Ludeon Forums

RimWorld => Releases => Mods => Outdated => Topic started by: cuproPanda on April 23, 2015, 03:30:55 PM

Title: [A10-A15] cuproPanda's Mods (Old Thread)
Post by: cuproPanda on April 23, 2015, 03:30:55 PM
cuproPanda's Mods

New mods can be found here (https://ludeon.com/forums/index.php?topic=32190)
Working A15 versions  (http://bit.ly/2bKdG14)




























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.



Source Images (http://bit.ly/1tvDfqn): A compilation of .XCFs (GIMP/Photoshop) that I use. Updated 19 Jun 16
Source Files (https://github.com/cuproPanda?tab=repositories): Constantly up-to-date source files on GitHub.





License: (https://licensebuttons.net/p/zero/1.0/88x31.png)
All works that are not derivatives of RimWorld assets are licensed under a  Creative Commons Public Domain 1.0 Universal License (http://creativecommons.org/publicdomain/zero/1.0/)
All permissions granted
Title: corePanda
Post by: cuproPanda on May 02, 2015, 06:23:34 PM
corePanda

(http://i.imgur.com/Y0SqJJC.png)

Description:
Adds a few basic gameplay features and acts as a base for other cuproPanda mods

Items Added:
Rainbow Petals: Harvested from the Spectago flower, these petals can be used by other mods to make tea, soda, or paint.
Fresh Water Bucket: Fresh water gathered from a well. Bottled at the crafting table, brewery,  or stoves to get Bottled Water.
Bottled Water: Provides a slight mood boost. The base for most Soda Brewing drinks.
Copper: Mineable ore used for stuff
Quartz: Mineable ore
Fused Quartz: Glass-like sheet of quartz
Glass: ... Yep, it's glass
Dirt/Clay/Sand/Gravel: Natural resources dug up from terrain patches. Gravel/Sand/Clay can be grinded down at a stonecutters table or at a quern
Mudbricks: Made with Dirt, Sand or Clay, and Hay, used for stuff. Needs to be dried first
Bricks: Made with Clay and Sand, used for stuff. Needs to be dried first
Raw Rubber: Harvested from rubber plants, can be baked into rubber in a furnace
Rubber: Baked from raw rubber in the furnace.
Bucket of Asphalt: A mixture of rubber, sand, and gravel which can be used to make Rubberized Asphalt flooring.

Objects Added:
Spectago Flower: Grown indoors and out, provides a good amount of beauty
Food Rack: Provides a simple storage solution for foods. Does not keep foods fresh, however.
Medical Rack: Provides a simple storage solution for medicine.
Universal Rack: Provides a simple storage solution for most things.
Well: An expensive and time-consuming structure that allows colonists to gather clean water. Colonists can also gather around it and socialize.
StuffedVent: Another type of vent. Uses stuff instead of steel. Can be toggled to prevent equalization.
Individual Table: Small 1-person table. Useful for bedrooms and prison cells.
Stump Chair: Outdoor-themed chair. Slightly less comfortable than a stool.
Simple Crafting Table: Allows for simple crafting jobs.
Sink: Greatly increases the cleanliness of a room, and allows colonists to occasionally clean themselves. The water needs to be changed every few days
Drying Mudbricks: Allows mudbricks to dry in the sunlight. Mudbricks will not dry while it is dark or raining
Window: Built into a wall. Allows sunlight to come inside. Colonists can look out for joy.
Furnace: Allows for utility cooking recipes that don't belong at a stove
Anti-Fatigue Mat: Rubber mats to stand at while working. Provides comfort and boosts cleanliness
Rubberized Asphalt: Flooring that offers enhanced movement speed.
Chandelier: A 2x2 overhead light source made using stuff and glass/fused quartz. Not for swinging from.
Quern: A large metal or stone mill used for grinding resources.

Overrides Added:
(Overrides can be removed by deleting the Defs/VanillaOverrides folder)
Sandbags: Crafted using sand

Author
cuproPanda

Changelog

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


Known Issues/Conflicts

Please report any issues

Download
(Alpha 14)
14.04 (http://bit.ly/2aUJpd7)

(Alpha 13)
v13.3 (http://bit.ly/1U5cj6I)
v13.2 (http://bit.ly/1qiHMe7)



How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game before activating other cuproPanda mods.



Add-Ons


Unifier

(http://i.imgur.com/1Zryt7y.png)

Description:
Allows colonists to exchange modded resources of the same kind.

There are templates included for players/modders to easily make their own recipes.
Mods currently supported: Industrialisation, MD2, NaturalFloors

Author
cuproPanda

Credits
The Unifier name and graphic design come from the unifier from the Minecraft mod Minefactory Reloaded (http://mods.curse.com/mc-mods/minecraft/minefactory-reloaded)

Download
(Alpha 14)
14.00 (http://bit.ly/2asa1mK) - Unifier Mod, no recipes

Download Recipes
All recipes are contained in this folder.
Recipes (http://bit.ly/2ajHbpc)


How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Add desired Recipe_{resource}_{modname}_{modname}.xml to the Unifier's Defs/RecipeDefs folder
- Activate the mod in the mod menu in the game.
Title: Additional Joy Objects
Post by: cuproPanda on May 07, 2015, 06:40:27 PM
Additional Joy Objects

(http://i.imgur.com/pHWJ0N6.png)

Description:
This mod adds new objects and activities that bring joy to colonists: board games, arcades, paintings, bookcases, medicine, and more!

Items Added:
Pile of Books: Crafting ingredient for the Reading Table and Bookcase. Purchased from Joy Traders, Exotic Traders, and Bulk Goods Traders. Also made by combining 3 Written Books.
Painting Supplies: Crafting ingredient for the Easel. Crafted or purchased from Joy Traders, Exotic Traders, and Bulk Goods Traders
Spectago Tea: A simple cup of tea. Heats up quickly for enjoyment at any time.
Perodyne: Euphoric painkillers. Purchased from Joy Traders and Exotic Traders
Paper: Brewed from either wood of cloth. Used to make books. Crafted at the Brewery.
Blank Book: Used by an artist to write a book. Crafted at the Writing Desk or bought from exotic/joy traders.
Written Book: Can be sold for a high price. 3 can be crafted into a Pile of Books, which can be used for crafting.
AEA tank: Fuel for the thurible.
Cartridges: Arcade games that can be loaded into empty arcade cabinets.

Objects Added:
Card Table: A table perfect for a colonists bedroom or for an entertainment room. 1-4 players.
RimColony: A special board game purchased from traders. 1-4 players.

Book Storage: Book Rack, Bookshelf, and Bookcase. Upgradeable book storage for colonists to read books at.
Reading Table: A table for a colonist to read books at. Provides passive joy.
Writing Table: Used to craft and write books, as well as collate books into a Pile of Books
Easel: Can be used to craft paintings, and colonists can also doodle on it (meditative joy).
Painting: Provides beauty and joy for colonists. Be careful! An untalented artist can make an ugly painting!
Dartboard: Colonists will stand at a distance and throw darts at the board. Special thanks to Haplo and their Miscellaneous (https://ludeon.com/forums/index.php?topic=3612.0) mod, the source code helped clear things up!
Thurible: Disperses a mood-enhancing mist into the air that slowly affects all colonists in the room within a 10-tile radius

Arcade Construction Table: A station for duplicating arcade cartridges, crafting empty arcades, and adding cartridges to empty arcades.
Arcades: Entertain colonists while giving a small amount of XP to the skill listed below.
Arcade, Halva Life: Shooting
Arcade, Elder Scones: Melee
Arcade, The Zimz: Social
Arcade, Glutendogs: Animals
Arcade, Trauma Vendor: Medicine
Arcade, Cooking Baba: Cooking
Arcade, Rum Swirled: Construction
Arcade, Plants Vs. Salamis: Growing
Arcade, Speltunky: Mining
Arcade, Psycho Knots: Artistic
Arcade, MintCraft: Crafting
Arcade, Baguettris: Research
All arcade cabinets are purchased from pleasure cruisers or exotic goods traders and consume 200W of power.

Author
cuproPanda

Changelog

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


Known Issues/Conflicts

Please report any issues

Download
(Alpha 14)
14.02 (http://bit.ly/2axbZ1O) Requires CorePanda (https://ludeon.com/forums/index.php?topic=13400#msg129437) 14.00+

(Alpha13)
v3.21 (http://bit.ly/1qz4iiR) - Requires CorePanda (https://ludeon.com/forums/index.php?topic=13400#msg129437) v13.2+

(Alpha 12d)
v2.75 (http://bit.ly/1M4Sr2M) - Requires Community Core Library (https://ludeon.com/forums/index.php?topic=14172.0).

(Alpha 11b)
v2.13 (http://bit.ly/1IcHKqM)

(Alpha 10)
v1.10 (http://bit.ly/1BNagfA)



How to install:
- Download Additional Joy Objects
- Unzip the contents and place them in your RimWorld/Mods folder.

License:
See main post (https://ludeon.com/forums/index.php?topic=13400#msg126304)
Title: Cupro's Drinks + Add-ons
Post by: cuproPanda on May 08, 2015, 09:32:27 PM
Cupro's Drinks
(Scroll down for add-ons)


(http://i.imgur.com/2rxiEgy.png)

Description:
This mod adds the ability to brew sodas, coffee, and new types of alcohol.

Items Added:
Basics:
Syrup: Required sweetener for sodas. Requires 10 corn, agave, or berries. Bulk job available at the brewery.
Frass Root: A root crop used to make root beer. Cannot be used to make food.
Alcohol Crate: A crate containing 75 bottles of alcohol - stacks up to 2 for easy storage.
Decaf Coffee: A delicious preparation of roasted and ground coffee beans without caffeine. Pleasurable to drink.

Soda:
Seltzer Soda: Carbonated Water. Requires Bottled Water.
Agave Soda: Requires 20 Agave, 1 syrup, and Bottled Water; makes 6.
Berry Soda: Requires 20 Berries, 1 syrup, and Bottled Water; makes 6.
Root Beer: Requires 5 Wood, 10 Frass root, 1 syrup, and Bottled Water; makes 6.
Chocolate Soda: Requires 2 chocolate, 3 milk, 1 syrup, and 6 Seltzer; makes 6.

Alcohol:
Beer: RimWorld's staple alcoholic beverage. Barrel recipe available.
Nigori: An alcoholic beverage made from rice. Barrel recipe available.
Vodka: An alcoholic beverage made from potatoes. Barrel recipe available.
Whiskey: An alcoholic beverage made from corn. Barrel recipe available.
Wine: An alcoholic beverage made from berries. Barrel recipe available.

Energy:
Coffee: A delicious preparation of roasted and ground coffee beans. Pleasurable to drink, and it restores 10% rest.
Dead-eye Coffee: A strong preparation of roasted and ground coffee beans. Not pleasurable to drink, but it restores 20% rest.
Thrumbo Energy: Energy drink to perk up colonists. Restores 30% of Rest, and colonists will automatically drink it if they are tired and have 4 or more hours to be awake. Cannot be crafted.
Koka: An uplifting soda popular throughout the galaxy. Cannot be crafted.
Peppi: A stronger version of Koka, Peppi is known for its stimulating properties. Restores 5% of Rest. Cannot be crafted.


Objects Added:
Barrel: Allows bulk alcohol brewing. Takes 8 days to brew 75 ingredients into 75 bottles of alcohol. Requires 10 fresh water buckets
Coffee plant: A tree for growing coffee beans. Grows rarely in the wild in some biomes.


Author
cuproPanda

Changelog

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


Known Issues/Conflicts

Please report any issues

Download
(Alpha 14)
14.00 (http://bit.ly/2a8GeQy) Requires CorePanda (https://ludeon.com/forums/index.php?topic=13400#msg129437) 14.00+

(Alpha13)
v1.70 (http://bit.ly/24QtzV4) Requires CorePanda (https://ludeon.com/forums/index.php?topic=13400#msg129437) v13.2+

(Alpha 12d)
v1.50_prerelease (http://bit.ly/22Pztby)
v1.42 (http://bit.ly/1WDFuzG)


How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.



Add-Ons


Soda Garden

Description:
This mod adds sodas using ingredients found in the Vegetable Garden (https://ludeon.com/forums/index.php?topic=12934.0) mod.
In order to use this mod, you must first download and install Cupro's Drinks and Vegetable Garden (https://ludeon.com/forums/index.php?topic=12934.0)

Items Added:
Syrup: Can now be made at a standard cook stove using 6 sugar.

Sodas: require 20 food, 1 syrup, and bottled water; makes 6.
Apple Soda
Banana Soda
Grape Soda
Orange Soda
Peach Soda
Pineapple Soda
Blueberry Soda
Watermelon Soda
Cloudberry Soda
Gooseberry Soda
Fig Soda
Date Soda

Credits
dismar - Vegetable Garden author and original soda bottle graphics
cuproPanda - Soda Brewing author, code, changed soda graphics
RalphFox - Maintaining the addon for A14 :)

Changelog

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


Known Issues/Conflicts

Please report any issues

Download
(Alpha 14) - Maintained by RalphFox
CSR (https://ludeon.com/forums/index.php?topic=13400.msg244417#msg244417)

(Alpha 13)
v13 - SODA v1.70, VG 3.6a (http://bit.ly/1WvGv12)

(Alpha 12d)
v1.20 - SODA v1.40, VG 3.2a (https://drive.google.com/open?id=0B5G9Kj3ckhy9d3phRDZIT05oWVE)


How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game after you activate Cupro's Drinks.




License:
See main post (https://ludeon.com/forums/index.php?topic=13400#msg126304)
For license terms regarding the Vegetable Garden mod, please see the Vegetable Garden (https://ludeon.com/forums/index.php?topic=12934.0) page.
Title: Powerless! + Add-ons
Post by: cuproPanda on May 09, 2015, 01:08:31 PM
Powerless!
(Scroll down for add-ons)


(http://i.imgur.com/fRmHmEy.jpg)


Description:
This mod adds small features for a starting colony, or one without power.

Using this mod, I like to go 6 months to a year before getting any power going!

Items Added:
Charcoal Chunks: Made at a campfire or grill. Used as fuel for the grill.
Grilled Meals: Come in three varieties: Meat, Veg, and Fine. Provide a small mood bonus, but are slightly more time consuming to make.
Smoked Meat: Like grilled meals, but last for 20 days before rotting.
Turnip: Yields both turnips and turnip greens. Turnips last for a long time, but the greens don't.
Turnip Salad: 5 turnip greens can be combined with 5 vegetables to make a salad.
Keffiyeh: A large cloth wrapped around the head which can cover the face when needed. Helps insulate the wearer from the elements.
Yakisugi wood: Wood that has been carefully charred to both preserve it and make it more fire-resistant. Can be used to make yakisugi flooring.
Glowstone: Rare rocks which radiate blue light. Can easily be found at night or bought from exotic goods traders - no hellish trek necessary for these glowstones.
Coldstone: Rare rocks which radiate coldness. Can be used to make Coldstone Batteries.

Objects Added:
Grill: Alternative to the campfire for powerless meal production.
Simple Door: Quick to open, but quick to destroy. Can only be made out of wood.
Log Fence/Gate: Fence for protecting a garden. Does not support a roof, and colonists can shoot over it. Glowstone can be placed on top to provide light.
Hide Bed: Better than a sleeping spot. Crafted using animal leathers, and color is determined by leather used. The pillow changes color to show if the bed is for colonists, prisoners, or medical.
Wood-Burning Crematorium: Cremates corpses using wood.
Charcoal Pit: A pit dug into the ground for burning a large amount of wood.
Pylon: A simple structure for lighting paths.
Glowstone Lamp: A lamp supporting two large glowstones.
Smoker: Stone building that can be used to slowly cook meats, preserving them for a short period of time.
Forge: Allows crafting metal weapons using charcoal. Can be upgraded into a Crucible Forge
Crucible Forge: Upgraded from the forge - allows making glass/fused quartz, smelting weapons, and smelting slag
Bellows: Speeds up the crafting speed of the forge and charcoal pit.
Solar Chimney: A tower which uses sunlight and evaporating rainwater to cool incoming air down to a comfortable level.
Coldstone Battery: A tank which can cool a room to below freezing when supplied with Coldstones.

Author
cuproPanda

Changelog

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


Known Issues/Conflicts
Fence Gate (ugly rotation): Fence gates should only be placed allowing travel in a north-south direction. Gates placed on their sides do not match up with the fence posts, but otherwise work exactly the same.

Please report any issues

Download
(Alpha 14)
14.00 (http://bit.ly/2a10rVN) Requires CorePanda (https://ludeon.com/forums/index.php?topic=13400#msg129437) 14.00+

(Alpha 13)
v2.20 (http://bit.ly/1NCggn8) - Requires CorePanda (https://ludeon.com/forums/index.php?topic=13400#msg129437) v13.3+
v2.10 (http://bit.ly/27krzGT) - Requires CorePanda (https://ludeon.com/forums/index.php?topic=13400#msg129437) v13.2+

(Alpha 12d)
v1.50_prerelease (http://bit.ly/1VaiJWo)
v1.41 (http://bit.ly/1Owxxx4)


How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

License:
See main post (https://ludeon.com/forums/index.php?topic=13400#msg126304)

Add-Ons
BAMPOW
Description:
Adds new recipes using bamboo from the Vegetable Garden mod.

Download
(Alpha 13)
BamPow (http://bit.ly/1X7T5CQ)

How to install:
- Make sure you are using Powerless! v2.10 or above and Vegetable Garden 3.5a or above
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.
Title: RimPharma
Post by: cuproPanda on May 14, 2015, 08:55:28 AM
RimPharma
(Scroll down for add-ons)

(http://i.imgur.com/U2vwnm9.png)

Description:
This mod adds new purchasable drugs to help with pain, focus, speed, and infections. Also adds the ability to make knockoff versions of the drugs, as well as a pharmaceuticals trader that sells medications and occasionally body parts.

Objects Added:
Pill Press: A station for manually pressing pill tablets from raw ingredients.

Items Added:
Medicine Blend: Made from herbal medicine and papaver seeds, is more potent than herbal meds.
Papaver: A hardy ornamental plant that is known for its pharmaceutical uses involving pain.
Strychcyx: The berries grown on this bush are exceptionally bitter. The seeds within are used as muscle stimulants among indigenous tribes.
Vinawinkle: A viny bush with periwinkle flower petals. The petals contain alkaloids known to improve cognitive processing power.
Reishitake: Mushrooms popular among disease-stricken colonies, the Reishitake are best known for their immunity boosting properties.

Methophine: Medical strength painkillers with minimal side effects. Knockoff recipe available.
Psystimall: Medical strength psychostimulants. Known to cause hallucinations. Knockoff recipe available.
Amp: Medical strength muscle stimulants. Knockoff recipe available.
Anmibene: Medical strength antibiotics. Knockoff recipe available.
ZDC: Stolen military grade stimulants used by quick-response scout snipers.

Other:
Drug Crash: Colonists who take Methophine, Psystimall, or Amp have a very rare chance(~1/50) to crash when the effects wear off. The effects of a crash last for about half a day, and result in a poor mood, as well as lowered consciousness/manipulation. Knockoff medications increase the chance this effect will happen.

Intoxicated Wandering: Colonists who severely overdose(player driven) have a chance to wander around intoxicated, not doing what they should. The effects last for about an hour, and never result in violence. Knockoff medications do not affect the chances of this happening.

Author
cuproPanda

Changelog

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


Known Issues/Conflicts


Please report any issues

Download

(Alpha 14)
14.00 (http://bit.ly/2a5RWYs)

(Alpha 13)
v2.23 (http://bit.ly/25gqh15)

(Alpha 12d)
v2.02 (http://bit.ly/1WApZh6) - Requires Community Core Library (https://ludeon.com/forums/index.php?topic=14172.0).


How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mods in the mod menu in the game.

License:
See main post (https://ludeon.com/forums/index.php?topic=13400#msg126304)


Add-Ons

Title: Micro Mods, pt1
Post by: cuproPanda on May 17, 2015, 11:18:44 AM
Micro Mods
Very small mods with only a few features
Scroll down for more mods




Zen Garden

(http://i.imgur.com/uWH6wYH.png)

Description:
This mod adds various zen and rock garden themed decorations. Researching stonecutting unlocks everything.

Objects Added:
Border Path: A nice looking border for placing along important paths, hallways, farms, etc.
Border Pond: Similar to the border path, but with water
Border Path Pillar: A pillar made to fit along a border path or border pond. Can be used to support roofs.
Gravel Floor: A simple gravel floor that has been raked in a vertical or horizontal pattern, or left unraked
Curved Gravel: A single tile that can be rotated and placed to create curves, circles, spirals, etc.
Stacked Rocks: A series of stacked rocks
Hedge: Decorative hedges. Colonists can pass through them
Flower arch: Used to decorate paths or wedding spots

Author
cuproPanda

Changelog

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


Known Issues/Conflicts
Linking (graphical conflict): Any mod that uses the Custom4 or Custom5 linkFlags will allow Border Path/Pond to connect with things they shouldn't. This is purely an aesthetic issue, and  from what I have seen, no mods use these linkFlags.

Please report any issues

Download
(Alpha 14)
14.00 (http://bit.ly/2aoidFP) - Requires CorePanda (https://ludeon.com/forums/index.php?topic=13400#msg129437) 14.00+

(Alpha13)
v1.30 (http://bit.ly/1XpsktV) - Requires CorePanda (https://ludeon.com/forums/index.php?topic=13400#msg129437) v13.2+

(Alpha 12d)
v1.01 (http://bit.ly/1NSMvKX)

(Alpha 11)
v0.12 (http://bit.ly/1FVk1ZD)


How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.


License:
See main post (https://ludeon.com/forums/index.php?topic=13400#msg126304)



Ancient Amulets

(http://i.imgur.com/LPFECCd.png)

Description:
This mod adds amulets left over from an ancient civilization. Some believe their powers are magical, other believe they come from technology long forgotten. These amulets are hard to find, and they are expensive, but they provide a good boost to certain stats for your colonists. Only 1 necklace and 1 ring can be worn at a time.

Author
cuproPanda

Changelog

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


Known Issues/Conflicts

Please report any issues

Download
(Alpha 14)
14.00 (http://bit.ly/2aCQgqq)

(Alpha 13)
v1.21 (http://bit.ly/25gqQrJ)

(Alpha 12d)
v1.10_prerelease (http://bit.ly/1V6qw7H)
v1.01 (http://bit.ly/1Vvic3J)


How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

License:
See main post (https://ludeon.com/forums/index.php?topic=13400#msg126304)



Expanded Power

(http://i.imgur.com/kE7iwtv.png)

Description:
Adds new power features and expands existing ones.

ItemsAdded:
Latex Bucket: Harvested from rubber trees, can be cooked into rubber in a furnace
Rubber wood: Similar to regular wood, but with a tan-white color.
Insulated cable: Used for making power related objects. Made at the smithing tables using rubber and copper.

Objects Added:
Daylight Sensor: Allows power to flow through it while exposed to the sun.
Inverted Daylight Sensor: Allows power to flow through it while not exposed to the sun.
Insulated Battery: Isn't affected by rain or heat. Requires research
Enhanced Battery: Stores twice as much energy as a regular battery, and is 30% more efficient. Requires research
Rubber Tree: Grown to produce latex and rubber wood. Grows in the wild in most biomes.
Buried Conduit: Is invisible, and has increased hitpoints. Requires research
Armored Conduit: Has even more increased hitpoints. Requires research
Enhanced Solar Panel: Produces up to 2500W of power. Requires research

Overrides Added:
(Overrides can be removed by deleting the Defs/VanillaOverrides folder)
Various Objects: Reduced vanilla costs and added CorePanda/ExpandedPower resources where they fit
Ship Parts: Give copper when killed/deconstructed
Power Conduit: Built using copper instead of steel. Changed graphic
Solar Generator: Uses CorePanda's CompSunlight. Requires copper
Components: Reduced crafting time for single component, recipe costs adjusted. Added recipe to make 5 components


Author
cuproPanda

Changelog

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


Known Issues/Conflicts

Please report any issues

Download
(Alpha 14)
14.01 (http://bit.ly/2akKzjJ) Requires CorePanda (https://ludeon.com/forums/index.php?topic=13400#msg129437) 14.00+

(Alpha 13)
v1.12 (http://bit.ly/1WJoa0B) - Requires CorePanda (https://ludeon.com/forums/index.php?topic=13400#msg129437) v13.2+


How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.


License:
See main post (https://ludeon.com/forums/index.php?topic=13400#msg126304)



Corpse-Fired Generator
(Note: cute, cuddly alpacas no longer work as fuel)
(http://i.imgur.com/SGxGFjN.png)

Description:
Adds a generator fueled by corpses. Show your enemies you mean business!

Objects Added:
Corpse-Fired Generator: Burns non-colonist human corpses for 500 Wd of power.

Author
cuproPanda

Changelog

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


Known Issues/Conflicts

Please report any issues

Download
(Alpha 14)
14.01 (http://bit.ly/29RsRUX)

(Alpha 13)
v1.04 (http://bit.ly/1X7Xvtd)


How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.


License:
See main post (https://ludeon.com/forums/index.php?topic=13400#msg126304)


Cupro's Alloys
(http://i.imgur.com/neLOVDz.png)

Description:
Adds new mid-game/end-game alloyed metals for creating buildings, weapons, and art.

Items Added:
Recipes make 10 ingots.
Black bronze: 6 copper, 10 Silver, and 10 Gold. Similar strength to steel. $22/Ingot
Sterling silver: 35 Silver, 3 Copper. High beauty. $5/Ingot
Rose gold: 35 Gold, 3 Copper. High beauty.  $69/Ingot
Black steel: 7 Steel, 3 Black Bronze. Slightly stronger than steel. $10/Ingot
Red steel: 6 Black Steel, 3 Rose Gold, 1 Sterling Silver. High blunt damage. $35/Ingot
Blue steel: 5 Black Steel, 5 Plasteel. High sharp damage. $24/Ingot

Author
cuproPanda

Changelog

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


Known Issues/Conflicts

Please report any issues

Download
(Alpha 14)
14.00 (http://bit.ly/2a4qfld) - Requires CorePanda (https://ludeon.com/forums/index.php?topic=13400#msg129437) 14.00+

(Alpha 13)
v1.02 (http://bit.ly/1qzA1k4) - Requires CorePanda (https://ludeon.com/forums/index.php?topic=13400#msg129437) v13.2+


How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.


License:
See main post (https://ludeon.com/forums/index.php?topic=13400#msg126304)




License:
See main post (https://ludeon.com/forums/index.php?topic=13400#msg126304)
Title: Micro Mods, pt2
Post by: cuproPanda on May 27, 2015, 06:12:01 PM
Micro Mods, Cont'd.
Very small mods with only a few features
Scroll down for more mods




Extra Floors

(http://i.imgur.com/HEHcRy8.png)

Description:
Adds a variety of floors. Some are free, some require stone, and some require metal.

Credits
Some of the designs are based on patterns from texturemate (http://www.texturemate.com). I highly recommend you check them out!

Author
cuproPanda

Changelog

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


Known Issues/Conflicts

Please report any issues

Download
(Alpha 14)
14.00 (http://bit.ly/2ak0xvy)

(Alpha 13)
v1.15 (http://bit.ly/1VW2COg)

(Alpha 12d)
v1.02 (http://bit.ly/1NUQ8jw)


How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.




Quarry

(http://i.imgur.com/YpcFB4t.png)

Description:
This mod adds a quarry for collecting rocks and resources in flat terrain. Up to four colonists can work at it.

Mineable Items:
Chunks (only the types available on the map)

Steel
Steel Slag
Silver
Gold
Jade
Uranium
Plasteel
Components

Mod Ores:
Copper (if CorePanda (https://ludeon.com/forums/index.php?topic=13400#msg129437) is installed)
Quartz (if CorePanda (https://ludeon.com/forums/index.php?topic=13400#msg129437) is installed)
Glowstone (if Powerless! (https://ludeon.com/forums/index.php?topic=13400#msg130954) is installed)
Coldstone (if Powerless! (https://ludeon.com/forums/index.php?topic=13400#msg130954) is installed)
Rose Gold (if Cupro's Alloys (https://ludeon.com/forums/index.php?topic=13400#msg132995) is installed)
Coal (if Mechanical Defence 2 (https://ludeon.com/forums/index.php?topic=7380.0) is installed, pending update)
Copper (if Industrialisation (https://ludeon.com/forums/index.php?topic=8902.0) is installed)
Aluminium (if Industrialisation (https://ludeon.com/forums/index.php?topic=8902.0) is installed)
Silicon (if Glitter Tech (https://ludeon.com/forums/index.php?topic=5509.0) is installed)
Titanium (if Glitter Tech (https://ludeon.com/forums/index.php?topic=5509.0) is installed)

Objects Added:
Quarry: A large pit dug into the ground for digging. Click once to select a quadrant, click twice to select the entire quarry. Quadrants can be forbidden, and the entire quarry can be deconstructed.

Author
cuproPanda

Changelog

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


Known Issues/Conflicts

Please report any issues

Download
(Alpha 14)
14.20 (http://bit.ly/2aku8TK) - NEW SAVES ONLY
14.12 (http://bit.ly/29ZRGd1)
14.00 (http://bit.ly/29MLoNb)

(Alpha13)
v1.31 (http://bit.ly/1TLnC4e)



How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.




BrainMod

(http://i.imgur.com/vFgqAtV.png)

Description:
Adds brain mod devices for giving or removing traits.

Conflicting traits will be overwritten
(An Optimist brain mod will add the Optimist trait and remove the Depressive trait)
(A Nullify Brawler brain mod will remove the Brawler trait)


Author
cuproPanda

Changelog

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



Known Issues/Conflicts

Please report any issues

Download
(Alpha 13)
v1.11 (http://bit.ly/1s38DMx)
v1.00 (http://bit.ly/1Txhz5J)


How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.



Dwarven Crafts


Inspired by Dwarf Fortress!
(http://i.imgur.com/GIG6RDu.png)

Description:
Adds small things to craft and sell to traders. Drinkware offers two tiers of crafting.

Items Added:
Metal Goblets: Crafted using steel, silver, or gold
Stone Mugs: Crafted using stone blocks
Wooden Cups: Crafted using wood
Small Pots: Crafted using steel, copper, or silver
Large Pots: Crafted using steel, copper, or silver
Bowls: Crafted using stone blocks, steel, or wood
Utensils: Crafted using steel, silver, gold, or wood
Figurine: Crafted using metallic, stony, or woody materials

Author
cuproPanda

Changelog

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


Known Issues/Conflicts

Please report any issues

Download
(Alpha 14)
14.01 (http://bit.ly/2amfKXK) - Requires CorePanda (https://ludeon.com/forums/index.php?topic=13400#msg129437) 14.00+

(Alpha13)
v1.01 (http://bit.ly/1WKXg9o) - Requires CorePanda (https://ludeon.com/forums/index.php?topic=13400#msg129437) v13.2+



How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

License:
See main post (https://ludeon.com/forums/index.php?topic=13400#msg126304)
Title: Reserved
Post by: cuproPanda on May 31, 2015, 01:41:47 PM
Reserved
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: Adamiks on May 31, 2015, 02:14:45 PM
Nice. Now i can play MintCraft when playing Rimworld!
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: cuproPanda on May 31, 2015, 02:30:29 PM
Quote from: Adamiks on May 31, 2015, 02:14:45 PM
Nice. Now i can play MintCraft when playing Rimworld!

Let's not forget Rum Swirled! Yo, Dawg... Eh, maybe not.

I had hoped to get so much more done this weekend, but 5 new things will do for now.
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: dareddevil7 on May 31, 2015, 02:43:48 PM
half expecting lewd entertainment items to go with the lewd joy
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: cuproPanda on May 31, 2015, 03:07:20 PM
Quote from: dareddevil7 on May 31, 2015, 02:43:48 PM
half expecting lewd entertainment items to go with the lewd joy

Hmm.. a stack of PlayGalaxy magazines, perhaps? Or possibly a "massaging" station? I created the arcades as an .xcf so I can easily add more games later; I'd like to eventually have one for every skill.

For those who downloaded: How does the joy speed and XP gain feel? I'd optimally like the arcades to be slightly more fun than chess/billiards since they are more interactive, and keep the colonists sharp on their skills -maybe adding a level or two after a while of playing, but not acting as a replacement for doing the actual thing (hunting, crafting, etc.).
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: Killaim on May 31, 2015, 05:20:17 PM
the best joy mechanic ever

a table with
(http://www.planetjune.com/blog/images/bubblewrap.jpg)


you are welcome
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: Adamiks on May 31, 2015, 05:56:26 PM
Quote 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 but we can enjoy things like this ;D
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: StorymasterQ on May 31, 2015, 09:26:34 PM
Quote from: Adamiks on May 31, 2015, 05:56:26 PM
Quote 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

It'll probably need to be restocked from time to time, though... No one likes a limp wrap.

That sounds dirty. I like it.
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: 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 hybrid and trap them forever and send them out to attack my enemies.
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: BMS on June 01, 2015, 01:36:25 PM
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

something for visitors to do! i <3 it!  why not make silver off them feed them give them drink ...
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: 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!
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: Adamiks on June 05, 2015, 09:45:01 AM
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!

Nice work. Time to play Halva Life 8)
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: cuproPanda on June 11, 2015, 01:09:43 PM
Updated to Alpha 11!

I'm currently working on a library and painting update for V2.00
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: 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?
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: harpo99999 on June 12, 2015, 07:43:06 AM
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?
do you mean 'chocolate'?????
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: cuproPanda on June 12, 2015, 11:22:36 AM
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?

They are both! Paintings provide a small amount of beauty, and colonists can walk up and observe the paintings for a small amount of joy. I'm considering expanding this mod later to be Additional Joy and Beauty Objects, or making a separate mod for beauty.

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.
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: Eisenwulf on June 12, 2015, 04:51:40 PM
Now that that Fishing/Aquaculture mod is out, I wonder if it could be re-purposed into a 'hot tub' mod...

...oh, the possibilities when tied to the Romance Mod :p
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: cuproPanda on June 12, 2015, 09:24:48 PM
Version 2.00 is finished! New stuff and some fixes!
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: falcongrey on June 13, 2015, 12:41:33 AM
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?
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: 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 AM
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.
I 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.
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: cuproPanda on June 13, 2015, 02:31:36 AM
Quote from: falcongrey on June 13, 2015, 12:41:33 AM
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?
I 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.

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 AM
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.
I 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.

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.

I had originally planned to have bookshelves function that way (I even picked out some punny book titles), however that would require writing code, and I'm still learning to program and working on programming in my own game, so if like to keep the two separate for now. For now, drawing a crappy pixel art object and XML modding offers an enjoyable break from the programming, substance design, sound/music theory and production, modeling/rigging/animation, etc. that I'm currently doing. If (I'd like to say when) I get into .dll instead of XML, the bookcase is one of the first things I'll change.

Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: AllenWL on June 13, 2015, 11:47:17 AM
Quote from: cuproPanda on June 13, 2015, 02:31:36 AM
Quote 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.
I was just thinking how having a bunch of different looking tables that pretty much have the same effect was kinda.. bland
Pity we don't have stuff like intellect or whatever.
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: cuproPanda on June 13, 2015, 12:13:25 PM
Quote from: AllenWL on June 13, 2015, 11:47:17 AM
Quote from: cuproPanda on June 13, 2015, 02:31:36 AM
Quote 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.
I was just thinking how having a bunch of different looking tables that pretty much have the same effect was kinda.. bland
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.
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: cuproPanda on June 13, 2015, 09:16:35 PM
- Updated to v2.01. The only change is the RimColony reportString from "Playing go" to "Playing RimColony"

- Added an optional patch file for v2.0x that removes skill gains from all objects
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: AllenWL on June 13, 2015, 10:27:49 PM
Quote from: cuproPanda on June 13, 2015, 12:13:25 PM
Quote from: AllenWL on June 13, 2015, 11:47:17 AM
Quote from: cuproPanda on June 13, 2015, 02:31:36 AM
Quote 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.
I was just thinking how having a bunch of different looking tables that pretty much have the same effect was kinda.. bland
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.
On a side note, horseshoes and billiards boost shooting, and I think talking to people boosts social.

Anyways , any researcher of mine tends to spend nearly all their time researching, so they rarely lose any levels as they constantly research till all research is done. Research jobs seems to devote all the worktime of the colonist into it, unlike other jobs, so I find research is the one thing I need to worry the least about having a colonist lose efficiency in.

Edit: I was just thinking, but you put looking at pictures as a joy thing, right? How about statue-viewing as a joy activity?
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: cuproPanda on June 13, 2015, 11:10:03 PM
Quote
I was just thinking, but you put looking at pictures as a joy thing, right? How about statue-viewing as a joy activity?
I did, and ill look into it. For some reason I never thought about that.
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: falcongrey on June 14, 2015, 04:23:11 PM
Quote from: cuproPanda on June 13, 2015, 02:31:36 AM
Quote from: falcongrey on June 13, 2015, 12:41:33 AM
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?
I 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.

To 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. :)
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: NephilimNexus on June 14, 2015, 05:33:16 PM
Quote from: Adamiks on May 31, 2015, 02:14:45 PM
Nice. Now i can play MintCraft when playing Rimworld!

For a while there was a running joke on EvE Online about playing Minecraft while mining.
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: nuschler22 on June 15, 2015, 10:16:34 PM
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. :)
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: cuproPanda on June 15, 2015, 10:36:04 PM
Quote from: nuschler22 on June 15, 2015, 10:16:34 PM
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. :)
You 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 wanted to add recipes for creating books, but most authors spend months writing books, so it just didn't seem to fit.
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: falcongrey on June 16, 2015, 12:24:11 AM
Thank you for the no-skill patch :)

Just downloaded and installed. Really looking forward to additional Joy objects in game!  8)
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: Ienkoron on June 16, 2015, 05:58:49 AM
Nice, books, I like books :)
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: Adamiks on June 16, 2015, 07:21:10 AM
Quote from: Ienkoron on June 16, 2015, 05:58:49 AM
Nice, books, I like books :)

I read "books" like "boobs" ;D

I see boobs everywhere ::)
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: Ienkoron on June 16, 2015, 07:51:21 AM


I read "books" like "boobs" ;D

I see boobs everywhere ::)
[/quote]

Well..... XD
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: nuschler22 on June 16, 2015, 09:08:39 AM
Quote from: cuproPanda on June 15, 2015, 10:36:04 PM
Quote from: nuschler22 on June 15, 2015, 10:16:34 PM
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. :)
You 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 wanted to add recipes for creating books, but most authors spend months writing books, so it just didn't seem to fit.

Thank you. :)
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: cuproPanda on June 16, 2015, 04:51:34 PM
I added a poll: what should I do with the painting supplies? Should I keep it, make it craftable, or get rid of it?
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: 1000101 on June 17, 2015, 02:06:24 AM
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.  :)
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: Eisenwulf on June 18, 2015, 09:44:53 AM
How difficult would a Zen Garden be to create (mod-wise)? (and make the size scalable?)

Effects? ... beauty (obviously); mitigate poor mood?
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: AllenWL on June 18, 2015, 09:52:57 AM
How about alters and shrines where colonists go en-mass to pray?
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: cuproPanda on June 18, 2015, 11:00:26 AM
Quote from: 1000101 on June 17, 2015, 02:06:24 AM
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.  :)
That'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.

Quote from: Eisenwulf on June 18, 2015, 09:44:53 AM
How difficult would a Zen Garden be to create (mod-wise)? (and make the size scalable?)

Effects? ... beauty (obviously); mitigate poor mood?
I 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.

Quote from: AllenWL on June 18, 2015, 09:52:57 AM
How about alters and shrines where colonists go en-mass to pray?
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.



OK, so future plans as of now:

- Add rainbow flower for dye (I'll start tonight)
- Add tea from the flower for consumable joy
- Fix painting rotation problem
- Start on zen garden project
- Add .ddl stuff, including massage chair(proving to be a major pain with xml) and better library things
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: 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....
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: cuproPanda on June 18, 2015, 11:14:42 AM
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....

I can confirm this problem. I'll get it fixed.
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: Ienkoron on June 18, 2015, 11:27:04 AM
Quote 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 )
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: cuproPanda on June 18, 2015, 11:38:42 AM
Quote from: Ienkoron on June 18, 2015, 11:27:04 AM
Quote 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 )

Your dreams have come true! (or they will as long as your construction can match Alexandria  :P)

v2.02 is done. Small problem with bookcases being minified. You can build them now, but now they can't be purchased. I'll have that working in 2.1 (requires making a crafting table for bookcases)
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: Ienkoron on June 18, 2015, 03:23:14 PM
Sweet :D will havago now :D
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: AllenWL on June 20, 2015, 02:32:14 AM
Quote from: cuproPanda on June 18, 2015, 11:00:26 AM
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.
Well, 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?

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.
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: cuproPanda on June 20, 2015, 12:00:53 PM
Quote from: AllenWL on June 20, 2015, 02:32:14 AM
Quote from: cuproPanda on June 18, 2015, 11:00:26 AM
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.
Well, 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?

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.
You 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.
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: Beathrus on June 20, 2015, 06:23:39 PM
Quote from: cuproPanda on June 20, 2015, 12:00:53 PM
Quote from: AllenWL on June 20, 2015, 02:32:14 AM
Quote from: cuproPanda on June 18, 2015, 11:00:26 AM
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.
Well, 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?

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.
You 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.

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?
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: cuproPanda on June 21, 2015, 08:21:12 PM
Quote from: Beathrus on June 20, 2015, 06:23:39 PM
Quote from: cuproPanda on June 20, 2015, 12:00:53 PM
Quote from: AllenWL on June 20, 2015, 02:32:14 AM
Quote from: cuproPanda on June 18, 2015, 11:00:26 AM
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.
Well, 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?

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.
You 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.

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?
That'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).
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: 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
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: Beathrus on June 21, 2015, 08:58:57 PM
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.
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: cuproPanda on June 21, 2015, 09:08:48 PM
Quote from: Beathrus on June 21, 2015, 08:58:57 PM
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.
It should be working. Bitly shows 8 downloads and the link works for me... I don't know why it isn't working.

EDIT: I tested on another computer that isn't logged in, that works too. Is anyone else having this problem?
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: Ienkoron on June 21, 2015, 09:14:04 PM
I keep forgetting how to download it for a few minutes XD
Also I started building the Mega library :D
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: Beathrus on June 21, 2015, 09:25:21 PM
Quote from: cuproPanda on June 21, 2015, 09:08:48 PM
Quote from: Beathrus on June 21, 2015, 08:58:57 PM
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.
It should be working. Bitly shows 8 downloads and the link works for me... I don't know why it isn't working.

EDIT: I tested on another computer that isn't logged in, that works too. Is anyone else having this problem?

Its prolly just my net. Its bad, like really bad. I was having the same problem with other files on like mediafire. :/
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: DizzyCrash on June 26, 2015, 12:35:06 PM
Quote from: cuproPanda on May 31, 2015, 01:41:47 PM
Additional 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

Changelog

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

Do I need to craft these objects? They are not appearing in my game and I am wondering if I need to research them?
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: cuproPanda on June 26, 2015, 02:59:54 PM
Quote from: DizzyCrash on June 26, 2015, 12:35:06 PM
Quote 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?
Nothing requires researching as of v2.1

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
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: DizzyCrash on June 26, 2015, 04:41:59 PM
Quote from: cuproPanda on June 26, 2015, 02:59:54 PM
Quote from: DizzyCrash on June 26, 2015, 12:35:06 PM
Quote 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?
Nothing requires researching as of v2.1

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
Can 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.

How hard would it be to remove the arcades?
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: cuproPanda on June 26, 2015, 06:10:39 PM
Quote from: DizzyCrash on June 26, 2015, 04:41:59 PM
Quote from: cuproPanda on June 26, 2015, 02:59:54 PM
Quote from: DizzyCrash on June 26, 2015, 12:35:06 PM
Quote 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?
Nothing requires researching as of v2.1

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
Can 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.

How hard would it be to remove the arcades?
1) Delete the 11 arcade textures from /Textures/Things/Buildings/Joy
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.

[attachment deleted due to age]
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: Patrykbono20 on June 26, 2015, 07:31:36 PM
Now is ok mod :D
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: DizzyCrash on June 26, 2015, 07:56:04 PM
Quote from: cuproPanda on June 26, 2015, 06:10:39 PM
Quote from: DizzyCrash on June 26, 2015, 04:41:59 PM
Quote from: cuproPanda on June 26, 2015, 02:59:54 PM
Quote from: DizzyCrash on June 26, 2015, 12:35:06 PM
Quote 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?
Nothing requires researching as of v2.1

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
Can 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.

How hard would it be to remove the arcades?
1) Delete the 11 arcade textures from /Textures/Things/Buildings/Joy
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!
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: cuproPanda on June 26, 2015, 10:23:54 PM
Quote from: DizzyCrash on June 26, 2015, 07:56:04 PM
Quote from: cuproPanda on June 26, 2015, 06:10:39 PM
Quote from: DizzyCrash on June 26, 2015, 04:41:59 PM
Quote from: cuproPanda on June 26, 2015, 02:59:54 PM
Quote from: DizzyCrash on June 26, 2015, 12:35:06 PM
Quote 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?
Nothing requires researching as of v2.1

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
Can 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.

How hard would it be to remove the arcades?
1) Delete the 11 arcade textures from /Textures/Things/Buildings/Joy
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!
lol thanks! It's no problem, just a small change that allows people to enjoy the mod more :)
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: cuproPanda on July 01, 2015, 12:28:50 AM
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!
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: Eisenwulf on July 01, 2015, 01:32:30 AM
Quote from: cuproPanda on July 01, 2015, 12:28:50 AM
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!
:) Looks nice! Glad I suggested it...
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: skullywag on July 01, 2015, 04:12:21 AM
The zen garden screenshot looks tasty...
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: cuproPanda on July 01, 2015, 08:39:22 AM
Quote from: Eisenwulf on July 01, 2015, 01:32:30 AM
Quote from: cuproPanda on July 01, 2015, 12:28:50 AM
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!
:) Looks nice! Glad I suggested it...
Indeed. I'm excited to see how v1 turns out! I've always been a fan of zen themes and rock gardens
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: cuproPanda on July 01, 2015, 09:32:26 AM
I just realized I forgot to add a recipe to craft gravel. Sorry about that. New download is available
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: Riot Lightbulb on July 02, 2015, 11:52:34 AM
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.
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: cuproPanda on July 02, 2015, 12:30:39 PM
New update for Zen Garden! I fixed some rendering issues and changed the graphics. Now the stacked rocks actually have rocks! The sandstone stacked rocks look like a statue of poo. Do with that what you will...


Quote from: Riot Lightbulb on July 02, 2015, 11:52:34 AM
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.
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...
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: Riot Lightbulb on July 02, 2015, 12:55:40 PM
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...

Oh it has to be the vanilla stove. I built a stove which is supposed to allow mutiple meals to be cooked at once. i thought any recipe available would show up on that one too. I guess i will have to build a vanilla one too. Thanks for reply.
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: coffe15211 on July 12, 2015, 02:45:33 PM
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?
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: cuproPanda on July 13, 2015, 03:44:05 PM
Quote from: coffe15211 on July 12, 2015, 02:45:33 PM
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?
Fixed. Issue was caused by Tynan removing unfinished object jobs. New version available.

Let me know if there are any other issues; I played for a little bit and couldn't find any other issues, so v2.11 should be fully compatible.
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: Topper on July 17, 2015, 12:40:05 AM
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. 
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: cuproPanda on July 17, 2015, 02:25:25 PM
Quote from: Topper on July 17, 2015, 12:40:05 AM
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.
Download v2.11. Alpha 11b removed the need for unfinished workgivers, so anything prior to v2.11 causes this error
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: harpo99999 on July 19, 2015, 03:48:44 AM
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
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: cuproPanda on July 19, 2015, 10:52:38 AM
Quote from: harpo99999 on July 19, 2015, 03:48:44 AM
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
It appears paintings were being sorted as Items>Furniture>Furniture. I fixed it in v2.12, now shows up under Items>Art>Painting
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: dareddevil7 on July 28, 2015, 11:35:52 PM
Is a poster made from a magazine trifold a possibility for lewd joy?
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: Vas on July 29, 2015, 04:38:21 AM
The Elder Scones object appears to have a graphic that's too long, as if the item is 1x1 but the graphic is 2x1.
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: cuproPanda on July 31, 2015, 08:52:23 AM
Quote from: dareddevil7 on July 28, 2015, 11:35:52 PM
Is a poster made from a magazine trifold a possibility for lewd joy?
Certainly. 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.

Quote from: Vas on July 29, 2015, 04:38:21 AM
The Elder Scones object appears to have a graphic that's too long, as if the item is 1x1 but the graphic is 2x1.
Ah! It seems I was doing some testing on the wrong copy. I fixed it in v2.13, sorry about that
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: cuproPanda on August 25, 2015, 09:16:13 AM
Updated to A12!
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: LanMc on August 25, 2015, 11:11:34 AM
Thank you so much, I love this mod!
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: cuproPanda on August 25, 2015, 04:24:23 PM
Quote from: LanMc on August 25, 2015, 11:11:34 AM
Thank you so much, I love this mod!
Glad to hear it, thank you!
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: Ouan on August 25, 2015, 04:34:05 PM
Cool deal! I just discovered your mod today and I am looking forward to making my people hopeless video gaming addicts!
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: cuproPanda on August 29, 2015, 11:12:54 PM
Tested to be working with 12d, and a pretty big bugfix! Please download the new version(2.21), and resist the urge to build free arcades / RimColony tables!
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: 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
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: cuproPanda on September 02, 2015, 04:25:17 PM
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

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.

-UPDATE-
I tested it and it works just fine. Looking at the Tilled Soil source, it is just a floor tile, like you said. What mods are you using? There may be an issue with another mod somehow. I will be looking over the Core plant files, just in case. I'll update if I found anything.
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: BadBlanket on September 02, 2015, 04:41:22 PM
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.

Edit:
The mods I use:
http://i.imgur.com/KhNqdyc.png?1
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: cuproPanda on September 02, 2015, 04:50:59 PM
Quote from: BadBlanket on September 02, 2015, 04:41:22 PM
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.
No problem! I was really confused; I just finished looking over everything and couldn't find anything wrong. Hopefully it stays fixed for you!
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: cuproPanda on September 03, 2015, 02:28:27 PM
v2.30 is now up! New arcade for animals skill, new arcade graphics, cheaper arcades, and .XCF files for anyone interested in using my graphics!
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: akiceabear on September 05, 2015, 08:15:33 PM
+1 to follow
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: cuproPanda on September 06, 2015, 12:43:55 AM
A small update is available(2.31). Fixed minor graphic stuff that was bugging me, fixed an issue with the reading table + chair, and added a joy job to bookshelves. Enjoy!
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: cuproPanda on September 06, 2015, 07:53:16 PM
Two updates in one weekend! 2.40 adds painkillers, an energy drink, and a new way to make paint(needs to be researched).
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: Senacharim on September 06, 2015, 08:08:54 PM
Hi! 

I super want to try out the Zen mod--are we going to see a alpha 12 update?
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: cuproPanda on September 06, 2015, 08:48:45 PM
Quote from: Senacharim on September 06, 2015, 08:08:54 PM
Hi! 

I super want to try out the Zen mod--are we going to see a alpha 12 update?
How 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.
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: cuproPanda on September 08, 2015, 01:38:50 PM
I just finished polishing up a mod I've been using for a little while. Introducing: Soda Brewing!
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: cuproPanda on September 11, 2015, 12:03:30 AM
Updated Soda Brewing to v1.10, and added a bridge mod for Additional Joy Objects and Soda Brewing!
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: deadlydullahan on September 11, 2015, 12:33:18 AM
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
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: cuproPanda on September 11, 2015, 01:59:48 AM
Quote from: deadlydullahan on September 11, 2015, 12:33:18 AM
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
Additional 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.
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: deadlydullahan on September 11, 2015, 02:08:53 AM
Quote from: cuproPanda on September 11, 2015, 01:59:48 AM
Quote from: deadlydullahan on September 11, 2015, 12:33:18 AM
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
Additional 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.

Ah okay wasn't aware  :P Thank you
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: 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.
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: cuproPanda on September 11, 2015, 12:08:05 PM
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.

Enter Perodyne! There isn't much that can be done with people healing since most of their time is spent either sleeping or being unconscious. Perodyne can be kept inside the hospital room(apparently not on equipment racks), and colonists can get up and take a few pills before going back to sleep. This will ease their pain as well as provide them with some joy even while sleeping. It looks like only medicines that actually help heal injuries can be administered by another colonist, so Perodyne can only be used by a colonist that is conscious and able to move, as well as not a teetotaler.
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: WHiZ on September 13, 2015, 02:46:00 PM
Can you please add where we can rotate paintings?
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: cuproPanda on September 13, 2015, 03:40:29 PM
Quote from: WHiZ on September 13, 2015, 02:46:00 PM
Can you please add where we can rotate paintings?
I 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.

Th only thing I could do is make all paintings have a single graphic as opposed to randomly choosing between 10. I'll put up a poll to see what people think. Check the top of the main page in a little bit.

EDIT: I'll just use 1 graphic for now. After I can get the paintings working with multiple graphics I'll add them. I've got other stuff planned to change, so I'll try to get a new version out Monday or Tuesday.
Title: Re: [A12d] cuproPanda's Mods (Last update: 14 Sep 15)
Post by: cuproPanda on September 15, 2015, 03:09:20 PM
I've got a new thread layout thanks to MarvinKosh, and rebalancing updates have been done! I'm really interested to know peoples thoughts! Does anything(in the newest versions) seem unbalanced? Would you like any additions? Have a random comment? Let me know!

Also, FYI, I'm considering moving to CCL dependent mods for A13. No big deal, it just requires an additional download that a lot of you probably already use
Title: Re: [A12d] cuproPanda's Mods (Last update: 15 Sep 15)
Post by: ratboys on September 19, 2015, 02:01:31 AM
zen garden looks so beautiful, i love it so much! thank you its my favorite mod now.
Title: Re: [A12d] cuproPanda's Mods (Last update: 15 Sep 15)
Post by: AllenWL on September 19, 2015, 08:01:34 AM
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?
Title: Re: [A12d] cuproPanda's Mods (Last update: 15 Sep 15)
Post by: cuproPanda on September 19, 2015, 12:05:42 PM
Quote from: ratboys on September 19, 2015, 02:01:31 AM
zen garden looks so beautiful, i love it so much! thank you its my favorite mod now.
Thank you!

Quote from: AllenWL on September 19, 2015, 08:01:34 AM
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?
That'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.
Title: Re: [A12d] cuproPanda's Mods (Last update: 15 Sep 15)
Post by: ratboys on September 19, 2015, 03:16:08 PM
Quote from: cuproPanda on September 19, 2015, 12:05:42 PM
Thank you!
my 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.
Title: Re: [A12d] cuproPanda's Mods (Last update: 15 Sep 15)
Post by: cuproPanda on September 20, 2015, 02:14:05 AM
Quote from: ratboys on September 19, 2015, 03:16:08 PM
Quote from: cuproPanda on September 19, 2015, 12:05:42 PM
Thank you!
my 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.

Yeah, the slow movement speed was just for balance. I'll see about reducing it since gravel shouldn't slow you down too much. The issue with the middle border come from the way paths are laid out; a 2x2 is really 4 different corner pieces, which need the small square of outer border so they look right when making corners. I'll draw something up later for a gravel walkway that doesn't slow colonists down. Progress is pretty slow with this mod since I'm never satisfied with the way my graphics turn out. Terrain is just not my strong suit, I guess.
Title: Re: [A12d] cuproPanda's Mods (Last update: 20 Sep 15)
Post by: cuproPanda on September 20, 2015, 04:09:37 PM
A weekend with food poisoning and I still got 2 new mods done! One adds new medications, and the other allows brewing sodas using some fruits from dismar's Vegetable Garden mod!
Title: Re: [A12d] cuproPanda's Mods (Last update: 20 Sep 15)
Post by: Tekuromoto on September 21, 2015, 11:41:34 PM
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?
Title: Re: [A12d] cuproPanda's Mods (Last update: 20 Sep 15)
Post by: cuproPanda on September 22, 2015, 12:55:29 AM
Quote from: Tekuromoto on September 21, 2015, 11:41:34 PM
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?
Thanks! I really enjoy making mods and adding new content to a game I like  :)

For storing stuff on the racks, I just use the good ol' dev menu. I build the layout of a shop or a store, then use the "Tool: Try place direct thing..." command(seen below in a picture of the dev menu). I then find what I want to place and place it where I want, regardless of the rules! Colonists will try to take them off and put them in storage, though, so it won't work too well for gameplay. You could check out Clutter (https://ludeon.com/forums/index.php?topic=2541), OmniStorage (https://ludeon.com/forums/index.php?topic=12203.0), and MD2 Storage (https://ludeon.com/forums/index.php?topic=7380); those are some options I use for storing more stuff when I play. I don't show that stuff in the pictures, though, since I don't want to cause confusion about what my mod adds.

[attachment deleted due to age]
Title: Re: [A12d] cuproPanda's Mods (Last update: 22 Sep 15)
Post by: dismar on September 22, 2015, 05:13:58 PM
I personally love the Soda pop mod. And of course the Look of the New pops using my garden!
Title: Re: [A12d] cuproPanda's Mods (Last update: 23 Sep 15)
Post by: cuproPanda on September 23, 2015, 03:44:07 PM
Additional Joy Objects updated to v2.52. Bulk tea brewing and Perodyne tweaks.
Rim Pharma updated to v1.02. Added side effects to descriptions and balance tweaks.

Quote from: dismar on September 22, 2015, 05:13:58 PM
I personally love the Soda pop mod. And of course the Look of the New pops using my garden!
Thanks! I was really disappointed there weren't more fruits in the base game  :-\
Title: Re: [A12d] cuproPanda's Mods (Last update: 24 Sep 15)
Post by: cuproPanda on September 24, 2015, 04:51:32 PM
Important update for Additional Joy Sodas, should be the only update needed until A13. Balanced recipe costs and fixed an issue where only one recipe would show up instead of two.
Title: Re: [A12d] cuproPanda's Mods (Last update: 24 Sep 15)
Post by: Cornuthaum on September 27, 2015, 12:06:41 PM
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.
Title: Re: [A12d] cuproPanda's Mods (Last update: 24 Sep 15)
Post by: cuproPanda on September 27, 2015, 01:49:28 PM
Quote from: Cornuthaum on September 27, 2015, 12:06:41 PM
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.
Tempera paint needs to be researched, and then becomes available at the regular(vanilla/unmodded) stove
The gravel recipe is used by the stonecutters table.

EDIT: gravel doesn't need a research project
Title: Re: [A12d] cuproPanda's Mods (Last update: 29 Sep 15)
Post by: cuproPanda on September 29, 2015, 09:48:44 PM
New updates:

Soda Brewing v1.23:
Added bulk recipe for brewing syrup

Soda Garden v1.10:
Added Gooseberry Soda
Added Cloudberry Soda
Added Fig Soda
Added Date Soda

RimPharma v1.03:
Anmibene lasts a full day and is more effective
Anmibene side effects now lists nausea
Name changed from Rim Pharma to RimPharma
Title: Re: [A12d] cuproPanda's Mods (Last update: 30 Sep 15)
Post by: cuproPanda on September 30, 2015, 05:42:03 PM
New mod, Ancient Amulets!
It adds special amulets rarely found in raids and sometimes by exotic traders. They give pretty good stat boosts.
Title: Re: [A12d] cuproPanda's Mods (Last update: 2 Oct 15)
Post by: cuproPanda on October 02, 2015, 03:30:13 PM
New update for Additional Joy Objects, v2.60:
Spectago can now be found in the wild
Increased Perodyne stack size to 100
Added CCL v0.12.3b as a dependency
  Arcades now only consume power when in use, and give off a small amount of light
  Paintings now must be placed onto a wall
  Now must be placed under a roof: arcades, card table, RimColony, bookcase

If you don't already have it, get Community Core Library (https://ludeon.com/forums/index.php?topic=14172.0) before downloading the new version.
Title: Re: [A12d] cuproPanda's Mods (Last update: 2 Oct 15)
Post by: 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
Title: Re: [A12d] cuproPanda's Mods (Last update: 2 Oct 15)
Post by: Tekuromoto on October 02, 2015, 09:15:19 PM
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
Title: Re: [A12d] cuproPanda's Mods (Last update: 2 Oct 15)
Post by: cuproPanda on October 03, 2015, 01:21:38 AM
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
I'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.
Quote from: Tekuromoto on October 02, 2015, 09:15:19 PM
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
This 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
Title: Re: [A12d] cuproPanda's Mods (Last update: 3 Oct 15)
Post by: cuproPanda on October 03, 2015, 01:44:00 PM
Added an optional all-in-one, and fixed the issue with Crash Landing!
Title: Re: [A12d] cuproPanda's Mods (Last update: 6 Oct 15)
Post by: cuproPanda on October 06, 2015, 04:32:24 PM
Updated Soda Brewing to v1.30: Added a food rack. The food rack does not keep foods fresh, but is useful for storing sodas(or other stable foods) in the dining area.
Title: Re: [A12d] cuproPanda's Mods (Last update: 2 Oct 15)
Post by: flankspeed on October 09, 2015, 06:43:12 AM
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

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.
Title: Re: [A12d] cuproPanda's Mods (Last update: 2 Oct 15)
Post by: cuproPanda on October 09, 2015, 12:05:03 PM
Quote from: flankspeed on October 09, 2015, 06:43:12 AM
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

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.

My mods will always be available individually, but I did add an optional all-in-one to the main post.

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.
Title: Re: [A12d] cuproPanda's Mods (Last update: 2 Oct 15)
Post by: flankspeed on October 10, 2015, 12:47:12 AM
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.

-face palm- I just noticed you already had it listed it in the Known Issues section of the mod. Sorry
Title: Re: [A12d] cuproPanda's Mods (Last update: 6 Oct 15)
Post by: 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.
Title: Re: [A12d] cuproPanda's Mods (Last update: 2 Oct 15)
Post by: cuproPanda on October 10, 2015, 01:02:35 PM
Quote from: flankspeed on October 10, 2015, 12:47:12 AM
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.

-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.
Title: Re: [A12d] cuproPanda's Mods (Last update: 2 Oct 15)
Post by: Dave-In-Texas on October 10, 2015, 03:53:01 PM
Quote from: cuproPanda on October 10, 2015, 01:02:35 PM
Quote from: flankspeed on October 10, 2015, 12:47:12 AM
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.

-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 :)
Title: Re: [A12d] cuproPanda's Mods (Last update: 2 Oct 15)
Post by: cuproPanda on October 10, 2015, 04:40:18 PM
Quote from: Dave-In-Texas on October 10, 2015, 03:53:01 PM
Quote from: cuproPanda on October 10, 2015, 01:02:35 PM
Quote from: flankspeed on October 10, 2015, 12:47:12 AM
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.

-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 :)

Well if you're not already using it, v1.30 of Soda Brewing added a food rack, which can help to store sodas and other "meals" in a more convenient way. I normally put 2-4 racks in my dining area. I used to use refrigerated racks(separate mod), but in alpha12 they no longer work correctly, so I made my own that doesn't require power and doesn't try to keep foods fresh. Perfect for sodas, chocolate, beer, MREs,  etc.
Title: Re: [A12d] cuproPanda's Mods (Last update: 6 Oct 15)
Post by: 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.
Title: Re: [A12d] cuproPanda's Mods (Last update: 6 Oct 15)
Post by: cuproPanda on October 10, 2015, 06:37:20 PM
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.

That's the claim, but as far as I can tell it doesn't work, CCL or not. The meals still count down 5 days, then disappear. I tried Beantek, the CCL example, and some other mod which I can't remember.
Title: Re: [A12d] cuproPanda's Mods (Last update: 6 Oct 15)
Post by: TLHeart on October 10, 2015, 06:56:43 PM
here is the modified code I am using that works, no 5 day countdown.



[attachment deleted due to age]
Title: Re: [A12d] cuproPanda's Mods (Last update: 6 Oct 15)
Post by: cuproPanda on October 10, 2015, 07:11:09 PM
Quote from: TLHeart on October 10, 2015, 06:56:43 PM
here is the modified code I am using that works, no 5 day countdown.
It 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?
Title: Re: [A12d] cuproPanda's Mods (Last update: 6 Oct 15)
Post by: TLHeart on October 10, 2015, 07:40:29 PM
okay here I have modified the beantek storage tray, and it works with no countdown.

I am using Community Core Library v0.12.3b

And the critical part, vanilla tweaks.

from the CCL web page,

"Vanilla Tweaks" is entirely optional, "Community Core Library" is not.  With only the core installed, you will only get the auto-gen help and no other changes will be made to your game. The "Vanilla Tweaks" makes changes to the core game buildings to make use of CCL functionality.  It is highly recommended and the only reason not to use it is if a mod tells you not to (which it shouldn't, baring overhauls).

I tested in my game, and removed the vanilla tweaks, and yep the storage tray has a countdown, enable vanilla tweaks, and it says refrigerated, and works.


[attachment deleted due to age]
Title: Re: [A12d] cuproPanda's Mods (Last update: 6 Oct 15)
Post by: cuproPanda on October 10, 2015, 07:52:07 PM
But... I'm using Vanilla Tweaks, too. I don't get it... I downloaded the file, I'll try to figure this out tomorrow. I have been using a modpack with 53 mods, 17 of which are custom personal mods, so it's quite possible there's a conflict somewhere.
Title: Re: [A12d] cuproPanda's Mods (Last update: 6 Oct 15)
Post by: cuproPanda on October 11, 2015, 02:33:49 PM
Quote from: Philliyo on October 11, 2015, 12:26:49 PM
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.
I 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.
Title: Re: [A12d] cuproPanda's Mods (Last update: 6 Oct 15)
Post by: Philliyo on October 11, 2015, 11:27:28 PM
Quote from: cuproPanda on October 11, 2015, 02:33:49 PM
Quote from: Philliyo on October 11, 2015, 12:26:49 PM
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.
I 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.

Sorry I posted this in the wrong thread.
Title: Re: [A12d] cuproPanda's Mods (Last update: 12 Oct 15)
Post by: cuproPanda on October 12, 2015, 05:06:49 PM
Big update for RimPharma, v2.00!

Added Medical Rack
Added CCL as a dependency
Made medicines more potent
Added tales for colonists high on pills
Increased cost of medical strength drugs
Reduced stack limits to 10 to limit cargo pod imbalance (500+ pills being delivered)
Added Papaver, papaver seeds
Added Reishitake
Added Strychcyx, strychcyx berries
Added Vinawinkle, vinawinkle petals
Added Pharmaceutical Production research (Unlocked after Hospital Bed research) - allows for knockoff drug manufacturing
Added Granulation Mill, machine used to process plants into drug particles
Added Pill Press, small machine used to form pills from drug particles

If you don't already have it, get Community Core Library (https://ludeon.com/forums/index.php?topic=14172.0) before downloading the new version.
Title: Re: [A12d] cuproPanda's Mods (Last update: 12 Oct 15)
Post by: harpo99999 on October 12, 2015, 05:11:02 PM
cupropanda, just one little suggestion, could you put the release dates in the post for each of the mods?
Title: Re: [A12d] cuproPanda's Mods (Last update: 12 Oct 15)
Post by: cuproPanda on October 12, 2015, 05:15:05 PM
Quote from: harpo99999 on October 12, 2015, 05:11:02 PM
cupropanda, just one little suggestion, could you put the release dates in the post for each of the mods?
Starting 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.
Title: Re: [A12d] cuproPanda's Mods (Last update: 12 Oct 15)
Post by: harpo99999 on October 12, 2015, 05:19:30 PM
thank you
Title: Re: [A12d] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and Amulets (12 Oct 15)
Post by: TLHeart on October 14, 2015, 04:24:28 PM
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.
Title: Re: [A12d] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and Amulets (12 Oct 15)
Post by: cuproPanda on October 14, 2015, 09:16:54 PM
Quote from: TLHeart on October 14, 2015, 04:24:28 PM
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.
Thanks! That's one of the reasons I kept the soda rack unpowered after I figured out the issue with CCL.
Title: Re: [A12d] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (15 Oct 15)
Post by: cuproPanda on October 15, 2015, 09:16:07 PM
New mod: Powerless!

Adds torches, grill, grilled meals, wooden vent, stump chair, individual table, and a simple door.
Title: Re: [A12d] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (15 Oct 15)
Post by: cuproPanda on October 18, 2015, 10:42:37 PM
Updated Powerless to v1.10:
Added turnip plant, turnip, turnip greens
Added simple crafting table
Added recipes for survivalists bow, shiv, and tribalwear
Added salad recipe
Made wood more woody (enhanced bark graphics)
Added log fence, log fence gate
Added hide bed
Title: Re: [A12d] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (21 Oct 15)
Post by: cuproPanda on October 21, 2015, 05:07:25 PM
Finally updated Zen Garden to what I feel can be v1.00:
Graphics redraw
Code cleanup
Added curved gravel
Added normal gravel
Sped up pawn movement when walking on gravel and paths

And Powerless! v1.11:
Rebalanced turnip rotting to prevent an exploit
Reduced turnip yield
Reduced commonality of POW tribalwear
Added keffiyeh
Added 2 longer lasting torch variants with scaled recipes
Torches can no longer be deconstructed
Grilled fine meals require cooking skill of 5
Fences HP halved and made more flammable to better balance raids
Added Wood-Burning Crematorium
Title: Re: [A12d] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (23 Oct 15)
Post by: cuproPanda on October 23, 2015, 12:09:23 AM
More updates before I start working again!

AJO v2.70:
Raised spectago minimum light level from 30% to 60%
Spectago can be grown in plant pots for decoration
Code cleanup
Changed resources category to manufactured
Added WritingSpeed stat
Added Paper, Blank Book, Unfinished Book, Written Book, Writing Table
Added recipes for book binding and writing

SODA v1.40:
Code cleanup
Added Well
Added bucket, fresh water bucket, bottled water
Most sodas now require fresh water instead of seltzer
Increased seltzer brewing time
Reduced soda mood effects from 5 to 4
Removed seltzer water cooking skill requirement
Reduced soda bottle hit points from 100 to 25, because bottle

and POW v1.12:
Fixed fence gate warning
Hide beds now show designation colors using pillows: green = colonist, blue = medical, etc.

It'll be a little while before I get any new updates, so feel free to give me some suggestions or thoughts so far!
Title: Re: [A12d] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (23 Oct 15)
Post by: 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
Title: Re: [A12d] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (23 Oct 15)
Post by: cuproPanda on October 23, 2015, 03:38:19 PM
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

Thanks!
I meant to fix that a while ago, it's fixed in v1.20 now. You'll have to download SODA v1.40 as well, since I recently changed the recipes to use fresh water instead of seltzer water. You can now make syrup using grapes, pineapple, blueberry, watermelon, cloudberry, and gooseberry.
Title: Re: [A12d] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (23 Oct 15)
Post by: okibum on October 23, 2015, 06:15:46 PM
Great, Thanks!
Title: Re: [A12d] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (23 Oct 15)
Post by: TLHeart on October 26, 2015, 12:19:29 AM
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.
Title: Re: [A12d] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (23 Oct 15)
Post by: Loki88 on October 26, 2015, 01:25:45 AM
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.
Title: Re: [A12d] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (23 Oct 15)
Post by: cuproPanda on October 26, 2015, 03:04:30 AM
Quote from: TLHeart on October 26, 2015, 12:19:29 AM
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.
Where 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.

I was thinking about a medicine recipe for RimPharma, but with the 2 or 3 other mod options that already exist I thought it better not to. I probably will make a recipe in a later update for something between the potency of herbal and standard, but I would want it to be something new. I like the idea of using cloth, and I was tinkering with making low-grade bandages a while ago before I was very experienced at modding, and hit a roadblock.

Gourmet Garden is not currently a supported addition for Soda Garden, but I'll look into adding support. What issue are you having with Soda Garden and AJS spectago? I didn't run into any issues, myself.

Quote from: Loki88 on October 26, 2015, 01:25:45 AM
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.
The 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.

It's an interesting issue of moving all recipes to using stuff, but I think it makes more sense keeping the objects as wood logs, since you can visually see the bark of the wood. For things like the vent, I probably should have just stuffed it.

I haven't tested the heat pushing to see if it is balanced yet, but currently the grill produces 0.1 heat per tick while working, and the torches push 2 heat per second, with a max temperature of 20 (campfire pushes 21 and maxes at 28). I'll need to balance these later, but they won't ever be usable as heat sources. Just don't go putting 16 torches in a bedroom and expect a cozy colonist   :D

The picture of charred bamboo reminds me, I did have the idea of making a yakisugi (charred wood) stuff for building purposes. Imagine black wood with a very low flammability. Odd since I'm using charred wood as fuel for torches, which IRL wouldn't burn very well at all. Some shortcuts must be made for a game, though, otherwise it becomes too tedious.
Title: Re: [A12d] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (26 Oct 15)
Post by: 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.
Title: Re: [A12d] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (26 Oct 15)
Post by: 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.
Title: Re: [A12d] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (26 Oct 15)
Post by: Loki88 on October 27, 2015, 12:57:30 PM
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.

Thank you for all your hard work! :)
Title: Re: [A12d] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (26 Oct 15)
Post by: cuproPanda on October 27, 2015, 03:53:27 PM
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.

Unfortunately not. It can be used to incapacitate one or all of them, depending on how many people have it equipped. As long as you don't chop off a body part, they'll be incapacitated from shock and bleed out in a day. You can then rescue, capture, or safely kill them, but it'll still count as an attack.


Quote from: Loki88 on October 27, 2015, 12:57:30 PM
Quote from: cuproPanda on October 26, 2015, 11:16:53 PM
-Previous update info-

Thank you for all your hard work! :)

No problem!
Title: Re: [A12d] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (26 Oct 15)
Post by: TLHeart on October 27, 2015, 04:58:15 PM
here is the errors I get,



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>


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.

edit 2; found where the problem is coming from, as long as I load additional joy objects, the errors go away, without additional joy objects, AJsoda throws the spectago definition error. Went to check, and you do say, "Adds the ability to brew spectago soda using ingredients from Additional Joy Objects."  I just did not realize that I needed both soda brewing and AJO for it to work...derp on my part.
Title: Re: [A12d] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (26 Oct 15)
Post by: cuproPanda on October 27, 2015, 05:35:53 PM
Quote from: TLHeart on October 27, 2015, 04:58:15 PM
here is the errors I get,



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>


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.

Oh! You need Additional Joy Objects in order to use AJS, since AJS doesn't add anything but a recipe. Sorry about that, I thought I made it clear that was required. I'll edit the post better.

The issue with berry soda, or any soda using water, is the water bucket. This is somewhat irritating to me as well, so I'll move all the recipes over to using water bottles instead of a bucket. It doesn't make sense for the bucket to get consumed when making the soda. Check back in about half an hour or so for an update.

EDIT: Updated SODA to 1.41:
Chocolate soda can now go bad
Removed chocolate soda from default storage of food rack
Soda recipes changed from using fresh water buckets to bottled water
Updated recipe descriptions to avoid confusion
Title: Re: [A12d] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (27 Oct 15)
Post by: TLHeart on October 27, 2015, 07:06:55 PM
Well now the new version reduces the problem of do until down to just the bottled water... the program uses the product to determine the do until, but since you are producing two items, the program has no idea which one to count, so disables that option in the bills.

It seems it will take a dll that modifies the do until to count the first item in the products section, to make that work on the bills, when producing more than one item if that is even possible...
Title: Re: [A12d] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (29 Oct 15)
Post by: cuproPanda on October 29, 2015, 12:38:24 PM
Updated POW to v1.30:
PREVIOUS SAVES: If you have Charred Logs present on the map, you must either destroy or sell them before downloading this version to avoid any errors.
Renamed hide bed to bed, since it lists what it's made of already
Removed charred logs, torches now require wood
Torches now balanced at 80% campfire strength
   Increased glow radius from 6 to 8
   Increased heat push from 4 to 15
   Increased max temperature from 20 to 22
Torches highlight room to indicate they will provide heat
Torches moved to Temperature tab
Charcoal pit graphic fixed
Raiders now shoot over fence instead of always attacking it
Added glowstones - glowing rocks which can be mined
Added glowstones pylon
Added glowstones lamp
Added fence posts with glowstones
Title: Re: [A12d] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (31 Oct 15)
Post by: cuproPanda on October 31, 2015, 03:50:10 PM
Small updates today.

AJO v2.71:
Reduced Perodyne stack to 10 to limit cargo pod imbalance (500+ pills being delivered)

POW v1.31:
Renamed 'prepared salad' to 'turnip salad', since the previous name already exists
Renamed 'glowstones' to 'glowstone'
Halved glowstone commonality
Reduced glowstone yield from 5 to 2
Slightly increased glowstone vein size
Reduced compacted glowstone glow radius from 6 to 5
Gave compacted glowstone a beauty of 20
Increased cost of pylons from 15 silver to 50 silver
Increased glow radius of pylons from 4 to 6
Glowstone constructs have a whiter glow
Lamp now costs 20 silver in addition to other ingredients
Remade lamp texture
Increased cost of torches to 5 wood per day - still cheaper than the campfires

RPH v2.01:
Tales actually work now
Added random chance for colonists severely overdosed on Methophine, Psystimall, or Amp to break and wander
Added rare crash effects for Methophine, Psystimall, and Amp - knockoffs have a higher chance
Title: Re: [A12d] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (1 Nov 15)
Post by: cuproPanda on November 01, 2015, 02:50:08 PM
Critical update! I fixed an issue with Assassin Dagger which created a sniper-dagger. No longer will raiders start an attack, then successfully injure your colonists who made their way to safety!

ASD v1.01:
Moved dagger to ranged weapon to solve out-of-range attacking issue
Raiders no longer spawn with the assassin dagger, since they can't use it properly
Title: Re: [A12d] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (1 Nov 15)
Post by: solarispilot on November 01, 2015, 07:00:03 PM
I am using the more joy items mod, how do I get blank books?

Thx
Title: Re: [A12d] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (1 Nov 15)
Post by: cuproPanda on November 01, 2015, 08:25:52 PM
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

To buy:
You can buy them from exotic goods traders. In the next version you'll be able to buy them from joy traders as well.

To craft:
At the brewery, brew 20 wood logs or cloth to get 20 paper.
Build a writing table
Combine 20 paper and 5 leather at the writing table to get a blank book.
Title: Re: [A12d] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (2 Nov 15)
Post by: cuproPanda on November 02, 2015, 11:42:07 AM
AJO v2.72:
Blank books can be bought from joy traders
Bookcase registered as HighQuality - quality traits and art
Bookcase base price lowered from 500 to 400 (also affected by quality)
Refactored writing system
  Bookcases now boost WritingSpeed by 10% each, to a maximum of +20%
  Writing speed is impacted by how impressive the room is
  Increased writing time for books
  Rebalanced WritingSpeed stats
Paintings no longer show as sculptures on the Art tab
Written books now have a title and an art description
Written books max stack size reduced to 1
Written books moved to Art category

I absolutely love the way random elements come together to form descriptions
(http://i.imgur.com/QBSZmv7.png)
Title: Re: [A12d] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (2 Nov 15)
Post by: dismar on November 02, 2015, 11:45:23 AM
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.
Title: Re: [A12d] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (2 Nov 15)
Post by: cuproPanda on November 02, 2015, 12:04:57 PM
Quote from: dismar on November 02, 2015, 11:45:23 AM
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.
They already do!
Title: Re: [A12d] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (2 Nov 15)
Post by: dismar on November 02, 2015, 12:21:02 PM
oh where i can't seem to find it :(
Title: Re: [A12d] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (2 Nov 15)
Post by: cuproPanda on November 02, 2015, 02:18:10 PM
Additional Joy Objects has paintings, which can be bought from exotic/joy traders, or crafted at a painting easel. They have an art tab on them with descriptions, and provide beauty and a joy activity. I recently added CCL as a dependency so that paintings have to be attached to walls


EDIT:
Small bugfix for AJO v2.73:
Fixed written book art descriptions   
Title: Re: [A12d] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (3 Nov 15)
Post by: coldarray on November 05, 2015, 12:19:46 AM
I'd like to download the Powerless mod but it wont let me. The download is always stopped by some "SmartScreen Filter".
Title: Re: [A12d] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (3 Nov 15)
Post by: cuproPanda on November 05, 2015, 01:51:10 PM
Quote from: coldarray on November 05, 2015, 12:19:46 AM
I'd like to download the Powerless mod but it wont let me. The download is always stopped by some "SmartScreen Filter".
This 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.
Title: Re: [A12d] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (5 Nov 15)
Post by: cuproPanda on November 05, 2015, 09:36:43 PM
I've got a bunch of small updates today!

POW v1.40:
Fences require diggable terrain (dirt, sand, etc.)
Fixed charcoal pit graphic - really this time
Increased hide bed leather cost from 10 to 20
Increased hide bed wood cost from 8 to 15
Added Smoker, smoked meal
Redrew meal textures

RPH v2.02:
Enhanced Pill Press texture
Colonists will only eat 1 reishitake at a time

SODA v1.42:
Remade well texture

-new- CPF v1.00:
Added Mediterranean Bricks
Added Medium Bricks (I expect to make a larger version eventually)
Added Small Bricks
Added Metal Plates
Imported Cobblestone flooring from COB

ZEN v1.01:
Removed gravel from stacked rocks recipe
Fixed curved gravel description

AJO 2.74:
Redrew paintings, now appear to hang on the wall
Title: Re: [A12d] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (6 Nov 15)
Post by: 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)

[attachment deleted due to age]
Title: Re: [A12d] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (7 Nov 15)
Post by: cuproPanda on November 07, 2015, 11:29:44 PM
Probably my last update for a little while:
POW v1.41:
Balanced cooking priorities:
  Cooks will now prioritize the standard stove over the grill.
  Cooks will prioritize the smoker over the grill and stove. This is useful since the smoker gives more meals per job.
Smoker sound fixed.
Smoker ingredient order changed so meat appears to be inside the smoker, not wood.

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)

I'm glad you like them! I'm constantly trying to expand what I can do with the game while limiting myself to XML stuff. I really like the way the game handles art stories. I had to tweak some things for the books, but so far I'm quite happy with the system.
Title: Re: [A12d] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (10 Nov 15)
Post by: cuproPanda on November 10, 2015, 06:22:49 PM
Updated AJO to v2.75:
Increased paper recipe yield from 20 to 100
Increased paper stack limit from 50 to 500
Added a reading table that can be constructed using written books
Fixed painting icon in trader menu
Title: Re: [A12d] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (10 Nov 15)
Post by: 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
Title: Re: [A12d] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (10 Nov 15)
Post by: cuproPanda on November 13, 2015, 05:08:14 PM
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

Thanks! I really enjoy making mods, and I'm glad to hear you enjoy playing with them!

Currently, Gourmet Garden doesn't add anything that can be used by Soda Brewing/Garden. It is compatible in the sense that there won't be a conflict using it. In order to use the fruits from Vegetable Garden to make sodas in Soda Brewing, Soda Garden needs to be added after the previous two.
Title: Re: [A12d] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (10 Nov 15)
Post by: cuproPanda on November 16, 2015, 12:50:48 AM
I just wanted to let everyone know: I'm pausing my updates for A12 so that I can focus on my own projects even more, but I'll still be fixing bugs and responding to comments! I've been winding down the time I spend working on my mods, but I am still adding features that I'll be releasing when A13 comes out. I'd like to be able to release newer versions of my mods, not just update compatibility. If anybody has some suggestions for things you'd like to see, just let me know! I won't be devoting as much time as before, so bigger features may not get added.

If anyone is curious about what to expect, I'll keep the main post somewhat updated as far as what I've done so far
Title: Re: [A12d] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (19 Nov 15)
Post by: 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.
Title: Re: [A12d] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (19 Nov 15)
Post by: cuproPanda on December 31, 2015, 11:18:25 AM
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.

RimPharma requires Community Core Library, are you using Community Core Library? There was an issue similar to this a while back, and I think it was due to missing mods. With holiday traveling, I'm not able to get into the game to check, so if you are using CCL currently I'd suggest posting in the help forums. They should be able to get you a quick solution.
Title: Re: [A12d] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (19 Nov 15)
Post by: nbielinski on December 31, 2015, 12:29:44 PM
Hm, thank you very much Cupro, I do have CCL but looking at the debug log, it seems its missing a few assets. I'll see about pestering those folks kindly to see if I can't get it working. Thank you.
Title: Re: [A12d] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (19 Nov 15)
Post by: LustrousWolf on January 03, 2016, 12:52:07 PM
Did some testing and The blow gun mod messes up the reload system for combat realism, the assassin dagger works fine tho, would be great it the blow gun dart was compatible, love the idea of it :D
Title: Re: [A12d] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (19 Nov 15)
Post by: 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?
Title: Re: [A12d] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (19 Nov 15)
Post by: cuproPanda on February 13, 2016, 12:18:21 AM
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?

I think the easiest option would be for the plants to drop the drugs instead of their ingredients, e.g., Papaver plants drop Knockoff Methophine or Stychcyx plants drop Knockoff Amp.

Painkillers should last long enough for colonists to be able to take them before battle.
Title: Re: [A12d] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (19 Nov 15)
Post by: branch? on February 24, 2016, 01:12:20 AM
Can you make wells removable?
Title: Re: [A12d] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (19 Nov 15)
Post by: cuproPanda on February 24, 2016, 05:27:42 PM
Quote from: Long Night'a Hooking on February 24, 2016, 01:12:20 AM
Can you make wells removable?
They 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.

Added a pic to help:

[attachment deleted by admin - too old]
Title: Re: [A12d] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (19 Nov 15)
Post by: Pactrick Willis on March 17, 2016, 10:46:46 PM
Is the Powerless mod Survival Bow Compatible with combat realism?
Title: Re: [A12d] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (19 Nov 15)
Post by: cuproPanda on March 18, 2016, 07:59:28 AM
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.
Title: Re: [A12d] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (19 Nov 15)
Post by: Pactrick Willis on March 18, 2016, 11:34:46 AM
Quote from: cuproPanda on March 18, 2016, 07:59:28 AM
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.
Yeah. 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.
Title: please help
Post by: hollydolly on March 28, 2016, 06:01:45 AM
Please help

I've installed additional joy items before and it worked perfectly and I loved it
my PC died and I've had to start again
I've installed again onto my new save and my exotic and pleasure traders arrive but have no silver or items to sell
Also I cant build the card table
I also have Tiled Soil, Veg garden and advanced prosthetics installed (I had these last time also)
I've tried changing the order but this has no effect
I've tried removing Additional joy items but I just get a black screen and a huge bug log when I try to load my save

Have I done something wrong? Is it a bug? Can I fix it?

I've got a big base that I've spent hours (days....?) building and don't really want to loose this again but I have no saves without the mods included

Thank you
Title: Re: [A12d] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (19 Nov 15)
Post by: hollydolly on March 28, 2016, 06:50:20 AM
Ignore me I'm being a noob. Didn't have CCL installed. installed it now and it's working perfectly.
Title: Re: [A12d] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (30 Mar 16)
Post by: cuproPanda on March 30, 2016, 04:16:17 PM
I went ahead and prereleased new versions of Soda Brewing, Ancient Amulets, and Powerless! Details are in their posts.
Title: Re: [A12d] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (30 Mar 16)
Post by: cuproPanda on March 31, 2016, 08:56:15 AM
A bug managed to slip past me, and I fixed it. Everyone who downloaded it, please redownload Powerless v1.50p
Title: Re: [A12d] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (30 Mar 16)
Post by: tigg on April 01, 2016, 07:16:37 PM
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?)
Title: Re: [A12d] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (30 Mar 16)
Post by: cuproPanda on April 01, 2016, 07:48:50 PM
Quote from: tigg on April 01, 2016, 07:16:37 PM
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?)
They 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.
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.

[attachment deleted by admin - too old]
Title: Re: [A12d-A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (6 Apr 16)
Post by: cuproPanda on April 06, 2016, 11:19:22 PM
Updated AJO to v2.80:
updated to a13
Redrew graphics
Reworked Perodyne - now gives 2x joy, stages balanced
Drinking spectago tea reduces colonists social fight factor

More mod updates to come as they are updated!
Title: Re: [A12d-A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (7 Apr 16)
Post by: cuproPanda on April 07, 2016, 09:23:09 AM
updated Soda Brewing v1.50:
updated to a13
Increased joygiver baseChances for sodas
Added FrassRoot
Root beer now requires FrassRoot
Updated soda textures and added stacked graphics
Wells can be removed
Thrumbo Energy and Peppi now restore pawn's rest by 25% and 5% respectively
Title: Re: [A12d-A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (7 Apr 16)
Post by: AllenWL on April 07, 2016, 11:26:04 AM
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?
Title: Re: [A12d-A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (7 Apr 16)
Post by: cuproPanda on April 07, 2016, 12:35:58 PM
Quote from: AllenWL on April 07, 2016, 11:26:04 AM
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?
I'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.
Title: Re: [A12d-A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (7 Apr 16)
Post by: cuproPanda on April 07, 2016, 03:23:37 PM
updated Powerless! to v1.50:
Torches now list their max heat provided (22C)
Added grilled wood meals
Increased grill cooking heat from 0.1 to 0.3
Increased silver cost when building glowstone constructs
Raised buying price of glowstone
Added research to make grilled wood meals
Separated fences, crafters, and torches into different files
Added forge, forge recipes
Added bellows, a facility for increasing crafting time at the forge
Reduced charcoal pit crafting times for charcoal and yakisugi
Removed survivalists bow and shiv recipes (now in vanilla)
Bellows connects to char pit
Removed campfire, torches now last for 2, 4, and 10 days. Refuelable
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (7 Apr 16)
Post by: anonymous456 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.
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (7 Apr 16)
Post by: cuproPanda on April 08, 2016, 12:54:37 PM
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.

Today and tomorrow I plan on playtesting a13 with my mods installed, and making changes and updates as needed. RimPharma is currently on hold until Community Core Library gets updated, but I have a few new features I'd like to toy with and see if they work.

Lately I've been messing with power additions. I have a few ideas, some that I implemented privately for myself during a12, and some that I'd like to add but don't even know where to start. Alpha 13 came out while I was in the middle of working on a new mod that adds rain tanks, steam boilers, and possibly a fluid network for liquids and gasses(which could lead to steampunk machinery, oil processing, etc). It's a long ways off, but it's something I've found to be pretty fun to work on.
Title: Re: [A12d] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (30 Mar 16)
Post by: tigg on April 08, 2016, 10:16:23 PM
Quote from: cuproPanda on April 01, 2016, 07:48:50 PM
Quote from: tigg on April 01, 2016, 07:16:37 PM
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?)
They 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.
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.
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (8 Apr 16)
Post by: 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?
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (8 Apr 16)
Post by: 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.
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (8 Apr 16)
Post by: cuproPanda on April 09, 2016, 05:29:48 PM
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?

Sorry about that. v1.11 (http://bit.ly/1qAyL0K) has you covered!
Title: Re: [A12d] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (30 Mar 16)
Post by: tigg on April 09, 2016, 06:13:19 PM
Quote from: tigg on April 08, 2016, 10:16:23 PM
Quote from: cuproPanda on April 01, 2016, 07:48:50 PM
Quote from: tigg on April 01, 2016, 07:16:37 PM
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?)
They 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.
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.
Title: Re: [A12d] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (30 Mar 16)
Post by: cuproPanda on April 09, 2016, 06:46:47 PM
Quote from: tigg on April 09, 2016, 06:13:19 PM
Quote from: tigg on April 08, 2016, 10:16:23 PM
Quote from: cuproPanda on April 01, 2016, 07:48:50 PM
Quote from: tigg on April 01, 2016, 07:16:37 PM
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?)
They 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.
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.

Yeah, I left it that way to make sure the right colonist is wearing the amulet you think best fits their skills or work schedule.

Go ahead and grab the v1.11 update if you haven't, there was a bug preventing amulets from being placed in stockpiles.
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (9 Apr 16)
Post by: Kolljak on April 09, 2016, 08:45:58 PM
Whats the eta on BamPow or watever the bambo mod.
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (9 Apr 16)
Post by: cuproPanda on April 09, 2016, 09:20:05 PM
Quote from: Kolljak on April 09, 2016, 08:45:58 PM
Whats the eta on BamPow or watever the bambo mod.
Either 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.
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (9 Apr 16)
Post by: dismar on April 09, 2016, 09:32:29 PM
Quote from: cuproPanda on April 09, 2016, 09:20:05 PM
Quote from: Kolljak on April 09, 2016, 08:45:58 PM
Whats the eta on BamPow or watever the bambo mod.
Either 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.

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?
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (9 Apr 16)
Post by: cuproPanda on April 09, 2016, 10:17:00 PM
Quote from: dismar on April 09, 2016, 09:32:29 PM
Quote from: cuproPanda on April 09, 2016, 09:20:05 PM
Quote from: Kolljak on April 09, 2016, 08:45:58 PM
Whats the eta on BamPow or watever the bambo mod.
Either 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.

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?
Good to hear!
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  :-[
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (9 Apr 16)
Post by: dismar on April 09, 2016, 11:44:59 PM
Quote from: cuproPanda on April 09, 2016, 10:17:00 PM
Quote from: dismar on April 09, 2016, 09:32:29 PM
Quote from: cuproPanda on April 09, 2016, 09:20:05 PM
Quote from: Kolljak on April 09, 2016, 08:45:58 PM
Whats the eta on BamPow or watever the bambo mod.
Either 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.

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?
Good to hear!
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  :-[

Ah good to know i'm going to run with it in my current get :)
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (10 Apr 16)
Post by: cuproPanda on April 10, 2016, 12:41:29 AM
RimPharma v2.10 is now finished, tested, and working! Now all of my main mods are finally updated!
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (10 Apr 16)
Post by: Senacharim on April 10, 2016, 09:20:36 AM
Thank you for updating!  The new vanilla is very cool, but I *super* missed my Zen Garden and arcade!
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (10 Apr 16)
Post by: cuproPanda on April 10, 2016, 02:59:14 PM
Add-ons are finished! Blowgun Darts will either be removed or rewritten at a later time, but for now it won't be updated.
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (10 Apr 16)
Post by: Kolljak on April 10, 2016, 03:26:59 PM
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
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (10 Apr 16)
Post by: cuproPanda on April 10, 2016, 04:54:18 PM
Quote from: Kolljak on April 10, 2016, 03:26:59 PM
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
I 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.

EDIT: Also, I've added a new mod: a Corpse-Fired Generator!
(http://i.imgur.com/SGxGFjN.png)
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (10 Apr 16)
Post by: Pactrick Willis on April 10, 2016, 05:06:14 PM
QuoteEDIT: Also, I've added a new mod: a Corpse-Fired Generator!
(http://i.imgur.com/SGxGFjN.png)
Just a Tad bit morbid.
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (10 Apr 16)
Post by: cuproPanda on April 10, 2016, 05:17:28 PM
Quote from: Pactrick Willis on April 10, 2016, 05:06:14 PM
QuoteEDIT: Also, I've added a new mod: a Corpse-Fired Generator!
(http://i.imgur.com/SGxGFjN.png)
Just a Tad bit morbid.
Oh, 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  :P
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (10 Apr 16)
Post by: Pactrick Willis on April 10, 2016, 05:47:00 PM
Quote from: cuproPanda on April 10, 2016, 05:17:28 PM
Quote from: Pactrick Willis on April 10, 2016, 05:06:14 PM
QuoteEDIT: Also, I've added a new mod: a Corpse-Fired Generator!
(http://i.imgur.com/SGxGFjN.png)
Just a Tad bit morbid.
Oh, 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  :P
Now I will have to escort my prisoners to the "Shower". When will somebody make a gas mod?
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (10 Apr 16)
Post by: harpo99999 on April 10, 2016, 06:48:28 PM
quick question, does the corpse generator consume rotting bodies?
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (10 Apr 16)
Post by: cuproPanda on April 10, 2016, 07:42:36 PM
Quote from: harpo99999 on April 10, 2016, 06:48:28 PM
quick question, does the corpse generator consume rotting bodies?
Currently, 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.

EDIT: And it's fixed!
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (11 Apr 16)
Post by: soulkata on April 11, 2016, 09:46:11 PM
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?
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (11 Apr 16)
Post by: cuproPanda on April 11, 2016, 10:32:43 PM
Quote from: soulkata on April 11, 2016, 09:46:11 PM
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?
It sounds like you need to update to v1.11. Somehow the apparel groups were removed in v1.10, but I fixed it.
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (11 Apr 16)
Post by: soulkata on April 12, 2016, 07:22:37 AM
Quote from: cuproPanda on April 11, 2016, 10:32:43 PM
Quote from: soulkata on April 11, 2016, 09:46:11 PM
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?
It sounds like you need to update to v1.11. Somehow the apparel groups were removed in v1.10, but I fixed it.

Sorry, but I am already at v1.11... :(
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (11 Apr 16)
Post by: cuproPanda on April 12, 2016, 10:21:26 AM
Quote from: soulkata on April 12, 2016, 07:22:37 AM
Quote from: cuproPanda on April 11, 2016, 10:32:43 PM
Quote from: soulkata on April 11, 2016, 09:46:11 PM
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?
It sounds like you need to update to v1.11. Somehow the apparel groups were removed in v1.10, but I fixed it.

Sorry, but I am already at v1.11... :(
I 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.
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (11 Apr 16)
Post by: hector212121 on April 12, 2016, 10:43:44 AM
Anything in pharma for parasites yet?
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (11 Apr 16)
Post by: cuproPanda on April 12, 2016, 10:50:09 AM
Quote from: cuproPanda on April 12, 2016, 10:21:26 AM
Quote from: soulkata on April 12, 2016, 07:22:37 AM
Quote from: cuproPanda on April 11, 2016, 10:32:43 PM
Quote from: soulkata on April 11, 2016, 09:46:11 PM
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?
It sounds like you need to update to v1.11. Somehow the apparel groups were removed in v1.10, but I fixed it.

Sorry, but I am already at v1.11... :(
I 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.
Fixed it in v1.12

Quote from: hector212121 on April 12, 2016, 10:43:44 AM
Anything in pharma for parasites yet?
Not yet, but I do plan on adding new features before long.
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (12 Apr 16)
Post by: WHiZ on April 12, 2016, 12:16:12 PM
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!
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (12 Apr 16)
Post by: cuproPanda on April 12, 2016, 12:38:47 PM
Quote from: WHiZ on April 12, 2016, 12:16:12 PM
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!
:D That's a wonderful idea!
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (12 Apr 16)
Post by: Kolljak on April 12, 2016, 09:40:52 PM
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....
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (12 Apr 16)
Post by: cuproPanda on April 12, 2016, 10:44:03 PM
Quote from: WHiZ on April 12, 2016, 12:16:12 PM
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!
(http://i.imgur.com/uWH6wYH.png)
Like this?



Quote from: Kolljak on April 12, 2016, 09:40:52 PM
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....
I was thinking about something very similar before a13 came out. Stay tuned, it'll probably show up!
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (12 Apr 16)
Post by: WHiZ on April 12, 2016, 11:02:04 PM
Quote from: cuproPanda on April 12, 2016, 10:44:03 PM
Quote from: WHiZ on April 12, 2016, 12:16:12 PM
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!
(http://i.imgur.com/uWH6wYH.png)
Like this?


looks great! =) can't wait to try it out..
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (12 Apr 16)
Post by: 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.
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (12 Apr 16)
Post by: cuproPanda on April 13, 2016, 02:28:25 PM
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.

I can make another variant of hedges that act like walls. As for the other ideas, I like them, but I'll have to see about implementing them; creating jobs gets rather complicated.
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (12 Apr 16)
Post by: WHiZ on April 13, 2016, 04:19:06 PM
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.
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (12 Apr 16)
Post by: cuproPanda on April 13, 2016, 05:32:42 PM
Quote from: WHiZ on April 13, 2016, 04:19:06 PM
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.
I 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.
I've been wanting to make special chairs that colonists could sit at which gives them joy based on the beauty of their surroundings. I'm currently finishing up a pretty significant addition to AJO which operates in a similar manner: it scans the room for pawns, then slowly fills up their joy meter. Hopefully the process is similar enough.
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (13 Apr 16)
Post by: cuproPanda on April 13, 2016, 08:19:20 PM
Updated AJO to v3.00:
Added dartboard
Fixed easel icon rotation
Added thurible - provides joy to all in room as long as it's fueled
Added AEA tank - fuel for the thurible, comes in multiple scents
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (14 Apr 16)
Post by: Kirid on April 15, 2016, 10:40:13 PM
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!
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (14 Apr 16)
Post by: cuproPanda on April 15, 2016, 11:49:24 PM
Quote from: Kirid on April 15, 2016, 10:40:13 PM
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!
Actually, 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  :(
I fixed it in v1.13
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (16 Apr 16)
Post by: cuproPanda on April 16, 2016, 12:41:49 PM
Everyone please update all of my mods that you're using, other than Soda Brewing. I made a pretty big mistake when updating which affected all mods other than SODA. The problems were all small, and shouldn't affect saves. It may be easier to download the PandaPack in the main post, depending on how many of my mods you're using.

:-[ Sorry for the inconvenience!

Also, the Expanded Power mod replaced the Daylight Sensors mod - it adds two new batteries along with the two sensors.
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (16 Apr 16)
Post by: Severik on April 16, 2016, 03:33:46 PM
there seems to be more than  problem, ancient amulets downloadlink aims at zen garden and the power mod link is broken
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (16 Apr 16)
Post by: cuproPanda on April 16, 2016, 04:23:45 PM
Quote from: Severik on April 16, 2016, 03:33:46 PM
there seems to be more than  problem, ancient amulets downloadlink aims at zen garden and the power mod link is broken
Fixed! Thanks for letting me know
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (16 Apr 16)
Post by: oronnoro2 on April 16, 2016, 04:49:38 PM
Thank you very much for your mods =D
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (16 Apr 16)
Post by: WHiZ on April 16, 2016, 07:10:21 PM
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.
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (16 Apr 16)
Post by: dareddevil7 on April 16, 2016, 07:14:00 PM
I feel like rim pharma needs some kind of joy medication as well
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (16 Apr 16)
Post by: cuproPanda on April 16, 2016, 10:58:57 PM
Quote from: oronnoro2 on April 16, 2016, 04:49:38 PM
Thank you very much for your mods =D
You're welcome!

Quote from: WHiZ on April 16, 2016, 07:10:21 PM
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.
So... 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.

Quote from: dareddevil7 on April 16, 2016, 07:14:00 PM
I feel like rim pharma needs some kind of joy medication as well
I might move Perodyne over from Additional Joy Objects, or create a similar medicine.
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (17 Apr 16)
Post by: cuproPanda on April 17, 2016, 12:56:45 AM
Another new mod for a13! This time I made a quarry for collecting resources in flat terrain, or for getting more stone! Only one colonist is able to work at it, though. I don't think there's a way to change that.
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (17 Apr 16)
Post by: cuproPanda on April 18, 2016, 10:26:19 PM
Anyone have some feedback on the quarry mod? I've been playing with it in my world and it seems balanced, but that's from my perspective.
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (17 Apr 16)
Post by: 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?
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (17 Apr 16)
Post by: cuproPanda on April 19, 2016, 11:18:49 AM
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.
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (19 Apr 16)
Post by: timeandtherani on April 19, 2016, 01:50:17 PM
Does the pharma work with saved games or do I need to start a new world, please?
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (19 Apr 16)
Post by: cuproPanda on April 19, 2016, 03:31:15 PM
Quote from: timeandtherani on April 19, 2016, 01:50:17 PM
Does the pharma work with saved games or do I need to start a new world, please?
All saves should be fine
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (19 Apr 16)
Post by: timeandtherani on April 19, 2016, 03:33:22 PM
Thanks!
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (19 Apr 16)
Post by: cuproPanda on April 19, 2016, 03:50:51 PM
Updated Quarry to v1.10:
Added support for mod ores: Powerless! Glowstone, MD2 Coal, Industrialization Copper, and Industrialization Aluminium
Quarry now allows for automatically hauling chunks


Quote from: timeandtherani on April 19, 2016, 03:33:22 PM
Thanks!
No prob!
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (17 Apr 16)
Post by: Deon on April 19, 2016, 03:55:10 PM
Quote from: cuproPanda on April 19, 2016, 11:18:49 AM
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.
Indeed, it was Vegetable Garden. Thanks a lot for support!

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"?
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (16 Apr 16)
Post by: dareddevil7 on April 19, 2016, 04:11:36 PM
Quote from: cuproPanda on April 16, 2016, 10:58:57 PM
Quote from: dareddevil7 on April 16, 2016, 07:14:00 PM
I feel like rim pharma needs some kind of joy medication as well
I might move Perodyne over from Additional Joy Objects, or create a similar medicine.
I feel like the joy drug would need massive depression as a hangover
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (17 Apr 16)
Post by: cuproPanda on April 19, 2016, 04:39:56 PM
Quote from: Deon on April 19, 2016, 03:55:10 PM
Quote from: cuproPanda on April 19, 2016, 11:18:49 AM
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.
Indeed, it was Vegetable Garden. Thanks a lot for support!

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"?
The food types are used for preferability, so a cat would eat kibble, meats, corpses, but not drink beer. That was a problem before.

The food category thing... Actually, I don't know. They should be inheriting PlantFoodRawBase, but I forgot to add it back into the def, which means they aren't, and thus shouldn't be stored as vegetables. When updating to A13, I was under the impression that we no longer needed to have a base in each of our files, so I removed all of them. Anyways, assuming all the parts are where they should be, the thingCategories tells the game how to classify an item, which is PlantFoodRaw for the PlantFoodRawBase.


Quote from: dareddevil7 on April 19, 2016, 04:11:36 PM
Quote from: cuproPanda on April 16, 2016, 10:58:57 PM
Quote from: dareddevil7 on April 16, 2016, 07:14:00 PM
I feel like rim pharma needs some kind of joy medication as well
I might move Perodyne over from Additional Joy Objects, or create a similar medicine.
I feel like the joy drug would need massive depression as a hangover

No. Perodyne costs money to buy, and gives increasing debuffs. I feel it is balanced like it is; if I made a massive depression, there wouldn't be a point to using it except for in extreme circumstances.
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (19 Apr 16)
Post by: _apathe on April 20, 2016, 09:54:38 AM
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
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (19 Apr 16)
Post by: cuproPanda on April 20, 2016, 10:41:02 AM
Quote from: _apathe on April 20, 2016, 09:54:38 AM
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
I'll look into it. It was meant as a joke mod, but it should still be balanced  :)

EDIT: Thanks, by the way!
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (21 Apr 16)
Post by: cuproPanda on April 21, 2016, 09:40:41 PM
Updated POW to v1.60:
Added solar chimney for keeping rooms cool in the heat
Solar chimney requires rainwater and sunlight to function (automatically collected)
Fixed oversized smoker icon

EDIT: Bugfix v1.61:
Fixed solar chimney not requiring research
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (22 Apr 16)
Post by: cuproPanda on April 22, 2016, 12:45:29 PM
Updated CFG to v1.03:
disallowed animal corpses - there's probably a reason those animals are dead, and it's not for power
disallowed colonist corpses

Now you really will be using your enemies as fuel!
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (23 Apr 16)
Post by: cuproPanda on April 23, 2016, 02:51:28 AM
AJO bugfix v3.02:
Colonists now actually use the dartboard
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (23 Apr 16)
Post by: AmelieA on April 23, 2016, 07:35:35 AM
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) ?
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (23 Apr 16)
Post by: Ghizmo on April 23, 2016, 08:01:45 AM
Hey Cupro,

does the quarry provide with an infinite source of resources?
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (23 Apr 16)
Post by: cuproPanda on April 23, 2016, 10:42:55 AM
Quote from: AmelieA on April 23, 2016, 07:35:35 AM
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) ?
I 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? :(

Quote from: Ghizmo on April 23, 2016, 08:01:45 AM
Hey Cupro,

does the quarry provide with an infinite source of resources?
Yep! My current base is entirely sustained by one in a small hills biome.

I do plan on reworking the resource calculations to be a solid 70% chance to get a stone chunk, to better balance it.
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (23 Apr 16)
Post by: Deon on April 23, 2016, 01:48:13 PM
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!
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (23 Apr 16)
Post by: cuproPanda on April 23, 2016, 02:58:47 PM
Quote from: Deon on April 23, 2016, 01:48:13 PM
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!
Scroll down. Also, thanks!
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (23 Apr 16)
Post by: Ghizmo on April 24, 2016, 06:04:35 AM
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.
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (23 Apr 16)
Post by: cuproPanda on April 24, 2016, 05:42:32 PM
Quote from: Ghizmo on April 24, 2016, 06:04:35 AM
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.
You're right. I'll have that working in the next version.
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (27 Apr 16)
Post by: cuproPanda on April 27, 2016, 05:35:03 PM
New Mod: BrainMod:
Added BrainMods, Neurotrainer-like devices for gaining traits
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (29 Apr 16)
Post by: cuproPanda on April 29, 2016, 02:57:12 PM
Updated Quarry to v1.20:
Quarry now supports up to four colonists working at it
Added support for mod ores: Powerless! Coldstone (pending POW v2.00 release)
Only one quarry can be built per map
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (29 Apr 16)
Post by: Pistol on April 30, 2016, 08:11:16 PM
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
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (29 Apr 16)
Post by: cuproPanda on April 30, 2016, 09:52:03 PM
Quote from: Pistol on April 30, 2016, 08:11:16 PM
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
Hey, thanks! I'll add these to the next version!

Also: updates! Prepare to scroll.

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




Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (30 Apr 16)
Post by: Kaballah on April 30, 2016, 11:33:05 PM
I really like your Quarry mod, but I'd like it more if you could rotate it when placing it. :)
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (30 Apr 16)
Post by: cuproPanda on May 01, 2016, 01:04:24 AM
Quote from: Kaballah on April 30, 2016, 11:33:05 PM
I really like your Quarry mod, but I'd like it more if you could rotate it when placing it. :)
Well 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.
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (30 Apr 16)
Post by: Kaballah on May 01, 2016, 02:04:36 AM
Oh thanks, I'll update my version then :)
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (30 Apr 16)
Post by: 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
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (30 Apr 16)
Post by: Kaballah on May 01, 2016, 03:25:31 AM
Apparently Powerless prevents Skullywag's Well production building from Natural Floors from appearing on the toolbar  ??? 
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (30 Apr 16)
Post by: cuproPanda on May 01, 2016, 03:59:19 AM
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

That's normal and won't cause any problems. RimWorld is just complaining because normally doors don't work like that.

Quote from: Kaballah on May 01, 2016, 03:25:31 AM
Apparently Powerless prevents Skullywag's Well production building from Natural Floors from appearing on the toolbar  ??? 
Ill look into that; it sounds like a naming conflict.
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (30 Apr 16)
Post by: Kaballah on May 01, 2016, 04:55:15 AM
Something else with Powerless: it adds duplicate recipes for all the melee weapons at blacksmith workbenches, each of them is listed twice.
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (30 Apr 16)
Post by: cuproPanda on May 01, 2016, 01:23:20 PM
Quote from: Kaballah on May 01, 2016, 04:55:15 AM
Something else with Powerless: it adds duplicate recipes for all the melee weapons at blacksmith workbenches, each of them is listed twice.
I fixed it. Go ahead and grab v2.01

The well represents a deeper problem that I need to address. When A14 comes out, I'll rename everything using my callsigns and change my graphic paths to avoid any naming conflicts.
For now, I'll upload a modified version of corePanda that you can use - just make sure to remove any wells you currently have, otherwise issue will likely arise when you try to load.

[attachment deleted by admin - too old]
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (1 May 16)
Post by: Kaballah on May 01, 2016, 02:15:34 PM
Thanks :)
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (1 May 16)
Post by: Kaballah on May 01, 2016, 08:07:38 PM
Couple of problems:
Could not find a type named CorePanda.PlaceWorker_AgainstWall
Could not resolve cross-reference to Verse.ThingDef named RainbowPetals


disregard, didn't have corepanda enabled correctly
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (1 May 16)
Post by: LadyAth on May 02, 2016, 06:23:53 AM
Wow, your mods have become part of my essential downloads.  Thank you!  ;D 
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (1 May 16)
Post by: cuproPanda on May 02, 2016, 12:31:12 PM
Quote from: LadyAth on May 02, 2016, 06:23:53 AM
Wow, your mods have become part of my essential downloads.  Thank you!  ;D
Thanks! I have certainly come a long way since I first started modding :)
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (1 May 16)
Post by: Kaballah on May 02, 2016, 04:30:33 PM
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.
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (1 May 16)
Post by: cuproPanda on May 02, 2016, 06:24:58 PM
Quote from: Kaballah on May 02, 2016, 04:30:33 PM
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.
Hm, 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.
As for the quarry, I wanted to restrict it to only stone, but on a flat map there's little stone to mine out, so the chances of finding a 12x12 area becomes a lot harder. I did restrict it to only having one per map, though.
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (1 May 16)
Post by: Kaballah on May 02, 2016, 06:43:04 PM
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
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (1 May 16)
Post by: cuproPanda on May 02, 2016, 10:56:17 PM
Quote from: Kaballah on May 02, 2016, 06:43:04 PM
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
The quarry being within a radius of rock makes sense. I'll keep it in mind.
Honestly, I feel like AJO is getting rather bloated. I do like the sandcastle idea, since snow isn't found in deserts. Swimming and bathing is a good idea, and whittling would be good for early colonies.
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (2 May 16)
Post by: Kaballah on May 03, 2016, 02:15:25 AM
- Hot Tub, which would be both for bathing and a gather spot, and I guess a party spot too :)

e: Steal Latta's duct code and adapt it to pipes, to carry water from the well to everything else
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (2 May 16)
Post by: theorial on May 04, 2016, 11:36:51 PM
Just wanted to chime in and say thanks for including version numbers in your mods (the folder names). I usually do this myself to other mods to keep track of what versions I have installed. Anyway, great mod and good logical use of folder names.
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (2 May 16)
Post by: 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:
(http://i.imgur.com/eSvy2Gb.png)
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (2 May 16)
Post by: cuproPanda on May 05, 2016, 01:22:36 PM
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-

Fixed in v2.03. The missing object references aren't from any of my mods, though.
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (5 May 16)
Post by: Bitterholz on May 05, 2016, 09:58:19 PM
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.
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (5 May 16)
Post by: cuproPanda on May 05, 2016, 10:29:04 PM
Quote from: Bitterholz on May 05, 2016, 09:58:19 PM
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.
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.
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (5 May 16)
Post by: Bitterholz on May 05, 2016, 10:34:01 PM
Quote from: cuproPanda on May 05, 2016, 10:29:04 PM
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.
Might be a Download failure then...because im not getting ANY building possibility displayed...
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (5 May 16)
Post by: Kaballah on May 05, 2016, 11:09:47 PM
Do you have 80 wood?
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (5 May 16)
Post by: cuproPanda on May 05, 2016, 11:25:22 PM
Also, you can only place one per map. At roughly 300 cubic meters worth of dirt, it's safe to say colonists wouldn't want to build more than one.
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (5 May 16)
Post by: 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.
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (5 May 16)
Post by: Kaballah on May 07, 2016, 10:17:33 PM
Yeah I agree the 100 silver requirement is a real roadblock to me using those very much.
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (5 May 16)
Post by: cuproPanda on May 07, 2016, 11:02:31 PM
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 PM
Yeah I agree the 100 silver requirement is a real roadblock to me using those very much.
I also agree. I cut the costs in half in v2.04
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (7 May 16)
Post by: Grynnreaper on May 08, 2016, 08:38:49 PM
I am getting this error from the output log after noticing the brainmods stopped having info in the inspect window, it also blanked out everything below it in an exotic goods traders inventory and the buttons were all gone lol -edit : sorry the weird part is they were working fine at least 20-30 minutes prior.

Exception filling window for RimWorld.Dialog_Trade: System.NullReferenceException: Object reference not set to an instance of an object

  at BrainMod.BrainMod.get_LabelBase () [0x00000] in <filename unknown>:0

  at RimWorld.Tradeable.get_Label () [0x00000] in <filename unknown>:0

  at RimWorld.TradeUI.DrawTradeableRow (Rect rect, RimWorld.Tradeable trad, Int32 index) [0x00000] in <filename unknown>:0

  at RimWorld.Dialog_Trade.FillMainRect (Rect mainRect) [0x00000] in <filename unknown>:0

  at RimWorld.Dialog_Trade.DoWindowContents (Rect inRect) [0x00000] in <filename unknown>:0

  at Verse.Window+<WindowOnGUI>c__AnonStorey20A.<>m__14F (Int32 x) [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced)

(Filename:  Line: 398)

and this one

Exception doing inspect pane: System.NullReferenceException: Object reference not set to an instance of an object

  at BrainMod.BrainMod.get_LabelBase () [0x00000] in <filename unknown>:0

  at Verse.Thing.get_Label () [0x00000] in <filename unknown>:0

  at Verse.Thing.get_LabelCap () [0x00000] in <filename unknown>:0

  at RimWorld.InspectPaneUtility.AdjustedLabelFor (IEnumerable`1 selected, Rect rect) [0x00000] in <filename unknown>:0

  at RimWorld.MainTabWindow_Inspect.DoWindowContents (Rect inRect) [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (7 May 16)
Post by: Kaballah on May 08, 2016, 08:45:40 PM
Had not gotten round to trying BrainMod myself, let's see if I have the same problem.
e: It loads OK for me, do you have it loading after CorePanda?

Hey speaking of BrainMod, I'd really like it if you could expand it and allow tinkering with things like adding/removing psychopath, cannibal, bloodlust, gay, whatever.  Oh I see, I guess it already does this, never mind!

for (int i = 0; i < pawn.story.traits.allTraits.Count; i++)
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (7 May 16)
Post by: Kaballah on May 08, 2016, 09:31:35 PM
Well ok, now my mod set is blowing up really badly and I have no idea why  ???
e: Turned out to be the A12 version of JuliaEllie's Blitzer, now everything loads OK.
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (7 May 16)
Post by: Grynnreaper on May 08, 2016, 10:36:59 PM
i'm going to check the mod order and maybe tweak placement and check back. do not have blitz tho
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (7 May 16)
Post by: cuproPanda on May 08, 2016, 10:45:21 PM
Quote from: Grynnreaper on May 08, 2016, 10:36:59 PM
i'm going to check the mod order and maybe tweak placement and check back. do not have blitz tho
I 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.

It appears as though your problem is either caused by a missing label or too many brain mods being listed by a trader - but from my testing even when I got an exotic trader that had a brain mod stocked (~10% of the time), they only had 1. Also, I spawned in a 20x20 area of brain mods when I was testing the mod originally, to make sure I got all 48(?) traits covered. I don't know. The mod is proving to be more trouble than it's worth.
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (7 May 16)
Post by: Grynnreaper on May 08, 2016, 10:49:56 PM
It is most likely entirely my own fault, it seems i neglected to install corepanda, even though i have MANY of your other mods installed and working fine with no issues and even brainmod worked for a bit lol, i am installing it now. i apologize for making you work for what will most likely be my own negligence in willy nilly installing mods without checking for dependencies. Again, apologies.
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (7 May 16)
Post by: 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
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (7 May 16)
Post by: Kaballah on May 09, 2016, 03:16:58 AM
There is a bug that I get sometimes (not sure if it's caused by a mod or not, I know it's not Panda's mods if so) when I load a save where the beds go crazy and the UI buttons for them disappear.  Then I quit the game, start it again and load the same save and it's OK.  Go figure  ???
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (7 May 16)
Post by: cuproPanda on May 09, 2016, 11:26:55 AM
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

Well I'll try to fix it. Hopefully I can get it working again. Knowing there is a problem with saving at least narrows it down a bit, but I'm not sure that is the main issue. Thank you for your patience, I know how disappointing and frustrating it is dealing with bugs.

EDIT: I've managed to solve the problems I was having with the mod, and hopefully I can get an update out later today which fixes all the issues!
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (7 May 16)
Post by: Grynnreaper on May 09, 2016, 07:04:20 PM
Nice to hear, i was just leaving the game running lol. as long as i didn't load a save of it i was fine, and i start new colonies all the time heh.
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (7 May 16)
Post by: Runelea on May 10, 2016, 07:34:35 AM
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.
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (7 May 16)
Post by: cuproPanda on May 10, 2016, 09:14:24 AM
Quote from: Runelea on May 10, 2016, 07:34:35 AM
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.
Yeah, you need to research stonecutting. Just tested to confirm, so that should unlock it.
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (10 May 16)
Post by: cuproPanda on May 10, 2016, 05:01:17 PM
Updated BRM to v1.10:
Made brain mod code more reliable
Added brain mods for removing traits

The brain mods should also be easier to get from traders now.
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (10 May 16)
Post by: ferriocious on May 11, 2016, 04:53:51 PM
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..
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (10 May 16)
Post by: JackeryFox on May 11, 2016, 05:33:44 PM
Just a small request for some new items for the additional joy objects; Bathroom stuff such as toilets, showers, sinks, baths.
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (10 May 16)
Post by: cuproPanda on May 11, 2016, 05:47:25 PM
Quote from: ferriocious on May 11, 2016, 04:53:51 PM
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..
I 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!

Quote from: JackeryFox on May 11, 2016, 05:33:44 PM
Just a small request for some new items for the additional joy objects; Bathroom stuff such as toilets, showers, sinks, baths.
I 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.
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (13 May 16)
Post by: cuproPanda on May 13, 2016, 03:51:51 PM
New updates! I updated every single definition in every single one of my mods, to prevent future naming issues (like the issue earlier with the well). Everything is tested to be working properly. I also added a new mod: Cupro's Alloys. It adds mid/late-game alloys which can be used to build with, make weapons, or make expensive artwork.

I won't post the updates here, I recommend you check out the individual mod changelogs for the mods you're interested in.

Now I will be taking a little break from modding, unless updates are needed. I need to get back to work!
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (13 May 16)
Post by: Melius on May 13, 2016, 06:21:26 PM
I get errors since i updated your mods (latest version of them) from today when i load my colony. Screenshots below



[attachment deleted by admin - too old]
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (13 May 16)
Post by: cuproPanda on May 13, 2016, 06:50:05 PM
Quote from: Melius on May 13, 2016, 06:21:26 PM
I get errors since i updated your mods (latest version of them) from today when i load my colony. Screenshots below
You can't use the new mod versions with old saves or older mod versions.
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (13 May 16)
Post by: Melius on May 13, 2016, 09:01:31 PM
Quote from: cuproPanda on May 13, 2016, 06:50:05 PM
Quote from: Melius on May 13, 2016, 06:21:26 PM
I get errors since i updated your mods (latest version of them) from today when i load my colony. Screenshots below
You can't use the new mod versions with old saves or older mod versions.

Oh, my bad, i didnt see the first line of the OP that said it.
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (13 May 16)
Post by: Nanao-kun on May 14, 2016, 01:55:14 AM
Seeing as you added Copper, what happens if I use it with Industrialisation?
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (13 May 16)
Post by: cuproPanda on May 14, 2016, 11:12:06 AM
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?

You'll have two different forms of copper which can't be used for the other's recipes (my copper can't build Industrialisation machines, Kenny's copper can't be used for my stuff). The purpose for the updates I did was to remove the possibility of having future conflicts based on names or textures, so both coppers can exist. Ill be making a series off addons later which add recipes to CorePanda, allowing one material to be traded for another, depending on what I add that already exists. That way, players won't have a stockpile of the wrong material. I hated that about early modded Minecraft. I think now there's like 8 different forms of copper in MC.
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (13 May 16)
Post by: 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.
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (13 May 16)
Post by: Nanao-kun on May 14, 2016, 07:03:47 PM
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.

Oh nice. The copper in Industrialisation was used for pretty much just having objects with higher beauty at the cost of being weaker than other metals if I recall.
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (13 May 16)
Post by: Nanao-kun on May 15, 2016, 02:15:55 PM
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.
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (13 May 16)
Post by: cuproPanda on May 15, 2016, 05:47:53 PM
Quote from: Nanao-kun on May 15, 2016, 02:15:55 PM
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.
Trading is working fine for me, what mods are you using?
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (13 May 16)
Post by: Nanao-kun on May 15, 2016, 09:12:10 PM
My mod list is fairly long.
<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&amp;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&amp;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>


It might have something to do with the Scheduled Caravans (TRCaravans), but I can't imagine why. They show up, but just don't go on sale.
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (13 May 16)
Post by: 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.
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (13 May 16)
Post by: Nanao-kun on May 15, 2016, 10:42:01 PM
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?
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (13 May 16)
Post by: 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?
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (13 May 16)
Post by: cuproPanda on May 15, 2016, 11:41:07 PM
Quote from: Nanao-kun on May 15, 2016, 10:42:01 PM
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?
I 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: 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?

On May 13th I updated all of my mods, changing the naming format. A side effect of this was that older versions are not compatible with newer ones (except for BrainMod which I left alone, because "brain mod" is a pretty unique name for an item). It sounds like you are either using conflicting versions or you do not have CorePanda loaded before (in this case) Additional Joy Objects. Version 3.20 of Additional Joy Objects requires CorePanda v13.2, and CorePanda must be loaded before Additional Joy Objects is loaded. As long as the versions and load orders are correct, everything should be working fine.
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (13 May 16)
Post by: 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)
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (13 May 16)
Post by: cuproPanda on May 16, 2016, 04:22:03 PM
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)

Possibly in the future. BrainMod still has some kinks I need to work out first.
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (13 May 16)
Post by: 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?
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (13 May 16)
Post by: cuproPanda on May 17, 2016, 06:54:09 PM
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?

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.
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (13 May 16)
Post by: 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
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (13 May 16)
Post by: cuproPanda on May 17, 2016, 11:12:31 PM
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

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.
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (13 May 16)
Post by: Drakoflame on May 17, 2016, 11:51:04 PM
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.

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)
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (10 May 16)
Post by: DFC on May 18, 2016, 12:41:03 AM
Quote from: cuproPanda on May 11, 2016, 05:47:25 PM
Quote from: ferriocious on May 11, 2016, 04:53:51 PM
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..
I 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!

Quote from: JackeryFox on May 11, 2016, 05:33:44 PM
Just a small request for some new items for the additional joy objects; Bathroom stuff such as toilets, showers, sinks, baths.
I 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.

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.
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (13 May 16)
Post by: cuproPanda on May 18, 2016, 01:07:09 AM
Quote from: Drakoflame on May 17, 2016, 11:51:04 PM
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.

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)

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: DFC on May 18, 2016, 12:41:03 AM
Quote from: cuproPanda on May 11, 2016, 05:47:25 PM
Quote from: ferriocious on May 11, 2016, 04:53:51 PM
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..
I 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!

Quote from: JackeryFox on May 11, 2016, 05:33:44 PM
Just a small request for some new items for the additional joy objects; Bathroom stuff such as toilets, showers, sinks, baths.
I 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.

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.

Unfortunately, you can't since it is coded in the .dll, and I no longer have the files for v1.60. The only solution I can recommend is to consume/sell/destroy the energy drinks. Peppi restores rest, but pawns don't check for that since it's only 5%.
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (13 May 16)
Post by: Drakoflame on May 18, 2016, 02:54:35 AM
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.


Ahh, that does make sense xD. And, as for the other parts of the mod, you could still add them, but make them part of a "Hard" version, so you have the "easy" version, that just adds the few things you've got now, and the "hard" version adds the table with those other recipes.

Also, is there a way to increase the amount of your ores (cold/glowstone, quarts, copper) that spawn in a map? Currently the only way I've gotten coldstone and glowstone in my new map, is by using a quarry. I found an ancient structure that was made of copper walls, and got a bunch more from dissasembling the cryo-pods, and I've only gotten 4 quarts from the worlds tiniest vein of 2 wide... its... fustrating to say the least, I had three seperate chunk piles for all the chunks I mined out of the quarry, as well as from my mining (granted I'm only in a small hill, half of the map is still mountain, I'm sure there's some in there, I just don't have the people power to do it, I'm struggling as is to keep people happy and keep my base clean)
Title: Re: [A13] cuproPanda's Mods: Joy, Soda, Medicine, Decor, and More! (13 May 16)
Post by: nobrainer on May 18, 2016, 05:03:06 AM
Quote from: cuproPanda on May 17, 2016, 06:54:09 PM
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?

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.

Thanks for the info cuproPanda.
I tried commenting some stuff in the XML files and started getting some errors when loading my current game. I suppose I must have some references inside the save file (mudbrick floors, CP_Apparel_Tribal).
As far as the simple crafting table goes there's also an entry in a WorkGiver XML file. Don't know if I should comment that out as well.
Title: Re: [A13] cuproPanda's Mods - Final expected releases for A13 (20 May 16)
Post by: cuproPanda on May 20, 2016, 01:56:03 PM
New updates are finished! I fixed a few issues and added a few small features, nothing major.
Title: Re: [A13] cuproPanda's Mods - Final expected releases for A13 (20 May 16)
Post by: Drakoflame on May 21, 2016, 08:58:52 PM
Yay for the updates :D now, hopefully I can survive more than a year and do fun things :D (note to self, don't try to survive in Ice Planes biome without a source of wood...)
Title: Re: [A13] cuproPanda's Mods - Final expected releases for A13 (20 May 16)
Post by: 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.
Title: Re: [A13] cuproPanda's Mods - Final expected releases for A13 (20 May 16)
Post by: cuproPanda on May 22, 2016, 10:17:15 AM
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.

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.
Title: Re: [A13] cuproPanda's Mods - Final expected releases for A13 (20 May 16)
Post by: Runelea on May 22, 2016, 10:21:12 AM
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.
Title: Re: [A13] cuproPanda's Mods - Final expected releases for A13 (20 May 16)
Post by: vteam on May 22, 2016, 01:11:20 PM
Quote from: cuproPanda on May 22, 2016, 10:17:15 AM
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.

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.  :-\
Title: Re: [A13] cuproPanda's Mods - Final expected releases for A13 (20 May 16)
Post by: 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
Title: Re: [A13] cuproPanda's Mods - Final expected releases for A13 (20 May 16)
Post by: cuproPanda on May 22, 2016, 02:41:38 PM
Quote from: vteam on May 22, 2016, 01:11:20 PM
Quote from: cuproPanda on May 22, 2016, 10:17:15 AM
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.

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: 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

I wasn't, so I went ahead and just added that. Thanks!



I released a few small updates along with the ones mentioned here
Title: Re: [A13] cuproPanda's Mods - Final expected releases for A13 (22 May 16)
Post by: 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
Title: Re: [A13] cuproPanda's Mods - Final expected releases for A13 (22 May 16)
Post by: joaonunes on May 22, 2016, 08:16:41 PM
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

I think that is not bad... You cant expect to find many plants on the desert, just like you cant/shouldnt find all resource types on every map. That turns the game easier, although it would be a good feature to the game, editing what spawns in the world/map
Title: Re: [A13] cuproPanda's Mods - Final expected releases for A13 (22 May 16)
Post by: 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.
Title: Re: [A13] cuproPanda's Mods - Final expected releases for A13 (22 May 16)
Post by: cuproPanda on May 22, 2016, 08:41:53 PM
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

As joaonunes said, it's just a limitation of where you are. Temperate Forests do spawn shallow water in certain places, but not always.

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.

I originally wanted them all to have an artistic quality, but then they'd only be able to stack 1 at a time, to be sold for < 20 silver. I need to change them to be crafting. Or should they be a full art job, just without the quality part? That way an artist can start crafting early in the game. 
Title: Re: [A13] cuproPanda's Mods - Final expected releases for A13 (20 May 16)
Post by: vteam on May 23, 2016, 03:10:45 AM
Quote from: cuproPanda on May 22, 2016, 02:41:38 PM
Quote from: vteam on May 22, 2016, 01:11:20 PM
Quote from: cuproPanda on May 22, 2016, 10:17:15 AM
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.

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
Title: Re: [A13] cuproPanda's Mods - Final expected releases for A13 (20 May 16)
Post by: cuproPanda on May 23, 2016, 09:27:44 AM
Quote from: Runelea on May 22, 2016, 10:21:12 AM
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.
It'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.

Quote from: vteam on May 23, 2016, 03:10:45 AM
Quote from: cuproPanda on May 22, 2016, 02:41:38 PM
Quote from: vteam on May 22, 2016, 01:11:20 PM
Quote from: cuproPanda on May 22, 2016, 10:17:15 AM
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.

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

Glad to hear it :)
Title: Re: [A13] cuproPanda's Mods - Final expected releases for A13 (22 May 16)
Post by: Kaballah on May 23, 2016, 10:12:05 PM
Been playing with BrainMod for a while and I'm glad to hear you caught and fixed the bug involving singular traits, good job.
Title: Re: [A13] cuproPanda's Mods - Final expected releases for A13 (22 May 16)
Post by: LustrousWolf on May 31, 2016, 02:21:40 PM
Does CorePanda work with CCL?
Title: Re: [A13] cuproPanda's Mods - Final expected releases for A13 (22 May 16)
Post by: cuproPanda on May 31, 2016, 03:01:18 PM
Quote from: LustrousWolf on May 31, 2016, 02:21:40 PM
Does CorePanda work with CCL?
From what I can tell, yes.
Title: Re: [A13] cuproPanda's Mods - Final expected releases for A13 (22 May 16)
Post by: 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
Title: Re: [A13] cuproPanda's Mods - Final expected releases for A13 (22 May 16)
Post by: cuproPanda on June 01, 2016, 10:48:25 AM
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

Yep, forgot to tell the recipe where it's used. You can overwrite the existing Recipes_EXP with this one and it'll work:

[attachment deleted by admin - too old]
Title: Re: [A13] cuproPanda's Mods - Final expected releases for A13 (22 May 16)
Post by: RemigiuszL on June 03, 2016, 12:43:22 PM
How make a sand? :O
Title: Re: [A13] cuproPanda's Mods - Final expected releases for A13 (22 May 16)
Post by: cuproPanda on June 03, 2016, 08:44:25 PM
Quote from: RemigiuszL on June 03, 2016, 12:43:22 PM
How make a sand? :O
Crush gravel at the stonecutters table!
Title: Re: [A13] cuproPanda's Mods - Final expected releases for A13 (22 May 16)
Post by: Aristocat on June 08, 2016, 02:22:21 AM
Can you make brainmod for beauty/ugly?
Title: Re: [A13] cuproPanda's Mods - Final expected releases for A13 (22 May 16)
Post by: cuproPanda on June 08, 2016, 09:59:13 AM
Quote from: Aristocat on June 08, 2016, 02:22:21 AM
Can you make brainmod for beauty/ugly?
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.
Title: Re: [A13] cuproPanda's Mods - Final expected releases for A13 (22 May 16)
Post by: Aristocat on June 09, 2016, 01:29:15 PM
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.

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.
Title: Re: [A13] cuproPanda's Mods - Final expected releases for A13 (22 May 16)
Post by: cuproPanda on June 09, 2016, 04:01:11 PM
Quote from: Aristocat on June 09, 2016, 01:29:15 PM
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.

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.

It's much easier to just define the traits in code. I made it all explicit since I kept having problems with them working. I'll look into allowing XML edits for A14, since now there's a mod that adds new traits.

I went ahead and added beauty and ugly brain mods for you. They will be removed again in the version for A14, but I'll try to make the XML editable by then.

[attachment deleted by admin - too old]
Title: Re: [A13] cuproPanda's Mods - Final expected releases for A13 (16 Jun 16)
Post by: Seikikai on June 16, 2016, 05:18:12 PM
Found 2 Errors That Are Making My Game Pause Everytime Them Pop-Up

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)


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.

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)
Title: Re: [A13] cuproPanda's Mods - Final expected releases for A13 (16 Jun 16)
Post by: cuproPanda on June 16, 2016, 07:28:09 PM
Quote from: Seikikai on June 16, 2016, 05:18:12 PM
Found 2 Errors That Are Making My Game Pause Everytime Them Pop-Up

QuoteErrorlog


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

I had hoped the changes I made to the sink broke it after the last release, but it appears not. I suggest just not using them for now. They will be fixed in the A14 release. I'd release an update to fix the sink, but I have changed so much for the mod already that it would just end up breaking more things.

In the future, I'll be backing up my files after I release a new version, to avoid the issue of not being able to fix problems
Title: Re: [A13] cuproPanda's Mods - Final expected releases for A13 (16 Jun 16)
Post by: 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 :/
Also, I've crushed chunks into gravel, which makes piles of gravel. Doesn't seem to be the kind that I can further crush into sand though? Is that right? I've got no sand on my map but would love to make proper bricks!

(Thanks for the awesome mods btw)
Title: Re: [A13] cuproPanda's Mods - Final expected releases for A13 (16 Jun 16)
Post by: cuproPanda on June 20, 2016, 12:15:37 PM
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 :/

There are a few things to keep in mind with the cooling tower:

The lowest cooling it will provide is 24C (~75F). If the rooms temperature is below this, the tower won't use water or cool the air
It's not as strong as a cooler, so if the room is bigger than around 15x6, it will take a while
The weather affects the cooling strength, so if it is raining, foggy, etc., that weakens the strength
Closed vent means it does nothing - I was going to make the tower bring toxic fallout inside if the vent was open, but I changed my mind. Now the vent is just an off switch of sorts
If you see the water level going down, that means it's working
Also, the tower only occupies 1 tile. Somebody was confused by this before.

The gravel should work for crushing sand. Pile of gravel comes from a different mod,  the gravel from my mods should be called "gravel" with a description "A bag of gravel." (also the graphic will look like a grey bag)
Title: Re: [A13] cuproPanda's Mods - Final expected releases for A13 (16 Jun 16)
Post by: 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 :)
Title: Re: [A13] cuproPanda's Mods - Final expected releases for A13 (16 Jun 16)
Post by: cuproPanda on June 20, 2016, 01:43:20 PM
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 :)

Thanks, glad to hear it!
Title: Re: [A13] cuproPanda's Mods - Final expected releases for A13 (16 Jun 16)
Post by: 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.
Title: Re: [A13] cuproPanda's Mods - Final expected releases for A13 (16 Jun 16)
Post by: cuproPanda on June 22, 2016, 01:40:56 AM
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.

But the rubber plants only take 4 days to grow? You can remove the rubber requirement by deleting the ExpandedPower/Defs/VanillaOverrides/Buildings_Temperature.xml. In A14 there'll be starting rubber.
Title: Re: [A13] cuproPanda's Mods - Final expected releases for A13 (16 Jun 16)
Post by: 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...
Title: Re: [A13] cuproPanda's Mods - Final expected releases for A13 (16 Jun 16)
Post by: cuproPanda on June 23, 2016, 12:23:25 PM
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...

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.
Title: Re: [A13] cuproPanda's Mods - Final expected releases for A13 (16 Jun 16)
Post by: Warforyou on June 23, 2016, 04:18:06 PM
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.

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!
Title: Re: [A13] cuproPanda's Mods - Final expected releases for A13 (16 Jun 16)
Post by: cuproPanda on June 23, 2016, 04:35:37 PM
Quote from: Warforyou on June 23, 2016, 04:18:06 PM
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.

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!

Sorry I meant in the A14 version they are reduced. Considering the colonists and prisoners automatically take the pills, 50%/100% might be doable, maybe even less. 400% comes from the original plan of having the pills be expensive and uncraftable, basically saved for emergencies. I never really changed the values.
Title: Re: [A13] cuproPanda's Mods - Final expected releases for A13 (16 Jun 16)
Post by: 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.
Title: Re: [A13] cuproPanda's Mods - Final expected releases for A13 (16 Jun 16)
Post by: cuproPanda on June 23, 2016, 07:03:10 PM
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.

They are bought from exotic and joy traders
Title: Re: [A13] cuproPanda's Mods - Final expected releases for A13 (16 Jun 16)
Post by: lance789 on July 16, 2016, 12:35:40 PM
Please update Corpse Fueled Generator to A14!!
Title: Re: [A13] cuproPanda's Mods - Final expected releases for A13 (16 Jun 16)
Post by: cuproPanda on July 16, 2016, 04:39:08 PM
Quote from: lance789 on July 16, 2016, 12:35:40 PM
Please update Corpse Fueled Generator to A14!!

It will not be updated, but it should work if you paste this into Core\Defs\ThingDefs_Buildings\Buildings_Power.xml

<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>
Title: Re: [A13] cuproPanda's Mods - Final expected releases for A13 (16 Jun 16)
Post by: 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.
Title: Re: [A13] cuproPanda's Mods - Final expected releases for A13 (16 Jun 16)
Post by: cuproPanda on July 17, 2016, 01:05:32 PM
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.

I doubt any of them are compatible now. Corpse-fired Generator and BamPow won't be updated; CFG was just an experiment, and BamPow adds bamboo usage to the POW mod - which now detects if bamboo is present and adds a charcoal "recipe" if so.

I'm working on updating ASAP, but I recently got a slipped disc in my back which prevents me from even getting out of bed some days (and the others I spend in an inebriated stupor). Also, unlike the A13 update, I want to make sure to thoroughly test everything before it's released so I don't have to fix a bunch of stuff. My deadline is the 29th, but I'm hoping to be done by the 22nd. I'll at least release what's done by the 22nd.
Title: Re: [A13] cuproPanda's Mods - Final expected releases for A13 (16 Jun 16)
Post by: 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!
Title: Re: [A13] cuproPanda's Mods - Final expected releases for A13 (16 Jun 16)
Post by: cuproPanda on July 17, 2016, 01:44:48 PM
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!

Thank you  :)
Title: Re: [A13] cuproPanda's Mods - Final expected releases for A13 (16 Jun 16)
Post by: dismar on July 17, 2016, 01:45:49 PM
get better cupro!
Title: Re: [A13] cuproPanda's Mods - Final expected releases for A13 (16 Jun 16)
Post by: 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
Title: Re: [A13] cuproPanda's Mods - Final expected releases for A13 (16 Jun 16)
Post by: cuproPanda on July 17, 2016, 05:13:01 PM
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

Thank you :)


I haven't fully tested the mods yet, but they appear to be working. I'll post them to the main page as I update, just keep in mind they're experimental
Title: Re: [A13] cuproPanda's Mods - Untested releases for A14 (17 Jul 16)
Post by: 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
Title: Re: [A13] cuproPanda's Mods - Untested releases for A14 (17 Jul 16)
Post by: cuproPanda on July 18, 2016, 05:34:40 PM
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

Fixed it. Redownload the mod and it'll work
Title: Re: [A14] cuproPanda's Mods - Untested releases for A14 (18 Jul 16)
Post by: Ashiver on July 18, 2016, 09:05:13 PM
Thanks for the updates Panda.  Hope you don't need surgery. 
Title: Re: [A14] cuproPanda's Mods - Untested releases for A14 (18 Jul 16)
Post by: 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.
Title: Re: [A14] cuproPanda's Mods - Untested releases for A14 (18 Jul 16)
Post by: Grynnreaper on July 18, 2016, 11:39:04 PM
Many thanks, much appreciated!
Title: Re: [A14] cuproPanda's Mods - Untested releases for A14 (18 Jul 16)
Post by: cuproPanda on July 19, 2016, 04:34:08 PM
Quote from: Ashiver on July 18, 2016, 09:05:13 PM
Thanks for the updates Panda.  Hope you don't need surgery.
Hopefully 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  ;)

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.

I have thought about it, but I think I decided to just have charcoal because it can be made as needed and other mods already add coal. I'll look into making coal usable, though.
Title: Re: [A14] cuproPanda's Mods - Untested releases for A14 (19 Jul 16)
Post by: 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?
Title: Re: [A14] cuproPanda's Mods - Untested releases for A14 (19 Jul 16)
Post by: cuproPanda on July 19, 2016, 10:03:22 PM
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?

The target version needs to be either 0.14.1234 or 0.14.1238. The game was updated recently to fix (events?), so if you updated try <targetVersion>0.14.1238</targetVersion>
Title: Re: [A14] cuproPanda's Mods - Experimental releases for A14 (19 Jul 16)
Post by: 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?
Title: Re: [A14] cuproPanda's Mods - Experimental releases for A14 (19 Jul 16)
Post by: 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>
Title: Re: [A14] cuproPanda's Mods - Experimental releases for A14 (19 Jul 16)
Post by: cuproPanda on July 20, 2016, 11:40:33 AM
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?

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: 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>

That's an error from CommunityCoreLibrary, specifically from MapComponents.Inject. I don't know that there's anything I can do about it, but I'll see if it may be something on my end.
Title: Re: [A14] cuproPanda's Mods - Experimental releases for A14 (19 Jul 16)
Post by: 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!

[attachment deleted by admin - too old]
Title: Re: [A14] cuproPanda's Mods - Experimental releases for A14 (19 Jul 16)
Post by: cuproPanda on July 20, 2016, 12:09:22 PM
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!

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.
Title: Re: [A14] cuproPanda's Mods - Experimental releases for A14 (19 Jul 16)
Post by: masterinire on July 20, 2016, 12:12:54 PM
Quote from: cuproPanda on July 20, 2016, 12:09:22 PM
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!

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.

oh! <redface>

meant permissions to upload to this forum, not to upload mods!

wouldn't dare touch your stuff unless you quit modding. what is yours is yours, i tend to only modify what is on my local machine.
Title: Re: [A14] cuproPanda's Mods - Experimental releases for A14 (20 Jul 16)
Post by: 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?
Title: Re: [A14] cuproPanda's Mods - Experimental releases for A14 (20 Jul 16)
Post by: lance789 on July 20, 2016, 02:08:23 PM
what happened to corpse fired generator?
Title: Re: [A14] cuproPanda's Mods - Experimental releases for A14 (20 Jul 16)
Post by: cuproPanda on July 20, 2016, 02:21:56 PM
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?

Because the entire table is set as a crafting job and there's no way to make a table have multiple work types. I guess I could move the figurines to the sculpting table. They are just tiny sculptures, after all.

Quote from: lance789 on July 20, 2016, 02:08:23 PM
what happened to corpse fired generator?

It's not being updated. I'll attach an updated version to this post, but I don't want to continue the mod because I feel it's too cheaty.

(It's not being updated, but here's an update... lol)


Also, if anyone has suggestions for figurines, I'd love to hear them. I didn't like the old phallic figurines, but I also don't care for the new ones (at least not the ship engine). Inspiration is a bit lacking.

[attachment deleted by admin - too old]
Title: Re: [A14] cuproPanda's Mods - Experimental releases for A14 (20 Jul 16)
Post by: 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.
Title: Re: [A14] cuproPanda's Mods - Experimental releases for A14 (20 Jul 16)
Post by: cuproPanda on July 20, 2016, 02:46:05 PM
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.

I didn't realize that mod was still around. I haven't removed the mod post yet, I guess I might as well update it. It does sound like it would be a useful addition with zombies.
Title: Re: [A14] cuproPanda's Mods - Experimental releases for A14 (20 Jul 16)
Post by: lance789 on July 20, 2016, 02:58:08 PM
The zombie apocalypse mod works fine on A13 (on page 63 or around there on the its thread), just waiting for the A14 update. your generator mod actually balances that mod :3
Title: Re: [A14] cuproPanda's Mods - Experimental releases for A14 (20 Jul 16)
Post by: 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.

    <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&amp;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>
Title: Re: [A14] cuproPanda's Mods - Experimental releases for A14 (19 Jul 16)
Post by: Drakoflame on July 21, 2016, 12:52:20 PM
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.


I completely understand, and I know it would get difficult and fustrating, but you could do it where the version on the forums is the "live and buggy" version, and then push the "mostly stable" version up to steam for people to use, that way you can avoid breaking games (for the most part X3)
Title: Re: [A14] cuproPanda's Mods - Experimental releases for A14 (20 Jul 16)
Post by: cuproPanda on July 21, 2016, 01:31:12 PM
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.

    <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&amp;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>


From what I can see in the screenshot, it looks like there's not enough room to place the item spawner (thing that gets mined up), which is causing errors. A14 changed the way items are placed - in A13 the item would drop directly on the colonist mining, but now it's forced to spawn outside the quarry. It shouldn't be hard to fix.
Title: Re: [A14] cuproPanda's Mods - Experimental releases for A14 (20 Jul 16)
Post by: reiia on July 21, 2016, 02:26:49 PM
Ahhh, i noticed that, it spawns all around the quarry which is nice until i forget to keep an eye on it and my entire room is overrun by chucks =P lol
Title: Re: [A14] cuproPanda's Mods - Experimental releases for A14 (20 Jul 16)
Post by: cuproPanda on July 21, 2016, 04:24:22 PM
I haven't been able to reproduce the problem, but I reworked how the quarry is detected. Tomorrow I'll work on making the quarry removable. There's a lot going on with the quarry that makes removing it tricky. Without being able to remove it, any changes I make to the quarry won't have an effect in an ongoing game.
Title: Re: [A14] cuproPanda's Mods - A14 updates coming soon! (20 Jul 16)
Post by: lance789 on July 22, 2016, 10:16:16 PM
Th e Corpse fired generator doesnt seem to work, it disappears when work is finished...
Title: Re: [A14] cuproPanda's Mods - A14 updates coming soon! (20 Jul 16)
Post by: cuproPanda on July 23, 2016, 01:02:37 AM
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...

Yep, there were a few issues I missed. I updated the mod.
Title: Re: [A14] cuproPanda's Mods - A14 updates coming soon! (23 Jul 16)
Post by: 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.

 
Title: Re: [A14] cuproPanda's Mods - A14 updates coming soon! (23 Jul 16)
Post by: cuproPanda on July 23, 2016, 10:23:10 AM
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.



Quarry is stable, BrainMod may not be updated to A14. A lot changed with the way neurotrainers work, and I keep getting errors that don't really tell me anything.
Title: Re: [A14] cuproPanda's Mods - Final releases (23 Jul 16)
Post by: 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  :)
Title: Re: [A14] cuproPanda's Mods - Final releases (23 Jul 16)
Post by: masterinire on July 23, 2016, 04:16:30 PM
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  :)

DONE?!?!

oh no. that's not good. I enjoy your mods very much.

Thanks for your work.
Title: Re: [A14] cuproPanda's Mods - A14 updates coming soon! (23 Jul 16)
Post by: lance789 on July 23, 2016, 04:22:03 PM
thanks for the fix
Title: Re: [A14] cuproPanda's Mods - Final releases (23 Jul 16)
Post by: 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
Title: Re: [A14] cuproPanda's Mods - Final releases (23 Jul 16)
Post by: 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?
Title: Re: [A14] cuproPanda's Mods - Final releases (23 Jul 16)
Post by: cuproPanda on July 23, 2016, 05:10:26 PM
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?

The recipes were moved to the furnace. A lot of the mod descriptions need to be updated still. I'll have them updated by tomorrow night.
Title: Re: [A14] cuproPanda's Mods - Final releases (23 Jul 16)
Post by: Porter on July 23, 2016, 06:54:31 PM
Thanks for the info, that'll help! :)
Title: Re: [A14] cuproPanda's Mods - Final releases (23 Jul 16)
Post by: Ienkoron on July 24, 2016, 12:10:30 AM
Thank you so muck :D I really missed the Zen Garden :D
Title: Re: [A14] cuproPanda's Mods - Possibly final releases (23 Jul 16)
Post by: cuproPanda on July 24, 2016, 12:26:43 AM
Just to clarify my earlier statement, I MAY not be continuing my mods. I sent a message to GitHub support in the hopes they can help me get my files back, but in the event they are unable to I'll have to give up. I've got a lot of crappy issues going on currently, and I don't have a lot of time for modding, so going through each decompiled script and trying to recreate the parts that don't decompile correctly isn't something I can really afford to do.

All the updated mods are working properly as far as I can tell, so there shouldn't be any issues with them. I'll fix what I can fix, but there's a chance the problem would require recompiling the assembly code.

Either way, thank you everyone for your kind words and support. Modding RimWorld has been a blast!

P.S. I'll be updating the descriptions and (if I have time) uploading all my mods to steam tonight!
Title: Re: [A14] cuproPanda's Mods - Possibly final releases (23 Jul 16)
Post by: 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.
Title: Re: [A14] cuproPanda's Mods - Possibly final releases (23 Jul 16)
Post by: lance789 on July 24, 2016, 07:46:17 AM
D:
Title: Re: [A14] cuproPanda's Mods - Possibly final releases (23 Jul 16)
Post by: Old Marm on July 24, 2016, 11:13:25 AM
I am sorry and angry that github deleted your files.  It hurt you and us.  I have to say that of all the wonderful additional content made by the modders here yours is the content I rely upon most.  Your spectago addition is my absolute favorite.  It makes me happy to see my beleaguered colonists relax over a cup of soothing spectago tea.  And painting with the spectago flowers.   Thank you for your excellent work.  I hope you can and want to continue to enrich the game.
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (23 Jul 16)
Post by: cuproPanda on July 24, 2016, 02:05:31 PM
GitHub has restored all of my files! Modding continues.  8)


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.

Expanded Power (https://ludeon.com/forums/index.php?topic=13400#msg132995) has you covered.
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (23 Jul 16)
Post by: Fluffe on July 24, 2016, 06:43:07 PM
Will Soda Garden and Unifier be getting a update :p
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (23 Jul 16)
Post by: cuproPanda on July 24, 2016, 07:05:27 PM
Quote from: Fluffe on July 24, 2016, 06:43:07 PM
Will Soda Garden and Unifier be getting a update :p

They will eventually. Soda Garden is almost finished, I just got extremely lazy when making all the new alcohol barrels.
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (23 Jul 16)
Post by: Fluffe on July 24, 2016, 07:33:10 PM
K lol
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (23 Jul 16)
Post by: Darkmark8910 on July 24, 2016, 08:24:01 PM
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
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (24 Jul 16)
Post by: 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 PM
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
Thankfully, I have gotten all the files back! GitHub support is A+ quality.
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (24 Jul 16)
Post by: 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)
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (24 Jul 16)
Post by: 123nick on July 25, 2016, 09:56:33 AM
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 PM
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
Thankfully, I have gotten all the files back! GitHub support is A+ quality.

oh cool, you got your files back! thats awesome :)
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (24 Jul 16)
Post by: cuproPanda on July 25, 2016, 01:28:24 PM
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)

Try the new 14.12 version. It should fix all the issues on it's own.

I swear, one small change to the way items are placed, and this mod turns to complete garbage. Everyone's having problems with it  :(
Title: Re: [A14] cuproPanda's Mods - Final releases (23 Jul 16)
Post by: Mordgier on July 25, 2016, 02:07:23 PM
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

I'm having the same problem. I loaded this mod into my game that has no more steel left on the map - and now I have 3 20x20 dumping areas full of nothing but unrefined rocks AND have 4,000 bricks - I lost track of the number of bricks I sold.

Please adjust the rock production. I don't mind finding rocks, but currently useful resources are WAY too rare.

Is it possible to expose the chance values to be easily end user adjustable?
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (25 Jul 16)
Post by: 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.).
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (25 Jul 16)
Post by: Mordgier on July 25, 2016, 04:01:19 PM
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.).

Are you still planning to go open source?
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (25 Jul 16)
Post by: cuproPanda on July 25, 2016, 04:24:16 PM
Quote from: Mordgier on July 25, 2016, 04:01:19 PM
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.).

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
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (25 Jul 16)
Post by: Mordgier on July 25, 2016, 05:35:21 PM
Quote from: cuproPanda on July 25, 2016, 04:24:16 PM
Quote from: Mordgier on July 25, 2016, 04:01:19 PM
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.).

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...
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (25 Jul 16)
Post by: cuproPanda on July 25, 2016, 06:03:08 PM
Quote from: Mordgier on July 25, 2016, 05:35:21 PM
Quote from: cuproPanda on July 25, 2016, 04:24:16 PM
Quote from: Mordgier on July 25, 2016, 04:01:19 PM
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.).

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.
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (25 Jul 16)
Post by: Mordgier on July 25, 2016, 06:14:45 PM
Quote from: cuproPanda on July 25, 2016, 06:03:08 PM
Quote from: Mordgier on July 25, 2016, 05:35:21 PM
Quote from: cuproPanda on July 25, 2016, 04:24:16 PM
Quote from: Mordgier on July 25, 2016, 04:01:19 PM
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.).

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 -
   public 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.
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (25 Jul 16)
Post by: cuproPanda on July 25, 2016, 06:50:59 PM
Quote from: Mordgier on July 25, 2016, 06:14:45 PM
Quote from: cuproPanda on July 25, 2016, 06:03:08 PM
Quote from: Mordgier on July 25, 2016, 05:35:21 PM
Quote from: cuproPanda on July 25, 2016, 04:24:16 PM
Quote from: Mordgier on July 25, 2016, 04:01:19 PM
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.).

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 -
   public 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.

I'm going to try to change the layout of how it works. Something more readable. If I don't find something I like, though, I'll use your method. Thanks!
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (25 Jul 16)
Post by: 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...
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (25 Jul 16)
Post by: 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.
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (25 Jul 16)
Post by: cuproPanda on July 25, 2016, 07:48:23 PM
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...

Way ahead of you! See the image below  :P


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.

It will be sometime this week. You could still play, you'd just have 2 coppers with their own uses. No conflicts.

[attachment deleted by admin - too old]
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (25 Jul 16)
Post by: 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.
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (25 Jul 16)
Post by: cuproPanda on July 26, 2016, 12:28:44 PM
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.

I like the idea of varied yields. See what I've done on GitHub so far, I did more work last night. I added a custom deaf so the player can adjust the things to mine, probability, and stack count. It's all under the NewSaveOnly branch of QRY
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (25 Jul 16)
Post by: 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!
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (25 Jul 16)
Post by: Mordgier on July 26, 2016, 02:41:06 PM
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!

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.
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (25 Jul 16)
Post by: cuproPanda on July 26, 2016, 02:58:59 PM
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!

Yeah that's not supposed to happen. I'm still in the process of fixing errors (and creating new ones to fix), but the new version will have a 60% chance to get "junk", then another check of what type of junk to get. 40% chance to get chunks, and a 60% chance to get rock rubble, which doesn't need to be hauled away. That way, it should be closer to digging through random mountains. Plus, all the chances are changeable in xml, so you'll be able to have a quarry spit out nothing but gold all day long if you really wanted to ;)

If the quarry could drop it's contents on the quadrants like in A13, I'd love to be able to create a small event where a quadrant contained a vein of ore, then for the next 3-6 mining jobs only that ore was mined.
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (25 Jul 16)
Post by: cuproPanda on July 26, 2016, 03:54:16 PM
I think I've fixed all the issues, and I'm going to do some more thorough testing for tonight before I make a thread asking for help testing it with a variety of mods. You can get the newest version (below comment), but I highly recommend you use it with a new save game. It is definitely not compatible with the older versions of the quarry mod, at least.

Also, there may be errors. I haven't found any, but be warned.
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (25 Jul 16)
Post by: Drusek on July 26, 2016, 05:50:24 PM
Im testing it and mining something called Conglomerate - no idea what to do with it.
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (25 Jul 16)
Post by: cuproPanda on July 26, 2016, 05:57:16 PM
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.

It should automatically destroy itself and drop a random resource - it's not?
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (26 Jul 16)
Post by: 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.
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (26 Jul 16)
Post by: cuproPanda on July 26, 2016, 06:13:54 PM
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.

Interesting. I'll install that mod and see if I can't work around the issue. Thank you
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (26 Jul 16)
Post by: 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?
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (26 Jul 16)
Post by: 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.
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (26 Jul 16)
Post by: cuproPanda on July 26, 2016, 06:35:33 PM
Unifier is now updated!



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?

I'm guessing I need to state that somewhere in the mod. A lot of people are confused by this.
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (26 Jul 16)
Post by: Hanekem on July 26, 2016, 06:58:08 PM
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.

That is still behind research, there should, perhaps, be a less efficient but quick access Production furniture to close the gap...
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.

That'd be great. I know that figure it by yourself is kinda big on Dorf clones, but sometimes one gets rather lost....
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (25 Jul 16)
Post by: Mordgier on July 26, 2016, 08:24:37 PM
Quote from: Mordgier on July 26, 2016, 02:41:06 PM
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!

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!
        // 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.
    }


[attachment deleted by admin - too old]
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (26 Jul 16)
Post by: 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 :)
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (26 Jul 16)
Post by: Mordgier on July 27, 2016, 10:02:08 AM
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 :)

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+.
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (27 Jul 16)
Post by: 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?
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (27 Jul 16)
Post by: BlueFreakQ on July 27, 2016, 11:41:32 AM
Hi Gaiska,

It is definitely possible, and ok, to use this set of mods with other build 14 mods.  (I believe I am using around 58 mods total at the moment, and this set from cuproPanda is all included.  The only issue to watch out for is mods that both change the same thing.  In the event of that, the one loaded last will be in control.  So, if you run into any issues, changing the order that the mods loads in can make a big difference.  Good luck! 
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (26 Jul 16)
Post by: cuproPanda on July 27, 2016, 12:26:15 PM
Quote from: Mordgier on July 27, 2016, 10:02:08 AM
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 :)

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+.

It's a great idea, but I don't think I can do it anymore. In A13, resources would be dropped directly into a quadrant, which made it easy to determine where it was mined, and see if that quadrant had hauling enabled. It wouldn't have been hard to figure out who the miner was. Now, however, all resources are forced to drop outside of the quarry, which makes it pretty much impossible to do anything relating to specific quadrants or miners.

I normally just sell the stuff I don't need for a small profit. I don't think I've ever used uranium aside from stuffed crafting or modded power generators.


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?


You should be able to use any mod you like with my mods. I mark everything with a callsign (CP_Copper vs Copper) to avoid conflicts
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (25 Jul 16)
Post by: eskoONE on July 27, 2016, 12:40:52 PM
Quote from: Mordgier on July 26, 2016, 08:24:37 PM
Quote from: Mordgier on July 26, 2016, 02:41:06 PM
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!

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!
        // 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.
    }


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!
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (25 Jul 16)
Post by: Mordgier on July 27, 2016, 12:46:26 PM
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!

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?
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (27 Jul 16)
Post by: Exende on July 27, 2016, 01:09:51 PM
Make it variable based on the mining skill
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (25 Jul 16)
Post by: eskoONE on July 27, 2016, 01:23:34 PM
Quote from: Mordgier on July 27, 2016, 12:46:26 PM
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!

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?

nah not rly. after playing a bit now it feels good in mid lategame. it just looks like a lot cause my miners are bonkers fast and it drops a lot of small 5 item stacks. id need to start a new colony to rly get a feeling.

maybe sealing the quarry behind a research would cancel the option of abusing it earlygame. but then again, if someone want to make the game easier its up to him.

anyways, ill let u know if the numbers are broken when i start a new colony tomo (eu time)
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (27 Jul 16)
Post by: bdew on July 27, 2016, 01:30:32 PM
I can't place the quarry, the outline doesn't show up and i get this error in the log:


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


Edit: Happens only if i try to place it in an existing world. Starting a new game it can be placed correctly.
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (25 Jul 16)
Post by: eskoONE on July 27, 2016, 03:26:22 PM
Quote from: Mordgier on July 27, 2016, 12:46:26 PM
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!

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.
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (27 Jul 16)
Post by: 123nick on July 27, 2016, 03:27:40 PM
will unifier be updated too steam?
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (25 Jul 16)
Post by: Mordgier on July 27, 2016, 03:40:04 PM
Quote from: eskoONE on July 27, 2016, 03:26:22 PM
Quote from: Mordgier on July 27, 2016, 12:46:26 PM
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!

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.

Numbers for plat steel are just over 2%:
.5% of 10 plat
.5% of 5 plat
1% of 1 plat

This is actually an increase over the original values of  .66% chance to get 5 plat. If you'd like them increased let me know, I would rather increase the quantity than the chance though. Reason being that I don't think a consistent source of platsteel is good for the game. Given that it's the 'top' mineral in the vanilla game, it should always be in short supply or at the very least unpredictable.


Title: Re: [A14] cuproPanda's Mods - Also on Steam! (27 Jul 16)
Post by: cuproPanda on July 27, 2016, 03:56:03 PM
Quote from: 123nick on July 27, 2016, 03:27:40 PM
will unifier be updated too steam?

It won't be because the recipes have to be added manually depending on the mods being used. Plus on steam all the mod folders are just numbers, so finding the right folder is a serious pain. You can download the mod and recipes from the forums and put them into your mods folder, though. It'll still work on steam that way.
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (27 Jul 16)
Post by: 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...
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (27 Jul 16)
Post by: cuproPanda on July 27, 2016, 06:20:35 PM
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...

Did you try the new version (https://ludeon.com/forums/index.php?topic=22247.0)? I'll have to take a look at what that mod is doing, I wasn't getting any issues when I tested it, but there may be some rare sneaky conflict.
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (27 Jul 16)
Post by: 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
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (27 Jul 16)
Post by: cuproPanda on July 27, 2016, 07:23:46 PM
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

I suspect CCL. My experience with CCL is that it causes a ton of problems, which is why I no longer use it at all. I'm thinking the issue comes from an override to JobDriver, I'll see what I can do to fix the issue. It's strange that the resource list wasn't generated, though. I'm glad I put that warning in.
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (27 Jul 16)
Post by: cuproPanda on July 27, 2016, 07:55:00 PM
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

Drop this file into you quarry Assemblies folder and see if it fixes the problem. As far as the source error, that's something with CCL, but it shouldn't be causing an issue. I looked at all usages of "source" in the code, and I didn't see anything that would cause an error with the JobDriver

If you get the same warning message again, that's fine. Now it'll try to get the resources list after that warning, and give another warning if it can't get one.

[attachment deleted by admin - too old]
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (27 Jul 16)
Post by: 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?
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (27 Jul 16)
Post by: cuproPanda on July 28, 2016, 02:01:15 PM
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?

I haven't had blowgun darts since A12
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (28 Jul 16)
Post by: 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!
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (28 Jul 16)
Post by: Ienkoron on July 29, 2016, 04:34:20 AM
Good luck :D I hope all is well :D
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (28 Jul 16)
Post by: Warforyou on July 29, 2016, 05:18:07 AM
Does RimPharma now require corePanda? It throws a bunch of errors about references to resourses from your core mod
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (28 Jul 16)
Post by: whisp on July 29, 2016, 06:45:04 AM
I have two issues with the quarry mod:

- When i remove a quarry the 4 regions to assign colonists to aren't removed and prevent anything from beeing built there. (I used the development tools to completely remove it)
- With the quarry mod my game crashes frequently.

I have attached an error log, i hope it helps.


[attachment deleted by admin - too old]
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (28 Jul 16)
Post by: eskoONE on July 29, 2016, 06:58:19 AM
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!

tyvm for ur afford. get well soon man!
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (28 Jul 16)
Post by: str82azz on July 29, 2016, 10:04:07 AM
really awesome mods mate..
hope your health will get better and you enjoy your relaxing :)
have a couple of suggestions..since i like to play in harsh environments where there is no wood
i would love if u could somehow make it that buildings that require wood could also use charcoal and bamboo..
i  like the idea of powerless mod (especially since the addition of tribal play)..would be nice if it required less research points though (for tribals at least..as things stand i rather just go straight to electricity) and stuff like coldstone is really hard to obtain(at least on most maps..and i dont recall i ever seen any trader selling it :()..
anyways..all your mods are great and hope you continue making and upgrading them.. :)

now can anyone help me..how do i make fused quartz nowadays...there is no bill for it in the forge(or the new building furnace)..what am i missing?
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (28 Jul 16)
Post by: BlueFreakQ on July 29, 2016, 10:19:17 AM
Iirc, you need to upgrade the forge to make glass and fuse quartz
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (28 Jul 16)
Post by: str82azz on July 29, 2016, 10:22:28 AM
afaik this is if u use powerless mod (forge--> crucible forge)..which i dont use in this play im playing now..
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (28 Jul 16)
Post by: BlueFreakQ on July 29, 2016, 11:07:14 AM
That's correct, it's part of Powerless.  I use all of these mods, and that is the only way I have found to make it.  You can buy it from traders I believe, but if there is another way to make it yourself, I haven't found it.
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (28 Jul 16)
Post by: str82azz on July 29, 2016, 11:13:04 AM
i am pretty sure u could make it at smithy table(or furnace)..because i know i was able to make it in my last game..think something changed in the last update (or a possible bug..)
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (28 Jul 16)
Post by: BlueFreakQ on July 29, 2016, 02:38:23 PM
With just the core panda installed, I found fuse quartz on the electric smelter
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (28 Jul 16)
Post by: str82azz on July 29, 2016, 03:41:15 PM
thx.. :)
havent researched it yet..this made ice sheet survival extra spicy..
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (28 Jul 16)
Post by: 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
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (28 Jul 16)
Post by: cuproPanda on July 31, 2016, 03:14:41 PM
Fused quartz is made at the electric smelter, and if Powerless! is installed, at the crucible.

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

Try reinstalling? Now you may need to change the version to be 0.14.1249. A simple find and replace will do that for all your mods.
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (28 Jul 16)
Post by: 123nick on July 31, 2016, 05:37:22 PM
hey i have a suggestion for unifier mod, Edge industries mod and the Glittertech mod both add titanium, so maybe a recipe too switch some glittertech titanium for edge industries titanium, and another recipe for vice-versa?
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (28 Jul 16)
Post by: 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
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (28 Jul 16)
Post by: cuproPanda on August 01, 2016, 02:30:12 AM
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

Yep, I have the issue now, too. My log:

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.
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (28 Jul 16)
Post by: Drusek on August 01, 2016, 04:26:19 AM
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.
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (28 Jul 16)
Post by: RalphFox on August 01, 2016, 11:12:26 AM
Quote from: cuproPanda on August 01, 2016, 02:30:12 AM
Yep, I have the issue now, too. My log:

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.

My pleasure, it is ok/understandable. If you ever decide to try to fix it in the current version, or if you release for a future A15 you can count me as a beta tester.

Also, i'm learning to mod rimworld, is not THAT hard, the only finicky i have seen so far is the xml tags changing often, and assets/names that exists changing their names/ceasing to exist;
The 'hacking'(c# dll coding) don't look too hard too, just a bit more tricky/long work to do it;
So if i get better i can offer my skills to you too =).(i have experience with programming language in general, working professionally for 10 years now, add 5 years to that if considering unprofessionally hehe) 
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (28 Jul 16)
Post by: 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!
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (28 Jul 16)
Post by: cuproPanda on August 01, 2016, 03:25:21 PM
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!

It won't be updated to A14; I don't have any more time to work on mods. I'm toying with the idea of automatically generating recipes based on whether or not Vegetable Garden is installed, but that'll have to wait for A15.
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (28 Jul 16)
Post by: RalphFox on August 03, 2016, 11:30:56 AM
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!
I've got the greenlight from Cupro himself to update that mod to v14, i'll be doing that when i get more free =)

To anyone else, is there any mod from cupro that you'd like to be updated to v14? nvm that, i'm blind an the only mods that are on v13 are soda garden, brain mod, and Bamboo :P


Quote from: Drusek on August 01, 2016, 04:26:19 AM
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.
I didn't saw your message before, thanks for that, i'll try that later;
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (03 Aug 16)
Post by: cuproPanda on August 03, 2016, 05:06:33 PM
Important Update for DWC! Now you can actually sell the crafts!

14.01:
Crafts grouped under raw resources to allow trading
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (03 Aug 16)
Post by: RalphFox on August 03, 2016, 11:21:45 PM
Soda Garden v14

Download
Updated Link (http://bit.ly/CuproSodaRalphFolder)

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.

Changelog

v14.1:Updated items to be able to be stored in storages. Thanks to JesusKreist for pointing the problem/error!

v14:Updated to A14.
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (03 Aug 16)
Post by: cuproPanda on August 04, 2016, 02:46:36 AM
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
In order to use this mod, you must first download and install Soda Brewing and Vegetable Garden
(Cupro, you might want to change that. :P)




Quote from: Drusek on August 01, 2016, 04:26:19 AM
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.
I didn't saw your message before, thanks for that, i'll try that later;

Updated the post. Thank you for helping out :)
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (03 Aug 16)
Post by: 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.
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (03 Aug 16)
Post by: cuproPanda on August 04, 2016, 12:17:20 PM
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.

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
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (03 Aug 16)
Post by: 123nick on August 06, 2016, 03:31:43 AM
Quote from: cuproPanda on August 04, 2016, 12:17:20 PM
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.

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.
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (03 Aug 16)
Post by: cuproPanda on August 06, 2016, 01:46:09 PM
Quote from: 123nick on August 06, 2016, 03:31:43 AM
Quote from: cuproPanda on August 04, 2016, 12:17:20 PM
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.

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.
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (03 Aug 16)
Post by: JesusKreist on August 06, 2016, 03:08:25 PM
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.

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.
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (03 Aug 16)
Post by: 123nick on August 06, 2016, 07:31:32 PM
Quote from: cuproPanda on August 06, 2016, 01:46:09 PM
Quote from: 123nick on August 06, 2016, 03:31:43 AM
Quote from: cuproPanda on August 04, 2016, 12:17:20 PM
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.

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.
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (03 Aug 16)
Post by: cuproPanda on August 06, 2016, 09:24:38 PM
Quote from: 123nick on August 06, 2016, 07:31:32 PM
Quote from: cuproPanda on August 06, 2016, 01:46:09 PM
Quote from: 123nick on August 06, 2016, 03:31:43 AM
Quote from: cuproPanda on August 04, 2016, 12:17:20 PM
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.

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.

I plan on remaking the water system for A15. First I need to figure out how to make the well finite. So far the best option I've found is to use unfinished water buckets, but that would just have colonists running back and forth all day slowly filling it up a drop at a time. The main issue is making a worktable disable crafting when there's less than 1200 units available, and enabling it after there's 1200, but keeping it available for the current job even once there's less than 1200 water. Or for gathering water bottles, 100 units.

A water purifier would fit in perfectly with that, as well as a rain barrel.

The Powerless solar cooling towers might be kept, and if so, they could be refueled using water buckets. If I get rid of them, it would be for a solar chimney and heat exchange pipe, similar to this image:
(https://upload.wikimedia.org/wikipedia/commons/thumb/9/95/Solarchimney.svg/390px-Solarchimney.svg.png)


If anyone was curious, the current cooling tower is based off of this design:
(https://upload.wikimedia.org/wikipedia/commons/c/c5/Zion_Visitors_Center_Cool_Tower.PNG)


Also, the heat exchange system could link to an existing well, which could work on a similar principle to this:
(https://upload.wikimedia.org/wikipedia/commons/5/52/Qanat_wind_tower.svg)

Learning about things like this is what makes modding and game design really fun.
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (06 Aug 16)
Post by: Fisty on August 07, 2016, 01:39:34 AM
I'm sorry if this has been asked before..  (I ran a search through every page of the thread 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.

Edit: Found it in the temperature tab with god mode on...  I guess I'll poke through your code and try to find the research requirement.
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (06 Aug 16)
Post by: Sarelth on August 07, 2016, 01:42:34 AM
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.

Coldstone seems to be a rarer spawn, I only found a small amount on a couple maps. Best bet from what I saw, is to mine.
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (06 Aug 16)
Post by: Fisty on August 07, 2016, 01:46:28 AM
I have coldstone, just can't craft the battery to use it.  =)
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (06 Aug 16)
Post by: 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.
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (06 Aug 16)
Post by: cuproPanda on August 07, 2016, 02:29:47 AM
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.

The description for Powerless is "This mod adds small features for a starting colony, or one without power."
Emphasis on the "one without power" part. It's not meant for tribal colonies, it's meant for an existing colony that has power, to avoid food spoilage due to a solar flare.
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (06 Aug 16)
Post by: 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.
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (03 Aug 16)
Post by: RalphFox on August 07, 2016, 11:33:39 AM
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.

Thanks for that! I've updated the post (https://ludeon.com/forums/index.php?topic=13400.msg244417#msg244417) with a new download;
Iirc you only need to add that tag in the main thingdef, 'SGsoda', due to Cupro's easy organization/structuring;
It should be the same version as you have now, only with the tag added, so you(JesusKreist) don't have to download it again; to everyone else, please check the post linked above.

Title: Re: [A14] cuproPanda's Mods - Also on Steam! (06 Aug 16)
Post by: cuproPanda on August 07, 2016, 12:53:34 PM
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.

Yes, this is an issue I still need to address. In the next version I'll add a quern for grinding the resources, which doesn't require research.

EDIT: Actually, I've got the time, I can do it now. It might take a bit, it;s hard to say how long artwork will take when you can't feel your fingers
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (07 Aug 16)
Post by: cuproPanda on August 07, 2016, 02:26:33 PM
CorePanda now has a quern! No research needed to build it. I was hoping to make it with stone chunks, but I can't, so it can be made with metal. Anachronistic, but it works.
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (07 Aug 16)
Post by: 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?
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (07 Aug 16)
Post by: cuproPanda on August 07, 2016, 02:55:25 PM
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?

Redownload the mod. I forgot to change the version number, and I just fixed a bug. It'll work now :)

Also, you should be unzipping the mods, but if the game does that for you now, I guess it's okay not to.
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (07 Aug 16)
Post by: kaptain_kavern on August 07, 2016, 08:56:51 PM
@CuproPanda :

Did you know you can just use  "0.14.0" ? :-p
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (07 Aug 16)
Post by: cuproPanda on August 07, 2016, 09:21:38 PM
Quote from: kaptain_kavern on August 07, 2016, 08:56:51 PM
@CuproPanda :

Did you know you can just use  "0.14.0" ? :-p

I didn't. It certainly helps not having to update every mod to just change a single number
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (07 Aug 16)
Post by: 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.
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (07 Aug 16)
Post by: cuproPanda on August 08, 2016, 12:28:32 PM
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.

I already know exactly why that is. I'll get on it  :)

EDIT: fixed!
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (08 Aug 16)
Post by: legendary on August 09, 2016, 10:24:46 AM
Woohoo! Cupro's soda garden updated! You are the best cupro :)
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (08 Aug 16)
Post by: H8ff0000 on August 11, 2016, 08:08:46 PM
BrainMod sounds useful, looking forward to an A14 version :)
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (08 Aug 16)
Post by: cuproPanda on August 11, 2016, 10:24:55 PM
Quote from: H8ff0000 on August 11, 2016, 08:08:46 PM
BrainMod sounds useful, looking forward to an A14 version :)

Sorry, but it won't be updated by me. I started working on updating it, but a lot has changed and I was getting constant errors. I don't have any more time to work on it, but if anyone wants to pick up where I left off, my github is up-to-date with where I left off.


Also, so everyone knows and is prepared for it, A15 will be the last alpha I do for a while. I definitely won't be updating to A16, after that is unknown. People are free to update, change, or build off of my mods, all I ask is that I'm credited as the original author/inspiration/whatever.
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (08 Aug 16)
Post by: Etherdreamer on August 12, 2016, 12:33:02 AM
Sad.. you get roasted by the constant updating?
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (08 Aug 16)
Post by: cuproPanda on August 12, 2016, 01:58:47 AM
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.
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (08 Aug 16)
Post by: H8ff0000 on August 12, 2016, 02:43:08 AM
Quote from: cuproPanda on August 12, 2016, 01:58:47 AM
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.
Who 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.

Thank you for all your hard work.
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (08 Aug 16)
Post by: cuproPanda on August 12, 2016, 03:01:09 AM
Quote from: H8ff0000 on August 12, 2016, 02:43:08 AM
Quote from: cuproPanda on August 12, 2016, 01:58:47 AM
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.
Who 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.

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.
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (08 Aug 16)
Post by: H8ff0000 on August 12, 2016, 03:24:53 AM
Quote from: cuproPanda on August 12, 2016, 03:01:09 AM
Quote from: H8ff0000 on August 12, 2016, 02:43:08 AM
Quote from: cuproPanda on August 12, 2016, 01:58:47 AM
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.
Who 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.

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.
Can't help but be interested in this WIP game you mentioned. Care to share the basic premise?
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (08 Aug 16)
Post by: cuproPanda on August 12, 2016, 03:47:33 AM
Can't say much, but imagine tropical RimWorld meets Minecrafts TerraFirmaCraft. Playstyle like Stardew Valley
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (08 Aug 16)
Post by: H8ff0000 on August 12, 2016, 03:54:50 AM
Quote from: cuproPanda on August 12, 2016, 03:47:33 AM
Can't say much, but imagine tropical RimWorld meets Minecrafts TerraFirmaCraft. Playstyle like Stardew Valley
I do like me some Stardew Valley :)
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (08 Aug 16)
Post by: Etherdreamer on August 12, 2016, 04:05:05 AM
TerrafirmaCraft? dude that mod it´s awesome and survival should be like that mod. Officially.
Title: Re: [A14] cuproPanda's Mods - Also on Steam! (08 Aug 16)
Post by: cuproPanda on August 13, 2016, 03:27:15 PM
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.

Agreed
Title: Re: [A14] cuproPanda's Mods - test versions added (13 Aug 16)
Post by: 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/2bXds7A) *updated/fixed thanks to Adventurer (https://ludeon.com/forums/index.php?action=profile;u=60406)*. 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!
Title: Re: [A14] cuproPanda's Mods - test versions added (13 Aug 16)
Post by: DOMA on August 13, 2016, 04:25:55 PM
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!

Any change logs..? Thanks
Title: Re: [A14] cuproPanda's Mods - test versions added (13 Aug 16)
Post by: cuproPanda on August 13, 2016, 05:40:43 PM
Quote from: DOMA on August 13, 2016, 04:25:55 PM
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!

Any change logs..? Thanks

Not yet. I am very pressed for time
Title: Re: [A14] cuproPanda's Mods - test versions added (13 Aug 16)
Post by: Etherdreamer on August 13, 2016, 08:04:37 PM
I know you´re short in time, but after playing a bit with your mods, how feasible it´s the stuff that need water could get an "pipe" system? Maybe someday the game will need "quench", and this could be a good start into that mechanic.   
Title: Re: [A14] cuproPanda's Mods - test versions added (13 Aug 16)
Post by: Adventurer on August 14, 2016, 11:01:59 PM
I've been using the test versions and haven't run into any problems yet. That said, I don't really know what's changed.
Title: Re: [A14] cuproPanda's Mods - test versions added (13 Aug 16)
Post by: firathmagi on August 14, 2016, 11:16:41 PM
more wild edible plants like wild onions and the like would be nice especially for doing banned farming runs
Title: Re: [A14] cuproPanda's Mods - test versions added (13 Aug 16)
Post by: Adventurer on August 16, 2016, 07:11:43 AM
Copru, I really need to know what's changed if I'm to test if everything is working. So far nothing seems wrong but it's hard to test changes without a list of them.
Title: Re: [A14] cuproPanda's Mods - test versions added (13 Aug 16)
Post by: cuproPanda on August 16, 2016, 01:21:15 PM
(CP)
wells no longer have bills to get water
well gathers water over time, can be emptied into buckets via gizmo
added rain barrel, similar to well but only filled by rain
rain barrels will slowly evaporate in the heat if left unsealed
rain barrels show as pink squares after save/load (Fixed in later version)
well provides some free cooling
chandeliers won't minify until >50% of their roof is missing

(POW)
cooling tower can be made transparent if needed (will auto-reset transparency if left transparent)
forge and crucible listed as smithing job
smoker fueled by charcoal
cooling tower can be filled with buckets of water if needed

(QRY)
quarry spawns filth when built
quarry has its own work type, to not conflict with regular mining
quarry can only be built in a rocky area (60% or more stone/gravel)

(EXP)
ship part ingredients reduced to not give over 6 line error
Title: Re: [A14] cuproPanda's Mods - test versions added (13 Aug 16)
Post by: 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?
Title: Re: [A14] cuproPanda's Mods - test versions added (13 Aug 16)
Post by: 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.
Title: Re: [A14] cuproPanda's Mods - test versions added (13 Aug 16)
Post by: cuproPanda on August 18, 2016, 02:17:56 PM
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.

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.
Title: Re: [A14] cuproPanda's Mods - test versions added (13 Aug 16)
Post by: 123nick on August 20, 2016, 12:34:56 AM
Quote from: cuproPanda on August 18, 2016, 02:17:56 PM
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.

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.
Title: Re: [A14] cuproPanda's Mods - test versions added (13 Aug 16)
Post by: cuproPanda on August 20, 2016, 01:53:48 AM
Quote from: 123nick on August 20, 2016, 12:34:56 AM
Quote from: cuproPanda on August 18, 2016, 02:17:56 PM
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.

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.

For the A15 version the towers will have toggleable transparency and they can be filled by buckets. I like the size it is because it's clearly a tall tower, whereas doing it in a 1x1, 2x2, etc just makes it look weird. The tower is supposed to be really tall, and I just can't give the same illusion without covering things behind it. The transparency should fix that issue, though.
Title: Re: [A14] cuproPanda's Mods - test versions added (13 Aug 16)
Post by: Adventurer on August 21, 2016, 10:04:25 AM
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?
Title: Re: [A14] cuproPanda's Mods - test versions added (13 Aug 16)
Post by: Adventurer on August 21, 2016, 10:42:42 AM
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.
Title: Re: [A14] cuproPanda's Mods - test versions added (13 Aug 16)
Post by: 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.
Title: Re: [A14] cuproPanda's Mods - test versions added (13 Aug 16)
Post by: cuproPanda on August 21, 2016, 01:34:41 PM
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.

You went through all that? Jeeze. Thankfully I don't have to reupdate every mod every time I update the core mod. They are referencing the folder location where I compile the CorePanda.dll, so maybe that's why. I checked the commits, and nothing else changed between the two updates, so the mods shouldn't have needed to recompile, but w/e. Glad it's working!

The errors have already been fixed, thanks for letting me know. The DWC error was supposed to already be fixed, I need to remember to stop changing the files in the RW testing folder. Normally I change the actual file, then copy it over replacing the version in my RW testing folder, that way if I like the change it's already saved.


Also, you probably could have just downloaded that commit's version of the .dll and had it working  :P
Title: Re: [A14] cuproPanda's Mods - test versions added (13 Aug 16)
Post by: Adventurer on August 21, 2016, 01:45:48 PM
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

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.
Title: Re: [A14] cuproPanda's Mods - test versions added (13 Aug 16)
Post by: cuproPanda on August 21, 2016, 02:26:41 PM
Quote from: Adventurer on August 21, 2016, 01:45:48 PM
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

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.

Ah yes, I also need to remember to recompile the dll before committing/syncing.

Go ahead and upload it since you know it's working properly :)

I use Visual Studio 2015 Community (https://www.visualstudio.com/en-us/products/vs-2015-product-editions.aspx). VS has its quirks, but overall I like it.
Title: Re: [A14] cuproPanda's Mods - test versions added (13 Aug 16)
Post by: 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
Title: Re: [A14] cuproPanda's Mods - test versions added (13 Aug 16)
Post by: cuproPanda on August 22, 2016, 12:56:50 AM
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

Updated!
Title: Re: [A14] cuproPanda's Mods - bA15 versions added (13 Aug 16)
Post by: cuproPanda on August 22, 2016, 08:58:01 PM
Main post updated to include current progress on bA15 mods (no EXP yet).


Now excuse me while I slip into a poutine-and-murphys coma  ::)
Title: Re: [A14] cuproPanda's Mods - bA15 versions added (13 Aug 16)
Post by: drakemasta on August 22, 2016, 09:19:25 PM
could you do a mod that allows you to remove bionics from corpses?
Title: Re: [A14] cuproPanda's Mods - bA15 versions added (13 Aug 16)
Post by: cuproPanda on August 23, 2016, 02:01:14 AM
Quote from: drakemasta on August 22, 2016, 09:19:25 PM
could you do a mod that allows you to remove bionics from corpses?

I'm currently just working on updating my mods for A15, then I won't be uipdating any more. A15 will be my last upadte for a while.
Title: Re: [A14] cuproPanda's Mods - bA15 versions added (13 Aug 16)
Post by: Adventurer on August 23, 2016, 08:41:09 AM
That is a shame, but I'm confident that someone will step up to the plate for A16 since you provide all your sourcecode on Github
Title: Re: [A14] cuproPanda's Mods - bA15 versions added (13 Aug 16)
Post by: 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)
Title: Re: [A14] cuproPanda's Mods - bA15 versions added (13 Aug 16)
Post by: Exende on August 23, 2016, 11:43:44 PM
There's a separate fireplace mod that uses wood or electricity to power on the forums, just search for "fireplace mod"
Title: Re: [A14] cuproPanda's Mods - bA15 versions added (13 Aug 16)
Post by: cuproPanda on August 24, 2016, 01:21:14 AM
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)

No. I'm not adding any new features other than what I have planned already. As Exende said, there's already a fireplace mod (https://ludeon.com/forums/index.php?topic=22638.0), and it works exactly how I'd make them. I played with it for a while, and it's a good mod.
Title: Re: [A14] cuproPanda's Mods - bA15 versions added (13 Aug 16)
Post by: 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.
Title: Re: [A14] cuproPanda's Mods - bA15 versions added (13 Aug 16)
Post by: 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)
Title: Re: [A14] cuproPanda's Mods - bA15 versions added (13 Aug 16)
Post by: cuproPanda on August 27, 2016, 12:12:12 PM
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.

Why do you think they should be bigger? Smokers are normally pretty small; household smokers can be around the size of an end table. The well is just a hole in the ground, and a 1m diameter is a decent size, although they can easily be around a 2x2 (2m+) or larger. As for the furnace, other than charring bodies all the recipes basically take up the space of a household oven.

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)

The bulk traders that sell copper are an additional trader, they don't overwrite the vanilla traders. I did that so there wouldn't be a mod conflict when multiple mods try overriding the same trader, that way copper should still be available. The trade-off is that traders don't always come stocked with copper.
Title: Re: [A14] cuproPanda's Mods - bA15 versions added (13 Aug 16)
Post by: 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 :)
Title: Re: [A14] cuproPanda's Mods - bA15 versions added (13 Aug 16)
Post by: cuproPanda on August 27, 2016, 07:32:22 PM
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 :)

That's strange. I want to say it was just a strong coincidence, but maybe there was a conflict. I'll see what I  can find out. Glad it's working, at least!
Title: Re: [A14] cuproPanda's Mods - A15 testing versions available (28 Aug 16)
Post by: cuproPanda on August 28, 2016, 05:45:01 PM
A15 versions are working without giving errors on loading. I'm currently testing them to make sure there aren't any sneaky issues before updating the posts. Download link on the main post for those interested in playing!
Title: Re: [A14] cuproPanda's Mods - A15 testing versions available (28 Aug 16)
Post by: cuproPanda on August 28, 2016, 07:08:04 PM
Anyone having issues with the quarry, please redownload the mod. I included the wrong .dll
Title: Re: [A14] cuproPanda's Mods - A15 testing versions available (28 Aug 16)
Post by: Adventurer on August 28, 2016, 07:20:27 PM
Hey cupro, Vegetable Garden has updated, so if Soda Garden needs to be adjusted now is a good time.

I'm personally waiting on CCL...
Title: Re: [A14] cuproPanda's Mods - A15 testing versions available (28 Aug 16)
Post by: timeandtherani on August 29, 2016, 05:39:11 PM
None of the mods are working for me in A15. 
Title: Re: [A14] cuproPanda's Mods - A15 testing versions available (28 Aug 16)
Post by: 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?
Title: Re: [A14] cuproPanda's Mods - A15 testing versions available (28 Aug 16)
Post by: Deimos Rast on August 30, 2016, 04:01:16 PM
Quote from: Shinkai on August 29, 2016, 10:27:11 PM
Hmm. Dont see Rimpharma in the testing versions. Still being reworked?
If 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.
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).
Title: Re: [A14] cuproPanda's Mods - A15 testing versions available (28 Aug 16)
Post by: Shinkai on August 30, 2016, 06:04:15 PM
Quote from: Deimos Rast on August 30, 2016, 04:01:16 PM
Quote from: Shinkai on August 29, 2016, 10:27:11 PM
Hmm. Dont see Rimpharma in the testing versions. Still being reworked?
If 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.
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).

Dang. Oh well I guess since Neutroamine can be made into Medicine it really is moot. I did like the painkillers though.
Title: Re: [A14] cuproPanda's Mods - A15 testing versions available (28 Aug 16)
Post by: Deimos Rast on August 30, 2016, 06:28:33 PM
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.
You 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).
------------------

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)
Title: Re: [A14] cuproPanda's Mods - A15 testing versions available (28 Aug 16)
Post by: 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.
Title: Re: [A14] cuproPanda's Mods - A15 testing versions available (28 Aug 16)
Post by: Deimos Rast on August 31, 2016, 04:36:40 PM
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.
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.
Title: Re: [A14] cuproPanda's Mods - A15 testing versions available (28 Aug 16)
Post by: 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).
Title: Re: [A14] cuproPanda's Mods - A15 testing versions available (28 Aug 16)
Post by: Trigon on August 31, 2016, 09:06:45 PM
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).
I 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.
Title: Re: [A14] cuproPanda's Mods - A15 testing versions available (28 Aug 16)
Post by: cuproPanda on September 01, 2016, 12:58:29 PM
So far all the mods are working without issues. I did have to make a minor fix to the quarry telling it to track blocks so it could use the Do Until bill.


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?

Bricks were moved to the Random Additions (RAD) mod. Too many people complaining about unnecessary things in the core mod, so I moved them out into a completely modular mod, that way any feature a player doesn't want, they can easily remove by simply deleting a folder.

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).

I don't know why CFG was listed that way, seeing as it is very easy to update. I don't play with it, so that's why it isn't in the list of A15 mods; I am now working on my main computer, so I had to transfer files over from my laptop.

I'm really not concerned with people using my content. I started out modding by cloning the chess table and slowly learning from there. If my mods can help someone learn to mod, even if they just take one of my mods and alter it how they think works best, there's no reason a license should get in the way. Yes, I put a lot of hard work into my mods, but I did so because I wanted to, because I liked it, and because it helped me learn to be a better programmer and game designer. The only thing I ask for is a simple "Based on cuproPanda's ___ mod"

I wanted to give coldstones more uses, but I couldn't think of anything. I wanted to just get rid of them altogether, but there's no other way to make a powerless freezer, so...

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.

Additional Joy Objects also has painkillers. They aren't craftable, but there's still an option.

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.

As Deimos said, it sounds like you downloaded the wrong versions. Currently A15 mods are all on the main post, "Untested A15 versions"

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 PM
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).
I 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.

Thank you  :D



Title: Re: [A14] cuproPanda's Mods - A15 testing versions available (28 Aug 16)
Post by: 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.
Title: Re: [A14] cuproPanda's Mods - A15 testing versions available (28 Aug 16)
Post by: cuproPanda on September 01, 2016, 05:55:42 PM
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.

The passive cooler only cools to 15C/59F degrees, which isn't even refrigerated (4C/40F). The charcoal pit used to have bills, but I never wanted it to; a charcoal pit only needs to be set up, then it handles the rest. This way, the pit can burn for a more realistic amount of time without forcing someone to wait there monitoring it.
Title: Re: [A14] cuproPanda's Mods - A15 testing versions available (28 Aug 16)
Post by: timeandtherani on September 01, 2016, 06:04:19 PM
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.

Got it, thank you!  I was looking in the wrong place.
Title: Re: [A14] cuproPanda's Mods - A15 testing versions available (28 Aug 16)
Post by: 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?
Title: Re: [A14] cuproPanda's Mods - A15 testing versions available (28 Aug 16)
Post by: cuproPanda on September 01, 2016, 10:25:35 PM
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?

Once the well has at least 1200 units of water, a button will be available to empty the water into buckets. The buckets can be crafted into 12 bottles at a simple crafting table or a stove, with no additional material cost.
Title: Re: [A14] cuproPanda's Mods - A15 testing versions available (28 Aug 16)
Post by: 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? 
Title: Re: [A14] cuproPanda's Mods - A15 testing versions available (28 Aug 16)
Post by: cuproPanda on September 02, 2016, 06:46:14 PM
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?

The well can be placed anywhere. It fills quicker if it's outdoors and it's raining. The rain barrels can also be used, but they only fill when it's raining.
Title: Re: [A14] cuproPanda's Mods - A15 testing versions available (28 Aug 16)
Post by: Adventurer on September 02, 2016, 09:58:40 PM
Do you plan on updating Soda Garden?
Title: Re: [A14] cuproPanda's Mods - A15 testing versions available (28 Aug 16)
Post by: cuproPanda on September 03, 2016, 01:21:18 AM
Quote from: Adventurer on September 02, 2016, 09:58:40 PM
Do you plan on updating Soda Garden?

I'm not going to, sorry.

I swear life is conspiring against me. Yesterday there was a hurricane where I am and in my rush to haul groceries up the stairs I slipped and fractured a rib. I can't even sit down now. FML
Title: Re: [A14] cuproPanda's Mods - A15 testing versions available (28 Aug 16)
Post by: 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.
Title: Re: [A14] cuproPanda's Mods - A15 testing versions available (28 Aug 16)
Post by: cuproPanda on September 03, 2016, 05:19:20 PM
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.

Thank you. The mods are updated and working, I just need to update the links and descriptions. Ill do that sometime this week.
Title: Re: [A14] cuproPanda's Mods - A15 testing versions available (28 Aug 16)
Post by: dismar on September 03, 2016, 07:26:47 PM
*Hugs*
Title: Re: [A14] cuproPanda's Mods - A15 testing versions available (28 Aug 16)
Post by: hentiger on September 04, 2016, 05:00:03 AM
hey, I'm big fan of you.

fractures are very painful I know, even painkillers cannot kill pains all

I hope you'll get well
Title: Re: [A12d] cuproPanda's Mods (Joy v2.50, Soda v1.20, Zen v0.13) (14 Sep 15)
Post by: John_Bigless on September 04, 2016, 12:47:06 PM
Quote from: Killaim on May 31, 2015, 05:20:17 PM
the best joy mechanic ever

a table with
(http://www.planetjune.com/blog/images/bubblewrap.jpg)


you are welcome
Satysfaction bar anyone?
Title: Re: [A14] cuproPanda's Mods - A15 testing versions available (28 Aug 16)
Post by: Adventurer on September 07, 2016, 02:19:55 AM
Quote from: cuproPanda on September 03, 2016, 05:19:20 PM
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.

Thank you. The mods are updated and working, I just need to update the links and descriptions. Ill do that sometime this week.

There is a bit of confusion over this post. Will Soda Garden be part of the update, or is it no longer going to be updated?
Title: Re: [A14] cuproPanda's Mods - A15 testing versions available (28 Aug 16)
Post by: Shinkai on September 08, 2016, 12:25:33 AM
Quote from: Deimos Rast on August 30, 2016, 06:28:33 PM
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.
You 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).
------------------

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)

I do have Veg Garden but the only thing about medicine is Aloe and bandages(and kits made from bandages) No actual painkillers. Might have to dabble in modding myself. :D

Quote from: cuproPanda on September 01, 2016, 12:58:29 PM/snip

Thanks for the reply and thanks for making these mods. I'll take a look. Hope you feel better.

Edit: Cant seem to find the wood burning crematorium and the crucible forge(God Mode)

Have those been removed? I have put the Powerless mod into the folder. The A15 untested/unstable versions are what I downloaded.

Edit 2: Never mind found it. wood burning crema seems to be the furnace now(there's a bill for it.) and the crucible is an seperate addon.
Title: Re: [A14] cuproPanda's Mods - A15 testing versions available (28 Aug 16)
Post by: 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?
Title: Re: [A14] cuproPanda's Mods - A15 testing versions available (28 Aug 16)
Post by: ExiledAlchemist on September 23, 2016, 06:11:03 AM
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?

Brunayla's Security Co mod collection has them. Just note that the download is a pack of all mods made by Brunayla however you don't have to install all of them to get the mod you want to use.

https://ludeon.com/forums/index.php?topic=7179.0

After downloading the zip look for the Non Decaying Storage folder and extract it. The storage racks in it work the same way the only addition is that the racks stop items from having decay. The items like food for example will still spoil as normal.
Title: Re: [A15] cuproPanda's Mods - Last update for a while (28 Aug 16)
Post by: 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: 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?
You 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).


I don't know how long it will be before I make another post, so let me say now: anyone can update, modify, etc. any and all of my mods. I;m not going to be able to update for A16 and possibly future versions.
Title: Re: [A15] cuproPanda's Mods - Last update for a while (28 Aug 16)
Post by: dismar on September 27, 2016, 12:57:48 AM
I'll be maintaining a version of Soda Garden on my page from now on.

I wish you good health and tons of money.

And I'll miss you Cupro!
Title: Re: [A15] cuproPanda's Mods - Last update for a while (28 Aug 16)
Post by: nachtfalter on September 27, 2016, 09:00:10 AM
I really enjoyed using your mods in my last game, they look awesome and are super useful.
Please update to 15 =)
Title: Re: [A15] cuproPanda's Mods - Last update for a while (28 Aug 16)
Post by: Trynt on October 14, 2016, 12:20:25 AM
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)
Title: Re: [A15] cuproPanda's Mods - Last update for a while (28 Aug 16)
Post by: Adventurer on October 14, 2016, 12:38:04 AM
Quote from: Trynt on October 14, 2016, 12:20:25 AM
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)
cuproPanda 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.
Title: Re: [A15] cuproPanda's Mods - Last update for a while (28 Aug 16)
Post by: jmababa on October 15, 2016, 08:11:02 AM
I'm modifiying joy to be standalone seperate from his core but now needs dye vat 1.0 its below gliter tech haha had to use dye as paint for painting but still has bugs so still fixing it and as I saw that large chess in reddit now I'm thinking why not I add too a gigantic chess for your colonists to play
Title: Re: [A15] cuproPanda's Mods - Last update for a while (28 Aug 16)
Post by: jmababa on October 15, 2016, 09:23:24 AM
I'm gonna release this one now joy objects standalone mod. Do not mind the reds I've taken away some core parts to make the Joy the only thing that works now tell me If I missed something to put in the CP folder don't tell me about the parts that are redundunt to Joy objects. i deleted those to only use joy objects. Here it is https://mega.nz/#!FZ81waqA!4JLlDj0dqnajknHvrbJYzj1UV_b4CeM_o8rTI4s8jsU (https://mega.nz/#!FZ81waqA!4JLlDj0dqnajknHvrbJYzj1UV_b4CeM_o8rTI4s8jsU)
Title: Re: [A15] cuproPanda's Mods - Last update for a while (28 Aug 16)
Post by: legendary on October 15, 2016, 09:37:14 AM
Cupro, please update "BrainMod". Thank you!
Title: Re: [A15] cuproPanda's Mods - Last update for a while (28 Aug 16)
Post by: jmababa on October 15, 2016, 10:06:23 AM
oops forgot to add that you buy paper and painting supplies from traders now
Title: Re: [A15] cuproPanda's Mods - Last update for a while (28 Aug 16)
Post by: jmababa on October 15, 2016, 10:43:10 AM
Quote 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
Title: Re: [A15] cuproPanda's Mods - Last update for a while (28 Aug 16)
Post by: legendary on October 16, 2016, 02:52:17 AM
Quote from: jmababa on October 15, 2016, 10:43:10 AM
Quote 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

Please do that :)
Title: Re: [A15] cuproPanda's Mods - Last update for a while (28 Aug 16)
Post by: SynsPlayground on October 17, 2016, 09:57:02 AM
Hope your feeling better cupo, love these mods and cant wait to use them again in 15 <3
Title: Re: [A15] cuproPanda's Mods - Last update for a while (28 Aug 16)
Post by: Adventurer on October 17, 2016, 08:43:22 PM
Quote from: SynsPlayground on October 17, 2016, 09:57:02 AM
Hope your feeling better cupo, love these mods and cant wait to use them again in 15 <3
They're already updated for 15.
Title: Re: [A15] cuproPanda's Mods - Last update for a while (28 Aug 16)
Post by: 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?
Title: Re: [A15] cuproPanda's Mods - Last update for a while (28 Aug 16)
Post by: cuproPanda on November 17, 2016, 09:07:20 PM
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?

Powerless now automatically detects if there are various woods (bamboo or rubber wood) and adjusts its recipes accordingly.
Title: Re: [A15] cuproPanda's Mods - Last update for a while (28 Aug 16)
Post by: Dagothra on November 19, 2016, 07:20:47 PM
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.

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"?
Title: Re: [A15] cuproPanda's Mods - Last update for a while (28 Aug 16)
Post by: Szara on November 19, 2016, 08:26:25 PM
Quote from: Dagothra on November 19, 2016, 07:20:47 PM
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.


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"?


At the top of the front page there's a link titled Working A15 Versions or summut, linked to this https://drive.google.com/file/d/0B5G9Kj3ckhy9MFdYc2NHMmw4WEk/view
Title: Re: [A15] cuproPanda's Mods - Last update for a while (28 Aug 16)
Post by: samuk190 on November 20, 2016, 04:39:02 PM
Quote from: legendary on October 15, 2016, 09:37:14 AM
Cupro, please update "BrainMod". Thank you!
Warzone 2100, LOL i played this when i was kid. I liked your signature. Sighh
Title: Re: [A15] cuproPanda's Mods - Last update for a while (28 Aug 16)
Post by: 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?
Title: Re: [A15] cuproPanda's Mods - Last update for a while (28 Aug 16)
Post by: Adventurer on November 21, 2016, 07:33:18 PM
whhyyy are you using mods for the tutorial?
Title: Re: [A15] cuproPanda's Mods - Last update for a while (28 Aug 16)
Post by: Thundercraft on November 26, 2016, 01:17:08 AM
Suggestion: For another item to build for Additional Joy Objects, how about a "Hot tub" or similar? Since this is a sort of simulation of life in Medieval, Industrial, and Space-age societies, I think that would fit.

Of course, it should require power to function (heat the water). And, since cupro's mods already include ways to gather water, you could have this device require to be stocked with water, similar to how wood stoves and such automatically generate an order to restock with wood. And because of the cost - resources to build, power, and water - it should give a higher joy bonus than, say, the Chess table or Dartboard.

Quote from: Adventurer on November 21, 2016, 07:33:18 PMwhhyyy are you using mods for the tutorial?

Why not? Maybe some of us want to use a few mods right off the bat? You know I'm not the only one who's done that.  :P
Title: Re: [A15] cuproPanda's Mods - Last update for a while (28 Aug 16)
Post by: 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.
Title: Re: [A15] cuproPanda's Mods - Last update for a while (28 Aug 16)
Post by: 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.
Title: Re: [A15] cuproPanda's Mods - Last update for a while (28 Aug 16)
Post by: Thundercraft on November 27, 2016, 01:38:16 AM
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 !

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?
Title: Re: [A15] cuproPanda's Mods - Last update for a while (28 Aug 16)
Post by: MissQuinn122 on November 27, 2016, 10:53:39 AM
Quote from: Thundercraft on November 27, 2016, 01:38:16 AM
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 !

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?

I don't have Random Additions added, but otherwise yes, I've got everything in the proper order. I'll give that a shot and see if it helps, thank you!
Title: Re: [A15] cuproPanda's Mods - Last update for a while (28 Aug 16)
Post by: 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
Title: Re: [A15] cuproPanda's Mods - Last update for a while (28 Aug 16)
Post by: cuproPanda on December 05, 2016, 11:46:02 PM
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?

These changes were made before the tutorial was implemented, and were overlooked when updating to A15.

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.

Windows can be built on a constructed wall when one side is completely indoors (has a finished roof) and one side is outdoors. They shouldn't be able to be built on doors - I thought I put a check in to prevent that.

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.

These were moved to the Random Additions (RAD) mod, since many people didn't want them in their game.

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

I'm seeing hash collisions between a lot of objects in you log. Considering the RW hashing system allows for over 65 thousand entries per def type, and Construction Bots aren't the same type as a rock wall (mineable copper), the issue is either caused by a mod, or it's a bug in the base game. Hopefully the impact is minor, but seeing as the hashes are used to identify specific instances of objects, it could cause problems.
Title: Re: [A15] cuproPanda's Mods - Last update for a while (28 Aug 16)
Post by: alsoandanswer on December 26, 2016, 06:46:19 AM
with the additional joy objects mod, how do i make painting materials?
Title: Re: [A15] cuproPanda's Mods - Last update for a while (28 Aug 16)
Post by: 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
Title: Re: [A15] cuproPanda's Mods - Last update for a while (28 Aug 16)
Post by: alsoandanswer on December 26, 2016, 09:07:28 AM
additional joy objects are A16 on the steam workshop edition, mate
Title: Re: [A15] cuproPanda's Mods - Last update for a while (28 Aug 16)
Post by: Love on December 26, 2016, 09:11:11 AM
Quote from: alsoandanswer on December 26, 2016, 09:07:28 AM
additional joy objects are A16 on the steam workshop edition, mate
Say what?
Title: Re: [A15] cuproPanda's Mods - Last update for a while (28 Aug 16)
Post by: cuproPanda on December 26, 2016, 09:33:44 AM
Quote from: alsoandanswer on December 26, 2016, 06:46:19 AM
with the additional joy objects mod, how do i make painting materials?

Cook rainbow petals (from spectago flower) at a stove.

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

Unfortunately not. I'm currently hard at work making my own game and don't have the time to work on updates. There is  an update (https://ludeon.com/forums/index.php?topic=28563) for Additional Joy Objects for A16
Title: Re: [A15] cuproPanda's Mods - Last update for a while (28 Aug 16)
Post by: Beere on December 26, 2016, 09:41:56 AM
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

Unfortunately not. I'm currently hard at work making my own game and don't have the time to work on updates. There is  an update (https://ludeon.com/forums/index.php?topic=28563) for Additional Joy Objects for A16
[/quote]

Ohha O.O Good luck with your game :) and thanks for the link. I totaly missed that.

Quote from: alsoandanswer on December 26, 2016, 09:07:28 AM
additional joy objects are A16 on the steam workshop edition, mate
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 ;)
Anyways, thanks.
Title: Re: [A15] cuproPanda's Mods - Last update for a while (28 Aug 16)
Post by: Love on December 26, 2016, 09:53:48 AM
A lot of code and resources from Cupro Drinks is now available as part of Vegetable Garden's 'Soda Garden' addon now too.
Title: Re: [A15] cuproPanda's Mods - Last update for a while (28 Aug 16)
Post by: 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
Title: Re: [A15] cuproPanda's Mods - Last update for a while (28 Aug 16)
Post by: Deagroth on December 28, 2016, 06:38:18 PM
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 ;)

The number of the folder can be found when looking at the steam url of the mod's workshop page, /filedetails/?id=(mod's numeric folder name).

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

From what I've experienced and seen in the error log for trying to load the Ancient Amulets, just go into the Equipment_Rings_AMU and Equipment_Medallions_AMU xmls and remove "Base" from <BaseHealingQuality></BaseHealingQuality>.  It'll just be <HealingQuality></HealingQuality> afterwards and that mod should work just fine.  I used Ancient Amulets as a base to make my own personal overpowered amulet and that's all I had to do to get it to work.  That's also the only error I'm seeing when it gets loaded.

As Zen Garden requires corePanda I'm not sure how to get either of those working.  My modding knowledge is pretty limited right now.
Title: Re: [A15] cuproPanda's Mods - Last update for a while (28 Aug 16)
Post by: Hydromancerx on January 01, 2017, 09:06:42 PM
Anyone know a way to get core panda to work?
Title: Re: [A15] cuproPanda's Mods - Last update for a while (28 Aug 16)
Post by: 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.
Title: Re: [A15] cuproPanda's Mods - Last update for a while (28 Aug 16)
Post by: cuproPanda on January 11, 2017, 10:30:03 AM
Quote from: Hydromancerx on January 01, 2017, 09:06:42 PM
Anyone know a way to get core panda to work?

It won't, or shouldn't. It's for A15.

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.

See Love's thread (https://ludeon.com/forums/index.php?topic=28563), my mods aren't updated to A16.
Title: Re: [A15] cuproPanda's Mods - Last update for a while (28 Aug 16)
Post by: lllMWNlll on January 11, 2017, 02:15:29 PM
Quote from: cuproPanda on January 11, 2017, 10:30:03 AM
Quote from: Hydromancerx on January 01, 2017, 09:06:42 PM
Quote from: carpediembr on January 10, 2017, 01:50:53 PM

CuproPanda will you update your mods? They are excellent mods i don't want them to see them update.
Title: Re: [A15] cuproPanda's Mods - Last update for a while (28 Aug 16)
Post by: Danielz on January 27, 2017, 12:33:24 PM
where is the A15 download-link?

i coudnt find the A15 download for non steam users (dropbox/mediafire/...)
in some posts you said you would have updated it to A15
i would be happy if you could reply me with a link
i dont check my email very often so it would be good if you reply me with a post
i have attached a screenshots of the downloads i found

im sorry if i made any mistakes with posting or spelling, im new here and not english








[attachment deleted by admin due to age]
Title: Re: [A15] cuproPanda's Mods - Last update for a while (28 Aug 16)
Post by: zmadz on January 27, 2017, 03:07:57 PM
it's the first link you see in the text, working a15 versions
Title: Re: [A15] cuproPanda's Mods - Last update for a while (28 Aug 16)
Post by: Danielz on January 28, 2017, 03:43:54 AM
Quote from: zmadz on January 27, 2017, 03:07:57 PM
it's the first link you see in the text, working a15 versions

thanks that was so easy  how could i have not seen this
Title: Re: [A15] cuproPanda's Mods - Last update for a while (28 Aug 16)
Post by: Malachi_Draven on March 15, 2017, 05:25:39 PM
I'd really love to see these mods updated for A16. Especially the Zen Garden and Powerless ones. Base building just isn't the same without all those pretty hedges, fountains, and blue pylons...
Title: Re: [A15] cuproPanda's Mods - Last update for a while (28 Aug 16)
Post by: shadowstitch on April 14, 2017, 02:28:07 AM
I also count myself among the people who truly miss these mods.

I considered the CP mods to be all but required after using them in a14-a15. Just about everything it added felt like it should have been in vanilla. I'm trying A16, and I just can't get used to playing without it; I find myself going back to a15 because the game just feels incomplete now.

I've gathered a few mods to help fill in the gaps, but it's still not the same. I miss not having dig spots, sand for sandbags, and the glass for windows, bottles, and lights. Why are we making sandbags out of steel? Basic things like wells, water, storage racks, toggled vents and sinks should be part of the base game, no question. Besides the core additions, I sorely miss Expanded Power. The insulated batteries and conduit were brilliant, and none of the substitutes I've found really measure up. At least we got a semi-standalone Additional Joy Objects as a consolation.
Title: Re: [A15] cuproPanda's Mods - Last update for a while (28 Aug 16)
Post by: cuproPanda on April 24, 2017, 04:00:39 PM
I plan on working on the mods again sometime in June or July. I still have a lot to do for my game, and I have a ton more to learn. My savings are running thin, so I plan on going back to college for a year and getting a job after that - something simple to pay the bills while I keep working on my mods and on my game. The A17 versions of my mods will be different; I'll have to strip down what I have so I can regularly maintain them. I was getting a bit carried away with my mods before, adding features that didn't make a whole lot of sense and not fully flushing them out before releasing them, just for the sake of experimenting and pushing myself to learn more. It was fun - for me, and for players, I'm sure - but I need to return to the basics and add good content that works well, enhances the game, and is fun to play with.

What to expect:

CorePanda will be stripped down to the bare minimum to avoid forcing players to use content they don't want. Hopefully just code, but some things like basic materials may remain, depending on how I structure my mods. I'll try to restructure them to avoid needing to do this.

Additional Joy Objects, Cupro's Drinks, and Quarry will remain mostly untouched, except for a few tweaks (especially AJO).

Powerless will need to be changed to account for the new caravan system, something I didn't properly prepare for before.

Cupro's Alloys will may be shelved or maybe combined with into a new mod which includes new stone types, minerals, and the Extra Floors mod. I've done a lot of geological research for my game and would like to add ~12 new types of stone, but I'm not sure whether this would actually be a good addition or just complicate things.

Expanded Power will remain, but I would like to add new features and further refine what I have so far.

Zen Garden will need restructuring. I like it, but not how it works. I don't know if there's a way I can make it easier to construct the raked gravel, but I'll try. I'd also like to add some new flowers and garden stuff, moving away from being strictly for rock gardens.
Title: Re: [A15] cuproPanda's Mods - Last update for a while (28 Aug 16)
Post by: faltonico on April 27, 2017, 02:12:46 AM
Thank you again for your mods, they were wonderful in A15, and the partial port for A16 has been very good to have. I wish you the best in your enterprise, and I hope we will see you again sometime soon.
Title: Re: [A10-A15] cuproPanda's Mods (Old Thread)
Post by: cuproPanda on May 04, 2017, 12:42:55 PM
I'm locking this thread so the posts don't get too cluttered with old mods. When my mods are ready, I'll create a new thread. The older mod versions will remain, and I'll link to the new thread in this one and link to this one from the new thread, assuming I'm able to edit my posts after locking.

Thank you everyone for the praise and support!