu, is it a bug??
it's not a drug. Do you have the latest version? I produced a fix for psychoid tea just today...
Cannot seem to sell psychoid tea to any trader.
Quote from: Karasu-Tengu (烏天狗) on December 31, 2016, 01:20:24 PM
Cannot seem to sell psychoid tea to any trader.
Can you please double check that you have the latest version? Psychoid Tea was missing its thingCategory in the last version and that has since been fixed.
Using latest version. I noticed if I added it to your "Traders_AJO" I could then sell if the ship showed up, so I'm thinking you might have to add it to trader defs?
Mmk, should be fixed.
Confirmed, showed up under bulk goods trader for me. tyvm.
Nice! This update is awesome!
Anyway to remove this mod from my saved game? I love this mod, it's just not fitting my current play style like I thought it would, but I don't know if there is a way to remove it without corrupting the save.
Quote from: xareliusx on January 02, 2017, 09:59:24 PM
Anyway to remove this mod from my saved game? I love this mod, it's just not fitting my current play style like I thought it would, but I don't know if there is a way to remove it without corrupting the save.
It is difficult to remove mods that add objects that can go into an NPC's inventory. I would try deleting all AJO buildables as possible, then go into a backup of your save game in a text editor and look for instances of 'AJO' and psychoid tea and removing them.
You know what would be great ? An update for Steam !
Added a No Tea version for Vegetable Garden users. (Might break your save if you were using the previous version.)
Minor bug,
Pawns face downwards when using the dartboard, even though it is placed to the sides. That was not the case in the A15 version, they always had the dartboard in front of them when using it.
Quote from: faltonico on January 04, 2017, 09:14:58 PM
Minor bug,
Pawns face downwards when using the dartboard, even though it is placed to the sides. That was not the case in the A15 version, they always had the dartboard in front of them when using it.
Oh god, this is going to be painful to try and fix.
Turns out it's a core bug that affects vanilla objects as well, it's not just dartboard:
https://ludeon.com/mantis/view.php?id=2799
Panda do you think you could add toilet/showers as joy objects Meditative? just so i can decorate my rooms. i like clutter and since cluttermod isnt around ive been dying.
I'm not Panda. Did Clutter Objects have those?
I happen to know Clutter Objects is being worked on.
wow great mod.
can you add a arcade game with something like the witcher 3 because i fcking love that game
yey love this mod
I need that joy!
Ran into a problem with this one. Seems with this loaded none of my pawns are actually doing any of the joy activities, either Vanilla or AJO ones. All are completely empty joy and totally joy deprived even with 3 hours of scheduled joy time a day and a horseshoe and chess board built.
Thanks, loved this mod when it was originally cupro's. Considered it a must have for the longest time. The vanilla game is really short on joy furniture. Thank you for taking the time to bring it back.
When loading the mod this is the error log it kicks up.
Could not find a type named AdditionalJoyObjects.JobDriver_Dartboard
Could not find a type named AdditionalJoyObjects.JobDriver_GetBookReadBook
Could not find a type named AdditionalJoyObjects.JoyGiver_GetBookReadBook
Found no usable data when trying to get defs from file ScentNames_AJO.xml
Could not find a type named AdditionalJoyObjects.Building_Thurible
Could not find a type named AdditionalJoyObjects.PlaceWorker_Thurible
Could not find type named AdditionalJoyObjects.CompProperties_Hanger from node <li Class="AdditionalJoyObjects.CompProperties_Hanger"><HangingType>Wall</HangingType><WallHeight>High</WallHeight></li>
XML error: <HangingType>Wall</HangingType> doesn't correspond to any field in type CompProperties.
XML error: <WallHeight>High</WallHeight> doesn't correspond to any field in type CompProperties.
Could not find a type named AdditionalJoyObjects.PlaceWorker_AgainstWall
Could not find type named AdditionalJoyObjects.CompProperties_Hanger from node <li Class="AdditionalJoyObjects.CompProperties_Hanger"><HangingType>Wall</HangingType><WallHeight>High</WallHeight></li>
XML error: <HangingType>Wall</HangingType> doesn't correspond to any field in type CompProperties.
XML error: <WallHeight>High</WallHeight> doesn't correspond to any field in type CompProperties.
Could not find a type named AdditionalJoyObjects.PlaceWorker_AgainstWall
Could not find type named AdditionalJoyObjects.CompProperties_Upgradeable from node <li Class="AdditionalJoyObjects.CompProperties_Upgradeable"><UpgradeTex>Cupro/UI/Commands/Upgrade</UpgradeTex><BlueprintThingDef>AJO_Bookshelf</BlueprintThingDef><UpgradeDescString>Upgrade to bookshelf</UpgradeDescString><UpgradeLabelString>Upgrade</UpgradeLabelString></li>
XML error: <UpgradeTex>Cupro/UI/Commands/Upgrade</UpgradeTex> doesn't correspond to any field in type CompProperties
XML error: <BlueprintThingDef>AJO_Bookshelf</BlueprintThingDef> doesn't correspond to any field in type CompProperties.
XML error: <UpgradeDescString>Upgrade to bookshelf</UpgradeDescString> doesn't correspond to any field in type CompProperties.
XML error: <UpgradeLabelString>Upgrade</UpgradeLabelString> doesn't correspond to any field in type CompProperties.
Could not find type named AdditionalJoyObjects.CompProperties_Upgradeable from node <li Class="AdditionalJoyObjects.CompProperties_Upgradeable"><UpgradeTex>Cupro/UI/Commands/Upgrade</UpgradeTex><BlueprintThingDef>AJO_Bookcase</BlueprintThingDef><UpgradeDescString>Upgrade to bookcase</UpgradeDescString><UpgradeLabelString>Upgrade</UpgradeLabelString></li>
XML error: <UpgradeTex>Cupro/UI/Commands/Upgrade</UpgradeTex> doesn't correspond to any field in type CompProperties.
XML error: <BlueprintThingDef>AJO_Bookcase</BlueprintThingDef> doesn't correspond to any field in type CompProperties.
XML error: <UpgradeDescString>Upgrade to bookcase</UpgradeDescString> doesn't correspond to any field in type CompProperties.
XML error: <UpgradeLabelString>Upgrade</UpgradeLabelString> doesn't correspond to any field in type CompProperties.
Anyone have any idea how to get around this, tried both the with and without tea DL's and just cannot get this to work without breaking joy generation.
Even when I load just this and core or this and core and hugslib, same errors and same problem.
I am assuming I am supposed to leave the folder intact the way it DL's and just move it to be in the mods folder. It isn't creating any additional directory layers like clutter did for me till I figured that out.
Really like this mod...
Only thing that bothered me was that I couldn't "administer" Perodyne like you can with the antibiotics... Figured it'd be useful to bump the joy of medium/long term patients...
Fixed that quickly by adding <drugCategory>Medical</drugCategory> to the <ingestible> tag in the /Defs/Drugs/Perodyne_AJO.xml file ... seems to work like a charm!
Now I really need to mod this to have a painkiller version ... oh and one that knocks patients out!
Thank you very much for this mod.
Just wanted to let you know that most furniture items are still calling for <WorkToMake> instead of <WorkToBuild> causing them to be built instantly.
Came across a save-breaking error a few days ago, if you try to load a save where there's a bookcase that is set to be updated and hasn't been built yet, it crashes the whole game before it loads the map. I had to find the reference to that in my old save file and delete it just to get things running again. This was a few days ago, I think it said something on the lines of "Could not load reference to Verse.ThingDef named AJO_Bookcase_Frame". I already have the most recent update of this mod, so just wanted to note that.
Also, is there a way to have the dartboard & paintings be placed against non-vanilla custom walls? I noticed this was an issue when I was using another mod that added a new type of wall. Clutter Furniture's bookcase will place just fine since it also is required to place against walls, but the wall items in this mod won't place for some reason.
I too have encountered the bookshelf problem. Can we expect a patch at any point?
This is the error mentioned above:
Exception from asynchronous event: System.InvalidOperationException: SaveableFromNode exception: System.InvalidOperationException: SaveableFromNode exception: System.NullReferenceException: Object reference not set to an instance of an object
at Verse.Thing.ExposeData () [0x00000] in <filename unknown>:0
at Verse.ThingWithComps.ExposeData () [0x00000] in <filename unknown>:0
at RimWorld.Frame.ExposeData () [0x00000] in <filename unknown>:0
at Verse.ScribeExtractor.SaveableFromNode[Thing] (System.Xml.XmlNode subNode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
Subnode:
<thing Class="Frame"><def>AJO_Bookshelf_Frame</def><id>AJO_Bookshelf_Frame8350960</id><map>0</map><pos>(260, 0, 164)</pos><rot>2</rot><health>62</health><faction>Faction_19</faction><resourceContainer><innerList><li Class="ThingWithComps"><def>WoodLog</def><id>WoodLog8350915</id><health>150</health><stackCount>30</stackCount><verbTracker><verbs IsNull="True" /></verbTracker></li></innerList></resourceContainer></thing>
at Verse.ScribeExtractor.SaveableFromNode[Thing] (System.Xml.XmlNode subNode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
at Verse.Scribe_Collections.LookList[Thing] (System.Collections.Generic.List`1& list, Boolean saveDestroyedThings, System.String label, LookMode lookMode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
at Verse.Scribe_Collections.LookList[Thing] (System.Collections.Generic.List`1& list, System.String label, LookMode lookMode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
at Verse.Map.ExposeData () [0x00000] in <filename unknown>:0
at Verse.ScribeExtractor.SaveableFromNode[Map] (System.Xml.XmlNode subNode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
Any plans to fix that error or is the mod no longer maintained?
Does anyone know how to get the bookcases to work with the mod "Expanded Woodworking"?
Even if you change the defs to allow the bookcases to be built with the new wood types, there is still an error with upgrading them.
Quote from: Ruisuki on March 22, 2017, 03:03:39 PM
Any plans to fix that error or is the mod no longer maintained?
If the error is preventing you from using it, let me tell you that can use this mod as it is now, just make sure no bookcases are blueprinted when you save.
@XeronX
That looks like a faulty installation. Deleting the mod folder and installing it again worked for you?
Quote from: faltonico on April 05, 2017, 02:06:38 PM
Quote from: Ruisuki on March 22, 2017, 03:03:39 PM
Any plans to fix that error or is the mod no longer maintained?
If the error is preventing you from using it, let me tell you that can use this mod as it is now, just make sure no bookcases are blueprinted when you save.
@XeronX
That looks like a faulty installation. Deleting the mod folder and installing it again worked for you?
Yeah thats whats stopping me. Anything save breaking scares me and I might forget.
Quote from: Ruisuki on April 05, 2017, 02:52:17 PM
Quote from: faltonico on April 05, 2017, 02:06:38 PM
Quote from: Ruisuki on March 22, 2017, 03:03:39 PM
Any plans to fix that error or is the mod no longer maintained?
If the error is preventing you from using it, let me tell you that can use this mod as it is now, just make sure no bookcases are blueprinted when you save.
@XeronX
That looks like a faulty installation. Deleting the mod folder and installing it again worked for you?
Yeah thats whats stopping me. Anything save breaking scares me and I might forget.
Totally understandable.
But to further convince you, you don't even have to build any bookcases at all, those are only a bit of the mod, the other stuff works like a charm (at least for me).
I think i'll wait it out for another couple weeks and hopefully the OP will reply by then with intent to update the mod. If not I might just cave and install it anyway. I only plan on adding a few more mods before I consider my modlist complete anyway.
Hello. This is the first time I've tried to directly get a mod from the forum rather than through the Steam Workshop. I tried to download this (through my browser) and it said 'Complete' but I cannot find it anywhere. Where do mods download to when downloaded from here? It hasn't appeared on my Mod List, it isn't in 'Downloads', and a search of my entire C drive has not turned it up. It didn't offer me any option as to download destination and no indication of where it was putting it. I'm using Chrome as my browser, in case that's a factor.
(http://images4.fanpop.com/image/photos/19800000/Luis-Royo-fantasy-19812146-1600-1200.jpg) | Quote from: BlueTRessym on April 09, 2017, 07:44:08 PM Where do mods download to when downloaded from here?
In Chrome, hit [CTRL]-J to jump to the downloads window, and then click on where it says "show in folder." That will take you to the folder where the file was downloaded to.
From there, open the *.zip file and there should be a single folder visible in it. That's the mod; drag it into your [Path-to-Rimworld]/Mods folder |
Anyone know a workaround for the broken save related to the saving of game with bookcase upgrades on map.
I have a hardcore save so cannot revert. is there any way to remove the offending object prior to load? I'm seeing if there is any way to edit the save file, but my mind was blown, anyone with better understanding than me able to walk me through it?
It's my best most successful world :( I miss Red, and the cats, and the army of attack boomrats (they aren't alive any more for obvious reasons)
Quote from: thomaswel on May 12, 2017, 06:18:30 AM
Anyone know a workaround for the broken save related to the saving of game with bookcase upgrades on map.
I have a hardcore save so cannot revert. is there any way to remove the offending object prior to load? I'm seeing if there is any way to edit the save file, but my mind was blown, anyone with better understanding than me able to walk me through it?
It's my best most successful world :( I miss Red, and the cats, and the army of attack boomrats (they aren't alive any more for obvious reasons)
I think you best bet would be to into the save-file and delete anything relating to bookcases. Make a backup of the save, open the file and do a Ctrl+f of every instance of bookcase and delete it
If you are on windows the save files are located in Appdata/LocalLow/LudeonStudios/Saves, on mac I dont know.
this need an updTE
You can find the A17 version [ur=https://ludeon.com/forums/index.php?topic=32190#msg329351l]here[/url]
Edit : here (https://ludeon.com/forums/index.php?topic=32190#msg329351)
url fail
thanks