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RimWorld => Mods => Releases => Topic started by: Ratys on March 07, 2015, 05:23:09 PM

Title: [1.4] RT Mods - it's just gonna keep happening innit (2022-10-21)
Post by: Ratys on March 07, 2015, 05:23:09 PM
RT Mods



RT Fuse
Researchable (RT Mods research tab) electric fuses to mitigate short circuits. When placed anywhere on a power network, each fuse will safely discharge up to three of network's batteries, mitigating or preventing the explosion.

Does not require a new colony to add or remove (might throw a one-time error).

Download: RT Fuse 1.4-1.6.0 (https://github.com/Ratysz/RT_Fuse/archive/1.4-1.6.0.zip), old versions (https://github.com/Ratysz/RT_Fuse/releases), Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=728314182), source (https://github.com/Ratysz/RT_Fuse/tree/1.4-1.6.0), license (https://github.com/Ratysz/RT_Fuse/blob/1.4-1.6.0/LICENSE.txt) (GPLv3)

(https://imgur.com/B8GXi8L.jpg)




RT Solar Flare Shield
Researchable (RT Mods research tab) magnetic shield to protect colony electronics from EMI and solar flares. The device heats up considerably while engaged, so plan accordingly!

Does not require a new colony to add or remove (might throw a one-time error).

Texture by LastXsile.

Download: RT Solar Flare Shield 1.4-1.7.0 (https://github.com/Ratysz/RT_SolarFlareShield/archive/1.4-1.7.0.zip), old versions (https://github.com/Ratysz/RT_SolarFlareShield/releases), Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=728315620), source (https://github.com/Ratysz/RT_SolarFlareShield/tree/1.4-1.7.0), license (https://github.com/Ratysz/RT_SolarFlareShield/blob/1.4-1.7.0/LICENSE.txt) (GPLv3)

(https://imgur.com/6HR3b2K.jpg)




RT Power Switch
A new researchable (RT Mods research tab) function for the power switch: when enabled, a new settings tab will become available on the power switch, allowing precise configuration of how should the switch react to changes in stored energy levels in an adjacent power network.

Does not require a new colony to add or remove (might throw a one-time error).

Download: RT Power Switch 1.4-1.5.0 (https://github.com/Ratysz/RT_PowerSwitch/archive/1.4-1.5.0.zip), old versions (https://github.com/Ratysz/RT_PowerSwitch/releases), Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=728314859), source (https://github.com/Ratysz/RT_PowerSwitch/tree/1.4-1.5.0), license (https://github.com/Ratysz/RT_PowerSwitch/blob/1.4-1.5.0/LICENSE.txt) (GPLv3)

(https://imgur.com/fDztAvZ.png)




How to install

Translations
If you want to translate one of my mods, please create a translation mod.

Modpacks
Consider this note my explicit permission to include any of my mods to non-commercially distributed packs, and to modify whatever files you may need to. As long as proper attribution is maintained, of course.
Also, it would be courteous if you notified me and other players of such an inclusion via this thread, however that's entirely up to you.
I will not provide technical support to packs, unless it strikes my fancy, but if there's a variable in my mod that should be exposed to configs yet for some reason isn't - it's entirely possible to convince me to fix that.

Changelog

(https://az743702.vo.msecnd.net/cdn/kofi2.png) (https://ko-fi.com/K3K160GG)
Title: Re: [MOD] (Alpha 9) RT Mods - behold the quantum stockpile! (08.03.15)
Post by: Fox on March 08, 2015, 12:32:19 AM
https://ludeon.com/forums/index.php?board=13.0
Title: Re: [MOD] (Alpha 9) RT Mods - behold the quantum stockpile! (08.03.15)
Post by: Ratys on March 08, 2015, 03:49:24 AM
Quote from: Fox on March 08, 2015, 12:32:19 AM
https://ludeon.com/forums/index.php?board=13.0

It IS functional in the state it's right now. That notice is there to explain my versioning, and will go away after today's update.
Title: Re: [MOD] (Alpha 9) RT Mods - behold the quantum stockpile! (08.03.15)
Post by: skullywag on March 08, 2015, 04:24:18 AM
Do items still register as available to colonists when in the stockpile? is it literally stacking on top of each other in a cell?
Title: Re: [MOD] (Alpha 9) RT Mods - behold the quantum stockpile! (08.03.15)
Post by: Ratys on March 08, 2015, 04:25:28 AM
Quote from: skullywag on March 08, 2015, 04:24:18 AM
Do items still register as available to colonists when in the stockpile? is it literally stacking on top of each other in a cell?

Correct! They even show up in that resource side bar.
Title: Re: [MOD] (Alpha 9) RT Mods - quantum storage! (10.03.15)
Post by: Ratys on March 10, 2015, 09:51:12 AM
Well, that took longer than expected. Worth it, though - a complete rewrite to make my life easier, and a new goodie to boot. Tested thoroughly, but who knows if any bug crept in, so please report any.
Title: Re: [MOD] (Alpha 9) RT Mods - quantum storage! (10.03.15)
Post by: millenium on March 10, 2015, 11:11:04 AM
like this more compact storage is always welcome.

can we get the option to turn off the field display. the little white marks create some lag if there are too many points close to each other.
Title: Re: [MOD] (Alpha 9) RT Mods - quantum storage! (10.03.15)
Post by: Ratys on March 10, 2015, 12:36:40 PM
Quote from: Canute on March 10, 2015, 10:37:15 AM
Just the core ?

A question to the gather mechanic of the storage ?
Does the pad gather all the items next to it, or only these items are for the stockpile the pad stands on it ?

Maybe another research step for more stacks ? :-)
At moment are 8 stack, thats 600 standard items for one field.

And a 1x1 pad please.
Maybe a 2x1 solar powered outdoor pad. 1 field for solar panel, 1 for storage.

Errr i didn't got a solar flare since i used these so far.
What happen on a solar flare, does you got a Quantum bomb, since so many items share the same physical space  or does the items spread out around the pad ? :-)

The core doesn't do anything by itself. It's a separate "mod" because other mods I plan to make are going to use things I already made, and I'd rather not make several libraries with redundant functionality, so I chuck most of the stuff into core.

Quantum stockpile checks if the item is wanted by the stockpile first. It doesn't care about items being forbidden, but it will unforbid them if they get stored.

Done, coming next update.

Small pads are done, coming next update. Solar pad... I have an idea where to fit it, but I'm not yet sure if it's possible; but I'll look into it.

Stored items are stable, nothing extraordinary should happen if stockpiles/warehouses lose power or get screwed by a solar flare.

Quote from: millenium on March 10, 2015, 11:11:04 AM
like this more compact storage is always welcome.

can we get the option to turn off the field display. the little white marks create some lag if there are too many points close to each other.

Glad people are enjoying this :)

Sure, a toggle for sparkles is a good idea, I'm looking into it right now. Also, if it lags completely unbearably you could open up the defs and change tickerType from Normal to Rare. That's how I originally was envisioning them, actually, but after a series of stress tests I decided they're just fine running at 250x the speed.
Title: Re: [MOD] (Alpha 9) RT Mods - quantum storage! (10.03.15)
Post by: Ratys on March 10, 2015, 03:09:32 PM
10.03.15 CHANGELOG:

RT Core:

RT Storage:
Title: Re: [MOD] (Alpha 9) RT Mods - quantum storage! (10.03.15)
Post by: Nebbeh on March 10, 2015, 06:58:55 PM
Getting some errors with this mod.

Big picture is in the main menu. Before I even create a game.

Small picture is ingame, trying to make the storage box



[attachment deleted due to age]
Title: Re: [MOD] (Alpha 9) RT Mods - quantum storage! (10.03.15)
Post by: Ratys on March 10, 2015, 07:35:43 PM
Quote from: Nebbeh on March 10, 2015, 06:58:55 PM
Getting some errors with this mod.

Big picture is in the main menu. Before I even create a game.

Small picture is ingame, trying to make the storage box

This is happening either because the RT Core is not installed or because it loads after RT Storage, which is... abnormal. If you use EdB Mod Order (https://ludeon.com/forums/index.php?topic=7454.0) then just swap their spots in the list.
Title: Re: [MOD] (Alpha 9) RT Mods - quantum storage! (10.03.15)
Post by: skullywag on March 11, 2015, 04:40:31 AM
Hmm this takes advantage of the stockpiles ability that stops pawns hauling stuff if its been dropped on another stack within the stockpile. I was hoping to leveredge some of this for my storage mod but it can only work on stockpilees it seems, unless i place an invisible stockpile....

Also how will this handle clothes...im guessing that making a pawn wear a certain shirt in a pile of shirts will be annoying as hell?
Title: Re: [MOD] (Alpha 9) RT Mods - quantum storage! (10.03.15)
Post by: Nebbeh on March 11, 2015, 07:11:33 AM
Quote from: Ratys on March 10, 2015, 07:35:43 PM
Quote from: Nebbeh on March 10, 2015, 06:58:55 PM
Getting some errors with this mod.

Big picture is in the main menu. Before I even create a game.

Small picture is ingame, trying to make the storage box

This is happening either because the RT Core is not installed or because it loads after RT Storage, which is... abnormal. If you use EdB Mod Order (https://ludeon.com/forums/index.php?topic=7454.0) then just swap their spots in the list.

Thanks, worked out. Using the RW launcher so swapped the orders of Core and Storage there. No errors now :)
Title: Re: [MOD] (Alpha 9) RT Mods - quantum storage! (10.03.15)
Post by: Ratys on March 11, 2015, 02:17:16 PM
Quote from: skullywag on March 11, 2015, 04:40:31 AM
Hmm this takes advantage of the stockpiles ability that stops pawns hauling stuff if its been dropped on another stack within the stockpile. I was hoping to leveredge some of this for my storage mod but it can only work on stockpilees it seems, unless i place an invisible stockpile....

Also how will this handle clothes...im guessing that making a pawn wear a certain shirt in a pile of shirts will be annoying as hell?

Building_Storage works too. I haven't tested it recently, but my code is generalized (there's an Accepts(this IntVec3 cell, Thing thing) funciton that figures out filters for both Zone_Stockpile and Building_Storage; I should probably just make it look for SlotGroupParent), so CompRTQuantumStockpile could work just fine in say a hopper.

And yeah, equipment is... less than ideal. I was sure that the game was smart about it and showed that drop-down menu for everything on the cell, and when I discovered it wasn't it was too late.

Quote from: Nebbeh on March 11, 2015, 07:11:33 AM
Thanks, worked out. Using the RW launcher so swapped the orders of Core and Storage there. No errors now :)

Cool :)  Feel free to leave feedback and/or feature requests after you try it out!
Title: Re: [MOD] (Alpha 9) RT Mods - quantum storage! (10.03.15)
Post by: Ratys on March 12, 2015, 06:40:45 PM
12.03.15 CHANGELOG:

Released RT Fusebox!
Title: Re: [MOD] (Alpha 9) RT Mods - Fuses! (12.03.15)
Post by: Nebbeh on March 12, 2015, 06:57:13 PM
Works pretty good, like the fact that it sorts stuff itself. Tried a different mod with storage boxes, but it could only handle 1 stuff for each box. But this, this is awesome, place it on the stockpile and it sucks up everything :D

Havent tested everything, but do this work in a beacon stockpile? Or do items I want to sell be in a open stockpile?
Title: Re: [MOD] (Alpha 9) RT Mods - Fuses! (12.03.15)
Post by: Iwillbenicetou on March 12, 2015, 06:59:39 PM
Any updates on the new mods? The things you want to do look amazing.
Title: Re: [MOD] (Alpha 9) RT Mods - Fuses! (12.03.15)
Post by: RemingtonRyder on March 13, 2015, 05:17:52 AM
Finally fuseboxes! Thank you! :)
Title: Re: [MOD] (Alpha 9) RT Mods - Fuses! (12.03.15)
Post by: SilverTitch on March 13, 2015, 07:47:23 AM
Fusebox. very nice ratys. I tend to not use batteries but this could change thing's. Always have a rush on geo power just so i don't need solar / wind to avoid the discharge damage.

><
Title: Re: [MOD] (Alpha 9) RT Mods - Fuses! (12.03.15)
Post by: Ratys on March 13, 2015, 08:56:14 AM
Wow, glad you people like it!

Quote from: Iwillbenicetou on March 12, 2015, 06:59:39 PM
Any updates on the new mods? The things you want to do look amazing.

I'll most likely be working on the psychotherapy mod now; laying out foundations and getting the basic functionality out public is always priority for me. Then probably an update to RT Storage that will integrate most of RT Core into it, with subsequent dissolution of Core - I've discovered a neat way of interleaving mods should I want to, without them needing a common core; new features (at least the trash incinerator) while I'm at it, of course. After that - not yet sure; a way to counter solar flares (rolled into RT Fusebox), a new mod adding new incidents that actually make the game harder, a start on RT Biofuel?.. Kinda reluctant on the last one, because that would mean I'll have to find/create quite a bunch of art assets, which is harder than any other aspect for me :S
Title: Re: [MOD] (Alpha 9) RT Mods - Fuses! (12.03.15)
Post by: Montanio on March 14, 2015, 04:38:32 AM
I think they only thing this is missing is the ability to bridge stacks. Do you think you can devise a way to allow a remote stack for example, to link to another? This will make inventory management much easier. Is this what you are planning with the RT Relay? If so, are you planning to create an additional "client" storage pad or will it be the functionality be built into the original quantum/warehouse pads? The ideal setup will allow, say...

Building an outpost by first establishing a few storage pads, then linking them with the main base's large warehouse stacks. This then allows your builders to simply pull objects out of the quantum stack without having to run back and forth. This will also allow remote large scale mining/scavenging to be much more manageable on larger maps.

Also, is it possible to design a storage system for chunks?
Title: Re: [MOD] (Alpha 9) RT Mods - Fuses! (12.03.15)
Post by: cheetah2003 on March 15, 2015, 03:03:13 PM
Hmmm... the fusebox doesn't seem to work.  It says it mitigated some loss to my batteries on the notice, and it takes damage, but my batteries always are completely drained when the short circuit occurs (unless they weren't connected to the power lines.)

I've had this event occur twice on this colony I started after putting the mod in. I'm using the better fusebox (the one that costs a few plasteel, mitigates 3000wd) and both times my bank of 5 batteries are completely drained.  (There's a possibility I put this mod in while playing a colony, I don't recall 100%, I'm going to start over and see if the fusebox is broke on a 100% sure new game.)

Am I doing something wrong, or does the mod not work correctly?  Do I need enough fuseboxes to cover all 5000wd my batteries provide for it to work?
Title: Re: [MOD] (Alpha 9) RT Mods - Fuses! (12.03.15)
Post by: BlackLotos on March 15, 2015, 03:17:12 PM
I believe that the job of the fuses is not to prevent the batteries from draining, but to stop the conduits from exploding.
Title: Re: [MOD] (Alpha 9) RT Mods - Fuses! (12.03.15)
Post by: cheetah2003 on March 15, 2015, 06:10:20 PM
Quote from: BlackLotos on March 15, 2015, 03:17:12 PM
I believe that the job of the fuses is not to prevent the batteries from draining, but to stop the conduits from exploding.
Well it's definitely not doing that.  :D
Title: Re: [MOD] (Alpha 9) RT Mods - Fuses! (12.03.15)
Post by: cheetah2003 on March 15, 2015, 06:50:36 PM
Yeah just an update, for sure started a new game, put in a basic fuse and two batteries.. got a short circuit, drained both battiers dead.
Title: Re: [MOD] (Alpha 9) RT Mods - Fuses! (12.03.15)
Post by: Ratys on March 15, 2015, 09:11:41 PM
Okay, okay, settle down everybody XD

Quote from: cheetah2003 on March 15, 2015, 03:03:13 PM
Hmmm... the fusebox doesn't seem to work.  It says it mitigated some loss to my batteries on the notice, and it takes damage, but my batteries always are completely drained when the short circuit occurs (unless they weren't connected to the power lines.)

I've had this event occur twice on this colony I started after putting the mod in. I'm using the better fusebox (the one that costs a few plasteel, mitigates 3000wd) and both times my bank of 5 batteries are completely drained.  (There's a possibility I put this mod in while playing a colony, I don't recall 100%, I'm going to start over and see if the fusebox is broke on a 100% sure new game.)

Am I doing something wrong, or does the mod not work correctly?  Do I need enough fuseboxes to cover all 5000wd my batteries provide for it to work?

Your total mitigation across all fuses (in a powernet) needs to be equal to or higher than the amount of energy you store (in said powernet). If you meet that criteria, whenever a short occurs you won't get an explosion at all, just some damage to the faulty conduit/wall, and to the fuses (with the cheaper ones potentially melting).

I could've done a better job clarifying it, but you still lose all stored energy. It's not a programming limitation, in fact it's easier to stop the incident rather than modify it in the way I did; it's just my take on the mythical "balance".

Quote from: BlackLotos on March 15, 2015, 03:17:12 PM
I believe that the job of the fuses is not to prevent the batteries from draining, but to stop the conduits from exploding.

Exactly.

Quote from: cheetah2003 on March 15, 2015, 06:10:20 PM
Well it's definitely not doing that.  :D

If the fuses aren't stopping explosions then you don't have enough fuses :)  Or they're on the wrong powernet. I know I messed that one up while testing quite a few times.

Quote from: Canute on March 15, 2015, 07:42:05 PM
Hmm maybe you didn't study electrotech and don't know how to use the fuse(box) ? :-)
When you put the fuses somewhere they don't have an effect on the power.
You need to put the fuses between the batteries and the powernetwork.

Here you see 3 standard battiers, 3000 total power connect to the network with 2 standard fuses. 2 fuses because 1 fuse just hold 2500.
When the event comes, the 2 fuses get destroyed and no other damage happen.
Ofcouse the batteries are empty.

That's... huh. It's correct when looked at from real-world perspective, but RimWorld is not quite realistic, especially in power department.

My fuses don't really work that way. They work from anywhere on the powernet; and, for shame, I'm not entirely sure what would happen if they are used like you've shown - they could work as I intended, or fail miserably, or even throw an exception. Naturally, I'll clarify it before next update.

Quote from: Montanio on March 14, 2015, 04:38:32 AM
I think they only thing this is missing is the ability to bridge stacks. Do you think you can devise a way to allow a remote stack for example, to link to another? This will make inventory management much easier. Is this what you are planning with the RT Relay? If so, are you planning to create an additional "client" storage pad or will it be the functionality be built into the original quantum/warehouse pads? The ideal setup will allow, say...

Building an outpost by first establishing a few storage pads, then linking them with the main base's large warehouse stacks. This then allows your builders to simply pull objects out of the quantum stack without having to run back and forth. This will also allow remote large scale mining/scavenging to be much more manageable on larger maps.

Also, is it possible to design a storage system for chunks?

I have thought about linking stacks, yes, but going that way I'd have to break my way of avoiding the "colonist abstracted resource availability" problem, or solve it, which I'm not really up to.

So the plan is to indeed have a kind of remote client for quantum warehouses - a kind of all-purpose single-stack storage building that, when it's filter is set to accept an item, will have said item pulled onto it from the linked quantum warehouse. Not yet certain on the details or how putting items back would work exactly (probably there will be a toggle button to switch between input/output).

As for chunk storage - yes, definitely, although not in the same way as quanutm stockpiles: the game logs an error if it finds several chunks in a single cell while saving. It's not something I think is possible to fix from a modder's end.
Title: Re: [MOD] (Alpha 9) RT Mods - Fuses! (12.03.15)
Post by: MsMeiriona on March 15, 2015, 10:36:37 PM
Oh thank gods, the quantum storage is a miracle. I can have freezers of a size that doesn't require too many coolers, I can keep all my silver in a single room near my coms, it's just wonderful. I can actually USE my storerooms again, without using up huge amounts of room even after modding what stack numbers I can (leather and meat don't seem to be able to be edited, they appear to be hard coded to 75.) The power cost makes up for not needing a billion coolers and lights and stuff.
Title: Re: [MOD] (Alpha 9) RT Mods - Fuses! (12.03.15)
Post by: cheetah2003 on March 16, 2015, 12:12:51 AM
Quote from: Ratys on March 15, 2015, 09:11:41 PM
Your total mitigation across all fuses (in a powernet) needs to be equal to or higher than the amount of energy you store (in said powernet). If you meet that criteria, whenever a short occurs you won't get an explosion at all, just some damage to the faulty conduit/wall, and to the fuses (with the cheaper ones potentially melting).
Okies, I definitely misunderstood how they worked.  Thank you for clearing it up for me!
Title: Re: [MOD] (Alpha 9) RT Mods - Fuses! (12.03.15)
Post by: millenium on March 16, 2015, 11:57:16 AM
can we get a waterproofing upgrade for the quantum stockpiles their fantastic for trading zones but they keep short circuiting.
Title: Re: [MOD] (Alpha 9) RT Mods - Fuses! (12.03.15)
Post by: Rock5 on March 16, 2015, 02:08:17 PM
Can't you roof your stockpiles now?
Title: Re: [MOD] (Alpha 9) RT Mods - Fuses! (12.03.15)
Post by: HBKRKO619 on March 16, 2015, 04:29:01 PM
Quote from: Rock5 on March 16, 2015, 02:08:17 PM
Can't you roof your stockpiles now?

I saw Tynan say "don't know where" that since alpha 9, yes, we can roof our stockpiles because of the deterioration of object.
Title: Re: [MOD] (Alpha 9) RT Mods - Fuses! (12.03.15)
Post by: Montanio on March 17, 2015, 09:42:09 AM
Quote from: Ratys on March 15, 2015, 09:11:41 PM

I have thought about linking stacks, yes, but going that way I'd have to break my way of avoiding the "colonist abstracted resource availability" problem, or solve it, which I'm not really up to.

So the plan is to indeed have a kind of remote client for quantum warehouses - a kind of all-purpose single-stack storage building that, when it's filter is set to accept an item, will have said item pulled onto it from the linked quantum warehouse. Not yet certain on the details or how putting items back would work exactly (probably there will be a toggle button to switch between input/output).

As for chunk storage - yes, definitely, although not in the same way as quanutm stockpiles: the game logs an error if it finds several chunks in a single cell while saving. It's not something I think is possible to fix from a modder's end.

Hm... Maybe the remote client can be set up to only pull say, up to 4 resources (detected via storage zone, if >4 randomly replicates 4), and that each resource must be >1 at the warehouse unit? This will avoid some of the... replication of stacks issues maybe? Say, I have 1000 metal, the client zone will stack 4x stacks of metal that is directly deducted from the warehouse. Then as you pull more out, it'll grab more until you shut the link down/deconstruct it. If you need more than 4 types of resources, then build more client stacks, assuming you are keeping to your original 2X2 design. Just some random ideas that I feel like will help enhance building/mining in large maps. I'm eager to see what you come up with!

As for chunks, yeah, as long as there is some sort of "space compression" going on, I'm all in for it. At the moment the only way to really solve it is to turn them all into bricks as soon as possible and then storing them with your quantum units which means I have to dedicate crafters to them constantly as I dig.

Anyways, keep up the good work!
Title: Re: [MOD] (Alpha 9) RT Mods - Fuses! (12.03.15)
Post by: RemingtonRyder on March 21, 2015, 09:03:04 AM
I haven't been able to get fuses to work, unfortunately. Tested it out with the debug menu too. Thought it might be a mod conflict but I just tested it out with a vanilla setup (aside from RT Core and RT Fusebox of course).

Actually, never mind, I think I have the original 1.0.0 version. Tried 1.0.1 and still no change.
Title: Re: [MOD] (Alpha 9) RT Mods - Fuses! (12.03.15)
Post by: Ratys on March 21, 2015, 09:12:16 AM
Quote from: MarvinKosh on March 21, 2015, 09:03:04 AM
I haven't been able to get fuses to work, unfortunately. Tested it out with the debug menu too. Thought it might be a mod conflict but I just tested it out with a vanilla setup (aside from RT Core and RT Fusebox of course).

Fuses NEED that "basic fuses" research to complete: it fires a ResearchModSpecial that replaces the IncidentWorker for short ciruits with my custom one. Other than that I'm not quite sure why wouldn't they work... Unless you're expecting them to do something they weren't intended to of course :)
Title: Re: [MOD] (Alpha 9) RT Mods - Fuses! (12.03.15)
Post by: RemingtonRyder on March 21, 2015, 09:19:10 AM
Right. I tested it out a bit more and it does work. Thanks for the help. :)
Title: Re: [MOD] (Alpha 9) RT Mods - Fuses! (12.03.15)
Post by: daft73 on March 21, 2015, 10:57:37 AM
Quote from: MarvinKosh on March 21, 2015, 09:19:10 AM
Right. I tested it out a bit more and it does work. Thanks for the help. :)
Ummmm yes, research, of coarse it is research.  ;D

This is on my Saturday mods list, will report anomalies, bugs, dirty laundry.
Title: Re: [MOD] (Alpha 9) RT Mods - Fuses! (12.03.15)
Post by: Master Bucketsmith on March 22, 2015, 04:54:21 AM
PLEASE upload to another source. The entire aws.amazon thing is blocked by Comodo and I'm unable to circumvent it.
Title: Re: [MOD] (Alpha 9) RT Mods - Fuses! (12.03.15)
Post by: LInfo on March 23, 2015, 02:48:58 AM
Please add russian-translate text in this mod.
Translate mods:
RT Core (http://"https://yadi.sk/d/s5Vl2plufSqcf")
RT Fusebox (http://"https://yadi.sk/d/SCauD4OWfSqeT")
RT Storage (http://"https://yadi.sk/d/7kjrYCpwfSrff")
Title: Re: [MOD] (Alpha 9) RT Mods - Fuses! (12.03.15)
Post by: Ratys on March 23, 2015, 07:30:28 PM
Quote from: LInfo on March 23, 2015, 02:48:58 AM
Please add russian-translate text in this mod.
Translate mods:
...(links)...

Хм. Не очень перевод, скажу честно, очень на машинный похож :Р  Подправлю, добавлю. Через час где-то выложу, заодно и новый мод; он пока без переводов будет, сам я не очень соображаю как это по-русски сказать чтобы глаза не болели. Буду ждать советов.

I'll be honest, not the best translation, feels like it's machine-generated :P  I'll fix it up and add it though. ETA one hour, along with a new mod; it'll be without a translation yet, because I don't have a good idea of how to write it's text in Russian without it causing physical pain to the reader. Advice welcome.

EDIT:

А, и включать весь мод в загрузку перевода - моветон. Не говоря уже о слегка битых ссылках (скачать-то я сумел в итоге).

Oh and including the entire mod in the translation download is bad form. As are broken links (which I managed to fix in order to download).
Title: Re: [MOD] (Alpha 9) RT Mods - Counseling! (24.03.15)
Post by: Ratys on March 23, 2015, 09:41:17 PM
24.03.15 CHANGELOG:

When updating, don't simply overwrite, delete & copy new. And do delete RT Core, as it is useless now (and might cause conflicts).
Title: Re: [MOD] (Alpha 9) RT Mods - Counseling! (24.03.15)
Post by: LInfo on March 24, 2015, 03:06:47 AM
EN: russian translate for new mod RT Neuromancy
All translate not a machine. But maube not good.
I hope you liked this translate.

RU: перевод для RT Neuromancy (как это слово-то переводится?)
Весь перевод делался не машиной, а мной, а-то коряво, так это вина моя, иногда не состыковка происходит.
Я надеюсь перевод последнего мода понравится.

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 9) RT Mods - Counseling! (24.03.15)
Post by: LInfo on March 24, 2015, 03:30:51 AM
EN: why not added translate russian in RT Fusebox. Not good? Adding refresh translate of this mod.
RU: почему не добавили русский перевод в мод RT Fusebox. Чем-то он плох? Добавил обновленный перевод для этого мода.

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 9) RT Mods - Counseling! (24.03.15)
Post by: Canute on March 25, 2015, 04:43:13 PM
About Counseling,
1. patients on medical/hospital bed's they are marked for counseling allways get visit by a counselor even when they are "in shock" or "unconsious".

2. pawn's at low mood from hungry/tired go first to a counselor instead to take care about their primary need food/sleep.
Title: Re: [MOD] (Alpha 9) RT Mods - Counseling! (24.03.15)
Post by: Ninefinger on April 01, 2015, 10:47:42 PM
Would it be possible for you to make an alternate version of the fuse mod to make it so that when the power circuit overloads you only lose half of your current stored power? If so that would make this mod perfect imo. Or if you could make a mod that for eg, if you only charge your batteries to say 80% they should not overload till they break the overload threshold of say 85%, but since i love the fuse idea so much the first option would be so much appreciated. :)
Title: Re: [MOD] (Alpha 9) RT Mods - Counseling! (24.03.15)
Post by: Killaim on April 02, 2015, 10:48:38 AM
Shrink : "so...cannibal...how does that make you feel"

Patient : "hungry..."

Shrink : "can you see how it might be bad ?"

Patient : "...well...its good in a pinch ? and with a pinch of salt?"

Shrink : "indeed...."

-----

Shrink : "so..you dont wanna haul stuff"

Patient : "No...YOU WANNA MAKE ME HAUL STUFF I CAN TELL! "

Shrink : "well..do you have a valid reason for you to not want to haul stuff?"

Patient : "....Its heavy!... Its dumb! dumb people haul things!"

Shrink : "...ok..now...when you go hunting...and you shoot something...what do you do with it afterwards"

Patient : "...oh i haul it back to ba......*gasp*....but...no...i... *Cries uncontrollably*

Shrink : "..i think we had a big breakthrough today"

*No Haul trait removed from patient*
-------

This - we need this badly ! :D treat mental traits  (yes no haul is a mental trait! no other reason !!")

but also other traits like Abusive - or neurotic etc - like smack a big work time on how long it takes to remove.



Title: Re: [MOD] (Alpha 9, 10) RT Mods - Updates inbound! (15.04.15)
Post by: Ratys on April 15, 2015, 05:54:10 PM
15.04.15 CHANGELOG:

Next up: RT Fusebox update to Alpha 10, with (hopefully) addition of the solar flare shield.
Title: Re: [MOD] (Alpha 10) RT Mods - solar flare shielding! (19.04.15)
Post by: Ratys on April 18, 2015, 07:43:56 PM
19.04.15 CHANGELOG:
Title: Re: [MOD] (Alpha 10) RT Mods - solar flare shielding! (19.04.15)
Post by: daveboy2000 on April 18, 2015, 07:50:15 PM
Ohh credit :D
Title: Re: [MOD] (Alpha 10) RT Mods - solar flare shielding! (19.04.15)
Post by: Dave-In-Texas on April 22, 2015, 08:18:07 PM
the storage mod xml defs have a ?obsolete tag <eType> in them.  throwing errors in the debug log.   nothing critical but i was chasing another error and found the source was really in your mod :-)
Title: Re: [MOD] (Alpha 10) RT Mods - solar flare shielding! (19.04.15)
Post by: Ratys on April 23, 2015, 02:20:41 AM
Quote from: Dave-In-Texas on April 22, 2015, 08:18:07 PM
the storage mod xml defs have a ?obsolete tag <eType> in them.  throwing errors in the debug log.   nothing critical but i was chasing another error and found the source was really in your mod :-)

Yes, I'm aware of that, thanks though. Already fixed in dev version; decided not to push it out, because it's really not causing any trouble safe for that warning in the console.
Title: Re: [MOD] (Alpha 10) RT Mods - solar flare shielding! (19.04.15)
Post by: Ninefinger on April 23, 2015, 04:09:44 AM
I was wondering how does the solar flare shield work exactly does it have to be close to the object you want protected or just connected anywhere on the grid?
Title: Re: [MOD] (Alpha 10) RT Mods - solar flare shielding! (19.04.15)
Post by: wakko151 on April 23, 2015, 05:01:25 AM
I really like the idea of Couseling. Can't wait to try it out for Alpha 10
Title: Re: [MOD] (Alpha 10) RT Mods - solar flare shielding! (19.04.15)
Post by: mathwizi2005 on April 24, 2015, 01:00:20 AM
I am having issues getting the relays to do what they were intended for.
Specifically sending items TO the relay.
Does the item NEED to be on the warehouse? And if so, why can't the warehouse see the request and take from neighboring stockpiles?

(http://i.imgur.com/ubZefNl.jpg)
Title: Re: [MOD] (Alpha 10) RT Mods - solar flare shielding! (19.04.15)
Post by: Dave-In-Texas on April 24, 2015, 06:25:31 AM
Quote from: mathwizi2005 on April 24, 2015, 01:00:20 AM
I am having issues getting the relays to do what they were intended for.
Specifically sending items TO the relay.
Does the item NEED to be on the warehouse? And if so, why can't the warehouse see the request and take from neighboring stockpiles?

(http://i.imgur.com/ubZefNl.jpg)
In my game I haven't quite gotten the research for relays done, its almost done though :-)

I know that the description of warehouses is that they act like regular.. pads. 
I also know that through research each.. pad optimizes itself, so the warehouse probably must optimize across all pads contained in that stockpile.
try linking it directly to a pad rather than the warehouse?
also ensure that both stockpiles (you do have stockpiles at each end, right) are the same priority.

failing all that i'll share what i learn when i get to play again, if you haven't gotten it figured out in the mean time :)
Title: Re: [MOD] (Alpha 10) RT Mods - solar flare shielding! (19.04.15)
Post by: mathwizi2005 on April 24, 2015, 07:57:05 AM
Well if you look at the UI selections I have, Replays can ONLY link to Warehouses (note the previous QW and Next QW buttons (Quantum Warehouse))
This is still an issue since the documented behavior says relays can do this, yet its not.
Title: Re: [MOD] (Alpha 10) RT Mods - solar flare shielding! (19.04.15)
Post by: Ratys on April 25, 2015, 10:16:40 AM
Quote from: Ninefinger on April 23, 2015, 04:09:44 AM
I was wondering how does the solar flare shield work exactly does it have to be close to the object you want protected or just connected anywhere on the grid?

Essentially, it shields the whole map.

Quote from: wakko151 on April 23, 2015, 05:01:25 AM
I really like the idea of Couseling. Can't wait to try it out for Alpha 10

It will be some time still, most likely early March. I decided to not do just a straight port and bugfix, but to implement some of the more sought-after planned features (I've seen numerous inquires about removing labor restrictions, for example); on top of being swamped at work and all that jazz.

Quote from: mathwizi2005 on April 24, 2015, 01:00:20 AM
I am having issues getting the relays to do what they were intended for.
Specifically sending items TO the relay.
Does the item NEED to be on the warehouse? And if so, why can't the warehouse see the request and take from neighboring stockpiles?

-image snip-

Not quite able to tell what's going on from one picture... Anyway: the relay will look over everything that's on all quantum stockpiles connected to the target quantum warehouse, warehouse itself included. Thus, if the relay has an equal or higher priority than your Stockpile 1, any lavish meal laying on a stockpile or the warehouse of Stockpile 1 will be transported to the relay.

Possible caveat is that Stockpile 1 has lavish meals disabled; while I do remember coding in that case, I don't remember testing it... Needless to say I'll be running more tests soon; meanwhile, it would be a great boon if you provided more info - and perhaps did some tests yourself! :D
Title: Re: [MOD] (Alpha 10) RT Mods - solar flare shielding! (19.04.15)
Post by: mathwizi2005 on April 25, 2015, 02:19:11 PM
Quote from: Ratys on April 25, 2015, 10:16:40 AM
Not quite able to tell what's going on from one picture... Anyway: the relay will look over everything that's on all quantum stockpiles connected to the target quantum warehouse, warehouse itself included. Thus, if the relay has an equal or higher priority than your Stockpile 1, any lavish meal laying on a stockpile or the warehouse of Stockpile 1 will be transported to the relay.

Possible caveat is that Stockpile 1 has lavish meals disabled; while I do remember coding in that case, I don't remember testing it... Needless to say I'll be running more tests soon; meanwhile, it would be a great boon if you provided more info - and perhaps did some tests yourself! :D

Thats the thing, the relay is critical and is set to only receive lavish meals....but I do have it disabled in stockpile 1......if this works, I'm gonna kick myself.
Title: Re: [MOD] (Alpha 10) RT Mods - solar flare shielding! (19.04.15)
Post by: Ratys on April 25, 2015, 05:27:08 PM
Quote from: mathwizi2005 on April 25, 2015, 02:19:11 PM
Thats the thing, the relay is critical and is set to only receive lavish meals....but I do have it disabled in stockpile 1......if this works, I'm gonna kick myself.

Wouldn't that mean Stockpile 1 has no lavish meals to begin with? There's simply nothing for the relay to transport.

(The case I was referring to is when something is disabled in the stockpile, yet there are such items on quantum stockpiles/warehouses, and the relay wants them. It shouldn't happen normally, but I'm handling that anyway by having the relay take the item disregarding any possible priority restrictions. At least that's how I remember coding it in.)
Title: Re: [MOD] (Alpha 10) RT Mods - solar flare shielding! (19.04.15)
Post by: mathwizi2005 on April 26, 2015, 02:21:36 AM
I just tried it....seems the system ONLY WORKS if the meals are on the warehouse, the warehouse itself doesn't scan for the requested item to send (and even then, it doesn't always send the meals when they are needed).
Title: Re: [MOD] (Alpha 10) RT Mods - solar flare shielding! (19.04.15)
Post by: Ratys on April 26, 2015, 04:04:53 AM
Quote from: mathwizi2005 on April 26, 2015, 02:21:36 AM
I just tried it....seems the system ONLY WORKS if the meals are on the warehouse, the warehouse itself doesn't scan for the requested item to send (and even then, it doesn't always send the meals when they are needed).

I'm still not sure what are you doing and what you expect to happen; I've explained how it works several times, yet your replies contain ambiguity that I cannot reliably parse within the context.

Anyway, I made and album explaining how exactly one would set up the devices to handle your case (which I inferred would be getting lavish meals from Stockpile 1 to a relay): http://imgur.com/a/ifpwU
Title: Re: [MOD] (Alpha 10) RT Mods - solar flare shielding! (19.04.15)
Post by: Ratys on April 26, 2015, 06:22:30 AM
Quote from: Canute on April 26, 2015, 05:17:11 AM
1. stockpile and relay both on normal. 1 sandstone + 1 limestone chunk get hauled to the stockpile.  Both chunks get teleported to the relay.
THEY ARN'T visible after the teleport, but you can click on them.
Crafter take out limestone chunk from the relay and craft stone, and bring back the stone blocks to the stockpile. Stone blocks get teleported to the relay. Curious they are visible.

I'm surprised it even tries to do anything with the chunks, I remember telling it not to. Or was that during initial developement back on A9, before I ported relay code to A10?.. Regardless, I'll look into display issue.

Quote from: Canute on April 26, 2015, 05:17:11 AM
Stone block get teleport to the relay, but they don't stack up. Looks like the relay don't got a self-defrag feature.

Indeed, it doesn't. I decided to not add that for balance reasons: making relays smart but not THAT smart - the player should be the smart one and build accordingly.

Quote from: Canute on April 26, 2015, 05:17:11 AM
Tryed to copy the settings from the Relay and paste it to the new stockpile, i don't get the option to paste. But i can copy and paste the settings from the other stockpile to the new one.

I'm not sure why that happens, I remember early tests for this going just fine; I'll look into this.

Quote from: Canute on April 26, 2015, 05:17:11 AM
Relay should have the same or high priority then the warehouse.
Relay don't teleport things back to the warehouse.
Relay don't work as dropoff stockpile/container, but with a stockpile around you can compensate this.
You can build relay's next to each other.

Yes.
Yes and no (see below).
Yes, they don't and shouldn't; yes, it's meant to be handled by a stockpile (see below)
Yes, there are special checks to prevent looping teleports.

Quote from: Canute on April 26, 2015, 05:17:11 AM
Build just small relay's next to the crafting bench and put a 1x1 stockpile before it with the same settings.

Close: the relay should only have the items you want drawn to it enabled, while the stockpile beside it should have just the items you want sent back to the warehouse.

For example, in the case you described the relay should be set to accept chunks, and the stockpile next to it should have stone bricks enabled (assuming the warehouse has both chunks and bricks enabled). Relay will transport chunks from warehouse onto itself, pawns will grab chunks from relay, turn them into bricks, put bricks on small stockpile beside the relay, relay then transports those bricks to the warehouse.

In general, having those small relay-side stockpiles set to same settings as the warehouse should work.
Title: Re: [MOD] (Alpha 10) RT Mods - solar flare shielding! (19.04.15)
Post by: Zhadum on May 01, 2015, 08:31:45 PM
So far really liking this mod. But, a question. Not sure if I'm somehow doing something wrong, but after trying for a few hours, reading this thread and getting most every other item to work I still have problems making Raw devilstrand show up in my relay thingie.

At first I had issues getting Cotton to show up as well, but then all of a sudden that worked, but devilstrand I can't seem to make work.
A few textiles as well were problematic.
I'm guessing it might have to do with other mods, but since I got this from companion mod superior crafting it seems weird that it would be that.

Either way, I'm out of ideas here.
I've had over 500 raw devilstrand in the stockpile, had a warehouse there and pointed the relay there. I have not had only devilstrand there though. I also had for example cotton.. and cotton worked fine to teleport, but devilstrand is a no show.
Title: Re: [MOD] (Alpha 10) RT Mods - solar flare shielding! (19.04.15)
Post by: Zhadum on May 02, 2015, 09:17:47 AM
I built and rebuilt both warehouses and relays several times.
The last thing you write.. I don't know what that means.
Title: Re: [MOD] (Alpha 10) RT Mods - solar flare shielding! (19.04.15)
Post by: Telarin on May 06, 2015, 04:23:01 PM
I noticed a couple little things with the quantum stockpiles integrated into the SC mod. I'm not sure if these are related to the integration, or if they exist when using it with vanilla, but thought I would mention them here:

1) Quantum relays do not seem to work with items added by the SC mod. The relay will not push items to or pull items from a configured warehouse. This includes steel bars, plasteel bars, woven cloth of all types (though it works on raw cotton and devilstrand). They do work fine with at least wood logs, silver, steel ore, and plasteel ore. I haven't tested a lot of the other items yet, these are just the ones I have noticed so far.

2) When placed next to a crafting bench, the relays will steal items that are being used for crafting. I am not sure if this is something that is even avoidable, as I don't know if the items being used have any kind of "reserved for use" flag that could be checked or not. For the time being, I have moved my relays so they are at least one tile away from crafting benches to work around this issue.

3) It seems like when a relay pushes items back to a warehouse, it enforces the 4 stacks per tile rule, regardless of the upgrade level that has been researched. Once everything is stacked to 4 per tile, the relay quits pushing items back, even though I have researched all 3 levels of upgrades.
Title: Re: [MOD] (Alpha 10) RT Mods - solar flare shielding! (19.04.15)
Post by: Telarin on May 08, 2015, 09:48:44 AM
After more testing, I am just more confused about what is going on with relays. Relays that are working fine one day, will not pull materials after the game is loaded the next day. And sometimes relays that were not working the day before will suddenly start working. There is something very bizarre going on here. Is there anything I can provide that would help you track it down? I can provide a save if needed, but as inconsistent as the behavior is, I'm not sure that would be very productive.
Title: Re: [MOD] (Alpha 10) RT Mods - solar flare shielding! (19.04.15)
Post by: Ratys on May 08, 2015, 12:25:01 PM
Quote from: Telarin on May 06, 2015, 04:23:01 PM
I noticed a couple little things with the quantum stockpiles integrated into the SC mod. I'm not sure if these are related to the integration, or if they exist when using it with vanilla, but thought I would mention them here:

1) Quantum relays do not seem to work with items added by the SC mod. The relay will not push items to or pull items from a configured warehouse. This includes steel bars, plasteel bars, woven cloth of all types (though it works on raw cotton and devilstrand). They do work fine with at least wood logs, silver, steel ore, and plasteel ore. I haven't tested a lot of the other items yet, these are just the ones I have noticed so far.

2) When placed next to a crafting bench, the relays will steal items that are being used for crafting. I am not sure if this is something that is even avoidable, as I don't know if the items being used have any kind of "reserved for use" flag that could be checked or not. For the time being, I have moved my relays so they are at least one tile away from crafting benches to work around this issue.

3) It seems like when a relay pushes items back to a warehouse, it enforces the 4 stacks per tile rule, regardless of the upgrade level that has been researched. Once everything is stacked to 4 per tile, the relay quits pushing items back, even though I have researched all 3 levels of upgrades.

2 & 3 are news to me, and are an oversight strictly on my part, and are fixed for next update. I mean, half of the purpose of relays is to cut short walks to the main stockpile during crafting, why didn't I notice it being so horribly broken?.. Or the stack limit: I looked at the relevant bit and was surprised it works at all - the relay checks against it's own storage stack limit value, which it shouldn't have anyway because it's not a quantum stockpile at all. Fun times.

Quote from: Telarin on May 08, 2015, 09:48:44 AM
...
There is something very bizarre going on here. Is there anything I can provide that would help you track it down?
...

Bizarre indeed. This is likely the same problem that has been center of discussion lately - it still eludes me after about a week of on & off hunting, with me being unable to as much as reproduce it. However, your note 1 in previous post gave me an idea. I would indeed like your save, please, and a list of mods the save runs - it would provide the best testing environment.

And, thank you all who posted lately. I might not reply, but that doesn't mean I don't read, and some of the info you gave me is very helpful in finally fixing the relays.
Title: Re: [MOD] (Alpha 10) RT Mods - solar flare shielding! (19.04.15)
Post by: Telarin on May 08, 2015, 02:01:38 PM
I'll get you a save uploaded as soon as I get a chance, but in the mean time, I have noticed something. It isn't 100% consistent, but it seems like quantum warehouses that are close to capacity have the most trouble delivering goods to relays. I have noticed that as I start cleaning out these packed stockpiles, suddenly the relays connected to them will start receiving items again. I'll try to upload a save tonight for you if I have a chance.
Title: Re: [MOD] (Alpha 10) RT Mods - solar flare shielding! (19.04.15)
Post by: Flaxarn on June 04, 2015, 09:35:23 AM
Getting this error loading into game
(http://i.gyazo.com/c27aeee9bb5c574f66cf7f5da7ad2589.png)
Any idea whats wrong?
Also read you posts about relays and last game when i build and tried a massive quantum storage and relay functions so i could have locked storage rooms, all workbenches with 2-3 relays just tto puch and pull right resources.
ALL relays had under some points errors in their drawing and pulling with not finding right BUT they all worked at some point as indtended, could sometimes be fixed by toggle power or "soft reset" with chaning what resource to pull. what i figured is it has something with specific resource that bugs out as it not helps with a new relay for that resource sometims.
It seems to be greater as bigger the stockpiles get, my freezer was 2 quantum stockpiles for meals and got up to 16 quantum stockpile for raw food.
Also had problems with relays take the material from the person working. most often the chef was working on something and it was drawn back to stockpile and rearanged like in a loop.
The more stockpiles i got i noticed more and more memory draw on my computer, had to reload game severals times do to stutter effect.
Even got blue screen 1 time :P
Love this idea but think you have a memory leak?
hope this help for further investigation.
Title: Re: [MOD] (Alpha 10) RT Mods - solar flare shielding! (19.04.15)
Post by: BMS on June 04, 2015, 10:02:46 AM
Quote from: Flaxarn on June 04, 2015, 09:35:23 AM
Any idea whats wrong?

Love this idea but think you have a memory leak?
hope this help for further investigation.

At least your trying to help, but have you tried putting that many items on the ground?  I think you would find just as big a "memory leak" with no RT mod.  And for the error the etype def has been removed for A10

Quote from: skullywag on March 27, 2015, 08:28:44 AM
Might as well start this as ive updated all my mods but only found 1 major change to hediffs.
... <removed>
Some other minor bits:

Etypes have been removed so remove them from all your defs. You may need a new category as some of these have changed for example I used to use ethereal for anything droppod related (meteors and razorrain for example) i now use "skyfaller".

... <removed>
Thats all ive hit so far.
Title: Re: [MOD] (Alpha 10) RT Mods - solar flare shielding! (19.04.15)
Post by: Flaxarn on June 04, 2015, 10:34:43 PM
Only times my computer have started lagging so far is when the warehouse try to rearange infinte? like when the relays starts taking material from the chef :P only solution i got to that was to space out relays around workareas. i know this is extreme case senarios but noticed this problems even in smaller stockpiles, build them overlarge  just to see the problems more extensive so i could conclude and exclude problems in the materials or in the handlings.
Cant say if my conclusions is right but i will try out some more :)
Title: Re: [MOD] (Alpha 10) RT Mods - solar flare shielding! (19.04.15)
Post by: Ratys on June 05, 2015, 02:52:52 PM
Quote from: Flaxarn on June 04, 2015, 09:35:23 AM
Getting this error loading into game
- image snip -
Any idea whats wrong?

Yes, BMS refers to the right thing: there's no more eType field; I didn't catch it when updating to current alpha. It shouldn't affect your game, because RimWorld is smart enough to ignore stuff it can't parse.

Quote from: Flaxarn on June 04, 2015, 09:35:23 AM
The more stockpiles i got i noticed more and more memory draw on my computer, had to reload game severals times do to stutter effect.
Even got blue screen 1 time :P
Love this idea but think you have a memory leak?

You getting BSOD has nothing to do with RimWorld at all - it's either your OS or hardware, or both. Simple programs shouldn't ever result in one, unless they're doing something at system level - which a game, let alone a mod, shouldn't and in most cases can't do.

As for memory leak... Don't think it's caused explicitly by something of mine. There aren't many variables per se, and pointers are let go of normally, so C#'s garbage collection should do it's thing and free up any memory reserved by my code.


And yeah, still can't reproduce a single failure. Relays just keep on working no matter what I do, provided I set them up correctly. If a relay works it will continue on working, no weird issues whatsoever.
Title: Re: [MOD] (Alpha 10) RT Mods - solar flare shielding! (19.04.15)
Post by: Flaxarn on June 06, 2015, 12:19:36 AM
you might be right, will continue some more reserach in another game when i have time but i dont make the behaviour up ;)
In a locked (and open ) stockpile enviroment the relays could work and stop work as intended whit no more change than "soft resests" and other times nothing worked to get them working :\
Only time i got BSOD on this computer since i bought it if not counting   
when i oc the cpu when finding the stable point.
Title: Re: [MOD] (Alpha 10) RT Mods - solar flare shielding! (19.04.15)
Post by: nmid on June 06, 2015, 01:01:29 AM
Quantum storage is one of the best MM-reducing mods ever and which let us get down to actually enjoying the game..
I came across this in the Overhaul Mod pack, then followed it back to the SCA thread and finally here.

Thank you so much for the concept and coding the mod.

Just a small observation, be careful when placing QS next to a production table. When making a complex recipe which uses 2 or more items, the QS has a high chance of sucking up the items before you can start work on the recipe.
The QS (Quantum Stockpiles) ideally shouldn't take things from the table space of production tables.

(The other MM reducing mods that I love? - Edb prepare carefully, Edb interface, PSI, AutoHuntBeacon, FastFloors .. and VeinMiner being an honorable mention).
Title: Re: [MOD] (Alpha 10) RT Mods - solar flare shielding! (19.04.15)
Post by: magei on June 07, 2015, 09:53:59 AM
I believe your Quantum Stockpiles do create alot of lag, Not all the time, I'll explain my test:

AMD FX 8350 - 4ghz 8 core with boost disabled
24gb DDR3 underclocked to 1336mhz
Nvidia GTX 550 Ti 1gb onboard memory but total video memory of 4gb (Can run GTA V with most stuff on high (Over the 1gb vram limit) with smooth 40+ fps) Primary card
Nvidia GT 630 2gb onboard memory as a dedicated physx card + backup card

24 mini 1x1 QS
16 2x2 QS
QS activity indicator off
Population - 29 Droids from MD2 and 4 colonists with no lag when all are doing work on speed 3
Power on - Frame rate hits the floor on speed 3, Some moderate lag on speed 2 and normal (no lag) at speed 1
Power off - No lag

Findings - Cpu usage was pretty much same through the test, No spikes when QS was on or off, GPU usage crashed to the floor when QS was on and on speed 3, Designating power off and watching GPU usage showed a gradual increase in usage as QS's were been turned off (Note I have a GTX 550Ti and 4gb available video ram and graphics settings set to 1080p and quality normal), System Ram and CPU aren't a problem, Using 1.85gb memory and 14-18% cpu, Bottoms out at 13-14% cpu when QS are on

Conclusion, Something that the Quantum Stockpiles do causes massive frame drops the faster the game goes except speed 1, Also causes cpu usage to drop (Unexpected as this should go up with more work load) on speed 3

Any way to optimize QS's as I really like the stacking ability but hate the lag as I always run on speed 3?

EDIT: Adding a Quantum Warehouse pretty much deletes the lag altogether!
Title: Re: [MOD] (Alpha 10) RT Mods - solar flare shielding! (19.04.15)
Post by: nmid on June 07, 2015, 10:22:46 AM
Quote from: magei on June 07, 2015, 09:53:59 AM
EDIT: Adding a Quantum Warehouse pretty much deletes the lag altogether!

Thanks for that observation.

I play my games slow, so I still have to use more than 15 QS right now.
I haven't made a QS warehouse yet, even though I've researched everything in the QS tech tree..
I'll build a QS WH just to be safe ;)
Title: Re: [MOD] (Alpha 10) RT Mods - solar flare shielding! (19.04.15)
Post by: 1000101 on June 07, 2015, 02:13:16 PM
Loving the storage mod but I also am having the relay issue - that is - some relays do their job and some don't.  Save/Load and "soft" reset (changing storage item/connected quantum warehouse/power toggle) don't fix it.  It seems to only happen when the quantum warehouse has more than four items in a given cell (ie, after upgrade research) and it has more than one type of item in the same cell (ie, steel and plasteel) but if it has one item (steel or plasteel) it works fine.  Other than that I can't determine where the fault lies nor can I provide a sure way to reproduce the error.

I have found that sometimes the enumeration functions sometimes lie about cell contents and for my own personal mods I've had to resort to manually iterating the cell contents.  For example, using an enumerator to return ThingsWithComps will not return Meals despite the Meals class inheriting ThingWithComps and being a valid object to return as a ThingWithComps.
Title: Re: [MOD] (Alpha 10) RT Mods - solar flare shielding! (19.04.15)
Post by: Ratys on June 07, 2015, 02:29:31 PM
Quote from: nmid on June 06, 2015, 01:01:29 AM
Quantum storage is one of the best MM-reducing mods ever and which let us get down to actually enjoying the game..
I came across this in the Overhaul Mod pack, then followed it back to the SCA thread and finally here.

Thank you so much for the concept and coding the mod.

Just a small observation, be careful when placing QS next to a production table. When making a complex recipe which uses 2 or more items, the QS has a high chance of sucking up the items before you can start work on the recipe.
The QS (Quantum Stockpiles) ideally shouldn't take things from the table space of production tables.

(The other MM reducing mods that I love? - Edb prepare carefully, Edb interface, PSI, AutoHuntBeacon, FastFloors .. and VeinMiner being an honorable mention).

Glad you like it. Yes, there are some oversights with stockpiles and relays being too grabby, most of them are patched up and ready to go once I bust that elusive relay bug.

Quote from: magei on June 07, 2015, 09:53:59 AM
I believe your Quantum Stockpiles do create alot of lag, Not all the time, I'll explain my test:

They are causing lag, no doubt about it, simply because it's quite a few calculations to shift items around like they do. In my tests it wasn't noticable except on highest speeds for truly humongous setups, along the lines of 8x8 field of 2x2 stockpiles.

Quote from: magei on June 07, 2015, 09:53:59 AM
Any way to optimize QS's as I really like the stacking ability but hate the lag as I always run on speed 3?

Probably, but not likely. I'm skipping enough cycles as it is, any more and they would quite visibly slow down. If I ever get around to creating a mod-wide config I'll put a few speed options there.

Quote from: magei on June 07, 2015, 09:53:59 AM
EDIT: Adding a Quantum Warehouse pretty much deletes the lag altogether!

Huh, neat. Try running the same test without a warehouse and without researching self-defrag, if possible. Warehouse forcibly turns off self-defrag for curated stockpiles, so this miraculous lag deletion is likely caused by that. Might have to look at that function then.

Quote from: 1000101 on June 07, 2015, 02:13:16 PM
Loving the storage mod but I also am having the relay issue - that is - some relays do their job and some don't.  Save/Load and "soft" reset (changing storage item/connected quantum warehouse/power toggle) don't fix it.  It seems to only happen when the quantum warehouse has more than four items in a given cell (ie, after upgrade research) and it has more than one type of item in the same cell (ie, steel and plasteel) but if it has one item (steel or plasteel) it works fine.  Other than that I can't determine where the fault lies nor can I provide a sure way to reproduce the error.

I have found that sometimes the enumeration functions sometimes lie about cell contents and for my own personal mods I've had to resort to manually iterating the cell contents.  For example, using an enumerator to return ThingsWithComps will not return Meals despite the Meals class inheriting ThingWithComps and being a valid object to return as a ThingWithComps.

... This is priceless, both parts. Thank you! Finally, concrete stuff, even if I can't reproduce it I can apply a blind fix - because I know exactly where to slap it on.
Title: Re: [MOD] (Alpha 10) RT Mods - solar flare shielding! (19.04.15)
Post by: Flaxarn on June 07, 2015, 04:15:03 PM
Im glad someone else can explain better than me :) didnt think about if the item i wanted drawn was showing on top of the warehouse but after i tried with just 1 stockpile conneted tto1 qs and 1 qw, having a "couple" simple meal and lavish meals connected o 1 relay each, the lavish wouldnt go through to the relay when i only saw simple meals on top and vice versa.
Hope this help some more
Title: Re: [MOD] (Alpha 10) RT Mods - solar flare shielding! (19.04.15)
Post by: MsMeiriona on June 15, 2015, 09:41:19 PM
This is the last of my essentials that needs to be updated for 11. Then I can squee in peace.
Title: Re: [MOD] (Alpha 10) RT Mods - solar flare shielding! (19.04.15)
Post by: nmid on June 16, 2015, 02:30:02 AM
Yes please.. I really want the Quantum Stockpiles again!!!
Title: Re: [MOD] (Alpha 10) RT Mods - solar flare shielding! (19.04.15)
Post by: glyph on June 16, 2015, 04:07:12 AM
Does the fuse mod work on Alpha 11?
Title: Re: [MOD] (Alpha 10) RT Mods - solar flare shielding! (19.04.15)
Post by: Ratys on June 16, 2015, 08:50:52 AM
Quote from: nmid on June 16, 2015, 02:30:02 AM
Yes please.. I really want the Quantum Stockpiles again!!!

Don't worry, it's coming. Hoping to roll updates out before weekend.

Quote from: glyph on June 16, 2015, 04:07:12 AM
Does the fuse mod work on Alpha 11?

No. At least, it shouldn't. But, you know, weirder stuff happens.
Title: Re: [MOD] (Alpha 10) RT Mods - solar flare shielding! (19.04.15)
Post by: nmid on June 16, 2015, 02:16:08 PM
cool... I'll wait on starting my A11 colony then :)
Title: Re: [MOD] (Alpha 10) RT Mods - solar flare shielding! (19.04.15)
Post by: Ratys on June 16, 2015, 03:01:55 PM
Quote from: nmid on June 16, 2015, 02:16:08 PM
cool... I'll wait on starting my A11 colony then :)

You don't have to wait - my mods are guaranteed to work plug'n'play, meaning you can add them into an ongoing game without any problems or additional setup whatsoever, it'll just work. I've spent a good deal of time figuring this feature out when I was first starting on modding RimWorld, it's only fair that my mods should wield it.
Title: Re: [MOD] (Alpha 11) RT Mods - now for Alpha 11! (18.06.15)
Post by: Ratys on June 18, 2015, 10:11:29 AM
18.06.15 CHANGELOG:
Title: Re: [MOD] (Alpha 11) RT Mods - now for Alpha 11! (18.06.15)
Post by: LanMc on June 18, 2015, 05:46:26 PM
Thank you!!!
Title: Re: [MOD] (Alpha 11) RT Mods - now for Alpha 11! (18.06.15)
Post by: Ninefinger on June 19, 2015, 11:32:40 PM
Getting this error when building the stockpiles relays and wharehouses

Exception in Tick (pawn=Min, job=FinishFrame A=Building_RTQuantumStockpileSmall_Frame58109): System.NullReferenceException: Object reference not set to an instance of an object

  at RTStorage.Utilities_RTStorage.RegisterQS (RTStorage.CompRTQuantumStockpile quantumStockpile, RimWorld.Zone_Stockpile zone) [0x00000] in <filename unknown>:0

  at RTStorage.CompRTQuantumStockpile.PostSpawnSetup () [0x00000] in <filename unknown>:0

  at Verse.ThingWithComps.SpawnSetup () [0x00000] in <filename unknown>:0

  at Verse.Building.SpawnSetup () [0x00000] in <filename unknown>:0

  at Verse.GenSpawn.Spawn (Verse.Thing newThing, IntVec3 loc, Rot4 rot) [0x00000] in <filename unknown>:0

  at RimWorld.Frame.CompleteConstruction () [0x00000] in <filename unknown>:0

  at RimWorld.JobDriver_ConstructFinishFrame+<MakeNewToils>c__Iterator1.<>m__7 () [0x00000] in <filename unknown>:0

  at Verse.AI.JobDriver.DriverTick () [0x00000] in <filename unknown>:0
Title: Re: [MOD] (Alpha 11) RT Mods - now for Alpha 11! (18.06.15)
Post by: Ratys on June 20, 2015, 02:57:22 AM
Quote from: Ninefinger on June 19, 2015, 11:32:40 PM
Getting this error when building the stockpiles relays and wharehouses

I'm going to need more specifics: does this happen consistently? What is exact sequence of actions you do that makes this happen? It's important.

EDIT: Nevermind, it's really that simple. Weird, something must've changed that I haven't caught, that shouldn't ever happen. I'll fix it in a few hours.
Title: Re: [MOD] (Alpha 11) RT Mods - now for Alpha 11! (18.06.15)
Post by: nmid on June 20, 2015, 04:43:23 AM
still on day 2.. plenty of time before I start building QW and relays...
Title: Re: [MOD] (Alpha 11) RT Mods - now not broken! (20.06.15)
Post by: Ratys on June 20, 2015, 06:10:26 AM
Heh, yeah... Sorry about that, folks! That's why playtesting things is important, and why I love feedback. Anyway:

20.06.15 CHANGELOG:
Title: Re: [MOD] (Alpha 11) RT Mods - now not broken! (20.06.15)
Post by: Ninefinger on June 20, 2015, 11:00:44 AM
Quote from: Ratys on June 20, 2015, 06:10:26 AM
Heh, yeah... Sorry about that, folks! That's why playtesting things is important, and why I love feedback. Anyway:

20.06.15 CHANGELOG:

  • RT Storage: fixed an error when building (or loading a game with) stockpiles and warehouses not on storage zones.
  • RT Storage: handled a few cases when building warehouses, now it should be possible to build a warehouse first, then designate storage zone underneath it.
  • RT Storage: added a skip for non-warehouse-connected stockpiles, so that they don't try to find a warehouse in their zone quite as often, resulting in substantially less lag.
Awesome, will be checking it out soon. Really like the sounds of substantially less lag. :)
Title: Re: [MOD] (Alpha 11) RT Mods - now not broken! (20.06.15)
Post by: Asero on June 20, 2015, 08:04:31 PM
Seems to be working fine now, thanks!  ;D
Title: Re: [MOD] (Alpha 11) RT Mods - now not broken! (20.06.15)
Post by: nmid on June 22, 2015, 05:19:23 AM
I am not sure if I have RT Storage v1.3.2 or RT Storage v1.3.1.
Please update the \RT Storage\About\about.xml version number in your next patch please... ty! :)

I just redownloaded the file, so it solved my problem :p
Title: Re: [A11] RT Mods - now not broken! (20.06.15)
Post by: Vas on July 01, 2015, 01:42:44 AM
Curious, how come you don't just make RT Storage combine stacks to make one large stack? :P  I remember a mod that did that a long while back (not intentionally) that made a stack of 1000 steel.
Title: Re: [A11] RT Mods - now not broken! (20.06.15)
Post by: Ratys on July 01, 2015, 05:03:19 AM
Quote from: Vas on July 01, 2015, 01:42:44 AM
Curious, how come you don't just make RT Storage combine stacks to make one large stack? :P  I remember a mod that did that a long while back (not intentionally) that made a stack of 1000 steel.

Pawns will grab that entire stack if they want to, enabling silly feats like delivering construction resources to hundreds of walls in one go. Also, multiple stacks in a cell also means it's possible to store non-stackable items compactly.

Originally, I had quantum storage and deep storage in the mod, the latter doing what you described. Decided to let it go after seeing an old frail dude with bad back carry a literal ton of steel at once.

Quote from: Canute on July 01, 2015, 03:33:09 AM
He changed that because of the many different stacking sizes.
1000 silver wouldn't be much, but 1000 metal slag's would be to much.

Not entirely correct. I was scaling stack size properly for the huge stacks, it's not too hard. Real reason is the pawns thing; if I ever see that fixed on AI level (it might have been already) we'll probably see the return of deep storage. If I can figure out a situation where it's better than quantum storage, that is.

... You've reminded me of a still-missing feature: deep storage for chunks. It's different, probably closer to Mechanical Defence 2 deep storage.
Title: Re: [A11] RT Mods - now not broken! (20.06.15)
Post by: Fact on July 06, 2015, 08:23:24 PM
What materials are used in making the fuse boxes? doesnt work in 11b just hangs and your stuck trying to place it.
Title: Re: [A11] RT Mods - now not broken! (20.06.15)
Post by: harpo99999 on July 07, 2015, 06:33:27 PM
Quote from: Fact on July 06, 2015, 08:23:24 PM
What materials are used in making the fuse boxes? doesnt work in 11b just hangs and your stuck trying to place it.
the basic fuse is steel only, the advanced one needs plasteel and steel
Title: Re: [A11] RT Mods - now not broken! (20.06.15)
Post by: atari on July 17, 2015, 11:23:19 AM
Hi there, let me thank you first for making one of my absolute favourite mods for rimworld: THANK YOU!

Now here's what I did with your Alpha 10 version of this mod: I had quantum warehouses all over the map with stockpiles taking almost anything, for every one of them a relay also pulling everything to a central hub-qtw on a stockpile taking anything. Lastly specific arrays of stockpiles, a warehouse and an attached relay now pulling just what the specific end-stockpile would take.
Every stockpile and relay was set to the same priority and it worked like a charm to autosort my stuff.
Here's screenshots that might clarify: https://imgur.com/a/Puskx#0

Now I tried to build the same with Alpha11 but somehow there's either a pulling loop between hub and end-stockpile if I leave everything on the same priority level or it works more or less when I cascadize priorities so that the end stockpile has the highest priority but that means, of course that my pawns don't use the stockpiles closest to them but walk over the whole map to haul stuff directly to the final stockpile.

Is what I try still possible? Should I do something differently?
Thanks!

PS: Should I crosspost this to the ultimate overhaul modpack thread? I'm not sure my problems are only due to your mod.
Title: Re: [A11] RT Mods - now not broken! (20.06.15)
Post by: hairlessOrphan on July 17, 2015, 08:01:16 PM
Quote from: atari on July 17, 2015, 11:23:19 AM
Now I tried to build the same with Alpha11 but somehow there's either a pulling loop between hub and end-stockpile if I leave everything on the same priority level or it works more or less when I cascadize priorities so that the end stockpile has the highest priority but that means, of course that my pawns don't use the stockpiles closest to them but walk over the whole map to haul stuff directly to the final stockpile.

It sounds like it's because the relay-push and relay-pull jobs are conflicting.

Personally, I solved this by not having stockpiles around the end-points. I just use 2x2 relays as the end-point. Conveniently, this lets me setup trade beacons around the central warehouse. Everything is for sale.

But I think this could be fixed if Ratys added a setting on relays to set its mode to push-only, pull-only, or both...?
Title: Re: [A11] RT Mods - now not broken! (20.06.15)
Post by: atari on July 18, 2015, 02:22:36 AM
QuoteBut I think this could be fixed if Ratys added a setting on relays to set its mode to push-only, pull-only, or both...?
Ok, so relays in A10 only pulled stuff and now they are bidirectional?
Title: Re: [A11] RT Mods - now not broken! (20.06.15)
Post by: InfiniteRemnant on July 26, 2015, 02:24:07 AM
Does this work properly with 11b/11c?
Title: Re: [A11] RT Mods - now not broken! (20.06.15)
Post by: Thorbane on August 01, 2015, 01:55:38 PM
Relays seem to be somewhat bugged in A11c, they will only pull certain items.

Edit:  Without Superior Crafting they will pull chunks, but leave the sprite for them where they were in the stockpile until they are moved by a pawn.  With Superior Crafting chunks, raw materials added by SC, and mechanoid corpses cannot be pulled by relays.
Title: Re: [A11] RT Mods - now not broken! (20.06.15)
Post by: Cebullus on August 18, 2015, 11:48:19 PM
Quote from: Thorbane on August 01, 2015, 01:55:38 PM
Relays seem to be somewhat bugged in A11c, they will only pull certain items.

It seems the relays dont look through the stacks on the stockpiles and/or warehouses, only the stack directly on the quantum stockpile or warehouse seems to be pullable.

Example: Small quantum stockpile (connected to a warehouse of course) has 75 steel ore and on top of that 20 wood. If i setup a relay to pull steel ore its working nicely, if i set it up to pull wood nothing happens.
Title: Re: [A11] RT Mods - now not broken! (20.06.15)
Post by: Cebullus on August 20, 2015, 08:11:53 PM
Quote from: Cebullus on August 18, 2015, 11:48:19 PM
Quote from: Thorbane on August 01, 2015, 01:55:38 PM
Relays seem to be somewhat bugged in A11c, they will only pull certain items.

It seems the relays dont look through the stacks on the stockpiles and/or warehouses, only the stack directly on the quantum stockpile or warehouse seems to be pullable.

Example: Small quantum stockpile (connected to a warehouse of course) has 75 steel ore and on top of that 20 wood. If i setup a relay to pull steel ore its working nicely, if i set it up to pull wood nothing happens.

I think i identified the problem and made a quick fix for it, seems to be working just fine for me:

RT Storage 1.3.3:
https://www.dropbox.com/s/i4m32d5h5qdx5p1/RTStorage-1.3.3.rar?dl=0

RT Storage 1.3.3 - Source:
https://www.dropbox.com/s/rt4oc4as160xlod/RTStorage-1.3.3_source.rar?dl=0

Changes: CompRTQuantumRelay.cs - line 344:

                           
if (!parentCell.Accepts(stockpileThings[i], true)
        || stockpileCell.Priority() > parentCell.Priority())
   {
         break;
   }


replaced with:


if (stockpileCell.Priority() > parentCell.Priority())
   {
        break;
   }
if (!parentCell.Accepts(stockpileThings[i], true))
   {
        continue;
   }
Title: Re: [A11] RT Mods - now not broken! (20.06.15)
Post by: Ninefinger on August 20, 2015, 10:21:30 PM
Quote from: Cebullus on August 20, 2015, 08:11:53 PM
Quote from: Cebullus on August 18, 2015, 11:48:19 PM
Quote from: Thorbane on August 01, 2015, 01:55:38 PM
Relays seem to be somewhat bugged in A11c, they will only pull certain items.

It seems the relays dont look through the stacks on the stockpiles and/or warehouses, only the stack directly on the quantum stockpile or warehouse seems to be pullable.

Example: Small quantum stockpile (connected to a warehouse of course) has 75 steel ore and on top of that 20 wood. If i setup a relay to pull steel ore its working nicely, if i set it up to pull wood nothing happens.

I think i identified the problem and made a quick fix for it, seems to be working just fine for me:

RT Storage 1.3.3:
https://www.dropbox.com/s/i4m32d5h5qdx5p1/RTStorage-1.3.3.rar?dl=0

RT Storage 1.3.3 - Source:
https://www.dropbox.com/s/rt4oc4as160xlod/RTStorage-1.3.3_source.rar?dl=0

Changes: CompRTQuantumRelay.cs - line 344:

                           
if (!parentCell.Accepts(stockpileThings[i], true)
        || stockpileCell.Priority() > parentCell.Priority())
   {
         break;
   }


replaced with:


if (stockpileCell.Priority() > parentCell.Priority())
   {
        break;
   }
if (!parentCell.Accepts(stockpileThings[i], true))
   {
        continue;
   }


Thank you for making the fix, however for anyone who is wanting to use this update that is not using the Ultimate Overhaul Modpack and only wanting jsut this mod will have to use only the Assembly dll file since the defs are my modified versions suited for my modpack.
Title: Re: [A11] RT Mods - now not broken! (20.06.15)
Post by: Cebullus on August 21, 2015, 08:59:56 AM
Quote from: Ninefinger on August 20, 2015, 10:21:30 PM

Thank you for making the fix, however for anyone who is wanting to use this update that is not using the Ultimate Overhaul Modpack and only wanting jsut this mod will have to use only the Assembly dll file since the defs are my modified versions suited for my modpack.

My bad, fixed! Links now containing original defs.
Title: Re: [A12] RT Mods - thanks Cebullus! (22.08.15)
Post by: Ratys on August 22, 2015, 09:37:40 AM
Wow, that... was really stupid of me. Thanks for correcting that, Cebullus!

22.08.15 CHANGELOG:
Title: Re: [A12] RT Mods - thanks Cebullus! (22.08.15)
Post by: Prester on August 27, 2015, 07:02:40 PM
how much power does the shield use when there is a solar Flair? im building it to prevent y workflow from stopping, but if it uses 5k or more i Need to know beforehand ;-)
Title: Re: [A12] RT Mods - thanks Cebullus! (22.08.15)
Post by: nguadien on September 20, 2015, 11:25:22 AM
Quote from: Ratys on August 22, 2015, 09:37:40 AM
Wow, that... was really stupid of me. Thanks for correcting that, Cebullus!

22.08.15 CHANGELOG:

  • RT Storage: applied Cebullus' fix for relays, recompiled for A12, made everything movable (temporary relays are now more viable than ever!).
  • RT Fusebox: updated to A12, made everything movable.

It does not work for 12D.

Clicking on Makeshift Fuse or Advanced Fuse or Magnetic Shield will freeze the game
And I cannot find the RT Storage anywhere in the game.
Title: Re: [A12] RT Mods - thanks Cebullus! (22.08.15)
Post by: rsof69 on September 20, 2015, 12:03:49 PM
Quote from: nguadien on September 20, 2015, 11:25:22 AM
Quote from: Ratys on August 22, 2015, 09:37:40 AM
Wow, that... was really stupid of me. Thanks for correcting that, Cebullus!

22.08.15 CHANGELOG:

  • RT Storage: applied Cebullus' fix for relays, recompiled for A12, made everything movable (temporary relays are now more viable than ever!).
  • RT Fusebox: updated to A12, made everything movable.

It does not work for 12D.

Clicking on Makeshift Fuse or Advanced Fuse or Magnetic Shield will freeze the game
And I cannot find the RT Storage anywhere in the game.

its working for me
Title: Re: [A12] RT Mods - thanks Cebullus! (22.08.15)
Post by: nguadien on September 20, 2015, 12:17:50 PM
Can you please tell me what mods are you using? I am trying to use the least amount of mods possible, but still cannot use Magnetic Shield, I FUCKING HATE Solar Flares (well with Doge Storyteller, they appear at the same time with Raids)
Title: Re: [A12] RT Mods - thanks Cebullus! (22.08.15)
Post by: rsof69 on September 20, 2015, 12:45:30 PM
Magnetic shield isnt updated yet

Edit Try making new world new colony
Title: Re: [A12] RT Mods - thanks Cebullus! (22.08.15)
Post by: Ratys on September 20, 2015, 12:48:36 PM
Quote from: nguadien on September 20, 2015, 11:25:22 AM
It does not work for 12D.

Clicking on Makeshift Fuse or Advanced Fuse or Magnetic Shield will freeze the game
And I cannot find the RT Storage anywhere in the game.

Just tried it myself; fresh RimWorld installation, downloaded and installed just the two  of my mods: everything still works, like it did the entire month since I released the A12-targeted version. It's definitely something with your game, and to figure out what I'm going to need more information. Which mods are you running, how are you running them, etc.

Quote from: rsof69 on September 20, 2015, 12:45:30 PM
Magnetic shield isnt updated yet

What? How so?
Title: Re: [A12] RT Mods - thanks Cebullus! (22.08.15)
Post by: nguadien on September 21, 2015, 03:47:40 AM
Ok let me show you my Mods and their order:

Game version: 0.12.914 rev777
Error log: Attached.

Set 1:
Core
Community Core Library 12.2
BiomeSpawnTweak
Doge_Storyteller
EdBInterface
EdBPrepareCarefully
Hospitality
LT_Infusion
Pawn State Icons
Rimsenal_hair
Rimworld_Romance_Mod_A12_RevA
RoofSupport
RT Fusebox
ToolsForHaul
VeinMiner

Set 2
Core
EdBModOrder
Community Core Library 12.2
AdditionalJoyObjectsV2.50
BiomeSpawnTweak
BionicReplacementsCrafting 1.2
Bulk_Meals
DefenceShield-DefenceShield1.3
Doge_Storyteller
EdBPrepareCarefully
GunSmithing
Hospitality
Ish_MedievalNobleHouse
LT_Infusion
M&Co. ForceField
M&Co. MMS
Mad Skills
Magic and Staffs
Mannable Turrents 1.2.6
Medical Drinks
MedicineKitCrafting 1.4
MedievalShields-MedievalShields1.3
MIRV Artillery 1.2.6
ModularSolars1.10
NonDecayingStorage 1.0
Norbals
Pawn State Icons
PersonalShieldMKII-PersonalShieldMKII1.2
Pirates!
ReplacementOrganCrafting 1.2
Rimsenal_hair
Rimworld_Romance_Mod_A12_RevA
RoofSupport
RT Fusebox
RTFTJ
Sleep
ToolsForHaul
VeinMiner
Weapon Crafting 1.41

Bug details: Both sets will have Makeshift Fusebox, Advanced Fusebox, Magnetic Shield as "Unchosen Material" when hover mouse to them. Clicking on them => Mouse and Interface disappear,  leaving a running game with no way to control anymore.

[attachment deleted due to age]
Title: Re: [A12] RT Mods - thanks Cebullus! (22.08.15)
Post by: Ratys on September 21, 2015, 04:13:16 AM
Quote from: nguadien on September 21, 2015, 03:47:40 AM
Ok let me show you my Mods and their order:
-snip-

Well, the reason why you "can't find RT Storage anywhere in the game" is because you don't have RT Storage installed/enabled at all, so that was simple.

Quote from: nguadien on September 21, 2015, 03:47:40 AM
Bug details: Both sets will have Makeshift Fusebox, Advanced Fusebox, Magnetic Shield as "Unchosen Material" when hover mouse to them. Clicking on them => Mouse and Interface disappear,  leaving a running game with no way to control anymore.

This does NOT happen with a fresh install; I poked around a bit, there seem to be several reasons why it would. First thing to try as a fix: delete RT Fusebox from your game entirely, and reinstall it again from the file provided in this thread's first post. (Because I'm suspecting you got your distrib from Superior Crafting thread - that one will never work without SC's core.)

If that doesn't work, take you Set 1 and try removing mods one by one, starting with EdBInterface; Community Core Library is another suspect. Once it's narrowed down to one or two mods I'll have a much better time figuring out what exactly is wrong.
Title: Re: [A12] RT Mods - thanks Cebullus! (22.08.15)
Post by: nguadien on September 21, 2015, 05:37:37 AM
Ok done.

Community Core Library is the crimelord. So I cannot use Community Core Library and will not be able to use all mods that uses Community Core Library?

On a side note, I removed RT Storage BECAUSE I could not find it, not because I did not install RT Storage so I cannot find it XD
Title: Re: [A12] RT Mods - thanks Cebullus! (22.08.15)
Post by: rsof69 on September 21, 2015, 05:58:34 AM
http://pastebin.com/fd01ebE6

working fine for me

alpha 12 d

[attachment deleted due to age]
Title: Re: [A12] RT Mods - thanks Cebullus! (22.08.15)
Post by: nguadien on September 21, 2015, 06:11:08 AM
You are so lucky, I envy with you
Title: Re: [A12] RT Mods - thanks Cebullus! (22.08.15)
Post by: rsof69 on September 21, 2015, 06:12:37 AM
Quote from: nguadien on September 21, 2015, 06:11:08 AM
You are so lucky, I envy with you

go try it with the mods listed :D

10 of 10 it would be awsome
Title: Re: [A12] RT Mods - thanks Cebullus! (22.08.15)
Post by: nguadien on September 21, 2015, 07:18:54 AM
Can you please make a ZIP from all your mods, upload them and send me the URL?
Title: Re: [A12] RT Mods - thanks Cebullus! (22.08.15)
Post by: rsof69 on September 21, 2015, 08:24:08 AM
Quote from: nguadien on September 21, 2015, 07:18:54 AM
Can you please make a ZIP from all your mods, upload them and send me the URL?

here

https://www.dropbox.com/s/d2arwlahg9da72z/Mods.rar?dl=0 (https://www.dropbox.com/s/d2arwlahg9da72z/Mods.rar?dl=0)
Title: Re: [A12] RT Mods - thanks Cebullus! (22.08.15)
Post by: nguadien on September 21, 2015, 09:21:26 AM
WTF, you are an angel master, man....I cannot thank you enough, Grand Master!
Title: Re: [A12] RT Mods - thanks Cebullus! (22.08.15)
Post by: Lupin III on September 21, 2015, 10:08:39 AM
I really love the Storage mod (and maybe even love the fuses, but have not had a short yet ;) ).
A few comments:

The name "quantum stockpile" somehow feels very out of place, when all your colonists are still running around with pistols and steel knifes. Why not simply call them "storage shelves"? The upgrades for more stacks would then be something like "heavy duty shelves I/II/III" aso.
The power requirements are a little excessive for stockpiles. I think "shelves" shouldn't use power at all. Make them more expensive to build (but out of "stuff", so wood shelves should be possible) and maybe reduce the initial stack size (before upgrades) to 2 and maybe just go up to 6.
No need to change the behaviour of the stockpiles. The autopickup without power can be explained by colonists putting the stuff in the shelf when dropping it there. And the defragmenting could simply be called "shelf labels", so colonists know where to put stuff (of course they won't go to the specific stack, but you can imagine they did, because the stacks on a 2x2 shelf aren't that far aprt and would take almost the same amount of walking anyway).

Similar with "quantum warehouse". Why not call it "warehouse automation". Instead of stacks being quantum teleported you could explain the distribution of stacks by automated forklifts or robotic lifters attached to the storage shelves.
Here are some suggestions that would be nice, but I don't know if rimworld supports this easily:
The automation should draw power depending on the number of storage shelves in the stockpile (more shelves, more work to do). Or if possible draw power on every action (whenever a stack is moved)
Could the build of a warehouse increase the number of stacks possible on the storage shelves in the same stockpile (e. g. add 4 stacks)? Explain that by the shelves' height no longer being limited by the height of humans ;)

I have not yet built a quantum relay (have the mod installed for two hours or so and not gotten to it yet), but something like "warehouse access pipe" would be more fitting. You could imagine it being some kind of pneumatic mail type of thing. Power requirements should either be dependent on distance from the warehouse or be on activity only (but also depending on distance).

I know that this may sound like a complete reinvention of the mod, but since the mod luckily is called "RT storage" and not "RT quantum storage" using "shelves" instead of "quantum" is more or less cosmetic.
Title: Re: [A12] RT Mods - thanks Cebullus! (22.08.15)
Post by: Ratys on September 21, 2015, 12:16:23 PM
Quote from: nguadien on September 21, 2015, 09:21:26 AM
WTF, you are an angel master, man....I cannot thank you enough, Grand Master!

I assume rsof69's "modpack" solved all of your issues then?

Side note to rsof69: distributing mods like that is not a good move. I myself don't care if my mods are distributed willy-nilly (the license should allow it if proper attribution is maintained, which is implied by being posted in this thread), others might be less thrilled. In fact, you might've even broke their license agreement. Meaning, in theory, particularly militant folks can take you to court over this; in practice, however, that's borderline impossible, so you just end up pissing off a couple of modders. And modders need to be loved and nurtured if they are to provide content, see?..

Quote from: Lupin III on September 21, 2015, 10:08:39 AM
I really love the Storage mod (and maybe even love the fuses, but have not had a short yet ;) ).
A few comments:

-snip-

I know that this may sound like a complete reinvention of the mod, but since the mod luckily is called "RT storage" and not "RT quantum storage" using "shelves" instead of "quantum" is more or less cosmetic.

A very solid comment, thank you!

The "quantum stockpile" name is a Dwarf Fortress (http://www.bay12games.com/dwarves/) reference, where it's used to describe, in short, a set of methods to achieve practically infinite storage compression, using bugs and exploits. RT Storage does just that, but is intentional, finite, and somewhat balanced.

Still, after thinking about what you wrote I do realise that 'quantum' is kind of out of place in the "you're shipwrecked and stranded, survive at all costs" setting, no matter how sci-fi it is. While it's unlikely that I'll ever be changing the flavor of main distribution (since it's been making rounds and is *gasp* popular enough to be considered big and mainstream the way it is), I might make another flavor (like I did with my Mad Skills mod (https://ludeon.com/forums/index.php?topic=11148), except more cosmetic, like you correctly noted), which would be more 'rustic'  - likely based on your suggestions. If that ever happens you will be credited in one way or another, of course.
Title: Re: [A12] RT Mods - thanks Cebullus! (22.08.15)
Post by: rsof69 on September 21, 2015, 08:50:40 PM
what its a mod pack ? I just put the mod folder in the zip so lets not call it a mod pack :D
Title: Re: [A12] RT Mods - thanks Cebullus! (22.08.15)
Post by: nguadien on September 21, 2015, 11:21:53 PM
Well, let me tell you my feelings then, Ratys.

I beat the vanilla game, then I know about mods. First I tried some basic mods (my Set 1) and everytime I go to the game it is bugs and bugs and bugs everywhere.

Then I was desperate after 5 games having bugs like freezing, no events (the game runs forever without any events happen), no factions (no one visits you, no one raids you), forever rain, 10 solar flares in 2 months, with 5 raids per day (yes it is infinite raids)... and I tried Set 2 of my mods without any success (the bug log is as long as the river of my country)

Then I tried the Modpack (https://ludeon.com/forums/index.php?topic=14229.0) and what I had is this:
+ Cannot build any bed but only the beds requiring cloths - it just lacks all other beds in the menu
+ Cannot build any temperature things - there is only the Heater in the menu
+ For all other menus, it is just the "Deconstruct" and "Cancel" buttons

So I tried (https://ludeon.com/forums/index.php?topic=12996.0) and what I got is this:
+ Cannot tell my colonists to pickup anything, even weapons
+ Cannot click on menu

Of course the 4 sets of mods above are installed with fresh Rimworld, deleted LocalLow\Ludeon Studios; with some dozens times installing the CCL, 5 times download 12D from the website again and again, reinstalling my Windows.

It is just that I nearly quit using mods, until I made an account and come here to complain about the Fusebox because, I really hate the Solar Flares but I cannot build Magnetic Shield, and finally rsof69 (with a really funny gif of Peter Dinklage) sent me his folder of Mods, and it works magically.

So, I think the problem is that newbie guides to using mods are really bad here, they do not tell me how to solve the bug log at all.

I am really grateful for rsof69, and sharing mods folder is not making Modpacks. It is not illegal, just good sharings between players. Please respect him for helping me.
Title: Re: [A12] RT Mods - thanks Cebullus! (22.08.15)
Post by: whoishigh on September 21, 2015, 11:29:37 PM
It was a simple head's up, really. Some modders are a bit anal retentive about that kind of thing. Edit - I should qualify that Ratys is not one of these modders :)

As for this...

Quote from: nguadien on September 21, 2015, 11:21:53 PM
Then I tried the Modpack (https://ludeon.com/forums/index.php?topic=14229.0) and what I had is this:
+ Cannot build any bed but only the beds requiring cloths - it just lacks all other beds in the menu
+ Cannot build any temperature things - there is only the Heater in the menu
+ For all other menus, it is just the "Deconstruct" and "Cancel" buttons

I play the Overhaul modpack almost exclusively and I've not encountered these issues. It could be that the particular version you downloaded was bugged, or maybe just user error.
Title: Re: [A12] RT Mods - thanks Cebullus! (22.08.15)
Post by: nguadien on September 21, 2015, 11:34:02 PM
Yeah, but right now I am enjoying rsof69's mods folder, and I added Romance, Infusing, Vein Miner without any problems at all.

It feels like a miracle, man.
Title: Re: [A12] RT Mods - thanks Cebullus! (22.08.15)
Post by: rsof69 on September 22, 2015, 12:53:57 AM
Quote from: whoishigh on September 21, 2015, 11:29:37 PM
It was a simple head's up, really. Some modders are a bit anal retentive about that kind of thing. Edit - I should qualify that Ratys is not one of these modders :)

As for this...

Quote from: nguadien on September 21, 2015, 11:21:53 PM
Then I tried the Modpack (https://ludeon.com/forums/index.php?topic=14229.0) and what I had is this:
+ Cannot build any bed but only the beds requiring cloths - it just lacks all other beds in the menu
+ Cannot build any temperature things - there is only the Heater in the menu
+ For all other menus, it is just the "Deconstruct" and "Cancel" buttons

I play the Overhaul modpack almost exclusively and I've not encountered these issues. It could be that the particular version you downloaded was bugged, or maybe just user error.


Well we were talking about this in slack, since I didnt post it as a mod pack I think the rules should not apply though and in the next release he will have a problem of finding the mods :D ahahahaha
Title: Re: [A12] RT Mods - thanks Cebullus! (22.08.15)
Post by: whoishigh on September 22, 2015, 09:15:52 PM
Quote from: rsof69 on September 22, 2015, 12:53:57 AM
Well we were talking about this in slack, since I didnt post it as a mod pack I think the rules should not apply though and in the next release he will have a problem of finding the mods :D ahahahaha

Unfortunately it's not up to you to decide when the rules do and don't apply, that's entirely up to the content creator :P The "issue" isn't that you created a modpack or anything, just that you were technically modifying and redistributing someone else's work. Ratys himself said he personally didn't mind so there's no real issue here, he just wanted to make sure you understood that other modders might not feel the same way about their own works being distributed like this.
Title: Re: [A12] RT Mods - thanks Cebullus! (22.08.15)
Post by: Ectoplasm on September 25, 2015, 07:55:35 AM
A feature request please!

Would it be possible to have a capacity indicator on the warehouses? So when you select a quantum stockpile it would show "91% Capacity", and the same for any quantum warehouses - showing percentage full for all its linked stockpiles.

Perhaps you could even show the slots free / taken? Or even useless info like total number of goods stored / removed since building - that last one's a bit silly, though might be oddly interesting to see how much stuff you've had stored and removed for a long term huge colony.
Title: Re: [A12] RT Mods - thanks Cebullus! (22.08.15)
Post by: Cheet4h on September 25, 2015, 08:26:15 AM
Hey, I've got a question:

I've got two stockpiles where I mainly use Quantum Warehouses:

My freezer, which is adjacent to a cooled, but not freezing kitchen and a general stockpile for degenerating goods, like weapons and apparel.

Both of these stockpiles are at "normal" priority and have "important" counterparts. For the kitchen these are 3 1*2 stockpiles, one for vegetabels, one for meat and one for animal products. The general stockpile has a couple of equipment racks to have quick access to weapons in good condition.

The problem here is that pawns seem unable to draw from the quantum stockpiles to fill the other stockpiles up. Only items on the ground are taken. (I assume this is to stop pawns from taking items out of QSs and laying them onto the free spots next to it, resulting in the item being sucked into the QS and the pawn trying to take it out again). Is there a way to make it so pawns can take items out of Quantum stockpiles to fill stockpiles of higher priority? I thought about using relays, but for the kitchen this would result in wasted goods, since the relays store more than 1 - 2 stacks and I guess the items for the equipment rack wouldn't be taken out of relays either and be in an accumulated mess :/
Title: Re: [A12] RT Mods - thanks Cebullus! (22.08.15)
Post by: Lupin III on September 25, 2015, 09:01:11 AM
After playing with the mod for some time, I've to commend you on the work! It's the first storage mod I tried that works without issues. (others like MAI nano storage makes my game lag the more stacks are in the storages and it's a PITA to manage the receive/dispense and MD2 deep storage is a little weird as you have to rebuild the storage after every upgrade and only one of it's two squares is actually interactive and can be blocked by other storages). It also doesn't feel OP (but I'm still imagining evreything as shelves and pipe mail ;) )

(no need to read from here on; it's more of a small rant on hauling in core ;) )
If now only core would be a little bit more intelligent in hauling (and manage stockpile priorities better). For example: I have a quantum relay (center of a 3x3 stockpile) near a farm linked to the main walk-in freezer stockpile (same priority, otherwise it would not work at all). On harvesting there's loads of small stacks of food. As soon as there's the first plant harvested a hauler reserves to haul its stack and one of the spots around the relay as destination. Then a second small stack becomes available. The first hauler now isn't intelligent enough to pick that up, too (could easily be carried), but a second hauler comes running from the colony and reserves another spot around the relay. This happens eight times until all spots around the relay are reserved and all other stacks will now be carried to a stockpile farther away until one of the first eight colonists finished his job and a spot around the relay becomes available again. So eight people managed to carry maybe a full stack's worth of food to the relay and another 20 colonists (yeah it's a big colony with many haulers) are running a much farther (directly to the freezer for example) with in total maybe 2 stacks of food. It works a little bit better if the harvesters are much faster than the haulers, because it seems that when there are multiple small stacks available at the time a hauler searches for work, he will pick up multiple of them.

Still that's something that really needs to be fixed in core. Best would of course be to make the haulers rethink there hauling (and even take the job away from another colonist if that one is farther away). Or something that would make it work a little bit better than now, would be to not make the drop off spot in a stockpile be reserved exclusively, but to allow others to drop on top of it, if it's the thing and the stack would have room for it.
Title: Re: [A12] RT Mods - thanks Cebullus! (22.08.15)
Post by: Fluffy (l2032) on September 25, 2015, 09:20:38 AM
@rsof + completely offtopic;

Yeah, technically what you did there is against my license. From my license;
QuoteRELEASE is a MOD or a pre-packaged combination of multiple MODs that is made available for download, or is distributed in any form, in a specific location.
A MODPACK is a RELEASE containing multiple MODs.
and
QuoteYou must obtain permission for the RELEASE of a MODPACK containing THIS MOD.

I don't particularly care in this instance, it's just you helping someone out, so I hereby grant you permission for the re-distribution of my mods in this thread :P.
Title: Re: [A12] RT Mods - thanks Cebullus! (22.08.15)
Post by: Lupin III on September 25, 2015, 09:23:56 AM
Quote from: Cheet4h on September 25, 2015, 08:26:15 AM
Hey, I've got a question:

I've got two stockpiles where I mainly use Quantum Warehouses:

My freezer, which is adjacent to a cooled, but not freezing kitchen and a general stockpile for degenerating goods, like weapons and apparel.

I have pretty much the same setup, but none of the issues. Are you sure your stockpile area is also underneath the quantum stockpiles? My main freezer (important priority) for example is hooked up to several relays. Some near farms with a stockpile around them (also important priority), the relay itself is set to low priority and all times cleared so no items appear on it. And then I have relays without any stockpile area for dispensing items like raw foods in the kitchen and meals in farther off gathering rooms or cells (sometimes within a 1x1 room with its own cooling to avoid rot). The priority for these relays is set to critical, so it is always filled. A relay only has one stack on it btw (but I don't know if colonists are intelligent enough to pick the "oldest" food of the stack first). Colonists have no problems picking up stuff from the freezer quantum stockpiles (like lavish meals, which I don't have any dispensing relay for). I also have some food tray racks (from omnistorage) with higher priority than the freezer. The always get filled up.
Title: Re: [A12] RT Mods - thanks Cebullus! (22.08.15)
Post by: Cheet4h on September 25, 2015, 05:13:38 PM
Quote from: Lupin III on September 25, 2015, 09:23:56 AM
Quote from: Cheet4h on September 25, 2015, 08:26:15 AM
Hey, I've got a question:

I've got two stockpiles where I mainly use Quantum Warehouses:

My freezer, which is adjacent to a cooled, but not freezing kitchen and a general stockpile for degenerating goods, like weapons and apparel.

I have pretty much the same setup, but none of the issues. Are you sure your stockpile area is also underneath the quantum stockpiles? My main freezer (important priority) for example is hooked up to several relays. Some near farms with a stockpile around them (also important priority), the relay itself is set to low priority and all times cleared so no items appear on it. And then I have relays without any stockpile area for dispensing items like raw foods in the kitchen and meals in farther off gathering rooms or cells (sometimes within a 1x1 room with its own cooling to avoid rot). The priority for these relays is set to critical, so it is always filled. A relay only has one stack on it btw (but I don't know if colonists are intelligent enough to pick the "oldest" food of the stack first). Colonists have no problems picking up stuff from the freezer quantum stockpiles (like lavish meals, which I don't have any dispensing relay for). I also have some food tray racks (from omnistorage) with higher priority than the freezer. The always get filled up.

Alright, I wanted to check if I did something wrong, but I cannot figure out what. Since I don't have meat currently and no muffalo herd is nearby, I tried this with Packaged Survival Meals. I created a new stockpile set to only accept PSMs with critical priority. There are two stacks of PSMs in my freezer, one of which (containing 5 units) is in a Quantum Stockpile, the other (3 units) lying around in the open. The stack of 3 units gets carried to the critical stockpile, the other not. The context menu contains entries to consume the 5 stacks of corn, 2 stacks of potatoes and the PSM, but only the corn and potatoes get a "cannot haul (no empty place configured to store it)" greyed out entry.

Interestingly, this either only applies to certain items or has to do with stack depth. I've observed a pawn taking an artillery shell from a QS to a different stockpile and with a short test, herbal medicine gets carried out of my freezer QSs. I'll check back later after a siege or two if this applies to all PSMs or only those in specific places.

On another note, after reading from you that Quantum Relays only contain a single stack, I set one up to receive fine meals. The meal was drawn from the stockpile, but my colonists insist on carrying them back to the freezer, even when I increased the priority of the QR to important or critical. The priority of my freezer is set to "normal".

Edit:
I removed the QR and put a stockpile back in it's place, set to accept simple meals and fine meals at "preferred". I have stacks of both in my freezer in quantum stockpiles. My pawns don't haul the meals to the stockpile and I can't force them via the context menu :/

Edit 2:
I was able to acquire a large stockpile of warg, muffalo and elephant meat. Most got hauled into the kitchen meat stockpile without problem, but for some reason they left ~300 units of warg meat in the quantum stockpile. I'm not sure if they hauled warg meat at all, maybe that was all that I had in quantum stockpiles. Only way to get it into the kitchen was to temporarily remove the freezer stockpile over the QSs.
Title: Re: [A12] RT Mods - thanks Cebullus! (22.08.15)
Post by: Lupin III on September 27, 2015, 11:24:57 AM
Quote from: Cheet4h on September 25, 2015, 05:13:38 PM
The context menu contains entries to consume the 5 stacks of corn, 2 stacks of potatoes and the PSM, but only the corn and potatoes get a "cannot haul (no empty place configured to store it)" greyed out entry.
If you don't get an entry to haul something it means there isn't any higher priority place configured to accept that.

I have to admit though, my praise that the mod works without issues was a little bit premature ;) and I now see some things are off, that are similar to what Cheet4h is seeing. One example: I have a large main stockpile (contains 31 normal and a few small QSs plus a warehouse) for everything except food and gear. I there is a stockpile that has one stack of synthread on it and nothing else, and another stockpile that has two stacks of synthread on it and nothing else (on both QS there is other stuff on the other 3 tiles of the stockpile). When I select a colonist and rightclick on these stacks I get no menu at all for the single stack, but I get a single entry menu ("cannot haul synthread, no empty place configured") for the tile where there's two stacks on top of each other. Similar stuff happens for other multistack tiles. Which items get an entry in the menu and which don't seems almost random.

Another problem I have comes with QSs configured to hold weapons or apparel. First If I would like to tell a colonist to equip a weapon I get only a single "equip ..." entry even if there are multiple weapons on the tile. For which item the entry appears seems random again (if I click through the items on a tile, it's not necessarily the first or last item). Also colonists seem not to be able to pick any weapon/apparel out of the pile on their own to put it in an equipment rack with higher priority for example. I also don't get all the haul entries for all the gear on the stack (I get some). Incidentially the one which I have empty equipment racks configured for are always missing, while some (but not all) of the other gear that has the same stockpile as only stockpile available on the map gets a "cannot haul ... (no empty place configured)". So in essence I can't get to my weapons at all unless I "equip" and "drop" until I get to the weapon I want.

EDIT:
I restarted the game (for no special reason; just had something to do in the meantime) loaded up the exact same savegame I used to describe the previous behaviour and now the menu entries to haul stuff to the equipment racks are there (still only one "equip" entry though). The game hasn't run a single tick (was paused while checking out the entries and I have a mod that loads a game paused). I also didn't change any mods. Weird...
Title: Re: [A12] RT Mods - thanks Cebullus! (22.08.15)
Post by: doujinftw on October 30, 2015, 02:17:26 AM
For some reason the colonist refuse to use the items in the quantum storage is this normal?
Title: Re: [A12] RT Mods - thanks Cebullus! (22.08.15)
Post by: LanMc on October 30, 2015, 03:56:28 PM
Quote from: doujinftw on October 30, 2015, 02:17:26 AM
For some reason the colonist refuse to use the items in the quantum storage is this normal?

No, it's not...  My colonists access items in Quantum Storage all the time. 

I have no idea why your's aren't.   :(
Title: Re: [A12] RT Mods - thanks Cebullus! (22.08.15)
Post by: doujinftw on October 30, 2015, 04:08:57 PM
Quote from: LanMc on October 30, 2015, 03:56:28 PM
Quote from: doujinftw on October 30, 2015, 02:17:26 AM
For some reason the colonist refuse to use the items in the quantum storage is this normal?

No, it's not...  My colonists access items in Quantum Storage all the time. 
I have no idea why your's aren't.   :(
Yeh it really wierd my colonist refuse to use the item in the stock pile for cooking and they wont even eat the raw food in the pile which cause them to starve i have to deconstruct the quantum storage for them to start using it again didnt even notice it till i i try to build mai and for some reason they wont pull the silver in the quantim stock pile to place in the ai crafting table.
Title: Re: [A12] RT Mods - thanks Cebullus! (22.08.15)
Post by: TLHeart on October 30, 2015, 05:51:59 PM
Quote from: doujinftw on October 30, 2015, 04:08:57 PM
Quote from: LanMc on October 30, 2015, 03:56:28 PM
Quote from: doujinftw on October 30, 2015, 02:17:26 AM
For some reason the colonist refuse to use the items in the quantum storage is this normal?

No, it's not...  My colonists access items in Quantum Storage all the time. 
I have no idea why your's aren't.   :(
Yeh it really wierd my colonist refuse to use the item in the stock pile for cooking and they wont even eat the raw food in the pile which cause them to starve i have to deconstruct the quantum storage for them to start using it again didnt even notice it till i i try to build mai and for some reason they wont pull the silver in the quantim stock pile to place in the ai crafting table.

pulling the silver to the AI crafting table, for MAI, the stockpile must not be set to critical, or the ingredients needed will never be transferred to the station.
Title: Re: [A12] RT Mods - thanks Cebullus! (22.08.15)
Post by: doujinftw on November 01, 2015, 07:24:49 PM
Quote from: TLHeart on October 30, 2015, 05:51:59 PM
Quote from: doujinftw on October 30, 2015, 04:08:57 PM
Quote from: LanMc on October 30, 2015, 03:56:28 PM
Quote from: doujinftw on October 30, 2015, 02:17:26 AM
For some reason the colonist refuse to use the items in the quantum storage is this normal?

No, it's not...  My colonists access items in Quantum Storage all the time. 
I have no idea why your's aren't.   :(
Yeh it really wierd my colonist refuse to use the item in the stock pile for cooking and they wont even eat the raw food in the pile which cause them to starve i have to deconstruct the quantum storage for them to start using it again didnt even notice it till i i try to build mai and for some reason they wont pull the silver in the quantim stock pile to place in the ai crafting table.

pulling the silver to the AI crafting table, for MAI, the stockpile must not be set to critical, or the ingredients needed will never be transferred to the station.
The stock is at default i never set critical for storage
Title: Re: [A12] RT Mods - thanks Cebullus! (22.08.15)
Post by: starburst98 on November 02, 2015, 03:01:55 AM
post your mod order. maybe something weird is interacting?
Title: Re: [A12] RT Mods - thanks Cebullus! (22.08.15)
Post by: LanMc on November 03, 2015, 01:15:18 PM
Quote from: doujinftw on November 01, 2015, 07:24:49 PM
the stock is at default i never set critical for storage

Ditto.

Quote from: starburst98 on November 02, 2015, 03:01:55 AM
post your mod order. maybe something weird is interacting?

Yes, a listing would at least give us a better chance to chase down what's going on.
Title: Re: [A12] RT Mods - thanks Cebullus! (22.08.15)
Post by: Milso on November 19, 2015, 04:28:39 PM
OK kind of a strange issue may be a bug may be something i'm doing.
i have a relay next to my crafting station set to pull items from my warehouse. Works great.
Problem is my haulers keep grabbing items from the relay and taking them back to the warehouse. I set priority of relay higher then storage but they still seem to pull from relay and run it back over and over.
Title: Re: [A12] RT Mods - thanks Cebullus! (22.08.15)
Post by: kazuma6666 on November 26, 2015, 03:19:43 PM
Thanks for this mod.
I'm using the varietypack and I had no problem with quantum storage. I never used the "pull" only push at the moment. I wasn't aware of the possibility probably because I didn't read attentively enough the description.
This storage method allows complex arrangement and is very interesting :)

Edit :
So I've been playing around with this.

This is my setup :
(http://i.imgur.com/07TYEQX.jpg?1)
I'll explain the flow of materials so you understand how I do things.
We get the steel from INPUT STEEL with the ore extractor (from another mod, it creates steel ore). It then get ported to SORTING. From SORTING it goes to OVERFLOW, steel ore on the left, and steel bars on the right (this will be important later). From there it goes to MAIN, steel ore on the top, steel bars on the bottom. We get a level of priority added for each room for the warehouses. SORTING is normal, OVERFLOW is preferred, and MAIN is important.

Finally, we get to the workshop. There we have a relay set to draw steel ore from the MAIN steel ore warehouse. This is set to critical. We have a second relay configured to the SORTING warehouse with nothing selected and low priority. This way when we get steel bars in the stockpile next to it, the steel bars are ported to the SORTING, then OVERFLOW then MAIN.

When MAIN is full, the bars will still be ported to overflow, this way you can add quantum stockpiles to the overflow and have a good reserve. But each time we draw from the MAIN storage, it gets refilled.

It is important to note that the SORTING, MAIN and OVERFLOW rooms are completely cut off from the rest of the base. There is no doors to these rooms, so nobody will haul anything there. This is important for complete version which I will explain next.

This is a small scale proof of concept I did before doing the full scale which will have a MAIN and OVERFLOW storage for every resource that I regularly use, and probably a dump for the rest.
The SORTING part can accept every resource on normal so you can put relays anywhere with low priority for resources. This way, resources will get ported to SORTING and be put in the system. I intend to put one next to the fields for example, to minimize hauling time. You don't need a freezer next to the kitchen anymore either. With a cooled kitchen and a few relays, you'll have anything you want.
There can only be one resource by MAIN warehouse, because otherwise you risk filling up the warehouse with one and not have the other available when you want to draw from it.
This example is fully functional :
(http://i.imgur.com/jJ21DKy.jpg?1)
This guy will craft all day then eat and go to sleep. Not much fun and it is quite hot in the crafting room since I blocked the cooler with my ore generator:).

Please comment, especially if you think some things can be done better.
Title: Re: [A12] RT Mods - thanks Cebullus! (22.08.15)
Post by: toric on January 05, 2016, 04:52:46 PM
ATM, the fuses seem a bit unbalanced, as 2 makeshift fuses dissipate more power in the same space, and as long as you have 2 makeshift fuses per 5 batteries, they will never burn out... maybe a buff to advanced fuses?
Title: Re: [A12] RT Mods - thanks Cebullus! (22.08.15)
Post by: T-Wrecks on February 09, 2016, 07:45:34 AM
Hey man,

Your quantum stockpile mod is throwing up this error all the time and it is making my game somewhat unplayable.

I will post the error:

Getting random element from empty collection.
Verse.Log:Warning(string)
Verse.GenCollection:RandomElement(IEnumerable'1)
RTStorage.CompRTQuantumRelay:QuantumRelayTick(Int32)
RTStorage.CompRTQuantumRelay:CompTick()
Verse.ThingWithComps:Tick()
Verse.TickList()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Map:MapUpdate()
Verse.RootMap:Update()

Note that I wrote the error out by hand because I am not certain you can copy it to clipboard. If the syntax is wrong thats probably my fault, but it should still make sense.

Please help me fix! I have spent a fair bit of time on my current fortress and your mod is a huge part of that. I really don't want to take it out.
Title: Re: [A12] RT Mods - thanks Cebullus! (22.08.15)
Post by: Ratys on February 13, 2016, 08:12:35 AM
Quote from: T-Wrecks on February 09, 2016, 07:45:34 AM
-snip-

Well, this doesn't happen in a new install, so I'll need a list of mods you're running, and probably your save as well. Meanwhile, try, as Canute said, fiddling with the load order, then start taking out mods one by one.
Title: Re: [A12] RT Mods - thanks Cebullus! (22.08.15)
Post by: BMS on February 18, 2016, 10:14:56 PM
Quote from: doujinftw on October 30, 2015, 04:08:57 PM
Yeh it really wierd my colonist refuse to use the item in the stock pile for cooking
this
Cooking always breaks for me i dunno why - i had to switch to a different storage method for strawberrys and such - never steel or wood or cloth but always stuff required for cooking - ill run out of food and ill look and my guy will be stuck in the corner like he cant decide what food to get draft undraft and he will kick in for a day or so then back to the corner

edit:: greatest mod ever - fantastic work and this slight issue belonging to you or not doesnt even scratch the paint on this beast
Title: Re: [A12] RT Mods - thanks Cebullus! (22.08.15)
Post by: Ratys on February 19, 2016, 02:41:33 AM
Quote from: BMS on February 18, 2016, 10:14:56 PM
Quote from: doujinftw on October 30, 2015, 04:08:57 PM
Yeh it really wierd my colonist refuse to use the item in the stock pile for cooking
this
Cooking always breaks for me i dunno why - i had to switch to a different storage method for strawberrys and such - never steel or wood or cloth but always stuff required for cooking - ill run out of food and ill look and my guy will be stuck in the corner like he cant decide what food to get draft undraft and he will kick in for a day or so then back to the corner

edit:: greatest mod ever - fantastic work and this slight issue belonging to you or not doesnt even scratch the paint on this beast

That happens because of how AI works right now, and I wouldn't blame it to be honest: what I'm doing with storage isn't the game's intended way of handling things, this working at all is kind of a fluke.

It could potentially be made more robust, including adding smarter right-click to piles of equipment (Ever notice how it's impossible to have someone equip a specific piece from stockpiles? Yeah.), but that would require delving into AI code... Which I swore off of doing until at least beta versions, because alphas 9 to 12 changed AI quite substantially and I doubt it's the end of it.

Also, thanks. I see these posts where people just showcase their setups or help someone else to build theirs, and it makes me realise that it's not just a neat conceptual thing: people actually use it! That's the reason why modders go through all this developement and publishing, right there.
Title: Re: [A12] RT Mods - thanks Cebullus! (22.08.15)
Post by: Ectoplasm on February 19, 2016, 10:45:10 AM
Quote from: kazuma6666 on November 26, 2015, 03:19:43 PM

(http://i.imgur.com/jJ21DKy.jpg?1)


Christ I'm so stupid. TELEPORTERS!! Why did I never think of this, I even use them to bring fish from the other side of the map. Mind frankly blown right now.
Title: Re: [A12] RT Mods - thanks Cebullus! (22.08.15)
Post by: branch? on February 24, 2016, 10:59:36 PM
Does anyone know how to add more researches for the quantum stockpile? I hate creating extremely large refrigerators for my food stockpile and would rather have imba quantum piles for food instead of actually expanding it.
Title: Re: [A12] RT Mods - thanks Cebullus! (22.08.15)
Post by: invalidnull on March 26, 2016, 08:39:16 PM
I keep getting this error in the debug log. It seems to start sometime after I start using Fuseboxes (I use a lot). It appears to be thrown every frame update. Also, all incidents stop when this happens and the game begins to lag. I am using Linux, Mint specifically.

System.NullReferenceException: Object reference not set to an instance of an object
at RTFusebox.IncidentWorker RTSurgeProtected.TrvExecute (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
at RimWorld.IncidentQueue.IncidentQueueTick () [0x00000] in <filename unknown>:0
at RimWorld.Storyteller.StorytellerTick () [0x00000] in <filename unknown>:0
at Verse.TickManager,DoSingleTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Map:MapUpdate()
Verse.RootMap:Update()

I love this mod.
Thanks
Title: Re: [A12] RT Mods - thanks Cebullus! (22.08.15)
Post by: Ratys on March 27, 2016, 06:26:46 AM
Quote from: invalidnull on March 26, 2016, 08:39:16 PM
I keep getting this error in the debug log. -snip-

What other mods are you running? In what order? I have not seen this issue myself, ever, and you're the first to report it, so...

Quote from: Long Night'a Hooking on February 24, 2016, 10:59:36 PM
Does anyone know how to add more researches for the quantum stockpile? I hate creating extremely large refrigerators for my food stockpile and would rather have imba quantum piles for food instead of actually expanding it.

Right, for some reason the forums decided that I did not need to be notified when things are posted in my threads; sorry for replying late.

Those values are more or less hardcoded. I recall there not being an elegant way to expose said values in the defs, but it's been quite some time since I last delved deep into RimWorld code. Besides, I implemented defs handling as one of the first things, to get it out of the way (because the whole system is kind of annoying to use), and have gotten more proficient since then.

When A13 rolls off I'll be pretty much forced to update, so I'll make sure to go over the thread in search of issues and requests then. Who knows, might even get inspired enough to work in some new features. No promises.
Title: Re: [A12] RT Mods - thanks Cebullus! (22.08.15)
Post by: invalidnull on March 27, 2016, 09:14:14 PM
Here is my mod-list in the order at which they load.

1. Core
2. Community Core Library v0.12.6
3. Community Core Library - Vanilla Tweaks
4. EdB Mod Order
5. EdB Prepare Carefully
6. EdB Interface
7. ED-Core
8. ED-Plants24H
9. ED-OmniGel
10. ED-OmniGel-24H
11. ED-Embrasures
12. ED-Laser Drill
13. ED-Vent
14. ED-WirelessPower
15. BatteriesStuffed
16. Heavier defences mod
17. LT-RedistHeat
18. PowerCell
19. RoofBomb
20. RT Fusebox

When I get some time I will try another instance of the game with just Fusebox and see if I can recreate the error. It seems to happen when the short circuit event triggers because I disabled the short circuit incident and played for several hours without an error. I will also try it on Windows and see if it will duplicate there.
Title: Re: [A12] RT Mods - thanks Cebullus! (22.08.15)
Post by: Ratys on March 28, 2016, 11:45:42 AM
Quote from: invalidnull on March 27, 2016, 09:14:14 PM
...
It seems to happen when the short circuit event triggers because I disabled the short circuit incident and played for several hours without an error.
...

Well, that's it. RT Fusebox overrides the short circuit incident, other things tampering with it will very likely cause problems. Same thing should happen with the solar flare, too.
Title: Re: [A12] RT Mods - thanks Cebullus! (22.08.15)
Post by: Jdalt40 on March 29, 2016, 01:34:41 AM
Hey Ratys, I have been a lover  of your mods but just a question I have to ask is; are your mod ideas dead? I am only asking since it has been a long time since you have made a new mod out of an idea and the idea's you had were pretty cool :).
Title: Re: [A12] RT Mods - thanks Cebullus! (22.08.15)
Post by: Ratys on March 29, 2016, 11:13:38 AM
Quote from: Joshy1111 on March 29, 2016, 01:34:41 AM
Hey Ratys, I have been a lover  of your mods but just a question I have to ask is; are your mod ideas dead? I am only asking since it has been a long time since you have made a new mod out of an idea and the idea's you had were pretty cool :).

(I accidentally a novel. TL;DR below.)

Well... Not dead-dead, but pretty much not alive, at the moment: I'm not actively developing anything for RimWorld right now. Modding is something I do strictly for fun, and I reached a point where modding RimWorld stopped being fun enough.

RT Neuromancy was sort of playable, if buggy, for a while; then a few major updates rolled out, and changed a good chunk of code I relied upon, while adding things I planned to add myself. Makes it pretty clear that I was working upon some very unfinished mechanics, hardly a good way to mod, so I ended up dropping it for now. Not to mention I have a long history of being terrible with AI, don't really know why exactly.

RT Biofuel was actually at the beginning of it all: I set out to implement a semi-automated production chain that started with potatoes and ended with electric charge. Along the way I repurposed a bunch of machinery code to work as an interim storage of some sorts, which later popped off and morphed into RT Storage. Biofuel still remains in vastly outdated and unplayable state, though I used to graft on new stuff inbetween updates, like a potato battery that's built fully-charged and won't recharge normally (and could also be booby-trapped to short-out and explode when something walks over it).

There are other things, too.
One day I was midly inebriated while chatting in #rimworld, and started taking suggestions. The result was several bits of code that can be attached to weapons: one would make the target uncontrollably vomit for a few seconds, another would make them drop all their equipment (clothes, too), and the last one would change their gender. If fleshed out more, it might make a mediocre mod on it's own, but it's mostly for giggles really.

Last thing I started was something called RT Dynamics, which attempted to implement a proper fluids system (as a start). I never got further than drafting up the math I'd need for a convincing simulation - got sent abroad for business, was too tired to continue right away, and then sort of drifted away from RimWorld completely.

Bear in mind: I'm not promising anything. Frankly, I'm not entirely sure why do I have the 'planned mods' section in the main post, probably just wishful thinking. I'm not claiming these ideas - anyone who thinks themselves proficient is free to make them a reality. But, if it ever strikes my fancy to make a new mod for RimWorld in the future, it'll probably grow from these things I wrote about.

TL;DR: not likely to work on them in near future, anyone who wants to is free to do so.
Title: Re: [A12] RT Mods - thanks Cebullus! (22.08.15)
Post by: Jdalt40 on March 31, 2016, 03:08:05 AM
Quote from: Ratys on March 29, 2016, 11:13:38 AM
Quote from: Joshy1111 on March 29, 2016, 01:34:41 AM
Hey Ratys, I have been a lover  of your mods but just a question I have to ask is; are your mod ideas dead? I am only asking since it has been a long time since you have made a new mod out of an idea and the idea's you had were pretty cool :).
Modding is something I do strictly for fun, and I reached a point where modding RimWorld stopped being fun enough.
Well what would happen to your modding career on Rimworld if I asked you if you could make a electric torture room that has to be indoors to work... will it be fun to torture colonists and prisoners using a electric torture room?

EDIT: Sorry if I sounded demanding then... I just had that idea when I had read your reply and I thought it might be a cool one for you to work on :)
Title: Re: [A12] RT Mods - thanks Cebullus! (22.08.15)
Post by: invalidnull on April 04, 2016, 08:13:39 PM
Quote from: Ratys on March 28, 2016, 11:45:42 AM
Quote from: invalidnull on March 27, 2016, 09:14:14 PM
...
It seems to happen when the short circuit event triggers because I disabled the short circuit incident and played for several hours without an error.
...

Well, that's it. RT Fusebox overrides the short circuit incident, other things tampering with it will very likely cause problems. Same thing should happen with the solar flare, too.

After testing I found that the Batteries Stuffed mod triggers the error. Batteries Stuffed adds batteries using the different raw materials all with differing specs. The uranium and plasteel batteries cause the error. While digging through the xml I found a tag called <startElectricalFires> and the batteries in question had this set to false while the others were set to true. I set the uranium and plasteeel batteries tag to true in hopes that would solve the problem, but I guess <startElectricalFires> and "short circuit" are different. I still got the error. The conflict must be in code somewhere, but I know just enough code to not know what I'm doing.

Never the less, my "workaround" was to just comment out the uranium and plasteel batteries in the xml file so they are not available. The gold and sliver batteries seem to work right.

Thanks again for the awesomely practical mod.
Title: Re: [A12] RT Mods - thanks Cebullus! (22.08.15)
Post by: Ratys on April 05, 2016, 03:53:37 AM
Quote from: invalidnull on April 04, 2016, 08:13:39 PM
...
The uranium and plasteel batteries cause the error. While digging through the xml I found a tag called <startElectricalFires> and the batteries in question had this set to false while the others were set to true. I set the uranium and plasteeel batteries tag to true in hopes that would solve the problem, but I guess <startElectricalFires> and "short circuit" are different. I still got the error. The conflict must be in code somewhere, but I know just enough code to not know what I'm doing.
...

Oh, that's quite helpful, thanks; I actually found a screw-up on my end. Can't promise to fix it soon, because that requires firing up the whole release kitchen again and I plain don't have the time for that right now. Here's a 'proper' workaround though:

In Batteries Stuffed defs (Batteries.xml file), for uranium and plasteel change the line
<thingClass>BatteriesStuffed.Building_StuffedBattery</thingClass>
to
<thingClass>Building_Battery</thingClass>

It'll make batteries built with those materials behave like the rest of them and participate in short circuit incident normally. Kinda defeats the purpose, but at least it won't crash.
Title: Re: [A12] RT Mods - thanks Cebullus! (22.08.15)
Post by: skullywag on April 05, 2016, 04:00:22 AM
Is there anything i can help with here from a compatibility point of view?

Ok looked into it only my steel batteries participate in the zzzt event as they are named "battery" the incidentworker is flawed in that its looking for a building of "building_battery". It should be looking for buildings with the battery comp. I can add an override to the event that does this. I think this would fix the issue, this may already exist in ccl as well. So using ccl may solve this issue if loaded before our mods.
Title: Re: [A12] RT Mods - thanks Cebullus! (22.08.15)
Post by: Ratys on April 05, 2016, 04:17:40 AM
Quote from: skullywag on April 05, 2016, 04:00:22 AM
Is there anything i can help with here from a compatibility point of view?

Probably, but it's not exactly your fault. The error happens because original incident only collects anything that's a Building_Battery, while my modified incident collects all buildings that have a CompPowerBattery, but then tries to handle them as if they were Building_Battery, without really needing that. Naturally, it can't cast your Building_StuffedBattery to Building_Battery, resulting in null reference exception somewhere.

I'm a bit rusty on exact inheritance and casting rules of C#, but it might work the way it's now if your Building_StuffedBattery inherited from Building_Battery rather than the base Building. Then again, it's a screw-up on my end, you shouldn't really bother.

EDIT:
Quote from: skullywag on April 05, 2016, 04:00:22 AM
...
I can add an override to the event that does this.
...

But I'm already overriding the event, that's the point of the mod.
Title: Re: [A12] RT Mods - thanks Cebullus! (22.08.15)
Post by: Fluffy (l2032) on April 05, 2016, 04:43:43 AM
I think what skully means is a detour of the event method so that it looks for buildings with the correct comp.


Depending on how exactly your incident def override is implemented (e.g. does your custom incident class inherit from the core class, and does it override the method responsible for grabbing buildings), this may or may not work without changes on your end.


As for CCL already doing this, I'm not sure - but I doubt it. Afaik E's been detouring hardcoded references to specific thingdefs, not classes. YMMV.
Title: Re: [A12] RT Mods - thanks Cebullus! (22.08.15)
Post by: skullywag on April 05, 2016, 09:06:28 AM
We could detour but whatRatys has done is what I would do (simply override the incident def), only the comp is ever needed (to check how full and when emptying the network of power maybe) having any building class in there is just not required a far as I can tell, may have a look at this later.
Title: Re: [A12] RT Mods - thanks Cebullus! (22.08.15)
Post by: Nematrec on April 07, 2016, 10:23:42 AM
Mind if I make a suggestion for the fuses mod?

With the new a13 repair mechanics, makeshift fuses shouldn't be outright destroyed anymore. Rather they should be broken and require steel to repair.

Second you could make the higher tier fuses into breakers (https://en.wikipedia.org/wiki/Circuit_breaker), rather than needing repairs after absorbing the short, they turn off and need to be turned on back on by someone with the 'flicker' job.
Title: Re: [A13] RT Mods - get your quantum stockpiles here! (07.04.16)
Post by: Ratys on April 07, 2016, 02:05:21 PM
07.04.16 CHANGELOG:

New RT Fusebox version is coming too, don't worry. As Nematrec has noted, there are some new(-ish?) core mechanics that render the current way fuseboxes work kind of odd.
Title: Re: [A13] RT Mods - quantum storage and fuses! (08.04.16)
Post by: Ratys on April 08, 2016, 08:04:22 AM
08.04.16 CHANGELOG:
Title: Re: [A13] RT Mods - quantum stockpiles and fuses! (08.04.16)
Post by: dismar on April 08, 2016, 09:00:12 PM
Hugs!
Title: Re: [A13] RT Mods - quantum stockpiles and fuses! (08.04.16)
Post by: darkedone02 on April 08, 2016, 09:15:01 PM
I've tried out your mods, I like the quantum storage and wonder what's the max capacity for this?

it be nice if we can make better fusebox that increase the amount that they can mitigate, I've build about 4-6 and sadly a huge explosion has happen because of the low mitigation.

Also As of 4/8/2016, i think your magnetic shields are not working as intended, I'm in a middle of a solar flare activate, and all power has been turned off, and your magnetic shield is not working at all, it's not starting on and asking for power....

(http://puu.sh/obmCW/a7ba818e05.png)
Title: Re: [A13] RT Mods - quantum stockpiles and fuses! (08.04.16)
Post by: Ratys on April 09, 2016, 05:27:47 AM
Quote from: darkedone02 on April 08, 2016, 09:15:01 PM
I've tried out your mods, I like the quantum storage and wonder what's the max capacity for this?
...

Says right there in bottom left panel when you select a storage device. 4 stacks per tile initially, can be upgraded via research up to 8 stacks per tile; relays are 1 stack per tile always.

Quote from: darkedone02 on April 08, 2016, 09:15:01 PM
...
it be nice if we can make better fusebox that increase the amount that they can mitigate, I've build about 4-6 and sadly a huge explosion has happen because of the low mitigation.

Also As of 4/8/2016, i think your magnetic shields are not working as intended, I'm in a middle of a solar flare activate, and all power has been turned off, and your magnetic shield is not working at all, it's not starting on and asking for power....
...

My initial playtests way back when have shown that one fuse per about three batteries is a decent balance; I'm actually playing the game right now, for once, and it still seems to hold. You're free to tweak the defs to your liking, though: find the line <surgeMitigation>3000</surgeMitigation>, and change the number to whichever you want (1000 per battery you want to cover by a single fuse).

Looking at your picture, you're playing with godmode enabled, which might mean that you didn't actually research the solar shield (or the fuses, for that matter) as intended. You absolutely have to finish every devices respective research for it to work! It runs a ResearchModSpecial function that does all the magic overrides.

Although, even I had really rare instances where that didn't quite work for no reason whatsoever, saving and reloading the game after completing the research fixes that. I have an idea how to make it more robust, plus a few other minor things that cropped up during actual play, so might put out an update after the weekend - when more people got to play and have reported issues.
Title: Re: [A13] RT Mods - quantum stockpiles and fuses! (08.04.16)
Post by: falcongrey on April 09, 2016, 03:27:34 PM
Noticing an odd error when I turn the Fusebox and or Storage on. The language flag on the main menu screen turns to a big red X. Clicking on it still gives the same language selection menu but other than that I don't see any other flaws yet. But then, haven't started a game yet.

Another mod, unofficial PSI update to A13 is also throwing this odd error when turned on.
Title: Re: [A13] RT Mods - quantum stockpiles and fuses! (08.04.16)
Post by: spoderman_spoody on April 10, 2016, 10:59:55 AM
I just wanted to state for the record that this is in fact my favorite two mods ever
Title: Re: [A13] RT Mods - stockpiles and chunk silos, fuses and flare shields! (12.04.16)
Post by: Ratys on April 12, 2016, 09:25:33 AM
Quote from: falcongrey on April 09, 2016, 03:27:34 PM
Noticing an odd error when I turn the Fusebox and or Storage on. The language flag on the main menu screen turns to a big red X. Clicking on it still gives the same language selection menu but other than that I don't see any other flaws yet. But then, haven't started a game yet.

Another mod, unofficial PSI update to A13 is also throwing this odd error when turned on.

Yes, I've seen that, wasn't even aware it's my fault (in case of my mods anyway). I have no idea what's going on there, sorry.

Quote from: spoderman_spoody on April 10, 2016, 10:59:55 AM
I just wanted to state for the record that this is in fact my favorite two mods ever

Thanks! Always glad to see people enjoying my work.




And here's the main thing!

12.04.16 CHANGELOG:

As always, even though I test thoroughly: I might have overlooked something, the faster you report it the faster I can fix it. Have fun!
Title: Re: [A13] RT Mods - stockpiles and chunk silos, fuses and flare shields! (12.04.16)
Post by: Fisty on April 12, 2016, 07:51:27 PM
Thank you so much..  I had been playing so long with a huge mod pack that I forget fuses weren't actually in the vanilla game, it's been driving me nuts.
Title: Re: [A13] RT Mods - stockpiles and chunk silos, fuses and flare shields! (12.04.16)
Post by: Anteep on April 14, 2016, 08:14:20 AM
Russia Today mods?
Title: Re: [A13] RT Mods - stockpiles and chunk silos, fuses and flare shields! (12.04.16)
Post by: Ratys on April 14, 2016, 08:18:28 AM
Quote from: Anteep on April 14, 2016, 08:14:20 AM
Russia Today mods?

...what?
Title: Re: [A13] RT Mods - stockpiles and chunk silos, fuses and flare shields! (12.04.16)
Post by: Ratys on April 15, 2016, 10:24:48 AM
15.04.16 CHANGELOG:
Title: Re: [A13] RT Mods - stockpiles and chunk silos, fuses and flare shields! (12.04.16)
Post by: falcongrey on April 15, 2016, 03:54:34 PM
Quote from: Ratys on April 15, 2016, 10:24:48 AM
15.04.16 CHANGELOG:

  • RT Storage: added proper handling for several warehouse conditions, like single-device warehouse self-defrag and items being placed on chunk silos by colonists.
  • RT Storage: implemented a way for the quantum warehouse to switch from acting like a stockpile to acting like a chunk silo - once the silos are researched warehouses will gain a new button. Once clicked a colonist will be called to flick the switch. When switching from chunk silo mode back to stockpile mode any contained chunks will be spewed out!

Woot! Awesome and thanks for all the hard work on these mods!
Title: Re: [A13] RT Mods - stockpiles and chunk silos, fuses and flare shields! (15.04.16)
Post by: Severik on April 17, 2016, 04:17:35 PM
hiho, i realy like these mods but there is 1 little thing that it lacks in my opinion, a possibility to turn Relays "oneway"..... i had the idea to put 2 of them right next to my main entrance (something about 50 squares from the next storage room) and let the ppl who are outside put their ressources, hunted Animals etc. there... works fine with the Ressources but since Animal Corpses, food etc need cooling in the warmer Terrain, i have to build a room and coolers around the Relay for this..... i think thats kinda overdoing it since  it should be possible to set the Relay in sending, receiving or both modes to controll if it actually contains anything from there Warehouse its conected to.

so, is there any possibility to add this?

regards
Title: Re: [A13] RT Mods - stockpiles and chunk silos, fuses and flare shields! (15.04.16)
Post by: Severik on April 17, 2016, 04:38:34 PM
Quote from: Canute on April 17, 2016, 04:25:37 PM
The  relay only can hold 4 (2x2 relay) or 1 (small) item anyway. You can control what sort of item recieve the item, just excluce all other things. But create a stockpile with the same priority and item seting right before the relay.
You pawns will drop the stuff at these stockpile and the relay teleport it to the warehouse.
When you want different item next to place more 1x1 relays.
But in your case you need relays with integrated cooling ! :-)

ah i thought the relay does only accept the items that are listed..... so i thought the relay and the storagezone around it need to have the same setting....but if i just have to block all items and its in "sending only mode" the Problem is solved^^
Title: Re: [A13] RT Mods - stockpiles and chunk silos, fuses and flare shields! (15.04.16)
Post by: Astasia on April 19, 2016, 08:22:34 AM
Noticing an issue with the stockpiles getting some really huge stack limits, seen up to 22 stack limit on the normal stockpile and 300 chunk storage on the silos. I'm not sure what triggers the increase, it just seems to grow as I play, possibly triggered by doing other research? Once you reload the game it goes back down to normal limits, I think chunks over the limit are deleted, but the stockpiles with 20+ stacks on them seem to be fine even when the limit is back down to 5 or whatever.
Title: Re: [A13] RT Mods - stockpiles and chunk silos, fuses and flare shields! (15.04.16)
Post by: Ratys on April 19, 2016, 09:12:37 AM
Quote from: Astasia on April 19, 2016, 08:22:34 AM
Noticing an issue with the stockpiles getting some really huge stack limits, seen up to 22 stack limit on the normal stockpile and 300 chunk storage on the silos. I'm not sure what triggers the increase, it just seems to grow as I play, possibly triggered by doing other research? Once you reload the game it goes back down to normal limits, I think chunks over the limit are deleted, but the stockpiles with 20+ stacks on them seem to be fine even when the limit is back down to 5 or whatever.

Oh my. I know exactly why it's happening; and I was so pleased when I rewrote that bit into what it is right now.

I'm in the middle of migrating my mods to a new, less fussy release scheme, plus applying some fixes (including this one, now). Hopefully will be done in a few days. Sadly, these re-releases won't be compatible with their previous incarnations - unless one's willing to do some save editing, of course.
Title: Re: [A13] RT Mods - stockpiles and chunk silos, fuses and flare shields! (15.04.16)
Post by: Severik on April 19, 2016, 11:20:15 AM
is there any way to fix that the relays sometimes disconnect from the Warehouses after loading? its kinda annoying to link over 3 dozen relays everytime i load a savegame
Title: Re: [A13] RT Mods - stockpiles and chunk silos, fuses and flare shields! (15.04.16)
Post by: Ratys on April 19, 2016, 11:25:28 AM
Quote from: Severik on April 19, 2016, 11:20:15 AM
is there any way to fix that the relays sometimes disconnect from the Warehouses after loading? its kinda annoying to link over 3 dozen relays everytime i load a savegame

Odd, there's already special code that handles any instance where that might happen. I'll look into it again, then, because it shouldn't be happening.
Title: Re: [A13] RT Mods - stockpiles and chunk silos, fuses and flare shields! (15.04.16)
Post by: Shabazza on April 19, 2016, 12:18:31 PM
Thanks for updating! Love the Fusebox.  :D
Title: Re: [A13] RT Mods - stockpiles and chunk silos, fuses and flare shields! (15.04.16)
Post by: Azhais on April 19, 2016, 08:28:52 PM
Quote from: Ratys on April 19, 2016, 11:25:28 AM
Quote from: Severik on April 19, 2016, 11:20:15 AM
is there any way to fix that the relays sometimes disconnect from the Warehouses after loading? its kinda annoying to link over 3 dozen relays everytime i load a savegame

Odd, there's already special code that handles any instance where that might happen. I'll look into it again, then, because it shouldn't be happening.

I have two relays, one breaks every load, one doesn't.  The only difference between the two is the breaking one was linked (and continues to be re-linked) to a warehouse that I uninstalled/reinstalled because my whole quantum relay stack was off by a tile and the non optimal layout annoyed me.

In the offchance that "The warehouse was moved one time" is a useful debugging datapoint.
Title: Re: [A13] RT Mods - stockpiles and chunk silos, fuses and flare shields! (15.04.16)
Post by: carpediembr on April 20, 2016, 05:56:58 PM
Sorry for my bad english text comprehension, I really tried, but I cannot distinguish the difference between the 4 types:

* Silo
* Relay
* Stockpile
* Warehouse

I've built them all around my base and they definetly stack the items as I assumed they would. But I have gone thru half of the pages of this thread trying to figure what each did differently.

Could someone ELI5 ?
Title: Re: [A13] RT Mods - stockpiles and chunk silos, fuses and flare shields! (15.04.16)
Post by: Severik on April 20, 2016, 06:05:46 PM
the Silo stores only chunks (sandstone chunks and so on) and no other items

the relay is a kind of teleportation device, it teleports everything thats on it to the warehouse its connectet to.

the Stockpiles are the main Storageunit and can hold every item that is allowed for the Surrounding storagezone

the Warehouse is the "router" for everything, it connects all the stoiles/Silos in one storagezone and makes them more efficint (spliiting stacks over different stockpiles and combining stacks etc.) and it also is the "Accespoint" for the Relays where they transport items to when connected, the items then get stored on a connected Stockpile just like everything thats brouht to the storagezone by pawns
Title: Re: [A13] RT Mods - stockpiles and chunk silos, fuses and flare shields! (15.04.16)
Post by: Ratys on April 20, 2016, 06:23:00 PM
Quote from: carpediembr on April 20, 2016, 05:56:58 PM
Sorry for my bad english text comprehension, I really tried, but I cannot distinguish the difference between the 4 types:

* Silo
* Relay
* Stockpile
* Warehouse

I've built them all around my base and they definetly stack the items as I assumed they would. But I have gone thru half of the pages of this thread trying to figure what each did differently.

Could someone ELI5 ?

One of the things in the update I'm working on is better in-game explanations (that'll be found in relevant research descriptions, because RimWorld can only display so much text in that little window reserved for building descriptions, for shame); should hopefully make it thorugh the tests within a few hours.

Meanwhile:

Bear in mind that this next update will extend that switching behavior of the warehouse to stockpiles as well, so chunk silo will cease to be a separate building; instead you'd just need to build stockpiles and then switch them to chunk storage mode, or back again as needed.
Title: Re: [A13] RT Mods - stockpiles and chunk silos, fuses and flare shields! (15.04.16)
Post by: Arigas on April 20, 2016, 07:27:39 PM
Not sure if this has been mentioned, however, if you move the Magnetic shield during a solar flare, it returns the power consumption to 50W instead of the unholy amount that it is supposed to draw :P
Title: Re: [A13] RT Mods - stockpiles and chunk silos, fuses and flare shields! (15.04.16)
Post by: Ratys on April 20, 2016, 07:43:18 PM
Quote from: Arigas on April 20, 2016, 07:27:39 PM
Not sure if this has been mentioned, however, if you move the Magnetic shield during a solar flare, it returns the power consumption to 50W instead of the unholy amount that it is supposed to draw :P

And leaves your colony unprotected, because it can't turn back on during a solar flare. At least, that's the design, if protection still applies then it's a bug!..

... which is likely already fixed. As part of that fabled "new release scheme" I rewrote solar flare protection, should be much more stable now.
Title: Re: [A13] RT Mods - stockpiles and chunk silos, fuses and flare shields! (15.04.16)
Post by: Arigas on April 20, 2016, 07:57:11 PM
When I have my slaves reinstall it elsewhere, my colony remains protected during the solar flare
Title: Re: [A13] RT Mods - stockpiles and chunk silos, fuses and flare shields! (15.04.16)
Post by: Nanao-kun on April 20, 2016, 10:22:40 PM
The Quantum chunk silos upgrade 4 doesn't have the upgrade 3 prerequisite.
Title: Re: [A13] RT Mods - qunatum stockpiles, fuses, solar flare shields! (21.04.16)
Post by: Ratys on April 21, 2016, 12:54:16 AM
21.04.16 CHANGELOG:
THESE RELEASES ARE NOT INHERENTLY COMPATIBLE WITH OLD SAVES.
It could be possible to migrate saves if you deconstruct all instances of everything the mods add prior to updating. Yet still, there will be errors thrown in the console, if you can't parse them yourself or they are repeating - post them here for diagnosis and possible fix.

Whew. All in all, this update was truly an ordeal, but it's all for the better - my work here will be that much easier in the future. Pardon the dust. Expect new mods.
Title: Re: [A13] RT Mods - qunatum stockpiles, fuses, solar flare shields! (21.04.16)
Post by: Commander Beanbag on April 21, 2016, 04:08:08 AM
Great work on the update!
I'm seemingly too late with my suggestion though.
I've added quantum refrigerators to my game using CCL's refrigerator comp. It seems like the sort of thing that belongs in this mod. Best used for teleporting hay to your barn.

Also, "qunatum" in the post title.
Title: Re: [A13] RT Mods - qunatum stockpiles, fuses, solar flare shields! (21.04.16)
Post by: Arigas on April 21, 2016, 05:42:14 PM
Quote from: Ratys on April 21, 2016, 12:54:16 AM
THESE RELEASES ARE NOT INHERENTLY COMPATIBLE WITH OLD SAVES.
It could be possible to migrate saves if you deconstruct all instances of everything the mods add prior to updating. Yet still, there will be errors thrown in the console, if you can't parse them yourself or they are repeating - post them here for diagnosis and possible fix.
Assuming I get rid of any currently placed items, then the main things that could be left would be the research, am I correct?
Title: Re: [A13] RT Mods - qunatum stockpiles, fuses, solar flare shields! (21.04.16)
Post by: Ratys on April 21, 2016, 08:07:41 PM
Quote from: Commander Beanbag on April 21, 2016, 04:08:08 AM
Great work on the update!
I'm seemingly too late with my suggestion though.
I've added quantum refrigerators to my game using CCL's refrigerator comp. It seems like the sort of thing that belongs in this mod. Best used for teleporting hay to your barn.
...

You're not late, I'm not stopping the developement of those in the least.

I was entertaining the idea of refrigerated relays (maybe stockpiles as well) for quite a while, always deemed it rather overpowered though. And I don't really want a hard dependency on CCL. There are ways to go about both of those, of course, they're just not high on the list of stuff I want to work on right now.

Quote from: Commander Beanbag on April 21, 2016, 04:08:08 AM
...
Also, "qunatum" in the post title.

Heh, yeah, out of all the things I could've screwed up thread title just had to be it.

Quote from: Arigas on April 21, 2016, 05:42:14 PM
Assuming I get rid of any currently placed items, then the main things that could be left would be the research, am I correct?

Yes, that's correct. Research projects do throw an error upon loading, but fix themselves with a save-load; you'll have to research them anew, naturally. Then, there's a possiblity of a MapComponent from RT Fusebox sticking around and I'm not sure the game will like loading without it, but either way it's easy to cut out of the save file. And it's best to completely restart the game after prepping the save for migration and changing the active mods to new versions, because RT Fusebox modifies a couple of core defs at runtime.
Title: Re: [A13] RT Mods - quantum stockpiles, fuses, solar flare shields! (21.04.16)
Post by: Arigas on April 22, 2016, 08:26:04 AM
Getting screwed by the map component for Fusebox. Sadly don't have time or the knowledge on how to remove it right now, so will have to wait until after work to try these out.
Title: Re: [A13] RT Mods - quantum stockpiles, fuses, solar flare shields! (21.04.16)
Post by: roy2x on April 27, 2016, 04:00:54 AM
Can a quantum relay send items back to a stockpile?
Title: Re: [A13] RT Mods - quantum stockpiles, fuses, solar flare shields! (21.04.16)
Post by: dj84722 on April 27, 2016, 04:11:32 AM
Quote from: roy2x on April 27, 2016, 04:00:54 AM
Can a quantum relay send items back to a stockpile?
yes they will transfer items from a stockpile adjacent the relay
you will have to make sure this adjacent stockpile is set to accept the same items as the connected stockpile and that the priority is the same on both ends
Title: Re: [A13] RT Mods - quantum stockpiles, fuses, solar flare shields! (21.04.16)
Post by: hoochy on April 27, 2016, 05:38:33 AM
Is it possible to add some sort of "Deep storage" to the quantum storage stuff? Placing something like the 'quantum' storage box but it only takes one item and then removes all the "stacks" that would exist otherwise. The reason I ask is it seems the more "Stacks" of items the game has to process, the laggier the game gets. By reducing the "stacks" into a single storage device I think it may help performance. So not actually "Hiding" stacks, but removing them and adding that stack to the "quantum deep storage" number. When someone wants a stack it goes to the building and pulls out a stack. So you create a stack to give to the pawn and decrease the number shown for that item in the building itself.

* You create the quantum deep storage building. Select the item you want it to deep store, for this example we shall do steel. The building shows the icon of the steel resource, and the number 0, to show it has no steel.
* A pawn delivers a stack of 75 steel to the building.
* The building then shows the number 75. So we know we have 75 steel in it.
* When a pawn wants steel, it will find the building like it would any storage area, go to it and then pull out the steel it wants, the number the building shows will decrease.
Title: Re: [A13] RT Mods - quantum stockpiles, fuses, solar flare shields! (21.04.16)
Post by: Ratys on April 27, 2016, 06:22:25 AM
Quote from: dj84722 on April 27, 2016, 04:11:32 AM
Quote from: roy2x on April 27, 2016, 04:00:54 AM
Can a quantum relay send items back to a stockpile?
yes they will transfer items from a stockpile adjacent the relay
you will have to make sure this adjacent stockpile is set to accept the same items as the connected stockpile and that the priority is the same on both ends

Partially correct. Adjacent stockpile doesn't have to accept all items the warehouse can, only those you want to send from that relay, and it's priority needs to be equal or lower to that of the warehouse.

Quote from: hoochy on April 27, 2016, 05:38:33 AM
Is it possible to add some sort of "Deep storage" to the quantum storage stuff? Placing something like the 'quantum' storage box but it only takes one item and then removes all the "stacks" that would exist otherwise. The reason I ask is it seems the more "Stacks" of items the game has to process, the laggier the game gets. By reducing the "stacks" into a single storage device I think it may help performance. So not actually "Hiding" stacks, but removing them and adding that stack to the "quantum deep storage" number. When someone wants a stack it goes to the building and pulls out a stack. So you create a stack to give to the pawn and decrease the number shown for that item in the building itself.

* You create the quantum deep storage building. Select the item you want it to deep store, for this example we shall do steel. The building shows the icon of the steel resource, and the number 0, to show it has no steel.
* A pawn delivers a stack of 75 steel to the building.
* The building then shows the number 75. So we know we have 75 steel in it.
* When a pawn wants steel, it will find the building like it would any storage area, go to it and then pull out the steel it wants, the number the building shows will decrease.

This would require coding special AI routines, and solving the stored-items-not-showing-up-in-sidebar-counts problem, which to my knowledge is the bane of all storage mods that attempt what you describe. My solution, the one the mod's built upon, is more or less an 'elegant hack'.

A compromise is possible, however: a while ago an idea resurfaced to have items combined into stacks higher than their normal limits, rather than just have several stacks in a single space. I dismissed it, because I did try it and found that pawns would just grab the entire stack of however many items are in it, and now it seems that a carry capacity check was implemented in the base game, solving the issue. I'll run some tests, if it's stable then I'll rewrite the defragmentation algorithms to make those mega-stacks.
Title: Re: [A13] RT Mods - quantum stockpiles, fuses, solar flare shields! (21.04.16)
Post by: hoochy on April 27, 2016, 07:31:04 AM
Quote from: Ratys on April 27, 2016, 06:22:25 AM
Quote from: dj84722 on April 27, 2016, 04:11:32 AM
Quote from: roy2x on April 27, 2016, 04:00:54 AM
Can a quantum relay send items back to a stockpile?
yes they will transfer items from a stockpile adjacent the relay
you will have to make sure this adjacent stockpile is set to accept the same items as the connected stockpile and that the priority is the same on both ends

Partially correct. Adjacent stockpile doesn't have to accept all items the warehouse can, only those you want to send from that relay, and it's priority needs to be equal or lower to that of the warehouse.

Quote from: hoochy on April 27, 2016, 05:38:33 AM
Is it possible to add some sort of "Deep storage" to the quantum storage stuff? Placing something like the 'quantum' storage box but it only takes one item and then removes all the "stacks" that would exist otherwise. The reason I ask is it seems the more "Stacks" of items the game has to process, the laggier the game gets. By reducing the "stacks" into a single storage device I think it may help performance. So not actually "Hiding" stacks, but removing them and adding that stack to the "quantum deep storage" number. When someone wants a stack it goes to the building and pulls out a stack. So you create a stack to give to the pawn and decrease the number shown for that item in the building itself.

* You create the quantum deep storage building. Select the item you want it to deep store, for this example we shall do steel. The building shows the icon of the steel resource, and the number 0, to show it has no steel.
* A pawn delivers a stack of 75 steel to the building.
* The building then shows the number 75. So we know we have 75 steel in it.
* When a pawn wants steel, it will find the building like it would any storage area, go to it and then pull out the steel it wants, the number the building shows will decrease.

This would require coding special AI routines, and solving the stored-items-not-showing-up-in-sidebar-counts problem, which to my knowledge is the bane of all storage mods that attempt what you describe. My solution, the one the mod's built upon, is more or less an 'elegant hack'.

A compromise is possible, however: a while ago an idea resurfaced to have items combined into stacks higher than their normal limits, rather than just have several stacks in a single space. I dismissed it, because I did try it and found that pawns would just grab the entire stack of however many items are in it, and now it seems that a carry capacity check was implemented in the base game, solving the issue. I'll run some tests, if it's stable then I'll rewrite the defragmentation algorithms to make those mega-stacks.

That would be great because the performance penalty for having "10000 steel" shouldn't be there I feel. The base game needs a rewrite to make these things faster in general but in the mean time we will have to perform these hacks to get it playable. :)

The "deep storage" mod, which is for alpha 12, seemed to be similar to what you described. The quantum storage elements themselves would move the whole stack like it was one, but the pawns were fine with it. It helped a lot with performance having a "deep storage" element with a smaller quantum storage amount that the pawns could quickly grab. The problem with only having a single stack is only a single pawn can access it, which if a pawn across the map decided to go to your deep storage, it would stop any other pawn in the mean time using it! Which sucks. The deep storage mod had this problem, my fix was to mix it with quantum storage  so there were X stacks available, and deep storage was lower priority.

But mixing in the deep storage with your mod makes perfect sense since you already do a good job with it and maybe you can fix that problem the "Deep storage" mod had with only a single pawn able to access it at once. The main reason we need a deep storage is for the performance issues, but its also nice having some element on the map you can look at which shows you your "Steel amount" or "Silver" amount as well.
Title: Re: [A13] RT Mods - quantum stockpiles, fuses, solar flare shields! (21.04.16)
Post by: hoochy on April 27, 2016, 12:26:42 PM
Another cool idea, what I find myself doing is putting quantum relays next to production buildings to speed up the process of making things. So the pawn doesn't even have to move, he just grabs the item next to him and uses it. Speeds up production drastically for some items where the movement is the biggest factor.

So instead of having the relay work like it does now, if it could make any item in the "Room" work like a quantum relay too it would be nice. That way I wouldn't need to place two quantum relays next to each other , one to give the goods, and one to take them away. I could just place the building in a stockpile and the pawn should drop it in the stockpile. I'd still need to place a quantum relay next to him, but that is ok.

The current way where the "quantum stockpile" building has to be one square away from the thing it "Grabs" is kinda the limitation here. Having a way to put a building in any stockpile and have it act on that stockpiles behalf regardless of distance from item, or a reasonable distance, would be a nice option.

Also is it a bug where the quantum warehouse cycles through items in the stockpile continously, even when no new items are being added to it? Like it is trying to sort items but never actually finishes, or gets stuck in an endless loop.
Title: Re: [A13] RT Mods - quantum stockpiles, fuses, solar flare shields! (21.04.16)
Post by: hoochy on April 28, 2016, 12:21:40 AM
Quote from: Canute on April 27, 2016, 03:39:07 PM
I didn't played A13, but at A12 you can place relays next to each other without any space.
And you don't need and "sender" relay.
Build a workbench, build 2-3 relays behind the place the pawn would stay so he can grab the stuff he need.
And assign a stockpile between the workbench and the relays with the same stats like the main stockpile.
The pawn drop the produced items at the stockpile next to him, and the relays teleport the items back to the stockpile.

Well you do need more than one relay when they are different stockpiles. I usually have a "cold storage" and a "normal storage". But making one giant cooled stockpile seems to be the best approach anyhow, at least that's what I have done in my current map.

I made a nuclear power mod that uses fuel like uranium that is powering the whole thing.

(http://i.imgur.com/YmAWgCC.jpg)
Title: Re: [A13] RT Mods - quantum stockpiles, fuses, solar flare shields! (21.04.16)
Post by: hoochy on April 28, 2016, 08:08:50 AM
Small bug report, this is the second time it has happened.

Nearly randomly it seems, I will get an incorrect count of a certain item in a stockpile that has quantum warehouse. In the last case it thought I had 20000 meals, when I only had 110. I have a relay feeding it meals as they are made, so it could be connected to that.

I hovered over a couple of cells in the stockpile and there are all these "Ghost" simple meals x 10, in them. Even though when clicking through the tile they are not there, but the "Tooltip" shows them existing there. The main reason I notice this is because the stockpiles stopped working like they were full, but some were empty so obviously they weren't full. It seems sometimes items get stuck when it is shuffling them around or something, not sure. A save, and reload fixes it by removing the ghost items.

Title: Re: [A13] RT Mods - quantum stockpiles, fuses, solar flare shields! (21.04.16)
Post by: hoochy on April 28, 2016, 09:25:45 AM
Ok it happened again, took a screenshot this time. It must be happening quite regularly, this time with steel.

(http://i.imgur.com/irQKmOK.png)
Title: Re: [A13] RT Mods - quantum stockpiles, fuses, solar flare shields! (21.04.16)
Post by: Astasia on April 28, 2016, 04:12:26 PM
Ran into a bit of an issue where every time I tried to sell a certain stack of items that was sitting in a quantum stockpile, it wouldn't be removed from the stockpile and would instead double in size. So after a few attempts to sell it I had a single stack of like 800 cougar skin. I was also having an issue where clicking the trade button wasn't working, I was trading a large amount of items stored in quantum stockpiles to a bulk goods trader, and after trying a few times with the full order I started breaking the order down and trading small sets of items at a time, which is why I noticed the cougar skin doubling. Not sure if that was the cause of the mass trade not working or not, I quit the game without saving at that point.
Title: Re: [A13] RT Mods - quantum stockpiles, fuses, solar flare shields! (21.04.16)
Post by: Arigas on April 28, 2016, 07:07:19 PM
Just a minor bug, I deconstructed my magnetic shield, and my next solar flare had no effect on me. Still came up as "Shielded". Loading the save file fixes it.
Title: Re: [A13] RT Mods - quantum stockpiles, fuses, solar flare shields! (21.04.16)
Post by: hoochy on April 29, 2016, 12:16:23 AM
Another bug found. The quantum warehouse said it was connected to over 8350 quantum stockpiles when I only have 88 in that stockpile. I tried to deactive the warehouse and the game got incredibly slow, I restarted the game completely and it seems to have fixed it once I deactivated and reactivated. The whole game is running so much smoother now it is crazy, must be some bug in the quantum stuff lagging the game.

I just noticed the source is in the folder so I may look into a couple of these bugs myself.
Title: Re: [A13] RT Mods - quantum stockpiles, fuses, solar flare shields! (29.04.16)
Post by: Ratys on April 29, 2016, 10:14:02 AM
29.04.16 CHANGELOG:

Quote from: hoochy on April 29, 2016, 12:16:23 AM
...
I just noticed the source is in the folder so I may look into a couple of these bugs myself.

I guess "source" links right next to "download" links are too subtle.

Thanks for these reports though, I'll take look at all this trouble with RT Quantum Storage soon. If you do find a solution before then - please consider submitting it via a pull request on GitHub.
Title: Re: [A13] RT Mods - quantum stockpiles, fuses, solar flare shields! (05.05.16)
Post by: Ratys on May 05, 2016, 10:49:57 AM
05.05.16 CHANGELOG:

Couldn't really reproduce the bugs myself, so ended up simply tweaking a few things where I think these problems could be happening.
Title: Re: [A13] RT Mods - qunatum stockpiles, fuses, solar flare shields! (21.04.16)
Post by: AzureSkye on May 06, 2016, 08:44:22 PM
Quote from: Ratys on April 21, 2016, 12:54:16 AM
THESE RELEASES ARE NOT INHERENTLY COMPATIBLE WITH OLD SAVES.
It could be possible to migrate saves if you deconstruct all instances of everything the mods add prior to updating. Yet still, there will be errors thrown in the console, if you can't parse them yourself or they are repeating - post them here for diagnosis and possible fix.

How to upgrade without recurring debug errors

As I haven't used Q-piles, I can't help on that, but it should be similar.
Title: Re: [A13] RT Mods - quantum stockpiles, fuses, solar flare shields! (05.05.16)
Post by: Jack Kenseng on May 07, 2016, 08:40:44 AM
Fuses need to be added to vanilla.  It makes absolutely no sense to me that we can build a freaking spaceship and cryosleep caskets, but we can't build a circuit breaker?!
Title: Re: [A13] RT Mods - RT Power Switch release! (09.05.16)
Post by: Ratys on May 08, 2016, 05:20:30 PM
09.05.16 CHANGELOG:
Title: Re: [A13] RT Mods - RT Power Switch release! (09.05.16)
Post by: chrisf112233 on May 10, 2016, 01:18:38 AM
Is there a specific way the fuses/circuit breakers need to be placed in game to work?  I have 3 batteries, with two makeshift fuses connected (2 fuses should be enough to handle 6 batteries according to tooltip) , but still got a short circuit which caused massive damage from the fire.  I've tried moving them in different locations, and even isolating the batteries so no power leaves the batteries without going through the fuses.
Title: Re: [A13] RT Mods - RT Power Switch release! (09.05.16)
Post by: Dave-In-Texas on May 10, 2016, 04:29:19 AM
Quote from: chrisf112233 on May 10, 2016, 01:18:38 AM
Is there a specific way the fuses/circuit breakers need to be placed in game to work?  I have 3 batteries, with two makeshift fuses connected (2 fuses should be enough to handle 6 batteries according to tooltip) , but still got a short circuit which caused massive damage from the fire.  I've tried moving them in different locations, and even isolating the batteries so no power leaves the batteries without going through the fuses.

with the older version (pre the current release versioning scheme) i found i would need to re-locate the fuses for them to work.   once i'd done that (and it didnt matter where on the grid they were, just as long as they connected ) they would succeed in stopping a short as expected.  since the new version i have not experienced this.
Title: Re: [A13] RT Mods - RT Power Switch release! (09.05.16)
Post by: chrisf112233 on May 10, 2016, 11:24:28 AM
Quote from: Dave-In-Texas on May 10, 2016, 04:29:19 AM
with the older version (pre the current release versioning scheme) i found i would need to re-locate the fuses for them to work.   once i'd done that (and it didnt matter where on the grid they were, just as long as they connected ) they would succeed in stopping a short as expected.  since the new version i have not experienced this.

Hmm I relocated everything after it happened, I'll just have to wait and see what happens now :P  I am using a new colony, but maybe I should double check all my versions.  I tried testing with the dev options on and creating a short circuit incident, and everytime the fuses do nothing, but I'm not sure if doing it that way will just bypass them.  I can't wait for it to work though, I've had so many disasters because of shorts hahaha, it seems like such a great addition which seems like it should be in the vanilla game.
Title: Re: [A13] RT Mods - RT Power Switch release! (09.05.16)
Post by: Ratys on May 10, 2016, 11:31:08 AM
Quote from: chrisf112233 on May 10, 2016, 11:24:28 AM
Hmm I relocated everything after it happened, I'll just have to wait and see what happens now :P  I am using a new colony, but maybe I should double check all my versions.  I tried testing with the dev options on and creating a short circuit incident, and everytime the fuses do nothing, but I'm not sure if doing it that way will just bypass them.  I can't wait for it to work though, I've had so many disasters because of shorts hahaha, it seems like such a great addition which seems like it should be in the vanilla game.

Hm. Was there a message from RT Fuse in the console when you first installed a fuse? Did you try completely restartung the game? What other mods are you running?
Title: Re: [A13] RT Mods - RT Power Switch release! (09.05.16)
Post by: deathstar on May 18, 2016, 05:51:25 PM
Fuses have stopped working for me entirely. The world is fresh with the newest version of the mod, but they simply do not work. I can build them fine, yet when a short circuit event occurs, no damage is prevented, the error message doesn't mention the installed fusebox.

The only mod I am using that changes the power-system is Pands's mod (https://ludeon.com/forums/index.php?topic=13400.0), is there an incompatibility? I am only using standard batteries, which are unaffected by it.
Title: Re: [A13] RT Mods - RT Power Switch release! (09.05.16)
Post by: Ratys on May 18, 2016, 06:57:07 PM
Quote from: deathstar on May 18, 2016, 05:51:25 PM
Fuses have stopped working for me entirely. The world is fresh with the newest version of the mod, but they simply do not work. I can build them fine, yet when a short circuit event occurs, no damage is prevented, the error message doesn't mention the installed fusebox.

The only mod I am using that changes the power-system is Pands's mod (https://ludeon.com/forums/index.php?topic=13400.0), is there an incompatibility? I am only using standard batteries, which are unaffected by it.

I'd like your full mod list anyway, you'd be surprised how many changes go undocumented with some of them (to be honest, I'm just looking for more reasons to double-check what exactly CCL does that's relevant and if it breaks anything of mine; too lazy otherwise).

Also, I know this sounds bad, but... Sometimes, irregularly and without a consistent reason, it won't work for me either, until I completely restart the game after installing the first fuse. It's not something I can fix from modding perspective, unless I do something much more brutish than what I'm doing right now (it's possible override the entire thing at def level, but that would kill the already limited out-of-the-box compatibility with mods that touch it).
Title: Re: [A13] RT Mods - RT Power Switch release! (09.05.16)
Post by: deathstar on May 19, 2016, 04:22:36 AM
Quote from: Ratys on May 18, 2016, 06:57:07 PM
Quote from: deathstar on May 18, 2016, 05:51:25 PM
Fuses have stopped working for me entirely. The world is fresh with the newest version of the mod, but they simply do not work. I can build them fine, yet when a short circuit event occurs, no damage is prevented, the error message doesn't mention the installed fusebox.

The only mod I am using that changes the power-system is Pands's mod (https://ludeon.com/forums/index.php?topic=13400.0), is there an incompatibility? I am only using standard batteries, which are unaffected by it.

I'd like your full mod list anyway, you'd be surprised how many changes go undocumented with some of them (to be honest, I'm just looking for more reasons to double-check what exactly CCL does that's relevant and if it breaks anything of mine; too lazy otherwise).

Also, I know this sounds bad, but... Sometimes, irregularly and without a consistent reason, it won't work for me either, until I completely restart the game after installing the first fuse. It's not something I can fix from modding perspective, unless I do something much more brutish than what I'm doing right now (it's possible override the entire thing at def level, but that would kill the already limited out-of-the-box compatibility with mods that touch it).

I tried adding the mod to my last world post-creation and thought that was the reason it didn't work, but now it's a whole new world created with it installed and it carried over multiple sessions.

My Mod-List (http://pastebin.com/CpnJF30Z) (in order). I wish I could use ModOrder to troubleshoot this easier, but that in turn seems to break Combat Realism for me.


edit: Strange things have happened, and after researching and installing a circuit-breaker, the small fuse is now working. I'm at a loss as to how this works, but I'm certainly not complaining.
Title: Re: [A13] RT Mods - RT Power Switch release! (09.05.16)
Post by: MechanoidHater on May 22, 2016, 05:04:51 PM
I have finished every research from the Quantum Stockpile mod and yet the quantum stockpile/warehouse dosent show up in the Architect menu.
Title: Re: [A13] RT Mods - RT Power Switch release! (09.05.16)
Post by: Ratys on May 22, 2016, 06:47:51 PM
Quote from: MechanoidHater on May 22, 2016, 05:04:51 PM
I have finished every research from the Quantum Stockpile mod and yet the quantum stockpile/warehouse dosent show up in the Architect menu.

If they're not in the Furniture menu then some other mod you're running is doing something unsavory.
Title: Re: [A13] RT Mods - RT Power Switch release! (09.05.16)
Post by: MechanoidHater on May 23, 2016, 03:28:54 AM
Quote from: Ratys on May 22, 2016, 06:47:51 PM
If they're not in the Furniture menu then some other mod you're running is doing something unsavory.
Well I'm using this mod:
https://ludeon.com/forums/index.php?topic=19262.0
Which adds lots of stuff in Furniture tab. So much it dosent fit the screen even at big resolutions. But I cant remove it or else I won't be able to use my save.
So could you put it in the Misc tab? They're not a furniture anyways.
Title: Re: [A13] RT Mods - RT Power Switch release! (09.05.16)
Post by: Ratys on May 23, 2016, 04:38:19 AM
Quote from: MechanoidHater on May 23, 2016, 03:28:54 AM
...
So could you put it in the Misc tab? They're not a furniture anyways.

I could, but I won't. They are listed as furniture because equipment rack (a storage device) is furniture, and furniture defs file has the 'storage' section.

You could change the load order so that RT Quantum Storage loads before that mod, or you could do your proposed change yourself: go to Mods\RT_QuantumStorage\Defs\ThingDefs, and for every file there change the <DesignationCategory>Furniture</DesignationCategory> line to <DesignationCategory>Misc</DesignationCategory>. Shouldn't break anything, but backup your save just in case. Speaking of which, if you haven't used anything from that RimStation mod in your save, it's perfectly safe to disable it.
Title: Re: [A13] RT Mods - RT Power Switch release! (09.05.16)
Post by: MechanoidHater on May 23, 2016, 12:12:53 PM
Quote from: Ratys on May 23, 2016, 04:38:19 AM
Quote from: MechanoidHater on May 23, 2016, 03:28:54 AM
...
So could you put it in the Misc tab? They're not a furniture anyways.

I could, but I won't. They are listed as furniture because equipment rack (a storage device) is furniture, and furniture defs file has the 'storage' section.

You could change the load order so that RT Quantum Storage loads before that mod, or you could do your proposed change yourself: go to Mods\RT_QuantumStorage\Defs\ThingDefs, and for every file there change the <DesignationCategory>Furniture</DesignationCategory> line to <DesignationCategory>Misc</DesignationCategory>. Shouldn't break anything, but backup your save just in case. Speaking of which, if you haven't used anything from that RimStation mod in your save, it's perfectly safe to disable it.

Thanks. Everything works fine now.
Title: Re: [A13] RT Mods - RT Power Switch release! (09.05.16)
Post by: MechanoidHater on May 25, 2016, 12:25:43 PM
Unfortuaetly its me again. Out of the sudden the game started to lag and when looking at the debug log I found this:

Exception ticking Building_RTQuantumWarehouse2441591: System.NullReferenceException: Object reference not set to an instance of an object

  at RT_QuantumStorage.Utilities+<>c.<GetItemList>b__3_0 (Verse.Thing x) [0x00000] in <filename unknown>:0

  at System.Collections.Generic.List`1[Verse.Thing].RemoveAll (System.Predicate`1 match) [0x00000] in <filename unknown>:0

  at RT_QuantumStorage.Utilities.GetItemList (IntVec3 cell, Boolean includeChunks) [0x00000] in <filename unknown>:0

  at RT_QuantumStorage.CompRTQuantumWarehouse.DefragStockpileStacks () [0x00000] in <filename unknown>:0

  at RT_QuantumStorage.CompRTQuantumWarehouse.QuantumWarehouseTick (Int32 tickAmount) [0x00000] in <filename unknown>:0

  at RT_QuantumStorage.CompRTQuantumWarehouse.CompTick () [0x00000] in <filename unknown>:0

  at Verse.ThingWithComps.Tick () [0x00000] in <filename unknown>:0

  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0

Title: Re: [A13] RT Mods - RT Power Switch release! (09.05.16)
Post by: Lupin III on June 10, 2016, 10:32:37 AM
Using the current version (A13-1.0.2) there is something weird happening to chunk storage. I have one storage that has 44 chunks max and another one right beside it in the same stockpile that has a capacity of 28 chunks. I don't know how I got to these values. The only difference was that I placed the second one (with the lower capacity) later in the game. Maybe there's something wrong with the capacity increase on research?
Title: Re: [A13] RT Mods - RT Power Switch release! (09.05.16)
Post by: Ghizmo on June 12, 2016, 05:21:09 PM
I would like to point out that storing weapons and apparel in the quantum storage makes it impossible to equip anything but the first item on the stack.
Title: Re: [A13] RT Mods - RT Power Switch release! (09.05.16)
Post by: Ghizmo on June 24, 2016, 06:32:20 AM
Quote from: Ratys on March 07, 2015, 05:23:09 PM
RT Mods



RT Quantum Storage
Adds new upgradeable storage solutions based around the concept of "quantum stockpiles"; those of you familiar with Dwarf Fortress likely already know what it does.

  • Detailed explanation of exact mechanics can be found in the research project descriptions.



I can't seem to figure out how the quantum relays work.

I've got a stockpile that stores all my raw resources.
I've got multiple quantum warehouses in that stockpile zone.
After expanding my colony I have several rooms where mining and refinement tasks are being performed.
In those rooms I've built small and large quantum relays, selecting the stockpile zone with the green arrows. However, the relays are not being used by my colonists to transfer the resources into the stockpile. Or to transfer resources from the stockpile to produce plasteel or vanicidium for example.
I've also made another stockpile right next to the relays in case that was required, but that doesn't do anything.
Title: Re: [A13] RT Mods - RT Power Switch release! (09.05.16)
Post by: Ghizmo on June 24, 2016, 09:02:31 AM
Alright, that reads a bit more clearly.

Should there be a warehouse near the workbench?
Like for the Alloy Forge I built three relays next to the seat the colonist works. I've made a single stockpile zone with the exact same settings as the main stockpile zone/
I've allowed steel, platinum and cobalt. One resource on each relay. -> yet my colonist still moves all the way over to the main stockpile to grab the resources.

Edit: So I made the small relays have a higher priority and now there is always a stack of resources. I suppose this works :)
Title: Re: [A13] RT Mods - RT Power Switch release! (09.05.16)
Post by: Ghizmo on June 24, 2016, 04:01:25 PM
The transportation from the workbench -> warehouse works just fine.

It is the transportation from the warehouse -> workbench that doesn't work as I expect it to. Atleast not with the priority set to the same level. If both the warehouse and the relay have the same setting, the item keeps flickering between the two locations. Or even more than two, because I also had relays set up near the machining table, alloy smelter and weapons smith. They get swapped around so fast that my colonist was unable to grab the resource for the workbench I had a task set to be completed.
Title: Re: [A13] RT Mods - RT Power Switch release! (09.05.16)
Post by: Ghizmo on June 24, 2016, 05:40:18 PM
Yes that is what I got from your first explanation. But like I said, when I do that the resources flickers between the relay and the warehouse. :)
But it's OK like this too. Only a single resource stack will stay on the relay. Which is more than plenty for the workbenches to work with.
Title: Re: [A13] RT Mods - RT Power Switch release! (09.05.16)
Post by: Seikikai on July 13, 2016, 04:33:33 AM
Quote from: MechanoidHater on May 25, 2016, 12:25:43 PM
Unfortuaetly its me again. Out of the sudden the game started to lag and when looking at the debug log I found this:

Exception ticking Building_RTQuantumWarehouse2441591: System.NullReferenceException: Object reference not set to an instance of an object

  at RT_QuantumStorage.Utilities+<>c.<GetItemList>b__3_0 (Verse.Thing x) [0x00000] in <filename unknown>:0

  at System.Collections.Generic.List`1[Verse.Thing].RemoveAll (System.Predicate`1 match) [0x00000] in <filename unknown>:0

  at RT_QuantumStorage.Utilities.GetItemList (IntVec3 cell, Boolean includeChunks) [0x00000] in <filename unknown>:0

  at RT_QuantumStorage.CompRTQuantumWarehouse.DefragStockpileStacks () [0x00000] in <filename unknown>:0

  at RT_QuantumStorage.CompRTQuantumWarehouse.QuantumWarehouseTick (Int32 tickAmount) [0x00000] in <filename unknown>:0

  at RT_QuantumStorage.CompRTQuantumWarehouse.CompTick () [0x00000] in <filename unknown>:0

  at Verse.ThingWithComps.Tick () [0x00000] in <filename unknown>:0

  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0


Getting Something Similar When Trying To Build A QW

QuoteException in UIRootUpdate: System.NullReferenceException: Object reference not set to an instance of an object

  at Verse.ThingMaker.MakeThing (Verse.ThingDef def, Verse.ThingDef stuff) [0x00000] in <filename unknown>:0

  at RT_QuantumStorage.PlaceWorker_RTNoQSOverlap.AllowsPlacing (Verse.BuildableDef checkingDef, IntVec3 loc, Rot4 rot) [0x00000] in <filename unknown>:0

  at RimWorld.GenConstruct.CanPlaceBlueprintAt (Verse.BuildableDef entDef, IntVec3 center, Rot4 rot, Boolean godMode) [0x00000] in <filename unknown>:0

  at RimWorld.Designator_Build.CanDesignateCell (IntVec3 c) [0x00000] in <filename unknown>:0

  at RimWorld.Designator_Place.SelectedUpdate () [0x00000] in <filename unknown>:0

  at RimWorld.Designator_Build.SelectedUpdate () [0x00000] in <filename unknown>:0

  at Verse.DesignatorManager.DesignatorManagerUpdate () [0x00000] in <filename unknown>:0

  at RimWorld.UIRoot_Map.UIRootUpdate () [0x00000] in <filename unknown>:0
Title: Re: [A13] RT Mods - RT Power Switch release! (09.05.16)
Post by: Seikikai on July 15, 2016, 12:19:25 PM
Quote from: Canute on July 13, 2016, 06:50:11 AM
Could you try some things ?
- Delete the RT_QuantumStorage...  folder complete and unpack it again. Don't overwrite it, delete it.
- If you use Modorder, try to move RT_QuantumStorage to the end of the modlist. If not install Modorder first.

Look if that solve the problem.
But i think Ratys will update the mod to A14 first.

Already Tried Both Options But Didn't Worked.
Title: Re: [A13] RT Mods - RT Power Switch release! (09.05.16)
Post by: lance789 on July 16, 2016, 12:40:55 PM
will this be updated to A14?
Title: Re: [A13] RT Mods - RT Power Switch release! (09.05.16)
Post by: Ratys on July 16, 2016, 10:06:00 PM
Quote from: lance789 on July 16, 2016, 12:40:55 PM
will this be updated to A14?

Of course! And uploaded to Steam Workshop (unless that proves to be an undue nuisance) as well. However, I'm not within earshot of my workstation right now and won't be for a few days still; this update's timing is the worst.
Title: Re: [A13] RT Mods - RT Power Switch release! (09.05.16)
Post by: Hotrob on July 16, 2016, 10:59:29 PM
I just tested it in A14, and it seems to work, except the component resource is broken. I edited the XML and changed the resource to gold and it seems to have worked. Not sure why the component resource is broken (I'm not a very good coder).
Title: Re: [A13] RT Mods - RT Power Switch release! (09.05.16)
Post by: kaptain_kavern on July 17, 2016, 12:11:34 AM
It's just because in A14

<Components></Components> became <Component></Component>.

After that it's just a matter of update the ResearchProjectDefs XML files (change <totalcost> to <baseCost> and add a  <techLevel> tag too - i choose  <techLevel>Spacer</techLevel> but i'm not sure what that'll do)

and after that it seem to work ;-)

But i guess Ratys is gonna update that soon  :P
Title: Re: [A14] RT Mods - updates all around (20.07.16)
Post by: Shabazza on July 20, 2016, 01:42:46 PM
A short note for compatibility: When having RT PowerSwitch AND Haplo's PowerSwitch installed,
the "Emergency power" mode does only safe and load correctly, when Haplo's PowerSwitch mod is loaded AFTER RT PowerSwitch.
Title: Re: [A14] RT Mods - updates all around (20.07.16)
Post by: Ratys on July 20, 2016, 02:58:56 PM
Quote from: Shabazza on July 20, 2016, 01:42:46 PM
A short note for compatibility: When having RT PowerSwitch AND Haplo's PowerSwitch installed,
the "Emergency power" mode does only safe and load correctly, when Haplo's PowerSwitch mod is loaded AFTER RT PowerSwitch.

Thanks for the heads up, added to main post. I'm still in the process of preparing updates and Workshop (and probably Nexus) releases, hence why no 'official changelog' yet.
Title: Re: [A14] RT Mods - updates all around (20.07.16)
Post by: Ratys on July 20, 2016, 05:18:38 PM
20.07.16 CHANGELOG:
Title: Re: [A14] RT Mods - updates all around (20.07.16)
Post by: Mrshilka on July 20, 2016, 07:35:12 PM
Heya Ratys,

I am having issues with the RT Fuse, I have the mod installed and am showing no errors but the Makeshift fuses are not stopping electrical faults.
I only have 2 batteries and 2000 max stored power but the fuse is not taking any damage nor is it stopping the item exploding.
The fuse is connected directly to the power network.
Title: Re: [A14] RT Mods - updates all around (20.07.16)
Post by: Prismaa on July 20, 2016, 09:02:30 PM
Quote from: Mrshilka on July 20, 2016, 07:35:12 PM
Heya Ratys,

I am having issues with the RT Fuse, I have the mod installed and am showing no errors but the Makeshift fuses are not stopping electrical faults.
I only have 2 batteries and 2000 max stored power but the fuse is not taking any damage nor is it stopping the item exploding.
The fuse is connected directly to the power network.

I think this issue was before too, I don't remember which one fixes it, relaunching your game or using "reinstall at different location" option on said fuse(s)
Title: Re: [A14] RT Mods - updates all around (20.07.16)
Post by: Mrshilka on July 20, 2016, 09:05:58 PM
I had tried moving it but I will see what happens when I launch the game again later on, thanks for the advice.
Title: Re: [A14] RT Mods - updates all around (20.07.16)
Post by: Ratys on July 21, 2016, 02:32:39 AM
Yes, it's something I was trying to fix on multiple occasions yet it still crops up irregularly. Restarting RimWorld once after installing your very first fuse should fix and/or avoid that; adding this note to the main post.

From the things I've tried in order to get rid of this I can infer that the problem lies slightly beyond the scope I wish to touch with the mod, and requires arcane bovine excrement to resolve. Or I'm missing something trivial. Regardless, I'm out of the more elegant solutions, for now.
Title: Re: [A14] RT Mods - updates all around (20.07.16)
Post by: Mrshilka on July 21, 2016, 03:51:25 AM
A fix is a Fix  ;D  thanks for the mod Ratys! it is a Must have for this game in my books.
Title: Re: [A14] RT Mods - updates all around (20.07.16)
Post by: Dave-In-Texas on July 21, 2016, 03:41:31 PM
Quote from: Prismaa on July 20, 2016, 09:02:30 PM
Quote from: Mrshilka on July 20, 2016, 07:35:12 PM
Heya Ratys,

I am having issues with the RT Fuse, I have the mod installed and am showing no errors but the Makeshift fuses are not stopping electrical faults.
I only have 2 batteries and 2000 max stored power but the fuse is not taking any damage nor is it stopping the item exploding.
The fuse is connected directly to the power network.

I think this issue was before too, I don't remember which one fixes it, relaunching your game or using "reinstall at different location" option on said fuse(s)

In A13 I used the reinstall to get it working, haven't tried any mods yet - still exploring the a14 vanilla experience :)
Title: Re: [A14] RT Mods - updates all around (20.07.16)
Post by: Shabazza on July 24, 2016, 03:01:25 PM
Bug:
When reloading a safe game where a magnetic shield is already installed, the rotating parts graphic of the shield will turn into a pink box,
as if the texture is not being found upon loading the map.
Title: Re: [A14] RT Mods - updates all around (25.07.16)
Post by: Ratys on July 25, 2016, 04:37:24 AM
25.07.16 CHANGELOG:
Title: Re: [A14] RT Mods - updates all around (25.07.16)
Post by: Shabazza on July 25, 2016, 01:45:13 PM
Awesome! Thanks. I really love your mods.  ;D
Title: Re: [A14] RT Mods - updates all around (25.07.16)
Post by: MaxKnight on July 25, 2016, 02:59:54 PM
Do you know if there's any mod order or other conflicts out there with Quantum Storage?  I ask because for some reason the Quantum Stockpile research project isn't in the list at all.  I'm also using Fuses and Solar Flare Shield, and those are showing up in the list just fine.  Quantum Stockpile is in Help, so the mod is being loaded, and I think I remember the Quantum Chunk Storage research project being in the list, but locked out since the first Quantum Stockpile research is a prerequisite...

I've gone over to Steam, so I got the mod through Workshop.  I'll admit I'm using a number of mods in addition to yours, but the majority of these I had been using in A12 and A13 as well and had no problems with the research, so I'm a little stumped myself.  If you need them, I can list my mods and will even find a way to get the mod order as well if that will help.

Thank you!

Edit: Okay, I figured it out.  The help entry needs to be updated to express that Multi-Analyzer is needed, since it says all it needs is Microelectronic Basics and doesn't specify that it's Spacer tech level, thus not 2000 Research but 4000.  Apparently I'm blind and can't see the words Quantum Stockpile when it's greyed out and not where I expected it. >_>
Title: Re: [A14] RT Mods - updates all around (25.07.16)
Post by: Sarelth on July 29, 2016, 09:16:52 AM
How exactly do Quantum Relays work? And what do they do for that matter? They don't seem to do anything for me.
Title: Re: [A14] RT Mods - updates all around (25.07.16)
Post by: Ratys on July 29, 2016, 09:23:58 AM
Quote from: Sarelth on July 29, 2016, 09:16:52 AM
How exactly do Quantum Relays work? And what do they do for that matter? They don't seem to do anything for me.

Quote from: Quantum Relay research project description
Allows construction of quantum relays: stand-alone devices that can connect to any quantum warehouse anywhere in the colony to transfer items and chunks back and forth.

When powered, relays scan adjacent stockpile zone (and storage building) spaces and send items in them to the connected warehouse, provided that warehouse's zone accepts them and has higher or equal priority (compared to the scanned space).

At the same time, connected warehouse will try to push items onto the relay, as defined by relay's own filter, if relay's priority is higher or equal to that of the warehouse's zone.
Title: Re: [A14] RT Mods - updates all around (25.07.16)
Post by: Sarelth on July 29, 2016, 09:55:13 AM
Not all that helpful of a description. I have 3 separate Storage zones with Quantum Storage units throughout. If I add a relay, do I place in on a Storage unit or near one or off to the side of the storage zone? Do the Relays send items to different Warehouses in different storage zones? If not, is there a way to transfer items between zones automatically with the Quantum Units? Or is it still manual movement between zones?
Title: Re: [A14] RT Mods - updates all around (25.07.16)
Post by: Ratys on July 29, 2016, 10:28:58 AM
Quote from: Sarelth on July 29, 2016, 09:55:13 AM
Not all that helpful of a description. I have 3 separate Storage zones with Quantum Storage units throughout. If I add a relay, do I place in on a Storage unit or near one or off to the side of the storage zone? Do the Relays send items to different Warehouses in different storage zones? If not, is there a way to transfer items between zones automatically with the Quantum Units? Or is it still manual movement between zones?

The description answers exactly all these questions.

Relays are placed separately from any other quantum storage devices.

Relays can connect to any single one quantum warehouse anywhere in the colony, this is done via gizmo buttons when a relay is selected.

When connected to a warehouse, a relay will send items around itself to that warehouse, if the filter in warehouse's zone allows those items.

If a warehouse has a relay connected to it, it will try to push items onto said relay, if relay's own filter allows those items.

Figuring out how to do specific things with this mod is part of the intended gameplay. All basic principles are explained, the rules set, the fun is in applying these principles within these rules in order to achieve things not possible without the mod. So, me giving explicit instructions on how to do such and such beyond very basics is kind of a spoiler:
(copy and paste this line in a text editor)To send items from one quantum storage zone to another via relays, have your sending zone and the relay at same storage priority, place the relay adjacent to a storage device in the receiving zone, connect relay to sending zone, set receiving zone's priority higher than that of the relay and sending zone, and enable the item you want to transfer in relay's filter.(copy and paste this line in a text editor)

Couldn't find a proper spoiler tag.
Title: Re: [A14] RT Mods - updates all around (25.07.16)
Post by: Sarelth on July 29, 2016, 11:49:21 AM
Okay, so I see my problem, I was not connecting things properly. Understood now.
Title: Re: [A14] RT Mods - updates all around (25.07.16)
Post by: hoochy on August 07, 2016, 10:32:23 PM
There is a bug with quantum stockpiles/warehouses that has been there for a while. Seems to happen once the colony grows large and it has to shift a lot of stuff around, lags the game a lot too. I had about 20 stockpiles and one warehouse. Every now and then if I hover over a quantum stockpile I'll see things like "gold x 0" too, which obviously shouldn't happen. I think the warehouse has some kind of bug when it is shifting stacks around.

(http://i.imgur.com/oS2yXDh.png)
Title: Re: [A14] RT Mods - updates all around (25.07.16)
Post by: Ratys on August 08, 2016, 07:30:48 AM
Quote from: hoochy on August 07, 2016, 10:32:23 PM
There is a bug with quantum stockpiles/warehouses that has been there for a while. Seems to happen once the colony grows large and it has to shift a lot of stuff around, lags the game a lot too. I had about 20 stockpiles and one warehouse. Every now and then if I hover over a quantum stockpile I'll see things like "gold x 0" too, which obviously shouldn't happen. I think the warehouse has some kind of bug when it is shifting stacks around.

-image snip-

Hm. I'll see if I can reproduce it. If it's not too much, could you upload your save somewhere?
Title: Re: [A14] RT Mods - updates all around (25.07.16)
Post by: Moribax on August 11, 2016, 02:14:19 AM
I think I found a bug in the quantum stockpiles: when in chunk storage mode colonists are unable to access any chunk except the surface one (i.e. you're making limestone blocks, you have the chunks in your storage, but it's under a marble chunk, the colonist will search for a chunk somewhere else). Doesn't happen  with any other object, just rock chunks
Title: Re: [A14] RT Mods - updates all around (25.07.16)
Post by: Ratys on August 11, 2016, 04:32:57 AM
Quote from: Moribax on August 11, 2016, 02:14:19 AM
I think I found a bug in the quantum stockpiles: when in chunk storage mode colonists are unable to access any chunk except the surface one (i.e. you're making limestone blocks, you have the chunks in your storage, but it's under a marble chunk, the colonist will search for a chunk somewhere else). Doesn't happen  with any other object, just rock chunks

This is exactly the intended behavior. Please read research descriptions.
Title: Re: [A14] RT Mods - updates all around (25.07.16)
Post by: Moribax on August 11, 2016, 06:06:17 AM
Quote from: Ratys on August 11, 2016, 04:32:57 AM
Quote from: Moribax on August 11, 2016, 02:14:19 AM
I think I found a bug in the quantum stockpiles: when in chunk storage mode colonists are unable to access any chunk except the surface one (i.e. you're making limestone blocks, you have the chunks in your storage, but it's under a marble chunk, the colonist will search for a chunk somewhere else). Doesn't happen  with any other object, just rock chunks

This is exactly the intended behavior. Please read research descriptions.

What's the point then? storing something you are unable to use? at least get us a way to select what's on the surface... it gets annoying needing one kind of stone and being forced to switch state just to get it, with all the mess resulting
Title: Re: [A14] RT Mods - updates all around (25.07.16)
Post by: Ratys on August 11, 2016, 06:16:21 AM
Quote from: Moribax on August 11, 2016, 06:06:17 AM
What's the point then? storing something you are unable to use? at least get us a way to select what's on the surface... it gets annoying needing one kind of stone and being forced to switch state just to get it, with all the mess resulting

The point is in storing several chunks in a single spot.

I would've made it work like it does with the items, but the game throws a fit when it tries to save/load a cell with several chunks in it.

If you need one kind of stone, define the filter to only store that one kind.
Title: Re: [A14] RT Mods - updates all around (25.07.16)
Post by: Master Bucketsmith on August 11, 2016, 08:18:30 AM
Question about those circuit breakers (and makeshift fuses I guess):
Does it matter where and how they're placed in my electricity network?
Can I dump these anywhere as long as they're connected, or do I have to place batteries and circuit breakers in a serial line?
In the latter case; does it matter on which side of the battery bank the circuit breaker is? As in, will it only protect from power surgers on the side the circuit breaker is between the battery bank and the rest of your base?
Title: Re: [A14] RT Mods - updates all around (25.07.16)
Post by: Ratys on August 11, 2016, 08:54:23 AM
Quote from: Bucketsmith on August 11, 2016, 08:18:30 AM
Question about those circuit breakers (and makeshift fuses I guess):
Does it matter where and how they're placed in my electricity network?
Can I dump these anywhere as long as they're connected, or do I have to place batteries and circuit breakers in a serial line?
In the latter case; does it matter on which side of the battery bank the circuit breaker is? As in, will it only protect from power surgers on the side the circuit breaker is between the battery bank and the rest of your base?

They can be placed anywhere on the power network with batteries you want to protect against (because batteries are inherently hostile and maleficent and should be purged with extreme prejudice, according to some players). I know it's not the most physics-friendly way, but neither is the way RimWorld power networks work.
Title: Re: [A14] RT Mods - updates all around (25.07.16)
Post by: Master Bucketsmith on August 11, 2016, 10:18:09 AM
That's great! Man, wish I knew that earlier. I had put a lot of effort into making nice banks of 3 batteries with a circuit breaker above them, and rerouting all my geothermals to enter the battery room first.

So that all doesn't matter, I can link it all up, add redundant power conduits and smack down batteries and circuit breakers anywhere?
Title: Re: [A14] RT Mods - updates all around (25.07.16)
Post by: Ratys on August 11, 2016, 10:22:49 AM
Quote from: Bucketsmith on August 11, 2016, 10:18:09 AM
That's great! Man, wish I knew that earlier. I had put a lot of effort into making nice banks of 3 batteries with a circuit breaker above them, and rerouting all my geothermals to enter the battery room first.

So that all doesn't matter, I can link it all up, add redundant power conduits and smack down batteries and circuit breakers anywhere?

Mechanically? Pretty much. Aesthetically? Only you can answer that.
Title: Re: [A14] RT Mods - updates all around (25.07.16)
Post by: Master Bucketsmith on August 11, 2016, 10:27:55 AM
Quote from: Ratys on August 11, 2016, 10:22:49 AM
Quote from: Bucketsmith on August 11, 2016, 10:18:09 AM
That's great! Man, wish I knew that earlier. I had put a lot of effort into making nice banks of 3 batteries with a circuit breaker above them, and rerouting all my geothermals to enter the battery room first.

So that all doesn't matter, I can link it all up, add redundant power conduits and smack down batteries and circuit breakers anywhere?

Mechanically? Pretty much. Aesthetically? Only you can answer that.
The answer I was looking for. :) Thank you!
Title: Re: [A14] RT Mods - updates all around (25.07.16)
Post by: Lukxx on August 23, 2016, 02:40:36 PM
Hello Ratys! Is it possible to use one quantum relay and send both items and chunks to different locations?
I have this kind of setup going on for now:
First, chunks and minerals get mined in cuproPanda's quarry.
(http://imgur.com/EvccQf4)
Afterwards chunks get relayed to the sorting area, there Haplo's hauling bots sort it out (some chunks for glass production, other for stone cutting)
(http://imgur.com/a/oyzZN)
The problem is, items need to get transported manually which is a pain when you try to automate everything...
Title: Re: [A14] RT Mods - updates all around (25.07.16)
Post by: Master Bucketsmith on August 23, 2016, 02:47:49 PM
Quote from: Lukxx on August 23, 2016, 02:40:36 PM
(http://image.prntscr.com/image/7ce7d0dc1f48424a95b2b5b7f4eda388.png)
(http://image.prntscr.com/image/4c94283b57fe4ab396f0c7f266c7985a.png)
Fixed that for you. :)
Title: Re: [A14] RT Mods - updates all around (25.07.16)
Post by: Lukxx on August 23, 2016, 02:50:29 PM
Quote from: Bucketsmith on August 23, 2016, 02:47:49 PM
Quote from: Lukxx on August 23, 2016, 02:40:36 PM
(http://image.prntscr.com/image/7ce7d0dc1f48424a95b2b5b7f4eda388.png)
(http://image.prntscr.com/image/4c94283b57fe4ab396f0c7f266c7985a.png)
Fixed that for you. :)
How did you do that? I've been trying to get it to work for 2 hours now... Thanks you!
Title: Re: [A14] RT Mods - updates all around (25.07.16)
Post by: Master Bucketsmith on August 23, 2016, 02:54:04 PM
I clicked on the button to quote you, so it would show me your BBCode tags and the url to what you wanted to show.
I realised that you were trying to show images with the  tags but you weren't using a URL to a picture directly, so that wouldn't work.
So, I opened up the prntscrn webpage you had them uploaded to.
Then, I right clicked on the image, and selected "copy image address".
I used that to fill in the (//) tags.

For Imgur: same thing really, on that picture page, right click and copy image address. Alternatively, but this might not work on every site, you can click middle mouse button to open the picture in a new tab. That should always be just the picture, and thus it should give you the direct URL to the pic itself.
Title: Re: [A14] RT Mods - updates all around (25.07.16)
Post by: Lukxx on August 23, 2016, 03:01:06 PM
Quote from: Bucketsmith on August 23, 2016, 02:54:04 PM
I clicked on the button to quote you, so it would show me your BBCode tags and the url to what you wanted to show.
I realised that you were trying to show images with the  tags but you weren't using a URL to a picture directly, so that wouldn't work.
So, I opened up the prntscrn webpage you had them uploaded to.
Then, I right clicked on the image, and selected "copy image address".
I used that to fill in the (//) tags.

For Imgur: same thing really, on that picture page, right click and copy image address. Alternatively, but this might not work on every site, you can click middle mouse button to open the picture in a new tab. That should always be just the picture, and thus it should give you the direct URL to the pic itself.
I see, so i went through 2 sites, was going to use the third... And that all you have to do? Man I'm dumb... Thank you so much for explaining! ^^
Title: Re: [A14] RT Mods - updates all around (25.07.16)
Post by: Lukxx on August 23, 2016, 03:04:57 PM
Thank you Bucketsmith for the lesson!
Anyway, here's a fixed version of the question:
Hello Ratys! Is it possible to use one quantum relay and send both items and chunks to different locations?
I have this kind of setup going on for now:
First, chunks and minerals get mined in cuproPanda's quarry.
(http://image.prntscr.com/image/7ce7d0dc1f48424a95b2b5b7f4eda388.png)
Afterwards chunks get relayed to the sorting area, there Haplo's hauling bots sort it out (some chunks for glass production, other for stone cutting)
(http://image.prntscr.com/image/4c94283b57fe4ab396f0c7f266c7985a.png)
The problem is, items need to get transported manually which is a pain when you try to automate everything...
Title: Re: [A14] RT Mods - updates all around (25.07.16)
Post by: Master Bucketsmith on August 23, 2016, 03:18:08 PM
You're welcome! :)
Title: Re: [A14] RT Mods - updates all around (25.07.16)
Post by: damnfan on August 24, 2016, 12:41:28 AM
Quote from: Lukxx on August 23, 2016, 03:04:57 PM
Thank you Bucketsmith for the lesson!
Anyway, here's a fixed version of the question:
Hello Ratys! Is it possible to use one quantum relay and send both items and chunks to different locations?
I have this kind of setup going on for now:
First, chunks and minerals get mined in cuproPanda's quarry.
Afterwards chunks get relayed to the sorting area, there Haplo's hauling bots sort it out (some chunks for glass production, other for stone cutting)
The problem is, items need to get transported manually which is a pain when you try to automate everything...

I believe you can get it to sort for you by having a those relays all go to the same stockpile. Somewhat inefficient but make a 9x9 with a relay in the middle that sends resources to your desired stockpile. 4 relays on the four sides to send chunks to another.
Title: Re: [A15] RT Mods - A15 is here! (30.08.16)
Post by: Ratys on August 30, 2016, 06:16:43 AM
30.08.16 CHANGELOG:
Title: Re: [A15] RT Mods - A15 is here! (30.08.16)
Post by: bomberchibbi on September 01, 2016, 09:30:38 AM
Hi Ratys,

I really love your Quantum stockpiles and I just recently fullyy understood how they work :). One thing I would like to be able to make that isn't possible as of yet is a field where crops are pulled automatically. This is currently impossible since growing and storage zones can't overlap and quantum storages just pull goods from stockpiling zones. Would it be possible to have an option to enable them pulling items from their list in their working radius, even if there is no stockpiling zone?

like this:

x x x
x x x
x x x

- green indicating a growing zone
- red indicating a small quantum stockpile with storage zone placed on top of it

If you could include that feature that would make the qs mod perfect for me. another maybe standalone modidea would be to have more priority levels for storage zones, similar to what fluffy does with his worktab mod. Also another Idea I had in my mind would be if it is possible to add qs only priorities, since currently you have to make the storage inaccessible for pawns for it to work properly on more complex chains. What you could have would be something like a priority that is called "qs-low"
or even better with numbers "qs-9". Pawns wouldn't touch those storage zones so they don't mess up your chains and normal priorities would be used by both pawns and qs chains normally.

I hope you like some of those ideas

greets bomber
Title: Re: [A15] RT Mods - A15 is here! (30.08.16)
Post by: Serenity on September 07, 2016, 10:43:22 AM
So you have to place the emergency power switch one apart from a battery, right? Otherwise it doesn't appear to connect. But that's how all switches behave I think :(
Title: Re: [A15] RT Mods - A15 is here! (30.08.16)
Post by: Ratys on September 07, 2016, 11:46:19 AM
Quote from: Serenity on September 07, 2016, 10:43:22 AM
So you have to place the emergency power switch one apart from a battery, right? Otherwise it doesn't appear to connect. But that's how all switches behave I think :(

Well, since the emergency power switch literally is the original power switch (with minimal code tacked on top of it), it will behave exactly as such (plus the automatic switching part, naturally). So yes, I suppose that cable stub is necessary, unless something was changed in core game since I created the mod.
Title: Re: [A15] RT Mods - A15 is here! (30.08.16)
Post by: disasteroid on September 07, 2016, 06:15:36 PM
Quote from: Serenity on September 07, 2016, 10:43:22 AM
So you have to place the emergency power switch one apart from a battery, right? Otherwise it doesn't appear to connect. But that's how all switches behave I think :(

i haven't seen this behavior. i try to run as little conduit as possible, with none in the battery rooms themselves. the switch does break the circuit when its turned off, is this what you're observing? that's intended--it's a literal circuit breaker.
Title: Re: [A15] RT Mods - A15 is here! (30.08.16)
Post by: Serenity on September 07, 2016, 06:19:37 PM
I think it didn't connect to even charge it. But as said, since it's the standard switch, I also had that issue with other devices like sun lamps.
Title: Re: [A15] RT Mods - A15 is here! (30.08.16)
Post by: QuantumX on September 15, 2016, 08:19:15 AM
I could honestly say i would not play this game without Quantum Storage mod.. Thanks and great work...
Title: Re: [A15] RT Mods - A15 is here! (30.08.16)
Post by: virtia on September 21, 2016, 09:01:11 PM
I'm currently getting the following exception popping the debug log constantly:

Exception ticking Building_RTQuantumWarehouse1066241: System.ArgumentException: SplitOff with count <= 0
Parameter name: count

This seems to be related to stockpile balancing, as it first triggered on a recent expansion of my chunks stockpile, which added 12 new stockpiles onto a setup that had 1 Warehouse + 14 Stockpiles.  Specifically, this ticked a good thousand times in the first minute or so, then calmed down.  Now, it stays quiet until someone brings a new chunk to the pile (which happens all the time, thanks Quarries), at which point it inevitably fires again.
Title: Re: [A15] RT Mods - A15 is here! (30.08.16)
Post by: Plasmatic on September 26, 2016, 10:48:37 AM
Any chance to get wireless power updated? Loved that mod :)
Title: Re: [A15] RT Mods - A15 is here! (30.08.16)
Post by: Ratys on September 26, 2016, 05:10:50 PM
Quote from: Plasmatic on September 26, 2016, 10:48:37 AM
Any chance to get wireless power updated? Loved that mod :)

I... What? That's not my mod.
Title: Re: [A15] RT Mods - A15 is here! (30.08.16)
Post by: Plasmatic on September 27, 2016, 03:11:36 AM
Quote from: Ratys on September 26, 2016, 05:10:50 PM
Quote from: Plasmatic on September 26, 2016, 10:48:37 AM
Any chance to get wireless power updated? Loved that mod :)

I... What? That's not my mod.

It's not? Hmm, why did I think it was? Sorry!
Title: Re: [A15] RT Mods - A15 is here! (30.08.16)
Post by: nguadien on September 29, 2016, 01:11:01 AM
Report error: I build 20 quantum stockpile + 1 quantum ware in my huge stockpile zone.

After stocking many items, I start to notice my colonist not hauling any more items to my stockpile zone.

Even though many quantum stockpiles and my stockpile zone has a lot of free space, colonist stop gathering any goods until I make a new stockpile zone elsewhere.

It all seems ok until the same error happened again, and this time even when I make a new stockpile zone, no more items are stored or hauled.

So I tried to survive with all the items I stored, but my colonist refuse to regconize all the items stored in the quantum stockpiles. They will NOT grab items in those, and will NOT add items to any stockpiles.

Any idea how can I continue surviving?
Title: Re: [A15] RT Mods - A15 is here! (30.08.16)
Post by: Canute on September 29, 2016, 02:49:32 AM
Quantum storage don't hide or store stuff in a magical place, it still should be there just stacked up.
Try if you can click through the stacks at the storages. If this works fine i think the QT storages workes fine.

Maybe you changed the allowed area and the storage is now outside ?
Title: Re: [A15] RT Mods - A15 is here! (30.08.16)
Post by: asquirrel on October 02, 2016, 12:13:01 AM
I hooked the fuses up this way and my batteries exploded.  How am I supposed to hook them up?  Put all three batteries together and then stack the fuse box on top of it without any wire?

[attachment deleted by admin - too old]
Title: Re: [A15] RT Mods - A15 is here! (30.08.16)
Post by: Canute on October 02, 2016, 02:59:34 AM
Hehe from the technical side i thought the same at the beginning like you. But from the gameplay side it doesn't matter how the batteries and fuses are connected so long they are connected to the same powernetwork.

Each fuse absorb 3000W of energy and each battery store 1000W.
We see 6 batteries and 2 fuses it should be enough, except you store somewhere else power. Maybe just add 1 extra fuse.
Title: Re: [A15] RT Mods - A15 is here! (30.08.16)
Post by: Ratys on October 02, 2016, 05:11:23 AM
Also be aware of this from mod's description in original post:
QuoteKnown issue: on rare occasions fuses will refuse to work after being installed in the colony for the first time. To fix and/or avoid this, simply restart RimWorld once after installing your very first fuse.
Title: Re: [A15] RT Mods - A15 is here! (30.08.16)
Post by: magik20 on October 11, 2016, 08:31:01 PM
anyone noticing an FPS hit when using these?

I had about 12 installed and when i was testing / probing ways to kick up the FPS on my laptop, removing these helped a bit (5-10 FPS)

Title: Re: [A15] RT Mods - A15 is here! (30.08.16)
Post by: Litcube on October 24, 2016, 11:09:22 AM
Quote from: magik20 on October 11, 2016, 08:31:01 PM
anyone noticing an FPS hit when using these?

Yes.
Title: Re: [A15] RT Mods - A15 is here! (30.08.16)
Post by: BMS on October 25, 2016, 04:51:38 AM
Quote from: magik20 on October 11, 2016, 08:31:01 PM
anyone noticing an FPS hit when using these?

I had about 12 installed and when i was testing / probing ways to kick up the FPS on my laptop, removing these helped a bit (5-10 FPS)

well it is semi understandable - with all the items you can store if you had them spread across the floor would have a similar result.  also turning off the "working" effect on the warehouse seems to help some, there is a button for it but also yes here
Title: Re: [A15] RT Mods - A15 is here! (30.08.16)
Post by: Wacoede on October 28, 2016, 11:25:02 PM
I've been getting an error with Quantum Stockpiles that keeps recurring to the point of dragging my FPS down

Exception ticking Building_RTQuantumWarehouse2235695: System.ArgumentException: SplitOff with count <= 0
Parameter name: count
  at Verse.Thing.SplitOff (Int32 count) [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.SplitOff (Int32 count) [0x00000] in <filename unknown>:0
  at RT_QuantumStorage.CompRTQuantumRelay.ReceiveThing (Verse.Thing thingToReceive) [0x00000] in <filename unknown>:0
  at RT_QuantumStorage.CompRTQuantumWarehouse.SendItemsToRelay () [0x00000] in <filename unknown>:0
  at RT_QuantumStorage.CompRTQuantumWarehouse.QuantumWarehouseTick (Int32 tickAmount) [0x00000] in <filename unknown>:0
  at RT_QuantumStorage.CompRTQuantumWarehouse.CompTick () [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

is what i get from the output log over and over the numbers alternate between the one posted and another (I'm guessing it's just an internal identifier) any idea what's causing this?
Title: Re: [A15] RT Mods - A15 is here! (30.08.16)
Post by: duduluu on October 29, 2016, 04:53:12 PM
Hello Ratys!
I have translated your 4 mods to Chinese, and I created pull request on GitHub.
Title: Re: [A15] RT Mods - translated to Chinese by duduluu! (30.10.16)
Post by: Ratys on October 30, 2016, 07:01:51 AM
30.10.16 CHANGELOG:
Title: Re: [A15] RT Mods - A15 is here! (30.08.16)
Post by: RommePawn on October 31, 2016, 08:36:44 AM
Quote from: Wacoede on October 28, 2016, 11:25:02 PM
I've been getting an error with Quantum Stockpiles that keeps recurring to the point of dragging my FPS down
Quote from: Ratys on October 30, 2016, 07:01:51 AM
30.10.16 CHANGELOG:

  • All mods: added Chinese translations (thanks duduluu).
  • RT Quantum Storage: added a blind dirty check to hopefully avoid relays/warehouses spamming the console.
I was using this mod for such a long time before any error like this occurred then after moving(uninstall+install) a bunch of stockpiles, relays and warehouses I got lots. Even after opening up the save file and finding the warehouse that was giving the error and deconstructing+reconstructing it, it still gave errors.

So here is some random information you might find useful when trying to figure out the cause:
Also the errors originally came with a "tried spawn already spawned object"/"tried to delete already deleted object error". This I believe was caused by crafting something set to "drop" whereby it falls next to a relay but gets picked up a moment later to be used at that very same crafting bench(which was also in range of the relay unlike before). The two sources of this were a component bench making modded advanced components and when crafting beta polys which require alpha polys. (EPOE and glittertech respectively)

Lastly here is a mod list; modIds+modNames from the save file

<modIds>
<li>Core</li>
<li>ExpandedProsthetics&amp;OrganEngineering</li>
<li>RD_FloorBeautyRebalance</li>
<li>T-MoreFloors</li>
<li>ADogSaid-1.4</li>
<li>AllowTool</li>
<li>AnimalHideWorking</li>
<li>Chemicals &amp; Neutroamine</li>
<li>Crafting Neutroamine [1.1]</li>
<li>CraftingHysteresis</li>
<li>DefensivePositions</li>
<li>EdBPrepareCarefully</li>
<li>Edit_1_Armor Crafting</li>
<li>Edit_2_[15A] Hoarfrost</li>
<li>Edit_2_[15A] Hyperthermia</li>
<li>Edit_3_Synthmeat</li>
<li>Efficient Light</li>
<li>FluffierThanThou-RW_Blueprints-9cbe574</li>
<li>FluffierThanThou-RW_EnhancedTabs-f5e58d9</li>
<li>PetFollow</li>
<li>Less-Rebuff</li>
<li>Mechanite Augments</li>
<li>MoreTradeShips</li>
<li>PowerSwitch</li>
<li>sd_chickennest</li>
<li>sd_goodnight</li>
<li>sd_luciprod</li>
<li>sd_pillowsCo</li>
<li>sd_roundtable</li>
<li>Soylent green</li>
<li>MadSkills-A15-1.1.7</li>
<li>Edit_1_NonDecayingStorage_hacked_together_sorry</li>
<li>GlitterTechNS</li>
<li>LT_DoorMat</li>
<li>RT_QuantumStorage-A15-1.0.5</li>
<li>RW_ColonistBarKF-0.15.3</li>
<li>Better Pathfinding</li>
<li>A15 MBS Firefoam Solutions v1.6</li>
<li>Firefoam_Grenades</li>
<li>MiningShaft</li>
<li>MiningShaft-StoneAddon</li>
<li>MiningShaft-GiltterWorldAddon</li>
<li>TradingSpot</li>
<li>RecolorStockpile</li>
<li>ShutdownAll</li>
<li>Vegetable Garden</li>
<li>RedistHeat</li>
</modIds>
<modNames>
<li>Core</li>
<li>Expanded Prosthetics and Organ Engineering</li>
<li>RD - Floor Beauty Rebalance</li>
<li>[T] MoreFloors</li>
<li>A Dog Said...</li>
<li>Allow Tool</li>
<li>Animal Hide Working</li>
<li>Chemicals &amp; Neutroamine</li>
<li>Crafting Neutroamine</li>
<li>Crafting Hysteresis</li>
<li>Defensive Positions</li>
<li>EdB Prepare Carefully</li>
<li>[E1] Armor Crafting</li>
<li>[E2] Hoarfrost V1.2</li>
<li>[E2] Hyperthermia V1.1</li>
<li>[E3] Synthmeat</li>
<li>Efficient Light</li>
<li>Blueprints</li>
<li>Animals Tab</li>
<li>PetFollow</li>
<li>Less Rebuff</li>
<li>Mechanite Augmentation</li>
<li>More Trade Ships</li>
<li>PowerSwitch</li>
<li>[sd] chicken nest</li>
<li>[sd] goodnight</li>
<li>[sd] luciferium production</li>
<li>[sd] pillows and beanbags</li>
<li>[sd] round tables</li>
<li>Soylent green</li>
<li>Mad Skills</li>
<li>[E1] NonDecayingStorage hacked together, sorry</li>
<li>Glitter Tech (No Surgery)</li>
<li>LT-DoorMat</li>
<li>RT Quantum Storage</li>
<li>Colonist Bar KF 0.15.3</li>
<li>Better Pathfinding</li>
<li>MBS Firefoam Solutions</li>
<li>Firefoam Grenades</li>
<li>Core Driller</li>
<li>Core Driller - Stone Addon</li>
<li>Core Driller - Glitter Tech Addon</li>
<li>Trading Spot</li>
<li>Recolor Stockpile</li>
<li>Shutdown All</li>
<li>Vegetable Garden </li>
<li>RedistHeat</li>
</modNames>


I shall try 1.0.6 and see if any errors occur.

[edit] tried 1.0.6, still got the error, will a attachment, sorry about quality. Error happened at a different warehouse(looked at save file) so I deconstructed+constructed a new warehouse and got the error again with the new one(looked at save file again). This was accompanied by a new tried to spawn already spawned thing error. This time it wasn't even picked up(see attachment).

[attachment deleted by admin due to age]
Title: Re: [A15] RT Mods - translated to Chinese by duduluu! (30.10.16)
Post by: faltonico on November 16, 2016, 11:08:34 PM
Hello there!
I'm loving Quantum storage! But i find it tanking really hard on my FPS. ¿could you please try to improve its performance? or just to allow us to tweak how often they "tick"?
I have over 80 of those bad boys and it is really getting a bit ridiculous xD

Thanks a lot in advance for your help!
Title: Re: [A15] RT Mods - translated to Chinese by duduluu! (30.10.16)
Post by: tonsrd on November 29, 2016, 06:10:46 AM
is the RT weapons mod linked anywhere eon forums ?
Title: Re: [A15] RT Mods - translated to Chinese by duduluu! (30.10.16)
Post by: Canute on November 29, 2016, 11:39:07 AM
Top right is a search field, search for "RT weapon" and you will find it.
But that is a different author then these RT mods.
Title: Re: [A15] RT Mods - translated to Chinese by duduluu! (30.10.16)
Post by: tonsrd on November 29, 2016, 12:27:54 PM
Quote from: Canute on November 29, 2016, 11:39:07 AM
Top right is a search field, search for "RT weapon" and you will find it.
But that is a different author then these RT mods.

sigh, I searched RT on  forums no luck, I used bing to go to steam page to find rimworld mods and searched RT and found the RT weapon mod

on rw I was searching for " rt weapons pack" and it was coming with no results coz there is  no "S" in the pack doesn't help its made by a diff person but same name. looking thru rats post  = no weapons mods so I was confused and asked for  help before I logged off.

thnx for the help. I wont be installing what ifound
Title: Re: [A15] RT Mods - translated to Chinese by duduluu! (30.10.16)
Post by: Rock5 on December 11, 2016, 06:58:12 AM
I'm still trying to wrap my head around quantum storage. Are these assumptions correct?

1. If all your quantum stockpiles are full then you can't use a relay to send items to your store room even if you still have space in the store room zone between the quantum stockpiles? Is that right? You have to have an excess of quantum stockpiles to send from a relay?

2. So assuming you generally have a excess of items so your QS are usually full, does that mean this mods main use is for getting stuff from your stockpiles, not sending to your stockpiles?
Title: Re: [A15] RT Mods - translated to Chinese by duduluu! (30.10.16)
Post by: Canute on December 11, 2016, 07:25:20 AM
1. Not 100% sure but yes. I never saw a QT pad push item at the area it take items, only pawn would drop items there.

2. Not sure what you mean but i think you mean the space between the the QT pad. Like i wrote before yes it is mainly the spot where the pad's grab stuff and pawn drop stuff.
Title: Re: [A15] RT Mods - translated to Chinese by duduluu! (30.10.16)
Post by: alsoandanswer on December 22, 2016, 12:41:48 PM
is there going to be a16 version?
Title: Re: [A15] RT Mods - translated to Chinese by duduluu! (30.10.16)
Post by: Ratys on December 22, 2016, 11:07:09 PM
Quote from: alsoandanswer on December 22, 2016, 12:41:48 PM
is there going to be a16 version?

Of course. Hopefully of all the mods, starting with RT Fuse. I just had to knock Mad Skills out first, because my Steam inbox was exploding, and that update turned out to be possibly the trickiest of the bunch.
Title: Re: [A15] RT Mods - translated to Chinese by duduluu! (30.10.16)
Post by: Canute on December 23, 2016, 03:12:36 AM
Just delete your steam account and start with the other mods ! :-))
Title: Re: [A16] RT Mods - now in glorious A16! (26.12.16)
Post by: Ratys on December 26, 2016, 10:28:32 AM
26.12.16 CHANGELOG:
Title: Re: [A16] RT Mods - now in glorious A16! (26.12.16)
Post by: Ratys on December 26, 2016, 02:50:35 PM
26.12.16 CHANGELOG (again):
Title: Re: [A16] RT Mods - now in glorious A16! (26.12.16)
Post by: theowningone on December 27, 2016, 05:37:34 AM
So I wrote a big detailed post about how fuses weren't working for me then noticed this in the OP
Quote from: Ratys on March 07, 2015, 05:23:09 PM
Known issue: on rare occasions fuses will refuse to work after being installed in the colony for the first time. To fix and/or avoid this, simply restart RimWorld once after installing your very first fuse.
And now I feel really dumb.

So instead, now that I took the time to do the verification process for this post I'm going to take the time to say thanks for making these mods. I consider Fuses and the Magnetic shield essential to the game, and have just started playing with Quantum Storage for the first time and am loving it. Thanks for all the hard work.
Title: Re: [A16] RT Mods - now in glorious A16! (26.12.16)
Post by: 14m1337 on December 27, 2016, 12:26:29 PM
RT Fuse: could you consider making electricity a requirement for basic fuse research? being able to research the fuses without having electricity doesn't make sense in my opinion.
Title: Re: [A16] RT Mods - now in glorious A16! (26.12.16)
Post by: carpediembr on December 27, 2016, 01:34:07 PM
getting an "error" spam saying that the Solar Flare is ending and it keeps spamming:

http://i.imgur.com/xm0Dg95.jpg

I tried stopping it with dev mode, but cant. Removed the Magnetic Shield and still persisted.
Title: Re: [A16] RT Mods - now in glorious A16! (26.12.16)
Post by: Canute on December 27, 2016, 01:40:24 PM
Quote from: carpediembr on December 27, 2016, 01:34:07 PM
getting an "error" spam saying that the Solar Flare is ending and it keeps spamming:

I tried stopping it with dev mode, but cant. Removed the Magnetic Shield and still persisted.
Try the newest version !
Title: Re: [A16] RT Mods - now in glorious A16! (26.12.16)
Post by: carpediembr on December 27, 2016, 01:48:24 PM
Quote from: Canute on December 27, 2016, 01:40:24 PM
Quote from: carpediembr on December 27, 2016, 01:34:07 PM
getting an "error" spam saying that the Solar Flare is ending and it keeps spamming:

I tried stopping it with dev mode, but cant. Removed the Magnetic Shield and still persisted.
Try the newest version !

Thank you so much! It worked
Title: Re: [A16] RT Mods - now in glorious A16! (26.12.16)
Post by: Joshwoo70 on December 31, 2016, 11:07:39 PM
When Trying to place a quantum stockpile, Game throws an error and refuses to place it.
gist : https://gist.github.com/Joshwoo70/461de4f25648b7cfe87d791b37215144
Seems to happen if you have zhentar fixes and you highlight over a blueprint for wooden floor.
Title: Re: [A16] RT Mods - now in glorious A16! (26.12.16)
Post by: Canute on January 01, 2017, 12:59:24 PM
ratys,
did you notice the settings from emergency power switches don't get restored when you restart the game ?
On a load it is fine, just when you launch the game, you need to active the switches, and when you forget it, you will notice it soon at the next Zzzzzz...
Title: Re: [A16] RT Mods - now in glorious A16! (26.12.16)
Post by: Pichu0102 on January 02, 2017, 12:24:41 PM
Game throws a fit in the logs when you are moving around a blueprint for quantum storage around walls not yet built and still in blueprints mode.

https://gist.github.com/c09bfe8be444beb36aab4f74148a54c6

If you turn auto open of the log off, you get thousands of the "MakeThing error: Wall is madeFromStuff but stuff=null. Assigning default." messages.
More detail about the message was found when clicking the error:
MakeThing error: Wall is madeFromStuff but stuff=null. Assigning default.
Verse.Log:Error(String)
Verse.ThingMaker:MakeThing(ThingDef, ThingDef)
RT_QuantumStorage.PlaceWorker_RTNoQSOverlap:AllowsPlacing(BuildableDef, IntVec3, Rot4, Thing)
JTReplaceWalls.GenConstruct_JT:CanPlaceBlueprintAt(BuildableDef, IntVec3, Rot4, Map, ThingDef, Boolean, Thing)
JTReplaceWalls.Designator_Build_JT:CanDesignateCell(IntVec3)
RimWorld.Designator_Place:SelectedUpdate()
RimWorld.Designator_Build:SelectedUpdate()
Verse.DesignatorManager:DesignatorManagerUpdate()
RimWorld.MapInterface:MapInterfaceUpdate()
RimWorld.UIRoot_Play:UIRootUpdate()
Verse.Root:Update()
Verse.Root_Play:Update()

You can still place it, it just throws a tantrum until you deselect quantum storage from the architect and stop moving your mouse holding the unplaced blueprint around unbuilt walls.
Title: Re: [A16] RT Mods - now in glorious A16! (26.12.16)
Post by: WoodyDaOcas on January 06, 2017, 07:16:07 PM
Hi :) Just wanted to say thank you for your mods, I just went through my first solar flare with your shield. I prepared a separated room for it, attached 2 coolers. Wow, had to demolish a hole into the wall real quick, the heat build up was very surprising, should've expected that tbh :D Felt very balanced, thank you
Title: Re: [A16] RT Mods - now in glorious A16! (26.12.16)
Post by: Canute on January 07, 2017, 04:19:20 AM
I made these "mistake" at the beginning too, build it next to my batteries and deep core drillers, not to mention all the stuff in that big room start to burn soon. My luck was, at these alpha we could remove the roof without pawn.

Solar shield generator burn 25000 power, its like a super power heater.
I suggest to build it somewhere outside but roofed.
Title: Re: [A16] RT Mods - now in glorious A16! (26.12.16)
Post by: Barhandar on January 08, 2017, 04:20:15 AM
A16 replaced WorkToMake with WorkToBuild. Until the same change is made in your mods, all of the buildings in them will be constructed instantly. This is often missed because it does not generate log messages.
Title: Re: [A16] RT Mods - shinier than ever! (11.01.17)
Post by: Ratys on January 11, 2017, 10:34:33 AM
11.01.17 CHANGELOG:

Thank you Joshwoo70, Canute, and Pichu0102 for error reports that actually exposed the issues right away.
Title: Re: [A16] RT Mods - shinier than ever! (11.01.17)
Post by: asquirrel on January 11, 2017, 11:34:39 AM
Ratys, what does your power switch do other than an emergency mode function?  I've been holding off for an Alpha 16 on Halpro's power switch because it had stuff like turn on when movement is detected in the room, turn on when it detects enemies, etc.  It doesn't look like he's going to update it in the near future so I'm wondering what else your power switch does.  Thanks!
Title: Re: [A16] RT Mods - shinier than ever! (11.01.17)
Post by: Ratys on January 11, 2017, 12:00:25 PM
Quote from: asquirrel on January 11, 2017, 11:34:39 AM
Ratys, what does your power switch do other than an emergency mode function?  I've been holding off for an Alpha 16 on Halpro's power switch because it had stuff like turn on when movement is detected in the room, turn on when it detects enemies, etc.  It doesn't look like he's going to update it in the near future so I'm wondering what else your power switch does.  Thanks!

RT Power Switch only provides the emergency power function, nothing more. (Seriously now, you've read the description that says "it does this" and you're asking "does it anything else?" If it did anything else I would've certainly listed it right there.)

Haplo seems to have released his switch on Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=717632155), and I've been using it just fine. No idea why it's not on the forums.
Title: Re: [A16] RT Mods - shinier than ever! (11.01.17)
Post by: Canute on January 11, 2017, 12:02:57 PM
Or try the PowerLogic mod, that should have sensor switches too.
Title: Re: [A16] RT Mods - shinier than ever! (11.01.17)
Post by: asquirrel on January 11, 2017, 01:21:10 PM
Thanks for that suggestion Canute, but it seems kind of complicated compared to Halpro's mod. I might try it though.
Title: Re: [A16] RT Mods - shinier than ever! (11.01.17)
Post by: Tyolan on January 13, 2017, 07:02:01 AM
RT Power Switch is bugged. When "Emergency power" mode is activated, the switch doesn't turn ON when needed if the adjacent energy network need it, IF the network DOESN'T have a battery activated in.

All worked fine until I put RT Power Switch (in Emergency Mode) in front of all my batteries packs.

Be Careful.  :'(
Title: Re: [A16] RT Mods - shinier than ever! (11.01.17)
Post by: Ratys on January 13, 2017, 03:39:05 PM
Quote from: Tyolan on January 13, 2017, 07:02:01 AM
RT Power Switch is bugged. When "Emergency power" mode is activated, the switch doesn't turn ON when needed if the adjacent energy network need it, IF the network DOESN'T have a battery activated in.

All worked fine until I put RT Power Switch (in Emergency Mode) in front of all my batteries packs.

Be Careful.  :'(

It's not a bug, the relevant research project's description warns you of exactly that, and it happens because of how power networks in RimWorld work.
Title: Re: [A16] RT Mods - shinier than ever! (11.01.17)
Post by: Tyolan on January 13, 2017, 05:25:15 PM
Quote from: Ratys on January 13, 2017, 03:39:05 PM
It's not a bug, the relevant research project's description warns you of exactly that, and it happens because of how power networks in RimWorld work.

My bad, thank you for the precision!
Title: Re: [A16] RT Mods - shinier than ever! (11.01.17)
Post by: Canute on January 14, 2017, 11:22:58 AM
Ratys,
could you made/compile a quantum storage mod which don't look for updates that much ? Maybe 10/100 times the ticks like currently.
I want to check if that reduce the lag on high gamespeed.
After i got now enough energy for QT stockpiles, i just notice these effect again.
Title: Re: [A16] RT Mods - shinier than ever! (11.01.17)
Post by: Ratys on January 14, 2017, 04:17:25 PM
Quote from: Canute on January 14, 2017, 11:22:58 AM
Ratys,
could you made/compile a quantum storage mod which don't look for updates that much ? Maybe 10/100 times the ticks like currently.
I want to check if that reduce the lag on high gamespeed.
After i got now enough energy for QT stockpiles, i just notice these effect again.

Here you go (https://github.com/Ratysz/RT_QuantumStorage/archive/A16-1.0.8-CS.zip). This one is 10x slower, just for you; not going to release this officially officially, because that takes more time than making the changes themselves. And because I'm in an ongoing redesign process for what likely will be version 2.0.0 (not yet completely sure how and when it will be released, might just hoard it until next alpha comes around, to eliminate the need of handling legacy stuff to maintain save compatibility).

Bear in mind that this release wasn't tested as thoroughly. In theory it shouldn't break anything due to how everything was coded in the first place, but one never knows. Let me know of anything weird, or if you want an even slower version.
Title: Re: [A16] RT Mods - shinier than ever! (11.01.17)
Post by: Canute on January 15, 2017, 06:26:51 AM
Thanks,
so far i don't notice any withdraw compared to the regular version. And the game runs a smoother on fast gamespeed.
Maybe just for testing, a 100x times slower update version ? :-)


Title: Re: [A16] RT Mods - shinier than ever! (11.01.17)
Post by: Fafn1r on January 17, 2017, 06:33:03 AM
I'll be adding RT Fuse to my mod pack (https://ludeon.com/forums/index.php?topic=29447.0). :)
Title: Re: [A16] RT Mods - shinier than ever! (11.01.17)
Post by: faltonico on January 17, 2017, 05:35:18 PM
It is ridiculous that we can build spaceships and not fuses...
Please apply:
Want to see YOUR mod in RimWorld? (https://ludeon.com/forums/index.php?topic=29505.0)
Title: Re: [A16] RT Mods - shinier than ever! (11.01.17)
Post by: faltonico on February 23, 2017, 02:01:47 PM
Hi there again!
I just wanted you to know that i have had this error a couple of times, it only happens when i load my save, and it might be related to me uninstalling the corresponding Quantum warehouse the quantum relay was set to:
Exception ticking Building_RTQuantumRelaySmall7129672: System.NullReferenceException: Object reference not set to an instance of an object
  at RT_QuantumStorage.CompRTQuantumWarehouse.DeRegisterRelay (RT_QuantumStorage.CompRTQuantumRelay compRelay) [0x00000] in <filename unknown>:0
  at RT_QuantumStorage.CompRTQuantumRelay.QuantumRelayTick (Int32 tickAmount) [0x00000] in <filename unknown>:0
  at RT_QuantumStorage.CompRTQuantumRelay.CompTick () [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()

Uninstalling the relay threw another error, and the disappearance of the relay o.O
JobDriver threw exception in initAction. Pawn=Zippy, Job=Uninstall A=Thing_Building_RTQuantumRelaySmall7129672, Exception: System.NullReferenceException: Object reference not set to an instance of an object
  at RT_QuantumStorage.CompRTQuantumWarehouse.DeRegisterRelay (RT_QuantumStorage.CompRTQuantumRelay compRelay) [0x00000] in <filename unknown>:0
  at RT_QuantumStorage.CompRTQuantumRelay.PostDeSpawn (Verse.Map map) [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.DeSpawn () [0x00000] in <filename unknown>:0
  at Verse.Building.DeSpawn () [0x00000] in <filename unknown>:0
  at RimWorld.Building_Storage.DeSpawn () [0x00000] in <filename unknown>:0
  at Verse.ThingContainer.TryAdd (Verse.Thing item, Boolean canMergeWithExistingStacks) [0x00000] in <filename unknown>:0
  at RimWorld.MinifiedThing.set_InnerThing (Verse.Thing value) [0x00000] in <filename unknown>:0
  at RimWorld.MinifyUtility.MakeMinified (Verse.Thing thing) [0x00000] in <filename unknown>:0
  at RimWorld.MinifyUtility.Uninstall (Verse.Thing th) [0x00000] in <filename unknown>:0
  at RimWorld.JobDriver_Uninstall.FinishedRemoving () [0x00000] in <filename unknown>:0
  at RimWorld.JobDriver_RemoveBuilding+<MakeNewToils>c__IteratorF.<>m__3B () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
RimWorld.<MakeNewToils>c__IteratorF:<>m__39()
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()


(https://www.mediafire.com/convkey/c0d1/8xcc9i0ad8o1mv14g.jpg) (http://www.mediafire.com/view/8xcc9i0ad8o1mv1/small_quantun_relay.png)
(https://www.mediafire.com/convkey/0c04/fmd9b1qtbyqu16j4g.jpg) (http://www.mediafire.com/view/fmd9b1qtbyqu16j/uninstall.png)
Title: Re: [A16] RT Mods - shinier than ever! (11.01.17)
Post by: Ratys on February 27, 2017, 11:05:57 AM
Quote from: faltonico on February 23, 2017, 02:01:47 PM
Hi there again!
I just wanted you to know that i have had this error a couple of times, it only happens when i load my save, and it might be related to me uninstalling the corresponding Quantum warehouse the quantum relay was set to:

-lotsa data snip-

That's a very informative report, thank you. I've put it up on my github (https://github.com/Ratysz/RT_QuantumStorage/issues/5), so that I'll remember to take a good close look at it when I'm actively developing the mods again (which should happen close around next RimWorld release).
Title: Re: [A16] RT Mods - shinier than ever! (11.01.17)
Post by: MaximusIsAwesome on March 22, 2017, 01:33:58 AM
Dam these are some great mods.
Title: Re: [A16] RT Mods - shinier than ever! (11.01.17)
Post by: Lupin III on March 27, 2017, 07:35:45 PM
I just had pirates drop in through the roof right besides a quantum stockpile. This gave me the following error message multiple times until the drop pod despawned:
Exception ticking Building_RTQuantumStockpile438639: System.NullReferenceException: Object reference not set to an instance of an object
  at RT_QuantumStorage.Utilities.IsChunk (Verse.Thing thing) [0x00000] in <filename unknown>:0
  at RT_QuantumStorage.CompRTQuantumStockpile.ReceiveThing (Verse.Thing thingToReceive) [0x00000] in <filename unknown>:0
  at RT_QuantumStorage.CompRTQuantumStockpile.ProcessCell (IntVec3 cell) [0x00000] in <filename unknown>:0
  at RT_QuantumStorage.CompRTQuantumStockpile.QuantumStockpileTick (Int32 tickAmount) [0x00000] in <filename unknown>:0
  at RT_QuantumStorage.CompRTQuantumStockpile.CompTick () [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()


I guess a drop pod landing on a stockpile really is an exception ;)
Title: Re: [A16] RT Mods - shinier than ever! (11.01.17)
Post by: Spdskatr on March 27, 2017, 08:14:09 PM
Haha, funniest error I've seen in a while. The cause was that the drop pod thing def doesn't have a thingCategories tag, therefore is NULL. Ratys didn't include a null checker for thingCategories in RT_QuantumStorage.Utilities.IsChunk to catch this error.

Tbh fastest time I've ever debugged an error  ;D
Title: Re: [A16] RT Mods - shinier than ever! (11.01.17)
Post by: faltonico on March 28, 2017, 10:11:42 AM
Quote from: Spdskatr on March 27, 2017, 08:14:09 PM
Haha, funniest error I've seen in a while. The cause was that the drop pod thing def doesn't have a thingCategories tag, therefore is NULL. Ratys didn't include a null checker for thingCategories in RT_QuantumStorage.Utilities.IsChunk to catch this error.

Tbh fastest time I've ever debugged an error  ;D
It also happens when you recycle apparello eyewear near a stockpile, it doesn't know what to do with the "monel", "plastic" an "titanium" that they yield.
Title: Re: [A16] RT Mods - shinier than ever! (11.01.17)
Post by: Ratys on March 29, 2017, 08:48:28 AM
Noted, added to TODO, thank you all.
Title: Re: [A16] RT Mods - shinier than ever! (11.01.17)
Post by: DigitalCore on April 24, 2017, 12:22:57 PM
Hey Ratys, just had a question regarding solar flare shields. Do you have any plans to make them function on only networks they're connected to for a lower power draw? Or are they just for blanket protection?
Title: Re: [A16] RT Mods - shinier than ever! (11.01.17)
Post by: Ratys on April 24, 2017, 12:35:14 PM
Quote from: DigitalCore on April 24, 2017, 12:22:57 PM
Hey Ratys, just had a question regarding solar flare shields. Do you have any plans to make them function on only networks they're connected to for a lower power draw? Or are they just for blanket protection?

I'm not actively developing the mods at the moment, so no, not really. Regardless, due to how solar flares are implemented in RimWorld it would require either very invasive or very inefficient code to do that, neither of which I'm partial to.

Not going to swear off the idea for good though - once I have to update again (for A17) I'll take another look at that. Maybe.
Title: Re: [A16] RT Mods - shinier than ever! (11.01.17)
Post by: sdp0et on May 02, 2017, 09:39:32 PM
I have a couple stockpile area for weapons and clothing/armour, each with a few quantum stockpiles and a warehouse. Each quantum stockpile has 7-8 items on it. When I select a pawn and try to issue an order to equip a weapon or wear an article of clothing the context menu has fewer than all of the items. Sometimes it's 0-2 with options to interact (equip/wear). OTher times one or two items (never the same type. One weapon, one clothing, never two weapons) are available for interaction and a few others (still not all) have greyed out hauling options. Nothing is forbidden. The available items have no consistency I can find (not the top, bottom, most recently stored, etc)
If I change the stockpile area settings to no longer allow a certain weapon or type of clothing, I cannot mark them for haul priority or issue manual orders to haul the forbidden items.
I've tried shutting off power to see if the Quantum stockpiles were locking the items, but there's no difference. Only deleting the stockpile area over the quantum stockpile allows interaction with all items in the tile. Is this just something I'll have to live with or have I set up something incorrectly?

I found a similar question in the thread regarding chunks and the reply was to read the research descriptions. For items it does say that each item will be fully accessible.

I do use the More capacity research (https://steamcommunity.com/sharedfiles/filedetails/?id=729553608&searchtext=quantum+storage) mod. I'm not sure if that may be a factor.
Title: Re: [A16] RT Mods - shinier than ever! (11.01.17)
Post by: Canute on May 03, 2017, 03:00:32 AM
QuoteIs this just something I'll have to live with or have I set up something incorrectly?
Badly you need to live with it, that happen now for serveral game version and Ratys never changed/improved at this issue.

You just should create none quantum stockpiles for the stuff and wait until your pawn handle the hauling.

QuoteFor items it does say that each item will be fully accessible.
This just mean, the item's arn't stored it in an internal nonvisible/accesable way. So you can sell all item to a trader and not only the last stack like Nanostorage/deep storage (old nonupdated mods).
Title: Re: [A16] RT Mods - shinier than ever! (11.01.17)
Post by: faltonico on May 04, 2017, 11:36:29 PM
I bumped into a really weird behavior with RT Solar Flare Shield.
I have one of those in a room classified as outdoors, said room it is really big and unroofed. A solar flare hit and the temperature rose quite high (over 240°C) when the shield began to work. Destroying a wall that led to another big unroofed room made the heat go away.
The real weird thing is that... i enclosed the same shield using god mode in a really tiny room of 3x3 (inside) and with only 5 tiles unroofed and the shield didn't heat at all.
Wasn't it supposed not to heat at all when outdoors? why didn't it heat the 3x3 room?


[attachment deleted by admin due to age]
Title: Re: [A17/A16] RT Mods - updates are happening! (26.05.17)
Post by: Ratys on May 25, 2017, 06:29:39 PM
26.05.17 CHANGELOG:

Rest of the mods are following soon.
Title: Re: [A17/A16] RT Mods - updates are happening! (26.05.17)
Post by: calmatt on May 27, 2017, 06:28:54 PM
Hey Ratys love your mods. However it looks like your makeshift fuseboxes are causing large amounts of lag on my game. Can only run fast at 2x speed with fuseboxes, as soon as I put some down the lag starts. Now, I did force your mod in after creating the game, would this be the cause of the issue?

Edit: NVM its my seven turrets. For some reason they're killing my FPS.
Title: Re: [A17/A16] RT Mods - updates are happening! (30.05.17)
Post by: Ratys on May 30, 2017, 11:40:58 AM
30.05.17 CHANGELOG:
Title: Re: [A17/A16] RT Mods - updates are happening! (30.05.17)
Post by: marton on May 30, 2017, 12:31:12 PM
Hey man, fantastic mods!

Have you thought about making quantum relays work across different colonies on different maps? I don't know how feasible this might be, but it'd really make small bases set up just for mining viable.

I know it'd be OP from many angles but it'd certainly complement my playstyle.

Having said that, is there a rough ETA for the A17 version?
Title: Re: [A17/A16] RT Mods - updates are happening! (30.05.17)
Post by: Ratys on May 30, 2017, 12:39:26 PM
Quote from: marton on May 30, 2017, 12:31:12 PM
Hey man, fantastic mods!

Have you thought about making quantum relays work across different colonies on different maps? I don't know how feasible this might be, but it'd really make small bases set up just for mining viable.

I know it'd be OP from many angles but it'd certainly complement my playstyle.

Having said that, is there a rough ETA for the A17 version?

I was thinking about something like that, yeah. If I ever get around to it, probably will implement that as a separate addon, one that can function either independently or in tandem with quantum storage.

Hopefully, A17 update will be ready before weekend.
Title: Re: [A17/A16] RT Mods - updates are happening! (30.05.17)
Post by: faltonico on May 30, 2017, 02:10:21 PM
If you are open to suggestions, how about a 2x1 tile relay? 2x2 is sometimes to big for the job xd
Title: Re: [A17/A16] RT Mods - updates are happening! (30.05.17)
Post by: monada on June 05, 2017, 04:49:52 PM
Hello, i've got some strange problem. I have solar flare shield, and when its solar flare its lagging very bad. Can anyobe help me?
Blocking SolarFlare!
Verse.Log:Message(String)
RT_SolarFlareShield.Patch_PowerNetTick:ConditionIsActive(GameConditionManager, GameConditionDef)
RimWorld.PowerNet:PowerNetTick_Patch0(Object)
RimWorld.PowerNetManager:PowerNetsTick()
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [A17/A16] RT Mods - updates are happening! (30.05.17)
Post by: Plasmatic on June 06, 2017, 08:10:11 AM
Having started playing A17 from A16 using your storage mod I'm QUICKLY realizing my normal sized storage solutions aren't nearly large enough without your magical devices... :P
Title: Re: [A17/A16] RT Mods - updates are happening! (30.05.17)
Post by: Raf's on June 07, 2017, 06:03:33 PM
Any ETA on the quantum storage mod?
Title: Re: [A17/A16] RT Mods - updates are happening! (30.05.17)
Post by: Ratys on June 09, 2017, 05:54:41 AM
Right, forums are not notifying me again, sorry for delay in communications.

Quote from: monada on June 05, 2017, 04:49:52 PM
Hello, i've got some strange problem. I have solar flare shield, and when its solar flare its lagging very bad. Can anyobe help me?
Blocking SolarFlare!
-snip-


I know of that one, will be fixed in next round of updates.

Quote from: Raf's on June 07, 2017, 06:03:33 PM
Any ETA on the quantum storage mod?

Don't like giving ETAs... Working hard on it though, here are a few teasers:

deposition (http://i.imgur.com/SEf1AQx.gif) (takes a while to get going)
retrieval 1 (http://i.imgur.com/8F9HbhA.gif)
retrieval 2 (http://i.imgur.com/dMD29bH.gif)

Was about to record a combined one, with separating walls for effect, but ran into issues. Not quite ready yet it seems.
Title: Re: [A17/A16] RT Mods - updates are happening! (30.05.17)
Post by: Raf's on June 10, 2017, 11:44:28 AM
Quote from: Ratys on June 09, 2017, 05:54:41 AM
Right, forums are not notifying me again, sorry for delay in communications.

Quote from: monada on June 05, 2017, 04:49:52 PM
Hello, i've got some strange problem. I have solar flare shield, and when its solar flare its lagging very bad. Can anyobe help me?
Blocking SolarFlare!
-snip-


I know of that one, will be fixed in next round of updates.

Quote from: Raf's on June 07, 2017, 06:03:33 PM
Any ETA on the quantum storage mod?

Don't like giving ETAs... Working hard on it though, here are a few teasers:

deposition (http://i.imgur.com/SEf1AQx.gif) (takes a while to get going)
retrieval 1 (http://i.imgur.com/8F9HbhA.gif)
retrieval 2 (http://i.imgur.com/dMD29bH.gif)

Was about to record a combined one, with separating walls for effect, but ran into issues. Not quite ready yet it seems.
Looks awesome, rely useful when trying to create a defensive line around a toxic ship far away from your stockpile of bricks.
Title: Re: [A17/A16] RT Mods - updates are happening! (30.05.17)
Post by: faltonico on June 10, 2017, 01:43:17 PM
@Plasmatic
Quote from: Arthur C. Clarke on March 03, 1973, 05:03:19 AM
Any sufficiently advanced technology is indistinguishable from magic.
Title: Re: [A17/A16] RT Mods - updates are happening! (30.05.17)
Post by: Orpheus on June 10, 2017, 02:28:14 PM
Or alternatively, "Any technology distinguishable from magic is insufficiently advanced"
Title: Re: [A17/A16] RT Mods - updates are happening! (26.06.17)
Post by: Ratys on June 26, 2017, 08:52:17 AM
26.06.17 CHANGELOG:

Still working on quantum stockpiles; getting swamped at work, and lost a weekend to Prey (which was shockingly good). Might do quality passes on other mods too, first.
Title: Re: [A17/A16] RT Mods - updates are happening! (26.06.17)
Post by: t3ff13 on June 28, 2017, 01:17:22 PM
Quote from: Ratys on June 26, 2017, 08:52:17 AM
26.06.17 CHANGELOG:

  • RT Solar Flare Shield: rewrote for efficiency, recompiled for latest, added Spanish translations.

Still working on quantum stockpiles; getting swamped at work, and lost a weekend to Prey (which was shockingly good). Might do quality passes on other mods too, first.

That game is worth the time, until the post credits sequence which kind of ruins the game. ;0 Love quantum stockpiles, I'm sure many others agree.
Title: Re: [A17/A16] RT Mods - updates are happening! (26.06.17)
Post by: RiseKnight on July 01, 2017, 02:13:28 PM
*patiently waiting quantum Storage
Title: Re: [A17/A16] RT Mods - updates are happening! (26.06.17)
Post by: faltonico on July 15, 2017, 01:01:42 AM
Quantum storage and my modlist would be ready to start A17 =D
Hopefully you will find time to update it.
Good luck!
Title: Re: [A17/A16] RT Mods - updates are happening! (26.06.17)
Post by: SzaryKaptur on July 23, 2017, 08:42:27 AM
Solar shield doesn't work. It just turns off when solar flare begins.
Title: Re: [A17/A16] RT Mods - updates are happening! (26.06.17)
Post by: Canute on July 23, 2017, 10:48:14 AM
It works fine for me,
do you notice the shield generator use ALOT power when the solar flare start ? i think around 20.000 or 25.000W
I think your battiers just run out of energy.
Title: Re: [A17/A16] RT Mods - updates are happening! (26.06.17)
Post by: Mitsael on July 24, 2017, 01:33:58 PM
"RT Quantum Storage" as I miss you in this new alpha!
Title: Re: [A17/A16] RT Mods - updates are happening! (26.06.17)
Post by: marton on July 26, 2017, 09:16:55 AM
Anyone else waiting for Quantum Storage before starting their first A17 game? :)
Title: Re: [A17/A16] RT Mods - updates are happening! (26.06.17)
Post by: faltonico on July 26, 2017, 08:28:06 PM
Quote from: marton on July 26, 2017, 09:16:55 AM
Anyone else waiting for Quantum Storage before starting their first A17 game? :)
I was waiting, but recently i started a fully fledged test colony, production is ~75% slower without it though. Hopefully it will be ready by the time Relm Gabbiani comes down to conquer yet another Rimworld.
Title: Re: [A17/A16] RT Mods - updates are happening! (26.06.17)
Post by: jasroc on August 10, 2017, 10:50:40 PM
Quote from: marton on July 26, 2017, 09:16:55 AM
Anyone else waiting for Quantum Storage before starting their first A17 game? :)

Yup! (but patiently and silently)
Title: Re: [A17/A16] RT Mods - updates are happening! (26.06.17)
Post by: faltonico on September 24, 2017, 12:23:39 AM
It's so fucking annoying to have a storage dump bigger than your living area combined.....
I miss quantum storage so much T-T

edit:typo derp
Title: Re: [A17/A16] RT Mods - updates are happening! (26.06.17)
Post by: sirgzu on September 24, 2017, 08:40:27 AM
Yep that's my personal most anticipated update :)
Title: Re: [A17/A16] RT Mods - updates are happening! (26.06.17)
Post by: Sylph on September 29, 2017, 12:02:23 PM
I am also eagerly awaiting the return of quantum stockpiles.

And also, I liked the function of the solar shield (a necessity when playing on an ice sheet with SeedsPlease! I think) but I thought visually it clashed with the appearance of vanilla equipment, so I edited it a bit. Feel free to use the graphics if you wish.

[attachment deleted by admin: too old]
Title: Re: [A17/A16] RT Mods - updates are happening! (26.06.17)
Post by: nmid on October 11, 2017, 07:18:15 PM
adding my 2 cents for a A17 (or A18) update for Quantum stockpiles :D
Title: Re: [A17/A16] RT Mods - updates are happening! (26.06.17)
Post by: GideonFluff on October 15, 2017, 02:44:29 AM
Really looking forward to an update to this mod.

This should be part of the vanilla game tbh. When your base gets really big it starts getting tedious to store the resources in an easily accessible way.
Title: Re: [A17/A16] RT Mods - updates are happening! (26.06.17)
Post by: firestrock on October 31, 2017, 07:28:08 AM
Maybe since A18 is here he'll come back to modding, but he hasn't played Rimworld in a long time and the last activity on GitHub was almost 5 months ago.
I don't have much hope that Quantum Storage will get any updates anymore.
Title: Re: [A17/A16] RT Mods - updates are happening! (26.06.17)
Post by: Nightinggale on October 31, 2017, 10:14:13 AM
Looks like all the mods in the first post are released with the GPLv3 license. This means anybody can pick up and update any of the mods and even continue to develop features in them, just as long as the updated mods comply with the conditions in GPLv3 (basically needs to be open source). It's a good license because it means the loss of a modder is not the loss of a mod. However it's not without issues because updating something written by somebody else is not the easiest task in the world.
Title: Re: [A17/A16] RT Mods - updates are happening! (26.06.17)
Post by: lperkins2 on November 09, 2017, 08:17:07 PM
Looks like it's been updated by an impatient user :)  The compiled versions are attached to an issue on the github tracker.
Title: Re: [A17/A16] RT Mods - updates are happening! (26.06.17)
Post by: Ratys on November 19, 2017, 10:01:37 PM
Timing of RimWorld updates follows Murphy's laws to the letter, I'll tell you that. Just finished fixing up my rig to a state where I can do work on it (it's not fully done yet), and now I have like 15 minutes until I have to leave to the airport - business trip, a couple of days.

Managed to update Mad Skills and take a look at RT Fuse. By "take a look" I mean churn out a pre-release version: find it here (https://github.com/Ratysz/RT_Fuse/archive/B18-1.1.0.zip), but bear in mind - I haven't as much as loaded a map with it, completely untested. If it breaks - good, post logs here; if it doesn't - break it, then post logs here. Have fun!

If all goes well, there will be updates for everything by next weekend. Except RT Quantum Storage, but, there are straight ports available here (https://github.com/Ratysz/RT_QuantumStorage/issues/11): all credit for that goes to Killface1980 (I didn't have the time to try those out myself, so don't come complaining about them). Not giving up on my plan to rewrite the mod just yet, core codebase I already produced is still relevant (look earlier in the thread for sneak peeks).
Title: Re: [A17/A16] RT Mods - updates are happening! (26.06.17)
Post by: Umbreon117 on November 22, 2017, 10:27:07 AM
Quote from: Ratys on November 19, 2017, 10:01:37 PM
Timing of RimWorld updates follows Murphy's laws to the letter, I'll tell you that. Just finished fixing up my rig to a state where I can do work on it (it's not fully done yet), and now I have like 15 minutes until I have to leave to the airport - business trip, a couple of days.

Managed to update Mad Skills and take a look at RT Fuse. By "take a look" I mean churn out a pre-release version: find it here (https://github.com/Ratysz/RT_Fuse/archive/B18-1.1.0.zip), but bear in mind - I haven't as much as loaded a map with it, completely untested. If it breaks - good, post logs here; if it doesn't - break it, then post logs here. Have fun!

If all goes well, there will be updates for everything by next weekend. Except RT Quantum Storage, but, there are straight ports available here (https://github.com/Ratysz/RT_QuantumStorage/issues/11): all credit for that goes to Killface1980 (I didn't have the time to try those out myself, so don't come complaining about them). Not giving up on my plan to rewrite the mod just yet, core codebase I already produced is still relevant (look earlier in the thread for sneak peeks).
So...If it breaks tell how it broke, it it doesn't make it break. I like the sound of that.

I am doing a fairly well modded pre-playthrough while i wait for a few more mods to update. I'll tell you what i think breaks with this mod, but i may mistake something breaking with another mod.
Title: Re: [B18] RT Mods - we're beta now, what?! (23.11.17)
Post by: Ratys on November 23, 2017, 05:05:42 AM
23.11.17 CHANGELOG:

Let me know if anything breaks, of course: the faster you do that the faster I can fix it. Have fun!

P.S.: now working on the RT Quantum Storage rewrite. Grab B18 port by Killface1980 here (https://github.com/Ratysz/RT_QuantumStorage/issues/11) if you're impatient.
Title: Re: [B18] RT Mods - we're beta now, what?! (23.11.17)
Post by: Nightinggale on November 25, 2017, 05:58:43 PM
Quote from: Ratys on March 07, 2015, 05:23:09 PM
Compatibility warning: compatible with Haplo's PowerSwitch (https://ludeon.com/forums/index.php?topic=2890.0) only if RT Power Switch is loaded before Haplo's; even then, enabling features of both mods at the same switch will lead to weird behavior!
ModCheck can pick up on that and write an error to the log if RT Power Switch is loaded last. You add ModCheck (either as mod or add the DLL, both in my signature link) and then add the following patch.

<Operation Class="PatchOperationSequence">
<success>Always</success>
<operations>
<li Class="ModCheck.loadOrder">
<modName>PowerSwitch</modName>
<yourMod>RT Power Switch</yourMod>
<yourModFirst>true</yourModFirst>
<errorOnFail>true</errorOnFail>
</li>
<operations>
<Operation>
Title: Re: [B18] RT Mods - we're beta now, what?! (23.11.17)
Post by: frenchiveruti on December 10, 2017, 07:33:08 PM
Quote from: Ratys on November 23, 2017, 05:05:42 AM

Let me know if anything breaks, of course: the faster you do that the faster I can fix it. Have fun!

P.S.: now working on the RT Quantum Storage rewrite. Grab B18 port by Killface1980 here (https://github.com/Ratysz/RT_QuantumStorage/issues/11) if you're impatient.

Everything's working great!
May I ask what are you planing on introducing into RT QS rewrite? New mechanics or a better performance on the mod.
Title: Re: [B18] RT Mods - we're beta now, what?! (23.11.17)
Post by: Ratys on December 11, 2017, 05:56:16 AM
Quote from: frenchiveruti on December 10, 2017, 07:33:08 PM
May I ask what are you planing on introducing into RT QS rewrite? New mechanics or a better performance on the mod.

Both.

There are long-standing issues in the mod, some of which I couldn't even reproduce, let alone not-blindly fix for good, and current basic architecture of it imposes a rather low performance ceiling - one which it pretty much hit a while ago. Couldn't make any of this better without major changes, so decided to completely rewrite it with the new things I've learned since creation of the original.

This presented an opportunity to re-imagine how the mod works at it's core. Original design is the way it is largely because I wanted to keep it as unobtrusive and non-invasive as possible, and that limited what I could do greatly. Now, with tools such as Harmony, greater things (https://i.imgur.com/V799rq1.gif) are possible.
Title: Re: [B18] RT Mods - we're beta now, what?! (23.11.17)
Post by: frenchiveruti on December 11, 2017, 04:09:04 PM
Quote from: Ratys on December 11, 2017, 05:56:16 AM
Quote from: frenchiveruti on December 10, 2017, 07:33:08 PM
May I ask what are you planing on introducing into RT QS rewrite? New mechanics or a better performance on the mod.

Both.

There are long-standing issues in the mod, some of which I couldn't even reproduce, let alone not-blindly fix for good, and current basic architecture of it imposes a rather low performance ceiling - one which it pretty much hit a while ago. Couldn't make any of this better without major changes, so decided to completely rewrite it with the new things I've learned since creation of the original.

This presented an opportunity to re-imagine how the mod works at it's core. Original design is the way it is largely because I wanted to keep it as unobtrusive and non-invasive as possible, and that limited what I could do greatly. Now, with tools such as Harmony, greater things (https://i.imgur.com/V799rq1.gif) are possible.

I'm always in for a from the scratch mod rewrite, usually mod creators learn a lot while they make their mods and later they realize they could've done better things, so this is great!
If I get it correctly, I can create a freezer that stores all my food with no access to the exterior as the items "aren't" there but instead they're in another room, and have a "relay" that allows my pawns to access this food. Am I right?
Title: Re: [B18] RT Mods - we're beta now, what?! (23.11.17)
Post by: Harry_Dicks on December 11, 2017, 08:02:31 PM
Having never tried out Quantum Storage, this is definitely one of my most anticipated mods! Thank you for all of your hard work.
Title: Re: [B18] RT Mods - we're beta now, what?! (23.11.17)
Post by: Canute on December 12, 2017, 03:04:05 AM
QuoteIf I get it correctly, I can create a freezer that stores all my food with no access to the exterior as the items "aren't" there but instead they're in another room, and have a "relay" that allows my pawns to access this food. Am I right?
Yes, the relay is a quantum teleport pad.
But it don't give a pawn access to the mainstorage.
It teleport the allowed/selected item on the relay pad, and surrounding item to the stockpile.
2 relay pads behind the cook, one for all meat, one for all vegs., can reduce the hauling for mats.
But the material on the relay don't got a cooling and still rot.
Title: Re: [B18] RT Mods - we're beta now, what?! (23.11.17)
Post by: Ratys on December 12, 2017, 05:11:40 AM
Quote from: Canute on December 12, 2017, 03:04:05 AM
Yes, the relay is a quantum teleport pad.
But it don't give a pawn access to the mainstorage.
It teleport the allowed/selected item on the relay pad, and surrounding item to the stockpile.
2 relay pads behind the cook, one for all meat, one for all vegs., can reduce the hauling for mats.
But the material on the relay don't got a cooling and still rot.

That's how the old version works. "Remake" I've been teasing via gifs showcases proper access from a distance: pawns can pick up all items in the stockpile while adjacent to the relay, and send items back to the stockpile by inserting them into the relay, no extra stockpile zones needed. Fully integrated into pathing systems, of course: if a colonist can get an item that's 10m away from a relay that's 5m away, they'll navigate to the relay, etc; it was harder to implement than it may sound.

It's one of the most dramatic consequences of how the new architecture works (that I got working so far, that is). Due to zealous internal decoupling it's possible to easily mix and match various storage types (ie, classic quantum stockpiles, deep storage, etc), introduce new ones, and even chain and nest them. For example, inserting steel into a relay tuned to an array of quantum stockpiles that has a connected deep storage set to store steel will send that steel to the deep storage first.
Title: Re: [B18] RT Mods - we're beta now, what?! (23.11.17)
Post by: Canute on December 12, 2017, 05:53:03 AM
Sounds like a mix of Kiame's Textile storage and Quantum storage.
Title: Re: [B18] RT Mods - we're beta now, what?! (23.11.17)
Post by: firestrock on December 13, 2017, 03:34:08 PM
I can't express how grateful I am that you are working on this what sounds like an awesome overhaul!
I haven't played Rimworld in over 6 months because I can't live without quantum storage anymore.

To say that I'm hyped would be an understatement. Keep at it, but take your time!
Title: Re: [B18] RT Mods - we're beta now, what?! (23.11.17)
Post by: evilbob on December 19, 2017, 07:04:54 PM
hello i use RT Fuse a18 mod , and BigBatteries so i have 3 x GIGAEfficientBattery (100000Wd).
My problem is the following After a power cut, I will lose all of my stored energy because Circuit breaker is not built to protect against such high energy losses. Would it be possible to provide new type Circuit breaker which would be able to protect 400 - 500k Wd
Title: Re: [B18] RT Mods - we're beta now, what?! (23.11.17)
Post by: Harry_Dicks on December 30, 2017, 05:01:39 PM
Is there a rough ETA for B18 Quantum Storage?
Title: Re: [B18] RT Mods - we're beta now, what?! (23.11.17)
Post by: Ratys on December 31, 2017, 05:29:48 AM
Quote from: Harry_Dicks on December 30, 2017, 05:01:39 PM
Is there a rough ETA for B18 Quantum Storage?

No.
Title: Re: [B18] RT Mods - we're beta now, what?! (23.11.17)
Post by: TryB4Buy on January 07, 2018, 01:53:29 PM
The solar flare mod works for all electric buildings except the comms console which still says "cannot use (solar flare)". Anyways, I love this mod!
Title: Re: [B18] RT Mods - we're beta now, what?! (23.11.17)
Post by: Dodging Rain on January 07, 2018, 07:50:23 PM
Quote from: TryB4Buy on January 07, 2018, 01:53:29 PM
The solar flare mod works for all electric buildings except the comms console which still says "cannot use (solar flare)".

It did say in the game description that radio communication still doesn't work, I believe.
Title: Re: [B18] RT Mods - we're beta now, what?! (23.11.17)
Post by: Ratys on January 07, 2018, 10:11:40 PM
Quote from: Dodging Rain on January 07, 2018, 07:50:23 PM
Quote from: TryB4Buy on January 07, 2018, 01:53:29 PM
The solar flare mod works for all electric buildings except the comms console which still says "cannot use (solar flare)".

It did say in the game description that radio communication still doesn't work, I believe.

Exactly, it's intentional. Wasn't completely trivial to implement, either.
Title: Re: [B18] RT Mods - we're beta now, what?! (23.11.17)
Post by: Jdalt40 on January 07, 2018, 11:48:18 PM
Quote from: evilbob on December 19, 2017, 07:04:54 PM
hello i use RT Fuse a18 mod , and BigBatteries so i have 3 x GIGAEfficientBattery (100000Wd).
My problem is the following After a power cut, I will lose all of my stored energy because Circuit breaker is not built to protect against such high energy losses. Would it be possible to provide new type Circuit breaker which would be able to protect 400 - 500k Wd

Spdskatr already made an addon to account for this
Title: Re: [B18] RT Mods - we're beta now, what?! (23.11.17)
Post by: TryB4Buy on February 23, 2018, 11:41:58 AM
Quote from: Ratys on January 07, 2018, 10:11:40 PM
Quote from: Dodging Rain on January 07, 2018, 07:50:23 PM
Quote from: TryB4Buy on January 07, 2018, 01:53:29 PM
The solar flare mod works for all electric buildings except the comms console which still says "cannot use (solar flare)".

It did say in the game description that radio communication still doesn't work, I believe.

Exactly, it's intentional. Wasn't completely trivial to implement, either.
I see. I was just confused because strangers in need of aid still 'radio' you during a solar flare, etc. in the base game. Perhaps this should be a mod option, firstly?

I used this mod to play with a permanent solar flare scenario. Basically, if forces some interesting tech deviations. Secondly, I had to not require the additional research bench. But unfortunately I have to edit the save file to temporarily 'turn off' that part of the scenario because the shield doesn't work if built during a flare -- even with a fueled generator right next to it! Perhaps that could be a third option/change?

Fourthly, can switches be made to work during solar eclipses (they are just a wire separation, really) so that you could put a battery between one and lone wind mill to charge them even if they are otherwise unusable?
Title: Re: [B19] RT Mods - still not 1.0 (30.08.18)
Post by: Ratys on August 30, 2018, 05:14:40 AM
(https://i.imgur.com/K1ujxGQ.png)

Oof, owie.




30.08.19 CHANGELOG:




You may notice that RT Quantum Storage is, once again, missing from the list - and from the main post, for that matter. This is exactly what it looks like: I'm discontinuing the mod.

For the past couple of years, I've been moving away from C# and towards Rust, and going back is a terrible chore that nets me exactly nothing. The amount of effort I have to expend for said nothing is much better applied elsewhere, so I've moved on.

The codebase and assets are still (https://github.com/Ratysz/RT_QuantumStorage) up (https://github.com/Ratysz/RT_Storage), if anyone would consider taking up the torch, but I won't provide any support, comments, or explanation. By now, you'd be better off recreating it from scratch.

I will continue supporting and updating my other mods (possibly with exception of Bricks Don't Vanish, because the demand is abysmal and I can't be bothered to debug the transpiler NREs that popped out of nowhere) until at least RimWorld 1.0 - hopefully, none of the mods will require any kind of updating past that.
Title: Re: [B19] RT Mods - still not 1.0 (30.08.18)
Post by: BlackSmokeDMax on August 30, 2018, 04:41:44 PM
Appreciate the updates Ratys!
Title: Re: [1.0] RT Mods - woo, Not-early Access! (17.10.18)
Post by: Ratys on October 17, 2018, 04:15:20 PM
Apparently, previous changelog was from about a year into the future! (I am not fixing that.)




17.10.18 CHANGELOG:




As always, please report any problems that might crop up. Happy launch day, and, a special round of congratulations to Tynan & Co!
Title: Re: [1.0] RT Mods - woo, Not-early Access! (17.10.18)
Post by: Jiro on November 03, 2018, 09:25:07 PM
Fuses got added to Power Logic recently, can I expect conflicts?
Title: Re: [1.0] RT Mods - woo, Not-early Access! (17.10.18)
Post by: bigheadzach on November 04, 2018, 07:56:36 AM
In name, they did, but the fuses of Power Logic function differently from that of RT Fuses.
Title: Re: [1.0] RT Mods - woo, Not-early Access! (17.10.18)
Post by: Ratys on November 04, 2018, 08:47:30 AM
Quote from: 中村ジロ on November 03, 2018, 09:25:07 PM
Fuses got added to Power Logic recently, can I expect conflicts?

Did some testing, Power Logic fuses seem to be rather wonky, even if used alone (a lot of discrepancy in how networks are disconnected/connected when they trip or are repaired; couldn't find source, decompiled code seems to be more complex than I'd imagine is needed). However, placing PL fuses between batteries and the rest of the network, with one of mine connected to the part without batteries, produces a sensible interaction: PL fuses will trip, "disconnecting" batteries and preventing discharge (and explosion), then my fuse will trip and prevent the fire. I have not tested for mod load order, though.

Quote from: bigheadzach on November 04, 2018, 07:56:36 AM
In name, they did, but the fuses of Power Logic function differently from that of RT Fuses.

Correct. It's worth noting that PL fuses act closer to how fuses would work in real world, rather than being mechanically gamey, like mine (i.e., PL fuses prevent energy loss entirely, which is something I avoided, to allow for more interesting systems by way of synergy with RT Power Switch).
Title: Re: [1.0] RT Mods - woo, Not-early Access! (17.10.18)
Post by: omatkoicorko on November 04, 2018, 12:28:54 PM
are you going to release solar flare shield for steam?
Title: Re: [1.0] RT Mods - woo, Not-early Access! (17.10.18)
Post by: Ratys on November 04, 2018, 02:24:47 PM
Quote from: omatkoicorko on November 04, 2018, 12:28:54 PM
are you going to release solar flare shield for steam?

Yes (https://steamcommunity.com/sharedfiles/filedetails/?id=728315620), over two years ago.
Title: Re: [1.0] RT Mods - woo, Not-early Access! (17.10.18)
Post by: Canute on November 04, 2018, 02:44:19 PM
Ratys,
while you are here some words about the Power Switchs.
The evil devs add these 5W discharge to batteries now.
It is much trouble for the switch to enable on when the batteries are below 90% capacity ?
Title: Re: [1.0] RT Mods - woo, Not-early Access! (17.10.18)
Post by: Jiro on November 04, 2018, 07:39:48 PM
Quote from: Ratys on November 04, 2018, 08:47:30 AM
Quote from: 中村ジロ on November 03, 2018, 09:25:07 PM
Fuses got added to Power Logic recently, can I expect conflicts?

Did some testing, Power Logic fuses seem to be rather wonky, even if used alone (a lot of discrepancy in how networks are disconnected/connected when they trip or are repaired; couldn't find source, decompiled code seems to be more complex than I'd imagine is needed). However, placing PL fuses between batteries and the rest of the network, with one of mine connected to the part without batteries, produces a sensible interaction: PL fuses will trip, "disconnecting" batteries and preventing discharge (and explosion), then my fuse will trip and prevent the fire. I have not tested for mod load order, though.

Quote from: bigheadzach on November 04, 2018, 07:56:36 AM
In name, they did, but the fuses of Power Logic function differently from that of RT Fuses.

Correct. It's worth noting that PL fuses act closer to how fuses would work in real world, rather than being mechanically gamey, like mine (i.e., PL fuses prevent energy loss entirely, which is something I avoided, to allow for more interesting systems by way of synergy with RT Power Switch).
Wow, I really appreciate that! Thanks for the insight. But, could you draw a rough diagram of what you meant by the layout using RT Fuse and PL fuses together? I'm not sure I understand it. Thanks again!
Title: Re: [1.0] RT Mods - woo, Not-early Access! (17.10.18)
Post by: soshman on December 22, 2018, 04:38:49 AM
Hey guys, I'm new here. :)
I'd love to translate this mod into Polish. Anyone already doing it or can i try?
Title: Re: [1.0] RT Mods - woo, Not-early Access! (17.10.18)
Post by: Nylux on December 22, 2018, 02:21:40 PM
Sent a Pull Request for the french translation.


RT_Fuse :                   [100%] , awaiting merge.
RT_SolarFlareShield :    [100%] , awaiting merge.
RT_PowerSwitch :        [100%] , awaiting merge.
Title: Re: [1.0] RT Mods - woo, Not-early Access! (17.10.18)
Post by: aemeyer on March 05, 2019, 03:30:42 AM
Love these circuit breakers so much my colonists got married to one.
Title: Re: [1.0] RT Mods - woo, Not-early Access! (17.10.18)
Post by: Kobayashi on March 23, 2019, 10:51:28 PM
I like. Thank you
Title: Re: [1.0] RT Mods - woo, Not-early Access! (17.10.18)
Post by: Senio on May 16, 2019, 11:58:41 AM
About RT PowerSwitch
Can you help us support Multiplayer mod?
https://ludeon.com/forums/index.php?topic=69.0
Thanks.
Title: Re: [1.0] RT Mods - woo, Not-early Access! (17.10.18)
Post by: account13123 on May 16, 2019, 12:10:06 PM
I dunno if I'll use the flare shield, but fuses and battery backup circuits are simple things compared to much of the technology available in the game, and a common sense solution to some common electrical problems. Thanks for adding them in.
Title: Re: [1.0-1.1] RT Mods - what year is this?! (2020-02-26)
Post by: Ratys on February 26, 2020, 09:04:43 AM
The day I never expected has come. Time to update.




2020-02-26 CHANGELOG:




Quote from: Canute on November 04, 2018, 02:44:19 PM
Ratys,
while you are here some words about the Power Switchs.
The evil devs add these 5W discharge to batteries now.
It is much trouble for the switch to enable on when the batteries are below 90% capacity ?

I believe the changes I made with this update can cover that. And it only took this long, how about that.
Title: Re: [1.0-1.2] RT Mods - do people even still go to forums for mods? (2020-08-13)
Post by: Ratys on August 13, 2020, 04:05:44 PM
It happened again?.. Time to update.




2020-08-13 CHANGELOG:
Title: Re: [1.0-1.2] RT Mods - do people even still go to forums for mods? (2020-08-13)
Post by: mohreb on January 31, 2021, 05:13:03 PM
To answer the :
"Do people still go to forums for mods?"
Yes i personally largely prefer as it is easier to install for an offline (out of steam) version a mod from forum then from workshop of steam.
And i don't let a steam update (where half of my 50 mods update and other half does not) ruin my playthrough (again) ... so steam serves only as a glorified mod hub (with aditional hooks to use then the forum)
Title: Re: [1.0-1.2] RT Mods - do people even still go to forums for mods? (2020-08-13)
Post by: harpo99999 on January 31, 2021, 06:02:07 PM
I ONLY use forum mods, as I can not access or use boiled water, I prefer  ICE (solid water)
Title: Re: [1.0-1.2] RT Mods - do people even still go to forums for mods? (2020-08-13)
Post by: von_Gunter on February 09, 2021, 04:12:08 AM
Hi guys! Recently i've built my solar shield, but when solar flare appears, the shield simply doesn't work (there's a "lightning icon" above the shield like other electric devices have when affected by solar flare). It doesn't consume 25000w or produces heat like it should do. I double checked everything, everything seems correct. What can it be?
Title: Re: [1.0-1.2] RT Mods - do people even still go to forums for mods? (2020-08-13)
Post by: Ratys on February 09, 2021, 05:50:14 AM
Quote from: von_Gunter on February 09, 2021, 04:12:08 AM
Hi guys! Recently i've built my solar shield, but when solar flare appears, the shield simply doesn't work (there's a "lightning icon" above the shield like other electric devices have when affected by solar flare). It doesn't consume 25000w or produces heat like it should do. I double checked everything, everything seems correct. What can it be?

Interaction with other mods, and/or user error. Post your logs and some screenshots of your shield setup.
Title: Re: [1.0-1.2] RT Mods - do people even still go to forums for mods? (2020-08-13)
Post by: von_Gunter on February 09, 2021, 09:45:09 AM
should i post you the logs when solar flare appears?
Title: Re: [1.0-1.2] RT Mods - do people even still go to forums for mods? (2020-08-13)
Post by: Ratys on February 09, 2021, 09:54:18 AM
Quote from: von_Gunter on February 09, 2021, 09:45:09 AM
should i post you the logs when solar flare appears?

That would be ideal, yes.
Title: Re: [1.0-1.2] RT Mods - do people even still go to forums for mods? (2020-08-13)
Post by: von_Gunter on February 12, 2021, 11:54:02 AM
Finally I've encountered with another solar flare for you to make logs.
Though I'm 100% stupid at programming, but I tried to read the log by trying to find the key word "solar flare" in it. Could it be the problem?
I found the following:
XML error: Could not find parent node named "HitechMultiBase" for node "ResearchProjectDef". Full node: <ResearchProjectDef ParentName="HitechMultiBase"><defName>ResearchProject_RTMagneticShield</defName><label>solar flare shielding</label><description>Allows construction of a magnetic shield to protect electric devices in the entire colony from solar flares.

Also I attached the logs.
         
Title: Re: [1.0-1.2] RT Mods - do people even still go to forums for mods? (2020-08-13)
Post by: Ratys on February 13, 2021, 03:22:19 AM
Quote from: von_Gunter on February 12, 2021, 11:54:02 AM
Finally I've encountered with another solar flare for you to make logs.
...
Also I attached the logs.

You can trigger a solar flare with the debug menu on the world map, I'm pretty sure.

Right. The logs tell me that nothing should be wrong with my mod, you're running an old version of it, you have a lot of unrelated errors, something (SK mods?) is trying to butcher my mod, and in general your game looks like one of those messy mod packs that somehow sometimes broke things they barely touched. I don't know what to advise here.

Show me a screenshot of your base (I need to see your power lines, status of the power network, and the shield) so we can eliminate user error, then try swapping whatever version of the mod you're running with a fresh one (the freshest one - it supports all RimWorld versions between 1.0 and 1.2). This will probably break something else, because something is depending on my mod for some reason, but it's the correct thing to do.
Title: Re: [1.0-1.2] RT Mods - do people even still go to forums for mods? (2020-08-13)
Post by: Canute on February 13, 2021, 03:29:22 AM
QuoteYou can trigger a solar flare with the debug menu on the world map, I'm pretty sure.
Try it ! :-)
It isn't anymore at the incident (map) list.

von_Gunter,
i think Ratys is right do you use The HCSK modpack ?
https://github.com/skyarkhangel/Hardcore-SK
Then it is better you ask at the HCSK discord about it, because they use a custom version of the Solar shield mod. These modpack is very unique compared to regular mods.


But since you are using Rimworld 1.1 i don't think they can do anything because they allready released a version for 1.2 and i don't see any archive for 1.1.


Title: Re: [1.0-1.2] RT Mods - do people even still go to forums for mods? (2020-08-13)
Post by: Ratys on February 13, 2021, 09:52:22 AM
Quote from: Canute on February 13, 2021, 03:29:22 AM
Try it ! :-)
It isn't anymore at the incident (map) list.

Because it's a world incident. Go to world map, debug actions, then "Do incident (World)...", and there it is.
Title: Re: [1.0-1.2] RT Mods - do people even still go to forums for mods? (2020-08-13)
Post by: Canute on February 13, 2021, 10:22:18 AM
Doh, yeah i never went to the worldmap to check the debug actions, so i never notice the Do incident (World).
Title: Re: [1.0-1.2] RT Mods - do people even still go to forums for mods? (2020-08-13)
Post by: von_Gunter on February 13, 2021, 10:52:09 AM
Quote from: Ratys on February 13, 2021, 03:22:19 AM
Quote from: von_Gunter on February 12, 2021, 11:54:02 AM
Finally I've encountered with another solar flare for you to make logs.
...
Also I attached the logs.

You can trigger a solar flare with the debug menu on the world map, I'm pretty sure.

Right. The logs tell me that nothing should be wrong with my mod, you're running an old version of it, you have a lot of unrelated errors, something (SK mods?) is trying to butcher my mod, and in general your game looks like one of those messy mod packs that somehow sometimes broke things they barely touched. I don't know what to advise here.

Show me a screenshot of your base (I need to see your power lines, status of the power network, and the shield) so we can eliminate user error, then try swapping whatever version of the mod you're running with a fresh one (the freshest one - it supports all RimWorld versions between 1.0 and 1.2). This will probably break something else, because something is depending on my mod for some reason, but it's the correct thing to do.

Thanks guys for you replies!
I'm using modpack from the knows russian mode project Hardcore-SK. Basically this is my 3rd time using their modpack over the last 5 years and this is the only time I've encounteres with solar shield problem.
I'll post some screenshots of my base, but to be honest I don't want to change anything in my modepack rimworld not to destroy the game completely. May be I will try to install the latest version of solar shield mode. Can you give me the link where i can download it?

p.s. I wrote a few messages and created a new topic on hardcore-sk forum but it seems like it is no longer so popular nowadays, because after 10 days of my messages noone applied me yet.
Title: Re: [1.0-1.2] RT Mods - do people even still go to forums for mods? (2020-08-13)
Post by: von_Gunter on February 13, 2021, 11:08:17 AM
here's my google cloud folder with 3 screenshots

https://drive.google.com/drive/folders/11aqRfpVpt7B2h6dG71GnKCGyFq7ZujNN?usp=sharing
Title: Re: [1.0-1.2] RT Mods - do people even still go to forums for mods? (2020-08-13)
Post by: Canute on February 13, 2021, 11:27:27 AM
Before you download it (links are at the first posting) and install it, i would suggest you ask at the Discord channel of HCSK about it if they got some ideas.
The modpack changed many thing, and the devs of that modpack adjust all mod's they integrated, there isn't a garantee that the regular mod would work.
Title: Re: [1.0-1.2] RT Mods - do people even still go to forums for mods? (2020-08-13)
Post by: von_Gunter on February 13, 2021, 12:16:03 PM
Sure thing. Thanks a lot again guys!
Title: Re: [1.0-1.3] RT Mods - we should stop meeting like this ha ha (2021-07-19)
Post by: Ratys on July 19, 2021, 08:44:49 AM
What do you know, it keeps happening.




2021-07-19 CHANGELOG:
Title: Re: [1.4] RT Mods - it's just gonna keep happening innit (2022-10-21)
Post by: Ratys on October 22, 2022, 12:59:52 AM
It keeps happ- I made that joke last time, didn't I.




2022-10-21 CHANGELOG:




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