MOD NAME | CALLSIGN | VERSION | LATEST UPDATE | BRIEF DESCRIPTION | |
CORE MOD | |||||
CorePanda (https://ludeon.com/forums/index.php?topic=13400#msg129437) | CP | 14.04 | 8 Aug 16 | Adds a few basic gameplay features and acts as a base for other cuproPanda mods | |
MAIN MODS | |||||
Additional Joy Objects (https://ludeon.com/forums/index.php?topic=13400#msg130772) | AJO | 14.02 | 7 Aug 16 | Adds new objects and activities that bring joy to colonists. | |
Cupro's Drinks (https://ludeon.com/forums/index.php?topic=13400#msg130954) | CPD | 14.00 | 23 Jul 16 | Adds the ability to brew a variety of drinks. | |
Powerless! (https://ludeon.com/forums/index.php?topic=13400#msg131091) | POW | 14.00 | 23 Jul 16 | Adds small features for a starting colony, or one without power. | |
RimPharma (https://ludeon.com/forums/index.php?topic=13400#msg132242) | RPH | NO 15 | 23 Jul 16 | Adds new drugs to help with pain, focus, speed, and infections. | |
ADD-ONS | |||||
Soda Garden (https://ludeon.com/forums/index.php?topic=13400.msg244417#msg244417) | SOGA | A14 | 13 May 16 | (CPD) Sodas can use fruit from Vegetable Garden (https://ludeon.com/forums/index.php?topic=12934.0). | |
Unifier (https://ludeon.com/forums/index.php?topic=13400#msg129437) | UNI | 14.00 | 26 Jul 16 | Allows colonists to exchange modded resources of the same kind. Includes templates for custom recipes. | |
MICRO MODS | |||||
Zen Garden (https://ludeon.com/forums/index.php?topic=13400#msg132995) | ZEN | 14.00 | 23 Jul 16 | Adds various zen and rock garden themed decorations. | |
Ancient Amulets (https://ludeon.com/forums/index.php?topic=13400#msg132995) | AMU | 14.00 | 23 Jul 16 | Adds powerful amulets left over from an ancient civilization. | |
Expanded Power (https://ludeon.com/forums/index.php?topic=13400#msg132995) | EXP | 14.01 | 27 Jul 16 | Adds new power features and expands existing ones. | |
Corpse-Fired Generator (https://ludeon.com/forums/index.php?topic=13400#msg132995) | CFG | NO 15 | 23 Jul 16 | Allows burning of non-colonist corpses for fuel. | |
Cupro's Alloys (https://ludeon.com/forums/index.php?topic=13400#msg132995) | CAL | 14.00 | 23 Jul 16 | Adds new alloyed metals for creating buildings, weapons, and art. | |
Extra Floors (https://ludeon.com/forums/index.php?topic=13400#msg135940) | EXF | 14.00 | 23 Jul 16 | Adds new floors. | |
Quarry (https://ludeon.com/forums/index.php?topic=13400#msg135940) | QRY | 14.20 | 28 Jul 16 | Adds a quarry for collecting resources in flat terrain. | |
BrainMod (https://ludeon.com/forums/index.php?topic=13400#msg135940) | BRM | NO 15 | 23 May 16 | Adds BrainMod devices for giving traits to colonists. | |
Dwarven Crafts (https://ludeon.com/forums/index.php?topic=13400#msg135940) | DWC | 14.01 | 03 Aug 16 | Adds small things to craft and sell to traders. |
Full log available in the /About/Changelog.xml
14.04:
Fixed quern recipes showing up at stonecutters table
fixed quern rotation
14.03:
Added Quern for grinding resources without research
14.02:
Copper tiles no longer conflict with Industrialisation copper tiles
14.01:
Fixed chandelier placement for A14
14.00:
Updated to A14
Reduced well crafting time
Changed racks sizes to be 1x1, redrew graphics, adjusted stats
Added universal rack for storing just about everything - fancier than a 1x1 stockpile
Mudbricks require sand or clay
Building_Upgradable changed to CompUpgradeable for more usability
Added rubberized asphalt, terrain with enhanced move speed
Added clay recipe
Imported windows from POW
Added traders selling copper and rubber
Added furnace - allows for utility cooking recipes that don't belong at a stove
Added anti-fatigue mats - rubber mats to stand at while working. Provides comfort and boosts cleanliness
Colonists can look out windows to gain joy. Colonists with cabin fever gain more joy
Chandeliers can be traded with furniture traders
Vent is toggleable - control whether or not to allow air to equalize
Spectago grows in the wild
v13.3:
Copper spawns scattered around the map at worldgen
Tweaked mudbrick stats
Added Clay, dug up in shallow water or marshy soil
Clay replaces sand in mudbrick recipe
Added brick recipe
Reduced skill requirement for making mudbricks
Added glass
Added ItemSpawner - spawns a random quantity of a given item
Increased quartz commonality, quartz drops 8-35 pieces when mined
Added SafeToRemoveDefs - A set of folders to easily remove certain features that are not used by other mods
Fixed sink not properly updating room cleanliness
Fixed sink not giving cleaned thoughts to colonists
Added Building_Upgradable - allows WorkTables to be upgraded, optionally requiring research to do so
Full log available in the /About/Changelog.xml
14.02:
Fixed bulk tea recipe
14.01:
Perodyne can be stored in stockpiles
14.00:
Added tiered upgradable book storage - Book Rack, Bookshelf, Bookcase
Thurible no longer works outside
Thurible shows its area of effect
Added Arcade construction table
Empty arcades can be built
Arcade cartridges can be copied and installed into empty arcades
Painting and dartboard automatically minify themselves when their wall is missing
Removed go table and reversi table
Fixed book reading reportString
v3.21:
Tightened dartboard accuracy
Dartboard has "teams" (each player uses a different colored dart)
Dartboard shows standing area when selected
v3.20:
Requires corePanda v13.2
Fixed cross-mod naming conflicts
Full log available in the /About/Changelog.xml
14.00:
Renamed mod to Cupro's Drinks
Added Barrel - takes 8 days to brew 75 ingredients into 75 bottles of alcohol. Requires 10 fresh water buckets
Added Crate for storing 75 bottles of alcohol - stacks up to 2 for easy storage
Added barrel recipe for beer
Added barrel recipe for nigori
Added Whiskey
Added Vodka
Added Wine
Added Coffee plant, coffee beans
Added Coffee, restores 10% rest
Added Dead Eye Coffee, restores 20% rest, requires research
Added Decaf coffee, restores no rest, but provides joy
Thrumbo Energy Drink restores 30% rest instead of 25%
Colonists will prioritize drinking energy drinks to match their tiredness
Reworked drink groupings to be more organized
Lightened frassroot to resemble trees
Frassroot grows in the wild
v1.70:
Requires corePanda v13.2
Fixed cross-mod naming conflicts
Removed Thrumbo Energy joyGiver - colonists will only drink when tired or ordered
v1.60:
Renamed namespace, will conflict with older versions
Added CorePanda as a dependency, moved some assets (check corePanda changelog)
Colonists will automatically drink Thrumbo Energy if they are very tired and have at least 4 more hours to be awake
Added Spectago soda
Reduced soda costs
v13:
Updates will now be listed according to alpha version, only 1 update expected per alpha
updated recipes to support SODA v1.70
v1.20:
Updated recipes to support SODA v1.40
Code cleanup
Added syrup recipe for Vegetable Garden fruits
v1.10:
Added Gooseberry Soda
Added Cloudberry Soda
Added Fig Soda
Added Date Soda
v1.00:
Added Syrup recipe using sugar
Added Apple Soda
Added Banana Soda
Added Grape Soda
Added Orange Soda
Added Peach Soda
Added Pineapple Soda
Added Blueberry Soda
Added Watermelon Soda
Full log available in the /About/Changelog.xml
14.00:
Removed torches - now in base game
Removed grilled wood meals
Reworked charcoal pit - now chars wood unattended
Increased coldstone battery fuel to last 6 days
Removed windows - now in CorePanda
Forge requires research
Charcoal pit has built-in support for bamboo and rubber wood if their mods are installed
v2.20:
Requires corePanda v13.3
Window can be crafted using glass or fused quartz
The forge can be upgraded to a crucible forge, allowing smelting recipes
Added recipe to craft glass at the crucible forge
Fused quartz recipe now only available at the crucible forge
Removed Stonecutting research prerequisites, since CorePanda adds ways to make simple stones
Lowered minimum artistic quality for weapons, since they are hand-crafted
Tweaked various small stats
Stuffed grill using metallic and stony stuff
v2.10:
Requires corePanda v13.2
Fixed cross-mod naming conflicts
Turnip_Full is no longer food, since its only use is to be destroyed
Windows require fused quartz
Added recipe for making fused quartz using the forge
Added copper to various recipe costs
Torches can be deconstructed
Fences no longer require diggable terrain
Full log available in the /About/Changelog.xml
14.00:
Updated to A14
Removed granulation mill
Remade pill press
Simplified recipes, now only require harvested ingredient, slightly lessened crafting level
Plants grow in the wild
v2.23:
Prisoners can take anmibene if they are sick and it is stored inside the prison
Pawns won't take anmibene unitl their sickness has been discovered
v2.22:
Fixed conflicting rotting times on drugs
Sick colonists will automatically seek out anmibene and take it
v2.21:
Fixed cross-mod naming conflicts
Tweaked traders to sell more brain mods if BrainMod is installed
v2.14:
Fixed still missing base reference
v2.13:
Fixed reishi foodtype
Full log available in the /About/Changelog.xml
14.00:
Updated to A14
v1.30:
Requires corePanda 13.2
Moved gravel to corePanda
Fixed cross-mod naming conflicts
Full log available in the /About/Changelog.xml
14.00:
Updated to A14
v1.21:
Orbital traders buy/sell amulets
v1.20:
Fixed cross-mod naming conflicts
v1.13:
replaced missing base reference
v1.12:
Amulets now show up under apparel groupings - can be set to outfits
Full log available in the /About/Changelog.xml
14.01:
Rubberwood trees don't block adjacent planting
14.00:
Moved rubber to CorePanda
Added Rubber Tree - yields rubber wood and latex, can be baked into rubber
Rubber trees grow in the wild
v1.12:
Fixed copper spawning bug when using CorePanda 13.3
v1.11:
Added insulated cable research to clarify progression
Removed insulated cables from electric smithy build cost
Full log available in the /About/Changelog.xml
14.01:
Fixed issues, generator works properly now
14.00:
Updated to A14
v1.04:
Fixed cross-mod naming conflicts
v1.03:
disallowed animal corpses - there's probably a reason those animals are dead, and it's not for power
disallowed colonist corpses
Full log available in the /About/Changelog.xml
14.00:
Updated to A14
v1.02:
Fixed research in recipes
v1.01:
Reduced alloy costs by 75% for gold/silver
Refactored alloy sell prices
All alloys are listed as manufactured resources
Alloys require tiered research to unlock
v1.00:
Added Black bronze
Added Sterling silver
Added Rose gold
Added Black steel
Added Red steel
Added Blue steel
Full log available in the /About/Changelog.xml
14.00:
Updated to A14
v1.15:
Fixed cross-mod naming conflicts
v1.14:
replaced missing base reference
v1.13:
Renamed stone tiles to not overwrite the vanilla variants
v1.12:
Reduced cost of silver/gold plated tiles from 20 silver/gold to 3 silver/gold
v1.11:
fixed issue where floors were listed under the regular Floors tab
v1.10:
Updated to a13
Full log available in the /About/Changelog.xml
14.20:
Fixed previous issues - requires new save/world
Added QuarryResourceDef - allows for changing resource spawning
Quarry spawns rubble sometimes instead of chunks
Added gizmo to quadrants for switching to base quarry - double clicking isn't obvious
Moved hauling gizmo to base quarry since it affects the entire quarry
Deconstructing the quarry now returns most if not all wood used to build it
placing a quarry in dev mode no longer allows covering a steam geyser
Quarry output is defined in xml
Quarry output has multiple values for each resource - able to get a large amount, but more rare
14.12:
Fixed the issues with base saving/loading and placeworker
14.11:
Fixed the issue with quadrant saving/loading
14.10:
Slight speed optimizations
Quarry can be deconstructed (click twice to select entire quarry)
Added components to mineable things
14.00:
Readded support for mod ores: Industrialisation Copper
Fixed quarry rendering issue
Quarry quadrants display how many chunks/resources have been gathered
Full log available in the /About/Changelog.xml
v1.11:
Fixed issue preventing singular traits from being added
v1.10:
Made brain mod code more reliable
Added brain mods for removing traits
v1.00:
Added BrainMods, Neurotrainer-like devices for gaining traits
Full log available in the /About/Changelog.xml
14.01:
Crafts grouped under raw resources to allow trading
14.00:
Crafts are now listed as a crafting job
Crafts now grouped under manufactured
High quality recipes require a worker with lvl 8 crafting and lvl 5 artistic
Figurines can be made at the sculpting table
Crafts can be sold to furniture traders
High quality crafts made at the sculpting table
v1.01:
Mugs are made using stone blocks (20 mugs per chunk vs the old 1 per chunk)
Increased selling prices for non-precious crafts
Quote from: Adamiks on May 31, 2015, 02:14:45 PM
Nice. Now i can play MintCraft when playing Rimworld!
Quote from: dareddevil7 on May 31, 2015, 02:43:48 PM
half expecting lewd entertainment items to go with the lewd joy
Quote from: Killaim on May 31, 2015, 05:20:17 PM
the best joy mechanic ever
a table with
(img)
you are welcome
Quote from: Adamiks on May 31, 2015, 05:56:26 PMQuote from: Killaim on May 31, 2015, 05:20:17 PM
the best joy mechanic ever
a table with
(img)
you are welcome
So true ;D
Ahh.... humans, we think we're so smart be we can enjoy things like this ;D
Quote from: AllenWL on June 01, 2015, 04:59:07 AM
I prefer alcoholic drinks, but arcade sounds good too.
Now, all I need is is the visitors to have joy needs so I can open up a bar/arcade/inn/restaurant
Quote from: cuproPanda on June 02, 2015, 06:55:32 PM
Version 1.10 is out! Now there's an arcade machine for every skill, plus a bigger variety of tables!
Quote from: AllenWL on June 12, 2015, 02:57:06 AMdo you mean 'chocolate'?????
Ooh, that'd be nice. Though, I feel that paintings would be more of a beauty thing than joy thing.
Just wondering, but will you ever add consumable joy objects?
Quote from: AllenWL on June 12, 2015, 02:57:06 AM
Ooh, that'd be nice. Though, I feel that paintings would be more of a beauty thing than joy thing.
Just wondering, but will you ever add consumable joy objects?
Quote from: cuproPanda on June 12, 2015, 11:22:36 AMI guess. I was sorta imagining books to be a item then a colonist would pick up 'use' for joy, then put back, and stuff like really expensive drugs and such from traders.
I may go into consumables later, but I don't know. Mods like Finer Things do a pretty good job of handling joy consumables already (coffee, tobacco, and booze), plus I feel its rather cheap to consume something and instantly fill up half your joy meter. That being said, I may add some consumables in a later update, but for now I don't see a need for them.
Quote from: falcongrey on June 13, 2015, 12:41:33 AMI can make a patch file for that. Does it feel like points are gained too quickly? The main purpose is to combat the skill reduction, not to act as a leveling mechanic.
Only question I have about this mod: is there a way to turn off the skill gain from playing in the arcade or card games?
Quote from: AllenWL on June 13, 2015, 01:46:44 AM
I just realized, but all card tables boost research?Quote from: cuproPanda on June 12, 2015, 11:22:36 AMI guess. I was sorta imagining books to be a item then a colonist would pick up 'use' for joy, then put back, and stuff like really expensive drugs and such from traders.
I may go into consumables later, but I don't know. Mods like Finer Things do a pretty good job of handling joy consumables already (coffee, tobacco, and booze), plus I feel its rather cheap to consume something and instantly fill up half your joy meter. That being said, I may add some consumables in a later update, but for now I don't see a need for them.
Quote from: cuproPanda on June 13, 2015, 02:31:36 AMI was just thinking how having a bunch of different looking tables that pretty much have the same effect was kinda.. blandQuote from: AllenWL on June 13, 2015, 01:46:44 AM
I just realized, but all card tables boost research?
They do, so does chess. It's very slow, though. Think of how doing crossword puzzles or sudoku keeps your mind sharp; it's because you're using cognitive processes, not just staring blankly at a TV.
Quote from: AllenWL on June 13, 2015, 11:47:17 AMQuote from: cuproPanda on June 13, 2015, 02:31:36 AMI was just thinking how having a bunch of different looking tables that pretty much have the same effect was kinda.. blandQuote from: AllenWL on June 13, 2015, 01:46:44 AM
I just realized, but all card tables boost research?
They do, so does chess. It's very slow, though. Think of how doing crossword puzzles or sudoku keeps your mind sharp; it's because you're using cognitive processes, not just staring blankly at a TV.
Pity we don't have stuff like intellect or whatever.
Quote from: cuproPanda on June 13, 2015, 12:13:25 PMOn a side note, horseshoes and billiards boost shooting, and I think talking to people boosts social.Quote from: AllenWL on June 13, 2015, 11:47:17 AMQuote from: cuproPanda on June 13, 2015, 02:31:36 AMI was just thinking how having a bunch of different looking tables that pretty much have the same effect was kinda.. blandQuote from: AllenWL on June 13, 2015, 01:46:44 AM
I just realized, but all card tables boost research?
They do, so does chess. It's very slow, though. Think of how doing crossword puzzles or sudoku keeps your mind sharp; it's because you're using cognitive processes, not just staring blankly at a TV.
Pity we don't have stuff like intellect or whatever.
Agreed. Only having one table for colonists to sit down at and play either alone or together is also bland, though. It's more for aesthetic; the only reason any of the tables and arcades give skill points is because I saw the chess table gave a small amount of research. Not enough to level up to a legendary researcher, but enough that your level 12 researcher stays at level 12. I loved the idea, so I ran with it.
RimColony boosts Social, not Research, btw.
QuoteI did, and ill look into it. For some reason I never thought about that.
I was just thinking, but you put looking at pictures as a joy thing, right? How about statue-viewing as a joy activity?
Quote from: cuproPanda on June 13, 2015, 02:31:36 AMTo me it seemed more of an unballance. I mean sure, some games do give a little skill in real life, but in my view it shouldn't be enough to maintain experiance; slow perhaps. I've seen my colonests use games for joy very little so I feel there wouldn't really be that much of a skill drop when playing a game and the only time they heavily do games is when something stressful happened, like a siege. An optional patch file would be great. :)Quote from: falcongrey on June 13, 2015, 12:41:33 AMI can make a patch file for that. Does it feel like points are gained too quickly? The main purpose is to combat the skill reduction, not to act as a leveling mechanic.
Only question I have about this mod: is there a way to turn off the skill gain from playing in the arcade or card games?
Quote from: Adamiks on May 31, 2015, 02:14:45 PM
Nice. Now i can play MintCraft when playing Rimworld!
Quote from: nuschler22 on June 15, 2015, 10:16:34 PMYou can buy them from joy traders, exotic traders, and from bulk goods traders. Your best bet for quantity is bulk goods, and the most reliable is the joy trader.
I'm sure I'm missing it, but where do I find the pile of books? Do I have to make it? Buy it? Thanks. :)
Quote from: Ienkoron on June 16, 2015, 05:58:49 AM
Nice, books, I like books :)
Quote from: cuproPanda on June 15, 2015, 10:36:04 PMQuote from: nuschler22 on June 15, 2015, 10:16:34 PMYou can buy them from joy traders, exotic traders, and from bulk goods traders. Your best best for quantity is bulk goods, and the most reliable is the joy trader.
I'm sure I'm missing it, but where do I find the pile of books? Do I have to make it? Buy it? Thanks. :)
I wanted to add recipes for creating books, but most authors spend months writing books, so it just didn't seem to fit.
Quote from: 1000101 on June 17, 2015, 02:06:24 AMThat's one of the first things I plan on changing once I start writing code for the mod. I will either make reading tables scan the room they are in or I will make bookcases scan for social proper areas in the room - probably the former. Good idea for collecting books, I was just thinking of having generic titles. I might do a generic collection for general reading and specific books relating to skills.
If I may make a suggestion, make the reading tables "free" to build but only provide joy/skill based on quanity/types of bookselves in a radius or the room. It would require a little dll coding but it shouldn't be too hard. Plus, you can then have multiple book types for different purposes (each skill) so for people like me who like to collect, can work on building a "complete" library.
Anyway, great job on the mod, I've incorporated it into my personal modpile. :)
Quote from: Eisenwulf on June 18, 2015, 09:44:53 AMI would love to do that. One option would be to make a custom textured floor and different rock formations, sozu, koi ponds, etc. Joy jobs could include watching the koi, meditating, and enjoying the scenery. How hard? Probably not hard at all. I would probably break this into a separate mod, though, since it's more specific and themed.
How difficult would a Zen Garden be to create (mod-wise)? (and make the size scalable?)
Effects? ... beauty (obviously); mitigate poor mood?
Quote from: AllenWL on June 18, 2015, 09:52:57 AMMeh. Not really my thing. I like to think by the time people are advanced enough to get crashed on a foreign planet they are advanced enough to leave silly things like religions behind - at least most of them.
How about alters and shrines where colonists go en-mass to pray?
Quote from: Ienkoron on June 18, 2015, 11:11:44 AM
I seem to be having a problem with Bookshelves, I cannot place them down, everything else is fine tho....
Quote from: cuproPanda on June 18, 2015, 11:14:42 AM
I can confirm this problem. I'll get it fixed.
Quote from: Ienkoron on June 18, 2015, 11:27:04 AMQuote from: cuproPanda on June 18, 2015, 11:14:42 AM
I can confirm this problem. I'll get it fixed.
Ta muchly :) (starts dreaming of a library to match Alexandria :D )
Quote from: cuproPanda on June 18, 2015, 11:00:26 AMWell, a lot of the people are from medieval worlds or are club-toting tribesmen... and while religions are not for all, you're crashed on a deserted planet where people are trying to kill you every other week. I think that's a good time as any to start asking favors from a higher being. Doesn't cost us a thing, right? Besides, who doesn't like pushing the blame to higher forces?
Meh. Not really my thing. I like to think by the time people are advanced enough to get crashed on a foreign planet they are advanced enough to leave silly things like religions behind - at least most of them.
Quote from: AllenWL on June 20, 2015, 02:32:14 AMYou do raise a good point. I guess it all depends on what I'm doing when I'm writing code. Both examples -churches/mosques/etc and pets- will require some interesting c# work, and for now I'm trying to keep my mods limited to xml. I will get into c#, but I'm still very inexperienced and spending most of my day learning it, so I'm trying to wait. For the worship, I could set a timetable. It's not quite the same as weekly service, but it's similar. For the pets, limiting them to one room would be pretty simple, and giving a certain colonist a joy time to play with their pet would also be pretty easy. I'm surprised somebody hasn't made pets yet.Quote from: cuproPanda on June 18, 2015, 11:00:26 AMWell, a lot of the people are from medieval worlds or are club-toting tribesmen... and while religions are not for all, you're crashed on a deserted planet where people are trying to kill you every other week. I think that's a good time as any to start asking favors from a higher being. Doesn't cost us a thing, right? Besides, who doesn't like pushing the blame to higher forces?
Meh. Not really my thing. I like to think by the time people are advanced enough to get crashed on a foreign planet they are advanced enough to leave silly things like religions behind - at least most of them.
On another note, won't it be nice if colonists had pets? Not as entities, but like little fish in bowls and hamsters in cages you can buy then install in the colonist's rooms/assign a colonist to like beds, and they can go watch/play/feed/whatever with the pet and be happy.
Quote from: cuproPanda on June 20, 2015, 12:00:53 PMQuote from: AllenWL on June 20, 2015, 02:32:14 AMYou do raise a good point. I guess it all depends on what I'm doing when I'm writing code. Both examples -churches/mosques/etc and pets- will require some interesting c# work, and for now I'm trying to keep my mods limited to xml. I will get into c#, but I'm still very inexperienced and spending most of my day learning it, so I'm trying to wait. For the worship, I could set a timetable. It's not quite the same as weekly service, but it's similar. For the pets, limiting them to one room would be pretty simple, and giving a certain colonist a joy time to play with their pet would also be pretty easy. I'm surprised somebody hasn't made pets yet.Quote from: cuproPanda on June 18, 2015, 11:00:26 AMWell, a lot of the people are from medieval worlds or are club-toting tribesmen... and while religions are not for all, you're crashed on a deserted planet where people are trying to kill you every other week. I think that's a good time as any to start asking favors from a higher being. Doesn't cost us a thing, right? Besides, who doesn't like pushing the blame to higher forces?
Meh. Not really my thing. I like to think by the time people are advanced enough to get crashed on a foreign planet they are advanced enough to leave silly things like religions behind - at least most of them.
On another note, won't it be nice if colonists had pets? Not as entities, but like little fish in bowls and hamsters in cages you can buy then install in the colonist's rooms/assign a colonist to like beds, and they can go watch/play/feed/whatever with the pet and be happy.
Quote from: Beathrus on June 20, 2015, 06:23:39 PMThat's probably what I would do. Hassocks, mats, deity statues, etc. Keep it generic and inclusive. Frisbees may be complicated, since it forces two colonists to not only engage in the same activity at the same time, but also stand completely still(boring) or move in sync(complex pathfinding).Quote from: cuproPanda on June 20, 2015, 12:00:53 PMQuote from: AllenWL on June 20, 2015, 02:32:14 AMYou do raise a good point. I guess it all depends on what I'm doing when I'm writing code. Both examples -churches/mosques/etc and pets- will require some interesting c# work, and for now I'm trying to keep my mods limited to xml. I will get into c#, but I'm still very inexperienced and spending most of my day learning it, so I'm trying to wait. For the worship, I could set a timetable. It's not quite the same as weekly service, but it's similar. For the pets, limiting them to one room would be pretty simple, and giving a certain colonist a joy time to play with their pet would also be pretty easy. I'm surprised somebody hasn't made pets yet.Quote from: cuproPanda on June 18, 2015, 11:00:26 AMWell, a lot of the people are from medieval worlds or are club-toting tribesmen... and while religions are not for all, you're crashed on a deserted planet where people are trying to kill you every other week. I think that's a good time as any to start asking favors from a higher being. Doesn't cost us a thing, right? Besides, who doesn't like pushing the blame to higher forces?
Meh. Not really my thing. I like to think by the time people are advanced enough to get crashed on a foreign planet they are advanced enough to leave silly things like religions behind - at least most of them.
On another note, won't it be nice if colonists had pets? Not as entities, but like little fish in bowls and hamsters in cages you can buy then install in the colonist's rooms/assign a colonist to like beds, and they can go watch/play/feed/whatever with the pet and be happy.
To be honest, you don't have to give a 'name' to a religion. I mean, my colonist sometimes 'prays' for joy. So why not keep religious stuff simple, like just 'altar' and 'mat' Mat is something they can sit on, choose to meditate, or pray; and altar they can pray at? Like small, 1 block things or modular. So you can make big or small altars. And also, statues; 'Religious Statue'. So whatever the players religion is, they can choose.
Also, as more 'advanced' fun, why not Frisbee?
Quote from: cuproPanda on June 21, 2015, 08:21:29 PM
v2.10 is out! Added a rainbow flower for paint and tea, plus random fixes and balances
Quote from: Beathrus on June 21, 2015, 08:58:57 PMIt should be working. Bitly shows 8 downloads and the link works for me... I don't know why it isn't working.Quote from: cuproPanda on June 21, 2015, 08:21:29 PM
v2.10 is out! Added a rainbow flower for paint and tea, plus random fixes and balances
I tried to get it, but it always fails. :/ I don't think Google Drive likes me.
Quote from: cuproPanda on June 21, 2015, 09:08:48 PMQuote from: Beathrus on June 21, 2015, 08:58:57 PMIt should be working. Bitly shows 8 downloads and the link works for me... I don't know why it isn't working.Quote from: cuproPanda on June 21, 2015, 08:21:29 PM
v2.10 is out! Added a rainbow flower for paint and tea, plus random fixes and balances
I tried to get it, but it always fails. :/ I don't think Google Drive likes me.
EDIT: I tested on another computer that isn't logged in, that works too. Is anyone else having this problem?
Quote from: cuproPanda on May 31, 2015, 01:41:47 PMAdditional Joy Objects(http://s7.postimg.org/w90132ckb/AJOshot_V2_00.png)
Description:
This mod adds new objects and activities that bring joy to colonists.
NOTE: Most of the objects in this mod slowly give points in different skills. This is not to gain levels, but to prevent levels from being lost when those skills are not being used. For example, a doctor can practice their medical knowledge in Trauma Vendor to make sure they don't forget anything during those long months with no injuries.
The skill point gain shouldn't cause colonists to gain levels, but there is an optional patch file that prevents any skill point gain if you would prefer to use it.
Items Added:
Pile of Books: Crafting ingredient for the Reading Table and Bookcase. Purchased from Joy Traders, Exotic Traders, and Bulk Goods Traders
Painting Supplies: Crafting ingredient for the Easel. Purchased from Joy Traders, Exotic Traders, and Bulk Goods Traders
Rainbow Petals: Harvested from the Spectago flower, these petals can be brewed into paint or tea. Yum!
Objects Added:
Go Table: Similar to the chess table, provides colonists with another game to play while keeping their research up.
Reversi Table: Similar to the chess table, provides colonists with another game to play while keeping their research up.
Card Table: A table perfect for a colonists bedroom or for an entertainment room. Keeps research up.
RimColony: A special board game purchased from traders. Keeps social up.
Bookcase: Decorative object that provides beauty.
Reading Table: A table for a colonist to read books at. Provides passive joy.
Easel: Can be used to craft paintings, and colonists can also doodle on it (meditative joy).
Painting: Provides a small amount of beauty and joy for colonists. Be careful! An untalented artist can make an ugly painting!
Arcade, Rum Swirled: Entertains colonists while keeping their construction up.
Arcade, MintCraft: Entertains colonists while keeping their crafting up.
Arcade, Halva Life: Entertains colonists while keeping their shooting up.
Arcade, Elder Scones: Entertains colonists while keeping their melee up.
Arcade, Baguettris: Entertains colonists while keeping their research up.
Arcade, Cooking Baba: Entertains colonists while keeping their cooking up.
Arcade, Plants Vs. Salamis: Entertains colonists while keeping their growing up.
Arcade, Psycho Knots: Entertains colonists while keeping their artistic up.
Arcade, Speltunky: Entertains colonists while keeping their mining up.
Arcade, The Zimz: Entertains colonists while keeping their social up.
Arcade, Trauma Vendor: Entertains colonists while keeping their medicine up.
All arcade cabinets are purchased from pleasure cruisers or exotic goods traders and consume 250W of power.
Author
cuproPanda
ChangelogCode Select
v2.10:
Added unfinished painting
Balanced painting time
Added credits list for paintings used
Painting supplies now stack to 10
Easel only costs wood to build; paintings cost 1 painting supplies + 1 cloth
Added spectago flower for paint making
Added tea made from the spectago petals
v2.02:
Fixed issue with Bookcase being unplaceable.
v2.01:
Fixed RimColony reportString to correctly show current activity.
v2.00:
Added Bookcase, Reading Table, Easel, Painting, Painting Supplies, Pile of Books, and Pleasure Cruiser(trader).
Arcades no longer require stool, can now be rotated.
[bug] paintings cannot be rotated. This is likely due to an issue with Graphic_Random and will be fixed in a future update.
Added optional patch removing skill gain
v1.20:
Updated to Alpha 11, finishing v2 features.
v1.10:
Added reversi table, card table, RimColony, and 7 arcades
v1.00:
Initial release for Alpha 10. Includes go table and 4 arcades
Download
(Alpha 11)
v2.10
http://bit.ly/1eBQmQ4
v2.02 (Bugfix, see changelog)
http://bit.ly/1TxBEt9
v2.01 (Bugfix, see changelog)
http://bit.ly/1TkopvV
v2.00
http://bit.ly/1B8Zc1Q
v2.xx Skill Patch (Optional, removes skill gain)
http://bit.ly/1dE6QpR
v1.20
http://bit.ly/1cNZ9wu
(Alpha 10)
v1.10
http://bit.ly/1BNagfA
v1.00
http://bit.ly/1JpOC96
How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.
Installing the skill patch:
- Navigate to the RimWorld/Mods/AdditionalJoyObjects/Defs/JobDefs folder.
- Delete the old Jobs_AJO.xml and replace it with the new one.
- Objects from this mod will no longer give a skill bonus
Quote from: DizzyCrash on June 26, 2015, 12:35:06 PMNothing requires researching as of v2.1Quote from: cuproPanda on May 31, 2015, 01:41:47 PM
-OP-
Do I need to craft these objects? They are not appearing in my game and I am wondering if I need to research them?
Quote from: cuproPanda on June 26, 2015, 02:59:54 PMCan there be a version without the Arcades? I tried going into the XML files and deleting all the stats for the things that said arcade but didnt seem to work, infact nothing is appearing now, I dont claim to understand how to mod this game, i was taking the dwarf fortress approuch to modding, "Delete the words, it deletes the object" but now I am assuming its much more complex than that... I really like the tables and book shelves and think its all wonderful but I dont like the feel of the arcades and such and it clutters up the menus.Quote from: DizzyCrash on June 26, 2015, 12:35:06 PMNothing requires researching as of v2.1Quote from: cuproPanda on May 31, 2015, 01:41:47 PM
-OP-
Do I need to craft these objects? They are not appearing in my game and I am wondering if I need to research them?
The Go Table, Reversi Table, Card Table, Bookcase, Reading Table, and the Easel are all found within the Architect. Most are under the Joy tab, but the Production and Furniture tab are also used. As for the arcades and RimColony, they are only purchased from traders. If you are unable to find them still, make sure the mod is enabled in the main menu and the /Rimworld/Mods folder contains the extracted AdditionalJoyObjects folder
Quote from: DizzyCrash on June 26, 2015, 04:41:59 PM1) Delete the 11 arcade textures from /Textures/Things/Buildings/JoyQuote from: cuproPanda on June 26, 2015, 02:59:54 PMCan there be a version without the Arcades? I tried going into the XML files and deleting all the stats for the things that said arcade but didnt seem to work, infact nothing is appearing now, I dont claim to understand how to mod this game, i was taking the dwarf fortress approuch to modding, "Delete the words, it deletes the object" but now I am assuming its much more complex than that... I really like the tables and book shelves and think its all wonderful but I dont like the feel of the arcades and such and it clutters up the menus.Quote from: DizzyCrash on June 26, 2015, 12:35:06 PMNothing requires researching as of v2.1Quote from: cuproPanda on May 31, 2015, 01:41:47 PM
-OP-
Do I need to craft these objects? They are not appearing in my game and I am wondering if I need to research them?
The Go Table, Reversi Table, Card Table, Bookcase, Reading Table, and the Easel are all found within the Architect. Most are under the Joy tab, but the Production and Furniture tab are also used. As for the arcades and RimColony, they are only purchased from traders. If you are unable to find them still, make sure the mod is enabled in the main menu and the /Rimworld/Mods folder contains the extracted AdditionalJoyObjects folder
How hard would it be to remove the arcades?
Quote from: cuproPanda on June 26, 2015, 06:10:39 PMQuote from: DizzyCrash on June 26, 2015, 04:41:59 PM1) Delete the 11 arcade textures from /Textures/Things/Buildings/JoyQuote from: cuproPanda on June 26, 2015, 02:59:54 PMCan there be a version without the Arcades? I tried going into the XML files and deleting all the stats for the things that said arcade but didnt seem to work, infact nothing is appearing now, I dont claim to understand how to mod this game, i was taking the dwarf fortress approuch to modding, "Delete the words, it deletes the object" but now I am assuming its much more complex than that... I really like the tables and book shelves and think its all wonderful but I dont like the feel of the arcades and such and it clutters up the menus.Quote from: DizzyCrash on June 26, 2015, 12:35:06 PMNothing requires researching as of v2.1Quote from: cuproPanda on May 31, 2015, 01:41:47 PM
-OP-
Do I need to craft these objects? They are not appearing in my game and I am wondering if I need to research them?
The Go Table, Reversi Table, Card Table, Bookcase, Reading Table, and the Easel are all found within the Architect. Most are under the Joy tab, but the Production and Furniture tab are also used. As for the arcades and RimColony, they are only purchased from traders. If you are unable to find them still, make sure the mod is enabled in the main menu and the /Rimworld/Mods folder contains the extracted AdditionalJoyObjects folder
How hard would it be to remove the arcades?
2) Delete the /Defs folder (or move it to the desktop as a backup)
3) Extract the attached folder to /AdditionalJoyObjectsV2.1/
This should fix the problem. I am currently unable to test if it works because I am on my Craptop® which can't handle running the game. The only thing to keep in mind when removing stuff from mods is that there are multiple references to each object in multiple files, so for removing the arcades I removes the references in Buildings, Jobs, JoyGivers, etc. as well as removing the textures. just make sure you remove the entire XML block, too.
Quote from: DizzyCrash on June 26, 2015, 07:56:04 PMlol thanks! It's no problem, just a small change that allows people to enjoy the mod more :)Quote from: cuproPanda on June 26, 2015, 06:10:39 PMQuote from: DizzyCrash on June 26, 2015, 04:41:59 PM1) Delete the 11 arcade textures from /Textures/Things/Buildings/JoyQuote from: cuproPanda on June 26, 2015, 02:59:54 PMCan there be a version without the Arcades? I tried going into the XML files and deleting all the stats for the things that said arcade but didnt seem to work, infact nothing is appearing now, I dont claim to understand how to mod this game, i was taking the dwarf fortress approuch to modding, "Delete the words, it deletes the object" but now I am assuming its much more complex than that... I really like the tables and book shelves and think its all wonderful but I dont like the feel of the arcades and such and it clutters up the menus.Quote from: DizzyCrash on June 26, 2015, 12:35:06 PMNothing requires researching as of v2.1Quote from: cuproPanda on May 31, 2015, 01:41:47 PM
-OP-
Do I need to craft these objects? They are not appearing in my game and I am wondering if I need to research them?
The Go Table, Reversi Table, Card Table, Bookcase, Reading Table, and the Easel are all found within the Architect. Most are under the Joy tab, but the Production and Furniture tab are also used. As for the arcades and RimColony, they are only purchased from traders. If you are unable to find them still, make sure the mod is enabled in the main menu and the /Rimworld/Mods folder contains the extracted AdditionalJoyObjects folder
How hard would it be to remove the arcades?
2) Delete the /Defs folder (or move it to the desktop as a backup)
3) Extract the attached folder to /AdditionalJoyObjectsV2.1/
This should fix the problem. I am currently unable to test if it works because I am on my Craptop® which can't handle running the game. The only thing to keep in mind when removing stuff from mods is that there are multiple references to each object in multiple files, so for removing the arcades I removes the references in Buildings, Jobs, JoyGivers, etc. as well as removing the textures. just make sure you remove the entire XML block, too.
Man you are a cool modder helping people out upon request like that, and so quickly, i actually am really really thankful!
Quote from: cuproPanda on July 01, 2015, 12:28:50 AM:) Looks nice! Glad I suggested it...
Released version 0.10 of Zen Garden! I'm very busy recently, so it'll be a while before this becomes a well-rounded mod. For now, try it out and let me know what you think! Share some screenshots of your designs!
Quote from: Eisenwulf on July 01, 2015, 01:32:30 AMIndeed. I'm excited to see how v1 turns out! I've always been a fan of zen themes and rock gardensQuote from: cuproPanda on July 01, 2015, 12:28:50 AM:) Looks nice! Glad I suggested it...
Released version 0.10 of Zen Garden! I'm very busy recently, so it'll be a while before this becomes a well-rounded mod. For now, try it out and let me know what you think! Share some screenshots of your designs!
Quote from: Riot Lightbulb on July 02, 2015, 11:52:34 AMNo research required, it should always be available at the cooking stove. Are you using a mod that changes the vanilla cooking stove? It's working fine for me...
How do you brew tea? I've grown the plants, harvested the leaves, researched brewing, got a brewing bench, but can only make beer. I dont see any other research i need or anything else to build. No new recipes on cook stove either.
Quote from: cuproPanda on July 02, 2015, 12:30:39 PM
No research required, it should always be available at the cooking stove. Are you using a mod that changes the vanilla cooking stove? It's working fine for me...
Quote from: coffe15211 on July 12, 2015, 02:45:33 PMFixed. Issue was caused by Tynan removing unfinished object jobs. New version available.
Hey, I've been having a weird glitch with AJO. When starting a new colony, at least one colonist will stand still doing nothing unless drafted. They won't attempt to eat or sleep, and right-clicking things with them selected doesn't pull up any menus. I've checked, and it's caused by AJO. Is there any way to fix it on my end, or will I need to wait for an update?
Quote from: Topper on July 17, 2015, 12:40:05 AMDownload v2.11. Alpha 11b removed the need for unfinished workgivers, so anything prior to v2.11 causes this error
I'm getting a single error warning loading this up. something about work giver unfinished things. It causes the right click menu to not work.
Quote from: harpo99999 on July 19, 2015, 03:48:44 AMIt appears paintings were being sorted as Items>Furniture>Furniture. I fixed it in v2.12, now shows up under Items>Art>Painting
I have noticed an issue regarding the produced paintings that I want to sell, ie how do I specify paintings in the storage area?, I did find unfinished paintings, but no finished paintings even under the artworks area
Quote from: dareddevil7 on July 28, 2015, 11:35:52 PMCertainly. I'm not currently working on the mod, just providing fixes and updates. I'll be adding more stuff later, though. A lewd version of paintings sounds pretty interesting.
Is a poster made from a magazine trifold a possibility for lewd joy?
Quote from: Vas on July 29, 2015, 04:38:21 AMAh! It seems I was doing some testing on the wrong copy. I fixed it in v2.13, sorry about that
The Elder Scones object appears to have a graphic that's too long, as if the item is 1x1 but the graphic is 2x1.
Quote from: LanMc on August 25, 2015, 11:11:34 AMGlad to hear it, thank you!
Thank you so much, I love this mod!
Quote from: BadBlanket on September 02, 2015, 04:07:19 PM
Hello! Your mod is really awesome but I think I encountered a bug with it.
My game is heavily modded. By the time I got done with them and started my game I noticed that I could not grow Xerigium or Hops. I figured there'd be some sort of conflict so I stripped my game of all mods and remade the world and tried in base game. I was able to grow Xerigium and Hops then (both locations were Temperate Forest). Your mod was really the only one that had any aspect in growing not including the tilled soil mod (which is more of a floor tile anyways). I removed your mod and was able to grow Xerigium and Hops just fine. I downloaded your mod just the other day so I'm pretty sure it's the newest version of it.
I'm not sure if there is a mod conflict with another mod but, again, yours the only one that has any focus on growing directly.
Here are some screenshots first being with your mod enabled and the second without (all of the other mods were still there):
http://i.imgur.com/KJZt9db.png?1
http://i.imgur.com/8hzz1CR.png?1
Quote from: cuproPanda on September 02, 2015, 04:25:17 PM
This is really strange. I played a few hours of vanilla 12d(with AJO), and yesterday started playing a few hours with just a few additional mods, both growing Spectago(as well as xerigium, with hops available) and not having any problems. I looked over what I have for the plants, and I don't see anything that should cause a conflict either with vanilla or a mod. I'll download Tilled Soil and test it, but I suspect the problem lies with that mod, since the author might not have included compatibility with this mod. On that, though, the conflict should affect the Spectago flower only -not Xerigium and Hops.
Quote from: BadBlanket on September 02, 2015, 04:41:22 PMNo problem! I was really confused; I just finished looking over everything and couldn't find anything wrong. Hopefully it stays fixed for you!Quote from: cuproPanda on September 02, 2015, 04:25:17 PM
This is really strange. I played a few hours of vanilla 12d(with AJO), and yesterday started playing a few hours with just a few additional mods, both growing Spectago(as well as xerigium, with hops available) and not having any problems. I looked over what I have for the plants, and I don't see anything that should cause a conflict either with vanilla or a mod. I'll download Tilled Soil and test it, but I suspect the problem lies with that mod, since the author might not have included compatibility with this mod. On that, though, the conflict should affect the Spectago flower only -not Xerigium and Hops.
I just re-enabled the mod (Didn't touch any other things) and restarted the world again and it's working now. I'm not really sure what's going on and it might not be your mod. There might be a conflict with some other mods or a mod failed to load properly. I'll play around with it. Thank you for your quick response and I'll let you know if I do find a conflict with any specific mods.
Quote from: Senacharim on September 06, 2015, 08:08:54 PMHow about now? All it needed was a few lines changed, 0.13 works with 12d! I'll try to have more content added next weekend.
Hi!
I super want to try out the Zen mod--are we going to see a alpha 12 update?
Quote from: deadlydullahan on September 11, 2015, 12:33:18 AMAdditional Joy Objects has Thrumbo energy which increases consciousness and manipulation -possibly movement too but I don't remember and I'm on mobile. For Soda Brewing, Koka and Peppi boost stats (Peppi boosts sight, manipulation, consciousness, and movement). I will likely move Thrumbo Energy over to Soda Brewing in a later update since it fits better there.
Any plans for sodas that may give temporary stats? Such as an energy soda which temporarily increases movement speed or something along the lines of that? Not sure how difficult such a thing would be to code; just a thought though ;D
Quote from: cuproPanda on September 11, 2015, 01:59:48 AMQuote from: deadlydullahan on September 11, 2015, 12:33:18 AMAdditional Joy Objects has Thrumbo energy which increases consciousness and manipulation -possibly movement too but I don't remember and I'm on mobile. For Soda Brewing, Koka and Peppi boost stats (Peppi boosts sight, manipulation, consciousness, and movement). I will likely move Thrumbo Energy over to Soda Brewing in a later update since it fits better there.
Any plans for sodas that may give temporary stats? Such as an energy soda which temporarily increases movement speed or something along the lines of that? Not sure how difficult such a thing would be to code; just a thought though ;D
Quote from: AllenWL on September 11, 2015, 02:53:27 AM
So, I had some sick colonists snap in the hospital and go berserk due to the lack of joy, being sick, and various other things, which got me thinking....
Could it be possible to add a joy object that colonists can do while healing up? Like putting a television in the hospital or a bedside board game of sorts to keep your people entertained while they are recovering from injuries and sickness.
Quote from: WHiZ on September 13, 2015, 02:46:00 PMI would if I could. I check every update to see if Tynan added a new feature I could use to do this, but from what I can tell its not currently possible. If I allow rotation, the painting stays the same but the interaction cell moves. Basically, the painting only ever attaches to the north wall. So, to reduce confusion, I disabled rotating.
Can you please add where we can rotate paintings?
Quote from: ratboys on September 19, 2015, 02:01:31 AMThank you!
zen garden looks so beautiful, i love it so much! thank you its my favorite mod now.
Quote from: AllenWL on September 19, 2015, 08:01:34 AMThat's the thought. I lined up a few colonists who triple-dosed to test it out: they all went from ~ 15% pain to dead. Keep in mind, the Perodyne does make it harder for them to stay conscious, so getting shot/stabbed in the head might incapacitate them if it doesn't kill them. Also, they would be happier, so you wouldn't have to worry about the serious mood debuff from them standing around for a while and getting shot. It might be a good idea to keep a small stash near an outpost/killbox, so colonists can top off their dosage. Like most pills, Perodyne takes about a year to break down, so keeping them in a small shack with a table and chair + survival meals is perfect.
Say, if perodyne are painkillers, what happens if I have some colonist eat a few of them before they go out to battle? Will they not be incapacitated by pain until the drug wears off?
Quote from: cuproPanda on September 19, 2015, 12:05:42 PMmy only problems with the mod is the slow movement on gravel but i can understand it, and the border path isn't modular (can't make 2x2 paths without the middle border.) gravel works as a good security tool tho! just wish i could pave my roads with it looks very nice.
Thank you!
Quote from: ratboys on September 19, 2015, 03:16:08 PMQuote from: cuproPanda on September 19, 2015, 12:05:42 PMmy only problems with the mod is the slow movement on gravel but i can understand it, and the border path isn't modular (can't make 2x2 paths without the middle border.) gravel works as a good security tool tho! just wish i could pave my roads with it looks very nice.
Thank you!
Quote from: Tekuromoto on September 21, 2015, 11:41:34 PMThanks! I really enjoy making mods and adding new content to a game I like :)
Thanks for these mods, cuproPanda. I especially like the bookcases and reading tables.
I have one question (which isn't actually related to your work ::)): in your screenshots you've got various things (sodas, medicine) stored in storage racks. What mod are you using to let you store things other than weapons and apparel in your racks?
Quote from: dismar on September 22, 2015, 05:13:58 PMThanks! I was really disappointed there weren't more fruits in the base game :-\
I personally love the Soda pop mod. And of course the Look of the New pops using my garden!
Quote from: Cornuthaum on September 27, 2015, 12:06:41 PMTempera paint needs to be researched, and then becomes available at the regular(vanilla/unmodded) stove
Two questions:
A.) Where do I make Tempera paint?
B.) Where do I grind Gravel?
I must be afflicted with a bad case of the blindness.
Quote from: dareddevil7 on October 02, 2015, 07:07:25 PMI'll consider an optional all-in-one. The frequency of my updates make it seem like it would be more trouble than it's worth, both for me and users.
Could you put all the mods into one file, I wish to not have to down load many things
Quote from: Tekuromoto on October 02, 2015, 09:15:19 PMThis problem shouldn't have happened, since their trade tags list them as artifacts. They are apparel, though, which makes them more common. I'll definitely look into this
I started a new game with Amulets and Crash Landing (https://ludeon.com/forums/index.php?topic=8967.0) and hoo-boy - free amulets galore!
Is there a way to maybe make patch so that amulets don't appear in the crash landing pods? I presume the stuff that pops out in a crash landing is taken from the same lists as traders' stock, so maybe it's not possible... ?
ps, thanks for having all your mods available separately, I appreciate not having to download surplus stuff I don't want to use. :P
Quote from: dareddevil7 on October 02, 2015, 07:07:25 PM
Could you put all the mods into one file, I wish to not have to down load many things
Quote from: flankspeed on October 09, 2015, 06:43:12 AMQuote from: dareddevil7 on October 02, 2015, 07:07:25 PM
Could you put all the mods into one file, I wish to not have to down load many things
Personally I like be able to chose only the mods I want to use.
Bug Report- Pawns will feed pharma drugs to animals when taming. I have seen them fetch painkillers and feed them to an alpaca. Not a big deal just "forbid" your pawns from using them after they are stored away. You can always manual force them to eat them if they are sick etc. But I thought you should know about the bug.
Quote from: cuproPanda on October 09, 2015, 12:05:03 PM
The issue with animal taming has been known for a while, but I'm afraid there's nothing I can do about it; the colonists just assume anything consumable can be given to animals, including beer and chocolate. Maybe in A13 this will be different, but until then that's what I do - forbid the drugs once hauled.
Quote from: flankspeed on October 10, 2015, 12:47:12 AMQuote from: cuproPanda on October 09, 2015, 12:05:03 PM
The issue with animal taming has been known for a while, but I'm afraid there's nothing I can do about it; the colonists just assume anything consumable can be given to animals, including beer and chocolate. Maybe in A13 this will be different, but until then that's what I do - forbid the drugs once hauled.
-face palm- I just noticed you already had it listed it in the Known Issues section of the mod. Sorry
Quote from: Dave-In-Texas on October 10, 2015, 05:49:43 AM
I discovered to my amusement that my animals seem to prefer seltzer to hay/grass etc. Quite handy in the middle of winter when something causes food to run low and steel is plentiful.
Quote from: cuproPanda on October 10, 2015, 01:02:35 PMQuote from: flankspeed on October 10, 2015, 12:47:12 AMQuote from: cuproPanda on October 09, 2015, 12:05:03 PM
The issue with animal taming has been known for a while, but I'm afraid there's nothing I can do about it; the colonists just assume anything consumable can be given to animals, including beer and chocolate. Maybe in A13 this will be different, but until then that's what I do - forbid the drugs once hauled.
-face palm- I just noticed you already had it listed it in the Known Issues section of the mod. Sorry
Actually, I just added that after you mentioned it. I meant to add it earlier, but I forgot to.Quote from: Dave-In-Texas on October 10, 2015, 05:49:43 AM
I discovered to my amusement that my animals seem to prefer seltzer to hay/grass etc. Quite handy in the middle of winter when something causes food to run low and steel is plentiful.
This is similar to the issue above. Are the animals getting full from them? Sodas being consumed is an issue with the way consumables are handled in the base game, since every consumable is considered animal-safe.
Quote from: Dave-In-Texas on October 10, 2015, 03:53:01 PMQuote from: cuproPanda on October 10, 2015, 01:02:35 PMQuote from: flankspeed on October 10, 2015, 12:47:12 AMQuote from: cuproPanda on October 09, 2015, 12:05:03 PM
The issue with animal taming has been known for a while, but I'm afraid there's nothing I can do about it; the colonists just assume anything consumable can be given to animals, including beer and chocolate. Maybe in A13 this will be different, but until then that's what I do - forbid the drugs once hauled.
-face palm- I just noticed you already had it listed it in the Known Issues section of the mod. Sorry
Actually, I just added that after you mentioned it. I meant to add it earlier, but I forgot to.Quote from: Dave-In-Texas on October 10, 2015, 05:49:43 AM
I discovered to my amusement that my animals seem to prefer seltzer to hay/grass etc. Quite handy in the middle of winter when something causes food to run low and steel is plentiful.
This is similar to the issue above. Are the animals getting full from them? Sodas being consumed is an issue with the way consumables are handled in the base game, since every consumable is considered animal-safe.
indeed it is. they get some food value from it but are not getting full. i didn't try to quantify it when i noticed it but i did notice they were somewhere around 1/2 to 2/3 full if memory serves.. no idea what food level they were at before feeding - although the way they ALL swarmed the seltzer they may have been quite hungry. i've since adjusted where the soda is stored so now its the colonists who get to swarm it :)
Quote from: TLHeart on October 10, 2015, 06:18:49 PM
Food tray storage racks with CCL work great for storing food, and keeps them from spoiling. The CCL even has the code for the food storage tray to work with alpha 12.
Quote from: TLHeart on October 10, 2015, 06:56:43 PMIt still gave me a countdown, and then the food disappeared. Expanded Storage was the other mod I tried, btw. Even with the code you provided, the same problems happens. Are you using CCL 12.3b?
here is the modified code I am using that works, no 5 day countdown.
Quote from: Philliyo on October 11, 2015, 12:26:49 PMI don't have silicon or heavy power cables in any of my mods. Sounds like an issue with Mechanical Defense (https://ludeon.com/forums/index.php?topic=7380.0) if memory serves.
Loving this pack so far, but I have a question.....
Where do you get the silicon to build the heavy power cable, the stuff you can make in the smelter isnt the correct silicon.
Quote from: cuproPanda on October 11, 2015, 02:33:49 PMQuote from: Philliyo on October 11, 2015, 12:26:49 PMI don't have silicon or heavy power cables in any of my mods. Sounds like an issue with Mechanical Defense (https://ludeon.com/forums/index.php?topic=7380.0) if memory serves.
Loving this pack so far, but I have a question.....
Where do you get the silicon to build the heavy power cable, the stuff you can make in the smelter isnt the correct silicon.
Quote from: harpo99999 on October 12, 2015, 05:11:02 PMStarting today, I'll add them to the main page. I list the version numbers for all of them so it doesn't get confusing, but putting the date would be helpful, too.
cupropanda, just one little suggestion, could you put the release dates in the post for each of the mods?
Quote from: TLHeart on October 14, 2015, 04:24:28 PMThanks! That's one of the reasons I kept the soda rack unpowered after I figured out the issue with CCL.
Enjoying your soda brewing mod with the vegetable garden. Great to have other drinks available, along with the thought defs you added.
One thing I have found useful is having two different food storage, one refrigerated, cost 50% more steel, and one without refrigeration to store the sodas. I do like the organization I can create with the food storage racks.
Quote from: okibum on October 23, 2015, 01:43:44 PM
I love your mods, but I noticed that when trying to make syrup for soda, my colonist will only use wild berries and not the berries that I farm (blue berries, cloud berries, strawberries). Is this intentional or am I missing something? Thanks
Quote from: TLHeart on October 26, 2015, 12:19:29 AMWhere do you think the carbonation comes from, though? From the brewery! The idea is that the water, syrup, and fruit are combined together and the resulting mixture gets carbonated.
Enjoy playing with your mods, but the change to no seltzer required for soda, feels wrong. no carbonation, no soda, just a fruit drink.
I do like the addition of the well, instead of the water just magically appearing from the steel.
The chain of water to seltzer water, to sodas makes sense.
Have you considered adding a recipe for making medicine that includes the vanilla herbal medicine? A blend of cloth, aloe and herbal?
edit; I am not getting any options on the bills to make sodas from the gourmet garden fruits with the soda garden mod. any ideas why?
Also get a conflict between soda garden and additional joy sodas with spectago.
Quote from: Loki88 on October 26, 2015, 01:25:45 AMThe recipes should have been stuffed, since my current pack has a custom implementation of SC wood planks. I probably removed it from that recipe for balance reasons, but I'll add woody ingredients to it. I'm currently testing out a charcoal pit, which would allow a large conversion of wood into charcoal instead of the 3-to-9 system currently used.
Would it be possible to persuade you to stuffify the charcoal recipe in Powerless to use "woody" ingredients instead of just wood logs so that the bamboo from vegetable garden may also be used? Or if balance is an issue another recipe could be made that uses bamboo instead of wood so you have both options?<=Seems like a bigger pain in the arse though.
(http://www.asianspaproduct.com/wp-content/uploads/article-skin-benefits-of-bamboo-charcoal-handmade-soap.jpg)
Edit: For that matter, could all wood things get stuffified? I seriously build "match stick" bases lately out of bamboo everything (even floors now thanks to Telkir being awesome!)
Edit 2: do the torches and grill push heat at all? Not to use them as heaters, but something that needs to be factored in to planning if it's a thing.
Quote from: cuproPanda on October 26, 2015, 11:16:53 PM
New Mod: Assassin Dagger
Adds a very slow but very deadly dagger. Useful for assassinating sleeping or unconscious targets.
Updated Powerless! to v1.20:
Torches give 5 beauty
Keffiyeh now insulates from cold by -4
Rebalanced turnip rotting
Added 10-day campfire
Added Charcoal Pit
Increased charcoal chunk stack size to 75
Torches heat push changed from 2 to 4
Added Yakisugi wood, yakisugi flooring
Increased cost of wooden vent from 10 to 20
Stuffed vent - uses Woody materials
Vent is now flammable, because wood
Made patch for VG bamboo charcoal
Response updates:
I still can't find any conflict between Soda Garden, Gourmet Garden, and AJS. I did, however, notice the Soda Garden .zip had a folder inside a folder, and fixed that. I suspect that was the issue.
It seems recipes can't be stuffed because of a few conflicts in how the game handles recipes. I stuffed the vent and made a patch for a few recipes.
Quote from: Ouan on October 27, 2015, 12:17:46 PM
I can not wait to try out the dagger. Can it be used by my cannibal colonists to harvest the visitors without animus is they are not detected in their attack? I am all for killing my food in its sleep.
Quote from: Loki88 on October 27, 2015, 12:57:30 PMQuote from: cuproPanda on October 26, 2015, 11:16:53 PM
-Previous update info-
Thank you for all your hard work! :)
Cannot call ItemFromXmlFile with resolveCrossRefs=true while loading is already in progress.
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
Could not resolve cross-reference to Verse.ThingDef named RainbowPetals
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
Could not resolve cross-reference to Verse.ThingDef named RainbowPetals
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
Could not resolve cross-reference to Verse.ThingDef named SpectagoTea
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
Could not resolve cross-reference to Verse.ThingDef named SpectagoTea
<ModsConfigData>
<buildNumber>914</buildNumber>
<activeMods>
<li>Core</li>
<li>Community Core Library</li>
<li>Community Core Library - Vanilla Tweaks</li>
<li>EdBModOrder</li>
<li>EdBInterface</li>
<li>Vegetable Garden v3.2a</li>
<li>GourmetGarden</li>
<li>AdditionalJoySodas</li>
<li>Soda Brewing V1.40</li>
<li>Soda Garden V1.20</li>
</activeMods>
</ModsConfigData>
Quote from: TLHeart on October 27, 2015, 04:58:15 PM
here is the errors I get,Code Select
Cannot call ItemFromXmlFile with resolveCrossRefs=true while loading is already in progress.
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
Could not resolve cross-reference to Verse.ThingDef named RainbowPetals
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
Could not resolve cross-reference to Verse.ThingDef named RainbowPetals
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
Could not resolve cross-reference to Verse.ThingDef named SpectagoTea
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
Could not resolve cross-reference to Verse.ThingDef named SpectagoTeaCode Select
<ModsConfigData>
<buildNumber>914</buildNumber>
<activeMods>
<li>Core</li>
<li>Community Core Library</li>
<li>Community Core Library - Vanilla Tweaks</li>
<li>EdBModOrder</li>
<li>EdBInterface</li>
<li>Vegetable Garden v3.2a</li>
<li>GourmetGarden</li>
<li>AdditionalJoySodas</li>
<li>Soda Brewing V1.40</li>
<li>Soda Garden V1.20</li>
</activeMods>
</ModsConfigData>
does not matter if I put AJS before or after soda brewing, same errors.
Other problem is I can not use the "do until x amount" on berry soda, as the output of the recipe is an unpredictable item.
Edit, see you have discovered this problem.
More on the errors, happens between your soda brewing, and AJS. With only those two mods loading, I still get the sectago error.
Quote from: solarispilot on November 01, 2015, 07:00:03 PM
I am using the more joy items mod, how do I get blank books?
Thx
Quote from: dismar on November 02, 2015, 11:45:23 AMThey already do!
cupa you should do something like art paintings that stick to wall using the ccl. adds beauty to rooms :) was going to do it myself but am a bit busy with my mods.
Quote from: coldarray on November 05, 2015, 12:19:46 AMThis is an issue with your IE settings. See this link (http://windows.microsoft.com/en-US/windows7/SmartScreen-Filter-frequently-asked-questions-IE9?) for help on what it is and how to get around it.
I'd like to download the Powerless mod but it wont let me. The download is always stopped by some "SmartScreen Filter".
Quote from: Tekuromoto on November 07, 2015, 03:56:43 PM
I love your mods and try to keep them up to date all the time, even though I don't generally check what's been changed. So I was pretty amused to see this today when starting a new game with crash landing:
(http://s30.postimg.org/6lc406kqp/20151107_124616.jpg)
Quote from: Darkmark8910 on November 13, 2015, 01:48:45 PM
Cupro, I have to say that I LOVE this game with your mods in them. They're all genius. I seriously love them all. : D
Since I love everything that has your name on it, I must ask; I still have Gourmet Garden sitting around in my mods folder. Is it still compatible? :)
- a fanboy
Quote from: nbielinski on December 31, 2015, 04:39:52 AM
Heyo Cupro, I want to start by saying your RimPharma mod is absolutely spectacular and I love it more than most other mods that edit health in game. Just a quick question, when attempting to build certain work-tables, i.e the gran-mill, the game will simply cause it to disappear once built. Or, when I try and spawn it in, it will flatly refuse to spawn. I hate to bother if the issue is with my game but.. any ideas as to why its doing so? Thanks.
Quote from: AllenWL on February 07, 2016, 12:22:39 AM
Is there a way to edit the RimPharma mod so I can just make pills straight from the ingredients?
Also, can painkillers be eaten before a fight to reduce pain, or must they be eaten after to take effect?
Quote from: Long Night'a Hooking on February 24, 2016, 01:12:20 AMThey will be in A13. For now, you can edit the /defs/ThingDefs/Buildings_SODA.xml and change <destroyable>false</destroyable> to <destroyable>true</destroyable> and it'll allow you to remove them.
Can you make wells removable?
Quote from: Pactrick Willis on March 17, 2016, 10:46:46 PM
Is the Powerless mod Survival Bow Compatible with combat realism?
Quote from: cuproPanda on March 18, 2016, 07:59:28 AMYeah. I hope you don't mind, But I just edited the recipe to give a short bow instead of a survivalist bow. That made it compatible.Quote from: Pactrick Willis on March 17, 2016, 10:46:46 PM
Is the Powerless mod Survival Bow Compatible with combat realism?
It should be compatible in the sense that you can use both mods, but the ammo system likely won't work for the bow since there isn't any additional info for magazine/quiver size.
Quote from: tigg on April 01, 2016, 07:16:37 PMThey shouldn't be taking clothing off, unless you're using a clothing mod. There's not much I can do about that, since the clothing system is pretty limited currently.
The only difference I've found that amulets make is that the colonist has to take off a piece of clothing to wear it ... it never seems to make a difference to their skillset (am I supposed to notice a difference?)
Quote from: AllenWL on April 07, 2016, 11:26:04 AMI'll keep the stuff. So far I removed the recipes for the survivalist bow and shiv, since they are now craftable anywhere, but I'll keep the forge for aesthetic reasons. The grill adds different meals, so it'll stay.
I have a question. Since A13 pretty much allows powerless survival, are you going to discontinue powerless, or will you continue to update it, but instead add other things to make powerless survival easier?
Quote from: IgorKeefe on April 08, 2016, 10:00:02 AM
Great stuff, thanks for updating so quickly! Much appreciated.
What's next on the menu? Asking because I have the sudden, unexplainable urge to take three scientist types with me and build a Rimworld drug lab that sells lots of offbrand substances to traders.
Quote from: cuproPanda on April 01, 2016, 07:48:50 PMQuote from: tigg on April 01, 2016, 07:16:37 PMThey shouldn't be taking clothing off, unless you're using a clothing mod. There's not much I can do about that, since the clothing system is pretty limited currently.
The only difference I've found that amulets make is that the colonist has to take off a piece of clothing to wear it ... it never seems to make a difference to their skillset (am I supposed to notice a difference?)
You can view the stats for each colonist by pressing the little "i" key next to their name. The amulets add a percentage score to the current stats, which then get factored in with everything else. I attached a picture to (hopefully) help explain.
Quote from: Dr. Z on April 09, 2016, 02:41:20 PM
I also can't put amulets in a storage because it's forbidden and cant be allowed for any selected stockpile.
Quote from: rdz1122 on April 09, 2016, 01:56:15 PM
I can't seem to place amulets or rings into a category for storage; the Amulets option is there, but when you "open" it to select it for that stack, nothing happens.
ideas?
Quote from: tigg on April 08, 2016, 10:16:23 PMQuote from: cuproPanda on April 01, 2016, 07:48:50 PMQuote from: tigg on April 01, 2016, 07:16:37 PMThey shouldn't be taking clothing off, unless you're using a clothing mod. There's not much I can do about that, since the clothing system is pretty limited currently.
The only difference I've found that amulets make is that the colonist has to take off a piece of clothing to wear it ... it never seems to make a difference to their skillset (am I supposed to notice a difference?)
You can view the stats for each colonist by pressing the little "i" key next to their name. The amulets add a percentage score to the current stats, which then get factored in with everything else. I attached a picture to (hopefully) help explain.
OK, I'll check again. I do have a lot of mods but I don't think I have a clothing mod as such - i definitely don't run the one that gives you a zillion types of clothing. Can't remember what it was that they took off either. Anyway, thanks.
Quote from: tigg on April 09, 2016, 06:13:19 PMQuote from: tigg on April 08, 2016, 10:16:23 PMQuote from: cuproPanda on April 01, 2016, 07:48:50 PMQuote from: tigg on April 01, 2016, 07:16:37 PMThey shouldn't be taking clothing off, unless you're using a clothing mod. There's not much I can do about that, since the clothing system is pretty limited currently.
The only difference I've found that amulets make is that the colonist has to take off a piece of clothing to wear it ... it never seems to make a difference to their skillset (am I supposed to notice a difference?)
You can view the stats for each colonist by pressing the little "i" key next to their name. The amulets add a percentage score to the current stats, which then get factored in with everything else. I attached a picture to (hopefully) help explain.
OK, I'll check again. I do have a lot of mods but I don't think I have a clothing mod as such - i definitely don't run the one that gives you a zillion types of clothing. Can't remember what it was that they took off either. Anyway, thanks.
OK, checked again and it is working the way you say it does - My pawns just won't keep them on unless they're forced to.
Quote from: Kolljak on April 09, 2016, 08:45:58 PMEither tomorrow or Monday. I'll be spending time tomorrow finishing updates. I haven't looked into the Vegetable Garden updates yet, but the add-ons won't take long.
Whats the eta on BamPow or watever the bambo mod.
Quote from: cuproPanda on April 09, 2016, 09:20:05 PMQuote from: Kolljak on April 09, 2016, 08:45:58 PMEither tomorrow or Monday. I'll be spending time tomorrow finishing updates. I haven't looked into the Vegetable Garden updates yet, but the add-ons won't take long.
Whats the eta on BamPow or watever the bambo mod.
Quote from: dismar on April 09, 2016, 09:32:29 PMGood to hear!Quote from: cuproPanda on April 09, 2016, 09:20:05 PMQuote from: Kolljak on April 09, 2016, 08:45:58 PMEither tomorrow or Monday. I'll be spending time tomorrow finishing updates. I haven't looked into the Vegetable Garden updates yet, but the add-ons won't take long.
Whats the eta on BamPow or watever the bambo mod.
Cupro! You should be ok, i don't think I changed any of the name def for items. Just need to do the updates on your side. Let me know if ya need anything.
OH! and does add joy objects 2.8 still need ccl?
Quote from: cuproPanda on April 09, 2016, 10:17:00 PMQuote from: dismar on April 09, 2016, 09:32:29 PMGood to hear!Quote from: cuproPanda on April 09, 2016, 09:20:05 PMQuote from: Kolljak on April 09, 2016, 08:45:58 PMEither tomorrow or Monday. I'll be spending time tomorrow finishing updates. I haven't looked into the Vegetable Garden updates yet, but the add-ons won't take long.
Whats the eta on BamPow or watever the bambo mod.
Cupro! You should be ok, i don't think I changed any of the name def for items. Just need to do the updates on your side. Let me know if ya need anything.
OH! and does add joy objects 2.8 still need ccl?
In 2.80 all I really needed was a placeworker for my paintings, so I just wrote my own based off of the current PlaceWorker_HeadOnShipBeam. Since I'm no longer using CCL, arcades now drain constant power, so I reduced the power requirement and made them flickable.
EDIT: (Fixed in v2.81) Actually, now that I tested it in depth, I need to check more than I thought. I was under the impression edifices were only walls and big structures, but apparently a painting can be hung on any building :-[
Quote from: Kolljak on April 10, 2016, 03:26:59 PMI didn't want to go so far as to add withdrawals, but I might later. For now, the drugs have a small chance to cause a crash, which is supposed to be similar. Maybe in a later update colonists will spawn with drug dependencies, but that seems like it wouldn't be fun.
BTW fun fact i saw your drugs and saw the DCZ or scout sniper drug there was one used in vietnam to slow down heartrates called Diazepam if that helps you figure out a name for it :D
https://en.wikipedia.org/wiki/Diazepam
:D enjoy adding withdrawls
QuoteEDIT: Also, I've added a new mod: a Corpse-Fired Generator!Just a Tad bit morbid.(http://i.imgur.com/SGxGFjN.png)
Quote from: Pactrick Willis on April 10, 2016, 05:06:14 PMOh, but it fits with RimWorld so well! Now there's a choice of whether a prisoner should be harvested for organs or chucked into the incinerator :PQuoteEDIT: Also, I've added a new mod: a Corpse-Fired Generator!Just a Tad bit morbid.(http://i.imgur.com/SGxGFjN.png)
Quote from: cuproPanda on April 10, 2016, 05:17:28 PMNow I will have to escort my prisoners to the "Shower". When will somebody make a gas mod?Quote from: Pactrick Willis on April 10, 2016, 05:06:14 PMOh, but it fits with RimWorld so well! Now there's a choice of whether a prisoner should be harvested for organs or chucked into the incinerator :PQuoteEDIT: Also, I've added a new mod: a Corpse-Fired Generator!Just a Tad bit morbid.(http://i.imgur.com/SGxGFjN.png)
Quote from: harpo99999 on April 10, 2016, 06:48:28 PMCurrently, yes. I'll see what I can do about restricting rotting corpses. The ThingFilters currently have exceptions I can use, so it shouldn't be a problem.
quick question, does the corpse generator consume rotting bodies?
Quote from: soulkata on April 11, 2016, 09:46:11 PMIt sounds like you need to update to v1.11. Somehow the apparel groups were removed in v1.10, but I fixed it.
Hi,
I am updating my mod, Autoequip (https://ludeon.com/forums/index.php?topic=16069.0) to A13. I would like to use the mod "Ancient Amulets", but I noticed that the amulets don't have a Apparel group. So, I can't forbid them. This is intended? Or is a Bug?
Quote from: cuproPanda on April 11, 2016, 10:32:43 PMQuote from: soulkata on April 11, 2016, 09:46:11 PMIt sounds like you need to update to v1.11. Somehow the apparel groups were removed in v1.10, but I fixed it.
Hi,
I am updating my mod, Autoequip (https://ludeon.com/forums/index.php?topic=16069.0) to A13. I would like to use the mod "Ancient Amulets", but I noticed that the amulets don't have a Apparel group. So, I can't forbid them. This is intended? Or is a Bug?
Quote from: soulkata on April 12, 2016, 07:22:37 AMI see the problem now, but I can't find anything like apparel groups in the old versions of the mod or in the (914/1135) core apparel files. I'll look into how the game handles the outfits tab and see what I can do.Quote from: cuproPanda on April 11, 2016, 10:32:43 PMQuote from: soulkata on April 11, 2016, 09:46:11 PMIt sounds like you need to update to v1.11. Somehow the apparel groups were removed in v1.10, but I fixed it.
Hi,
I am updating my mod, Autoequip (https://ludeon.com/forums/index.php?topic=16069.0) to A13. I would like to use the mod "Ancient Amulets", but I noticed that the amulets don't have a Apparel group. So, I can't forbid them. This is intended? Or is a Bug?
Sorry, but I am already at v1.11... :(
Quote from: cuproPanda on April 12, 2016, 10:21:26 AMFixed it in v1.12Quote from: soulkata on April 12, 2016, 07:22:37 AMI see the problem now, but I can't find anything like apparel groups in the old versions of the mod or in the (914/1135) core apparel files. I'll look into how the game handles the outfits tab and see what I can do.Quote from: cuproPanda on April 11, 2016, 10:32:43 PMQuote from: soulkata on April 11, 2016, 09:46:11 PMIt sounds like you need to update to v1.11. Somehow the apparel groups were removed in v1.10, but I fixed it.
Hi,
I am updating my mod, Autoequip (https://ludeon.com/forums/index.php?topic=16069.0) to A13. I would like to use the mod "Ancient Amulets", but I noticed that the amulets don't have a Apparel group. So, I can't forbid them. This is intended? Or is a Bug?
Sorry, but I am already at v1.11... :(
Quote from: hector212121 on April 12, 2016, 10:43:44 AMNot yet, but I do plan on adding new features before long.
Anything in pharma for parasites yet?
Quote from: WHiZ on April 12, 2016, 12:16:12 PM:D That's a wonderful idea!
With the advent of weddings, can you consider updating your zen garden to include shrubbery and maybe even flowers as well so the gardens can have greater usage? Maybe have the shrubbery do the linking as well so you can make garden mazes. Thanks!
Quote from: WHiZ on April 12, 2016, 12:16:12 PM(http://i.imgur.com/uWH6wYH.png)
With the advent of weddings, can you consider updating your zen garden to include shrubbery and maybe even flowers as well so the gardens can have greater usage? Maybe have the shrubbery do the linking as well so you can make garden mazes. Thanks!
Quote from: Kolljak on April 12, 2016, 09:40:52 PMI was thinking about something very similar before a13 came out. Stay tuned, it'll probably show up!
Had an idea with Non powered mod of yours do you think you could add a Ceiling fan or some sort of primative cooling... no way to cool a room w/o power. making heatwaves deadly.... campfires can be used to prevent cold....
Quote from: cuproPanda on April 12, 2016, 10:44:03 PMQuote from: WHiZ on April 12, 2016, 12:16:12 PM(http://i.imgur.com/uWH6wYH.png)
With the advent of weddings, can you consider updating your zen garden to include shrubbery and maybe even flowers as well so the gardens can have greater usage? Maybe have the shrubbery do the linking as well so you can make garden mazes. Thanks!
Like this?
Quote from: WHiZ on April 13, 2016, 12:28:12 AM
Couple more ideas for you. Can you make the hedges blocking like walls so that colonists have to go around them? Not just for aesthetic reasons but on to idea #2. Similar to the "party" placeholder, can you put a joy placeholder that would be like one of your extended joy objects. What this would allow for is for a zen garden, to actually be used for joy with people going to it. Likewise, if you made a garden maze with hedges, it would pathfind and find joy in the center. basically it would give a colonist a reason to go to these places.
Quote from: WHiZ on April 13, 2016, 04:19:06 PMI could make a translucent box for giving joy, but the problem is the colonists wouldn't get joy until they were on it, so for traversing a maze they'd only get joy once reaching the destination. I'd much rather make, say, an entrance object that causes them to wander around inside, but I'd be lost as to how to go about doing it.
Sorry, i wasn't wanting to give you a bunch more work.. lol... i was just thinking, prob incorrectly, it might be simple to take your arcade code, make a translucent box and call it a joy location, and people would go to it and stand there for joy, in the same way they stand at the arcade for joy. I'm prob over simplifying it as i don't know what all goes into making the mods, or you may be envisioning something more robust. I just hate for the zen garden etc to be ignored by them when they could get something for going there.
Quote from: Kirid on April 15, 2016, 10:40:13 PMActually, the problem is that I named mine TileSandstone(etc), which overwrites the original variants. I didn't even realize, though, so thanks for mentioning it! It's strange, though: the tiles were overwritten, yet replaced with small bricks? And here I thought that was a cool feature, randomly picking floors of the stone type :(
In your MoreFloors, the vanilla stone tiles are being overwritten
currently your code has them as:
<TerrainDef ParentName="StoneTileBase">
when they should be:
<TerrainDef ParentName="TileStoneBase">
Otherwise loving it!
Quote from: Severik on April 16, 2016, 03:33:46 PMFixed! Thanks for letting me know
there seems to be more than problem, ancient amulets downloadlink aims at zen garden and the power mod link is broken
Quote from: oronnoro2 on April 16, 2016, 04:49:38 PMYou're welcome!
Thank you very much for your mods =D
Quote from: WHiZ on April 16, 2016, 07:10:21 PMSo... Is there a problem with the math still? I do need to rewrite the whole book system. You make paper at the brewery using cloth or wood. It sounds strange, but it's the closest thing to the real process.
there is something off with the math of adding piles of books to the bookcase. everytime i make more and add them to the construction, i don't get credited with the full number of stacks added. it's happened 3-4 times now and i still don't have a bookcase.. and now i'm all out of individual books to write. also for some reason 3 piles of shoddy books aren't getting used.
update.. they used the shoddy books after i bought some more books to make up the gap in the math..
also how do you make paper to make the books, i can't find a recipe on any tables for it.
Quote from: dareddevil7 on April 16, 2016, 07:14:00 PMI might move Perodyne over from Additional Joy Objects, or create a similar medicine.
I feel like rim pharma needs some kind of joy medication as well
Quote from: Deon on April 19, 2016, 08:32:13 AM
Hi.
Thank you for great mods.
How do you store the antibiotic mushroom etc? I don't see category def and they are set as <foodtype>1025, and I have no idea what this foodtype is or why I can't store them in any stockpile. I am new to modding, am I missing something obvious?
Quote from: timeandtherani on April 19, 2016, 01:50:17 PMAll saves should be fine
Does the pharma work with saved games or do I need to start a new world, please?
Quote from: timeandtherani on April 19, 2016, 03:33:22 PMNo prob!
Thanks!
Quote from: cuproPanda on April 19, 2016, 11:18:49 AMIndeed, it was Vegetable Garden. Thanks a lot for support!Quote from: Deon on April 19, 2016, 08:32:13 AM
Hi.
Thank you for great mods.
How do you store the antibiotic mushroom etc? I don't see category def and they are set as <foodtype>1025, and I have no idea what this foodtype is or why I can't store them in any stockpile. I am new to modding, am I missing something obvious?
The food types are a result of an experiment I forgot to do; I fixed them. Storage shouldn't be a problem, and I couldn't find one (I fixed the food types first). Reishitake and strychcyx berries are listed as vegetables, but I suspect the issue might have had to do with the food type being wrong?
There was an issue with Vegetable Garden and T's Mods Core Crop Tweaks up until last night where some foods weren't being recognized. Maybe try updating those mods if you're using them.
Quote from: cuproPanda on April 16, 2016, 10:58:57 PMI feel like the joy drug would need massive depression as a hangoverQuote from: dareddevil7 on April 16, 2016, 07:14:00 PMI might move Perodyne over from Additional Joy Objects, or create a similar medicine.
I feel like rim pharma needs some kind of joy medication as well
Quote from: Deon on April 19, 2016, 03:55:10 PMThe food types are used for preferability, so a cat would eat kibble, meats, corpses, but not drink beer. That was a problem before.Quote from: cuproPanda on April 19, 2016, 11:18:49 AMIndeed, it was Vegetable Garden. Thanks a lot for support!Quote from: Deon on April 19, 2016, 08:32:13 AM
Hi.
Thank you for great mods.
How do you store the antibiotic mushroom etc? I don't see category def and they are set as <foodtype>1025, and I have no idea what this foodtype is or why I can't store them in any stockpile. I am new to modding, am I missing something obvious?
The food types are a result of an experiment I forgot to do; I fixed them. Storage shouldn't be a problem, and I couldn't find one (I fixed the food types first). Reishitake and strychcyx berries are listed as vegetables, but I suspect the issue might have had to do with the food type being wrong?
There was an issue with Vegetable Garden and T's Mods Core Crop Tweaks up until last night where some foods weren't being recognized. Maybe try updating those mods if you're using them.
I wonder though, could you kindly explain:
- what exactly was the foodtype meant to do?
- what makes the things appear under vegetables? Is it because of ParentName="PlantFoodRawBase"?
Quote from: dareddevil7 on April 19, 2016, 04:11:36 PMQuote from: cuproPanda on April 16, 2016, 10:58:57 PMI feel like the joy drug would need massive depression as a hangoverQuote from: dareddevil7 on April 16, 2016, 07:14:00 PMI might move Perodyne over from Additional Joy Objects, or create a similar medicine.
I feel like rim pharma needs some kind of joy medication as well
Quote from: _apathe on April 20, 2016, 09:54:38 AMI'll look into it. It was meant as a joke mod, but it should still be balanced :)
Amazing mods, man! I can see that much effort was put into making all these ;D
I do have a suggestion though, regarding the Corpse-fired Generator. I don't know how hard it would be to implement this, however, it'd be really convenient if it operated based on Bills. I've had instances where I was cooking up the manhunter snowhares the colony fought last night, but suddenly when I look again at the generator, I burned the Thrumbo corpse I wanted to butcher. It'd be really nice if you could prevent this with a LOT of micromanagement. :) Just a suggestion :p
Quote from: AmelieA on April 23, 2016, 07:35:35 AMI wanted to do that in the last update, but I didn't see anything I could do. Maybe later I'll be able to fix it, but for now I guess be more prompt with stripping jobs? :(
I love your corpse generator ! I was wondering what to do with all the corpses since we can't really butcher them anymore. Any idea how you can automatically undress them before putting them in the generator (like it happens in the furnace) ?
Quote from: Ghizmo on April 23, 2016, 08:01:45 AMYep! My current base is entirely sustained by one in a small hills biome.
Hey Cupro,
does the quarry provide with an infinite source of resources?
Quote from: Deon on April 23, 2016, 01:48:13 PMScroll down. Also, thanks!
Just wanted to share that the Quarry link in the first post brings to Floors, not Quarry section.
Keep up the great work, I really enjoy playing with your mods!
Quote from: Ghizmo on April 24, 2016, 06:04:35 AMYou're right. I'll have that working in the next version.
Thanks cupro!
im loving the additional joy objects so far.
One suggestion: The writing books requires the artist skill, but while writing the colonist doesn't improve in this skill. I would suggest allowing the improvement of the skilll.
Quote from: Pistol on April 30, 2016, 08:11:16 PMHey, thanks! I'll add these to the next version!
Thanks for the cool Mod!
I've translated the mod Quarry in the german language.
If someone is interested in, or would like translate in another language here are the german templates. I hope i can help somebody.
https://www.dropbox.com/s/d93b1a1njbvrrd6/Quarry-German.zip (https://www.dropbox.com/s/d93b1a1njbvrrd6/Quarry-German.zip)
Sorry for my english, i hope you can understand me :D
corePanda v1.00:
New Additions:
Added Sink - boosts room cleanliness. Uses fresh water as fuel
Mod Utilities:
Added CompColdPusher
Added CompProperties_ColdPusher
Added CompRainTank
Added CompSunlight
Added PlaceWorker_AgainstWall
Added PlaceWorker_NotUnderThickRoof
From SODA:
Added Fresh water bucket
Added Well
Added Food rack
Added Bottled water
Removed bucket recipe, bucket is now an implied item.
Water can now be bottled at the Simple crafting table
From POW:
Added Simple crafting table
Added Wooden vent
Added Individual table
Added Stump chair
From AJO:
Added Spectago/Rainbow petals
From RPH:
Added Medicine rack
AJO v3.10:
Added CorePanda as a dependency, moved some assets (check corePanda changelog)
Fixed dart rotation
Thurible description better describes its function
Reading tables no longer require books to build
Colonists now grab a book from a nearby bookcase, then read it at a reading table
Book name list can be added to in: Defs/BookNameDefs/BookNames_AJO.xml
POW v2.00:
Added CorePanda as a dependency, moved some assets (check corePanda changelog)
Added Coldstone - a cold stone that can be used to build coldstone batteries
Added Coldstone battery - cools rooms to below freezing, requires coldstone as fuel
Added Window - lets light in from outside
SODA v1.60:
Renamed namespace, will conflict with older versions
Added CorePanda as a dependency, moved some assets (check corePanda changelog)
Colonists will automatically drink Thrumbo Energy if they are very tired and have at least 4 more hours to be awake
Added Spectago soda
Reduced soda costs
Quote from: Kaballah on April 30, 2016, 11:33:05 PMWell the newest version allows 4 colonists to work at it, so rotating isnt needed anymore! You'd have to start a new game, though, since I fundamentally changed how the quarry operates.
I really like your Quarry mod, but I'd like it more if you could rotate it when placing it. :)
Quote from: Kaballah on May 01, 2016, 02:16:28 AM
Powerless throws this error for me:
(http://i.imgur.com/ZGVx6wg.png)
I checked my version in changelog.xml and it's 2.0 (latest?), fyi
Quote from: Kaballah on May 01, 2016, 03:25:31 AMIll look into that; it sounds like a naming conflict.
Apparently Powerless prevents Skullywag's Well production building from Natural Floors from appearing on the toolbar ???
Quote from: Kaballah on May 01, 2016, 04:55:15 AMI fixed it. Go ahead and grab v2.01
Something else with Powerless: it adds duplicate recipes for all the melee weapons at blacksmith workbenches, each of them is listed twice.
Quote from: LadyAth on May 02, 2016, 06:23:53 AMThanks! I have certainly come a long way since I first started modding :)
Wow, your mods have become part of my essential downloads. Thank you! ;D
Quote from: Kaballah on May 02, 2016, 04:30:33 PMHm, I disagree. Assuming the rimworld is similar to Earth, a well should be able to access groundwater if dug deep enough, which is why it is so expensive and takes so long to build. In a desert the well might only reach damp earth, but even that yields water over time.
For his Natural Floors mod well, Skullywag has a requirement that the well be placed within a certain radius of some vanilla water tiles. I think that's a good idea and I think you should do the same for your well. I also think you should require the Quarry to be placed near or on some natural rock tiles, whether rock wall or rock floor.
Quote from: Kaballah on May 02, 2016, 06:43:04 PMThe quarry being within a radius of rock makes sense. I'll keep it in mind.
For the well that makes sense :) For the Quarry, I'm not really suggesting it require a 12x12 patch of rock to be placed on, just that you check a radius around the plot for some amount of rock tiles, maybe within a radius of 15 tiles or something, to model significant stone being near enough the surface to dig out.
Also I have a couple of joy activity ideas for you:
- Build Sandcastle (on sand, basically steal the code for Build Snowman)
- Swimming and/or Bathing, which would make a colonist clean if the water is clean, or dirty if the water is mud/marsh
- Whittling, requires a sharp melee weapon and a log, results in some knicknack or figurine or something
e: - A Bathtub, basically like a sink but two tiles, and the colonist would linger at it a bit
Quote from: Kaballah on May 05, 2016, 05:53:53 AM
Apparently if you have a Cargo Pods event and it drops your Grilled Meal (wood), and the research topic has not been completed yet, this happens:
-img-
Quote from: Bitterholz on May 05, 2016, 09:58:19 PMNope, it's anywhere that has flat terrain and supports heavy things: dirt, gravel, rough stone, etc. If you can build a 12x12 wall on it, you can build a quarry on it.
Im sorry, but how am i supposed to place a quarry in QRY v1.20?
I cant place it at all on the ground. It only shows blocked overlay, trying to place it on undiscovered Rocks...
Youre talking about it requiring a 12x12 patch of rock...define rock.
Rocky ground or actual rocks that could be mined.
Quote from: cuproPanda on May 05, 2016, 10:29:04 PMMight be a Download failure then...because im not getting ANY building possibility displayed...
Nope, it's anywhere that has flat terrain and supports heavy things: dirt, gravel, rough stone, etc. If you can build a 12x12 wall on it, you can build a quarry on it.
Quote from: Nanao-kun on May 07, 2016, 09:21:58 PM
The pylons and lamps in Powerless are pretty expensive. By the time I can spare a half dozen or so thousand silver to light my base up, I'd have it filled with normal lamps instead.
Quote from: Kaballah on May 07, 2016, 10:17:33 PMI also agree. I cut the costs in half in v2.04
Yeah I agree the 100 silver requirement is a real roadblock to me using those very much.
Quote from: Grynnreaper on May 08, 2016, 10:36:59 PMI just spent the last 20 minutes replacing trade ships, and I can't reproduce the problem. I'm using all of my mods, plus a few others, and can't get any issues. CorePanda isn't required to use the brain mods, but I do suspect another mod might be to blame. The BrainMod mod is barely in a working state, so I wouldn't be surprised if there is an issue. I'm trying to rewrite the entire mod, but the trait system is a serious pain.
i'm going to check the mod order and maybe tweak placement and check back. do not have blitz tho
Quote from: Grynnreaper on May 09, 2016, 03:09:06 AM
it seems to happen when i load a save, so unfortunately for me i can't use this great mod
Quote from: Runelea on May 10, 2016, 07:34:35 AMYeah, you need to research stonecutting. Just tested to confirm, so that should unlock it.
Hey Panda, the Well as added in your Core isn't hidden behind any research is it? I'm having issues with it and the raincatcher not appearing at all with either copy of the Core mod. I do not have Natural Floors installed. I cannot work out why its not showing up.
Quote from: ferriocious on May 11, 2016, 04:53:51 PMI already managed to stumble across that while updating, so it will be fixed in the new version coming out in a few days. Sorry about that!
SodaBrewing causes Hospitality to fail. Guests that have been rescued do not have a pawn.timetable, so SodaBrewing.ThinkNode_ConditionalTired throws an exception on every tick (I think) for every such guest and prevents the guests from doing anything. They just stand and collapse eventually.
I just disabled the timetable check if it doesn't exist and it seems to work.
Sorry if it's been already mentioned, I didn't scroll through all 22 pages..
Quote from: JackeryFox on May 11, 2016, 05:33:44 PMI don't have any plans on adding new features to that mod for a while, but I'll keep it in mind. CorePanda has a basic sink, but if I add full bathroom features, I'd want to do it right - Sims style, with a bladder need and a cleanliness subneed.
Just a small request for some new items for the additional joy objects; Bathroom stuff such as toilets, showers, sinks, baths.
Quote from: Melius on May 13, 2016, 06:21:26 PMYou can't use the new mod versions with old saves or older mod versions.
I get errors since i updated your mods (latest version of them) from today when i load my colony. Screenshots below
Quote from: cuproPanda on May 13, 2016, 06:50:05 PMQuote from: Melius on May 13, 2016, 06:21:26 PMYou can't use the new mod versions with old saves or older mod versions.
I get errors since i updated your mods (latest version of them) from today when i load my colony. Screenshots below
Quote from: Nanao-kun on May 14, 2016, 01:55:14 AM
Seeing as you added Copper, what happens if I use it with Industrialisation?
Quote from: cuproPanda on May 14, 2016, 04:39:38 PM
I have added a unifier building for exchanging CorePanda/Industrialisation copper. Links are in the main post.
Quote from: Nanao-kun on May 15, 2016, 02:15:55 PMTrading is working fine for me, what mods are you using?
Huh, for some reason, I can't seem to buy the BrainMods from a caravan. The muffalo is carrying two "Nullify chemical fascination brain mod" and two "Nullify pessimist brain mod". Despite that, they don't appear on the trade menu.
<li>Core</li>
<li>Community Core Library</li>
<li>CombatRealism-1.6.51</li>
<li>CombatRealism Defence</li>
<li>CorePanda v13.2</li>
<li>cupros Alloys v1.00</li>
<li>CaveworldFlora</li>
<li>BrainMod v1.10</li>
<li>Apparello</li>
<li>Additional Joy Objects v3.20</li>
<li>CTS</li>
<li>ED-LaserDrill</li>
<li>ED-ReverseCycleCooler</li>
<li>ED-SubspaceTransponder</li>
<li>Expanded Power v1.10</li>
<li>ExpandedProsthetics&OrganEngineering</li>
<li>CombatRealism EPOE</li>
<li>Extra Floors v1.15</li>
<li>FloorLights</li>
<li>HaulPriorityLite</li>
<li>High Caliber</li>
<li>High Caliber (Combat Realism Patch)</li>
<li>Hospitality</li>
<li>Industrialisation</li>
<li>kNumbers-0.4.3.1-A13</li>
<li>kSmartOptimizeApparel-0.1-A13</li>
<li>LT_Infusion</li>
<li>M&Co. AlertSpeaker</li>
<li>Miscellaneous_Core</li>
<li>Miscellaneous_MapGenerator</li>
<li>Miscellaneous_Objects</li>
<li>Miscellaneous_Robots</li>
<li>Miscellaneous_Robots_Xtension</li>
<li>Misc_Patch_-_Core_-_CombatRealism</li>
<li>More Furniture</li>
<li>Nightlings</li>
<li>PackMuffalo</li>
<li>Pawn State Icons</li>
<li>PersonalShieldMKII-PersonalShieldMKII1.3</li>
<li>PowerCell-PowerCell1.3</li>
<li>Powerless! v2.10</li>
<li>Quarry v1.30</li>
<li>ReclaimFabric-ReclaimFabric1.1</li>
<li>RemoteExplosives</li>
<li>RepairBench</li>
<li>RTFTJ</li>
<li>RT_Fuse-A13-1.0.0</li>
<li>RT_PowerSwitch-A13-1.0.0</li>
<li>RT_SolarFlareShield-A13-1.0.0</li>
<li>RW_Blueprints-0.13.0.1</li>
<li>RW_EnhancedTabs-0.13.0.1</li>
<li>RW_FluffyRelations-0.13.1.1</li>
<li>RW_MedicalInfo-0.13.0.1</li>
<li>RW_PawnBar-0.13.0.1</li>
<li>SkilledBuilder</li>
<li>Soda Brewing v1.70</li>
<li>Stonecutting Tweak</li>
<li>T-MoreFloors</li>
<li>TilledSoil</li>
<li>TRCaravans</li>
<li>Unifier</li>
Quote from: cuproPanda on May 15, 2016, 09:51:07 PM
The only thing that jumps out to me is possibly the TRCaravans mod, but like you said, I don't see any reason it would cause a conflict. For now, try turning off BrainMod, then enabling it again - that'll move it to the bottom of the list, loading it after TRCaravans. I'll take a look at the mod's code and see what it does, maybe there's something I can figure out.
EDIT: I didn't see any reason why it wouldn't work, but it seems if you load TRCaravans after BrainMod it'll work.
Quote from: Nanao-kun on May 15, 2016, 10:42:01 PMI started up a world with just TRCaravans and BrainMod, with TRCaravans loaded 2nd and BrainMod loaded 3rd. When a caravan showed up, I saw they were carrying a brain mod, but I couldn't actually buy one since it didn't show up. I then saved, switched the mods so BrainMod loaded 2nd and TRCaravans loaded 3rd, loaded the game, and I was able to buy the brain mods. If TRCaravans is loaded after BrainMod, then I really don't know why it isn't working. It should be. Loading a mod immediately after the other wouldn't make any difference unless there is another mod in between causing the problem, but I was able to confirm the issue just based on load order.Quote from: cuproPanda on May 15, 2016, 09:51:07 PM
The only thing that jumps out to me is possibly the TRCaravans mod, but like you said, I don't see any reason it would cause a conflict. For now, try turning off BrainMod, then enabling it again - that'll move it to the bottom of the list, loading it after TRCaravans. I'll take a look at the mod's code and see what it does, maybe there's something I can figure out.
EDIT: I didn't see any reason why it wouldn't work, but it seems if you load TRCaravans after BrainMod it'll work.
It is loaded after though. Unless you mean immediately after?
Quote from: bobisback on May 15, 2016, 10:53:26 PM
When I load my game I am getting a error with CorePanda saying "Could not find a type named CorePanda.PlaceWorker_AgainstWall" Any idea what this issue is?
Quote from: joaonunes on May 16, 2016, 02:49:20 PM
Any possibility for a compatibility patch for More Traits? For BrainMod of course.
https://ludeon.com/forums/index.php?topic=20166.0 (https://ludeon.com/forums/index.php?topic=20166.0)
Quote from: nobrainer on May 17, 2016, 05:39:59 PM
If I want to disable some components of the CorePanda pack, like the stump stool, mudbricks or the simple crafting table for example, is it a matter of commenting those entries in the ThingDefs XML files?
Quote from: Drakoflame on May 17, 2016, 10:05:26 PM
I'm new to the thread, and this is the first place i'm making a comment on, because I need help. Where do I make/what research unlocks the Insulated Copper Cables? I need them for the mid-tier type machines (that start using electricity), I got lucky when a cargo-pod dropped with 27 so I could make the Hi-Tech research station, but now I need 30 for the machining table, which was where I thought they were but now I think its unlocked by research
Quote from: cuproPanda on May 17, 2016, 11:12:31 PM
Sorry about that, I could've sworn I put that on the main post. You need to research smithing, and they are made at the smithing table. It doesn't fit exactly, but I figured it was better to use the smithing table than add a new table/research for just 1 recipe.
Quote from: cuproPanda on May 11, 2016, 05:47:25 PMQuote from: ferriocious on May 11, 2016, 04:53:51 PMI already managed to stumble across that while updating, so it will be fixed in the new version coming out in a few days. Sorry about that!
SodaBrewing causes Hospitality to fail. Guests that have been rescued do not have a pawn.timetable, so SodaBrewing.ThinkNode_ConditionalTired throws an exception on every tick (I think) for every such guest and prevents the guests from doing anything. They just stand and collapse eventually.
I just disabled the timetable check if it doesn't exist and it seems to work.
Sorry if it's been already mentioned, I didn't scroll through all 22 pages..Quote from: JackeryFox on May 11, 2016, 05:33:44 PMI don't have any plans on adding new features to that mod for a while, but I'll keep it in mind. CorePanda has a basic sink, but if I add full bathroom features, I'd want to do it right - Sims style, with a bladder need and a cleanliness subneed.
Just a small request for some new items for the additional joy objects; Bathroom stuff such as toilets, showers, sinks, baths.
Quote from: Drakoflame on May 17, 2016, 11:51:04 PMQuote from: cuproPanda on May 17, 2016, 11:12:31 PM
Sorry about that, I could've sworn I put that on the main post. You need to research smithing, and they are made at the smithing table. It doesn't fit exactly, but I figured it was better to use the smithing table than add a new table/research for just 1 recipe.
Aaaahhh, alright, and well, aside from waiting for the RNG Gods/AI to send you come insulated copper cables, you could make it at the stove. Think, your wrapping the copper in rubber, so you need to heat it up, and soften it up, so you can wrap it around. But having it at the smithing table works. Also, something that would also make sense, would be putting it into the "insulated batteries" research, if you have that addon installed (I was researching that thinking thats where it would be, because it made sense to me, but smithing also does kinda work)
Quote from: DFC on May 18, 2016, 12:41:03 AMQuote from: cuproPanda on May 11, 2016, 05:47:25 PMQuote from: ferriocious on May 11, 2016, 04:53:51 PMI already managed to stumble across that while updating, so it will be fixed in the new version coming out in a few days. Sorry about that!
SodaBrewing causes Hospitality to fail. Guests that have been rescued do not have a pawn.timetable, so SodaBrewing.ThinkNode_ConditionalTired throws an exception on every tick (I think) for every such guest and prevents the guests from doing anything. They just stand and collapse eventually.
I just disabled the timetable check if it doesn't exist and it seems to work.
Sorry if it's been already mentioned, I didn't scroll through all 22 pages..Quote from: JackeryFox on May 11, 2016, 05:33:44 PMI don't have any plans on adding new features to that mod for a while, but I'll keep it in mind. CorePanda has a basic sink, but if I add full bathroom features, I'd want to do it right - Sims style, with a bladder need and a cleanliness subneed.
Just a small request for some new items for the additional joy objects; Bathroom stuff such as toilets, showers, sinks, baths.
May please I ask how to disable the timetables for my v1.60, I got an existing colony that I would like to fix without having to update and restart.
Quote from: cuproPanda on May 18, 2016, 01:07:09 AM
It wouldn't be difficult to do there, but I chose the smithing table since you're crafting the cables as well as wrapping them in rubber, which would be out of place at the regular stove. I think what I should do is make the insulated batteries research require smithing, since that's something that is needed to make the batteries anyways, thus making it a natural progression. Most of the features in EXP came from a personal mod I was using in A12 called CHEM(cupro's harder expansion module) which I've been slowly implementing throughout my mods for A13. In CHEM, I had an assembly table with a bunch of recipes for circuits which required silicon, copper traces, rubber, etc. I thought it best to leave those features out for now, since I'm not trying to make it that hard. It did take a lot of work to do. So to sum up my rambling, that's why I chose the smithing table. I'll do what I can to clear up any future confusion.
Quote from: cuproPanda on May 17, 2016, 06:54:09 PMQuote from: nobrainer on May 17, 2016, 05:39:59 PM
If I want to disable some components of the CorePanda pack, like the stump stool, mudbricks or the simple crafting table for example, is it a matter of commenting those entries in the ThingDefs XML files?
For the stump stool and mudbricks, yes - as long as you comment/remove all references to them. For the simple crafting table, you'd also have to comment out the references to it in any of my other mods that you are using and that use the table.
In the next version or two I'll see about putting in a special "safe to remove" folder which contains all the stuff that isn't needed by my other mods. That way, it'll simply be a matter of finding the file/folder with the thing you want to remove, and deleting it.
Quote from: vteam on May 22, 2016, 09:36:35 AM
Hi, I'm trying to use brainmod but it doesn't do anything when my colonist use it. My output log show this:
JobDriver threw exception in initAction. Pawn=Kevin, Job=UseBrainMod A=Thing_BrainMod_Optimist909293, Exception: System.NullReferenceException: Object reference not set to an instance of an object
at BrainMod.BrainMod.UsedBy (Verse.Pawn user) [0x00000] in <filename unknown>:0
at RimWorld.JobDriver_UseItem+<MakeNewToils>c__Iterator1C.<>m__56 () [0x00000] in <filename unknown>:0
at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0
not sure if it's a mod conflict because I've got other mods running.
Quote from: cuproPanda on May 22, 2016, 10:17:15 AMQuote from: vteam on May 22, 2016, 09:36:35 AM
Hi, I'm trying to use brainmod but it doesn't do anything when my colonist use it. My output log show this:
JobDriver threw exception in initAction. Pawn=Kevin, Job=UseBrainMod A=Thing_BrainMod_Optimist909293, Exception: System.NullReferenceException: Object reference not set to an instance of an object
at BrainMod.BrainMod.UsedBy (Verse.Pawn user) [0x00000] in <filename unknown>:0
at RimWorld.JobDriver_UseItem+<MakeNewToils>c__Iterator1C.<>m__56 () [0x00000] in <filename unknown>:0
at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0
not sure if it's a mod conflict because I've got other mods running.
Ill do some testing and see what I can find. Are you using the New Traits (or whatever it's called) mod? That might cause a conflict with the traits.
Quote from: vteam on May 22, 2016, 01:11:20 PMQuote from: cuproPanda on May 22, 2016, 10:17:15 AMQuote from: vteam on May 22, 2016, 09:36:35 AM
Hi, I'm trying to use brainmod but it doesn't do anything when my colonist use it. My output log show this:
JobDriver threw exception in initAction. Pawn=Kevin, Job=UseBrainMod A=Thing_BrainMod_Optimist909293, Exception: System.NullReferenceException: Object reference not set to an instance of an object
at BrainMod.BrainMod.UsedBy (Verse.Pawn user) [0x00000] in <filename unknown>:0
at RimWorld.JobDriver_UseItem+<MakeNewToils>c__Iterator1C.<>m__56 () [0x00000] in <filename unknown>:0
at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0
not sure if it's a mod conflict because I've got other mods running.
Ill do some testing and see what I can find. Are you using the New Traits (or whatever it's called) mod? That might cause a conflict with the traits.
Yes, I'm using the new trait mod too. I guess that might be the conflict. :-\
Quote from: RagingLoony on May 22, 2016, 01:53:40 PM
dunno if you're aware but you left the <orbital>true</orbital> out of the traderkinds def file for the amu_trader. is that intentional? i stumbled upon it while trying to make a few mod added items spawn in appropriate traders lol
Quote from: Drakoflame on May 22, 2016, 07:49:37 PM
I just noticed something... you can't make Mud Bricks or Bricks without clay... but in a Temerate Forest biome, you can't get clay, because there is no shallow waters or marshy soil... perhaps an alternative way to craft clay? Say... Dirt, Sand, and a Bucket of Fresh Water? otherwise the only way to get those materials is to trade with someone, or find a structure generated in the map
Quote from: Drakoflame on May 22, 2016, 07:49:37 PM
I just noticed something... you can't make Mud Bricks or Bricks without clay... but in a Temerate Forest biome, you can't get clay, because there is no shallow waters or marshy soil... perhaps an alternative way to craft clay? Say... Dirt, Sand, and a Bucket of Fresh Water? otherwise the only way to get those materials is to trade with someone, or find a structure generated in the map
Quote from: Nanao-kun on May 22, 2016, 08:16:56 PM
In the Details section of the stuff from Dwarven Crafts, it states Artistic skill, but you can't actually make them unless you can craft. I had an artist that couldn't make any of them since she couldn't do skilled labor.
Quote from: cuproPanda on May 22, 2016, 02:41:38 PMQuote from: vteam on May 22, 2016, 01:11:20 PMQuote from: cuproPanda on May 22, 2016, 10:17:15 AMQuote from: vteam on May 22, 2016, 09:36:35 AM
Hi, I'm trying to use brainmod but it doesn't do anything when my colonist use it. My output log show this:
JobDriver threw exception in initAction. Pawn=Kevin, Job=UseBrainMod A=Thing_BrainMod_Optimist909293, Exception: System.NullReferenceException: Object reference not set to an instance of an object
at BrainMod.BrainMod.UsedBy (Verse.Pawn user) [0x00000] in <filename unknown>:0
at RimWorld.JobDriver_UseItem+<MakeNewToils>c__Iterator1C.<>m__56 () [0x00000] in <filename unknown>:0
at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0
not sure if it's a mod conflict because I've got other mods running.
Ill do some testing and see what I can find. Are you using the New Traits (or whatever it's called) mod? That might cause a conflict with the traits.
Yes, I'm using the new trait mod too. I guess that might be the conflict. :-\
I wasn't able to find an issue with the optimist trait, but I did a little rewriting and found an issue preventing singular traits (brawler, gay, etc.) from working. Hopefully that'll fix your problem too!
Quote from: Runelea on May 22, 2016, 10:21:12 AMIt's a nice idea, but there's already a mod that does that (https://ludeon.com/forums/index.php?topic=14711.msg153940#msg153940), plus it would require users to use Powerless in order to use Dwarven Crafts.
Hey Cupro, was just thinking about a nice addition while looking though the Dwarfen Crafts mod. A necklace using Glowstone, would provide portable light for the colonist who equips it.
Quote from: vteam on May 23, 2016, 03:10:45 AMQuote from: cuproPanda on May 22, 2016, 02:41:38 PMQuote from: vteam on May 22, 2016, 01:11:20 PMQuote from: cuproPanda on May 22, 2016, 10:17:15 AMQuote from: vteam on May 22, 2016, 09:36:35 AM
Hi, I'm trying to use brainmod but it doesn't do anything when my colonist use it. My output log show this:
JobDriver threw exception in initAction. Pawn=Kevin, Job=UseBrainMod A=Thing_BrainMod_Optimist909293, Exception: System.NullReferenceException: Object reference not set to an instance of an object
at BrainMod.BrainMod.UsedBy (Verse.Pawn user) [0x00000] in <filename unknown>:0
at RimWorld.JobDriver_UseItem+<MakeNewToils>c__Iterator1C.<>m__56 () [0x00000] in <filename unknown>:0
at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0
not sure if it's a mod conflict because I've got other mods running.
Ill do some testing and see what I can find. Are you using the New Traits (or whatever it's called) mod? That might cause a conflict with the traits.
Yes, I'm using the new trait mod too. I guess that might be the conflict. :-\
I wasn't able to find an issue with the optimist trait, but I did a little rewriting and found an issue preventing singular traits (brawler, gay, etc.) from working. Hopefully that'll fix your problem too!
Thanks! That fixed it for me. :D
Quote from: LustrousWolf on May 31, 2016, 02:21:40 PMFrom what I can tell, yes.
Does CorePanda work with CCL?
Quote from: Exende on June 01, 2016, 10:10:34 AM
hey Panda, this mod is awesome first of all, I love everything about it!
But I think you may have forgotten to add the recipe for making 5 components, it's in your changelog for Expanded Power but I'm looking through your mod folders and it doesn't seem to be in
Quote from: RemigiuszL on June 03, 2016, 12:43:22 PMCrush gravel at the stonecutters table!
How make a sand? :O
Quote from: Aristocat on June 08, 2016, 02:22:21 AMI went back and forth on this for a while, but ultimately I decided not to include those traits since they strictly relate to how other colonists perceive the person with the trait; no amount of self-perception changing would alter a busted face or a perfectly chiseled jawline.
Can you make brainmod for beauty/ugly?
Quote from: cuproPanda on June 08, 2016, 09:59:13 AM
I went back and forth on this for a while, but ultimately I decided not to include those traits since they strictly relate to how other colonists perceive the person with the trait; no amount of self-perception changing would alter a busted face or a perfectly chiseled jawline.
Quote from: Aristocat on June 09, 2016, 01:29:15 PMQuote from: cuproPanda on June 08, 2016, 09:59:13 AM
I went back and forth on this for a while, but ultimately I decided not to include those traits since they strictly relate to how other colonists perceive the person with the trait; no amount of self-perception changing would alter a busted face or a perfectly chiseled jawline.
Then maybe plastic surgery? And if it's not too inconvenient, would it be possible to make which trait to add using brain mod be definable in xml?
By the way, I included your mod in my mod pack. Name brain mods has been changed to neurotrainers and all are craftable in the new workbench.
QuoteException in BreadthFirstTraverse: System.NullReferenceException: Object reference not set to an instance of an object
at CorePanda.Building_Sink+<>c__DisplayClass5_0.<ImplyWashedAtSink>b__1 (Verse.Region r) [0x00000] in <filename unknown>:0
at Verse.RegionTraverser+BFSWorker.BreadthFirstTraverseWork (Verse.Region root, Verse.RegionEntryPredicate entryCondition, Verse.RegionProcessor regionProcessor, Int32 maxRegions) [0x00000] in <filename unknown>:0
at Verse.RegionTraverser.BreadthFirstTraverse (Verse.Region root, Verse.RegionEntryPredicate entryCondition, Verse.RegionProcessor regionProcessor, Int32 maxRegions) [0x00000] in <filename unknown>:0
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
QuoteException ticking CP_Sink575685: System.NullReferenceException: Object reference not set to an instance of an object
at CorePanda.Building_Sink.Tick () [0x00000] in <filename unknown>:0
at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
Quote from: Seikikai on June 16, 2016, 05:18:12 PM
Found 2 Errors That Are Making My Game Pause Everytime Them Pop-UpQuoteErrorlog
Sink Error: When A Game Is Loaded, It Keep The Game Paused. Can Be Fixed By Uninstalling The Sink In God Mode In Case Someone Else Have It.QuoteErrorlog
Quote from: hazey_sunshine on June 20, 2016, 07:41:59 AM
Hello! Don't know if I'm being really dim, but I'm struggling with the solar chimney - I've tried using it open and closed and neither seem to make any difference (even when the water/sun levels were full). Can anyone explain how it works please? I used up my last blocks to get it and I'm thinking I should've just built another smoker instead :/
Quote from: hazey_sunshine on June 20, 2016, 12:56:13 PM
Ah, thank you! I realised just after I posted that of course I can dig up gravel, so I've got that working now.
For the tower I'd got it in my head it would be a good stop gap for the fridge, but obviously that's not the case. I'll stick one in the main rec room though for the summer!
Thanks for the quick reply. Really enjoying the powerless mod :)
Quote from: Anag on June 22, 2016, 12:08:17 AM
You definetly need to add some rubber for start, so one can make coolers right away. Heat waves can be impossible to survive now if they hit early... Just lost a promising colony for one because rubber plants were still growing.
Quote from: Warforyou on June 23, 2016, 09:27:34 AM
You need to fix blood filtration bonus for antibiotics. +400% is just too much, it really has to be balanced to +40% or less...
Quote from: cuproPanda on June 23, 2016, 12:23:25 PM
They have been reduced to +100%/+200%. I'll do some testing with +50%/+100%, but I'm pretty sure it won't have much of an effect. The whole point of boosting the blood filtration is to simulate the antibiotics getting rid of the disease, so having a colonist get better a few hours quicker wouldn't really make the pills worth the cost or effort.
Quote from: Warforyou on June 23, 2016, 04:18:06 PMQuote from: cuproPanda on June 23, 2016, 12:23:25 PM
They have been reduced to +100%/+200%. I'll do some testing with +50%/+100%, but I'm pretty sure it won't have much of an effect. The whole point of boosting the blood filtration is to simulate the antibiotics getting rid of the disease, so having a colonist get better a few hours quicker wouldn't really make the pills worth the cost or effort.
Hmm I still have +400%, but I don't see the version been updated... And I bet these few hours are really important when it is the matter of life and death. There is almost no way to get rid of disease with such ease in game, with that much power they make almost all other stuff such as HQ meds, hospital beds, vitals monitors, cryptosleep, anaestethics pretty much useless. You may even never ever have to amputate your colonists spare parts anymore!
Quote from: xmax on June 23, 2016, 05:57:05 PM
Hey, how do I construct the AEA tank? Can't seem to find it in any menus of any table/bench thus far.
Quote from: lance789 on July 16, 2016, 12:35:40 PM
Please update Corpse Fueled Generator to A14!!
<ThingDef ParentName="BuildingBase">
<defName>CorpseFueledGenerator</defName>
<label>corpse fueled generator</label>
<thingClass>Building</thingClass>
<graphicData>
<texPath>Things/Building/Power/FueledGenerator</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>(2,2)</drawSize>
</graphicData>
<altitudeLayer>Building</altitudeLayer>
<passability>Impassable</passability>
<pathCost>150</pathCost>
<blockWind>true</blockWind>
<fillPercent>1.0</fillPercent>
<castEdgeShadows>false</castEdgeShadows>
<rotatable>false</rotatable>
<statBases>
<MaxHitPoints>300</MaxHitPoints>
<WorkToMake>2500</WorkToMake>
<Flammability>1.0</Flammability>
</statBases>
<tickerType>Normal</tickerType>
<description>Produces power by consuming corpses. Show your enemies you mean business!</description>
<size>(2,2)</size>
<building>
<ignoreNeedsPower>true</ignoreNeedsPower>
</building>
<costList>
<Steel>100</Steel>
<Component>2</Component>
</costList>
<comps>
<li Class="CompProperties_Power">
<compClass>CompPowerPlant</compClass>
<basePowerConsumption>-2000</basePowerConsumption>
<transmitsPower>true</transmitsPower>
</li>
<li Class="CompProperties_Flickable" />
<li Class="CompProperties_Refuelable">
<fuelConsumptionRate>2.0</fuelConsumptionRate>
<fuelCapacity>5.0</fuelCapacity>
<fuelFilter>
<categories>
<li>CorpsesHumanlike</li>
</categories>
<specialFiltersToDisallow>
<li>AllowRotten</li>
<li>AllowCorpsesColonist</li>
</specialFiltersToDisallow>
</fuelFilter>
</li>
<li Class="CompProperties_Glower">
<glowRadius>6</glowRadius>
<glowColor>(217,112,33,0)</glowColor>
</li>
<li Class="CompProperties_HeatPusher">
<compClass>CompHeatPusherPowered</compClass>
<heatPerSecond>4</heatPerSecond>
</li>
<li Class="CompProperties_Breakdownable"/>
</comps>
<terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded>
<designationCategory>Power</designationCategory>
<staticSunShadowHeight>0.5</staticSunShadowHeight>
<constructEffect>ConstructMetal</constructEffect>
<researchPrerequisites>
<li>Electricity</li>
</researchPrerequisites>
</ThingDef>
Quote from: Ashiver on July 17, 2016, 10:33:50 AM
Which mods are alpha 14 compatible now? Which are being discontinued? I really love misc joy objects and I was thinking of trying out the quarry mod. Ancient amulets is pretty cool too.
Quote from: abo1984 on July 17, 2016, 01:10:31 PM
Thanks for the update! Sorry to hear about your back though, hope you get better soon!
Quote from: dismar on July 17, 2016, 01:45:49 PM
get better cupro!
Quote from: kaptain_kavern on July 17, 2016, 02:31:25 PM
/me is right clicking on CuproPanda's bed >> rest until healed
Good recovery CupBro ;) and Bon courage
Quote from: Grynnreaper on July 18, 2016, 04:15:48 PM
can't place the resource pit on any surface, tried dirt gravel stone etc. don't have sand on my map
Quote from: Ashiver on July 18, 2016, 09:05:13 PMHopefully not, upcoming CT scans will tell. I'll be sure to get a surgeon with at least a level 12 medicine skill - I don't need an arm removed by accident ;)
Thanks for the updates Panda. Hope you don't need surgery.
Quote from: 123nick on July 18, 2016, 11:12:27 PM
hey a neat idea for the powerless mod, have you thought of adding coal? it would basically act as a minable charcoal. maybe you could "compressed charcoal" as a ore that generates, and it wouldnt require coding in a new item. or maybe you can have charcoal renamed too a generic "Carbon-based fuel" that you can get either by mining or by processing wood.
Quote from: finfire on July 19, 2016, 08:07:10 PM
I'm trying to get corepanda and powerless up and running, but I keep getting this error that the targetVersion is set to unknown. I looked in the mods About.xml files and set the targetVersion to the current alpha but the game still doesn't like it.
Any advice?
Quote from: Drakoflame on July 20, 2016, 02:27:17 AM
I hate to be.... "that guy", but what are your plans for the Steam version? IE: do you plan to upload your mods to the workshop?
Quote from: Hargut on July 20, 2016, 09:18:25 AM
http://fs5.directupload.net/images/160720/6632k2tx.jpg
Caused by this ones:
<li>CorePanda pre14.00</li>
<li>Cupros Alloys 14.00</li>
<li>Cupros Drinks pre14.00</li>
<li>Expanded Power pre14.00</li>
<li>Powerless! 14.00_Prerelease</li>
Quote from: masterinire on July 20, 2016, 11:53:30 AM
Hello cuproPanda!
I adore your stuff.
It appears that FluffyTabs cannot find WorkGiverDef labels for some things added by these mods.
I have taken the liberty of building an updated WorkGiver def files for the mods that I am running.
I placed the updates at https://dl.dropboxusercontent.com/u/26275066/Updated%20WorkGiver%20Defs%20for%20CP%20Mods.7z and have attached it as well. Not sure if i have full permissions for uploads.
Thanks!
Quote from: cuproPanda on July 20, 2016, 12:09:22 PMQuote from: masterinire on July 20, 2016, 11:53:30 AM
Hello cuproPanda!
I adore your stuff.
It appears that FluffyTabs cannot find WorkGiverDef labels for some things added by these mods.
I have taken the liberty of building an updated WorkGiver def files for the mods that I am running.
I placed the updates at https://dl.dropboxusercontent.com/u/26275066/Updated%20WorkGiver%20Defs%20for%20CP%20Mods.7z and have attached it as well. Not sure if i have full permissions for uploads.
Thanks!
I see, I didn't realize those were added. I'll start putting them in all the mods. Thanks!
And yes, anyone has full permission to my stuff. All I ask is that nobody tries to pass my work off as being entirely their own.
Quote from: hector212121 on July 20, 2016, 01:29:29 PM
Why are figurines a Crafting job if they give art XP and presumably use art to determine quality?
Quote from: lance789 on July 20, 2016, 02:08:23 PM
what happened to corpse fired generator?
Quote from: lance789 on July 20, 2016, 02:27:18 PM
I understand it may be cheaty in some cases, but when you're running zombie mod, its kinda necessary... the game balance seems to break without this generator as most zombies keep coming back to life because you cant burn them all fast enough.
thanks for the attch though, very much appreciate it.
<li>Core</li>
<li>Community Core Library</li>
<li>Community Core Library - Vanilla Tweaks</li>
<li>Miscellaneous_Core</li>
<li>Miscellaneous_Incidents</li>
<li>Miscellaneous_MAI</li>
<li>Miscellaneous_Robots</li>
<li>Miscellaneous_Robots_Xtension</li>
<li>Miscellaneous_TrainingFacility</li>
<li>BalancingAct</li>
<li>AllowTool</li>
<li>DarknessRevampRevamped-master</li>
<li>Fluffy_Breakdowns-0.14.0.0</li>
<li>Fluffy_Tabs-0.14.0.1</li>
<li>kNumbers-0.5.0</li>
<li>Miniaturisation-0.14.1</li>
<li>RW_AreaUnlocker-0.14.0.0</li>
<li>RW_AutoEquip-master</li>
<li>RW_Blueprints-0.14.0.1</li>
<li>RW_FluffyRelations-0.14.0.0</li>
<li>RW_EnhancedTabs-0.14.0.0</li>
<li>RW_Manager-0.14.0.2</li>
<li>RW_MedicalInfo-0.14.0.0</li>
<li>RW_PawnStateIcons</li>
<li>StorageSearch-0.14.0</li>
<li>Vegetable Garden v4.0</li>
<li>PlantSaverVEGGARDEN</li>
<li>CorePanda 14.00_Prerelease</li>
<li>Cupros Drinks pre14.00</li>
<li>Quarry 14.00</li>
<li>Powerless! 14.00_Prerelease</li>
<li>ExpandedProsthetics&OrganEngineering</li>
<li>Hospitality</li>
<li>Izzyssentials Core 1.03 A14</li>
<li>Izzyssentials Furniture 1.03 A14</li>
<li>Izzyssentials Hydro 1.03 A14</li>
<li>Izzyssentials Lights 1.03 A14</li>
<li>Izzyssentials Solar 1.03 A14</li>
<li>Izzyssentials Switch 1.03 A14</li>
<li>ED-AutoLoader</li>
<li>ED-LaserDrill</li>
<li>ED-ReinforcedStuff</li>
<li>ED-SubspaceTransponder</li>
<li>Embrasures 1.6</li>
<li>ESM - MineVein</li>
<li>ESM - SmoothWall</li>
<li>T-ExpandedCloth</li>
<li>T-MoreBedsCloth</li>
<li>T-MoreFloors</li>
<li>TilledSoil</li>
<li>USCM - Core</li>
<li>USCM - Turret</li>
<li>BatteriesStuffed-BatteriesStuffed-1.4</li>
<li>FastFloors_a14</li>
<li>Fences</li>
<li>LT_DoorMat</li>
<li>Mannable Turrents 1.3</li>
<li>Medical Training</li>
<li>MIRV Artillery 1.3</li>
<li>No Raids Storyteller</li>
<li>NonDecayingStorage 1.1</li>
<li>Organthoughts</li>
<li>PowerCell-PowerCell1.4</li>
<li>Recycle</li>
<li>RTFTJ</li>
<li>Stonecutting Tweak</li>
<li>RTGs</li>
<li>Training Rack 1.1</li>
<li>NeurotrainerCrafting 1.3</li>
<li>Modular Tables</li>
<li>MindAlteringDevice V1.13 A14</li>
<li>ED-ReverseCycleCooler-02.00.00</li>
<li>Rimsenal</li>
<li>Rimsenal_hair</li>
<li>Rimsenal_Security</li>
<li>EdBPrepareCarefully</li>
<li>RedistHeat</li>
<li>Miscellaneous_Objects</li>
<li>RT_QuantumStorage-A14-1.0.4</li>
<li>RT_Fuse-A14-1.0.1</li>
<li>RT_SolarFlareShield-A14-1.0.3</li>
Quote from: cuproPanda on July 20, 2016, 11:40:33 AM
I like the idea of putting them on steam, but I don't know. That would be another thing to update every time I do updates, and I believe the updates are forced, which would break a lot of peoples games. I might be wrong, though. For now, it's up in the air - once I'm done updating everything I'll look into it.
Quote from: reiia on July 21, 2016, 12:26:23 PM
CuproPanda, thanks for the mods. Love them. I been using the Quarry mod, there is a weird error that pops up after my colonist "finishes" 1 round of mining (any of the 4 spots will trigger it) It will pause the game and throw up the error log, but if i set it to ignore the game will keep running.... but i can tell there is a noticeable "stagger/lag" for a split second each time my colonist finishes a round. It might be my other mods mixing with quarry, but just wanted to post here in case it is something with quarry itself. This save was with quarry loaded from the start.
(http://i66.tinypic.com/w0kzr6.jpg)
Mods in their load order if you needed to know.Code Select
<li>Core</li>
<li>Community Core Library</li>
<li>Community Core Library - Vanilla Tweaks</li>
<li>Miscellaneous_Core</li>
<li>Miscellaneous_Incidents</li>
<li>Miscellaneous_MAI</li>
<li>Miscellaneous_Robots</li>
<li>Miscellaneous_Robots_Xtension</li>
<li>Miscellaneous_TrainingFacility</li>
<li>BalancingAct</li>
<li>AllowTool</li>
<li>DarknessRevampRevamped-master</li>
<li>Fluffy_Breakdowns-0.14.0.0</li>
<li>Fluffy_Tabs-0.14.0.1</li>
<li>kNumbers-0.5.0</li>
<li>Miniaturisation-0.14.1</li>
<li>RW_AreaUnlocker-0.14.0.0</li>
<li>RW_AutoEquip-master</li>
<li>RW_Blueprints-0.14.0.1</li>
<li>RW_FluffyRelations-0.14.0.0</li>
<li>RW_EnhancedTabs-0.14.0.0</li>
<li>RW_Manager-0.14.0.2</li>
<li>RW_MedicalInfo-0.14.0.0</li>
<li>RW_PawnStateIcons</li>
<li>StorageSearch-0.14.0</li>
<li>Vegetable Garden v4.0</li>
<li>PlantSaverVEGGARDEN</li>
<li>CorePanda 14.00_Prerelease</li>
<li>Cupros Drinks pre14.00</li>
<li>Quarry 14.00</li>
<li>Powerless! 14.00_Prerelease</li>
<li>ExpandedProsthetics&OrganEngineering</li>
<li>Hospitality</li>
<li>Izzyssentials Core 1.03 A14</li>
<li>Izzyssentials Furniture 1.03 A14</li>
<li>Izzyssentials Hydro 1.03 A14</li>
<li>Izzyssentials Lights 1.03 A14</li>
<li>Izzyssentials Solar 1.03 A14</li>
<li>Izzyssentials Switch 1.03 A14</li>
<li>ED-AutoLoader</li>
<li>ED-LaserDrill</li>
<li>ED-ReinforcedStuff</li>
<li>ED-SubspaceTransponder</li>
<li>Embrasures 1.6</li>
<li>ESM - MineVein</li>
<li>ESM - SmoothWall</li>
<li>T-ExpandedCloth</li>
<li>T-MoreBedsCloth</li>
<li>T-MoreFloors</li>
<li>TilledSoil</li>
<li>USCM - Core</li>
<li>USCM - Turret</li>
<li>BatteriesStuffed-BatteriesStuffed-1.4</li>
<li>FastFloors_a14</li>
<li>Fences</li>
<li>LT_DoorMat</li>
<li>Mannable Turrents 1.3</li>
<li>Medical Training</li>
<li>MIRV Artillery 1.3</li>
<li>No Raids Storyteller</li>
<li>NonDecayingStorage 1.1</li>
<li>Organthoughts</li>
<li>PowerCell-PowerCell1.4</li>
<li>Recycle</li>
<li>RTFTJ</li>
<li>Stonecutting Tweak</li>
<li>RTGs</li>
<li>Training Rack 1.1</li>
<li>NeurotrainerCrafting 1.3</li>
<li>Modular Tables</li>
<li>MindAlteringDevice V1.13 A14</li>
<li>ED-ReverseCycleCooler-02.00.00</li>
<li>Rimsenal</li>
<li>Rimsenal_hair</li>
<li>Rimsenal_Security</li>
<li>EdBPrepareCarefully</li>
<li>RedistHeat</li>
<li>Miscellaneous_Objects</li>
<li>RT_QuantumStorage-A14-1.0.4</li>
<li>RT_Fuse-A14-1.0.1</li>
<li>RT_SolarFlareShield-A14-1.0.3</li>
Quote from: lance789 on July 22, 2016, 10:16:16 PM
Th e Corpse fired generator doesnt seem to work, it disappears when work is finished...
Quote from: Etherdreamer on July 23, 2016, 06:22:12 AM
The Quarry and brain mod are stable? also nice touch with the Dwarven Crafts, DF it´s one of my favorite games.
Quote from: cuproPanda on July 23, 2016, 03:40:09 PM
The final updates for my mods are done. I somehow managed to delete all of the source files while working with github, and I can't recover them. Luckily I already assembled all the mods, so I at least have the updated versions. As of now I am done modding.
I hope everyone enjoys the mods :)
Quote from: Porter on July 23, 2016, 04:39:22 PM
With expanded power the recipe for raw rubber > rubber is supposed to be in the stove/fueled stove, correct? For some reason the recipe isn't showing for me. The only other mod i have that adds recipes to the stoves is Veg Garden. Curious is anyone else using the expanded power and having a problem finding this?
Quote from: 123nick on July 24, 2016, 05:48:38 AM
hey cupropanda, i have a suggestion for copper usage. i think it would be neat if you could research a "cable workbench" that lets you cut 1 copper , that you wouldv gotten from mining into 2 copper cables, each of witch could be used too make a "copper power cable". i think it makes sense because copper is commonly used in electronics and electricity purposes, so it would be neat if it could be used as a more efficent power cable.
Quote from: Fluffe on July 24, 2016, 06:43:07 PM
Will Soda Garden and Unifier be getting a update :p
Quote from: Darkmark8910 on July 24, 2016, 08:24:01 PMThankfully, I have gotten all the files back! GitHub support is A+ quality.
I hope you can get your scripts back, Cupro!!!
I haven't commented on this thread before, but your mods are my absolute favorites out of all of the mods I've played in Rimworld. I hope you can manage to get them back - and if there's anything we can do on our end, you let us know!! <3
Every time Rimworld's been updated I've gone "Oh, neat! Now let's wait for Additional Joy Objects et al to be added into the latest version" <3
- Random user
Quote from: cuproPanda on July 24, 2016, 09:06:16 PM
Small bugfix for CorePanda fixing chandelier placement. A14 removed BuildingTall altitude layer, so I had to make a few changes. They can now be placed over most furniture (like tables)!Quote from: Darkmark8910 on July 24, 2016, 08:24:01 PMThankfully, I have gotten all the files back! GitHub support is A+ quality.
I hope you can get your scripts back, Cupro!!!
I haven't commented on this thread before, but your mods are my absolute favorites out of all of the mods I've played in Rimworld. I hope you can manage to get them back - and if there's anything we can do on our end, you let us know!! <3
Every time Rimworld's been updated I've gone "Oh, neat! Now let's wait for Additional Joy Objects et al to be added into the latest version" <3
- Random user
Quote from: 123nick on July 25, 2016, 09:55:57 AM
hey, for some reason the quarry doesent work, trying too place it down, in a area where it could be, makes log errors:
(http://i.imgur.com/IJ3Q6Mk.png)
Quote from: segundoblz on July 23, 2016, 04:27:12 PM
I find that the quarry have a very tiny little small chance of getting an ore. With 4 miners, I see my colony become a huge stone chunk hahaha
Quote from: cuproPanda on July 25, 2016, 03:56:45 PM
I will definitely work on making the odds adjustable by the players in a newer version. It won't be for A14, though, because that would be another thing that causes issues with peoples old saves. It should be no more than ~70% chance to get chunks, though, and that's if you don't have any of the other mods with ores (CorePanda, Powerless, Industrialisation, etc.).
Quote from: Mordgier on July 25, 2016, 04:01:19 PMQuote from: cuproPanda on July 25, 2016, 03:56:45 PM
I will definitely work on making the odds adjustable by the players in a newer version. It won't be for A14, though, because that would be another thing that causes issues with peoples old saves. It should be no more than ~70% chance to get chunks, though, and that's if you don't have any of the other mods with ores (CorePanda, Powerless, Industrialisation, etc.).
Are you still planning to go open source?
Quote from: cuproPanda on July 25, 2016, 04:24:16 PMQuote from: Mordgier on July 25, 2016, 04:01:19 PMQuote from: cuproPanda on July 25, 2016, 03:56:45 PM
I will definitely work on making the odds adjustable by the players in a newer version. It won't be for A14, though, because that would be another thing that causes issues with peoples old saves. It should be no more than ~70% chance to get chunks, though, and that's if you don't have any of the other mods with ores (CorePanda, Powerless, Industrialisation, etc.).
Are you still planning to go open source?
https://github.com/cuproPanda/QRY
Make your own version if you'd like, release it if you'd like. I'm seriously getting burnt out on trying to fix it. I've never had so many problems with a project before and nothing I try seems to work.
EDIT: I'm going to be working on a new version that actually works, and I'm going to try to get some people on the forums to help me test it using mods. That's the only thing I can think of as being the issue, since it's worked fine for me since the first release. If I hadn't realized I coded in the potential for errors, I'd swear people were trolling me. I'll also see what I can do about making the resources weighted in XML so people can easily adjust them as needed. I'm currently playing with just my mods (except CFG - I don't like it), and it seems like I get ~50/50 resources/chunks. Other people have said they get very low yields, so maybe it's just poor RNG, or maybe not
Quote from: Mordgier on July 25, 2016, 05:35:21 PMQuote from: cuproPanda on July 25, 2016, 04:24:16 PMQuote from: Mordgier on July 25, 2016, 04:01:19 PMQuote from: cuproPanda on July 25, 2016, 03:56:45 PM
I will definitely work on making the odds adjustable by the players in a newer version. It won't be for A14, though, because that would be another thing that causes issues with peoples old saves. It should be no more than ~70% chance to get chunks, though, and that's if you don't have any of the other mods with ores (CorePanda, Powerless, Industrialisation, etc.).
Are you still planning to go open source?
https://github.com/cuproPanda/QRY
Make your own version if you'd like, release it if you'd like. I'm seriously getting burnt out on trying to fix it. I've never had so many problems with a project before and nothing I try seems to work.
EDIT: I'm going to be working on a new version that actually works, and I'm going to try to get some people on the forums to help me test it using mods. That's the only thing I can think of as being the issue, since it's worked fine for me since the first release. If I hadn't realized I coded in the potential for errors, I'd swear people were trolling me. I'll also see what I can do about making the resources weighted in XML so people can easily adjust them as needed. I'm currently playing with just my mods (except CFG - I don't like it), and it seems like I get ~50/50 resources/chunks. Other people have said they get very low yields, so maybe it's just poor RNG, or maybe not
Panda,
The reason you get good yields is that you are running with other minerals right?
Looking at your code (thank you for posting it) you rand 1-150, drop anything under 40 as a chunk - then you basically do your checks and say "Hey do you have this metal type in your game? Yes? Cool here is this metal! - if not give them a useless chunk!"
That's the problem. Running just Quarry, you get an 8% chance to get steel, 2% jade, 2% gold or 2% component, 1% chance of uranium and .6% chance of platsteel.
Meaning running no mods but Quarry, you generate 85% waste.
Your logic tree should be reworked to reroll again if the rolled for metal is not in the game rather than giving out junk.
I may get time to do that myself over the weekend...
Quote from: cuproPanda on July 25, 2016, 06:03:08 PMQuote from: Mordgier on July 25, 2016, 05:35:21 PMQuote from: cuproPanda on July 25, 2016, 04:24:16 PMQuote from: Mordgier on July 25, 2016, 04:01:19 PMQuote from: cuproPanda on July 25, 2016, 03:56:45 PM
I will definitely work on making the odds adjustable by the players in a newer version. It won't be for A14, though, because that would be another thing that causes issues with peoples old saves. It should be no more than ~70% chance to get chunks, though, and that's if you don't have any of the other mods with ores (CorePanda, Powerless, Industrialisation, etc.).
Are you still planning to go open source?
https://github.com/cuproPanda/QRY
Make your own version if you'd like, release it if you'd like. I'm seriously getting burnt out on trying to fix it. I've never had so many problems with a project before and nothing I try seems to work.
EDIT: I'm going to be working on a new version that actually works, and I'm going to try to get some people on the forums to help me test it using mods. That's the only thing I can think of as being the issue, since it's worked fine for me since the first release. If I hadn't realized I coded in the potential for errors, I'd swear people were trolling me. I'll also see what I can do about making the resources weighted in XML so people can easily adjust them as needed. I'm currently playing with just my mods (except CFG - I don't like it), and it seems like I get ~50/50 resources/chunks. Other people have said they get very low yields, so maybe it's just poor RNG, or maybe not
Panda,
The reason you get good yields is that you are running with other minerals right?
Looking at your code (thank you for posting it) you rand 1-150, drop anything under 40 as a chunk - then you basically do your checks and say "Hey do you have this metal type in your game? Yes? Cool here is this metal! - if not give them a useless chunk!"
That's the problem. Running just Quarry, you get an 8% chance to get steel, 2% jade, 2% gold or 2% component, 1% chance of uranium and .6% chance of platsteel.
Meaning running no mods but Quarry, you generate 85% waste.
Your logic tree should be reworked to reroll again if the rolled for metal is not in the game rather than giving out junk.
I may get time to do that myself over the weekend...
I was thinking, what if it lands on something not installed, rerolls and lands on something else not installed, then again and again. It's all supposed to happen in a single tick, and with a quarry fully stocked, that could start causing lag. Little bits, maybe a stutter here and there, but it's still bad. That was also based on the old way I was doing it; the newer way of determining if an ore exists is much quicker, so I will do that. I never got any feedback on how balanced it was before, so I assumed it was balanced based on my usage.
Quote from: Mordgier on July 25, 2016, 06:14:45 PMQuote from: cuproPanda on July 25, 2016, 06:03:08 PMQuote from: Mordgier on July 25, 2016, 05:35:21 PMQuote from: cuproPanda on July 25, 2016, 04:24:16 PMQuote from: Mordgier on July 25, 2016, 04:01:19 PMQuote from: cuproPanda on July 25, 2016, 03:56:45 PM
I will definitely work on making the odds adjustable by the players in a newer version. It won't be for A14, though, because that would be another thing that causes issues with peoples old saves. It should be no more than ~70% chance to get chunks, though, and that's if you don't have any of the other mods with ores (CorePanda, Powerless, Industrialisation, etc.).
Are you still planning to go open source?
https://github.com/cuproPanda/QRY
Make your own version if you'd like, release it if you'd like. I'm seriously getting burnt out on trying to fix it. I've never had so many problems with a project before and nothing I try seems to work.
EDIT: I'm going to be working on a new version that actually works, and I'm going to try to get some people on the forums to help me test it using mods. That's the only thing I can think of as being the issue, since it's worked fine for me since the first release. If I hadn't realized I coded in the potential for errors, I'd swear people were trolling me. I'll also see what I can do about making the resources weighted in XML so people can easily adjust them as needed. I'm currently playing with just my mods (except CFG - I don't like it), and it seems like I get ~50/50 resources/chunks. Other people have said they get very low yields, so maybe it's just poor RNG, or maybe not
Panda,
The reason you get good yields is that you are running with other minerals right?
Looking at your code (thank you for posting it) you rand 1-150, drop anything under 40 as a chunk - then you basically do your checks and say "Hey do you have this metal type in your game? Yes? Cool here is this metal! - if not give them a useless chunk!"
That's the problem. Running just Quarry, you get an 8% chance to get steel, 2% jade, 2% gold or 2% component, 1% chance of uranium and .6% chance of platsteel.
Meaning running no mods but Quarry, you generate 85% waste.
Your logic tree should be reworked to reroll again if the rolled for metal is not in the game rather than giving out junk.
I may get time to do that myself over the weekend...
I was thinking, what if it lands on something not installed, rerolls and lands on something else not installed, then again and again. It's all supposed to happen in a single tick, and with a quarry fully stocked, that could start causing lag. Little bits, maybe a stutter here and there, but it's still bad. That was also based on the old way I was doing it; the newer way of determining if an ore exists is much quicker, so I will do that. I never got any feedback on how balanced it was before, so I assumed it was balanced based on my usage.
No need to worry about that -
Code Selectpublic void GenProduct() {
int tmp = Rand.RangeInclusive(1, 150);
do {
if (tmp < 40) || (tmp >103) { //58% chunks
isChunk = true;
SpawnProduct(chunk, 1);
return;
}
if (tmp >= 40 && tmp < 45) {// 5
if (DefDatabase<ThingDef>.GetNamed("CP_Copper", false) != null) {
SpawnProduct(ThingDef.Named("CP_Copper"), 10);
return;
}
}
if (tmp >= 45 && tmp < 50) {// 5
if (DefDatabase<ThingDef>.GetNamed("CP_Quartz", false) != null) {
SpawnProduct(ThingDef.Named("CP_Quartz"), 10);
return;
}
}
if (tmp == 50) {// 1
if (DefDatabase<ThingDef>.GetNamed("CAL_RoseGold", false) != null) {
SpawnProduct(ThingDef.Named("CAL_RoseGold"), 5);
return;
}
}
if (tmp >= 51 && tmp < 55) {// 4
if (DefDatabase<ThingDef>.GetNamed("POW_Coldstone", false) != null) {
SpawnProduct(ThingDef.Named("POW_Coldstone"), 1);
return;
}
}
if (tmp >= 55 && tmp < 60) {// 5
if (DefDatabase<ThingDef>.GetNamed("Aluminium", false) != null) {
SpawnProduct(ThingDef.Named("Aluminium"), 10);
return;
}
}
if (tmp >= 60 && tmp < 65) {// 5
if (DefDatabase<ThingDef>.GetNamed("Copper", false) != null) {
SpawnProduct(ThingDef.Named("Copper"), 10);
return;
}
}
if (tmp >= 65 && tmp < 70) {// 5
if (DefDatabase<ThingDef>.GetNamed("MD2Coal", false) != null) {
SpawnProduct(ThingDef.Named("MD2Coal"), 5);
return;
}
}
if (tmp >= 70 && tmp < 74) {// 4
if (DefDatabase<ThingDef>.GetNamed("POW_Glowstone", false) != null) {
SpawnProduct(ThingDef.Named("POW_Glowstone"), 1);
return;
}
}
if (tmp >= 74 && tmp < 86) {// 12
SpawnProduct(ThingDefOf.Steel, 15);
return;
}
if (tmp >= 86 && tmp < 92) {// 6
SpawnProduct(ThingDefOf.Silver, 15);
return;
}
if (tmp >= 92 && tmp < 95) {// 3
SpawnProduct(ThingDef.Named("Jade"), 10);
return;
}
if (tmp >= 95 && tmp < 98) {// 3
SpawnProduct(ThingDefOf.Gold, 10);
return;
}
if (tmp == 98 || tmp == 99) {// 2
SpawnProduct(ThingDef.Named("Uranium"), 5);
return;
}
if (tmp == 100 ) {// 1
SpawnProduct(ThingDefOf.Plasteel, 5);
return;
}
if (tmp >= 101 && tmp < 104) {// 3
SpawnProduct(ThingDefOf.Component, 2);
return;
}
}
tmp = Rand.RangeInclusive(1, 150); //roll again
}while true; //do this forever until you breakout via a return.
}
Yes it's lazy. Even on vanilla you will break out of the loop on the first try 74% of the time - and your chance of needing a 3rd loop is just 6%. I don't think you'd get a noticeable hit.
Note: I just changed this in notepad++ it may suck.
Quote from: Mordgier on July 25, 2016, 06:54:02 PM
Try this:
http://akshaya-m.blogspot.com/2015/03/elegant-way-to-switch-if-else.html
I'm a big fan of dictionaries...
Quote from: 123nick on July 25, 2016, 07:27:21 PM
hey, will unifier be updated? it seems handy, i want too use industrialization but i cant because there would be 2 copers.
Quote from: Mordgier on July 26, 2016, 12:06:16 PM
Got a build running last night with greatly increased drop rate, basically tuned chunks to 20%, split mineral yields out to be more 'interesting'. Adding additional resources will not change the rate of chunks.
Basically I do a roll to see if you get a chunk or mineral, a chunk returns while minerals goes into the loop to figure out what you get.
In order to not make minerals way too common I adjusted the yield of each down a bit, but also added a chance of getting more.
For example, you have 40% chance to get 5 pieces of steel, 9% chance of getting 25 and a 1% chance to get 50 pieces. Same thing with components etc, higher chance of getting just 1 component but also small chance of getting a larger stack. Platsteel and Uranium chance of 5 stack are now decreased with a higher chance of getting 1 piece.
I'm going to play around with it some more but so far I'm really liking the varied yields.
Quote from: eskoONE on July 26, 2016, 01:59:27 PM
since u guys are talking about balancing the quarry i thought id share a screenshot with u guys.
http://imgur.com/a/ALFgT (http://imgur.com/a/ALFgT)
in the middle of the screenshot u can see the quarry and how many chunks it produced for getting like 250 steel, 50 copper, 50 uranium, a bit gold, a bit silver, maybe 5 plasteel?! some quartz and maybe something i dont remember anymore. the amount of chunks this thing spits out is ridiculous :D id rather have it not spitting out anything than hauling the chunks all day. i dont know where to put em tbh. thats why i decided going for the oldschool method of gathering ressources and started mining on the far left :D
i was thinking, maybe instead of spitting out tons of chunks just make it spawn nothing with a text over the pawn failed to mine or something. i dont know if this is possible but u can fail crafting in this game so why not mining? u can still keep the quarry spitting out chunks but in a way that its as common as the other stuff? i dont rly know.
otherwise tyvm for putting so much time and effort into this game. u guys are awesome!
Quote from: eskoONE on July 26, 2016, 01:59:27 PM
since u guys are talking about balancing the quarry i thought id share a screenshot with u guys.
http://imgur.com/a/ALFgT (http://imgur.com/a/ALFgT)
in the middle of the screenshot u can see the quarry and how many chunks it produced for getting like 250 steel, 50 copper, 50 uranium, a bit gold, a bit silver, maybe 5 plasteel?! some quartz and maybe something i dont remember anymore. the amount of chunks this thing spits out is ridiculous :D id rather have it not spitting out anything than hauling the chunks all day. i dont know where to put em tbh. thats why i decided going for the oldschool method of gathering ressources and started mining on the far left :D
i was thinking, maybe instead of spitting out tons of chunks just make it spawn nothing with a text over the pawn failed to mine or something. i dont know if this is possible but u can fail crafting in this game so why not mining? u can still keep the quarry spitting out chunks but in a way that its as common as the other stuff? i dont rly know.
otherwise tyvm for putting so much time and effort into this game. u guys are awesome!
Quote from: Drusek on July 26, 2016, 05:50:24 PM
Im testing it and mining something called Conglomerate - no idea what to do with it.
Quote from: Drusek on July 26, 2016, 06:10:41 PM
Had only Fluffy's Work Tab after Quarry. Moved Quarry to the bottom and now it spawns resources instead of that Conglomerate.
Quote from: Hanekem on July 26, 2016, 06:25:58 PM
Hi, just started playing with your mods and... well, I think I screwed myself, my map lacks Sand, so no glass and no sandbags (perhaps dirt could be used as a substitute for sand?) so, unless I am missing an alternate way of generating sand, this means the only worthy maps are coasts.
Is this Working as Intended?
Quote from: Drusek on July 26, 2016, 06:32:01 PM
You can turn gravel into sand at stonecutters tables. Im not sure if every map has gravel but if not then you can turn chunks to gravel.
Quote from: cuproPanda on July 26, 2016, 06:35:33 PM
Unifier is now updated!Quote from: Hanekem on July 26, 2016, 06:25:58 PM
I'm guessing I need to state that somewhere in the mod. A lot of people are confused by this.
Quote from: Mordgier on July 26, 2016, 02:41:06 PMQuote from: eskoONE on July 26, 2016, 01:59:27 PM
since u guys are talking about balancing the quarry i thought id share a screenshot with u guys.
http://imgur.com/a/ALFgT (http://imgur.com/a/ALFgT)
in the middle of the screenshot u can see the quarry and how many chunks it produced for getting like 250 steel, 50 copper, 50 uranium, a bit gold, a bit silver, maybe 5 plasteel?! some quartz and maybe something i dont remember anymore. the amount of chunks this thing spits out is ridiculous :D id rather have it not spitting out anything than hauling the chunks all day. i dont know where to put em tbh. thats why i decided going for the oldschool method of gathering ressources and started mining on the far left :D
i was thinking, maybe instead of spitting out tons of chunks just make it spawn nothing with a text over the pawn failed to mine or something. i dont know if this is possible but u can fail crafting in this game so why not mining? u can still keep the quarry spitting out chunks but in a way that its as common as the other stuff? i dont rly know.
otherwise tyvm for putting so much time and effort into this game. u guys are awesome!
Once I'm home I'll post the compiled dll that's a direct replacement for the current quarry.dll file which will spawn only 20% chunks.
I don't want to fully turn chunks off as there is a legitimate use for them.
// Randomly determine the resource, then tell
// SpawnProduct() what to spawn and how much
public void GenProduct()
{
int tmp = Rand.RangeInclusive(1, 200);
do
{
if (tmp < 40 ) { //20% chunks
isChunk = true;
SpawnProduct(chunk, 1);
return;
}
if (tmp >= 40 && tmp < 45)
{// 5
if (DefDatabase<ThingDef>.GetNamed("CP_Copper", false) != null)
{
SpawnProduct(ThingDef.Named("CP_Copper"), 10);
return;
}
}
if (tmp >= 45 && tmp < 50)
{// 5
if (DefDatabase<ThingDef>.GetNamed("CP_Quartz", false) != null)
{
SpawnProduct(ThingDef.Named("CP_Quartz"), 10);
return;
}
}
if (tmp == 50)
{// 1
if (DefDatabase<ThingDef>.GetNamed("CAL_RoseGold", false) != null)
{
SpawnProduct(ThingDef.Named("CAL_RoseGold"), 5);
return;
}
}
if (tmp >= 51 && tmp < 55)
{// 4
if (DefDatabase<ThingDef>.GetNamed("POW_Coldstone", false) != null)
{
SpawnProduct(ThingDef.Named("POW_Coldstone"), 1);
return;
}
}
if (tmp >= 55 && tmp < 60)
{// 5
if (DefDatabase<ThingDef>.GetNamed("Aluminium", false) != null)
{
SpawnProduct(ThingDef.Named("Aluminium"), 10);
return;
}
}
if (tmp >= 60 && tmp < 65)
{// 5
if (DefDatabase<ThingDef>.GetNamed("Copper", false) != null)
{
SpawnProduct(ThingDef.Named("Copper"), 10);
return;
}
}
if (tmp >= 65 && tmp < 70)
{// 5
if (DefDatabase<ThingDef>.GetNamed("MD2Coal", false) != null)
{
SpawnProduct(ThingDef.Named("MD2Coal"), 5);
return;
}
}
if (tmp >= 70 && tmp < 74)
{// 4
if (DefDatabase<ThingDef>.GetNamed("POW_Glowstone", false) != null)
{
SpawnProduct(ThingDef.Named("POW_Glowstone"), 1);
return;
}
}
if (tmp >= 74 && tmp < 114) //20% 5 steel
{// 12
SpawnProduct(ThingDefOf.Steel, 5);
return;
}
if (tmp >= 114 && tmp < 132) //9% 20 steel
{// 12
SpawnProduct(ThingDefOf.Steel, 20);
return;
}
if (tmp >= 132 && tmp < 134) //1% 50 steel
{// 12
SpawnProduct(ThingDefOf.Steel, 50);
return;
}
if (tmp >= 134 && tmp < 154) //10% 5 silver
{// 6
SpawnProduct(ThingDefOf.Silver, 5);
return;
}
if (tmp >= 154 && tmp < 164) //5% 10 silver
{// 6
SpawnProduct(ThingDefOf.Silver, 10);
return;
}
if (tmp >= 164 && tmp < 166) //1% 20 silver
{// 6
SpawnProduct(ThingDefOf.Silver, 20);
return;
}
if (tmp >= 166 && tmp < 175) //5% 10 Jad
{// 3
SpawnProduct(ThingDef.Named("Jade"), 10);
return;
}
if (tmp >= 175 && tmp < 177) //1% 30 Jad
{// 3
SpawnProduct(ThingDef.Named("Jade"), 30);
return;
}
if (tmp >= 177 && tmp < 187) //5% 10 Gold
{// 3
SpawnProduct(ThingDefOf.Gold, 10);
return;
}
if (tmp >= 187 && tmp < 189) //1% 30 Gold
{// 3
SpawnProduct(ThingDefOf.Gold, 30);
return;
}
if (tmp >= 187 && tmp >= 189) //1% 1 Uranium
{// 2
SpawnProduct(ThingDef.Named("Uranium"), 1);
return;
}
if (tmp >= 189 && tmp >= 191) //1% 1 Platsteel
{// 1
SpawnProduct(ThingDefOf.Plasteel, 1);
return;
}
if (tmp >= 191 && tmp < 195) //2% 1 component
{// 3
SpawnProduct(ThingDefOf.Component, 1);
return;
}
if (tmp == 195) //.5% 5 component
{// 3
SpawnProduct(ThingDefOf.Component, 5);
return;
}
if (tmp == 197) //.5% 5 Platsteel
{// 1
SpawnProduct(ThingDefOf.Plasteel, 5);
return;
}
if (tmp == 198) //.5% 10 Uranium
{// 1
SpawnProduct(ThingDef.Named("Uranium"), 10);
return;
}
if (tmp == 199) //.5% 100 Silver
{// 1
SpawnProduct(ThingDefOf.Silver, 100);
return;
}
if (tmp == 200) //.5% 10 Plasteel
{// 1
SpawnProduct(ThingDefOf.Plasteel, 10);
return;
}
tmp = Rand.RangeInclusive(1, 200); //roll again
}while (true); //do this forever until you breakout via a return.
}
Quote from: cuproPanda on July 26, 2016, 08:56:31 PM
If anyone would like to help test the new version with the mods they're using, I made a topic here (https://ludeon.com/forums/index.php?topic=22247.0)
Mordgier, I need to remember to add those varied drops to the xml
Maybe I'll add a message popup that says "(colonist) struck a large vein of (ore)" and spawn 3x the amount? I really like the varied output idea :)
Quote from: Mordgier on July 27, 2016, 10:02:08 AMQuote from: cuproPanda on July 26, 2016, 08:56:31 PM
If anyone would like to help test the new version with the mods they're using, I made a topic here (https://ludeon.com/forums/index.php?topic=22247.0)
Mordgier, I need to remember to add those varied drops to the xml
Maybe I'll add a message popup that says "(colonist) struck a large vein of (ore)" and spawn 3x the amount? I really like the varied output idea :)
Panda, it maybe outside of scope as I'm not sure of the complexity of this - but would it be possible to base output type and quantity on miner skill?
When I was playing around with my setup, the main issue I had in a new game is that I got platsteel and uranium very early in the game. It was still in relatively small quantities but given that I had no use for it, I could see it getting built up over the course of the game to the point that by the time the player researches an actual use for it they'd be sitting on a very nice stockpile of high end minerals. I didn't want to lower the yields for high end minerals as in my late game save it felt just right where I was getting some but always needed more.
I have no idea how to tie skill into it but if possible, I think it would be great if you needed mining 10+ to even start seeing high end minerals and 20 to consistently get high yields of rare minerals and no rocks.
That would also mean the player could control what the quarry puts out based on who is working it. Need rocks? Put low miner skill pawns in and they dig out mostly rocks and waste, need steel? Put in a mid level miner and they'll produce mostly steel. End game and need platsteel? Stuff in your best of the best...
If you can source the skill of the worker into the equation you would basically have several drop tables based on skill level. Use the skill as a modified to the roll for quantity for example rand (1, skill*5), high yields are 50+ highest yields are locked away at 75+.
Quote from: Gaiska on July 27, 2016, 11:03:30 AM
hello,
i wanna use this modpack and my question is -> do you use this modpack with or without other mods?
is it possible to use other a14 mods ? or is that not a good idea?
Quote from: Mordgier on July 26, 2016, 08:24:37 PMQuote from: Mordgier on July 26, 2016, 02:41:06 PMQuote from: eskoONE on July 26, 2016, 01:59:27 PM
since u guys are talking about balancing the quarry i thought id share a screenshot with u guys.
http://imgur.com/a/ALFgT (http://imgur.com/a/ALFgT)
in the middle of the screenshot u can see the quarry and how many chunks it produced for getting like 250 steel, 50 copper, 50 uranium, a bit gold, a bit silver, maybe 5 plasteel?! some quartz and maybe something i dont remember anymore. the amount of chunks this thing spits out is ridiculous :D id rather have it not spitting out anything than hauling the chunks all day. i dont know where to put em tbh. thats why i decided going for the oldschool method of gathering ressources and started mining on the far left :D
i was thinking, maybe instead of spitting out tons of chunks just make it spawn nothing with a text over the pawn failed to mine or something. i dont know if this is possible but u can fail crafting in this game so why not mining? u can still keep the quarry spitting out chunks but in a way that its as common as the other stuff? i dont rly know.
otherwise tyvm for putting so much time and effort into this game. u guys are awesome!
Once I'm home I'll post the compiled dll that's a direct replacement for the current quarry.dll file which will spawn only 20% chunks.
I don't want to fully turn chunks off as there is a legitimate use for them.
Attached is the direct replacement for the 'legacy' version of the mod - the version published on steam. This should reduce chunks to 20%.
Just replace your Quarry.dll from the mod with this one. Actual code changed below - Note the % values are probably HIGHER than the comments if you do not have other metals!Code Select// Randomly determine the resource, then tell
// SpawnProduct() what to spawn and how much
public void GenProduct()
{
int tmp = Rand.RangeInclusive(1, 200);
do
{
if (tmp < 40 ) { //20% chunks
isChunk = true;
SpawnProduct(chunk, 1);
return;
}
if (tmp >= 40 && tmp < 45)
{// 5
if (DefDatabase<ThingDef>.GetNamed("CP_Copper", false) != null)
{
SpawnProduct(ThingDef.Named("CP_Copper"), 10);
return;
}
}
if (tmp >= 45 && tmp < 50)
{// 5
if (DefDatabase<ThingDef>.GetNamed("CP_Quartz", false) != null)
{
SpawnProduct(ThingDef.Named("CP_Quartz"), 10);
return;
}
}
if (tmp == 50)
{// 1
if (DefDatabase<ThingDef>.GetNamed("CAL_RoseGold", false) != null)
{
SpawnProduct(ThingDef.Named("CAL_RoseGold"), 5);
return;
}
}
if (tmp >= 51 && tmp < 55)
{// 4
if (DefDatabase<ThingDef>.GetNamed("POW_Coldstone", false) != null)
{
SpawnProduct(ThingDef.Named("POW_Coldstone"), 1);
return;
}
}
if (tmp >= 55 && tmp < 60)
{// 5
if (DefDatabase<ThingDef>.GetNamed("Aluminium", false) != null)
{
SpawnProduct(ThingDef.Named("Aluminium"), 10);
return;
}
}
if (tmp >= 60 && tmp < 65)
{// 5
if (DefDatabase<ThingDef>.GetNamed("Copper", false) != null)
{
SpawnProduct(ThingDef.Named("Copper"), 10);
return;
}
}
if (tmp >= 65 && tmp < 70)
{// 5
if (DefDatabase<ThingDef>.GetNamed("MD2Coal", false) != null)
{
SpawnProduct(ThingDef.Named("MD2Coal"), 5);
return;
}
}
if (tmp >= 70 && tmp < 74)
{// 4
if (DefDatabase<ThingDef>.GetNamed("POW_Glowstone", false) != null)
{
SpawnProduct(ThingDef.Named("POW_Glowstone"), 1);
return;
}
}
if (tmp >= 74 && tmp < 114) //20% 5 steel
{// 12
SpawnProduct(ThingDefOf.Steel, 5);
return;
}
if (tmp >= 114 && tmp < 132) //9% 20 steel
{// 12
SpawnProduct(ThingDefOf.Steel, 20);
return;
}
if (tmp >= 132 && tmp < 134) //1% 50 steel
{// 12
SpawnProduct(ThingDefOf.Steel, 50);
return;
}
if (tmp >= 134 && tmp < 154) //10% 5 silver
{// 6
SpawnProduct(ThingDefOf.Silver, 5);
return;
}
if (tmp >= 154 && tmp < 164) //5% 10 silver
{// 6
SpawnProduct(ThingDefOf.Silver, 10);
return;
}
if (tmp >= 164 && tmp < 166) //1% 20 silver
{// 6
SpawnProduct(ThingDefOf.Silver, 20);
return;
}
if (tmp >= 166 && tmp < 175) //5% 10 Jad
{// 3
SpawnProduct(ThingDef.Named("Jade"), 10);
return;
}
if (tmp >= 175 && tmp < 177) //1% 30 Jad
{// 3
SpawnProduct(ThingDef.Named("Jade"), 30);
return;
}
if (tmp >= 177 && tmp < 187) //5% 10 Gold
{// 3
SpawnProduct(ThingDefOf.Gold, 10);
return;
}
if (tmp >= 187 && tmp < 189) //1% 30 Gold
{// 3
SpawnProduct(ThingDefOf.Gold, 30);
return;
}
if (tmp >= 187 && tmp >= 189) //1% 1 Uranium
{// 2
SpawnProduct(ThingDef.Named("Uranium"), 1);
return;
}
if (tmp >= 189 && tmp >= 191) //1% 1 Platsteel
{// 1
SpawnProduct(ThingDefOf.Plasteel, 1);
return;
}
if (tmp >= 191 && tmp < 195) //2% 1 component
{// 3
SpawnProduct(ThingDefOf.Component, 1);
return;
}
if (tmp == 195) //.5% 5 component
{// 3
SpawnProduct(ThingDefOf.Component, 5);
return;
}
if (tmp == 197) //.5% 5 Platsteel
{// 1
SpawnProduct(ThingDefOf.Plasteel, 5);
return;
}
if (tmp == 198) //.5% 10 Uranium
{// 1
SpawnProduct(ThingDef.Named("Uranium"), 10);
return;
}
if (tmp == 199) //.5% 100 Silver
{// 1
SpawnProduct(ThingDefOf.Silver, 100);
return;
}
if (tmp == 200) //.5% 10 Plasteel
{// 1
SpawnProduct(ThingDefOf.Plasteel, 10);
return;
}
tmp = Rand.RangeInclusive(1, 200); //roll again
}while (true); //do this forever until you breakout via a return.
}
Quote from: eskoONE on July 27, 2016, 12:40:52 PM
wow, ty for this. this one looks amazing so far. even though it spawns like a f* lot of ressources now it seems. cupro said hes going to add rubble or something where it spawn nothing. i think that would balance things out. i like the idea of spawning several stacks of 5 from time to time rolling the numers randomly. im going to run this one until cupro fixes his version.
ty again!
Quote from: Mordgier on July 27, 2016, 12:46:26 PMQuote from: eskoONE on July 27, 2016, 12:40:52 PM
wow, ty for this. this one looks amazing so far. even though it spawns like a f* lot of ressources now it seems. cupro said hes going to add rubble or something where it spawn nothing. i think that would balance things out. i like the idea of spawning several stacks of 5 from time to time rolling the numers randomly. im going to run this one until cupro fixes his version.
ty again!
If you feel it's too much I can tone it down - I felt like it was too much in the early game but about right for late game. Is there a particular resource that you think is dropping too much?
Exception in UIRootUpdate: System.NullReferenceException: Object reference not set to an instance of an object
at Quarry.PlaceWorker_SingleQuarry.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, Verse.Thing thingToIgnore) [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.UIRootMap.UIRootUpdate () [0x00000] in <filename unknown>:0
Quote from: Mordgier on July 27, 2016, 12:46:26 PMQuote from: eskoONE on July 27, 2016, 12:40:52 PM
wow, ty for this. this one looks amazing so far. even though it spawns like a f* lot of ressources now it seems. cupro said hes going to add rubble or something where it spawn nothing. i think that would balance things out. i like the idea of spawning several stacks of 5 from time to time rolling the numers randomly. im going to run this one until cupro fixes his version.
ty again!
If you feel it's too much I can tone it down - I felt like it was too much in the early game but about right for late game. Is there a particular resource that you think is dropping too much?
Quote from: eskoONE on July 27, 2016, 03:26:22 PMQuote from: Mordgier on July 27, 2016, 12:46:26 PMQuote from: eskoONE on July 27, 2016, 12:40:52 PM
wow, ty for this. this one looks amazing so far. even though it spawns like a f* lot of ressources now it seems. cupro said hes going to add rubble or something where it spawn nothing. i think that would balance things out. i like the idea of spawning several stacks of 5 from time to time rolling the numers randomly. im going to run this one until cupro fixes his version.
ty again!
If you feel it's too much I can tone it down - I felt like it was too much in the early game but about right for late game. Is there a particular resource that you think is dropping too much?
after a while playing now it seems that im not getting any plasteel from it? played like for 3 hours i think and if im not mistaken i didnt get any plasteel. wasnt paying too much attention to the quarry and plasteel stock though. might be thats the numbers are rly rly low.
Quote from: 123nick on July 27, 2016, 03:27:40 PM
will unifier be updated too steam?
Quote from: Drusek on July 27, 2016, 04:27:59 PM
I was still sometimes getting conglomerate and errors on deconstructing Quarry - only disabling Fluffy's Work Tab mod fixed all that...
Quote from: Drusek on July 27, 2016, 06:57:06 PM
Yes Im using that version.
After 1h of playing withour Work Tab I started getting that error again.
This should show it:
http://i.imgur.com/u8CEzDt.png
Quote from: Drusek on July 27, 2016, 06:57:06 PM
Yes Im using that version.
After 1h of playing withour Work Tab I started getting that error again.
This should show it:
http://i.imgur.com/u8CEzDt.png
Quote from: LuciusAnneas on July 28, 2016, 01:47:38 PM
so my colonists got poisoned by blowgun darts (I believe from the no power mod?) - is there any way to heal them, or are they just doomed to die of respiratory failure?
Quote from: cuproPanda on July 28, 2016, 06:59:47 PM
Updated Quarry to 14.20:
Fixed previous issues
Added QuarryResourceDef - allows for changing resource spawning
Quarry spawns rubble sometimes instead of chunks
Added gizmo to quadrants for switching to base quarry - double clicking isn't obvious
Moved hauling gizmo to base quarry since it affects the entire quarry
Deconstructing the quarry now returns most if not all wood used to build it
placing a quarry in dev mode no longer allows covering a steam geyser
Quarry output is defined in xml
Quarry output has multiple values for each resource - able to get a large amount, but more rare
I tested it with 30+ other mods and did everything I could to cause problems. If there is a problem, it has to be a mod conflict.
BTW, this will be my last update for a while. I have to spend a bit of time going to a bunch of doctors, and I have relaxing to do. I hope everyone enjoys the mods!
Quote from: earving1 on July 29, 2016, 05:06:29 PM
hello i has this problem with core panda i tried to search it but dont work , versions are the same of the game please help
https://gyazo.com/f65a8d830a3590b7b37979d222fcb9fe
Quote from: RalphFox on July 31, 2016, 11:28:36 PM
@cuproPanda here you go (https://www.amazon.com/clouddrive/share/x3zw7MWNEwQjnZapWMLyRxVa8h8ib128cly4u3yj340), as promissed, my save file
Save file didn't say any other mods were loaded, including quarry
Save file didn't have a reference to quarry
Loaded the game using: Core, Quarry
Errors found:
Play mode, error on acceptable placing
Dev mode, error on clicking quarry to build
Trying to spawn conglomerate (checks for QuarryManager, finds one if none available), Object reference error
Quit to Menu without saving
New World:
Able to select and build a quarry
Able to mine at quarry
Conglomerate spawns using quarry's hauling designations
Able to deconstruct and rebuild quarry
Quit to OS without saving
Reloaded Corneria with: Core, Quarry - issues persist
Conclusion:
Quarry needs a new save, possibly due to statics - current A14 bug with it
Solution:
New saves only
Possible fix by implementing [StaticConstructorOnStartup], to init classes on an existing assembly
Quote from: cuproPanda on August 01, 2016, 02:30:12 AM
Yep, I have the issue now, too. My log:Code Select
Save file didn't say any other mods were loaded, including quarry
Save file didn't have a reference to quarry
Loaded the game using: Core, Quarry
Errors found:
Play mode, error on acceptable placing
Dev mode, error on clicking quarry to build
Trying to spawn conglomerate (checks for QuarryManager, finds one if none available), Object reference error
Quit to Menu without saving
New World:
Able to select and build a quarry
Able to mine at quarry
Conglomerate spawns using quarry's hauling designations
Able to deconstruct and rebuild quarry
Quit to OS without saving
Reloaded Corneria with: Core, Quarry - issues persist
Conclusion:
Quarry needs a new save, possibly due to statics - current A14 bug with it
Solution:
New saves only
Possible fix by implementing [StaticConstructorOnStartup], to init classes on an existing assembly
For now, the best solution I can give you is to just not use the quarry in your current save. Starting a new world fixes the issue, but that's not a simple solution if you're attached to your current colony.
I don't want to update the mod again for A14, since it's caused nothing but problems for the other people using it, and since starting a new world fixes the issue. I'll make sure to have the mod fixed in A15, now that I know what I'm testing for. Hopefully [StaticConstructorOnStartup] is the solution, or maybe I just need to move away from statics - I don't think I need them.
Thank you for submitting the save, it helped a lot. I could've sworn I had already tried saving a world with no mods, but I guess I didn't.
Quote from: legendary on August 01, 2016, 12:02:15 PM
Hey cupro, when the "Soda Garden" would be comaptible with latest RW version? I love your mods!
Quote from: legendary on August 01, 2016, 12:02:15 PMI've got the greenlight from Cupro himself to update that mod to v14, i'll be doing that when i get more free =)
Hey cupro, when the "Soda Garden" would be comaptible with latest RW version? I love your mods!
Quote from: Drusek on August 01, 2016, 04:26:19 AMI didn't saw your message before, thanks for that, i'll try that later;
1. Start new world and build quarry, save.
2. Open that save and your current save in text editor. (Backup your current save first)
3. Search for "quarry" in both of them and compare the differences. Obviously ID of the quarry and placement will be different but there might be something else missing. Add that from new world save.
v14.1:Updated items to be able to be stored in storages. Thanks to JesusKreist for pointing the problem/error!
v14:Updated to A14.
Quote from: RalphFox on August 03, 2016, 11:21:45 PM
Good news! I've just updated Soda garden (http://bit.ly/CuproSodaRalph) to v14!
As usual, please report any bugs; I haven't done a thoroughly testing.
To info on how to install, please check Cupro's Drinks (https://ludeon.com/forums/index.php?topic=13400.msg130954#msg130954), Addons section, Soda Garden.
PS: 'Soda Brewing' in this message has been renamed to Cupro's drinks.Quote from: cuproPanda on May 08, 2015, 09:32:27 PM(Cupro, you might want to change that. :P)
In order to use this mod, you must first download and install Soda Brewing and Vegetable GardenQuote from: Drusek on August 01, 2016, 04:26:19 AMI didn't saw your message before, thanks for that, i'll try that later;
1. Start new world and build quarry, save.
2. Open that save and your current save in text editor. (Backup your current save first)
3. Search for "quarry" in both of them and compare the differences. Obviously ID of the quarry and placement will be different but there might be something else missing. Add that from new world save.
Quote from: 123nick on August 04, 2016, 04:43:19 AM
hey, i think there might be a bug with unifier. im using core panda, and industrialization, with industrialialization loading first, and core panda second, but when i click on the bills button to add a bill to the unifier within the bill tab, i get a bug too the debug log: Created FloatMenu with no options. Closing. and there is no recipes available. also, industrialization floor tiles and cuprop panda copper floor tiles both have the same name, so it seems that industrialization is overwriting your floor tiles, which is a bit of a nuisance as the industrialization copper tiles dont have the cleanliness bonus.
Quote from: cuproPanda on August 04, 2016, 12:17:20 PMQuote from: 123nick on August 04, 2016, 04:43:19 AM
hey, i think there might be a bug with unifier. im using core panda, and industrialization, with industrialialization loading first, and core panda second, but when i click on the bills button to add a bill to the unifier within the bill tab, i get a bug too the debug log: Created FloatMenu with no options. Closing. and there is no recipes available. also, industrialization floor tiles and cuprop panda copper floor tiles both have the same name, so it seems that industrialization is overwriting your floor tiles, which is a bit of a nuisance as the industrialization copper tiles dont have the cleanliness bonus.
You have to download the recipes, too. I kept them separate so people wouldn't just download all the recipes when they only needed 1 or 2
Quote from: 123nick on August 06, 2016, 03:31:43 AMQuote from: cuproPanda on August 04, 2016, 12:17:20 PMQuote from: 123nick on August 04, 2016, 04:43:19 AM
hey, i think there might be a bug with unifier. im using core panda, and industrialization, with industrialialization loading first, and core panda second, but when i click on the bills button to add a bill to the unifier within the bill tab, i get a bug too the debug log: Created FloatMenu with no options. Closing. and there is no recipes available. also, industrialization floor tiles and cuprop panda copper floor tiles both have the same name, so it seems that industrialization is overwriting your floor tiles, which is a bit of a nuisance as the industrialization copper tiles dont have the cleanliness bonus.
You have to download the recipes, too. I kept them separate so people wouldn't just download all the recipes when they only needed 1 or 2
ok, thanks! also, can you rename your floor tiles too "sanitary copper tiles" or something? so that way it does not conflict with industrialization floor tiles, which dont have the cleanliness bonus.
Quote from: RalphFox on August 03, 2016, 11:21:45 PM
Good news! I've just updated Soda garden (http://bit.ly/CuproSodaRalph) to v14!
As usual, please report any bugs; I haven't done a thoroughly testing.
Quote from: cuproPanda on August 06, 2016, 01:46:09 PMQuote from: 123nick on August 06, 2016, 03:31:43 AMQuote from: cuproPanda on August 04, 2016, 12:17:20 PMQuote from: 123nick on August 04, 2016, 04:43:19 AM
hey, i think there might be a bug with unifier. im using core panda, and industrialization, with industrialialization loading first, and core panda second, but when i click on the bills button to add a bill to the unifier within the bill tab, i get a bug too the debug log: Created FloatMenu with no options. Closing. and there is no recipes available. also, industrialization floor tiles and cuprop panda copper floor tiles both have the same name, so it seems that industrialization is overwriting your floor tiles, which is a bit of a nuisance as the industrialization copper tiles dont have the cleanliness bonus.
You have to download the recipes, too. I kept them separate so people wouldn't just download all the recipes when they only needed 1 or 2
ok, thanks! also, can you rename your floor tiles too "sanitary copper tiles" or something? so that way it does not conflict with industrialization floor tiles, which dont have the cleanliness bonus.
I just thought the tiles from Industrialisation weren't craftable. Strange how the defNames were different but they still conflicted, I guess it's a quirk with the terrain system. I fixed it.
Quote from: 123nick on August 06, 2016, 07:31:32 PMQuote from: cuproPanda on August 06, 2016, 01:46:09 PMQuote from: 123nick on August 06, 2016, 03:31:43 AMQuote from: cuproPanda on August 04, 2016, 12:17:20 PMQuote from: 123nick on August 04, 2016, 04:43:19 AM
hey, i think there might be a bug with unifier. im using core panda, and industrialization, with industrialialization loading first, and core panda second, but when i click on the bills button to add a bill to the unifier within the bill tab, i get a bug too the debug log: Created FloatMenu with no options. Closing. and there is no recipes available. also, industrialization floor tiles and cuprop panda copper floor tiles both have the same name, so it seems that industrialization is overwriting your floor tiles, which is a bit of a nuisance as the industrialization copper tiles dont have the cleanliness bonus.
You have to download the recipes, too. I kept them separate so people wouldn't just download all the recipes when they only needed 1 or 2
ok, thanks! also, can you rename your floor tiles too "sanitary copper tiles" or something? so that way it does not conflict with industrialization floor tiles, which dont have the cleanliness bonus.
I just thought the tiles from Industrialisation weren't craftable. Strange how the defNames were different but they still conflicted, I guess it's a quirk with the terrain system. I fixed it.
MANY thanks! i love your mods btw, like how you can get fresh water from a well, and etc. maybe you can make a water purifier? its like the well, but cost steel, like 20-40 steel, and it can be placed near water ,and with some power, you can use it to gather water, but only if its near a water tile.
Quote from: Fisty on August 07, 2016, 01:39:34 AM
I'm sorry if this has been asked before.. (I ran search through every page of the tread and didn't find it) How does one make the coldstone batteries? I'm not seeing anything obvious in the research window and can't find anything in the architect tabs. I'm running a tribe right now.
Quote from: Fisty on August 07, 2016, 02:08:32 AM
Found it.. coldstone battery research that requires microelectronics basics which requires electricity... so completely not useful for a tribal without electricity. Sorry Panda.. I love your mods but that's pretty um... yeah.. no nice way to say it so I won't.
Quote from: JesusKreist on August 06, 2016, 03:08:25 PM
I encountered a bug.
Or it is 'only' an extremely weird coincidence.
The sodas from that addon have no place to store.
From the point the harvest was in to the point where I noticed it my cook already had made 212 bottles of peach soda which are now clogging the hallway ...
Not even a fresh "Anything goes!" stockpile is willing to take them.
/edit found out why
In the Items_SOGA.xml the items are specified.
The soda bottles are missing a specification on what it is.
Since it is an addon to Cupros Drinks and should not work without it I butchered
<thingCategories>
<li>CPD_Sodas</li>
</thingCategories>
into the file.
Quote from: DepOpt on August 07, 2016, 11:25:43 AM
So, using a pile of your mods via the steam workshop now, but hit a early game snag. Resource pits can't be built on mud anymore...
Seeing as this was the main way to get sand, I can't get any sandbags. is the only way now to do it via stonecutting tables? if so, then the research needed is going to slow down setting up basic defenses for those first few raids.
*edit* also just realised that getting mud and clay are now also much more difficult, making using bricks/mudbricks as an early game structure impossible.
Quote from: lundwooder on August 07, 2016, 02:43:59 PM
when I launch the game I get a box that pops up saying this. Mod Additional Joy Objects 14.01.zip (unzipped file) has incorrectly formatted target version 'Unknown'. For the current version write: <targetVersion>0.14.1249</targetVersion>. How do I fix this?
Quote from: kaptain_kavern on August 07, 2016, 08:56:51 PM
@CuproPanda :
Did you know you can just use "0.14.0" ? :-p
Quote from: DepOpt on August 08, 2016, 12:20:09 PM
Minor oddity with the quern fix, the quern's recipes now show up in the stonecutting table, so you have both 'grind' and 'crush' A into B in the recipe list. Not game breaking, just messy.
Quote from: H8ff0000 on August 11, 2016, 08:08:46 PM
BrainMod sounds useful, looking forward to an A14 version :)
Quote from: Etherdreamer on August 12, 2016, 12:33:02 AM
Sad.. you get roasted by the constant updating?
Quote from: cuproPanda on August 12, 2016, 01:58:47 AMWho could blame you. I haven't done it myself, but from the sounds of it, modding is a PITA due to a number of factors, which I just read, today actually, another modder list as his reasons for also leaving the RimWorld modding scene. Seems like a shame that could be avoided.Quote from: Etherdreamer on August 12, 2016, 12:33:02 AM
Sad.. you get roasted by the constant updating?
Too much on my plate at the moment. As much as I love modding RimWorld, I don't have the time to dedicate to updating and maintaining the mods. Any free time I get, though, I'm spending working on A15, so hopefully it's completely stable and balanced.
Quote from: H8ff0000 on August 12, 2016, 02:43:08 AMQuote from: cuproPanda on August 12, 2016, 01:58:47 AMWho could blame you. I haven't done it myself, but from the sounds of it, modding is a PITA due to a number of factors, which I just read, today actually, another modder list as his reasons for also leaving the RimWorld modding scene. Seems like a shame that could be avoided.Quote from: Etherdreamer on August 12, 2016, 12:33:02 AM
Sad.. you get roasted by the constant updating?
Too much on my plate at the moment. As much as I love modding RimWorld, I don't have the time to dedicate to updating and maintaining the mods. Any free time I get, though, I'm spending working on A15, so hopefully it's completely stable and balanced.
Thank you for all your hard work.
Quote from: cuproPanda on August 12, 2016, 03:01:09 AMCan't help but be interested in this WIP game you mentioned. Care to share the basic premise?Quote from: H8ff0000 on August 12, 2016, 02:43:08 AMQuote from: cuproPanda on August 12, 2016, 01:58:47 AMWho could blame you. I haven't done it myself, but from the sounds of it, modding is a PITA due to a number of factors, which I just read, today actually, another modder list as his reasons for also leaving the RimWorld modding scene. Seems like a shame that could be avoided.Quote from: Etherdreamer on August 12, 2016, 12:33:02 AM
Sad.. you get roasted by the constant updating?
Too much on my plate at the moment. As much as I love modding RimWorld, I don't have the time to dedicate to updating and maintaining the mods. Any free time I get, though, I'm spending working on A15, so hopefully it's completely stable and balanced.
Thank you for all your hard work.
If you mean the Combat Realism dev, I disagree, but my mods aren't as complex as their mod, so I haven't experienced the same issues. There are snags here and there, but I'm modding a game, not working on it directly. I don't plan on staying gone, but I do need to take some time off to focus on all the stuff I've got going on, including making my own game. One of the reasons I like RimWorld as much as I do, and the main reason why I play it and mod it so much is because it's very similar to the one I've been working on. It's a double-edged sword, though; I spend too much time looking at the finished product, and not enough time focusing on the WIP one. I have learned a lot, though, and I have seen what works and what I'll do differently.
Quote from: cuproPanda on August 12, 2016, 03:47:33 AMI do like me some Stardew Valley :)
Can't say much, but imagine tropical RimWorld meets Minecrafts TerraFirmaCraft. Playstyle like Stardew Valley
Quote from: Etherdreamer on August 12, 2016, 04:05:05 AM
TerrafirmaCraft? dude that mod it´s awesome and survival should be like that mod. Officially.
Quote from: cuproPanda on August 13, 2016, 03:27:27 PM
If anyone would like to test out the newest changes I've made, you can download the newest mods here (http://bit.ly/2bqwly9). They will require a new game. I plan on testing them as well to be sure they are working properly before A15 hits. Let me know if there are any issues!
Quote from: DOMA on August 13, 2016, 04:25:55 PMQuote from: cuproPanda on August 13, 2016, 03:27:27 PM
If anyone would like to test out the newest changes I've made, you can download the newest mods here (http://bit.ly/2bqwly9). They will require a new game. I plan on testing them as well to be sure they are working properly before A15 hits. Let me know if there are any issues!
Any change logs..? Thanks
Quote from: 123nick on August 17, 2016, 01:10:38 AM
hey a quick question, this mod: https://ludeon.com/forums/index.php?topic=14870.0 adds in glass, so maybe you can add a unifier recipe to switch between your mods glass and this mods glass?
Quote from: 123nick on August 17, 2016, 01:29:49 AM
also, maybe a water purifier can be added as a way to get water? its quick, and cheap to build, but it requires power, and some water cells near by, or adjacent, inorder to work.
Quote from: cuproPanda on August 18, 2016, 02:17:56 PMQuote from: 123nick on August 17, 2016, 01:10:38 AM
hey a quick question, this mod: https://ludeon.com/forums/index.php?topic=14870.0 adds in glass, so maybe you can add a unifier recipe to switch between your mods glass and this mods glass?Quote from: 123nick on August 17, 2016, 01:29:49 AM
also, maybe a water purifier can be added as a way to get water? its quick, and cheap to build, but it requires power, and some water cells near by, or adjacent, inorder to work.
Both are good ideas. I'll work on making the recipe available for A15, but for now there's a template you can use to make your own recipes. I don't know if I'll have time to make a water purifier, but I do like the idea, so it'll probably be in a future update.
I'm currently in the process of moving, and I'm going to be transferring all of my files from my laptop to my desktop, so progress on A15 might be a little delayed, but I have downloaded the beta and I'll be using that to build A15. Hopefully I can release my mods a few days after A15 hits, assuming nothing major changes.
Since A15 has a passive cooling option, should Cooling Towers be more effective? It almost seems like the cooling towers should be removed now, but they are free once built, unlike the vanilla option which I believe gets destroyed.
Quote from: 123nick on August 20, 2016, 12:34:56 AMQuote from: cuproPanda on August 18, 2016, 02:17:56 PMQuote from: 123nick on August 17, 2016, 01:10:38 AM
hey a quick question, this mod: https://ludeon.com/forums/index.php?topic=14870.0 adds in glass, so maybe you can add a unifier recipe to switch between your mods glass and this mods glass?Quote from: 123nick on August 17, 2016, 01:29:49 AM
also, maybe a water purifier can be added as a way to get water? its quick, and cheap to build, but it requires power, and some water cells near by, or adjacent, inorder to work.
Both are good ideas. I'll work on making the recipe available for A15, but for now there's a template you can use to make your own recipes. I don't know if I'll have time to make a water purifier, but I do like the idea, so it'll probably be in a future update.
I'm currently in the process of moving, and I'm going to be transferring all of my files from my laptop to my desktop, so progress on A15 might be a little delayed, but I have downloaded the beta and I'll be using that to build A15. Hopefully I can release my mods a few days after A15 hits, assuming nothing major changes.
Since A15 has a passive cooling option, should Cooling Towers be more effective? It almost seems like the cooling towers should be removed now, but they are free once built, unlike the vanilla option which I believe gets destroyed.
i like cooling towers. i have never built one, but i wonder, how do they work? i've never built one, they say they use rain water or something, do they take water buckets? also, the texture is a bit weird. i mean in theory the texture is good, but its too high- things north of it may get obscured and from the view of the camera in game it makes it seem like they are leaning north. the vulcan turret from marnadors more vanilla turrets mod is a pretty good depiction of a high object ingame, maybe u can take inspiration from it? or maybe make the rain tower take more space. another small thing- many of the constructs in this mod are very small, the furnace is 1x1 and so is the well. the well could be increased in size to like ,2x2, and the furnace i'm ok with having a 1x1 variant, but it should go slower than it is now, as a trade off for being small and taking less resources. maybe have a 2x2 and/or 3x3 furnace?
also, i will try to make some recipes for the glass. i think it adds its own sand too.
Quoterain barrels show as pink squares after save/load (Fixed in later version)
Quoterain barrels show as pink squares after save/load (Fixed in later version)
Quote from: Adventurer on August 21, 2016, 11:29:06 AM
(What follows is a bunch of merged posts and edits, I bolded the super important stuff.)Quoterain barrels show as pink squares after save/load (Fixed in later version)
I just ran into this. Any chance of uploading a fixed version?
----
Tried to compile it myself using a guide but unfortunately it was not to be.
Error CS0840: 'CorePanda.Building_WaterGatherer.maxWater.get' must declare a body because it is not marked abstract or extern. Automatically implemented properties must define both get and set accessors.
----
Oh hey, I got it to compile, just had to add a set; in there.but uh, I think your github for CorePanda is missing a ton of files. There's no Building_Chandelier.cs for example.
I really hope you can help me out with this, because the pink squares are really bothering me.
protected virtual float maxWater { get; set; }
----
Oh I see. 'Moved features to RAD'. So I need to compile RandomAdditions or do a revert of that commit...
----
Okay, I figured out I need to grab the source code from here, which is from before that commit: https://github.com/cuproPanda/CP/tree/42cc552c3a28316bfe1b405b96cd907f87df94f7
I had to make that same set; alteration I mentioned before but then it compiles fine, however for some reason it's a 60kb file rather then 48kb which is what it was before. I try loading up the game and while the errors I were getting before are gone, now Powerless and ExpandedPower are saying 'the classes in the module cannot be loaded'. The mod load order didn't change at all. Ugghhh
----
Still trying to make this work, but I spotted an error in the debugger that you should address. Something about using -- in the comments of items_DWC.xml for Dwarven Crafts on line 8. I changed them to equal signs instead and it went away.
----
Okay, I finally did it! Just had to recompile Expanded Power and Powerless with the new DLL. I guess you have to do that any time you recompile the DLL, which explains why you're moving things out of CorePanda and into its own mod. Still not sure why the DLL that I generated was 12kb larger than the one it replaced but whatever. The pink square bug is fixed on my save, now.
----
Ahh, I see what's making the one I compiled larger. sharpDevelop is including mscorlib and System.Core. Doesn't seem to make too much of a difference so whatever.
Quote from: cuproPanda on August 21, 2016, 01:34:41 PMAlso, you probably could have just downloaded that commit's version of the .dll and had it working :P
Quote from: Adventurer on August 21, 2016, 01:45:48 PMQuote from: cuproPanda on August 21, 2016, 01:34:41 PMAlso, you probably could have just downloaded that commit's version of the .dll and had it working :P
According to the timestamps and file history that dll is from before the pink square fix.
https://github.com/cuproPanda/CP/commits/master/Mod/Assemblies/CorePanda.dll August 13th was the last time it was updated before today that is) and the pink square fix was August 14th.
Aside from you I think I have the only pre-A15 version of CorePanda that has the pink square fix. Do you mind if I attach it in this thread for others who might want it?
As an aside, what to do you use to compile? sharpDevelop is very fussy and hard to work with.
Quote from: Adventurer on August 21, 2016, 03:04:17 PM
Here you go. I rebuilt the CorePanda, Expanded Power, and Powerless with Xamarin Studios aka MonoDevelop, which is far easier to use than SharpDevelop (and it didn't complain about it missing a setter). Made sure to use the pre-A15 code from the GitHub for all three. I tested it too, everything is working fine. I also included the fixed XML file for Dwarven Crafts.
Feel free to update the OP with this archive, in fact I'd like that a lot.
https://www.dropbox.com/s/plhnwtrr86jfitd/cuproPanda_preA15.zip?dl=0
Quote from: drakemasta on August 22, 2016, 09:19:25 PM
could you do a mod that allows you to remove bionics from corpses?
Quote from: drakemasta on August 23, 2016, 09:58:26 PM
could we get fireplaces?
or methane fire places (uses biological waste to produce a longer lasting flame)
Quote from: 123nick on August 26, 2016, 11:17:33 PM
a quick suggestion- have you thought of increasing the size of some of the objects? like the furnace, smoker, well, etc? i feel like them all being 1x1 is a bit small.
Quote from: bomberchibbi on August 27, 2016, 10:40:13 AM
Hi Cupro,
I am using your core mod and bulk traders used to sell copper. However They don't seem to offer copper anymore, is that intended, a bug on my side, or is something buggy in the mod? (I don't get any error messages when starting the game)
Quote from: bomberchibbi on August 27, 2016, 06:05:58 PM
I think it was rather because of one mod that adds plants that can be grown into steel and the vanilla ressources, I already suspected that not every trader has copper, but the chance of none having it during a several days irl span is rather small. The new colony I started without that mod now also has copper on vendors :)
Quote from: Shinkai on August 29, 2016, 10:27:11 PMIf you look in the OP RimPharma has a "NO 15" next to it. I take that to mean it won't be making it into 15 land. This is probably because A15 already adds a lot of drugs, which RimPharma did too, and cupro may feel it's no longer as relevant or necessary, and wish to focus on other things. That's just my guess, but it makes sense.
Hmm. Dont see Rimpharma in the testing versions. Still being reworked?
Quote from: Deimos Rast on August 30, 2016, 04:01:16 PMQuote from: Shinkai on August 29, 2016, 10:27:11 PMIf you look in the OP RimPharma has a "NO 15" next to it. I take that to mean it won't be making it into 15 land. This is probably because A15 already adds a lot of drugs, which RimPharma did too, and cupro may feel it's no longer as relevant or necessary, and wish to focus on other things. That's just my guess, but it makes sense.
Hmm. Dont see Rimpharma in the testing versions. Still being reworked?
The one I don't get, and the reason I'm here actually, is the CFG and why it has a "NO 15" tag next to it. It's a definite favorite of mine, and it's so small, I can't see it being too much work. In fact, I'll probably do it myself, and post it here if you don't mind.
I'd also like to say: thank you for picking good licenses. More than once I've updated a mod for personal use, then thought "someone else might want to use this too" only to find out the license is rubbish. That is of course the author's prerogative, but it's frustrating nonetheless. So thank you!
Cheers.
(p.s. really enjoy Powerless, although I wish the Coldstones had a lowertech use as well).
Quote from: Shinkai on August 30, 2016, 06:04:15 PMYou could check out the Vegetable Garden mod - it has a few medicinal/chemical plants. It's a much bigger mod though (has some crafting related aspects to go along with the farming as well).
Dang. Oh well I guess since Neutroamine can be made into Medicine it really is moot. I did like the painkillers though.
Quote from: timeandtherani on August 31, 2016, 01:45:31 PMAre you using the "Untested A15 Versions" ? Right under the title in the OP there is a Google Drive link to a large zip with all in one titled "Day 1 Mod." If you are using that, then the target versions are wrong, because they say 0.15.0 instead of 0.15.1280 and you'll need to open them in a notepad and manually change it.
I've been trying to load Core and Additional Joy objects and the game won't let me because it says they're not compatible with 15. Is anyone else getting this or am I a special snowflake/doing something wrong? Any help would be appreciated.
Quote from: gehennianviceroy on August 31, 2016, 05:15:19 PMI absolutely agree. I use a ton of these mods and the game didn't feel right without them. I'm about to use the testing versions, bugs be damned! Though if I do find any I'll be sure to report them. Cupro certainly deserves the help.
cuproPanda, I just want to say that ever since I've first used your mods, they've become a must have. I even halfway updated some of your stuff for myself JUST because I couldn't play A15 without them (I needed copper and bottled water, god damnit). Thank you so much for the work you put in, plus the added bonus of giving us the testing versions for us hardcore Panda users.
Looking forward to starting my first "real deal" colony tonight with your mods enabled (at work for another few hours).
Quote from: Shinkai on August 29, 2016, 10:27:11 PM
Hmm. Dont see Rimpharma in the testing versions. Still being reworked?
Edit: I seem to have gotten the Cupro Core mod working but it seems like I'm not able to make bricks anymore?
I can get clay. But the simple crafting table only enables me to bottle fresh water. The furnace also doesnt have "bake/dry bricks" bill any more too.
Either that or its locked behind research?
Quote from: Deimos Rast on August 30, 2016, 04:01:16 PM
The one I don't get, and the reason I'm here actually, is the CFG and why it has a "NO 15" tag next to it. It's a definite favorite of mine, and it's so small, I can't see it being too much work. In fact, I'll probably do it myself, and post it here if you don't mind.
I'd also like to say: thank you for picking good licenses. More than once I've updated a mod for personal use, then thought "someone else might want to use this too" only to find out the license is rubbish. That is of course the author's prerogative, but it's frustrating nonetheless. So thank you!
Cheers.
(p.s. really enjoy Powerless, although I wish the Coldstones had a lowertech use as well).
Quote from: Shinkai on August 30, 2016, 06:04:15 PM
Dang. Oh well I guess since Neutroamine can be made into Medicine it really is moot. I did like the painkillers though.
Quote from: timeandtherani on August 31, 2016, 01:45:31 PM
I've been trying to load Core and Additional Joy objects and the game won't let me because it says they're not compatible with 15. Is anyone else getting this or am I a special snowflake/doing something wrong? Any help would be appreciated.
Quote from: gehennianviceroy on August 31, 2016, 05:15:19 PM
cuproPanda, I just want to say that ever since I've first used your mods, they've become a must have. I even halfway updated some of your stuff for myself JUST because I couldn't play A15 without them (I needed copper and bottled water, god damnit). Thank you so much for the work you put in, plus the added bonus of giving us the testing versions for us hardcore Panda users.
Looking forward to starting my first "real deal" colony tonight with your mods enabled (at work for another few hours).
Quote from: Trigon on August 31, 2016, 09:06:45 PMQuote from: gehennianviceroy on August 31, 2016, 05:15:19 PMI absolutely agree. I use a ton of these mods and the game didn't feel right without them. I'm about to use the testing versions, bugs be damned! Though if I do find any I'll be sure to report them. Cupro certainly deserves the help.
cuproPanda, I just want to say that ever since I've first used your mods, they've become a must have. I even halfway updated some of your stuff for myself JUST because I couldn't play A15 without them (I needed copper and bottled water, god damnit). Thank you so much for the work you put in, plus the added bonus of giving us the testing versions for us hardcore Panda users.
Looking forward to starting my first "real deal" colony tonight with your mods enabled (at work for another few hours).
Quote from: Deimos Rast on September 01, 2016, 04:26:04 PM
actually I'm pretty sure you can make a powerless freezer with the new passive cooler added in A15.
I'm actually playing with that idea myself. Haven't loaded it yet.
I also really like the charcoal pit. Shame it use a custom plugin, but I understand. Suppose it could be converted to bills, but that'd defeat the purpose.
Quote from: Deimos Rast on August 31, 2016, 04:36:40 PM
Are you using the "Untested A15 Versions" ? Right under the title in the OP there is a Google Drive link to a large zip with all in one titled "Day 1 Mod." If you are using that, then the target versions are wrong, because they say 0.15.0 instead of 0.15.1280 and you'll need to open them in a notepad and manually change it.
Quote from: timeandtherani on September 01, 2016, 06:06:29 PM
How do I get bottled water? I have the well installed, but there's no "gather water" option. I want to bottle water and make spectago tea, but the brewing keeps saying "no materials". Do I have to make glass bottles? How do I do that?
Quote from: timeandtherani on September 02, 2016, 01:10:33 PM
Thanks! Does it make a difference where I place the well? Can I use rain barrels for this as well?
Quote from: Adventurer on September 02, 2016, 09:58:40 PM
Do you plan on updating Soda Garden?
Quote from: blud on September 03, 2016, 01:12:10 PM
i've been lurking these forums for about a month now since i've picked the game up and felt compelled to register just to tell you i genuinely hope you take the time to recover and you heal properly.I know that feeling when it seems like everything that could possibly go wrong does.
Quote from: Killaim on May 31, 2015, 05:20:17 PMSatysfaction bar anyone?
the best joy mechanic ever
a table with
(http://www.planetjune.com/blog/images/bubblewrap.jpg)
you are welcome
Quote from: cuproPanda on September 03, 2016, 05:19:20 PMQuote from: blud on September 03, 2016, 01:12:10 PM
i've been lurking these forums for about a month now since i've picked the game up and felt compelled to register just to tell you i genuinely hope you take the time to recover and you heal properly.I know that feeling when it seems like everything that could possibly go wrong does.
Thank you. The mods are updated and working, I just need to update the links and descriptions. Ill do that sometime this week.
Quote from: Deimos Rast on August 30, 2016, 06:28:33 PMQuote from: Shinkai on August 30, 2016, 06:04:15 PMYou could check out the Vegetable Garden mod - it has a few medicinal/chemical plants. It's a much bigger mod though (has some crafting related aspects to go along with the farming as well).
Dang. Oh well I guess since Neutroamine can be made into Medicine it really is moot. I did like the painkillers though.
------------------
Anyway, here is the Corpse Fired Generator updated for A15. I made massive, sweeping changes which include: changing the About to 0.15.80 and adding a line to the Changelog. Yup. My work here is done.
*Rides off into the sunset*
https://www.dropbox.com/s/jggnnlsv9gxfbqc/CFG_A15.zip?dl=0 (https://www.dropbox.com/s/jggnnlsv9gxfbqc/CFG_A15.zip?dl=0)
(@cuproPanda Even though the license allows for it, if for whatever reason you don't want this redistributed, let me know, and I'll take it down.)
(p.s. While the stock FuelGenerator did receive a nerf in A15, I felt it wasn't relevant to the CFG, as it specifically dealt with consumption of wood and/or deals with quantities that don't scale well with the CFG)
Quote from: cuproPanda on September 01, 2016, 12:58:29 PM/snip
Quote from: blud on September 20, 2016, 10:28:59 PM
Any way to just get the medical and universal racks?
Or if anyone knows of a mod that just adds those?
Quote from: blud on September 20, 2016, 10:28:59 PMYou can remove all folders except for RAD/Defs/*Rack from the Random Additions mod and it should work. For the racks, CorePanda is not needed. You could also use ExiledAlchemist's suggestion, I personally prefer Extended Storage (https://ludeon.com/forums/index.php?topic=14177.0).
Any way to just get the medical and universal racks?
Or if anyone knows of a mod that just adds those?
Quote from: Trynt on October 14, 2016, 12:20:25 AMcuproPanda no longer has the time to maintain the mods but has given full permissions to everyone who wants to modify or continue them, so yes that is fine.
Hello uh, I hate to bring this up (Since in the previous messages it sounds like you've been having health issues, in which case I hope you get a swift recovery) but I have a bit of a bug issue to report. Painting easels don't work, every other feature is fine, but when one of my colonists finishes painting on an easel, nothing appears and it's wasted resources. I'm going to try to fix it myself by messing around with the data files, and if I end up fixing the bug, I'll post the fixed files here (If that's okay with you that is)
Quote from: legendary on October 15, 2016, 09:37:14 AM
Cupro, please update "BrainMod". Thank you!
Quote from: jmababa on October 15, 2016, 10:43:10 AMQuote from: legendary on October 15, 2016, 09:37:14 AM
Cupro, please update "BrainMod". Thank you!
cupo is sick no updates from here on end I can update brain mod if you like cause I've jsut seperated the mods into their respective mods no more core panda required but brain mod is the only mod I haven't touched cause I'm using medical compilation insta conflict
Quote from: SynsPlayground on October 17, 2016, 09:57:02 AMThey're already updated for 15.
Hope your feeling better cupo, love these mods and cant wait to use them again in 15 <3
Quote from: cuproPanda on May 09, 2015, 01:08:31 PMDescription:
Adds new recipes using bamboo from the Vegetable Garden mod.
Download
(Alpha 13)
Quote from: Thundercraft on November 17, 2016, 12:45:31 AM
Cool mods! 8) Thank you for sharing these.
Question: Anyone know whether the BamPow optional add-on for Powerless! (https://ludeon.com/forums/index.php?topic=13400.msg131091#msg131091) will work with A15? Or whether it got moved to RAD or something?Quote from: cuproPanda on May 09, 2015, 01:08:31 PMDescription:
Adds new recipes using bamboo from the Vegetable Garden mod.
Download
(Alpha 13)
I ask because BamPow isn't mentioned in the OP and I can't find it in the Working A15 versions (http://bit.ly/2bKdG14) download. I guess it's safe to assume the last version was for A13?
Quote from: cuproPanda on September 26, 2016, 12:12:39 PM
Sorry everyone for the long time between posting. I updated the main post to get rid of the testing labels, mods are working for A15. If you downloaded the mods before, you don't need to redownload. The mods can be found on the main post.
Quote from: Dagothra on November 19, 2016, 07:20:47 PMQuote from: cuproPanda on September 26, 2016, 12:12:39 PM
Sorry everyone for the long time between posting. I updated the main post to get rid of the testing labels, mods are working for A15. If you downloaded the mods before, you don't need to redownload. The mods can be found on the main post.
I'm confused with the labels in the first post. So does this mean all of the mods are working in A15 or just the ones marked "No 15"?
Quote from: legendary on October 15, 2016, 09:37:14 AMWarzone 2100, LOL i played this when i was kid. I liked your signature. Sighh
Cupro, please update "BrainMod". Thank you!
Quote from: Adventurer on November 21, 2016, 07:33:18 PMwhhyyy are you using mods for the tutorial?
Quote from: Rovhar Andin on November 26, 2016, 03:40:27 PMHello, I've tried your mods for a few days but it's seem that there is a bug with windows. I can't build it on walls, no red or green, just nothing and no message when i try to click to build. But I can build window on doors !
Quote from: MissQuinn122 on November 26, 2016, 04:43:03 PMThe windows and vents don't seem to be there anymore, along with vents, sink, chandelier and a few other things?
Quote from: Thundercraft on November 27, 2016, 01:38:16 AMQuote from: Rovhar Andin on November 26, 2016, 03:40:27 PMHello, I've tried your mods for a few days but it's seem that there is a bug with windows. I can't build it on walls, no red or green, just nothing and no message when i try to click to build. But I can build window on doors !
Building a window is very tricky: It requires that one side be considered "outside" while the other must be considered "inside."
Normally, that is impossible. It's easy enough to enclose a space with walls, a roof and a door. But, by leaving an open space for a window, the room is unfinished and not enclosed. Technically, there is no "inside".
The key to placing a window is to (a) make sure that, aside from the gap where you want the window, the space is enclosed and (b) to first build a simple wood door where you want the window. The door makes it fully enclosed so there is an inside and outside. Now build the window on top of this door! It sounds weird, but it works. Finally, deconstruct the door to leave nothing but the window.
If you want to build a lot of windows, just put wood doors where you want windows. Then place windows where desired before finally deconstructing all the doors. That should be faster than placing and removing doors and windows one at a time.Quote from: MissQuinn122 on November 26, 2016, 04:43:03 PMThe windows and vents don't seem to be there anymore, along with vents, sink, chandelier and a few other things?
It works for me. The Window can be found under "Structure", Vent under "Temperature", Sink under "Misc", and the Chandeliers in "Lighting".
If you can't find them, then perhaps you haven't completed the right research?
If that's not it, then perhaps you installed the mods in cupro's updated A15 package in the wrong order? Core always comes first, then CorePanda. Also, you must have Vegetable Garden before Cupro's Drinks, both of which comes before Soda Garden (though, only if you want these).
Here's my order: CorePanda, Random Additions (RAD), Vegetable Garden, Cupro's Drinks, Soda Garden, Additional Joy Objects, Ancient Amulets, Cupro's Alloys, Dwarven Crafts, Expanded Power, Extra Floors, Powerless!, Quarry, Zen Garden
If it's not the install order or completing the research, then perhaps you have a mod conflict?
Quote from: Thundercraft on November 21, 2016, 12:54:17 PM
One issue I had with corePanda is how it changed the Fueled stove to require copper. This made it impossible to complete the RimWorld tutorial without cheating via Development mode to spawn some copper. To fix that, one would probably have to tweak the "Start with" for the tutorial.
That said, I found it necessary to cheat twice to complete the Tutorial, anyway. In addition to the issue with the Fueled stove, the sandbags for learning how to defend the colony also would not finish because we don't start with any sand. ::)
So, the next time someone updates corePanda, perhaps it's worth considering to add both copper and sand to the Tutorial scenario?
Quote from: Rovhar Andin on November 26, 2016, 03:40:27 PM
Hello, I've tried your mods for a few days but it's seem that there is a bug with windows. I can't build it on walls, no red or green, just nothing and no message when i try to click to build. But I can build window on doors !
Thanks for your answer.
Quote from: MissQuinn122 on November 26, 2016, 04:43:03 PM
I have a few questions about the 15 versions. The windows and vents don't seem to be there anymore, along with vents, sink, chandelier and a few other things? I'm not sure if I've done something wrong, I put the A15 version in my mods folder after deleting the A14 one and started a new save. I'm very new at modding so I apologize if I've made an obvious mistake, or if they've been removed from the A15 version and I simply missed that post.
Quote from: Thundercraft on December 04, 2016, 01:22:17 PM
I'm not sure how much impact this has on functionality or if this is trivial, but I'm getting a red error:
Hash collision between AIRobot_RechargeStation_ConstructionBot and CP_MineableCopper: both have short hash 8887
I know that "AIRobot_RechargeStation_ConstructionBot" belongs to the Craftable Robots (http://steamcommunity.com/sharedfiles/filedetails/?id=727484454) mod. (See "AIRobot_Buildings_RechargeStation.xml") And I know that "CP_MineableCopper" belongs to cuproPanda's CorePanda (https://ludeon.com/forums/index.php?topic=13400.0) mod. (See "ResourceRocks_CP.xml")
Here's my complete output_log.txt in a zip : http://dropcanvas.com/cy17e
Quote from: alsoandanswer on December 26, 2016, 09:07:28 AMSay what?
additional joy objects are A16 on the steam workshop edition, mate
Quote from: alsoandanswer on December 26, 2016, 06:46:19 AM
with the additional joy objects mod, how do i make painting materials?
Quote from: Beere on December 26, 2016, 07:08:35 AM
Hey cupro dear,
are you going to work on A16 Versioins? I love your mods alot and already miss them very much. :)
Most important to me would be Additional Joy Objects :)
Anyways, thank you veery much for all the hard work <3
Quote from: Beere on December 26, 2016, 07:08:35 AM
Hey cupro dear,
are you going to work on A16 Versioins? I love your mods alot and already miss them very much. :)
Most important to me would be Additional Joy Objects :)
Anyways, thank you veery much for all the hard work <3
Quote from: alsoandanswer on December 26, 2016, 09:07:28 AMI prefere game folder based mods... if it's from the workshop i have to depend on being online and logged in and steam working. Otherwise i will have to pick out the mods from the Workshop folder wich is annoying since they are only named with numbers ;)
additional joy objects are A16 on the steam workshop edition, mate
Quote from: Beere on December 26, 2016, 09:41:56 AM
I prefere game folder based mods... if it's from the workshop i have to depend on being online and logged in and steam working. Otherwise i will have to pick out the mods from the Workshop folder wich is annoying since they are only named with numbers ;)
Quote from: MarineStardust on December 26, 2016, 11:22:12 AM
:( Additional Joy Objects is only one of the several mod i like from your list. what about zen garden or the one that add amulet
Quote from: Hydromancerx on January 01, 2017, 09:06:42 PM
Anyone know a way to get core panda to work?
Quote from: carpediembr on January 10, 2017, 01:50:53 PM
Aditional Joy Object: When trying to "upgrade" a book rack, it gets consumed instantly and nothing else happends.
Quote from: cuproPanda on January 11, 2017, 10:30:03 AMQuote from: Hydromancerx on January 01, 2017, 09:06:42 PMQuote from: carpediembr on January 10, 2017, 01:50:53 PM
Quote from: zmadz on January 27, 2017, 03:07:57 PM
it's the first link you see in the text, working a15 versions