Ludeon Forums

RimWorld => Releases => Mods => Outdated => Topic started by: skullywag on June 29, 2015, 06:29:18 PM

Title: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: skullywag on June 29, 2015, 06:29:18 PM
Skullywags Misc Mods

Here are some mods that didnt really fit any particular category:

Click the images to download from my github.

(http://i.imgur.com/Sh4DUkW.png)[/url]
Ceiling, wall and path lamps that use less energy than vanilla (path lamp doesnt use power and is not complete yet).



(http://i.imgur.com/30lm4ZX.png) (https://github.com/Skullywag/BetterCoolers/releases/tag/BetterCoolers1.4)
Lattas coolers from RedistHeat mod, repackaged so they replace vanilla coolers, for those that wanted the nicer looking vents without the rest of the mod.
All thanks should be directed to Latta, I just repackaged it.


(http://i.imgur.com/9ddXuLc.png) (https://github.com/Skullywag/BetterVents/releases/tag/BetterVents1.4)
Lattas vents from RedistHeat mod, repackaged so they replace vanilla coolers, for those that wanted the nicer looking vents without the rest of the mod.
All thanks should be directed to Latta, I just repackaged it.

(http://i.imgur.com/8H8eIbd.png) (https://github.com/Skullywag/ExtendedFabrics/releases/tag/ExtendedFabrics1.5)
Makes cotton and devilstrand plants drop raw resource for processing, allows synthread and hyperweave to be crafted.

(http://i.imgur.com/8933s9k.png)[/url]
Allows all medicine types to be crafted via new table.


(http://i.imgur.com/uSZkRff.png)[/url]
The ol roof bomb, allows removal of all roofs within a 3x3 radius, multiple may be required.


(http://i.imgur.com/2gPjNDX.png)[/url]
A machine that allows the fixing of scars, right click with a colonist selected to send them here, warning takes time so make sure they are prepared for it.


(http://i.imgur.com/3CJogjC.png) (https://github.com/Skullywag/ExtendedStorage/releases/tag/ExtendedStorage3.0.1.1)
Storage buildings that use a clever multistacking system (not merging like it used to), with the label and texture being updated to reflect actual stack contents (no more half stack image for a over fullstack stack), the input cell can still only ever hold 75 or 1 max stack. The clothing rack should also work now as well! You can thank DoctorVanGogh for this entirely, its all his work! Thanks buddy!
- Also contains a freezer chest that can freeze the items within it. Temporarily disabled.
Now has auto locking mechanism where it will accept only the 1st item type in the allowed list until its empty again, therefore stopping it gumming up and allowing the stacking mechanism to continue working. Thanks to Fluffy for this. Also Thanks to spdskatr for the 2.0 harmony release for A17. Also thanks to EldVarg for the texture overhaul.

(http://i.imgur.com/n1UHH2L.png)[/url]
Moves frail and badback to spine and makes spines and other parts able to have surgery and be removed (pelvis eyes, ears, noes etc)and replaced.


(http://i.imgur.com/TeqXMMY.png)[/url]
Adds a well for collecting water to allow the laying of water based "terrain", must be located near a natural water source, also adds composting bins that will take food and corpses and after a while produce compost, this allows laying most types of natural flooring.



(http://i.imgur.com/YOXk4r2.png) (https://github.com/Skullywag/ReclaimFabric/releases/tag/ReclaimFabric1.9)
Allows tailors to reclaim fabrics from apparel, amount of apparel reclaimed is based on degradation of the apparel and tailor skill.

I need to do another pass over some of the textures as they are a little off, but they are usable for now.

Thanks to mrofa for the Dermal Regenerator textures.

Please test the hell out of the Dermal Regenerator, i need to know if its too OP, or if ive got the time/sickness levels right?

Credit to Mipen for his deep storage code, ive used it in the storage buildings.

Thanks to Marnador for his awesome Rimworld font (https://ludeon.com/forums/index.php?topic=11022.0)

License - You may do whatever you want with the code in my mods, except for straight updating it (leave that to me please) as long as you dont use it to make money in any way shape or form. This includes taking donations. Modpack owners I require a PM to request inclusion. Art within my mods may not be used without consent, some of the art was not done by me so PM me first.
Title: Re: [A11] Skullywags Misc mods - Lights, Crafting, RoofBomb
Post by: FlorenceTWA on June 30, 2015, 01:05:57 AM
OMG yesssssssssss now I can build EVERYTHING in plasteel! Thank you so much you're amazing ;D
Title: Re: [A11] Skullywags Misc mods - Lights, Crafting, RoofBomb
Post by: Mrshilka on June 30, 2015, 10:02:16 AM
Roof Bomb, thanks so much Man I Love this mod!.
Title: Re: [A11] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer
Post by: skullywag on July 04, 2015, 12:36:53 PM
Dermal Regenerator added, fixes scars.
Title: Re: [A11] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer
Post by: Goldsmyths on July 04, 2015, 09:43:33 PM
>>fixes scars
AWWW YEAH! (https://www.youtube.com/watch?v=_J6-3l3hCm0), Thank You :)
Title: Re: [A11b] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer
Post by: skullywag on July 05, 2015, 04:24:18 AM
updated some mods to fix duplicate key bindings, A11b compatible.
Title: Re: [A11b] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer
Post by: Patrykbono20 on July 05, 2015, 06:03:35 AM
work fine with Superior Crafting and some others popular mods ?
Title: Re: [A11b] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer
Post by: skullywag on July 05, 2015, 06:50:04 AM
Quote from: Patrykbono20 on July 05, 2015, 06:03:35 AM
work fine with Superior Crafting and some others popular mods ?

no idea, dont use it. Try it and let me know.
Title: Re: [A11b] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on July 05, 2015, 09:01:06 AM
MoreStorage/OmniStorage added (and renamed again lol) these use the same method as Mipens MD2 deep storage. Thanks to him for the codes!
Title: Re: [A11b] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: LanMc on July 05, 2015, 11:09:38 AM
As always... lovely, lovely, thank you thank you! 
Title: Re: [A11b] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: NemesisN on July 05, 2015, 12:26:36 PM
so what do you mean by extended storage ? how much can I store in it or its the same like the Mod you took it from ?
Title: Re: [A11b] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on July 05, 2015, 01:14:16 PM
it works like the MD2 storage, you put stacks in one side and it moves them to the other up to the limit set in the xml def.
Title: Re: [A11b] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: rdz1122 on July 07, 2015, 05:18:45 PM
Can someone assist me in using the Dermal Regenerator?  I can't seem to find a way to initiate the scar healing.
Title: Re: [A11b] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on July 07, 2015, 06:39:05 PM
pick a dude and right click on it, you should get a menu option to use it.
Title: Re: [A11b] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: rdz1122 on July 07, 2015, 08:06:49 PM
Yeah, I thought it should be that obvious, but it isn't an option.  Maybe some other mods I have affect it in some way.
Title: Re: [A11b] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Ouan on July 07, 2015, 11:21:15 PM
Time to put this dermal regeneration to the test! Thanks for this!
Title: Re: [A11b] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: harpo99999 on July 08, 2015, 05:37:53 AM
skullywag, I also have NOT been able to get the 'dermal regenerator' to do anything more than  consume electricity, and I tried the bills menu (empty), and the select a colonist with scar and then right click on powered 'dermal regererator', no repsonse.
can you PLEASE instruct on HOW to use said dermal regenerator
Title: Re: [A11b] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on July 08, 2015, 06:02:43 AM
hmm let me check which version got uploaded, could be i derped.
Title: Re: [A11b] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: TP108 on July 09, 2015, 08:29:48 PM
Would there be a way to modify the Skip and Wooden Pallet to allow for more than the default amount? I noticed in the xml there was a maxStorage parameter on some of the other storage options, but not on the skip or pallet.
Title: Re: [A11b] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Vas on July 10, 2015, 01:44:22 AM
There isn't much info on this page about the mods.  The only one I may use is the roof bomb because of roof glitches in the game, that would clearly be solved if Tynan implemented this (http://ludeon.com/forums/index.php?topic=13373.0).

As for the scar fixing machine, you do know that we have the technology, now, today, to fix most scars and make them go away?  I don't even know why the game causes you to always be in pain from a scar.  [spoiler]I've had a guinnie pig bite through my thumb all the way to the nail, permanent scar.  I've had a cat bite my hand, 5 permanent scars.  I've stepped on a nail twice, both feet, one nail went all the way to the bone.  The star is gone on one, and almost gone on the other.  I've fallen and landed on a nail in my hand, the scar is still there but fades a little more every few years.  I was stabbed in the leg in a dream, woke up with a permanent scar in my leg in that exact spot.  Kinda strange that dreams can cause scars, but anyway...  I broke my chin once when I was younger, permanent largerish scar there.  And my biggest scar, I cut my head wide open on the back, when I was two years old, throwing a tantrum and jumped off my mother's bed and hit the back of my head on the corner of the snake's cage, shattering the cage wide open and spilling out large chunks of blood, requiring quite a few stitches.  It's a pretty large scar too.[/spoiler]

So, I have what, between 8-10 scars?  And none of them hurt or hinder me.  I've seen bite marks in the game become permanent scars and cause permanent pain and lower the mood permanently for my colonists also hindering the slightly.

We have technology and medical treatments for scars too that enable you to make them go away with time, small scars like bite marks are super easy to get rid of.  So a machine like this would only benefit healing large scars or deep scars (bullet holes) quickly where as you should just make a medical thing to get rid of smaller scars.  If it's possible for you to make it determine what a smaller scar is compared to a larger one.  Perhaps if you can filter it so animal bites qualify as small while battle wounds are large.  Just throwing out some ideas and info.  :P
Title: Re: [A11b] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on July 10, 2015, 03:24:14 AM
Nope. The game doesnt have different levels of injury. A scar is a scar is a scar. Nothing i can do bar overhaul the whole system....
Title: Re: [A11b] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: harpo99999 on July 10, 2015, 06:48:06 AM
Quote from: skullywag on July 10, 2015, 03:24:14 AM
Nope. The game doesnt have different levels of injury. A scar is a scar is a scar. Nothing i can do bar overhaul the whole system....
BUT your so-called 'dermal regenerator'  DOES NOT WORK and there are NO instructions on HOW to get it to work, have you checked that you released the CORRECT mod????
or did you WAG the day that testing of projects was covered in school????
or was your skull wagging from your body???
Title: Re: [A11b] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Vas on July 10, 2015, 11:34:09 AM
Quote from: skullywag on July 10, 2015, 03:24:14 AM
Nope. The game doesnt have different levels of injury. A scar is a scar is a scar. Nothing i can do bar overhaul the whole system....

Hmm.  Maybe it's possible for you to make it detect what kind of scar it is based on the definition of the scar?  I haven't seen how the system describes a scar though.  I know if you hover over a scar, it tells you what it came from.  "Old gunshot wound" "Animal bite" etc.  Or maybe I'm remembering wrong.  I'll be back after I generate a few colonists with scars and make some new ones and see.
Title: Re: [A11b] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: TimTumm on July 10, 2015, 12:47:54 PM
Quote from: harpo99999 on July 08, 2015, 05:37:53 AM
skullywag, I also have NOT been able to get the 'dermal regenerator' to do anything more than  consume electricity, and I tried the bills menu (empty), and the select a colonist with scar and then right click on powered 'dermal regererator', no repsonse.
can you PLEASE instruct on HOW to use said dermal regenerator

Same thing.  I get a blank bills menu, and no scar removal.  It just sits there mocking me.
Title: Re: [A11b] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on July 10, 2015, 02:14:45 PM
Guys i know its broke. Time is not something i have a lot of at the moment, ill get to it soon. The different injurys are just text labels im already looking for the word "scar" already (which is pretty hacky).
Title: Re: [A11b] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Vas on July 10, 2015, 02:44:11 PM
Maybe we can get Tynan to add a class of injury, so animal bites and small stuff doesn't hurt.  And injury age too.
Title: Re: [A11b] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on July 10, 2015, 02:47:50 PM
The check for the scars is currently looking for "isOld" and label contains "scar". I can (and will) do others, but as stated its pretty hacky. If modders stick to the core naming conventions for injurys it should work for them. Ill have a look now as have 10 mins spare and see if i cant fix it.
Title: Re: [A11b] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on July 10, 2015, 03:11:54 PM
ok redownload it, should be working now, weirdly it was working fine locally on my A11b, recompiled it again and it did detect changes so please retry, Tynan did say the api hadnt changed but the bpi had (code talk) so that could explain why this didnt just work on A11b, but not why mine worked??? ah well.
Title: Re: [A11b] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Vas on July 12, 2015, 03:35:52 AM
I'm going to assume that this doesn't work in 11a anymore because it's been updated to 11b, so I can't test it.  :P
Title: Re: [A11b] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on July 12, 2015, 03:52:57 AM
i doubt it would work in A.
Title: Re: [A11b] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on July 13, 2015, 01:30:48 PM
Updated dermal regenerator to remove a redundant recipe file, also fixed the heal counter only going to 50% in the info panel.
Title: Re: [A11b] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Zapp Brannigan on July 16, 2015, 11:37:17 AM
I don't understand why everyone is having issues with the scarfix, I have multiple mods installed, simply select my scar covered colonist, right click the machine, and pick use. The bills tab does nothing, this is known, and if you have console enabled it will also through up an error, saying missing file, however it works WITHOUT the bills tab. Only thing that I think is that it actually takes too long. I've had 2 colonists have mental breaks and 1 starve to death after putting them in the machine, straight after waking up and feeding them. I think the main issue is that the "scanning" process takes too long, currently it takes just as long to scan as it does to treat. Scanning should be about half the time it is taking. Other than that, it seems very balanced. It doesn't fix other issues such has bad back or cataracts (I wish it did >_<) or even current injuries, so for a scar fixer it is balanced apart from the time taken.
Title: Re: [A11b] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on July 16, 2015, 12:10:53 PM
haha you currently have to prepare your colonist quite well for it to work, but i may reduce the times down a little so its not so brutal, other machines for other injuries are coming.
Title: Re: [A11b] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: darkrage000 on July 16, 2015, 02:39:14 PM
is there any system/code in the Dermal Regenerator that does partial healing, or tracks how much healing has been done?
for instance, i send a colonist into the generator, he spends some time in there and starts to get stressed and gets to t point of breaking.. can i stop the process, send him off to get better (mentally/food/sleep), then come back to finish it later?
Title: Re: [A11b] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on July 16, 2015, 02:48:43 PM
at the moment no, ill lower the time for now, or try to almost crypto freeze pawns in it, leave it with me.
Title: Re: [A11b] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Malaras on August 22, 2015, 11:59:32 AM
Storage update please, when you get time :)
Title: Re: [A11b] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: The13thRonin on August 22, 2015, 12:04:13 PM
What's the point of the storage stuff? It doesn't seem to store any extra stuff per tile and most of it is beauty -1?
Title: Re: [A11b] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on August 22, 2015, 12:56:52 PM
it was nothing more than a variety thing before, the next update incoming has MD2 DSU like storage...:)
Title: Re: [A11b] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Ouan on August 24, 2015, 03:05:30 AM
I have a question about the Dermal Regen machine. Will it be possible to fix your pets skin with it in the future? On my first totally vanilla colony, my poor monkey pet that I started off with had about five scars (he was OLD). I do not know if there is currently a way to perform surgeries to remove cataracts etc, or if there will be the need to a separate vet mod for A12
Title: Re: [A11b] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on August 24, 2015, 07:30:03 AM
ha i spotted the same thing in my game, ill look into it, cant promise anything but ill see whats possible, the issue i forsee is you can make your animals go somewhere apart from using the area system.....actually that might even just work you know...

Do an experiment for me, put a dermal reg down and make an allowed animal area on the centre cell, see what the machine does (dont do this in a save game...it might break).
Title: Re: [A11b] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Ouan on August 25, 2015, 03:57:43 PM
Will do Skullywag. Just a question, do your mods work for the current version? They still say A11b at the top of the thread.

Edit: I DLed the mod and put it on my old colony. Then could not place the Dermal Regenerator. Same deal for a new world. I do not know if there was a change between A11b and A12 for placing objects, but it will not let me place it even for testing purposes.
Title: Re: [A11b] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: harpo99999 on August 26, 2015, 06:35:51 AM
I have tried the dermal regenerator in an a12 game, and while no errors show, when the regenerator is built it disappears at the completion of the building
Title: Re: [A11b] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: mcduff on August 29, 2015, 08:02:16 AM
Has anyone tried the storage buildings on A12?
Title: Re: [A11b] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: AHare on August 29, 2015, 10:55:46 AM
Quote from: mcduff on August 29, 2015, 08:02:16 AM
Has anyone tried the storage buildings on A12?
They work, but there are constant errors in the log about not being able to get the VolumePerUnit, but it doesn't seem to be too much of an issue.
Title: Re: [A11b] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on August 29, 2015, 12:59:38 PM
i have not updated the releases yet, im still play testing some stuff, i have A12 compatible versions of all my mods but im making some little changes here and there and dont want to effect anyones save games until im done. A12s gonna be here for a while so now is the time im choosing to spend the time getting them right, it shouldnt be long now.
Title: Re: [A11b] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Malaras on August 29, 2015, 01:30:39 PM
Quote from: skullywag on August 29, 2015, 12:59:38 PM
i have not updated the releases yet, im still play testing some stuff, i have A12 compatible versions of all my mods but im making some little changes here and there and dont want to effect anyones save games until im done. A12s gonna be here for a while so now is the time im choosing to spend the time getting them right, it shouldnt be long now.

Awesome! can't wait for the storage update ;)
Title: Re: [A11b] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: confusedwings on August 29, 2015, 02:10:38 PM
First things first...
Nice mods
second... maybe, you can add a little discription so ppl know what they are getting.
Just a sort list with things you add and in a few words what it does...

Now you see a picture from the mod but don't know what to get... 1 extra item or a group items, research etc.

Still it looks like a verry nice collection of mods... i just give a tip to get those downloads going...

sorry if my english isn't that good... I speak Dutch so... my bad...
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Ouan on September 03, 2015, 05:00:52 PM
Awesome! Thanks for the updates! No more scars! Also using your additional lighting for the first time, so I will let you know how that works out. Thanks again!
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Der Failer on September 03, 2015, 06:10:36 PM
Uhm the link to the roof bomb don't work for me (good old 404).
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Ectoplasm on September 03, 2015, 06:44:08 PM
Quote from: Der Failer on September 03, 2015, 06:10:36 PM
Uhm the link to the roof bomb don't work for me (good old 404).

You can find it here.

https://github.com/Skullywag/RoofBomb
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on September 03, 2015, 07:03:16 PM
Derp fixed links, my bad.
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Malaras on September 03, 2015, 09:15:02 PM
Thanks for the update! Could we get the old skid back also to store Art on? Just for Deco, unless something else you wanted to add to it?
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Wonder Dog on September 04, 2015, 02:41:26 AM
The Skip is not stacking as it seemes to be missing tag "maxStorage" . 

I added <maxStorage>300</maxStorage> to Storage_Skip.xml to fix.

Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on September 04, 2015, 02:55:45 AM
yup spotted it to, it was the last thing i did before running out the door. Ill get an update up soon, ill also enable the old large pallet and skip. Stay tuned.
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: AHare on September 07, 2015, 08:26:01 PM
I just had 47 meals disappear out of one of the tray racks :( Happened as soon as a pawn woke up and pulled out the meal in his inventory to eat. Waited, did it again.
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: chaotix14 on September 11, 2015, 04:04:34 PM
It might just be me, but the dermal regenerator could use a buff. While I don't think that scars are something you shouldn't have to worry about anymore, I don't think the process itself should take quite that much time. Perhaps add some more time to the debuff after using the regenerator.
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: ansik on September 15, 2015, 08:25:56 PM
Quote from: AHare on September 07, 2015, 08:26:01 PM
I just had 47 meals disappear out of one of the tray racks :( Happened as soon as a pawn woke up and pulled out the meal in his inventory to eat. Waited, did it again.

Pawns sometimes don't seem to realize that there are more of one item in these bigger stacks, I've noticed pawns going around with "Minigun x2" and "T-shirt x5".

It doesn't happen all the time though, either-way, if it's fixable it's something to look into :D
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on September 16, 2015, 11:50:37 AM
Ive been on holiday for a week with my family. Normal modding will resume shortly.
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Beathrus on September 16, 2015, 02:39:34 PM
Can the Dermal Regenerator repair missing Fingers and Toes as well?
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: akiceabear on September 20, 2015, 01:26:43 AM
How do the path lamps work? I've built a few but they never seem to provide any light...

Edit: also, is it intentional that wall lights cast a shadow similar to a wall?
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Iridescens on September 24, 2015, 05:11:07 PM
I tried Dermal Regenerator and with EdB Interface it throws error and blank 'Bills' tab (no other modded tables do that).
I dunno if it is your mod or EdB, so if I came the wrong address just say it.
Please see attachment for screen and mod-config.

[attachment deleted due to age]
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Iridescens on September 24, 2015, 06:28:23 PM
I'll answer my own question.
You can safely comment out
<inspectorTabs>
      <li>ITab_Bills</li>
    </inspectorTabs>

by putting these strings inside the already commented

<!-- <researchPrerequisite>CryptoHeal</researchPrerequisite>-->


If you don't put it inside, RW will bug you out about having multiple comments within one definition. Which is a really strange behaviour...

Also I did expect DermRegen to remove all scar, but according to source code it only removes the last ('foreach') entry in Hediff list because 'current' is not a list of Hediffs.
Is it intentional to remove only one scar at a time? 'Cause I see it as an awful lot of time for a Pawn to be put into DermRegen plus a 'lovely' sickness after using it for just a single scar.

In reality (if such a device have existed) one should have some procedure to instruct such machinery to heal scars that you know of. Besides if a scar is not 'known' to you, then you are not feeling pain from, r-r-right?
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: akiceabear on September 24, 2015, 07:58:33 PM
Any comments on path lights? Do they work for others?
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on September 25, 2015, 04:43:07 AM
No theyre broke it seems. Something must have changed....ill figure it out. Im kind of on a forced break from fulltime modding due to my computer (surface pre 3) being repaired. Ill be back at it soon i hope.
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: akiceabear on September 25, 2015, 07:39:28 AM
No rush, look forward to giving them a try when you get around to it :)
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: macrosblackd on September 25, 2015, 01:08:57 PM
Definitely an issue with equipment and the new stacking storage mechanics. The game will combine items of the same type and when a pawn tries to pick something up, they will grab the whole stack.
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on September 26, 2015, 01:52:50 PM
Yea i need to remove that from the locker, thanks.
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: T-Wrecks on October 06, 2015, 10:11:40 AM
Heya skully. I have a gift for you. I have updated the graphics of the dermal regenerator for my own personal use and I was wondering if you would like to see it. If you like it perhaps you can use it over the current image. :3


[attachment deleted due to age]
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: MisterVertigo on October 06, 2015, 11:48:03 AM
I'm just curious, but I tried out the Lights mod with a new world and new colony, and it appears that the ceiling light has no texture. It works though. I can power it on and off, and it lights the room, but unless I know where it is I don't see anything to click on. The wall light and path light appear normal. I'm guessing this isn't how it's supposed to be. Am I missing something?

Thanks!
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on October 06, 2015, 12:28:06 PM
Thats exactly what its supposed to do. You cant see the cieling so why should you be able to the light. It also does have a texture its just very faint. Im doing an overhaul of this mod at the moment as well so stuff could change, for example im finding myself not using the cielimg lamp ever since i redid my wall lights.

Ill get some screenshots up soon so people can what im playing with.
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: MisterVertigo on October 06, 2015, 01:38:11 PM
Awesome. Just making sure I didn't break it! I look forward to seeing your updates!
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Lupin III on October 07, 2015, 07:18:19 AM
Quote from: skullywag on October 06, 2015, 12:28:06 PM
for example im finding myself not using the cielimg lamp ever since i redid my wall lights.
Please don't remove the ceiling lamps. They are awesome because they light things from above and make crafting, generator or storage rooms look "industrial" without haveing weird lamps standing around.
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: TLHeart on October 11, 2015, 03:13:04 PM
for those interested, I got the path lights to work by adding these lines,

      <li>
        <compClass>CompPowerTrader</compClass>
        <basePowerConsumption>0</basePowerConsumption>
      <transmitsPower>True</transmitsPower>
        <powerToggleable>False</powerToggleable>
      </li>

Not a perfect solution though, since they still work during solar flairs.
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Kolljak on October 12, 2015, 08:49:18 AM
Skully found out your dermal fixer doesnt work with expanded surgery mod. the scars stay and no fixing is done... just adds sickness. do you think you could make a compatbility mod.
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on October 12, 2015, 08:50:34 AM
Its just looking for scars, not sure why it wouldnt be compatible, unless that mods doing fucnky stuff, but ill take a look when i get chance, im very busy at the moment.
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Kolljak on October 12, 2015, 11:57:54 AM
Yeah i know but they got scars on both his eyes i stuck him in there and it completed nothing happened ... just gave him sickness from the machine.
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on October 12, 2015, 12:15:58 PM
Hmmm ill take a look tonight. Was it his original eyes?
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Facepunch on October 12, 2015, 01:37:33 PM
Can the scar fixer repair brain damage?
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: AHare on October 12, 2015, 04:05:38 PM
Quote from: Facepunch on October 12, 2015, 01:37:33 PM
Can the scar fixer repair brain damage?
No, emotional scars cannot be healed. They last forever.
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: harpo99999 on October 12, 2015, 05:18:41 PM
Quote from: Facepunch on October 12, 2015, 01:37:33 PM
Can the scar fixer repair brain damage?
brain and torso scars can NOT be fixed it is ONLY skin/limb scars.
I have had some colonists with gunshot scars to torso and scarfixer could not fix them, but did fix the throat, nose, eye, leg, hand, foot and arm scars that they had
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: dismar on October 12, 2015, 07:04:38 PM
Quote from: harpo99999 on October 12, 2015, 05:18:41 PM
Quote from: Facepunch on October 12, 2015, 01:37:33 PM
Can the scar fixer repair brain damage?
brain and torso scars can NOT be fixed it is ONLY skin/limb scars.
I have had some colonists with gunshot scars to torso and scarfixer could not fix them, but did fix the throat, nose, eye, leg, hand, foot and arm scars that they had
Think i read somewhere you can code to replace the Nature Torso to fix issues there..
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on October 13, 2015, 04:08:46 AM
If it hasnt got the word scar in it wont fix it. I had a plan to add other medical buildings to fix other things but its just that right now...a plan. Its easy enough to do all i need is a texture and i can have a mod out in 10 mins.
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Mrred1 on November 01, 2015, 10:45:36 AM
When  I tried to use the dermergal (sry for bad spelling) scar fixer it came up with an error and there was no gui for bills it was blank when I clicked it. The colonist could go in it, but the bill menu was a blank box. Help?
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on November 01, 2015, 11:27:24 AM
there is no bill you just select a pawn and right click the machine, if youre seeing a bill tab its possibly a bug.
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Mrred1 on November 01, 2015, 10:33:39 PM
Ok thanks
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Smexy_Vampire on November 02, 2015, 05:20:25 AM
some mods add extra damage deffs and the dermal meshine cant fix them i wonder how to make it fix halovurses plaza burn scars if thats what the meshine is ment to do
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on November 02, 2015, 08:18:02 AM
Hmm its currently hardcoded, wonder is its worth me having xml definable hediffs that it can heal....ill think about it...thought about it, like it, ill update as soon as i can.
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: dismar on November 02, 2015, 09:04:23 AM
skully you have an:
    <inspectorTabs>
      <li>ITab_Bills</li>
    </inspectorTabs>
that makes the game angry in your scar fixer. :)
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on November 02, 2015, 09:12:44 AM
Yeah thats what I said probably a bug, I originally set out to make this bill based, but was too much effort, must of left that behind, ill get rid soon.
Title: Re: [A11] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer
Post by: CaptOdee on December 17, 2015, 03:09:10 PM
Quote from: skullywag on July 04, 2015, 12:36:53 PM
Dermal Regenerator added, fixes scars.
Wish it was in DropBox.  My PC has fits with GitHub  :'(
(edit)  Disregard.  It was my Anti-Virus interrupting the DL.  Got it now and many thanks!  (/edit)
Title: Re: [A11] Skullywags Misc mods - Lights, Crafting, RoofBomb
Post by: gnomeknows on December 24, 2015, 10:34:27 PM
Quote from: Mrshilka on June 30, 2015, 10:02:16 AM
Roof Bomb, thanks so much Man I Love this mod!.

Thanks, I can now get rid of those pesky mountain tops, I hope.
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: RickyMartini on December 27, 2015, 06:26:57 PM
Hey skully nice mod. One thing. The Dermal Regenerator doesn't heal scars from punches.

Usually the ones who look like this:

- Scar (left eye - punch)

Those are not recognized. Also, the dermal regenerator is definitely OP since It doesn't need any resources like plasteel or something. Not that I wouldn't mind because it works great but the tradeoff of having a puking colonist is basically null in relation to having scarless colonists. Also the regenerator itself only needs 250 steel and does not need research so it is very easy to build it. Would maybe throw some uranium into the equation to balance it.
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on December 28, 2015, 02:55:09 PM
I agree on the cost/benefit front, i did have gold in the recipe it seems to have vanished??? once A13 hits ill do a sweep of my mods for balance as i believe its adding a generic "circuit" item for use in tech stuff, that im guessing every modder is gonna abuse the hell out of! :)

I will look at the Scar issue though, it should have found it, im sure i addes a case insensitive check, if the injury has the word scar in it, it should find it.
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: LLoki on December 30, 2015, 06:34:31 PM
I checked it. Dermal regenerator looks for the word "scar", so it won't find any if you have language set for your own (not english). I changed game language to english and it works just fine. For temporary solution I advice to change the language to english, heal all the scars and change it back. Dunno if anyone would like to bother translating it to all available game language... ;)
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on December 31, 2015, 11:51:20 AM
Give me the relevant words for now and i can add them to the allowed words if you want
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: RickyMartini on December 31, 2015, 11:54:10 AM
Could it be that it does make a difference whether the first letter is capitalized? "Scar" and "scar"?
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on December 31, 2015, 04:01:06 PM
Could be i only saw the ones where scar was used. Ill update it when i can and you guys can check. Bit busy at the moment due to christmas/new year and having 2 kids to keep entertained. Bare with me.
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: RickyMartini on December 31, 2015, 09:46:17 PM
Haha happy new years for starters. ;) You can update it later
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on January 01, 2016, 05:04:20 AM
Updated Additional Lighting:

changes:
Offset wall light texture so its sits on the wall better (will adjust preview image later)
Made path lamp actually use the sun now, its very basic but if its seen the sun at all itll come on at night for approx half a day in ticks (lasts almost the whole night, goes off about 6am) so in an eclipse it wont work as it wont have seen the sun)

Added new mods:

Better Coolers and Better Vents

Ive split out the coolers and vents from lattas redistheat mod, this is a simple repackage to allow us to use the awesome textures in place of the vanilla ones, it also takes the "onwall" placement workers and stuff so requires CCL.

Happy new year! :)
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: TLHeart on January 01, 2016, 11:11:16 AM
working path lights again... but why o why did you say they are ugly with a -5 beauty?

path lights add beauty.

The wall placed heaters and coolers are the only reason I even use Latas redistheat mod. thank you.
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on January 01, 2016, 11:19:41 AM
Beauty is an oversight ill fix it later.
edit - fixed v1.4
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: TLHeart on January 01, 2016, 12:09:01 PM
Thanks Skully for the beauty fix. 

Now if there was any easy way to make the path lights colored, since ccl colored lights require the power exchange, that does not work well.
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on January 01, 2016, 01:11:57 PM
THAT is gonna be a fun 1 to attempt...doable just have to rip out the relevant bits from ccl, cant just use ccl for the reason you stated. However that also raises a question of why it depends on power in the first instance, its just a glower and the core glower now doesnt require power (it used to).

Edit - looked at the comp in ccl, found the powercomp requirement is totally superfluous, spoke to the ccl guys (fluffy actually) hes gonna rip it out, look for a future update to make path lamps coloured. :)
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: TLHeart on January 01, 2016, 02:02:53 PM
Great, that way I can really have a nice outdoor picnick/zen garden area.
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on January 01, 2016, 02:13:47 PM
Fluffys already done it, ill try out the test release of ccl later on tonight.
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: MechanoidHater on January 02, 2016, 04:02:55 PM
After loading the Better Vents mod all vents are transparent (or to be more precise the wall between the vent's ends). Also the link to better coolers is broken.
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on January 03, 2016, 04:29:51 AM
fixed links, thanks.

Did you include CCL? it has to be loaded before the vents and coolers.
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: MechanoidHater on January 05, 2016, 08:42:27 AM
Quote from: skullywag on January 03, 2016, 04:29:51 AM
fixed links, thanks.

Did you include CCL? it has to be loaded before the vents and coolers.


I did.
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on January 05, 2016, 09:36:14 AM
Can i get an image of what you are seeing plus your output log if possible.
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: LLoki on January 07, 2016, 06:01:41 AM
Quote from: skullywag on December 31, 2015, 11:51:20 AM
Give me the relevant words for now and i can add them to the allowed words if you want

Hey Skullywag,
So if it's no problem you could add the word "blizna". It's scar in polish ;)
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Daman453 on March 08, 2016, 09:09:01 PM
I think i found a small bug on the scar fixer, also using other mods, could be that. I used it on a 79 year old and all moving was lost, and there was 2 scars on that leg. I removed it and put on a peg leg but it went worse, moving down to 0%. Is this really a bug?
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on March 09, 2016, 04:06:58 AM
Hrmm ive never seen that bug. The dermal regenerator literally removed hediffs cant aee how it would cause what youre seeing.
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Ouan on March 09, 2016, 10:33:20 PM
I see that the rumors that Skullywag modded himself to death were greatly exaggerated.
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Helixien on April 11, 2016, 04:05:39 AM
Please update the storage mod to A13! My food storage room is a mess without it^^
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on April 11, 2016, 05:36:55 AM
All my mods are updated, you just cant have them!

Nah kidding.....about the not having them part.

Im just slowly trickling them out as I dont want to overload the mod forums with all my mods at once as not give anyone else a chance, Im a private tester so ive got an unfair advantage and can update early (all my mods were updated before the release even) and ive been told by Tynan to not "spam" the forums with my mod update/release.

Im also waiting on CCL to update for some of the mods in this thread. Once All those things are in line and ready, ill release.

I will however update my github tonight so you can crab em from there. ;)

(1 more thing that proves the forum is not the best place for mod releases)
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Helixien on April 11, 2016, 05:53:48 AM
Okay, thank you mate!

And yes, this is an unfair adventage indeed and yes, a forum isnt the best place for mods, but with the Steam release and with that the Workshop (which still is sh** imo, but better than nothing...) you will soon no longer have that problem :D
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Wild Card on April 11, 2016, 06:06:18 AM
Hey skullywag did i hear correctly that you are putting together a ?modpack? with "A friend" `s animal mod and some others?
Please say yes :)
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Nebbeh on April 11, 2016, 08:06:49 AM
With so many mods already updated and partly updated, I think its safe for you to post the storage mod RIGHT NAO!

j/k :P

Hope it comes soon, your storage is one of my favorite mods! So you are doing a good job :)
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on April 11, 2016, 10:05:19 AM
Quote from: Wild Card on April 11, 2016, 06:06:18 AM
Hey skullywag did i hear correctly that you are putting together a ?modpack? with "A friend" `s animal mod and some others?
Please say yes :)

Not really, im building the actual Alpha animals mod, Afriend did the art, im doing the code. Who knows though maybe I will put a pack out there, I technically have a pack (the one I play) and I only really use a smattering of other peoples mods, but....do I dare?....DO I?
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Wild Card on April 11, 2016, 02:08:15 PM
Yes dare dare ! :D
i dare you to dare, even double dare you to dare :D
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Fisty on April 12, 2016, 08:05:53 PM
Impatiently waiting for a13 roof bombs..  =)
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on April 13, 2016, 02:38:44 AM
https://github.com/Skullywag/RoofBomb/releases/tag/RoofBomb1.3 ;)

im waiting on ccl before updating the thread.
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: hwoo on April 13, 2016, 02:56:51 AM
I know roof bombs are most usefull for sealing of choke points but I'd love to hear someone tell thier tale about the one awesome thing they did with them.

Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Nebbeh on April 14, 2016, 05:48:30 PM
Odd bug with Dermal Regenerator. Installed the bug, tried to start the game but all mods are disabled even if they are enabled in mod menu.

Oh well, might be incompatability since I got a bunch of mods installed :P
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on April 14, 2016, 05:50:47 PM
need the output.log from your game after it fails to load plz.
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Nebbeh on April 14, 2016, 07:02:39 PM
Attaching the log, since I had no errors since that happened.

[attachment deleted by admin - too old]
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on April 14, 2016, 07:06:53 PM
lots of errors in there none to do with my mods, think you have other issues. sorry.
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Fisty on April 14, 2016, 08:29:52 PM
Quote from: hwoo on April 13, 2016, 02:56:51 AM
I know roof bombs are most usefull for sealing of choke points but I'd love to hear someone tell thier tale about the one awesome thing they did with them.

Last game I played through in A12 I had a big mechanoid room right in front of my base that I was slowly chipping away at but there were lots of very hard mods in the last room and every time I tried to open it I got my colony wiped out, even with embrasures and lots of turrets.  So I put down a roof bomb right next to the wall and waited for a particularly painful looking raid of transcendents, locked my colonists safely in their kitchen and set off the roof bomb which blew up the wall to the mechanoids and the two groups fought it out.  My turrets were enough to take out the couple remaining centipedes.   It was great.   ;)
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Fisty on April 14, 2016, 08:30:45 PM
Quote from: skullywag on April 13, 2016, 02:38:44 AM
https://github.com/Skullywag/RoofBomb/releases/tag/RoofBomb1.3 ;)

im waiting on ccl before updating the thread.

tytytytytytytyty <3
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Nebbeh on April 15, 2016, 06:15:54 AM
Quote from: skullywag on April 14, 2016, 07:06:53 PM
lots of errors in there none to do with my mods, think you have other issues. sorry.

Might be :P I just know they dissapeared when I disabled Dermal :P Like I said, got buncha mods so not sure whats it might be :P
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on April 15, 2016, 06:50:16 AM
well like i said whatever pack you are using (if it is a pack) is firing log errors that should really be fixed. If its still an issue later on down the line and you really think it is this mod, ill look into it fully.
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: anonloli on April 16, 2016, 01:40:34 AM
Is there a way to make the pallets store anything under the manufactured category? Kind of annoying to have to make a separate stockpile just for components.
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on April 16, 2016, 05:19:07 AM
did i not add components.....hang on
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on April 16, 2016, 05:25:46 AM
released 1.4 of storage, added manufactured category to pallet. Ive updated the link not gonna change the label on the thread just yet as still waiting on ccl release for some things.
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: anonloli on April 16, 2016, 11:01:40 AM
Awesome! Thank you!
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: timeandtherani on April 16, 2016, 12:58:07 PM
Is the "Extended Medicine" updated?
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on April 16, 2016, 01:00:11 PM
It is now.
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: timeandtherani on April 16, 2016, 04:58:30 PM
Thank you so much!  This mod is a lifesaver.  Pun intended.
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Korn.Mil on April 16, 2016, 05:33:28 PM
willing to see dermal regenerator and storage mod in A13
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: DestroyX on April 17, 2016, 01:38:16 PM
hey there^^
tried your a13 build for the extended storage, however it doesnt really seem to work.
well, at least the food baskets dont.. they still only can take up to 75 of a resource, is it meant to be like that or is that a bug?
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on April 17, 2016, 04:42:50 PM
you using any other mods? ive been playing with the mod for days and its been fine.
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: WHiZ on April 17, 2016, 04:43:32 PM
your lamps mod doesn't work under a13... =(
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Wild Card on April 17, 2016, 05:18:17 PM
I have another type of problem.
I`m using your extended fabrics mod, and i cant harvest cotton.
I have the cotton matured but the colonists wont harvest it. not only that there is no harvest icon on the individual cotton stalks
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: nuschler22 on April 17, 2016, 05:20:20 PM
Quote from: WHiZ on April 17, 2016, 04:43:32 PM
your lamps mod doesn't work under a13... =(

Also getting errors with the lamp mods.  They look great.

Has errors in description (while playing) and no way to hook to nearby power.
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: nuschler22 on April 17, 2016, 05:21:31 PM
How do you put the cooler in the wall? 

When I attempt to use the cooler, it shows the cooler with hot/cold side, but as soon as I put it on the wall, it disappears and won't allow me to install it.
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: WHiZ on April 17, 2016, 05:34:04 PM
Quote from: nuschler22 on April 17, 2016, 05:21:31 PM
How do you put the cooler in the wall? 

When I attempt to use the cooler, it shows the cooler with hot/cold side, but as soon as I put it on the wall, it disappears and won't allow me to install it.

if it is a stone wall, you'll need to mine a hole in it first and then place the cooler in the spot.
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: nuschler22 on April 17, 2016, 05:36:28 PM
Thanks for the response.

I've tried that.  When attempting to place it, it says "must put in wall" or something like.

I've also tried to make a steel wall and put it in, and it will not place it there.

If I'm simply in the room, it shows the cooler and the heat/cold dispersion, but won't allow placement.

I think it might be a conflict.
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Wild Card on April 18, 2016, 02:16:47 PM
So started a new world and everything and i still can`t get cotton balls. the plants aren`t harvestable.
I have a lot of mods, but to my knolodge they don`t conflict.
The only one that changes how crops work is this one. any thoughts on what i should do?
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: MisterVertigo on April 18, 2016, 02:36:10 PM
I'm so excited! The new CCL is out, so I'm hoping the Lighting mod will be updated soon! This is the last one I'm waiting for that I'm really missing in my current game!

Thanks for your great mods Skullywags!
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Dugalle900 on April 18, 2016, 05:44:03 PM
Sooo, Skullywag, CCL has been updated for A13. I want these mods! Most of these are essential for me qq
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: nuschler22 on April 19, 2016, 11:41:33 AM
Haven't used these mods for some reason before but looking forward to them!
Title: Re: [A12] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: timeandtherani on April 19, 2016, 01:44:27 PM
What do I need to research before I can use the medicine crafter? It's not showing up in my research menu.
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on April 19, 2016, 03:15:11 PM
All updated to A13, please let me know if you have any issues.
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: timeandtherani on April 19, 2016, 03:34:28 PM
The issue is it's not showing up on the research menu.  :)
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on April 19, 2016, 04:13:26 PM
it doesnt have research.
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: WHiZ on April 19, 2016, 04:40:44 PM
skully, thank you soooo much for updating your lighting mod.. works great with the darkness mod!
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Turtuhl on April 19, 2016, 04:41:07 PM
Is Extended Fabrics ok to use now or still needs updating?
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on April 19, 2016, 04:48:15 PM
All good, All mods are now A13.
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on April 19, 2016, 06:11:22 PM
Added ReclaimFabric and AlternateOpening mods to the bottom of the OP, will add images soon.
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: dismar on April 19, 2016, 09:05:32 PM
FREAKIN SCAR FIXER!!! lol
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skyicon on April 19, 2016, 11:25:57 PM
i tried to load bettercooler in my previous save got a error..
did i have to make new colony to use bettercooler? thanks
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Lumaan on April 20, 2016, 01:14:34 AM
Quote from: skyicon on April 19, 2016, 11:25:57 PM
i tried to load bettercooler in my previous save got a error..
did i have to make new colony to use bettercooler? thanks
What error?
Works on my save.
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: DestroyX on April 20, 2016, 03:53:22 AM
so, i tried out the scar fixer, it works really well, however, can you make it so it also fixes old gunshots?
since it doesnt even realise those :/
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on April 20, 2016, 05:22:51 AM
im working on a few medical "buildings" all doing different things to the scar fixer, eventually im hoping that with significant effort you can cure most ailments.
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: DestroyX on April 20, 2016, 08:15:33 AM
so... basically facilities you can put next to it, so it can cure other things?

that would be a pretty neat idea actually.
however, besides old gunshot wounds, what other things would you want it to be able to treat?
actual diseases like malaria or..?
also, i havent tested it yet, but does it only treat scars, or also things like bad back etc?(i assume only scars hence the name, but i unfortunately dont got a guy with  ailments like this)
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on April 20, 2016, 08:23:46 AM
yeah it treats scars, im not gonna add more to this machine i was physically gonna add further machines that do different things. I have all the code id need as I have the autoheal casket that fixed everything (literally...everything) but it was waaaaay to OP so im splitting it up into multiple machines. Art is my big bottleneck. I have the code for a machine that can remove old gunshots, i imagine it to be an automated table that can root around and get the bullet out, but again I need art.
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: nuschler22 on April 20, 2016, 12:46:03 PM
Works great from what I've seen.  No issues so far.

Thanks!
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Turtuhl on April 20, 2016, 03:41:05 PM
Thank you !! :-)
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Limdood on April 21, 2016, 09:58:58 AM
Quote from: DestroyX on April 20, 2016, 08:15:33 AM
so... basically facilities you can put next to it, so it can cure other things?

that would be a pretty neat idea actually.
however, besides old gunshot wounds, what other things would you want it to be able to treat?
actual diseases like malaria or..?
also, i havent tested it yet, but does it only treat scars, or also things like bad back etc?(i assume only scars hence the name, but i unfortunately dont got a guy with  ailments like this)

I can think of two:  Brain damage repair (doesn't come up often, and would cost a lot to fix ofc.) and Fingers/Toes/Nose/Ears regenerator
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on April 23, 2016, 06:20:28 AM
updated alternate opening as i missed a base tick that stopped the pods sparking and smoking.
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Lowatorus on April 24, 2016, 04:08:43 AM
I cant place the cooler/vents :( i dont see them when i click on it and nothing happens when im try to place it.  i test it also on a new planet.
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on April 24, 2016, 07:05:47 AM
Do you have CCL?
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Lowatorus on April 24, 2016, 11:28:39 AM
phe phe phe oops <(c.0<) now yes and it works. I have a longer gamebracke behind me. i forgot this mod sorry^^

btw. great work Skull:D
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on April 25, 2016, 03:18:53 PM
Not sure how i missed that i hadnt uploaded/updated my extended surgery mod in 8 months....but here it is. Allows spines pelvis eyes ears nose jaw stomach to be operated on, removed and replaced. Frail and bad back moved to spine from torso which allows the using of glitterworld meds to replace the spines of colonists with these afflictions. They may however get them back on their next birthday.
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on April 25, 2016, 03:47:57 PM
Natural Floors updated.

Moved alternate opening from my misc mods to my events thread.
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: darwithe on April 26, 2016, 12:40:42 AM
The storage_skip is set to "Impassable" rather than "PassThroughOnly".
While this is fine from a movement perspective, setting it that way also makes any items in the skip not show up to traders.
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: nuschler22 on April 26, 2016, 02:01:59 PM
In Extended Storage, does anything store food?  I'm looking to minimize the size of my freezer.

Thanks!  Great mods!
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Severik on April 26, 2016, 02:07:43 PM
the Scar Fixer seems to be buggy..... or maybe its some kind of mod incompatibility with some other mod but as soon as it is finished, my game turns unplayable with weird colours etc. saves that i make short after this happens are unable to load
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: nuschler22 on April 26, 2016, 02:09:43 PM
How do you store more than 75 on a space?

I'm using the wooden pallet for materials, and the haulers will only load 75 per space.  Thanks. :)
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on April 26, 2016, 05:08:11 PM
Quote from: darwithe on April 26, 2016, 12:40:42 AM
The storage_skip is set to "Impassable" rather than "PassThroughOnly".
While this is fine from a movement perspective, setting it that way also makes any items in the skip not show up to traders.

Thats insane, I did it as you cant really walk through a skip, however you can climb over it, perhaps ill just set this the same as the others and be done with the issue.

Quote from: nuschler22 on April 26, 2016, 02:01:59 PM
In Extended Storage, does anything store food?  I'm looking to minimize the size of my freezer.

Thanks!  Great mods!


The food baskets store food and herbal meds, it will shrink the size of your freezer or youll be like me and itll stay the same size and youll just store more. :)

Quote from: Severik on April 26, 2016, 02:07:43 PM
the Scar Fixer seems to be buggy..... or maybe its some kind of mod incompatibility with some other mod but as soon as it is finished, my game turns unplayable with weird colours etc. saves that i make short after this happens are unable to load

Can you get me the output.log file from a game where this has occured?

Quote from: nuschler22 on April 26, 2016, 02:09:43 PM
How do you store more than 75 on a space?

I'm using the wooden pallet for materials, and the haulers will only load 75 per space.  Thanks. :)

Every building in extended storage should store a lot more than 75 in the storage cell and 1 stack in the input cell. Are you seeing different?
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: nuschler22 on April 26, 2016, 07:36:47 PM
Quote from: skullywag on April 26, 2016, 05:08:11 PM
Quote from: nuschler22 on April 26, 2016, 02:09:43 PM
How do you store more than 75 on a space?

I'm using the wooden pallet for materials, and the haulers will only load 75 per space.  Thanks. :)

Every building in extended storage should store a lot more than 75 in the storage cell and 1 stack in the input cell. Are you seeing different?

I am.  For a wooden pallet, it's only stacking 75 per cell.  Maybe I'm missing something, what do you mean when you say "every building?" 
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on April 27, 2016, 04:56:30 AM
every building in the mod, food baskets, pallet, skip etc they all take up 2 cells, 1 input cell auto move the stack to the other cell which allows it to break the stacksize limit in that other cell.
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Malachi_Draven on April 27, 2016, 02:37:10 PM
Any chance you could patch it to work with Vegetable Garden? For example, the raw food baskets don't accept the things from Vegetable Garden which fall under the "Cooking Ingredients" category, such as cocoa and coffee beans, even sugarcane and flour.
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: admiralKew on April 27, 2016, 03:25:08 PM
Quote from: skullywag on April 27, 2016, 04:56:30 AM
every building in the mod, food baskets, pallet, skip etc they all take up 2 cells, 1 input cell auto move the stack to the other cell which allows it to break the stacksize limit in that other cell.

Hi, just logged in after a long time being absent to comment on this. I think this happens when there are two items of different kinds on both cells. A quick fix would be to designate on pallet for just one type of item.
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on April 27, 2016, 03:58:36 PM
Ah i see yes, it can only combine the same items, sorry thought that was obvious.
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Malachi_Draven on April 28, 2016, 01:56:10 PM
Quote from: Malachi_Draven on April 27, 2016, 02:37:10 PM
Any chance you could patch it to work with Vegetable Garden? For example, the raw food baskets don't accept the things from Vegetable Garden which fall under the "Cooking Ingredients" category, such as cocoa and coffee beans, even sugarcane and flour.

I figured out how to fix this myself. I added "<li>CookingSupplies</li>" in the defs with the other categories. I also increased the max inventory to 925, so that it's an even 1,000 stack with 925 on one side and 75 on the other. That 600+75 was messin' with my OCD lol.
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Pistol on April 30, 2016, 08:04:45 PM
Thanks for the cool Mods! They are very nice.
I've translated two mods of that 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/v91ema9fy5ozwxm/ExtendedMedicine-German.zip (https://www.dropbox.com/s/v91ema9fy5ozwxm/ExtendedMedicine-German.zip)
https://www.dropbox.com/s/td1j94cr52nu3z5/NaturalFloors-German.zip (https://www.dropbox.com/s/td1j94cr52nu3z5/NaturalFloors-German.zip)

Sorry for my english, i hope you can understand me :D
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Kaballah on May 01, 2016, 02:03:54 AM
I like your Natural Floors mod very much!  I suggest you require a little water per tile for Soil though, it would make sense and it seems like you're only using it for creating more water floor/mud floor tiles.  Also it would make creating farmable soil on desert a little bit harder to do.
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Killaim on May 01, 2016, 07:18:09 AM
know the answer is obvious but does the reclaim textiles thing work on modded stuff like apparello?

maybe it uses the name of the item to spawn reclaimed materials?
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on May 01, 2016, 08:00:22 AM
it will work fine if the clothing uses stuff. If it does not then itll return the "smelted products" in the xml, if nothing is defined itll do nothing and just destroy the clothing.
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: DukeAl on May 01, 2016, 02:43:45 PM
Hi, i love your extended storage mod. Has changed my complete base setup.
Any chance to get the cooking ingredients from vegetable garden appear in the food basket and/or wooden pallets?
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on May 01, 2016, 03:46:40 PM
Quote from: DukeAl on May 01, 2016, 02:43:45 PM
Hi, i love your extended storage mod. Has changed my complete base setup.
Any chance to get the cooking ingredients from vegetable garden appear in the food basket and/or wooden pallets?

I wont be adding it to my mod, however if that mod is not adding the produce to the vegetables category which my mod supports then id question that, either way its easy to edit the xml for the basket and add whatever category it does use.
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: DukeAl on May 01, 2016, 04:29:30 PM
Makes sense. I'll ask the creator of vg then if he could fix that.
If i change the xml of your mod can i just add a second category under <li>FoodRaw</li>?

edit: nevermind. i took a look at your other containers to see how multiple categories work.
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: pktongrimworld on May 01, 2016, 08:09:34 PM
*puppy eyes*

any case for a refrigerated storage?
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Kaballah on May 01, 2016, 08:27:38 PM
Re: Natural Floors, I still think you should add a small water requirement to the recipe (like 2 per tile) - I went ahead and did this for my own use, not going to nag you about it.  Great mod!
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on May 01, 2016, 08:35:48 PM
Makes sense Kaballah, ill chuck it in for the ones that make sense.

Pktongrimworld im actually working on that.
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: pktongrimworld on May 01, 2016, 09:16:17 PM
:D <3
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: twisted067 on May 02, 2016, 03:04:30 PM
Hey Skullywags, do you know if it's possible at all to create a mod that would let the user create a roof without the need to enclose an area? Like an awning? Also, would a glass roof be possible for a greenhouse type building? Would love a mod like this, however I've never modded before so I don't even know where to start
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on May 02, 2016, 03:11:57 PM
you can kind of do that in the game anyways, create a room then knock down 3 of the walls, roof will not fall if its withing like 8 blocks (i could be wrong) of a wall.
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Kaballah on May 02, 2016, 04:13:20 PM
I understand that you need something to hold water in for the well, but it would be nice if there were such a thing as a reusable bucket, something you could craft at a crafting station.  I guess that's harder than I first thought it would be though, because how do you get the recipe for one of the natural floor tiles that requires water to return an empty bucket when completed?  ???
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: twisted067 on May 02, 2016, 11:29:01 PM
Quote from: skullywag on May 02, 2016, 03:11:57 PM
you can kind of do that in the game anyways, create a room then knock down 3 of the walls, roof will not fall if its withing like 8 blocks (i could be wrong) of a wall.

Yeah it's how I create awnings right now. Would it be possible to create a mod for this though?
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: timeandtherani on May 03, 2016, 10:39:17 AM
I know this is being a cheaty person, but in Extended Medicine, how do I go into the defs to make it possible to use other cloth besides synthread?  Thanks.
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on May 03, 2016, 10:55:22 AM
https://github.com/Skullywag/ExtendedMedicine/blob/master/Defs/RecipeDefs/Recipes_Production.xml
change in there.
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: timeandtherani on May 03, 2016, 11:36:44 AM
Thank you very much.  I'm glad you don't seem to mind my cheatiness. :)
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on May 03, 2016, 12:13:22 PM
mods are there to make the game fun, if this is fun to you who am i to complain.
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Kaballah on May 03, 2016, 01:25:30 PM
I don't think that's unreasonable anyway, real bandages are made from all sorts of cloth including cotton.
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: pktongrimworld on May 03, 2016, 03:04:12 PM
*just want to say, you are awsome Skullywag

**i tried updating the freezer from beantek and clutter... both attempts failed XD
/goes back and sticking to xml editing
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Poebe on May 03, 2016, 05:32:03 PM
I suppose there is something wrong with the ceilling lamps, on previous rimworld versions there were ceilling lamps like these but the old ones allowed you to build furniture under them, just like you can build over power conduits
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: MisterVertigo on May 04, 2016, 08:40:19 AM
Quote from: Poebe on May 03, 2016, 05:32:03 PM
I suppose there is something wrong with the ceilling lamps, on previous rimworld versions there were ceilling lamps like these but the old ones allowed you to build furniture under them, just like you can build over power conduits
I noticed this too. I also noticed that they cannot be "flicked" off either. I don't remember if these features were available in the previous beta or not. Still a great mod, just something I noticed.
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: timeandtherani on May 04, 2016, 03:05:45 PM
This is what I did to the mod. I think I busted it. Now it's not showing up with any cloth at all, but it still says it needs the materials. 

[attachment deleted by admin - too old]
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on May 04, 2016, 03:29:26 PM
Something weird going on with my additional lighting repo on github, just pulled a brand new version and made an update, hopefully thats all back in order now, you should be able to place stuff under ceiling lamps now etc.
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on May 04, 2016, 03:30:25 PM
timeandtherani: could possibly be the capital C on Cloth being missing.
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Kaballah on May 05, 2016, 06:17:41 AM
Hey I have a suggestion for Natural Floors:  the Well checks a radius around it for water tiles, which is perfect.  Could you also allow it to be placed on ice tiles that are NOT within a similar radius to rock tiles, basically assuming there could be water under the ice?  So you couldn't place the well just anywhere on ice, but only if it's a pretty large patch of ice (like a lake that has frozen over).
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on May 05, 2016, 07:12:45 AM
haha i hit the same issue on ice sheet yesterday, I have a plan for the well placement that 1000101 suggested, leave it with me.
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Kaballah on May 05, 2016, 10:40:05 AM
Oh, okey doke then thanks.
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Kaballah on May 05, 2016, 11:51:48 AM
The compost bin probably should not break down stuff placed in it if it's below freezing.
e: Actually I take that back, real compost heaps generate their own heat  ???
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Serphy on May 08, 2016, 10:57:56 AM
I got a Problem with Extended Storage, I cant get my char to eat meal from it, and i try to force them to eat, it sais "no path", they can still get on their own, but I cant order them to eat or haul
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Highlandman on May 09, 2016, 05:34:04 AM
Is the Roofbomb mod working as intended? The debug log refers a research project, but I can build it right at the start of a new save.

[attachment deleted by admin - too old]
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on May 09, 2016, 05:51:11 AM
ermmm it works fine for me and others? you on the latest version, can you also attach the output.log file form your rimworld_(versionnumber)_data folder inside your install folder (second folder down usually)
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Highlandman on May 09, 2016, 07:38:28 AM
I found out what the problem was by checking the log, turns out it was related to unity web player, after installing it the mod works as intended. :P

[attachment deleted by admin - too old]
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: hoochy on May 09, 2016, 11:18:12 PM
Should the storage mod allow the trading beacons to see them? IT seems the beacons area of effect excludes the buildings and they don't show up in the trade window either.
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on May 10, 2016, 02:36:16 AM
should behave exactly as the vanilla equipment rack, do they behave this way?
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Ohraz on May 12, 2016, 04:50:36 AM
Quote from: skullywag on May 10, 2016, 02:36:16 AM
should behave exactly as the vanilla equipment rack, do they behave this way?

uploaded this img for you to take a look at skully http://imgur.com/reW3A6J

hope this helps
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on May 12, 2016, 04:53:24 AM
ah looks like its only the skip
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: RagingLoony on May 14, 2016, 04:29:45 PM
Any chance of getting a compatibility patch for the dermal regenerator and combat realism? with both installed the dermal regen has no bills in it's menu
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Clibanarius on May 14, 2016, 04:53:48 PM
It is, however, producing additional apostrophes. El oh el.
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on May 14, 2016, 05:55:37 PM
uuuuh ill take a look, that sounds utterly wierd though, why would CR be messing that up.
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: RagingLoony on May 15, 2016, 03:27:04 AM
Quote from: skullywag on May 14, 2016, 05:55:37 PM
uuuuh ill take a look, that sounds utterly wierd though, why would CR be messing that up.

I think it's the way that CR changes the health system and how limbs/organs/scar damage is applied. It's really weird but it only happens once Cr AND DR are both loaded. if I disable CR but leave all my other mods running the bill list comes back. I originally thought it as the extended surgery mod, but after a bit of testing apparently not lol
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on May 15, 2016, 06:44:17 AM
Updated extended storage, fixed passthrough on a few items im hoping this addresses the trade beacon issue. Also added a freezer chest, this does mean that mod is now dependent on CCL so dont forget that if you are updating and dont have it.
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: RagingLoony on May 15, 2016, 11:58:49 AM
EDIT: nevermind, im stoopid... forgot to enable it, was hidden between a couple of diabled mods and i totally overlooked it by accident...
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: pktongrimworld on May 15, 2016, 09:47:32 PM
yay FREEZER!
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Lazla on May 16, 2016, 07:37:26 PM
Quote from: skullywag on May 15, 2016, 06:44:17 AM
Updated extended storage, fixed passthrough on a few items im hoping this addresses the trade beacon issue. Also added a freezer chest, this does mean that mod is now dependent on CCL so dont forget that if you are updating and dont have it.
Can you make shelf that accepts all item classes
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: DFC on May 18, 2016, 02:27:52 PM
I have a request for a single cell fridge (1stack), this would be very useful in distributing meals throughout a large colony. I tried modifying the new freezer chest but it is a huge waste of the 2 cells stacking function as I do not want huge stacks of food in non-central areas.
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: joaonunes on May 18, 2016, 03:26:05 PM
Is it supposed for all storage items to have increased capacity? Because most of my items are still being stored at the vanilla amounts. Does it allow items from other mods to also have increased storage numbers per square? I find that food for example only reaches 75 units and does not stack any further...
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on May 18, 2016, 04:32:45 PM
any items should stack to like 500 in 1 cell and 75 in the other (the input cell) for the basket for example, if it isnt working then upload your output.log as youve probably got a conflict with another incompatible mod, lots of people use this (including myself) and it works fine.

Have you got the specific example that isnt working.
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: joaonunes on May 18, 2016, 05:31:11 PM
Quote from: skullywag on May 18, 2016, 04:32:45 PM
any items should stack to like 500 in 1 cell and 75 in the other (the input cell) for the basket for example, if it isnt working then upload your output.log as youve probably got a conflict with another incompatible mod, lots of people use this (including myself) and it works fine.

Have you got the specific example that isnt working.

I have about 700 potatoes, I built some baskets to hold them, but all of them only hold 75 potatoes, while just 20 squares away I have one other storage holding over 300 metal... Food hp matters? Some of the potatoes do have damage from being in the rain a couple of hours... In another storage however several different items stack on top of each other (4 apparel stacking with animal chow)... This is really messed up I think :p

EDIT:
Here are the files that might be useful. (ModsConfig for load order)

EDIT 2: I also have a problem with the new Fluffy's Work Tab, maybe it's somehow related? job related maybe?

[attachment deleted by admin - too old]
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on May 19, 2016, 02:52:02 AM
lots of errors in that log at the top, the "cannot load biome/disease" stuff is usually a sign that a mod has screwed up its xml or is not compatible with the game, think you need to start removing mods, id start with whatever adds bottled water and rainbow petals. The error is not with this mod.
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: joaonunes on May 19, 2016, 02:58:54 AM
Alright. i think that is related to CuproPanda's mods, some brewing related mods...

After that will make a clean save just to be sure... Now that my colony was starting to look like something xD
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: joaonunes on May 19, 2016, 07:57:01 AM
Yep, it was CuproPanda's mods. Turns out I updated the main mod but forgot to update the Soda Brewing and some other sub-mods. Everything is stacking now. Potatoes stack to 500 and I am happy :D
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: joaonunes on May 20, 2016, 01:43:37 PM
Interesting... when I set a food basket to only hold one type of food it'll hold 500 items, but if I set it to hold all possible items it'l hold a total of around 100 items, like 70 potatoes and 30 rice for example... and won't go any further than that. Is this supposed to be happening?
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: RagingLoony on May 22, 2016, 01:36:22 PM
any news on the CR - dermalRegenerator compatibility? I can send you my save if it helps?

EDIT: maybe not CR but expanded surgery/organs? i dunno, something that changes the scars and stuff, and they're the only two i can think of in my mod order that really does anything related to health. well except medinfo but that doesnt directly edit any ingame ailments or anything
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: eatKenny on May 22, 2016, 03:53:24 PM

made a new more vanilla style texuture for the dermalregenarator.  ;D

(http://i66.tinypic.com/2m4vzw2.jpg)

[attachment deleted by admin - too old]
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: RagingLoony on May 22, 2016, 05:17:28 PM
Quote from: eatKenny on May 22, 2016, 03:53:24 PM

made a new more vanilla style texuture for the dermalregenarator.  ;D

That looks really cool man!
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on May 23, 2016, 12:31:03 PM
Quote from: eatKenny on May 22, 2016, 03:53:24 PM

made a new more vanilla style texuture for the dermalregenarator.  ;D

(http://i66.tinypic.com/2m4vzw2.jpg)

Kenny, would you mind if i used that for another building (which is a bed actually) i have mostly done for removing old bullet wounds, mrofa has already redone his original texture for me (see attached).




[attachment deleted by admin - too old]
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: eatKenny on May 23, 2016, 12:36:04 PM
sure, the new one from mrofa looks nice too.
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: joaonunes on May 23, 2016, 02:35:56 PM
Quote from: skullywag on May 23, 2016, 12:31:03 PM

Kenny, would you mind if i used that for another building (which is a bed actually) i have mostly done for removing old bullet wounds, mrofa has already redone his original texture for me (see attached).

The second attachement (MedThingy.png) looks awesome :D
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: joaonunes on May 26, 2016, 04:40:40 PM
Quote from: joaonunes on May 20, 2016, 01:43:37 PM
Interesting... when I set a food basket to only hold one type of food it'll hold 500 items, but if I set it to hold all possible items it'l hold a total of around 100 items, like 70 potatoes and 30 rice for example... and won't go any further than that. Is this supposed to be happening?

Shameless bump... Problem persists... Storage buildings holds items at max capacity only when holding a single item type. If multiple types of food or any items are placed in the same storage it will hold only half its full capacity or less...
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on May 26, 2016, 07:08:17 PM
that is unfortunately the way it works. It cannot merge stacks of different items. to get the most out of them set them to 1 thing, I have some ideas for future upgrades to this system but its off in the future.
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: joaonunes on May 26, 2016, 07:44:51 PM
Quote from: skullywag on May 26, 2016, 07:08:17 PM
that is unfortunately the way it works. It cannot merge stacks of different items. to get the most out of them set them to 1 thing, I have some ideas for future upgrades to this system but its off in the future.

Humm... Ok, fair enough for me :P I dont keep many different items around for long anyways... Only produce 2-3 types of food etc... Too bad it does not work though :( maybe you'll fix it in the future :D
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on May 27, 2016, 02:34:01 AM
Quote from: joaonunes on May 26, 2016, 07:44:51 PM
Quote from: skullywag on May 26, 2016, 07:08:17 PM
that is unfortunately the way it works. It cannot merge stacks of different items. to get the most out of them set them to 1 thing, I have some ideas for future upgrades to this system but its off in the future.

Humm... Ok, fair enough for me :P I dont keep many different items around for long anyways... Only produce 2-3 types of food etc... Too bad it does not work though :( maybe you'll fix it in the future :D

There is no fix, it isnt broken. It will have to use a totally different storage mechanism, there are only a few ways of doing storage in rimworld currently.
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: joaonunes on May 27, 2016, 04:47:53 AM
Quote from: skullywag on May 27, 2016, 02:34:01 AM
Quote from: joaonunes on May 26, 2016, 07:44:51 PM
Quote from: skullywag on May 26, 2016, 07:08:17 PM
that is unfortunately the way it works. It cannot merge stacks of different items. to get the most out of them set them to 1 thing, I have some ideas for future upgrades to this system but its off in the future.

Humm... Ok, fair enough for me :P I dont keep many different items around for long anyways... Only produce 2-3 types of food etc... Too bad it does not work though :( maybe you'll fix it in the future :D

There is no fix, it isnt broken. It will have to use a totally different storage mechanism, there are only a few ways of doing storage in rimworld currently.

Humm k :)
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Fregrant on May 28, 2016, 09:54:35 AM
There exists system which implements multi-slot containers, though.
https://ludeon.com/forums/index.php?topic=14947.0
https://ludeon.com/forums/index.php?topic=20366.0
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on May 28, 2016, 11:02:51 AM
I know about wivexs stuff, i helped out on his ascension mod for a while and we communicate daily on the modders slack, but until recently that system had its quirks also. Ive done some work on storage modding myself but its not something i can implement quickly and not something thats even on my radar right now, i have other things I want to do first.
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: RagingLoony on May 29, 2016, 02:17:43 PM
Skully, just wanted to apologize, there was never a problem with the dermal regenerator. I was just really, REALLY stupid and didn't realize until now that it's not done through bills but done by selecting a colonist then right clicking the machine....
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Lupin III on May 31, 2016, 10:02:28 AM
When I load the game with reclaim fabric installed, I get error messages about Apparel_PowerArmorMKII, Apparel_PowerArmorHelmetMKII and PersonalShieldMKII. Am I missing a mod or something when that happens?


[attachment deleted by admin - too old]
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: cucumpear on May 31, 2016, 12:31:52 PM
Quote from: Lupin III on May 31, 2016, 10:02:28 AM
When I load the game with reclaim fabric installed, I get error messages about Apparel_PowerArmorMKII, Apparel_PowerArmorHelmetMKII and PersonalShieldMKII. Am I missing a mod or something when that happens?

Those are items from skullywag's defensive mods. There's no pure vanilla version of Reclaim Fabric, as far as I know.
It shouldn't be a problem, the game is just telling you that the recycling recipe lists these. But if the error messages bother you and you don't want to add more mods, you could go to Defs>RecipeDefs>RecycleApparel.xml in your Reclaim Fabric folder and delete those three lines. Worked fine for me, always make a backup first, though.
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on May 31, 2016, 12:52:30 PM
Did i leave those in...well thats pretty crap of me. Leave it with me it shouldnt care about those items.
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: BlueWinds on May 31, 2016, 01:41:44 PM
So, I really like extended fabrics. But the advanced textiles are harder to create than I think they should be. I had a nice big table detailing all the market values of various items... then I lost it by accidentally refreshing the reply box. ><;; Here's a shorter version.



I have all these changes in my local copy of the mod, so if you don't want to incorporate them into your release, no big deal, I'll PM you to see if I can release my version in a new thread (pun intended). :)
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Fridolin on June 01, 2016, 01:01:14 PM
hey, is extended storage savegame friendly?

and thanks for all the other mods!
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on June 01, 2016, 02:53:15 PM
should be, backup and give it a go.
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Fridolin on June 02, 2016, 08:58:44 AM
did it. no errors or else in the debuglog.. but there is no storage like the freezer. godmode activ.

started a new colonie and the same. no storage buildings. yea i use ccl (the newest) and alot of other mods ( the most of the mega mod pack by crusader and delated all the cr stuff) ex. storage is in the last position.

i'm not new in textfile edit. and i read the most stuff of mod editing. and all your ohter stuff works fine for me. yea, now i've no idea what i can do. ( and sorry for my bad english, if there something strange to read 8) )

Edit: in wich tab the storage buildings are?
Edit2: fresh new install the game, use mega mod pack, cause crusader added the ex. storage. and all is fine. have no idea why i can't see the storages in my old colonie, cause no errorlog or other bad files.
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Ryusho on June 03, 2016, 09:41:52 PM
I have been trying to use extended storage, with the wooden pallets and the like, but my colonists only ever store the first stack of 75 on either square, and never stores more then that...

Oh, nevermind, Found I needed to restrict it to just like, one material XD
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Crowbar Felt on June 12, 2016, 03:38:44 PM
Stacking doesn't seem to work properly on the Wooden Food Basket for meat? They only seem to go to default stack size- while veggies seem to stack to 575.
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: joaonunes on June 12, 2016, 04:38:50 PM
Quote from: Crowbar Felt on June 12, 2016, 03:38:44 PM
Stacking doesn't seem to work properly on the Wooden Food Basket for meat? They only seem to go to default stack size- while veggies seem to stack to 575.

Are you setting each basket for only one type of meat? I've had the same issues with veggies not stacking properly and that issue has been discussed here before. Without setting baskets to hold only one item the stacks would go up to 200 while going up to 500 with the limitations.
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Crowbar Felt on June 12, 2016, 05:52:53 PM
It seemed like it just bugged out for me. I already had them stuck as a specific meat, but restarting Rimworld seemed to make it work properly.
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Grumli on July 01, 2016, 12:08:22 AM
Dermal Regenerator don't work in A13.
My colonists have the "Bite scar", "Stab scar", "Scratch scar", "Old gunshot" on the torso, arm, leg. But I only get "no surface injuries discovered" after scaning. Maybe it's because in Building_DermalRegeneratorNew.cs seeking a "Scar" or "scar", but in A13 "Bite scar", "Stab scar", "Scratch scar", "Old gunshot",...
Please fix it
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on July 01, 2016, 03:39:58 AM
Afaik it works fine in A13. Its only looking for word in the string. Doesnt matter where it occurs and ive had no other reports of it not working. No more releases will be occuring for A13 as im concentrating on A14 and due to an annoying bug with unity5 ive lost pen support so my modding has taken a productivity hit.
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: harpo99999 on July 01, 2016, 04:05:43 AM
I agree with both grumli and skullywag, as far as ANY injury that has the word 'scar' it does work, BUT on the old 'gunshot', (because it does NOT have the word 'scar' it does NOT work, and sorry to hear about the unity bug
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Grumli on July 05, 2016, 07:33:28 AM

Today deleted RimWorld and users\...\LocalLow\Ludeon Studios. Install only 0.13.1135 from 6 April 2016 and DermalRegenerator from this post. Created a new world, the colony, recearched and built DermalRegenerator.
Colonist has a "Scratch scar" on the torso and "Stab scar" on his right arm.
As the same "no surface injuries discovered".
Don't know what you're doing wrong.
The A14 are asked to carefully check the functionality DermalRegenerator.
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: RuneNL on July 16, 2016, 08:26:24 PM
Hi Skullywag, I was wondering if you intend to update your mods to A14?

When I first started playing Rimworld I almost straight away replaced the coolers and vents with your mod. They just makes it so much more immersive then the vanilla ones.

*fingers crossed*
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: DariusWolfe on July 17, 2016, 01:25:41 AM
Additional Lighting A13 seems to work just fine (no bugs so far, anyway) with A14, and Extended Surgery A13hasn't broken the game, though I cannot yet say if it's functionality is all there. I added Better Vents to the game, then built a Vent, and it worked fine, but I haven't managed to get A13 version of Better Coolers working (with an existing A14 save) yet, however. I think it might have to do with already having a Cooler in-game. They may work with a new Save, or they may work with an existing Save that has none of the items already built.

I haven't tried any of the other mods, so I cannot speak for them.

Edit: Started a new Save with all the mods enabled, and it appears to start up. However, when I go to the Cooler in the build menu, it shows the Steel requirement, and 3 (Unchosen Material). When I tried to select it, it bugs out, and I cannot cancel the build, rotate, or anything.

TL;DR: Better Coolers seems to be broken, others seem to work okay.
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: RuneNL on July 17, 2016, 04:45:52 AM
That's typical, it's mostly the coolers from this mod I can't do without.

I hope Skullywag will make an update, but I know what modding can be like, especially when you deal with multiple files and versions.
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on July 17, 2016, 06:07:09 AM
Mods are coming, im just waiting till everything is a little more stable with them/CCL before releasing, just trying to reduce the amount of work ill have to do in future by holding back a little at the start. Bare with me, soon.
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Quiller on July 17, 2016, 08:12:22 PM
thanks for the update Skullywag, good mods are always worth waiting for  :)
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: blackysun on July 18, 2016, 07:13:45 AM
cant wiat for the storage and light :)
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on July 18, 2016, 07:18:53 AM
theyre coming. A little more work to do now with steam and such, but all are updated just prepping the releases. Youll probably see these tonight.
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: warlocke on July 18, 2016, 09:04:24 PM
Do you plan to upload them to the steam workshop or keep them here on forum only? BTW thanks for the great mods. I love the storage mods.
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Kiwih on July 20, 2016, 07:19:55 AM
Can't see the A14 update for Additional Lighting, I need this SO much. Really a great mod!
It keeps saying, that its for A12 :(
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on July 20, 2016, 07:25:00 AM
Bare with me, ive updated everything just havent uploaded yet, im on it.

Yes all mods will be on steam as well. (this is whats taking the extra bit of time)
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: LuciusAnneas on July 20, 2016, 07:51:59 AM
skullywag ... you are a hero for rimworld modding -  I ve seen you ve even taken it upon urself to try to keep combat realism compatible with the current alpha

honestly I think tynan should hire a few of the modders like yourself in some form - you guys add so much value to this game

thnx for all the work you put in - now get on with it I need my wall mountable lights  -.-
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on July 20, 2016, 08:27:05 AM
o7
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Dekent59 on July 20, 2016, 08:30:21 AM
Now I've read it's just waiting upload I'm waiting to start a new game until they are up haha
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Ulther on July 20, 2016, 09:10:26 AM
Can't play without your awesome storage and roof bomb :P Waiting to make new game too.
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: masterinire on July 20, 2016, 11:15:19 AM
With the changes to the way roof building is done, i cannot wait for the return of RoofBomb.

Makes me batty when toxic fallout hits and I'm looking to protect my crops but the colonists built walls with roofs!

Please please please please!
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Ulther on July 20, 2016, 12:11:25 PM
Any update on this...update? :D thanks!
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: warlocke on July 20, 2016, 07:50:44 PM
Quote from: skullywag on July 20, 2016, 07:25:00 AM
Bare with me, ive updated everything just havent uploaded yet, im on it.

Yes all mods will be on steam as well. (this is whats taking the extra bit of time)


awesome, thanks man. hoping to start a new world soon, will hold off until you have atleast the storage mod uploaded. Thanks again man.
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: blackysun on July 21, 2016, 11:38:39 AM
Quote from: skullywag on July 20, 2016, 07:25:00 AM
Bare with me, ive updated everything just havent uploaded yet, im on it.

Yes all mods will be on steam as well. (this is whats taking the extra bit of time)

nice, i cant wait for it to get my lights and the soil floor back *-*
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: DariusWolfe on July 21, 2016, 07:26:20 PM
A13 lights work without any real errors, so far, if you don't want to wait...
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: MisterVertigo on July 21, 2016, 07:49:22 PM
Quote from: DariusWolfe on July 21, 2016, 07:26:20 PM
A13 lights work without any real errors, so far, if you don't want to wait...
That's tempting. This is the last real mod I'm waiting for and I'll have all the main ones I played with in A13!
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Fluff_Thorrent on July 22, 2016, 03:52:04 AM
Hi! Hope this thread is still in use :P

I tried running Extended Storage 1.4 with A14 and found that it works... until you restart the game. Apparently, now the game checks at startup whether there are any stack count breaks (ie >75) and deletes any excess above the defined maximum. A13 did not have this function.
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on July 22, 2016, 04:01:30 AM
Yep know and fixed bug in A14. Tynan added a stacksize check to spawning item stacks in A14.
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: viperwasp on July 23, 2016, 02:21:40 AM
Quote from: skullywag on July 22, 2016, 04:01:30 AM
Yep know and fixed bug in A14. Tynan added a stacksize check to spawning item stacks in A14.

Wait does that mean mods will no longer to be able to stack above 75? Only they can still do it but need to be re-coded to work with this bug fix for A14?
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on July 23, 2016, 05:03:06 AM
yep ill need to detour the check to take into account my way of doing things, which will quadruple the size of the mod but hey...it wont work without it.
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: mohreb on July 23, 2016, 06:47:02 AM
Quote from: skullywag on July 23, 2016, 05:03:06 AM
yep ill need to detour the check to take into account my way of doing things, which will quadruple the size of the mod but hey...it wont work without it.
Hi, how are you going to detour the check? (will it work for modded resources too?) And also, will we be able to add it to an existing colony (or should i wait for it, before begining one)?
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Ofunu on July 23, 2016, 07:40:48 PM
How do I use the roof bombs? Do I craft them? If so, in which station?
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Fisty on July 23, 2016, 08:39:20 PM
Miscellaneous tab, build them like tables.. when they're done select it and click detonate.  Usually have to set the zone as no roof afterwards.
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Turtuhl on July 24, 2016, 12:26:20 PM
Will Extended Surgery and Dermal Regenerator be on Steam Workshop? Or can they be manually loaded in the Mod folder as they are and work?
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on July 24, 2016, 12:57:01 PM
im still working on them, all my mods will be on WS eventually.
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: blackysun on July 25, 2016, 08:48:56 AM
Quote from: skullywag on July 24, 2016, 12:57:01 PM
im still working on them, all my mods will be on WS eventually.

can u make at last the storage mod working? i realy want that freezer >.< cant find any other right now who has it :D the one to remove scars i would say would be second i realy realy heavy missing right now ^^

keep up ur good work we all love your mods :D
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on July 25, 2016, 08:50:07 AM
Storage is the one that needs some love due to a new check Tynan added to the vanilla game breaking it. Im on it but dont expect it for a few days, got to work out the best way of fixing this.
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Dekent59 on July 25, 2016, 09:31:47 AM
Any chance of getting the other things in the mean time?
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on July 25, 2016, 09:36:11 AM
Yep im on it, im busy busy busy.
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: blackysun on July 25, 2016, 09:46:16 AM
Quote from: skullywag on July 25, 2016, 08:50:07 AM
Storage is the one that needs some love due to a new check Tynan added to the vanilla game breaking it. Im on it but dont expect it for a few days, got to work out the best way of fixing this.

:///// damit >.< cant wait for it >.<
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: kriana on July 25, 2016, 09:49:37 AM
Quote from: skullywag on July 25, 2016, 09:36:11 AM
Yep im on it, im busy busy busy.

*cracks whip*

But seriously, thanks for your hard work and responsiveness :)
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on July 25, 2016, 10:03:24 AM
*looks up from keyboard*

...your welcome...

*sweats*
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: nuschler22 on July 25, 2016, 10:17:05 AM
Can anyone confirm that :

Add lighting works for Alpha 14?
Better Coolers?
Better Vents?

I'll start a new colony if all these work.  I know he's hard at work, but these are basically the only ones I need.

Thanks!
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on July 25, 2016, 10:45:15 AM
Nothing is updated yet, thread still says A13, im on it.
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: DariusWolfe on July 25, 2016, 01:04:09 PM
I can confirm that the A13 versions of Lights and Vents work for my A14 game, with no visible issues.

A13 Coolers is broken, and will freeze your game entirely if you attempt to build one.
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: nuschler22 on July 25, 2016, 01:12:05 PM
Quote from: DariusWolfe on July 25, 2016, 01:04:09 PM
I can confirm that the A13 versions of Lights and Vents work for my A14 game, with no visible issues.

A13 Coolers is broken, and will freeze your game entirely if you attempt to build one.

Thanks!
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: nuschler22 on July 25, 2016, 01:39:26 PM
Using the lights (which I know isn't updated) gives me an error that says to change the target version to 0.4.1241

Does anyone know how I might do that?  That's the only error I get so far.
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: DariusWolfe on July 25, 2016, 02:17:07 PM
Yes, I should specify that I *am* getting the errors popping up on the tracker. What I mean is that I haven't noticed any errors in-game.

I've heard of people squashing that particular error by modifying something in the files to tell it to point to A14, but I haven't bothered, as I'm only concerned about things affecting my play of the game.
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Helixien on July 25, 2016, 04:23:39 PM
Quote from: skullywag on July 25, 2016, 10:45:15 AM
Nothing is updated yet, thread still says A13, im on it.

Just want to say thanks for all the work you put into them! Your storage mod became quite important for and as it seems, a lot of other people too. Just take you time! When its done, its done ;)
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on July 25, 2016, 04:33:07 PM
im working on it right now....good god the hoops people THE HOOPS!!!! im jumping through them all. TYYYYNAAAAAAN.
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Fisty on July 25, 2016, 08:10:40 PM
But we loooooveee you!
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: dismar on July 25, 2016, 09:01:55 PM
BUT WHY! is the scarfixer always last to be updated :(!!!!

Hugs.
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: kaptain_kavern on July 25, 2016, 09:05:58 PM
[Shameless plug][Taunting_Skullywag]

I have DESurgeries (https://ludeon.com/forums/index.php?topic=22120.0) that permit to treat scars (amongst a lot of injuries - permanent or not) .... :p :p :p

[/Taunting_Skullywag][/Shameless plug]
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: kriana on July 25, 2016, 09:45:38 PM
Quote from: nuschler22 on July 25, 2016, 01:39:26 PM
Using the lights (which I know isn't updated) gives me an error that says to change the target version to 0.4.1241

Does anyone know how I might do that?  That's the only error I get so far.

In about.xml replace where it says "Alpha 13" with 0.4.1241

Then it won't say that anymore ;)
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on July 26, 2016, 04:48:45 AM
I fixed storage!!!

With some help from my CCL brethren 1000101, i have fixed this darned thing, its doubled the lines of code in the mod and it now requires CCL but it works. Stacksize breaking is a valid solution again. Updates incoming as this was my last blocker afaik.
Title: Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: qurffe on July 26, 2016, 04:56:12 AM
Great timing, just as i was wiped by infestation in permadeath :D wil wait for the update before starting new one.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on July 26, 2016, 06:27:00 AM
Ok all updated bar the coolers and vents (vents is simple enough but coolers will be a bit longer).

All on steam as well.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: kriana on July 26, 2016, 09:54:05 AM
Much appreciation! I missed my pretty medicine cabinets.

Dear Tynan: Please start a dev program so approved modders (with an NDA) can update their stuff beforehand.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on July 26, 2016, 10:06:50 AM
I had access to all test builds, all my mods were updated beforehand (weeks before A14s release), the slowness for me is due to A: Steam (Need those pretty pictures and stuff) B: A couple of last minute changes to the core codebase effected a few of my mods C: I have 2 kids and fulltime job so my modding time is sparse so finding time to upload is actually rare, im on the forums in work so i seem like im always here and have lots of time but thats just posting, its not time when i can upload/update. So yeah not Tynans fault, its lifes fault.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: BaconBits on July 26, 2016, 10:23:38 AM
I'd like to say thank you for taking time out of your busy and demanding life to update (not to mention making) your mods.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: nuschler22 on July 26, 2016, 12:58:38 PM
I just wanted to pop in and say thanks for this, yet again.

We appreciate all your hard work buddy!
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Fisty on July 26, 2016, 03:26:04 PM
Thank you sooooooo much!  ;D ;D ;D
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: warlocke on July 26, 2016, 04:11:44 PM
Thanks so much man, feels good to have storage options again.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: warlocke on July 26, 2016, 04:26:47 PM
Um just started a new game with the storage, placed a pallet down, and just got this error

Quotespawned woodlog57728 with stackcount 151 but stacklimit is 75. truncating
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on July 26, 2016, 04:30:14 PM
well thats the stack size check ive just fixed, have you got the alpha 14 version?

https://github.com/Skullywag/ExtendedStorage/releases/tag/ExtendedStorage1.6

can anyone else confirm if this is working ok?

Warlocke, can you give me exact reproduction instructions? you enable the mod load a new game then what?
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: warlocke on July 26, 2016, 04:56:56 PM
just set it to wood and once the stack got higher than 75 it threw the error.

brand new game, ccl and using your storage mod off of steam workshop with alpha 14d or w/e latest on steam is.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Rampart on July 26, 2016, 05:06:31 PM
Getting a different issue with Reclaim Fabrics, every time a pawn performs the job I get this error:

QuoteJobDriver threw exception in initAction. Pawn=Zippy, Job=DoBill A=Thing_ElectricTailoringBench105154 B=Thing_Apparel_Tuque105237 C=(155, 0, 128), Exception: System.NullReferenceException: Object reference not set to an instance of an object
  at ReclaimFabric._Thing+<_SmeltProducts>d__0.MoveNext () [0x00000] in <filename unknown>:0
  at Verse.GenRecipe+<MakeRecipeProducts>c__Iterator1D7.MoveNext () [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[Verse.Thing].AddEnumerable (IEnumerable`1 enumerable) [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[Verse.Thing]..ctor (IEnumerable`1 collection) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.ToList[Thing] (IEnumerable`1 source) [0x00000] in <filename unknown>:0
  at Verse.AI.Toils_Recipe+<FinishRecipeAndStartStoringProduct>c__AnonStorey34A.<>m__4FA () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0

EDIT:New game with just your steam mods and CCL produced the same error, interestingly I tried adding the Recycle mod and it produces the same error, probably because they both call the same function from CCL, so might be a CCL bug.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Seinne on July 26, 2016, 11:14:17 PM
Sorry to be the bearer of bad news, but, Extended Storage somehow messes with creating indoor spaces. Tested with this mod and ccl only, if you create a square room and then place a door in it, it changes from being designated an indoor unroofed, room to an outdoor room and wont change back. The pawns even roof it over like its a room.

The biggest issue with this is if you have two adjoining rooms, like bedrooms or freezer to kitchen, the game doesn't recognize them as separate rooms anymore even with a door between them.

The weirder part is that if you add another door next to the first, it fixes the problem sometimes.

I'm throwing no error codes in game or in the log, it's taken me hours adding and removing mods and restarting the game over and over to figure out which mod was causing the issue.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: kosh401 on July 27, 2016, 12:07:51 AM
My buddy and I are also seeing some buggy behaviour when it comes to roofing and indoors vs outdoors rooms since adding Ext. Storage, but we also just added Justin's Zombie update and Industrialization so I wasn't sure whats causing it. At least the storage itself is working as far as I can tell so far (thanks!). Also reloading the game when a room is bugged out as ourdoors when it should be indoors has fixed it so far for us.

As an example on a fresh map, I finished off a pre-existing wall section for a small battery storage structure and it would not change from outdoor to indoor. But while it was "outdoor," rain did not hit the batteries and nothing exploded etc. But when I put a bed in that room and try to designate it for prisoners, I got the outdoor warning saying I can't do that there. Reloading the game switched it back to indoors tag and I could do the prisoner bed there.

Anyway hasn't been game breaking yet for us and I'm just happy to have the storage working :D
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: InfiniteRemnant on July 27, 2016, 01:11:45 AM
when you get around to updating the vents and cooler replacements, can you port over the wall-vent-style heater from Redist as well? it looks so much better than the vanilla ones, but finding a stand-alone version of it is a pain.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Kriminal on July 27, 2016, 01:19:01 AM
Quote from: skullywag on July 26, 2016, 04:30:14 PM
well thats the stack size check ive just fixed, have you got the alpha 14 version?

https://github.com/Skullywag/ExtendedStorage/releases/tag/ExtendedStorage1.6

can anyone else confirm if this is working ok?

Warlocke, can you give me exact reproduction instructions? you enable the mod load a new game then what?

I was also having the same issue. I think it must be with the mod on steam, I downloaded from the link you provided set-up my mod order http://imgur.com/a/y73Dp (http://imgur.com/a/y73Dp) and BAM! Working great! So again, maybe just uploaded an old mod to steam? Either way, direct link provided works, Steam mod does not. At least for me. P.S.-It works fine with save games  ;)

(Edit) Awesome mod, which is why I wanted to figure it out so bad. Hope this helps you fix the steam mod/file issue and others to enjoy this AMAZING mod!

(Another Edit) My bad, steam mod is also working fine...AS LONG AS YOU SET YOUR "Pallet, Freezer, Hamper" etc TO ONLY ACCEPT ONE ITEM it will stack it with no error exceptions.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: AHare on July 27, 2016, 01:54:50 AM
Quote from: Seinne on July 26, 2016, 11:14:17 PM
Sorry to be the bearer of bad news, but, Extended Storage somehow messes with creating indoor spaces. Tested with this mod and ccl only, if you create a square room and then place a door in it, it changes from being designated an indoor unroofed, room to an outdoor room and wont change back. The pawns even roof it over like its a room.

The biggest issue with this is if you have two adjoining rooms, like bedrooms or freezer to kitchen, the game doesn't recognize them as separate rooms anymore even with a door between them.

The weirder part is that if you add another door next to the first, it fixes the problem sometimes.

I'm throwing no error codes in game or in the log, it's taken me hours adding and removing mods and restarting the game over and over to figure out which mod was causing the issue.
Seconded on all this. Was having the issue earlier trying to build inside a mountain, despite being well roofed it shows as outside until reload, though rain does not pass through. Building another room connected does fix the issue as well.

Odd glitch, but hey do what you can Skully. Honestly your mods are a must have for me, I've been putting off playing until you can update.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Sarelth on July 27, 2016, 02:11:23 AM
I had the same problem, but there was no extended storage buildings in the rooms at all.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: toric on July 27, 2016, 03:13:18 AM
hmm, would it be fesable to move the medicine crafting to a vanilla table? even on a moderatly modded game, the workshop quickly gets crowded due to every other mod adding its own bench. just trying to think of what bench would work best for this. also, maybye a mod that lets you craft simple prosthetics at the machining table? i like EPOE, but it gets a bit mutch with the 8 or so benches, and not a huge fan of how powerful it gets later game.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on July 27, 2016, 03:22:45 AM
I couldnt find a bench that fit the purpose they all had reasons for not being chosen. You can easily edit the mod to achieve this though. Simply delete the bench thing and edit the recipe to be on a different bench.

Ill look into the roofing issues...not see this one before, but the new roof mechanic could need certain things to be a certain way.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Sarelth on July 27, 2016, 04:16:17 AM
I went back into my save game after a break and found that all the rooms that previously counted as indoors with the Extended storage shelves suddenly are outside. I hope you can track it down, it just happens I had a shelf in my freezer.. Who needs food anyways..

Also, there is another mod that adds shelf like storage units, I forget which one though. It doesn't have the roof problem, if you can find it would that help at all with the code?
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: qurffe on July 27, 2016, 04:38:44 AM
I actually havent even build a storage option anywhere and i had this problem. Had to build airlock on the entrance to my mountain base for it to count as inside even though it was all overhead mountain and such, no constructed roof anywhere.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on July 27, 2016, 04:50:35 AM
Its the detour I added for the stack check thats now in A14, somethings not right with it, its gonna take some serious effort to figure this out, bare with me.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Sarelth on July 27, 2016, 04:57:20 AM
I found the mod I mentioned, it was one of Brunalya's in https://ludeon.com/forums/index.php?topic=7179.0 (https://ludeon.com/forums/index.php?topic=7179.0)


While it's a similar idea, I much prefer your art selection. :)
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on July 27, 2016, 05:03:08 AM
His mod doesnt break stacksize though so wont have this issue as it doesnt have my detoured code thats needed to break stacksize, without this code no stack can go over its max stack size, this mod doesnt just add shelves, it adds storage options that allow sotring more than the max stacksize so 500 potatoes in a basket instead of 75.

The issue is that the code im detouring is used by EVERY THING in the game, hence it has to be perfect or weird stuff like this happens, I need to debug it further.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Darcclan on July 27, 2016, 06:29:34 AM
Hey guys I did some testing and it seems that these bugs happen when a room is built with the door last, as in you build all the walls and then add the door (as I usually do, just my habit), and the issue with rooms sharing temp space is also the same thing, if the room within a room has its door made last then it will share temp area with the room it was made in. So to avoid the bug, just save one wall piece for last
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on July 27, 2016, 07:04:55 AM
Notify_NoZoneOverlapThingSpawned and Notify_BarrierSpawned are the 2 parts of the detour I had the worst time with, it makes sense seeing the errors that are coming in for the problem to be in these areas, it must be in here somewhere,
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on July 27, 2016, 07:14:19 AM


ignore that, wont work....bah, still on it.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Seinne on July 27, 2016, 07:47:18 AM
Sorry I rained on your parade, but I have confidence that you will figure it out.

Your mod's are must have in my opinion.

btw would it be possible to make a mod that allows you to pick the level of food prisoners get, like you can pick their med levels? I'm sick of seeing my prisoners get luxurious meals while my pawns are eating berries...
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Sarelth on July 27, 2016, 10:43:28 AM
Just take a step back, have a cup of coffee, watch a tv show and relax your brain for a few, then have at it again. Remember that a fresh look at things can be good. I have confidence you will figure it out.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on July 27, 2016, 10:53:43 AM
NO, im gonna panic, make loads of mistakes, get drunk, fix it, be too drunk to know i fixed, break it again, ask on the modders slack, get verbally abused by shinzy and simone, verbally abuse shinzy and simone, sleep, feel awful, eat something, feel better, try again and then fix it.

This is my way. I know no other. :D
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: BlackSmokeDMax on July 27, 2016, 12:15:54 PM
Quote from: skullywag on July 27, 2016, 10:53:43 AM
NO, im gonna panic, make loads of mistakes, get drunk, fix it, be too drunk to know i fixed, break it again, ask on the modders slack, get verbally abused by shinzy and simone, verbally abuse shinzy and simone, sleep, feel awful, eat something, feel better, try again and then fix it.

This is my way. I know no other. :D

That sounds like a great game! I'd buy it!!
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: maurojunior2011 on July 27, 2016, 12:43:35 PM
Reclaim Fabric to repair weapons... please!!! I love your mods  :D
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: viperwasp on July 28, 2016, 09:46:56 AM
Quote from: skullywag on July 27, 2016, 07:14:19 AM


ignore that, wont work....bah, still on it.

Will RT Quantum Storage mod at https://ludeon.com/forums/index.php?topic=11272.0 help you out at all? Thinking on it I guess that mod does work differently as it just forces stacks of 75 on one tile? But to be honest I have never used RT Quantum so I don't know if it does go above 75 or not?

And if it does just forces multiple stacks of 75 on to one tile could your mod do something like that? And even if your mod could use that method would you want to do it that way would probably be important as well. lol  Just trying to help but I sadly don't think my reply will help.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: SullenSkulls on July 28, 2016, 11:54:08 AM
Quick question.

With your reclaim fabric mod, I have currently set up a stock pile that only holds <50% condition, worse than normal items, and have a job to set up to reclaim fabric only from items in that stockpile.  Unfortunately, I haven't seen a single piece of fabric returned from the items yet.  My tailors have 10-15 skill that are doing this job.

Does this sound normal for the scaling you have put on the amount of fabric returned, or could this be a bug (I use colony manager to set the jobs if that might make a difference)?

If so, that's fine.  I'll just have to re-assess my plans for fabric domination!
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on July 28, 2016, 12:04:09 PM
It also has a bug due to changed vanilla code....im on it. These were changes that were made in the last builds that i admitedly hadnt tested as usually nothing changes in this respect. I got unlucky this time...
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: stigma on July 29, 2016, 07:30:43 PM
I'm wanting to use the reclaim fabric - but I understand it is still bugged? Let us know when that gets fixed.
Also - could you clarify for me, does this also allow recycling stuff like armorvests, helms and other such apparel or purely "clothes" ? It would generally be nice to be able to recycle all of it to put "trash" items to good use - as long as you don't gain too much out of it.

There's another mod "recycle" that does a similar thing, but it returns 50% of material regardless which seems a bit too powerful. On the other hand it does recycle all types of apparel which is a plus.

-Stigma
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Gfurst on July 30, 2016, 12:30:06 AM
Hey, great work on the mods, very nice additions.
question: are storage really not supposed to work as movable furniture like the stock rack?
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Sarelth on July 30, 2016, 03:16:12 AM
Is Extended Surgery compatible with EPOE and/or Desurgeries?
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Pepy12 on July 30, 2016, 03:59:14 AM
Hello!,

first one, very good mod, i like it very much :D

But it seems since the new version is up the "--- Quote ---spawned woodlog57728 with stackcount 151 but stacklimit is 75. truncating" Error is appearing. Anyone have this too upon loading?
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Oragepoilu on July 30, 2016, 04:27:31 AM
It's a normal error; not a problem by itself during the gameplay, AFAIK. just ignore it.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Pepy12 on July 30, 2016, 04:35:03 AM
Quote from: Oragepoilu on July 30, 2016, 04:27:31 AM
It's a normal error; not a problem by itself during the gameplay, AFAIK. just ignore it.

Thank you!
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on July 30, 2016, 06:06:13 AM
Reclaim fabric is fixed, its not the most robust fix, but i reckon itll do fine.

In A14 Tynan removed the crafter being passed to smeltProducts method (which this uses) so the skill part on my equation had nothing to work with, im now gathering the crafting pawn from the interaction cell of the bench, this should be fine, this is literally the only way, bar undoing Tynans change and detouring the whole damn process which would take me weeks.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on July 30, 2016, 06:47:01 AM
ok storage is updated, i fixed the detour (dont ask).

Im just gonna go outside and scream now....excuse me...

AAAAAAARRRRRRRGGGGGGGGHHHHHHHHHHHH
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: qurffe on July 30, 2016, 06:59:40 AM
Quote from: skullywag on July 30, 2016, 06:47:01 AM
ok storage is updated, i fixed the detour (dont ask).

Im just gonna go outside and scream now....excuse me...

AAAAAAARRRRRRRGGGGGGGGHHHHHHHHHHHH

When i click on extended storage the name that pop ups on github is ExtendedFabrics-1.8, but the downloaded filed is ExtendedStorage, might want to fix that. :D
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on July 30, 2016, 07:38:56 AM
ha it was fine, autocomplete just picked another name ive typed a lot, edited the release name to fix it though.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Oragepoilu on July 30, 2016, 08:23:07 AM
Thx for your works. Sound like the reclaiming works like a charm.

Now, time to reclaim my stockpile 80x90 full of junk ...
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: eberkain on July 30, 2016, 08:41:16 AM
Did some tests on extended storage and it seems to work like a charm if you set a container to only hold one type of object.  Thanks so much for getting it fixed up.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: viperwasp on July 30, 2016, 12:26:48 PM
Quote from: eberkain on July 30, 2016, 08:41:16 AM
Did some tests on extended storage and it seems to work like a charm if you set a container to only hold one type of object.  Thanks so much for getting it fixed up.

Since I used tons of mods I am going to give the storage a test now too. I will report if I detect any issues. Thanks Skullywag!
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on July 30, 2016, 12:45:36 PM
Getting reports on steam about pawns stuck looping and not hauling to these, but i suspect a badly setup game (i.e they dont have ccl loaded right) please report if you see any issues with haul job or anything not stacking, thanks.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Pepy12 on July 30, 2016, 12:52:30 PM
Quote from: Pepy12 on July 30, 2016, 04:35:03 AM
Quote from: Oragepoilu on July 30, 2016, 04:27:31 AM
It's a normal error; not a problem by itself during the gameplay, AFAIK. just ignore it.

Thank you!

Hello again!

Theres 2 options. Option 1 is i am an idiot or option 2 is theres something wrong with my game.

I have the problem (and during the game) that this error pops up: (error.jpg)
and everytime i save and load this cuts my ressources into half :/. I tryed very less Mods and i tryed a different load (ccl is everytime under Core) order and a new download. Nothing helps... I love this mod and want to use it like before the update, can someone help me here? :(  Thanks!!

Edit1: Tryed with a new save, still the same :/

[attachment deleted by admin - too old]
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Igan on July 30, 2016, 01:43:34 PM
Those vents and coolers mod are just graphical, right?
It is safe to put them in A14 or they really need tweaks to work today?
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: qurffe on July 30, 2016, 01:47:02 PM
Quote from: Igan on July 30, 2016, 01:43:34 PM
Those vents and coolers mod are just graphical, right?
It is safe to put them in A14 or they really need tweaks to work today?

They are not just graphical and they certainly do not work.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: eskoONE on July 30, 2016, 03:00:14 PM
Quote from: skullywag on July 30, 2016, 12:45:36 PM
Getting reports on steam about pawns stuck looping and not hauling to these, but i suspect a badly setup game (i.e they dont have ccl loaded right) please report if you see any issues with haul job or anything not stacking, thanks.

same happend to me today. ccl and vanilla tweaks are loaded right after core and ur mod is somewhere one of the last ones. im not sure but i think it has something to do with having a stockpile zone with items on it and when u craft one of the storage mods it bugs out. i didnt test this without having a stockpile zone yet. ill do it when i play more later on maybe.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on July 30, 2016, 03:52:59 PM
Quote from: Pepy12 on July 30, 2016, 12:52:30 PM
Quote from: Pepy12 on July 30, 2016, 04:35:03 AM
Quote from: Oragepoilu on July 30, 2016, 04:27:31 AM
It's a normal error; not a problem by itself during the gameplay, AFAIK. just ignore it.

Thank you!

Hello again!

Theres 2 options. Option 1 is i am an idiot or option 2 is theres something wrong with my game.

I have the problem (and during the game) that this error pops up: (error.jpg)
and everytime i save and load this cuts my ressources into half :/. I tryed very less Mods and i tryed a different load (ccl is everytime under Core) order and a new download. Nothing helps... I love this mod and want to use it like before the update, can someone help me here? :(  Thanks!!

Edit1: Tryed with a new save, still the same :/

When did you last update, the mod has only today received an update to make it work, the A14 update made this mod break in rather spectacular way, im still piecing it back together.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: eberkain on July 30, 2016, 05:30:42 PM
after spending some time playing with extended storage it is still throwing errors about stack size on occasion, which also causes you to loose stuff. 
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Gfurst on July 30, 2016, 06:10:08 PM
Sup, first of all thanks for the mods, they're pretty useful...

1 - I don't quite get the extended storage, as some things seems useless and other perfectly covered by the stock equipment rack, plus they're aren't movable furniture as well
2 - the lights are pretty good too, but you should make them movable and flickable,

Cheers
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: viperwasp on July 30, 2016, 10:53:57 PM
Extended storage is simply a set of objects that hold a lot more of a given item on one tile/square then the game normally allows you to? And based on recent replies here I'm not sure if it's working or not. I played with it for 10 mins with plenty of mods and saved and loaded games with no issues. However 10 mins means nothing so I will test it further. 

But for example instead of 75 wood in one tile with this mod you can store like 600 wood in one tile. It's a great mod.

Question: I understand this needs CCL. But besides that Skullywag were would you suggest someone try to place your mod? Near the top or bottom or just it overall just depend on other mods that are used? Thanks
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: viperwasp on July 31, 2016, 04:47:07 AM
A couple issues...
First the most recent version of CCL v0.14.1 does not seem to like your extended storage mod Skullywags.  Getting tons of errors with only CCL, Vanilla Tweaks and Extended Storage. When I load into Rimworld Game Its frozen and the save bar in the middle of the screen won't even close. See screenshot for my error list.  I don't think yours is the only mod that's giving me errors but as I mentioned my most recent test for the screenshot I posted is only using CCL+Extended Storage.

Screenshot #1 is for this error mentioned above.

[attachment deleted by admin - too old]
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: viperwasp on July 31, 2016, 04:49:58 AM
(see my previous post) I had to make two posts as the screenshots were to large.

Second on the previous release of CCL 0.14.0 I think?  I have a game with MANY mods going. In this game everything works fine except every once in a while when my pawns stack items onto the extended storage units I get this error. See screenshot #2. I can't tell if it actually loses items or not or why it happens. It does not happen often. But I can reproduce it to happen often enough. I think I sometimes get the error the very first time a pawn places something on a storage unit.

I am using your version posted 22 hours ago for extended storage 1.8 for both of these issues. This second issue noted in this post may not be that big of a deal.

[attachment deleted by admin - too old]
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Pepy12 on July 31, 2016, 05:05:06 AM
Quote from: skullywag on July 30, 2016, 03:52:59 PM
Quote from: Pepy12 on July 30, 2016, 12:52:30 PM
Quote from: Pepy12 on July 30, 2016, 04:35:03 AM
Quote from: Oragepoilu on July 30, 2016, 04:27:31 AM
It's a normal error; not a problem by itself during the gameplay, AFAIK. just ignore it.

Thank you!

Hello again!

Theres 2 options. Option 1 is i am an idiot or option 2 is theres something wrong with my game.

I have the problem (and during the game) that this error pops up: (error.jpg)
and everytime i save and load this cuts my ressources into half :/. I tryed very less Mods and i tryed a different load (ccl is everytime under Core) order and a new download. Nothing helps... I love this mod and want to use it like before the update, can someone help me here? :(  Thanks!!

Edit1: Tryed with a new save, still the same :/

When did you last update, the mod has only today received an update to make it work, the A14 update made this mod break in rather spectacular way, im still piecing it back together.

Hello!,

thanks for the information!
tryed pretty the same as viperwasp - and it seems that his error log looks quite the same as mine error log. :/.

wish you much luck with the repairing of this great mod:)
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: viperwasp on July 31, 2016, 05:07:52 AM
I should mention that with my errors they DO NOT happen on save/load. I can load my game and come back in with no errors and I still have large stacks. But it may depend on your version of extended storage and CCL. Or who knows what? lol
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: sefin_88 on July 31, 2016, 08:44:53 AM
I dont know if this is working as intended but the Extended storage *half works*.  When I say that I mean 50 food items stack on one side of the tray but not on the other.  The same goes for the pallets, food basket, skiff and fabric hamper (havent tested the others yet.)  While its still a vast improvement over vanilla storage rooms.  Im not sure if its the way its designed to be.  Here is a picture of the food and basket storage.

[attachment deleted by admin - too old]
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Youhaveavirus on July 31, 2016, 08:49:37 AM
Quote from: sefin_88 on July 31, 2016, 08:44:53 AM
I dont know if this is working as intended but the Extended storage *half works*.  When I say that I mean 50 food items stack on one side of the tray but not on the other.  The same goes for the pallets, food basket, skiff and fabric hamper (havent tested the others yet.)  While its still a vast improvement over vanilla storage rooms.  Im not sure if its the way its designed to be.  Here is a picture of the food and basket storage.

Quick fix: Only allow one item per wooden food basket.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: sefin_88 on July 31, 2016, 08:55:05 AM
It will still only fill up one side and use vanilla stacking for the other half.  Like the 50/10 fine meals and the 600/75 cotton in the above picture
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: qurffe on July 31, 2016, 08:58:31 AM
Quote from: sefin_88 on July 31, 2016, 08:44:53 AM
I dont know if this is working as intended but the Extended storage *half works*.  When I say that I mean 50 food items stack on one side of the tray but not on the other.  The same goes for the pallets, food basket, skiff and fabric hamper (havent tested the others yet.)  While its still a vast improvement over vanilla storage rooms.  Im not sure if its the way its designed to be.  Here is a picture of the food and basket storage.

It is designed that 1 structure for 1 type of resource, so you need to set what resource you want in there, and it works by moving the resource from one tile to the other, until it hits the limit so you will always have a lot on 1 side and normal stack of resource on the other. (something like 900 steel/75 steel on skip for example) That is how it was made to work.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: sefin_88 on July 31, 2016, 09:03:48 AM
Quote from: qurffe on July 31, 2016, 08:58:31 AM
Quote from: sefin_88 on July 31, 2016, 08:44:53 AM
I dont know if this is working as intended but the Extended storage *half works*.  When I say that I mean 50 food items stack on one side of the tray but not on the other.  The same goes for the pallets, food basket, skiff and fabric hamper (havent tested the others yet.)  While its still a vast improvement over vanilla storage rooms.  Im not sure if its the way its designed to be.  Here is a picture of the food and basket storage.

It is designed that 1 structure for 1 type of resource, so you need to set what resource you want in there, and it works by moving the resource from one tile to the other, until it hits the limit so you will always have a lot on 1 side and normal stack of resource on the other. (something like 900 steel/75 steel on skip for example) That is how it was made to work.

Cool cool,  wasnt sure if thats how it was designed or not.  Thanks for the heads up.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: YuriRuler90 on July 31, 2016, 02:12:25 PM
Quote from: skullywag on July 30, 2016, 12:45:36 PM
Getting reports on steam about pawns stuck looping and not hauling to these, but i suspect a badly setup game (i.e they dont have ccl loaded right) please report if you see any issues with haul job or anything not stacking, thanks.

I had some trouble with this on the A14 updated version. Checked my modlist and then decided to load Extended Storage AFTER CCL Vanilla Tweaks. When Tweaks was last colonists would twitch about and constantly cancel trying to move food. After reloading and moving Extended Storage last they properly haul food again.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Gfurst on July 31, 2016, 06:36:33 PM
Quote from: qurffe on July 31, 2016, 08:58:31 AM
It is designed that 1 structure for 1 type of resource, so you need to set what resource you want in there, and it works by moving the resource from one tile to the other, until it hits the limit so you will always have a lot on 1 side and normal stack of resource on the other. (something like 900 steel/75 steel on skip for example) That is how it was made to work.
Ahh alright, I was kinda unsure about that too, wondering if it was a bug or something, I even thought maybe they were supposed to hold two type of items on one tile?
Can someone clarify for me what the different types of storage are for? Like for example the skip and wooden pallets, supposed to hold materials, whats the difference? And also why use the locker instead of the equipment rack?
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Uninu on July 31, 2016, 07:30:07 PM
Extended Storage
If you place the container on/over a stockpile zone, you get the "overwriting slot group square" + "clearing group grid square" error. And I get the "started 10 jobs in 10 ticks" error too, I'm still trying to find the reason.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Gfurst on July 31, 2016, 07:58:47 PM
Also gonna throw out there, I think Ext Storage for isn't throwing errors like the others, CCL 14.1 and latest, however I just noticed this on the log
JobDriver threw exception in initAction. Pawn=Lilith, Job=DoBill A=Thing_ElectricTailoringBench448341 B=Thing_Apparel_TribalA302009 C=(143, 0, 115), Exception: System.NullReferenceException: Object reference not set to an instance of an object
  at ReclaimFabric._Thing+<_SmeltProducts>d__0.MoveNext () [0x00000] in <filename unknown>:0
  at Verse.GenRecipe+<MakeRecipeProducts>c__Iterator1D7.MoveNext () [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[Verse.Thing].AddEnumerable (IEnumerable`1 enumerable) [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[Verse.Thing]..ctor (IEnumerable`1 collection) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.ToList[Thing] (IEnumerable`1 source) [0x00000] in <filename unknown>:0
  at Verse.AI.Toils_Recipe+<FinishRecipeAndStartStoringProduct>c__AnonStorey349.<>m__4F8 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0


And it might be the cause no fabric is being recovered at all, I wondering about that. Anyone else got that?
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Uninu on August 01, 2016, 02:18:17 AM
One more bug. The frozen baskets and the freezer do not stop the egg progress. And if you put the eggs inside the storage, the egg progress resets.

Skullywag, could you please add chocolate to wood pallets.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on August 01, 2016, 04:44:03 AM
Quote from: Gfurst on July 31, 2016, 07:58:47 PM
Also gonna throw out there, I think Ext Storage for isn't throwing errors like the others, CCL 14.1 and latest, however I just noticed this on the log
JobDriver threw exception in initAction. Pawn=Lilith, Job=DoBill A=Thing_ElectricTailoringBench448341 B=Thing_Apparel_TribalA302009 C=(143, 0, 115), Exception: System.NullReferenceException: Object reference not set to an instance of an object
  at ReclaimFabric._Thing+<_SmeltProducts>d__0.MoveNext () [0x00000] in <filename unknown>:0
  at Verse.GenRecipe+<MakeRecipeProducts>c__Iterator1D7.MoveNext () [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[Verse.Thing].AddEnumerable (IEnumerable`1 enumerable) [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[Verse.Thing]..ctor (IEnumerable`1 collection) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.ToList[Thing] (IEnumerable`1 source) [0x00000] in <filename unknown>:0
  at Verse.AI.Toils_Recipe+<FinishRecipeAndStartStoringProduct>c__AnonStorey349.<>m__4F8 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0


And it might be the cause no fabric is being recovered at all, I wondering about that. Anyone else got that?

You may need to update reclaim fabric, i fixed an issue with it recently.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on August 01, 2016, 04:44:59 AM
Quote from: Uninu on July 31, 2016, 07:30:07 PM
Extended Storage
If you place the container on/over a stockpile zone, you get the "overwriting slot group square" + "clearing group grid square" error. And I get the "started 10 jobs in 10 ticks" error too, I'm still trying to find the reason.

I NEED this log, if you can get me your output.log ill be massively grateful.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on August 01, 2016, 04:45:45 AM
Quote from: YuriRuler90 on July 31, 2016, 02:12:25 PM
Quote from: skullywag on July 30, 2016, 12:45:36 PM
Getting reports on steam about pawns stuck looping and not hauling to these, but i suspect a badly setup game (i.e they dont have ccl loaded right) please report if you see any issues with haul job or anything not stacking, thanks.

I had some trouble with this on the A14 updated version. Checked my modlist and then decided to load Extended Storage AFTER CCL Vanilla Tweaks. When Tweaks was last colonists would twitch about and constantly cancel trying to move food. After reloading and moving Extended Storage last they properly haul food again.

This is interesting, ill look into this, anyone else with the issue using vanilla tweaks?
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: CannibarRechter on August 01, 2016, 10:23:50 AM
Hey, skullywag,

Have you considered building a weapon locker that can store more than one weapon per cell?
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Gfurst on August 01, 2016, 10:56:55 AM
Quote from: skullywag on August 01, 2016, 04:44:03 AM
You may need to update reclaim fabric, i fixed an issue with it recently.

Alright, didn't noticed the update, cheers, will try it out

Quote from: skullywag on August 01, 2016, 04:45:45 AM
This is interesting, ill look into this, anyone else with the issue using vanilla tweaks?

I have both and don't see any issue, load order: CCL, CCL tweaks, then other big mods
but then again, this one was also outdated for me, v1.6

edit:
Just remembered, I also tried out natural floors on a existing game, temperate biome I think, and shore of lakes turned into sand as opposed to to mud they were before, is that intended behavior?
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: zulef on August 01, 2016, 12:59:35 PM
Quote from: skullywag on August 01, 2016, 04:44:59 AM
Quote from: Uninu on July 31, 2016, 07:30:07 PM
Extended Storage
If you place the container on/over a stockpile zone, you get the "overwriting slot group square" + "clearing group grid square" error. And I get the "started 10 jobs in 10 ticks" error too, I'm still trying to find the reason.

I NEED this log, if you can get me your output.log ill be massively grateful.

I'm getting this too, output log is at - https://www.dropbox.com/s/k4rfz7qcu258nlr/output_log.txt?dl=0

The games pretty heavily modded.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on August 01, 2016, 01:01:07 PM
Ok extended storage is updated, try it out, i reckon ive solved the issue....god i hope so.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on August 01, 2016, 01:07:38 PM
Natural floors updated, removed the sand and marshy affordance overrides i did, they were doing crazy things, A14 really did a number on anything touching affordances.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on August 01, 2016, 01:17:17 PM
Extended medicine updated, simply added a label id missed to the workgiverdef, this makes fluffys tabs happier.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Gfurst on August 01, 2016, 01:45:47 PM
Quote from: skullywag on August 01, 2016, 01:01:07 PM
Ok extended storage is updated, try it out, i reckon ive solved the issue....god i hope so.
Quote from: skullywag on August 01, 2016, 01:07:38 PM
Natural floors updated, removed the sand and marshy affordance overrides i did, they were doing crazy things, A14 really did a number on anything touching affordances.
Awesome, you're pretty quick, will check out soon.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Pepy12 on August 01, 2016, 02:37:50 PM
Hello!

Thanks for updating the mods!

But i dont get it, i get with a new save and this new updated version after save/load still a truncating error :/. What i do wrong? I controlled ccl and the load order and didnt placed it on a warehouse.. dont know what i can do :/....any tips? Thanks!!

Edit: If that helps, i use the ccl workshop version from you :)
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Gfurst on August 01, 2016, 03:27:28 PM
Quote from: Pepy12 on August 01, 2016, 02:37:50 PM
But i dont get it, i get with a new save and this new updated version after save/load still a truncating error :/. What i do wrong? I controlled ccl and the load order and didnt placed it on a warehouse.. dont know what i can do :/....any tips? Thanks!!
Maybe it would help to provide the log, and some pics of the load order and whatever you have.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Elysium on August 01, 2016, 04:03:22 PM
ReclaimFabric1.3 is causing no materials to be returned from smelting weapons.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on August 01, 2016, 04:55:43 PM
Quote from: Elysium on August 01, 2016, 04:03:22 PM
ReclaimFabric1.3 is causing no materials to be returned from smelting weapons.

Working on this now, I knew of this issue but was working on Storage, it means translating this:


[CompilerGenerated]
private sealed class <SmeltProducts>c__IteratorF0 : IDisposable, IEnumerator, IEnumerable, IEnumerable<Thing>, IEnumerator<Thing>
{
internal List<ThingCount> <costListAdj>__0;

internal int <i>__1;

internal float <countF>__2;

internal int <count>__3;

internal Thing <t>__4;

internal int <i>__5;

internal ThingCount <ta>__6;

internal Thing <t>__7;

internal int $PC;

internal Thing $current;

internal Thing <>f__this;

Thing IEnumerator<Thing>.Current
{
[DebuggerHidden]
get
{
return this.$current;
}
}

object IEnumerator.Current
{
[DebuggerHidden]
get
{
return this.$current;
}
}

[DebuggerHidden]
IEnumerator IEnumerable.GetEnumerator()
{
return this.System.Collections.Generic.IEnumerable<Verse.Thing>.GetEnumerator();
}

[DebuggerHidden]
IEnumerator<Thing> IEnumerable<Thing>.GetEnumerator()
{
if (Interlocked.CompareExchange(ref this.$PC, 0, -2) == -2)
{
return this;
}
Thing.<SmeltProducts>c__IteratorF0 <SmeltProducts>c__IteratorF = new Thing.<SmeltProducts>c__IteratorF0();
<SmeltProducts>c__IteratorF.<>f__this = this.<>f__this;
return <SmeltProducts>c__IteratorF;
}

public bool MoveNext()
{
uint num = (uint)this.$PC;
this.$PC = -1;
switch (num)
{
case 0u:
this.<costListAdj>__0 = this.<>f__this.def.CostListAdjusted(this.<>f__this.Stuff, true);
this.<i>__1 = 0;
break;
case 1u:
IL_103:
this.<i>__1++;
break;
case 2u:
this.<i>__5++;
goto IL_1BC;
default:
return false;
}
if (this.<i>__1 >= this.<costListAdj>__0.Count)
{
if (this.<>f__this.def.smeltProducts == null)
{
goto IL_1DC;
}
this.<i>__5 = 0;
}
else
{
if (this.<costListAdj>__0[this.<i>__1].thingDef.intricate)
{
goto IL_103;
}
this.<countF>__2 = (float)this.<costListAdj>__0[this.<i>__1].count * 0.25f;
this.<count>__3 = GenMath.RoundRandom(this.<countF>__2);
if (this.<count>__3 > 0)
{
this.<t>__4 = ThingMaker.MakeThing(this.<costListAdj>__0[this.<i>__1].thingDef, null);
this.<t>__4.stackCount = this.<count>__3;
this.$current = this.<t>__4;
this.$PC = 1;
return true;
}
goto IL_103;
}
IL_1BC:
if (this.<i>__5 < this.<>f__this.def.smeltProducts.Count)
{
this.<ta>__6 = this.<>f__this.def.smeltProducts[this.<i>__5];
this.<t>__7 = ThingMaker.MakeThing(this.<ta>__6.thingDef, null);
this.<t>__7.stackCount = this.<ta>__6.count;
this.$current = this.<t>__7;
this.$PC = 2;
return true;
}
IL_1DC:
this.$PC = -1;
return false;
}

[DebuggerHidden]
public void Dispose()
{
this.$PC = -1;
}

[DebuggerHidden]
public void Reset()
{
throw new NotSupportedException();
}
}


into something readable......when you hear modders tallking about enumerators....this is what they are doing...the source code would make life so much easier but alas...this is what we must do.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: SpaceDorf on August 02, 2016, 04:19:21 AM
Hey skullywag,

Good News First : Your mods are awesome, and most of them are mandatory for my games.

Second the wishlist :
Can you set up some containers with no Items pre selected ?
I like to use the bulk goods containers like the palette and cloth hamper to sort my stuff.
But as soon as they are built my pawns stuff them with everything lying around.
The compost bin should also start with all items unselected to prevent loss of materials.

It would also be nice to have a graphic distinction between the loading end and the "storage end" of the container.

Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on August 02, 2016, 10:35:12 AM
yep ill look into all requests. All valid things.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Gfurst on August 02, 2016, 10:58:34 AM
Skullywag, unfortunately, I may have some issues   :-X
I can't build anything on mud or water, even with the natural soil mod, correct me if I'm wrong, but I thought it was supposed that.
And so its confirmed that reclaim fabric still needs a fix? I really gotta do something about that shitton of tribal clothes laying around.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Exende on August 02, 2016, 11:01:18 AM
I believe vegatable garden has its own version of reclaim fabric maybe.  (Called Salvage Fabric or something)  You could try that instead
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: stigma on August 02, 2016, 11:31:48 AM
Quote from: Gfurst on August 02, 2016, 10:58:34 AM
Skullywag, unfortunately, I may have some issues   :-X
I can't build anything on mud or water, even with the natural soil mod, correct me if I'm wrong, but I thought it was supposed that.
And so its confirmed that reclaim fabric still needs a fix? I really gotta do something about that shitton of tribal clothes laying around.

That's not really what the mod does - you can just make natural types of "floor" with the mod. You can't build in places where you otherwise couldn't.

That said - there is already something in the game that you can use for this - the moisture pump (requires research). It will slowly drain water from an area so you can build there later. Give that a try.

-Stigma
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: stigma on August 02, 2016, 11:33:44 AM
Skully, would it be hard to expand the recyclable items in reclaimfabric to include armor-stuff, like armor-vests, kevlar helmets and the like?

-Stigma
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Gfurst on August 02, 2016, 11:42:10 AM
Quote from: stigma on August 02, 2016, 11:31:48 AM
That's not really what the mod does - you can just make natural types of "floor" with the mod. You can't build in places where you otherwise couldn't.
That said - there is already something in the game that you can use for this - the moisture pump (requires research). It will slowly drain water from an area so you can build there later. Give that a try.
But I was hoping to extend the lake around my base providing some better protection, I know its a bit cheaty, but drying up a lake just so I can place some more water later seems silly.

Quote from: stigma on August 02, 2016, 11:33:44 AM
Skully, would it be hard to expand the recyclable items in reclaimfabric to include armor-stuff, like armor-vests, kevlar helmets and the like?
To be honest this really should be a vanilla fix, armor should be smeltable like other weapons, after all they're hardware.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: jjdamstra on August 02, 2016, 03:37:07 PM
Hey when I try to add a bill with extended medicine nothing is in the list and I get a debug log "Created floatMenu with no Options"
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on August 02, 2016, 03:43:25 PM
ill need the full output.log uploaded somewhere i can see it to debug that.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: jjdamstra on August 02, 2016, 04:20:19 PM
Quote from: skullywag on August 02, 2016, 03:43:25 PM
ill need the full output.log uploaded somewhere i can see it to debug that.

I found out what the problem was. It was because vegetable garden added medicine too and i need to load it before this one

Thanks
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: LustrousWolf on August 02, 2016, 04:53:15 PM
Using the reclaim mod and getting this error :( The only mod that I am using that I think might effect it is the Mending mod (mend apparel)?

https://gyazo.com/9506b7be0bbcefb36292c0bd257002b3
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on August 02, 2016, 05:22:20 PM
yeah im working on reclaim right now with 1000101, mind bendingly fun...
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: LustrousWolf on August 02, 2016, 06:25:02 PM
Quote from: skullywag on August 02, 2016, 05:22:20 PM
yeah im working on reclaim right now with 1000101, mind bendingly fun...

Oh ok, my bad >.< Good luck with it! :)
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Gfurst on August 02, 2016, 10:09:10 PM
So Skully, about the reclaim fabrics... I played for a while and didn't noticed, but luckily I had a autosave right before smelting some weapons and was able to test it, succesfully reclaiming both fabrics and smelting weapons.... so really I don't know what the other guy's issue might have been.  For me is working well, cheers, might have him check load order or compatibility.



Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on August 03, 2016, 02:08:16 AM
Quote from: Gfurst on August 02, 2016, 10:09:10 PM
So Skully, about the reclaim fabrics... I played for a while and didn't noticed, but luckily I had a autosave right before smelting some weapons and was able to test it, succesfully reclaiming both fabrics and smelting weapons.... so really I don't know what the other guy's issue might have been.  For me is working well, cheers, might have him check load order or compatibility.

Hmmm weird, i would have thought it would fail...were you getting small amounts of cloth or 50% of cost do you know?

I tested it and wasnt getting any steel back with just this mod on.

Also was this on A14?
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Oragepoilu on August 03, 2016, 06:19:56 AM
Hello,

I have a problem with your "storage" mod.

With the latest update of rimworld and CCL along your storage mod 1.9 (with nothing else, in a new game), I keep having the same error
"Spawned Silver54412 with stackCount 10001 but stackLimit is 500. Truncating."
Name and number obviously change but each time I lost my material. It happen extremely often, and is easy to see by placing a skip or wooden pallet and spawn some stuff, then haul it.

edit :
after playing around, it sound like I have no problem with simple meal, gravel, sand, copper (both version of it), steel , plasteel, glass, fused quartz, stone block of any kind, brick ...
But it happen often with wood, silver, corn. And by often, I mean every time.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on August 03, 2016, 07:45:05 AM
Hmm wierd. Ill look into it. I have been using steel to test so there be something wonky with thise other things but its all the same code....i think....leave it with me.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: SpaceDorf on August 03, 2016, 09:05:57 AM
I would like to help you test, what is the formula of return ?

I read something in the last posts that reclaim should return about half of the used recipe cost ?

Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: miguellima on August 03, 2016, 09:49:57 AM
Hey there,

Using your storage mod, It seems that it's not multi stacking several stuff. Should all of your items multi stack what they hold? Food, weapons, materials?

Many thanks
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Fregrant on August 03, 2016, 10:50:36 AM
https://ludeon.com/forums/index.php?topic=14177.msg242680#msg242680
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: miguellima on August 03, 2016, 11:05:45 AM
Quote from: Fregrant on August 03, 2016, 10:50:36 AM
https://ludeon.com/forums/index.php?topic=14177.msg242680#msg242680

Thank you so much and apologies for that. I did start reading the first few pages but found nothing of interest.

Cheers
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: CannibarRechter on August 03, 2016, 11:56:35 AM
The locker doesn't "multi-stack" weapons at all in my build. It's a 2x1 cell. It holds 2 weapons. I was hoping that it would hold N weapons, and I'd have to click through them or some such, to find out what was there. Which way is it supposed to work?
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Oragepoilu on August 03, 2016, 12:01:14 PM
I don't think this storage mod is made to multti stack item that have special value like "can be made of different material" or "can have a quality" (= apparel, weapon ).

I have yet to unlock it, but there is still the quantum storage mod updated to A14 : you can try it, it's a good solution but more end game.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Gfurst on August 03, 2016, 02:54:58 PM
Quote from: skullywag on August 03, 2016, 02:08:16 AM
Hmmm weird, i would have thought it would fail...were you getting small amounts of cloth or 50% of cost do you know?
I tested it and wasnt getting any steel back with just this mod on.
Also was this on A14?
Yeah this is on the latest version A14e, I'm pretty sure getting textile back, noticed a big increase amount in my cloth stock after reclaiming from several salvaged clothes. On the smelter however I'm not sure about quantity, the test was made with silver and uranium, it was pretty small quantity too but I think that could be expected.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: SpaceDorf on August 03, 2016, 08:15:48 PM
Quote from: Gfurst on August 03, 2016, 02:54:58 PM
Quote from: skullywag on August 03, 2016, 02:08:16 AM
Hmmm weird, i would have thought it would fail...were you getting small amounts of cloth or 50% of cost do you know?
I tested it and wasnt getting any steel back with just this mod on.
Also was this on A14?
Yeah this is on the latest version A14e, I'm pretty sure getting textile back, noticed a big increase amount in my cloth stock after reclaiming from several salvaged clothes. On the smelter however I'm not sure about quantity, the test was made with silver and uranium, it was pretty small quantity too but I think that could be expected.

In A14e
I get Textiles back for sure. Less than half of the production cost, but more than ( Cost/2 ) * 0.Condition
I could not test the smelter yet
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on August 04, 2016, 03:35:34 AM
Quote from: Gfurst on August 03, 2016, 02:54:58 PM
Quote from: skullywag on August 03, 2016, 02:08:16 AM
Hmmm weird, i would have thought it would fail...were you getting small amounts of cloth or 50% of cost do you know?
I tested it and wasnt getting any steel back with just this mod on.
Also was this on A14?
Yeah this is on the latest version A14e, I'm pretty sure getting textile back, noticed a big increase amount in my cloth stock after reclaiming from several salvaged clothes. On the smelter however I'm not sure about quantity, the test was made with silver and uranium, it was pretty small quantity too but I think that could be expected.

Im guessing you were smelting melee weapons, anything made of stuff would have worked like the fabric reclaim, ranged weapons which arent made of stuff just fail.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on August 04, 2016, 03:56:58 PM
Reclaim Fabric updated, will now do armour as well, ive tested guns and stuff and they still work being smelted. The code to detect the pawn doing the work to work out their skills has a possible flaw but its very edge case and unlikely to happen (would need another pawn in the same cell as the pawn working on reclaiming) some code is being added to ccl i can use to address this fully but im gonna see how this goes before using it.

The physic helmet isnt craftable and has no smeltable products so will return nothing.

So yeah, let me know how it goes.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on August 04, 2016, 04:07:53 PM
Ive also tested the hell out of extended storage and its worked in every test ive tried. If anyone is having issues, i need logs from games effected by whatever the problem is.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Oragepoilu on August 04, 2016, 08:05:53 PM
Quote from: skullywag on August 04, 2016, 04:07:53 PM
Ive also tested the hell out of extended storage and its worked in every test ive tried. If anyone is having issues, i need logs from games effected by whatever the problem is.
I understand. I'm sorry to waste your time on this. I'll try to look further on my side, even if I'm kinda out of option at this point. Thx for trying, I know it's a pain to debug things.

I guess I'll just stop using this for now, along the quantum stockpile (.. it give me the same error btw), as downloading rimworld from scratch, with CCL and this give me the bug.

In case somebody is willing to keep reading, well here we go :

I wonder, do you use the steam version of rimworld, or use the downloaded version (like previous alpha) ? I do use the steam version. Shouldn't make a difference, but who know.

What is exactly the "log" you could use ? I'v attached my output_log, if it's what you are looking for. This one is a new map, CCL + storage only, regular basic start on a random map. I active dev mode, godmod, place 4 pallet, and spam a bunch of stack of wood nearby. And the bug appear when my pawn start to haul.


What I have noticed after 2 hours of testing :

-happen only when the pallet (storage) is empty, or do not have yet more than one stack on the main slot. When there is , like 150 wood, I don't see it happen.
****This explain some stuff for me, as wood is often empty unlike my other material stored. Same for silver, often empty and refilled. Meal on the other hand is almost never empty. Wood and silver often bug in my main save while I only saw the simple meal bug once. Other materials match as well this; I can't just say it's normal to have the wood bug more often than the meal because wood is more used, as I move way more meal than wood (28 active pawn, over 2500  simple meals, meal dropped when cook so they aren't haul one per one).

-it happen regardless if dev mode is activated or not. It *might* tend to happen less often when it's off, or it might just be me. (Tested by looking at the global amount of wood I have. I made sure to wait until the number update correctly while checking, as it's not instant.)

-When a pallet is created (godmod or using a pawn), if there is some wood under the second slot of the pallet AND if the total of wood between the main and second slot is >75, bug occur, and I have only 75 wood left. (I lost whatever was over 75).
-Similar, If there is >75 wood in the second slot, it bug, regardless of the main slot. If there is >75 in the main slot, it doesn't bug.

-I have way way way more bug when I have a lot of pawn hauling. Tested by having the same room, and repeat remove/remake 4 pallet while waiting for them to haul each time. The more pawn I added in the room, the more bug I got each time I start filling the 4 pallet, so I end with more bug per pallet when the number of pawn increase.
**** 1 pawn don't bug much, if anything. 3 pawn give me almost always one bug if not two. 28 pawn (with quite some sleeping of wandering) give 3-4 bug each time, at last. If you start a world and have only one pawn that can haul, it happen way less often than when you have the three hauling.

[attachment deleted by admin - too old]
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on August 05, 2016, 03:52:35 AM
ok a question, can you start a game with CCL and this mod, unforbid the wood on startup, godmode or build a pallet and let your pawns haul stuff, does this break for you? save and reload, does this break? close game restart and reload, does this break?

if nothing in the above breaks, give me specific step by step instructions on how to make the error occur.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Oragepoilu on August 05, 2016, 04:59:38 AM
Quote from: skullywag on August 05, 2016, 03:52:35 AM
ok a question, can you start a game with CCL and this mod, unforbid the wood on startup, godmode or build a pallet and let your pawns haul stuff, does this break for you? save and reload, does this break? close game restart and reload, does this break?

if nothing in the above breaks, give me specific step by step instructions on how to make the error occur.

1 - edit the modsconfig.xml to have only the core activated
2 - start rimworld, open mod section, clic on CCL(steam) and then on Extended storage
3 - "close" button. Restart the game manually.
4 - "new colony"
5 - "crashlanded"
6 - "cassandra classic" + "basebuilder"
7 - any seed for a 200x150 world. "generate"
8 - Select a temperate forest and start
9 - Droppod come. Pawn come out of them. I pause the game after they start moving.
10 - Game saved under the name "TEST"

From here, try this (I personally done this test +-80 times when writing this):

A-11 - Active dev mode to track error.
A-12 - Place a wooden pallet blueprint on the ground, a few cell near my colonist. Pallet don't have anything close to it.
A-13 -unforbid 300 wood
A-14 - Unpause the game; pallet is build.
---bug can occur

B-11 - Active dev mod. Active godmod
B-12 - Godly place 4 pallet, all close together, in this shape :
xx
yy
zz
ee
B-13 - "Tool-try place near stacks of 75 ..." "wood" and clic ten time on a empty area close by, around 5-10 cell of the pallet, on the left of them.
B-14 - Unforbid the wood lying around
B-15 - Unpause the game and watch the pawn hauling the wood into the pallet. (75*10+300 = 1050 wood hauled)
--- bug can occur

C-11 - Stop the game. restart it
C-12 - Load the save "TEST"
C-13 - reproduce the step of the "A" test.
--- bug occur
D-13 - reproduce the step of the "B" test instead
--- bug occur

Bug happen even if :
-I change where I spawn the wood (left, right, bottom, top side of the pallet)
-Change the number of pallet
-Change the amount of wood spawn  (bug occur only when it start to be filled)
-Unforbid the wood on the ground or not

The probability that the bug happen is rather low with only one pallet, but do happen regularly. You can greatly increase the chance of it to happen by adding more pawn.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on August 05, 2016, 05:06:42 AM
This is basically what im doing but its NOT doing it for me, how bloomin wierd, perhaps it is the steam version....I dont use it....leave it with me.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Oragepoilu on August 05, 2016, 05:19:56 AM
Quote from: skullywag on August 05, 2016, 05:06:42 AM
This is basically what im doing but its NOT doing it for me, how bloomin wierd, perhaps it is the steam version....I dont use it....leave it with me.
I just downloaded the regular version of the game v1249.
Removed all the mod, added CCL1.4.1 (downloaded too), storage1.9.
In less than 2min I can reproduce the bug in a new save.

As it do not happen for you, I can guess it's related to my system somehow. Nothing you can fix, so. Don't worry about it then; I'll just stop using this mod for now. Thx for the time you spend :)
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on August 05, 2016, 05:23:29 AM
That log you passed me has more mods than just the 2 you mentioned and they have some issues it seems...can you send me a clean log with just ccl and this mod enabled, I really do wanna find the cause, youre not the only person having this issue.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Oragepoilu on August 05, 2016, 05:27:44 AM
Oh, weird ... I did something wrong when adding it. Maybe it updated the file that I was trying to attach while i was posting.


[attachment deleted by admin - too old]
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on August 05, 2016, 05:30:03 AM
And that error occurs when whats happening, ingame? loading a save?
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Oragepoilu on August 05, 2016, 05:37:49 AM
Spawned WoodLog56595 with stackCount 121 but stackLimit is 75. Truncating.
Error (truncatting) happen when one of your storage try to move some wood from his second (sender) slot to his main (receiver) slot ;
However, Instead of moving the wood and end with a bigger stack of wood (>75) in the main slot, everything that is over one stack (75) is deleted and the main slot stay with 75 wood while the second slot is empty.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: viperwasp on August 05, 2016, 08:08:33 AM
Quote from: Oragepoilu on August 05, 2016, 05:37:49 AM
Spawned WoodLog56595 with stackCount 121 but stackLimit is 75. Truncating.
Error (truncatting) happen when one of your storage try to move some wood from his second (sender) slot to his main (receiver) slot ;
However, Instead of moving the wood and end with a bigger stack of wood (>75) in the main slot, everything that is over one stack (75) is deleted and the main slot stay with 75 wood while the second slot is empty.

Sounds like the error I was getting however I don't think I am using the most recent version anymore but I am getting that error. I am not posting this expecting Skullywag to assist me as I am pretty sure I have outdated stuff now since I am in the middle of a current colony. But I am asking you a question Oragepoilu because I find that if you do have the same error as me it's not happening 100% of the time. In fact it is very random. I have not been able to figure out the pattern to always cause the error but it can happen multiple times a minute or once every 30 mins of game play.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Oragepoilu on August 05, 2016, 09:03:42 AM
@viper

I'd say it's not completely random. There is some part I'm almost sure of, like the fact that it happen only when you do not have more than one stack on the main (receiver) slot of a storage. Because of this, I still use it to store my stones as I have way too much of them.

But when it happen, yeah, i can't pin point why it happen. The number of stuff hauled, condition of material, type of material, and other thing like this doesn't sound like the main culprit, as the bug occur even when no pawn is involved. I though for a moment that it might come from the computer itself (processing, memory usage/allocation, software) because of the somewhat recent last rimworld patch, but I'm just a random guy with no knowledge about it.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: viperwasp on August 05, 2016, 11:33:56 AM
@Oragepoilu
Figured it was not a real random but it does feel random. I feel it's pointless for me to continue to post right now since my extended storage AND CCL are both not current I don't think. I am going to run a full test with most recent Mod and CCL so my results are actually relevant. I should have the results up within 24 hours as I can't quite do this right away. I will post the log file and whatever else Skullywag needs.

Edit- I am still getting same error only using latest CCL+Vanilla Tweaks+Extended 1.9 in that order. Log File uploaded. Skullywag let me know if you need anything else. And if you can't fix this or need a rest don't worry I understand.

Edit2 - It seems you just posted at almost the exact time I updated my message. Okay I don't know what you mean by spawnsetup but I understand what you mean by detour not working. Good Luck!

[attachment deleted by admin - too old]
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on August 05, 2016, 01:37:36 PM
ive actually found the problem, the game is still calling the vanilla spawnsetup in certain situations. Im nt even sure where to begin with this one....gonna have to consult some people as the detour is plainly not working..bare with me.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Jalordon on August 05, 2016, 02:23:40 PM
Reclaim fabric's latest version (1.4) is making stockpile's apparel setting never fully disable.

Try making a stockpile and 'clear all' or click on apparel to try to disable it. It will have the partially disabled half circle symbol instead of the disabled x.

The issue this causes is that you can't enable apparel without either having to do allow all or having to manually enable all apparel desired in the stockpile.

CCL + CCL vanilla tweaks 14.1 used alongside to make sure not a mod conflict.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on August 05, 2016, 02:33:27 PM
Ok try 1.5, my bad, i thought that code wouldnt effect anything but it did.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Jalordon on August 05, 2016, 02:45:20 PM
1.5 fixed the issue.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on August 06, 2016, 06:00:05 AM
Everyone youre going to have to bare with me, A14 rek'ed extended storage it simply doesnt work in A14 currently and the detour required to fix this isnt your typical detour, I and others are struggling to make it work.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: OverlordZeni on August 06, 2016, 06:30:44 AM
Take your time. :>  I've been using it as-is, I thought the storage limit was simply 600 + 75, haha, still plenty useful!  Sucks that it deletes what gets deposited that exceeds that 75 though.

It's funny, when I first saw your mods, I thought to myself "nah, I don't need that, that's a little overpowered," and here I am a week later with all of your mods installed, very satisfied with the balance!  I especially love the power cells mod, it has made me actually eager to have a poison ship land directly on my healroot crops for the 2345743th time.

I like the Dermal Regenerator and I saw you had asked for feed back on it.  It has probably been suggested already, but what if it gave you some sort of illness for a short while that just hinders the pawn a little?  Like cryosickness that Crashlanded pawns start with, you could literally just relabel that same sickness, make it last a few days and voila.  I'd appreciate such a change, but it really isn't necessary, scars are an odd mechanic in the first place and completing a high end research to counter them is fine enough.

Thank you for all your hard work!
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Oragepoilu on August 06, 2016, 06:51:46 AM
Not problem. I understand that some stuff aren't easy to do

I'll just have to make a massive storage area like before :3 (Now if only pawn would do better stack in a stockpile instead of spreading same stuff all over the place ...)
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on August 06, 2016, 10:39:00 AM
Quote from: OverlordZeni on August 06, 2016, 06:30:44 AM
I like the Dermal Regenerator and I saw you had asked for feed back on it.  It has probably been suggested already, but what if it gave you some sort of illness for a short while that just hinders the pawn a little?  Like cryosickness that Crashlanded pawns start with, you could literally just relabel that same sickness, make it last a few days and voila.  I'd appreciate such a change, but it really isn't necessary, scars are an odd mechanic in the first place and completing a high end research to counter them is fine enough.

Thank you for all your hard work!

It does do that, doesnt it?
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Oragepoilu on August 06, 2016, 11:07:57 AM
It does for me at last. My pawn are sort of dazed, and slowed down for a while; but I don't remember the name of the heal condition.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Xfortran on August 06, 2016, 11:21:50 AM
I'm also noticing (maybe it was always this way) that if I have a food basket placed on top of a storage area, the raw food is getting counted twice for the colony inventory.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Oragepoilu on August 06, 2016, 12:05:07 PM
how can you even do that ? If I have a basket, I cannot have a storage area on the same spot.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Serenity on August 06, 2016, 12:35:11 PM
I found that if you place a container in a storage zone and then move or remove it, the zone is automatically gone.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Fisty on August 06, 2016, 01:56:52 PM
Yes, the dermal regenerator gives a sickness after use for a little while.  I like it, very nice addition.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: miguellima on August 06, 2016, 06:06:22 PM
When you do manage to update to a14, can i ask that the food baskets be allowed to storm pemmican like the rest of raw food. It's not a tray with food, so it wouldn't fit in the food tray object.

Currently I can either put 75 on each cell on the floor or 75 plus 150 on the food tray instead of 75 plus 500 on the food baskets :(

I will try to edit this myself until then.

EDIT: Adding the Pemmican to the basket's allowed items was easier than i though :P
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Xfortran on August 06, 2016, 08:00:41 PM
Quote from: Oragepoilu on August 06, 2016, 12:05:07 PM
how can you even do that ? If I have a basket, I cannot have a storage area on the same spot.

You could in v1.8.   I just noticed there was an update and re-checked it out;  Problem is solved in v1.9.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Serenity on August 07, 2016, 06:39:17 AM
The medicine table isn't behaving the same way as other workbenches. Because it doesn't use CCL it always draws power. Even when not used - which is most of the time.

There also isn't a toggle to turn it off. Not sure where that comes from.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: sefin_88 on August 07, 2016, 09:14:34 AM
@Serenity (I'm sure skullywag knows how to do this)  ;)

It is possible to update this.  It involves editing the xml file in the Community Core Library - Vanilla Tweaks\Defs\ModHelperDefs folder.  The Attached image is the way it should look.  If you dont know how to/want to edit it yourself you can DL it from my dropbox link

https://www.dropbox.com/sh/khhcm6fesu4ux2n/AADTjlA-3V5yVukiXB_Ol-2oa?dl=0 (https://www.dropbox.com/sh/khhcm6fesu4ux2n/AADTjlA-3V5yVukiXB_Ol-2oa?dl=0)

[attachment deleted by admin - too old]
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Serenity on August 07, 2016, 12:17:16 PM
Thanks. I can do it myself :)
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: sefin_88 on August 07, 2016, 09:03:40 PM
While changing the script in CCL will do what you wanted.  You really dont want to mess with the CCL files.  Instead you should create an additional "ModHelperDef" that mirrors what the vanilla tweak def does and place this one inside the extended storage def folders. 

This way CCL isn't dependent on extended storage. 
Extended storage would be dependent on CCL.

Hope that was easy enough to understand.  If you need any help just PM me.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Havan_IronOak on August 09, 2016, 03:13:48 AM
This guy's tutorial on maximizing cooking speed showed me a way that stools are faster to use in cooking than the Freezer contained in this mod.
https://youtu.be/tNgseXjUbyo

If figured that it was an issue of their height but couldn't find the right parameter in the xml to tweak.  I ended up deconstructing the Freezer from this mod that was sitting right next to my stove and replacing it with 2 simple wooden stools.

Can someone point me to what I'd have to change to make the freezer work as seamlessly as the stools do?
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on August 09, 2016, 04:10:07 AM
Quote from: Havan_IronOak on August 09, 2016, 03:13:48 AM
This guy's tutorial on maximizing cooking speed showed me a way that stools are faster to use in cooking than the Freezer contained in this mod.
https://youtu.be/tNgseXjUbyo

If figured that it was an issue of their height but couldn't find the right parameter in the xml to tweak.  I ended up deconstructing the Freezer from this mod that was sitting right next to my stove and replacing it with 2 simple wooden stools.

Can someone point me to what I'd have to change to make the freezer work as seamlessly as the stools do?

Stools? freezers? im sorry none of this makes any sense...
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Oragepoilu on August 09, 2016, 05:05:41 AM
I think he want to have the freezer act like a "Stockpile on top of a stool" trick/exploit, and thus having the raw food inside the freezer count as "can be used for crafting" when placed adjacent to the "pawn emplacement" of the stove without having the cook hauling the food from inside the freezer to the stove.

This way you haul thing into the freezer, your cook go in front of the stove and can cook without hauling anything.

IMO there so much thing that can go wrong by doing this that's it's not worth it beside in a few case.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Havan_IronOak on August 09, 2016, 06:26:59 AM
Quote from: skullywag on August 09, 2016, 04:10:07 AM

Stools? freezers? im sorry none of this makes any sense...

The Extended Storage mod has a Freezer for raw foods. I had one built right next to my stove so that they formed an L. That way both bins of the freezer were right next to the cook's position. He still got up after every meal to get the next 5 meat out of the Freezer.  Deleting the Freezer and just building two regular wooden stools in that spot, I then created a storage area for meat that covered the same two squares as the stools. Then when the cook made multiple meals it was much faster (no getting up - everything was considered "in reach") I used to do the same thing with just having a storage area next to the stove but the stools eliminate the getting up behavior. I'm guessing that there's a height parameter that affects that.

Check out the set-up at 14:41 in this video https://www.youtube.com/watch?v=tNgseXjUbyo He explains it better than I can
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on August 09, 2016, 06:57:57 AM
im not touching that....im also gonna show Tynan. thats a bug pure and simple. Theres no way having a stool like that should cause that to happen.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Exende on August 09, 2016, 08:09:26 AM
Could be a stockpile vs furniture stockpile priority
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Sharp on August 09, 2016, 09:29:25 AM
Quote from: skullywag on August 09, 2016, 06:57:57 AM
im not touching that....im also gonna show Tynan. thats a bug pure and simple. Theres no way having a stool like that should cause that to happen.
Quote from: Exende on August 09, 2016, 08:09:26 AM
Could be a stockpile vs furniture stockpile priority
It looks similar to having items in equipment racks, if pawns are picking stuff up from the ground they go over the tile and get the item, if the item is on furniture though they grab it from an adjacent tile.

It may be a bug but it seems interesting so it's like a feature bug :D , I think I will use it now as well, the technique should work for all things like crafting as well.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Drusek on August 09, 2016, 01:21:13 PM
Additional Lightnings - wall lights can't really be build IN the walls in this mod... I have edited textures so now I can build them in the walls without those ugly cables sticking outside connecting to nothing. Attaching the files.

[attachment deleted by admin - too old]
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on August 09, 2016, 03:07:33 PM
confused if your building them physically ON the wall tile then the light will go both sides.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: BlackSmokeDMax on August 09, 2016, 03:20:36 PM
Quote from: Drusek on August 09, 2016, 01:21:13 PM
Additional Lightnings - wall lights can't really be build IN the walls in this mod... I have edited textures so now I can build them in the walls without those ugly cables sticking outside connecting to nothing. Attaching the files.

Sorry if do realize this, but just in case... Are you attempting to build them in constructed walls or into the unmined rock walls? Rock walls you can not build anything into them. With constructed walls, you can.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Drusek on August 09, 2016, 06:14:20 PM
Quote from: skullywag on August 09, 2016, 03:07:33 PM
confused if your building them physically ON the wall tile then the light will go both sides.
I prefer that than cables sticking from the wall :)

Quote from: BlackSmokeDMax on August 09, 2016, 03:20:36 PM
Quote from: Drusek on August 09, 2016, 01:21:13 PM
Additional Lightnings - wall lights can't really be build IN the walls in this mod... I have edited textures so now I can build them in the walls without those ugly cables sticking outside connecting to nothing. Attaching the files.

Sorry if do realize this, but just in case... Are you attempting to build them in constructed walls or into the unmined rock walls? Rock walls you can not build anything into them. With constructed walls, you can.
On(in) constructed walls. By saying they can't be build in walls I meant then won't look correct when you do that.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: CannibarRechter on August 10, 2016, 09:32:37 PM
Hi, Skully. The maxStorage setting in ExtendedStorage seems to be... only working rarely. It's odd, as it seems to work a little bit, but it doesn't work very well...
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: MoatBordered on August 11, 2016, 03:42:21 AM
Quote from: CannibarRechter on August 10, 2016, 09:32:37 PM
Hi, Skully. The maxStorage setting in ExtendedStorage seems to be... only working rarely. It's odd, as it seems to work a little bit, but it doesn't work very well...

I can actually answer that quite a bit. Been digging through big modders' codes to try and learn a thing or two.

Each expanded storage object seems to be made up of 1 "input" block and 1 "output" block (notice how they are all 2x1 buildings)-- pawns haul allowed items into the input block, then the storage object tries to stack the items into the output block, keeping the input block free. The maxStorage parameter only dictates how much can be stacked in the output block.

Since items can only stack with themselves, once a pawn brings a different item to the input, the storage item effectively gets locked as the input block gets taken up. So, I suggest restricting storage to accept only 1 type of item for now so the storage object doesn't get locked.. allowing you to reach the maxStorage value.

I'm trying to learn some C# modding though.. maybe I can edit this to work more intuitively once I get good enough. No word on when though, am currently total scrub. :^)
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on August 11, 2016, 04:29:39 AM
Pushed an update to extended storage (1.10), ive tested this to hell and back and it does not break. If you get stack truncating message please let me know and send me logs.

And MoatBordered is totally correct this is exactly how it works and the only way multi stacking can work for now.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Oragepoilu on August 11, 2016, 05:07:04 AM
During a test with only CCl (steam version) and your updated mod, I have the same errors, with now brand new error spawn each tic for each storage.

This log show the error, by just creating a new game and godly place a tray rack before allowing to haul the 30 survival meal on the ground.

As you can see, 50 error when tray is empty, one error when the storage find something, and the usual truncating error after.


I first tested it on my actual save but it went to hell after only one second : One error per tic per storage, one truncating error per storage (main receiver slot ended with MaxStackValue*2, like 20 for meal and 150 for stone, while surplus is gone).

If you need something else feel free to ask. Meanwhile I'll use the older version.

[attachment deleted by admin - too old]
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on August 11, 2016, 05:18:05 AM
Bah i left debug in, grab 1.11 and retry, sorry.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Oragepoilu on August 11, 2016, 05:36:40 AM
Tested new version. Truncating still happen, like before.

Having a new storage with material under, or having material haul to the storage. Both cause the problem.

edit : if anything, it seems to bug way less often overall though. Or maybe it's just randomness.

[attachment deleted by admin - too old]
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on August 11, 2016, 06:03:25 AM
ok im really confused by this, im using latest CCL and this mod, nothing else, I start a game and god mode place about 6 pallets, i spawn in 100s of steel, silver etc, i spawn a few more haulers and let them go nuts hauling, it doesnt error once....what are you doing thats different?
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Oragepoilu on August 11, 2016, 06:13:11 AM
Quote from: skullywag on August 11, 2016, 06:03:25 AM
ok im really confused by this, im using latest CCL and this mod, nothing else, I start a game and god mode place about 6 pallets, i spawn in 100s of steel, silver etc, i spawn a few more haulers and let them go nuts hauling, it doesnt error once....what are you doing thats different?

I am doing the exact same thing, but with only wood, and get the bug a few time. I tried to speed up the process by placing a stockpile (unchanged), bunch of wood on it (3000 unit total), and 4 godly pallet (outside of the stockpile area). bug usually occur once when they start filling the pallet, and if I remove the pallet, they haul the wood back into the stockpile, then I can remake some pallet and get the bug again.
Actually, it happen the exact same way as before.

the only difference here would be the computer we are using. Software version of stuff that rimworld use ? OS ? things like this could matter ? It's completely outside of my knowledge at this point though.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: MoatBordered on August 11, 2016, 07:04:34 AM
Everything seems reasonably stable on my end as well. Only time I got truncation on 1.09 was when I god moded a storage object into tiles which already had items. The items were compatible with the storage, but the ones on the input block just up and disappeared anyway.

I also distinctly remember a minor log warning that stated something like "pawn is already hauling to object" after manually right-click ordering (while paused) several items to be hauled. The first pawn I ordered hauled just fine, but the subsequent pawns just cancelled the job and the warning popped up. Besides the log popping up, nothing bad seemed to come out of it though.

I'll test 1.11 when I get back.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: alset85 on August 11, 2016, 07:24:22 AM
Testing 1.11 I only get the "truncating" error when both slots of the pallet are filled simultaneously by pawns and so I lose a stack. Otherwise and afterwards it's fine.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: viperwasp on August 11, 2016, 08:17:34 AM
I'm pretty sure this does not matter but I did notice in the game output logs that me and Oragepoilu (I think) posted we both have the same video card series? Perhaps even the same exact video card but I don't think it is related to the card right? If you think it could then I will post more details about my system but I did notice we both had the same series of card in the output log.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on August 11, 2016, 01:12:39 PM
Ok, sledgehammer time, i have removed the stacksize check in its entirety from my detour, if this now truncates your stack its the vanilla method being called which shouldnt happen cuz ive detoured it, if it does, this cannot be fixed.

Go grab 1.12.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: CannibarRechter on August 11, 2016, 01:15:40 PM
Hi, skully, what is the expected behavior change in the most recent fix?

Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Oragepoilu on August 11, 2016, 01:42:45 PM
v1.12 give me no error on a new game.
Wood get sometime an unexpected amount sometime (+1 wood come from thin air when they try to stack for the first time).

Example : Pawn carry 75. Storage have 0 on both sender and receiver slot. Receiver slot get 75 wood. Now pawn carry again 75. Receiver get 151 wood. Total amount of wood on the map increase in same time.
I made sure to check my pawn, they really did carry only 75. I need more testing to see if it happen for other amount.


Maybe this can ring a bell for you ? Maybe it's the real problem : getting one wood out of thin air that snowball the truncating because of the unexpected amount ?
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on August 11, 2016, 01:43:29 PM
it doesnt truncate stacks over 75 (or ma stack size ala vanilla) and doesnt error.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on August 11, 2016, 01:44:28 PM
Quote from: Oragepoilu on August 11, 2016, 01:42:45 PM
v1.12 give me no error on a new game.
Wood get sometime an unexpected amount sometime (+1 wood come from thin air when they try to stack for the first time).

Example : Pawn carry 75. Storage have 0 on both sender and receiver slot. Receiver slot get 75 wood. Now pawn carry again 75. Receiver get 151 wood. Total amount of wood on the map increase in same time.
I made sure to check my pawn, they really did carry only 75. I need more testing to see if it happen for other amount.


Maybe this can ring a bell for you ? Maybe it's the real problem : getting one wood out of thin air that snowball the truncating because of the unexpected amount ?

that sounds like nothing i could have caused, let me check, the movement part of the code hasnt changed in a few alphas now. but ill double check it.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Oragepoilu on August 11, 2016, 01:48:07 PM
the bonus wood also happen when I create a pallet under (75+75) wood : receiver slot get 151 instead of 150.
49+75 = 125, too.
22+75= 98
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on August 11, 2016, 01:50:55 PM
I just am not seeing this, ive just plonked down 3 or 4 pallets and a number of "spawn 75 wood" godmode clicks and the resulting pallets have the correct total number in them. No bonus wood...
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Oragepoilu on August 11, 2016, 01:52:20 PM
Godly place two stack of 75 wood next together and then godly place the pallet over it, not the opposite.
Edit : wait, it doesn't even matter, it bug in both case for me.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: MoatBordered on August 11, 2016, 01:56:49 PM
Thanks. That definitely fixed the truncation when you build them on top of tiles with items. Only time will tell if it fixed that other issue with normal use that people keep mentioning but I can't reliably reproduce.

Just a minor bit though: built a tray rack on top of 2 stacks with 10 meals each.. get 21 meals as combined output. It doesn't have to be god mode build on top of existing items.. even a regular build causes it.

Before you sledgehammered truncation, stackCount also registered 21 in the logs before it would delete one of the stacks-- so this was probably already here long before. It just wasn't showing up because it gets truncated before we get to see the 1 extra.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on August 11, 2016, 02:07:03 PM
ok look this is getting rediculous.

I start game god mode place 2 stacks of 75 wood, place a pallet, i get 150 wood.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Oragepoilu on August 11, 2016, 02:11:52 PM
Ya don't know what to tell more. That's why I'm thinking from a while it come from something else than your mod, it's been quite a while I'm using most of yours mod without problem like this.

At the very last I don't loose all my stuff now, and get instead (+1). That's better IMO :p
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: MoatBordered on August 11, 2016, 02:14:42 PM
Spooky. Probably something environment or processor related then.

Well, this is still much better than losing a whole stack of items like the previous versions, so.. hurray? :^)
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on August 11, 2016, 02:15:30 PM
ive yet to do a full playthrough (mainly due to this issue) on A14, once i do, thats usually when I fix the really silly stuff as I see it more often and it annoys me and has to be fixed. Hopefully now this is working somewhat better i can get the other mods up together and actually play the game....
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on August 11, 2016, 02:50:20 PM
Updated to reclaim fabric to 1.6, should probably rename it as it now allows all apparel including armour to be reclaimed and uses the tailors skill, Id prefer this on a machining table but thatll be a future update, just wanted it working as i wanted for now.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Oragepoilu on August 11, 2016, 03:07:59 PM
thx for your hard works. I'll grab it and see what happen when I'll find some used armor in front of my turrets (I never understand why there is some much apparel in front of them, but whatever).

I'll be sure to report if something weird happen *devil laugh*

I really do hope that the rest will be fine enough so you can enjoy A14. :)
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on August 11, 2016, 03:10:50 PM
DermalRegenerator updated to 1.7, reworked the balance a bit, dropped the time taken to heal but the sickness lasts longer.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: alset85 on August 11, 2016, 03:18:53 PM
Can confirm ES 1.12 doesn't error anymore but sometimes gives 1 extra item in situations where it errored before.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on August 11, 2016, 03:31:39 PM
I have a sneaking suspicion im surfacing a vanilla error this stackcheck was supposed to protect from. However this shouldnt be how they fix that issue....ill look into it another time.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Serenity on August 11, 2016, 04:37:43 PM
What about additional lighting? I think the vanilla power usage of the lamp is excessive and I turned that down myself. But I think lamps should consume some power and not be free.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on August 11, 2016, 04:45:56 PM
Quote from: Serenity on August 11, 2016, 04:37:43 PM
What about additional lighting? I think the vanilla power usage of the lamp is excessive and I turned that down myself. But I think lamps should consume some power and not be free.
it isnt free is it?
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Etherdreamer on August 11, 2016, 05:03:34 PM
Hey Skully, the links send to the source, not the release. Unless you mean there it´s still no release.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Oragepoilu on August 11, 2016, 05:19:07 PM
Source is usually the release for small mod that don't use dll, no ? when I think of it, even with ddl it doesn't matter, he do what he want regardless on how github works. (source = release)

Only the outdoor lamp don't use power (path light, that's the name i think).
The wall light need 50, while the ceilling one need 150. I only use the wall one because of the power ... they don't use stuff as material, so they are quite limited late game when you want more beauty anyway. (chandelier ftw)
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Etherdreamer on August 11, 2016, 05:34:24 PM
Quote from: Oragepoilu on August 11, 2016, 05:19:07 PM
Source is usually the release for small mod that don't use dll, no ? when I think of it, even with ddl it doesn't matter, he do what he want regardless on how github works. (source = release)

Only the outdoor lamp don't use power (path light, that's the name i think).
The wall light need 50, while the ceilling one need 150. I only use the wall one because of the power ... they don't use stuff as material, so they are quite limited late game when you want more beauty anyway. (chandelier ftw)

That´s new for me, in fact I ve moded other games, and in those forums they ever said Source it´s different from a release, and mostly you need an "release" not the source.

What time to be alive.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Elysium on August 11, 2016, 05:46:15 PM
Quote from: Etherdreamer on August 11, 2016, 05:34:24 PM
That´s new for me, in fact I ve moded other games, and in those forums they ever said Source it´s different from a release, and mostly you need an "release" not the source.

What time to be alive.
The source is included in the release most of the time because github does this unless you specifically tell it not to, and there is really no reason to do so other than to save a few kb.  In the event of the author of a mod going mia, having easy access to the source is valuable for maintaining a mod.  The source folder is simply the assembly which has yet to be compiled, it doesn't do anything and you can delete it if you want.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Etherdreamer on August 11, 2016, 06:09:02 PM
Thanks for clearing it, Ely.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: H8ff0000 on August 12, 2016, 03:21:00 AM
Hi skullywag, any chance BetterVents A14 is near? Eager to start my New Game :)
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on August 12, 2016, 04:05:58 AM
Coming next.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: «Temple» on August 12, 2016, 04:17:38 AM
Think you can do a mod for moods(I can do it for myself but I probably wont upload/update it  :) ) my people go ape shit because they don't have a table to eat on or because its dirty around them.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: MoatBordered on August 12, 2016, 05:58:01 AM
C'mon mang.. let the artist work. You'll find those inside the thoughtdefs folder. You can easily change the mood value, duration, and stacking of all thoughts in the game as they are all just numbers.. as seen here:

https://www.reddit.com/r/RimWorld/comments/4x0xwx/psa_how_to_modify_those_annoying_debuffs/ (https://www.reddit.com/r/RimWorld/comments/4x0xwx/psa_how_to_modify_those_annoying_debuffs/)

If you want to want to beg like me, make sure it's atleast for a C# mod or something complicated. Like so:

RedistHeat vents + heatpipes pls

Kidding.. but yeah. For mods that just edit numbers, let's not take up their time.

really want to study the A14 code for dem heatpipes though
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: «Temple» on August 12, 2016, 06:20:19 AM
Like you said its a small thing, Ik how to modify it myself but im not sure what would be considered balanced, I would rather have someone with renown do it.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Monzer on August 12, 2016, 10:14:44 AM
Hi, better vents and coolers not working with a14 .
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: MoatBordered on August 12, 2016, 10:19:36 AM
Vents and coolers are still being worked on. It says "STILL WORKING ON THIS ONE FOR A14" right under the picture.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Serenity on August 12, 2016, 10:41:34 AM
Quote from: skullywag on August 11, 2016, 04:45:56 PM
Quote from: Serenity on August 11, 2016, 04:37:43 PM
What about additional lighting? I think the vanilla power usage of the lamp is excessive and I turned that down myself. But I think lamps should consume some power and not be free.
it isnt free is it?

According to your description, the path lamp is: "Ceiling, wall and path lamps that use less energy than vanilla (path lamp doesnt use power and is not complete yet)"

That's why I haven't tried it yet
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Oragepoilu on August 12, 2016, 11:59:09 AM
Path lamp can only be placed outside ... so unless you abuse the roof system to unroof an area, place the lamp, and roof the area, it's rather fine : one hit and the thing die, and if it's outside, you already have half the day with light anyway.

They should use "solar power" (outside of power grid, mostly a flavor thing) and accumulate energy during the day to power themself during the night ...but atm, they power all the time regardless if they can accumulate some energy or not, hance not complete yet, I guess.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on August 12, 2016, 01:02:20 PM
wait wait wait, does the released version not contain the solar version of the path lamps, they should show energy accumulation in the info panel.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on August 12, 2016, 01:31:03 PM
Coolers and Vents are up. Steam incoming.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Oragepoilu on August 12, 2016, 02:02:59 PM
Quote from: skullywag on August 12, 2016, 01:02:20 PM
wait wait wait, does the released version not contain the solar version of the path lamps, they should show energy accumulation in the info panel.
They do show infos but don't care for me. They give same light regardless of the power level.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: biship on August 12, 2016, 02:07:49 PM
Thanks for the updates skullway
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on August 12, 2016, 02:28:24 PM
Quote from: Oragepoilu on August 12, 2016, 02:02:59 PM
Quote from: skullywag on August 12, 2016, 01:02:20 PM
wait wait wait, does the released version not contain the solar version of the path lamps, they should show energy accumulation in the info panel.
They do show infos but don't care for me. They give same light regardless of the power level.

They technically are solar powered, if theres sunlight they will charge,  with charge they light, its simplified but works fine as far as i know. Without some sun they wont work anymore. If they are somethings not right.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Oragepoilu on August 12, 2016, 03:38:11 PM
With the latest ccl/ light mod you uploaded, path light are active under any condition.

The "Power" show when you select it do not change anything.

they emit some light during night, eclipse, or under a roof, at 0% charge, even when they are never charged (= build after you put a roof on top of them).

It's totally free (beside 10 steel) of use and works 24/24.

unless that's another damn weird bug like the last one, that's it, and it only affect some people and not other.

[Tested as I'm writing this with only CCL and your mod, like usual]
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on August 12, 2016, 03:39:42 PM
ill double check my end, as i said ive done very little playtesting, it could be it broke in one of the minor alpha updates since i played it last.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Oragepoilu on August 12, 2016, 03:44:39 PM
Quote from: skullywag on August 12, 2016, 03:39:42 PM
ill double check my end, as i said ive done very little playtesting, it could be it broke in one of the minor alpha updates since i played it last.

It's nothing major anyway, it can wait. Just wanted to make it clear there is a problem :)
I would have changed it myself and send back if it was something doable for me.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Exende on August 12, 2016, 07:23:14 PM
For the record, the Path Light has been working for any condition with no power in A13 as well
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Serenity on August 13, 2016, 08:48:26 AM
Ah, I misunderstood. I thought the path lamp was some sort indoor analogue to the standing lamp
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on August 13, 2016, 09:52:01 AM
OK updated lighting to 1.9, vanilla comp glower has bug in it, switched to CCL added compglower that does actually work. Now it should behave itself. Also fixed flickable.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: SpaceDorf on August 13, 2016, 10:47:50 AM
I have a question about the extended storage mod.

How is the Weapons/Apparel Locker Supposed to work ?
It does seem to be identical to the Vanilla Storage ?
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Exende on August 13, 2016, 11:03:43 AM
pretty sure it is identical, stats may be different, but it doesn't let you stack a bajillion weapons/apparels on top of them

edit: after cross referencing both, the Locker is more beautiful than the vanilla rack.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: SpaceDorf on August 13, 2016, 11:52:07 AM
Thanks.
Thats at least one useful ability and now I don't feel stupid anymore for not using it right :)

Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Serenity on August 13, 2016, 02:00:18 PM
Each of the lockers lets you only stack one item type. So you can't put an assault and a sniper rifle in one.

But I like them for the looks. And there are weapons types of which you might have multiple spares.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Fisty on August 13, 2016, 08:52:11 PM
Re: Path lights..

They're using charge now, they take until about 11:00 to charge to 100%, they go on at 18:00 and run out of charge at 23:00.  Is only 5 hours of light from them intentional?
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on August 14, 2016, 03:39:09 AM
hmmm they should have enough charge to last all night...ill take a look, some tick stuff may have changed.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: mordan on August 15, 2016, 07:53:53 AM
Hey @Skullywag, thanks for the great mods!

Quick question, searched a bit with not much success, does extended storage stack "any" items to higher values or just vanilla items it recognises? To be more precise, let's say I got the mod Vegetable Gardens installed, which adds more vegetables and also alters some of the vanilla stuff, I noticed that in the baskets the max value went to the vanilla default of 75.

Thanks in advance for all the help, and sorry if this is a silly question :P
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: CannibarRechter on August 15, 2016, 08:39:15 AM
I have new stackable items in my mod, and his storage stacks them just fine. But there is an undocumented feature of this mod. You need to store only ONE resource type per storage container for it to work properly. It totally makes sense that it works that way, if you know how rimworld works internally, but a lot of people don't know that. He should really put that up on the front page.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: mordan on August 15, 2016, 09:05:28 AM
Quote from: CannibarRechter on August 15, 2016, 08:39:15 AM
I have new stackable items in my mod, and his storage stacks them just fine. But there is an undocumented feature of this mod. You need to store only ONE resource type per storage container for it to work properly. It totally makes sense that it works that way, if you know how rimworld works internally, but a lot of people don't know that. He should really put that up on the front page.

Thank you for the quick reply!

So for example, if I limit each basket to a single resource it should be fine, if I understood what you wrote correctly... Right? :P
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: CannibarRechter on August 15, 2016, 09:20:36 AM
> So for example, if I limit each basket to a single resource it should be fine, if I understood what you wrote correctly... Right?

Yes. Notice how all the baskets are always two cells? The mod uses one cell as a landing zone, the other to suck up the dropped items. It only works for stackables. So for example, you can't hold multiple guns of the same type in the locker, as far as I can tell.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: mordan on August 15, 2016, 09:33:34 AM
Quote from: CannibarRechter on August 15, 2016, 09:20:36 AM
> So for example, if I limit each basket to a single resource it should be fine, if I understood what you wrote correctly... Right?

Yes. Notice how all the baskets are always two cells? The mod uses one cell as a landing zone, the other to suck up the dropped items. It only works for stackables. So for example, you can't hold multiple guns of the same type in the locker, as far as I can tell.

Nice, so by ONE resource I'm guessing you mean let's say just RICE and not the whole vegetables tab, and the same goes for meats etc? A, lot of micromanagement but for the sake of saving space I think it's worth it ;)

Thanks again for your help :D (high_five)

PS: One last thing, does the material matter? A wooden basket compared to a steel or plasteel basket has less capacity? Or is it the same?
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: CannibarRechter on August 15, 2016, 09:56:10 AM
> Nice, so by ONE resource I'm guessing you mean let's say just RICE and not the whole vegetables tab, and the same goes for meats etc?

Yes.

> One last thing, does the material matter? A wooden basket compared to a steel or plasteel basket has less capacity? Or is it the same?

This has no effect on capacity, but materials do matter in terms of durability, flammability, and beauty, as per the normal use of material. I make most of mine out of wood (not the default), because it's cheap.

[/quote]
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: mordan on August 15, 2016, 10:45:18 AM
Quote from: CannibarRechter on August 15, 2016, 09:56:10 AM
> Nice, so by ONE resource I'm guessing you mean let's say just RICE and not the whole vegetables tab, and the same goes for meats etc?

Yes.

> One last thing, does the material matter? A wooden basket compared to a steel or plasteel basket has less capacity? Or is it the same?

This has no effect on capacity, but materials do matter in terms of durability, flammability, and beauty, as per the normal use of material. I make most of mine out of wood (not the default), because it's cheap.

[/quote]

Thanks! You're the best :D
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Absle on August 15, 2016, 01:58:52 PM
I'm not sure if this is just me, or maybe it's already been reported, but rice doesn't seem to stack properly in the food baskets. I haven't exactly been rigorous about this, but potatoes and corn seem to work just fine, but I've never seen rice above a 75 stack.

I was coincidentally playing in developer mode when one of my pawns attempted to place more than 75 rice into the container and I had an error message pop up in the devlog that said something along the lines of "error, rice stack larger than maximum stack, resetting back to maximum". Nothing crashed and the pawn went on as normal, but the rice he was carrying disappeared and the stack obviously only had 75 in it when he was done.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: CannibarRechter on August 15, 2016, 02:36:36 PM
Absle, review the last several posts. Are you confining your baskets to ONE material type?
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Absle on August 15, 2016, 02:48:15 PM
Quote from: CannibarRechter on August 15, 2016, 02:36:36 PM
Absle, review the last several posts. Are you confining your baskets to ONE material type?

Ah, I see. My bad, thanks a bunch!
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: InfiniteRemnant on August 15, 2016, 07:23:52 PM
Quote from: Absle on August 15, 2016, 01:58:52 PM"error, rice stack larger than maximum stack, resetting back to maximum". Nothing crashed and the pawn went on as normal, but the rice he was carrying disappeared and the stack obviously only had 75 in it when he was done.

Oh gods, please tell me that stupid truncation error isn't back again... they just spent what feels like a month debugging that.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: SpaceDorf on August 17, 2016, 02:45:49 PM
Skullywag, If you are still fighting with the storage mod,
I would like to request, that it should be possible to put beer in the freezer chest.

I just had a heatwave where my coolers seems to work backward again and made the freezer the hottest room in the colony. Only your freezer chest saved my food :)

But for my Colonists having to drink warm beer. That is just barbaric.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: CannibarRechter on August 17, 2016, 03:02:58 PM
That's an easy mod to make. I'm not at home right now, but it's just a few extra lines to the freezer. I'd post it if I were home. Maybe later...
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on August 18, 2016, 07:23:53 AM
yeah just look at the xml and add the thingCategories you want to the buildings you want, you should be able to work out the pattern, the food basket has categories and idividual items (herbal meds) used.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: SpaceDorf on August 18, 2016, 08:14:29 AM
Thanks, I will do that, since I am allready reading different mods, to get into the mood of doing something for myself.

But still read it as a feature request for upcoming versions :)


--- EDIT ---

Which C# Editor would you recommend ?
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: CannibarRechter on August 18, 2016, 10:33:18 AM
Well, as a general feature request, I wonder if I'm the only one who never wants any of the storage cabinets to default to holding anything? Except maybe the medicine cabinet, as there are so few choices there.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: kaptain_kavern on August 18, 2016, 11:02:26 AM
I've done this in As Simple As Rack (https://ludeon.com/forums/index.php?topic=23205.0),
but as some have already pointed and requested, mine aren't allowing more than vanilla amount (speaking about stacksize) but my thinking was storage should allow all and let the player manage is settings. (So they allow the root category)

Speaking of this, Skullywag, if i want to permit bigger stacksize (I'm not that sure yet), is that as simple as using your .dll (from here) and changing the class used in xml files? (and first, will you be ok with that?)
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: SpaceDorf on August 18, 2016, 12:48:54 PM
Quote from: CannibarRechter on August 18, 2016, 10:33:18 AM
Well, as a general feature request, I wonder if I'm the only one who never wants any of the storage cabinets to default to holding anything? Except maybe the medicine cabinet, as there are so few choices there.

There are a lot of negations in there, I am not sure where you end.
Do you want nothing selected as a preset or everything ?

I would prefer nothing, because then my pawns would not try to fill the container with crap before I set up what I want in it.



Thanks for your suggestions, the changes where actually so simple, that I tried to create a small fridge.
Sadly it failed because of the need for two tiles because of your furniture class.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: CannibarRechter on August 18, 2016, 01:15:17 PM
> Do you want nothing selected as a preset or everything ?

Yes. That's what I was saying.

Regarding the fridge, you always have to select one and only one resource type for this mod to work. That's another reason why it should default to nothing, as it is practically guaranteed to malfunction, defaulting to more than one thing.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: SpaceDorf on August 18, 2016, 02:04:07 PM
That was not it :)

I was fiddling with the size of the obejct.
That did not work because of the methods used to create the stacks.
I just forgot about that
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Jcewazhere on August 19, 2016, 09:07:04 PM
I browsed through about 15 of the pages before my eyes glazed over so forgive me if I missed it but:

Exactly what can each bin store? For example i built the freezer chest expecting to store lavish meals in my dinning room while keeping them from rotting but it only takes raw ingredients. The description says "Perishables", but I assumed that meals are perishable. Also wood rots, clothing decays etc. there's not much that isn't perishable.
Also can each storage bin store the same total number of items? If they are different then a simple line: "Holds X of one item." in the description would fix that.

This is a neat mod, the pallets alone are worth getting this mod.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: shhfiftyfive on August 20, 2016, 02:03:57 AM
dumb question: the download link in pics send to git page but only see source code in download section. do we use that? or do we navigate to skullywags / nameofmod to find  green button for clone master file?
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: SpaceDorf on August 20, 2016, 07:16:11 AM
hehehe, not a dumb question, i was wondering this for myself a long time.

just download the source code. github is a programming repository website so everything is labeled in coding terms,
so just download the zip, extract it and copy the folder to your modfolder.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: JarJar on August 21, 2016, 09:42:10 PM
I have a small request, if possible: Is it possible to add a patch to the Storage mod that makes it so it can store the Cooking Ingredients from Vegetable Garden as well. Maybe someone could tell me how to make that myself.

The goal would be to make the cooking ingredients selectable in the storage filter (currently it allows vegetables, animal products and meat) so i can store those as well.

thanks in advance
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: CannibarRechter on August 22, 2016, 08:27:46 AM
Are the cooking ingredients from Vegetable Garden in their own Category?

Anyway, look in the mod, Defs\ThingDefs\Storage, and then open the item you want to modify, such as Storage_Basket.xml. Look at the fixedStorageSettings stanza, here:


    <building>
      <fixedStorageSettings>
        <priority>Important</priority>
        <filter>
          <categories>
            <li>FoodRaw</li>
          </categories>
          <thingDefs>
            <li>HerbalMedicine</li>
          </thingDefs>
        </filter>
      </fixedStorageSettings>
    </building>


This stanza is saying that it can accept the categories "FoodRaw", and the specific item "HerbalMedicine".

"li" stands for list item. You can add more of each. Each new addition should be a copy of the whole line, including the "<li>" and "</li>". You can put added categories in the category section, or added items in the item section. If Vegetable Garden put its ingredients on a single category, the addition should just be one line.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Jonarific on August 24, 2016, 10:20:07 PM
Quote from: Jcewazhere on August 19, 2016, 09:07:04 PM
I browsed through about 15 of the pages before my eyes glazed over so forgive me if I missed it but:

Exactly what can each bin store? For example i built the freezer chest expecting to store lavish meals in my dinning room while keeping them from rotting but it only takes raw ingredients. The description says "Perishables", but I assumed that meals are perishable. Also wood rots, clothing decays etc. there's not much that isn't perishable.
Also can each storage bin store the same total number of items? If they are different then a simple line: "Holds X of one item." in the description would fix that.

This is a neat mod, the pallets alone are worth getting this mod.

Greetings, I'm not the mod author, but if you wanted to hold meals I believe the item says it "holds trays."it isn't a frozen container itself but can be put in a cold room at least. I agree the frozen container should hold meals and a description for how many each container holds would be neat. It's a safe assumption it holds more then the default though, so I'll use the containers for that reason alone.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: theorial on August 25, 2016, 11:05:20 PM
Hi. Just wanted you to know that I modified your tray rack to be refridgerated simply by adding

<comps>
       <li>
          <compClass>CommunityCoreLibrary.CompRefrigerated</compClass>
      </li>
      <li>
        <compClass>CompForbiddable</compClass>
      </li>
      <li Class="CompProperties_Power">
        <compClass>CompPowerTrader</compClass>
        <basePowerConsumption>100</basePowerConsumption>
      </li>
      <li Class="CompProperties_Breakdownable"/>
      <li Class="CompProperties_Flickable" />
    </comps>


after the <surfaceType>Item</surfaceType> at the bottom of the tray rack file(Storage\Storage_TrayRack.xml). Seems to work just like the deep freezer that wouldn't hold meals (which I copied the freezer part of the code from). The reasoning? I like to place my food storage building away from the colony next to the crops. It's not really that far away, but my pawns keep 'eating without a table' because my main hall is where the table is (big main room with tables and joy objects, surrounded by 8x8 rooms). I could put a table in the deep freezer (28f), but that ruins the way I want them to play, which is eating at the dang table I destroyed and rebuilt 20 times just to get mastercrafted...

Anyway, not sure if you were the one who once had them, but I wanted them so I did something about it. Maybe you want to permanently add it or something since it's apparently very easy to do (thanks to your work in the first place though).
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: CannibarRechter on August 26, 2016, 08:41:53 AM
It's equally easy to modify the Freezer to accept meals. I think it would be better that way than making the trays freezers, as the tray carriers have a use case inside your large room-freezer, whereas the freezers have no real use case in your room-freezer.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: theorial on August 26, 2016, 11:28:38 AM
Quote from: CannibarRechter on August 26, 2016, 08:41:53 AM
It's equally easy to modify the Freezer to accept meals. I think it would be better that way than making the trays freezers, as the tray carriers have a use case inside your large room-freezer, whereas the freezers have no real use case in your room-freezer.

Not really sure what you're trying to say. I don't personally use the freezers at all as I make a freezer room and use the food baskets to keep it neat in there. Personally I wouldn't mind having the option for both, but since my tray racks are now refrigerated, I don't need them in my freezer as I make just enough food to keep the trays full (of many types of food). Now I can put them in my guest room, my hospital, and my entertainment room (dining room) and sell off the rest of the raw resources with the autosell mod.

I'm not saying everyone NEEDS this or should do it, but if you DO, that's how you can do it.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: timeandtherani on August 29, 2016, 02:00:17 PM
Is there or will there be a 15 update?  Or do the mods work with 15 as is?  I love your mods and am looking forward to re-installing for 15!
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on August 29, 2016, 03:00:59 PM
they deffo wont work on A14, theyll get updated as I can get to em, no eta as of yet.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: timeandtherani on August 29, 2016, 05:36:14 PM
Thanks! no rush, really.  I'm not insistent, just eager.  :)
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: shhfiftyfive on September 01, 2016, 03:56:34 AM
after trying the a14 version of extended fabrics mod, let me just say, ugh. so so so many cotton balls. so much storage space wasted on cotton balls, and so much work to make regular cloth compared to vanilla....

i just want a way to craft synthread and hyperweave. is there a way i can get that without this cottonball situation?

also, i've recently disabled the mod due to the cottonball thing, but is my memory wrong in thinking this mod also allowed you to grow devilstrand in the hydroponics again?
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Kiwih on September 01, 2016, 05:39:31 PM
I'm SO in need of Additional Lighting!! Hope its out soon! <3
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Dellamorte on September 01, 2016, 06:10:18 PM
The lighting mod works but the coloured lights will not work till CCL is updated.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Serenity on September 02, 2016, 05:28:30 AM
I really miss the storage system already :)

I've only played a few games with it, but now that it's not available I have this huge fridge and it's kinda annoying
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: exodus1028 on September 02, 2016, 08:06:25 AM
Quote from: Serenity on September 02, 2016, 05:28:30 AM
I really miss the storage system already :)

I've only played a few games with it, but now that it's not available I have this huge fridge and it's kinda annoying

i second this, i dont really like how the quantum storage stuff works.
I'd rather have designated deep shelfs for one items or two. yes that needs more space, but I have much better control on what is stored where and also provides better visuals and usage (dont have to cycleclick through dozens of items).
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: CannibarRechter on September 02, 2016, 09:29:30 AM
> i second this, i dont really like how the quantum storage stuff works.

I believe what it does is sucks in stacks of things nearby, and makes the stacks all be in the same cell. If you've killed lots of enemies before, you've seen multiple bodies in the same cell. So it works the same way.  I haven't used QS, but I think this is how it works.

As for the topic, indeed. I won't upgrade to A15 until I have Skully's storage.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: pktongrimworld on September 03, 2016, 02:27:55 PM
/wonders if freezers work for A15.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on September 04, 2016, 05:48:12 AM
They probably wont.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: CannibarRechter on September 05, 2016, 05:34:30 PM
Skully, I took your source for your Extended Storage mod, removed the freezer, and removed all the CCL dependencies, as the freezer seemed to be the only component depending on CCL. Things seem to work so far. Is this expected?

Edit: After testing, the answer is "no." The _Thing redefinition is essential. Superficially, it appears to have nothing to do with the mod, but by observing load behavior after restoring a savegame, and comparing to prior versions, the _Thing redefinition is what allows the mod to bypass checks in the core that truncate stacks larger than a certain size.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: CannibarRechter on September 06, 2016, 09:06:23 AM
Hi, Skully,

I was successfully able to get Extended Storage working without CCL last night, by copying in the Detours.cs code into your mod, and then instead of using the injector helper, creating a Constructor on the Building object, setting a static variable to see if the entire mod had been initialized, and setting up the Detour if it had not. I'm still testing this, but it seems to be honoring the new stack sizes after a savegame restore, so I'm thinking it is working.

I wonder how many mods depend on CCL but only use a simple Detour? Kinda makes me think maybe CCL should be divided into subparts.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on September 06, 2016, 02:29:14 PM
Quote from: CannibarRechter on September 06, 2016, 09:06:23 AM
Hi, Skully,

I was successfully able to get Extended Storage working without CCL last night, by copying in the Detours.cs code into your mod, and then instead of using the injector helper, creating a Constructor on the Building object, setting a static variable to see if the entire mod had been initialized, and setting up the Detour if it had not. I'm still testing this, but it seems to be honoring the new stack sizes after a savegame restore, so I'm thinking it is working.

I wonder how many mods depend on CCL but only use a simple Detour? Kinda makes me think maybe CCL should be divided into subparts.

You are correct, but why would i do all that if CCL handles it, we are approaching Tynan about detours and the like so bare with us. No mod NEEDS CCL for detours, it just makes it easier for those that dont fully understand the intricacies of it. Most of my mods that have detours started off having the detours internal, i moved some of them to CCL, the others that didnt fix anything but were needed for extra functionality stayed as they were, but used the CCL injector for ease.

I wont be removing CCL from my mods just for clarity. Why would i help make a library and then not use it...
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: CannibarRechter on September 06, 2016, 03:27:58 PM
Well I was mostly wondering how many CCL mods only use detours. If the answer is "a lot" (and I have no idea if it is), it may make sense to have detours be something that can be released incrementally, so that it can get out there to the CCL-dependent mods more quickly after a major RW rev. Detours seem pretty standalone, as far as the CCL goes.

Anyway, I wasn't aware you were a CCL contributor. Thanks for all the nice work, there.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: SpaceDorf on September 09, 2016, 01:00:15 AM
Could you still publish the ccl free Storage Mod until CCL comes out ?
As a band aid for all those poor souls ( me ) that can't stand this big piles of junk everywhere ?
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: pktongrimworld on September 09, 2016, 01:03:44 AM
^begs along with

just the freezer is all I need T.T
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on September 09, 2016, 04:13:02 AM
Without CCL they would simply be storage racks with different items being stored, CCL is needed for the stack merging, it wasnt needed until A14 added the truncating of anything that breaks the stack limit. :(
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Deimos Rast on September 09, 2016, 09:20:25 AM
I actually stripped the storage mod of ccl/dll dependencies and he's right, they're just a bunch of racks that don't do much. I even added the "prevent deterioration" but that does nothing against rot, for which you need ccl refrigeration.
They do look nice though. ;)
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: SpaceDorf on September 09, 2016, 09:46:31 AM
Damn, bad A14 .. bad .. :(
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: pktongrimworld on September 09, 2016, 12:13:48 PM
WHY TYNAN! WHY! T.T
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: DariusWolfe on September 09, 2016, 12:26:48 PM
The change in A14 was probably intended to fix problematic behavior in Vanilla. I doubt Tynan makes changes to make specific mods more difficult, but it's also not his job to balance the Vanilla game for mods, either.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on September 09, 2016, 12:32:26 PM
Totally agree. I have no malice towars him for the change. We will adapt as always. A15 versions of all my mods will happen....AFTER CCL is done.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: CannibarRechter on September 09, 2016, 12:38:02 PM
I could post a holdover for Extended Storage, that works without CCL, except the one thing I didn't implement was the Freezer... it appears to be working, but I wouldn't support it at all. Also, this is really skully's mod, so I would post it here, and he'd have to give the okay.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: soleca on September 09, 2016, 01:11:36 PM
Not sure if this is the right place or if comments like this are allowed, I just wanted to thank you for making my game more enjoyable. You do great work.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on September 09, 2016, 01:12:08 PM
If its simply the mod with the detour moved into itself then no, if its the mod with the ccl portion and therefore the stacking removed then whats the point?
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Topper on September 10, 2016, 08:55:05 PM
any hope for an a15 update for the laserguns collection?
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: animagus_kitty on October 11, 2016, 10:29:47 PM
Does Roof Bombs 1) work without CCL, and 2) remove Overhead Mountain?
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on October 12, 2016, 03:03:41 AM
Yes to both. My efforts to update are being thwarted by a lack of time however. Ill get to it.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: garfu on October 12, 2016, 12:56:43 PM
Really looking forward to the Storage mod getting updated. Quantum storage isn't quite what I'm looking for.

Thanks for all of your mods.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Grizzly on October 12, 2016, 01:12:33 PM
Quote from: CannibarRechter on September 09, 2016, 12:38:02 PM
I could post a holdover for Extended Storage, that works without CCL, except the one thing I didn't implement was the Freezer... it appears to be working, but I wouldn't support it at all. Also, this is really skully's mod, so I would post it here, and he'd have to give the okay.

Any progress so far? i really want the extended storage mod... or did skully not approve?
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: CannibarRechter on October 13, 2016, 06:35:05 AM
He didn't.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Luminence on October 21, 2016, 10:23:12 AM
Hey man. Noob question, where/how do you get roof bombs?
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: FuzzieMann on October 30, 2016, 06:26:03 AM
So when I tried using the roofbomb, it just fizzes and never explodes? Anyone else encountering this problem?
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: shadowstitch on November 03, 2016, 10:16:51 PM
Since we already have RimFridge, could we maybe get an A15 version of Extended Storage that just includes the sorting racks, without the need for CCL dependency?
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on November 04, 2016, 12:36:03 PM
The ccl dependancy is to remove the vanilla over stack limit check that was added in A15 without it the mod doesnt work. So no. CCL is required.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: shadowstitch on November 04, 2016, 03:12:55 PM
Quote from: skullywag on November 04, 2016, 12:36:03 PM
The ccl dependancy is to remove the vanilla over stack limit check that was added in A15 without it the mod doesnt work. So no. CCL is required.

Noted. Thanks for the reply.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Alenerel on November 14, 2016, 04:25:15 PM
Can you make the coolers and vents not require CCL? They are really cool and its exactly what I wanted.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on November 15, 2016, 03:17:18 AM
You think ive got time to support all that extra code....nope. CCL stays. The mod textures are from Lattas redist heat mod. Ask him if you wanna make a non ccl version.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Malaras on November 16, 2016, 09:55:54 PM
hello, is this working with alpha 15, also is ccl? I'm after storage mod.

Thanks,
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on November 17, 2016, 04:20:33 AM
not yet.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Alenerel on November 22, 2016, 08:47:47 AM
Does reclaim fabric work with A15?
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on November 22, 2016, 10:02:23 AM
Doubt it, it has a detour to allow something other than 50% from reclaiming (the whole reason for this mod).
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Canute on November 22, 2016, 10:10:53 AM
If it doesnt work, there is a A15 Recycle mod.  Vegetable garden and Medivial times got recycle appearal too.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Alenerel on November 22, 2016, 10:43:28 AM
There is the recycle but I do like that the amount of materials claimed depends on the HP of the piece and the skill of the crafter. The other mod I think that it always give the same amount.

The vegetable garden includes too many "things".
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on November 22, 2016, 01:00:28 PM
They all do 50% as thats a system built into the game, to do anything different needs custom code, the detour was the easiest way to achieve that but i could do this totally custom without the detour, it just needs time. When CCL updates this mod will as well. Until I can do this the custom way then it wont depend on anything.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Alenerel on November 22, 2016, 02:27:18 PM
damn CCL...
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Loucetios on November 22, 2016, 03:54:32 PM
The Roof Bomb doesn't seem to detonate properly. I had it researched, built it, and hit Detonate. It's been hissing for a long time. Does it have a seriously long fuse or is it endless bugged?
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Alenerel on November 23, 2016, 02:10:56 AM
Would be possibly to "copy paste" the code from CCL that its needed in your mod, so that it doesnt require CCL?

Is it difficult to update CCL? I ask cause I checked and it doesnt seem to include "many" things, some others seem that they already implemented, and it is a real bummer that so many mods depend on it and that it doesnt get updated.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: jmababa on November 23, 2016, 02:26:28 AM
Quote from: Alenerel on November 23, 2016, 02:10:56 AM
Would be possibly to "copy paste" the code from CCL that its needed in your mod, so that it doesnt require CCL?

Is it difficult to update CCL? I ask cause I checked and it doesnt seem to include "many" things, some others seem that they already implemented, and it is a real bummer that so many mods depend on it and that it doesnt get updated.

Most and best mods don't require CCL including hopitality mod, Misc map generator (requires Misc. core), medical compilation, High caliber weapons mod, mars mod, medivial times mod, rimfridge mod, fishing mod, caveworld flora mod, goodnight mod (bed mod), Vegtable garden
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on November 23, 2016, 03:02:26 AM
*sigh* those mods simply ripped the relevant code from ccl (which they are more than welcome to do) so the best mods only work at all cuz of ccl, I am however a maintainer of ccl why would i not use a mod i help with. All my mods are updated to A15 i just havent released em. Ive explained my reasons in another thread if you can find it recently.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Alenerel on November 23, 2016, 03:21:04 AM
Quote from: skullywag on November 23, 2016, 03:02:26 AM
*sigh* those mods simply ripped the relevant code from ccl (which they are more than welcome to do) so the best mods only work at all cuz of ccl, I am however a maintainer of ccl why would i not use a mod i help with. All my mods are updated to A15 i just havent released em. Ive explained my reasons in another thread if you can find it recently.

Thats what I was thinking... Just leave CCL compiled as a mod for those who need it, but always try to use standalone code in the mods when you can.

I cant find the post with your reasons to not release your mods to A15. If you arent going to release them, why did you make them at all?
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on November 23, 2016, 03:38:17 AM
Ok so the reason im not releasing em yet is sometimes i take an alpha off (keep in mind ive modded through almost EVERY alpha) trying to keep up with Tynan when you have 50 odd mods is just gonna burn me out and ill leave. This keeps me sane, it also allows me to work on other stuff that i wouldnt have time for as id be supporting and maintaining those other mods if i released em. So in A15 alone ive managed to get a droid mod built that can replace the MD2 droids, ive updated purple ivy, plus a number of smaller mods. If people would rather i didnt do stuff like that then fine. But i dont mod for people i mod for myself...modding the same stuff all the time gets boring.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Alenerel on November 23, 2016, 06:44:57 AM
I understand the part where you say that you get tired/bored, the same as everyone doing a repetitive job. But if you already have the mods finished for A15 (I understand that you said that), why not release them? Thats the thing I dont get.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on November 23, 2016, 06:59:51 AM
Cuz doing that creates work. Work i dont want to do right now. It doesnt matter anyway all the juicy mods you guys are after need CCL anyway, so theres also that in this instance.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Alenerel on November 23, 2016, 12:28:38 PM
damn juicy mods...
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Howeln on November 23, 2016, 06:54:31 PM
Skullywags, glad you don't plan to leave.  Love your mods.  I understand your desire to skips versions.  Maybe a note on the main mod that you update every even...or odd?

At anyrate, great work.

Neil
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on November 23, 2016, 07:00:44 PM
Quote from: Howeln on November 23, 2016, 06:54:31 PM
Skullywags, glad you don't plan to leave.  Love your mods.  I understand your desire to skips versions.  Maybe a note on the main mod that you update every even...or odd?

At anyrate, great work.

Neil

its really when i feel i need it, as A16 is the biggest update yet, this was completely tactical as well.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: JohnLG on November 25, 2016, 08:54:19 PM
Man, just started playing again and finding it hard to look at my base without ceiling lamps.  I didn't realize how I needed those...

Is CCL only needed for the color-changing functionality or are there more properties that would be broken without it?
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Profugo Barbatus on November 25, 2016, 09:06:23 PM
Quote from: skullywag on November 23, 2016, 07:00:44 PM
its really when i feel i need it, as A16 is the biggest update yet, this was completely tactical as well.

I get this completely. I can imagine that A16 is gonna change up a bunch of core stuff, but also offer a huge opportunity for new mods to come 'round. Gonna need the energy to explore all them idea's too, I figure.

Also, the energy to conquer the entire planet with your colony. That too.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on November 26, 2016, 02:50:58 AM
Quote from: JohnLG on November 25, 2016, 08:54:19 PM
Man, just started playing again and finding it hard to look at my base without ceiling lamps.  I didn't realize how I needed those...

Is CCL only needed for the color-changing functionality or are there more properties that would be broken without it?

you might be ok with it as is (CCL is for colours yes). You could delete the other defs if you dont need em and remove the comp from the cieling lamp to lessen the chance of bugs.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Zapp Brannigan on December 07, 2016, 07:04:35 AM
Hey Skully,

Any chance the Roof bomb a14 works with a15? I haven't had a chance to get my mods in order yet, and was hoping it would still work.

Thanks for all the hard work.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on December 07, 2016, 07:39:23 AM
errr cant remember what was needed to update that one, the version number needs adding to the about file, the assembly might work but not sure. Try updating the version and see if it "just works" if it doesnt then I have done some udates and itll have to wait till i release, which wont be for A15. (But A16 is in testing so not long to wait and i may already have updated most of my mods to A16, who knows!)
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Fisty on December 07, 2016, 05:56:19 PM
it doesn't, you can place it and arm it but it just fizzles forever.. and if you reload to before you armed it you can't remove it, even with dev tools... so have to reload to before you ever built it.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: joaonunes on December 16, 2016, 07:50:21 AM
Is it possible to have the mod "Extended Storage" only for the storage buildings?

I am using "Improved Increased Stack" so having the buildings alone would probably work with the stack size mod (just like it works with Rimfridge) and without the need for CCL of course :P

How easy would it be to alter your code so the storage options would work as I want? Maybe I could do it myself if it's easy enough xD



EDIT: I think I made it work... Edited the "thingClass" tag and related assembly from the mod to use the vanilla "Building_Storage" instead, removed the freezer because I dont need it (and would require me to edit the assembly to make it work), fixed the "drawSize" tag (it seems to require a capital S now...) and removed the class from the "ThingDef".

Stuff is stacking by the rules of "Improved Increased Stack", so I can have up to 10k silver stored in a wooden pallet (5k each slot). The only difference is that each building now stores stuff as in the vanilla way and not like in the original mod, where a pallet could hold multiple items types in the same slot (dunno if that was intentional though...)
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: RickyMartini on December 16, 2016, 11:30:25 AM
Skully just don't leave these mods please :) Take your time off as much as you like
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: joaonunes on December 16, 2016, 11:51:57 AM
Quote from: Skissor on December 16, 2016, 11:30:25 AM
Skully just don't leave these mods please :) Take your time off as much as you like

I think he's just waiting for the new CCL version to update his mods, don't worry :D

And if Skully ever stops modding I'm sure someone will take over his work and keep the mods alive :)
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on December 16, 2016, 01:07:22 PM
Im still here, still modding. Everything will be updated in time.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Bludragon on December 20, 2016, 06:58:38 PM
just wondering:
Will the non CCL ones work if I changed the target?
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: «Temple» on December 23, 2016, 11:38:58 PM
So, no more Forum mod updates?  Full switch to Steam Workshop?  Please correct me if im wrong im just curious.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Dingo on December 24, 2016, 02:29:49 AM
Nothing to do with Steam. Skully is quite upset about the current state of the research panel and said he's not releasing updates until a suitable fix is found or officially released.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on December 24, 2016, 02:56:22 AM
its not a case of being upset, the amount of work the new research setup causes is beyond what i want to do and can do right now, my time is limited, having people moaning because my mods and others are being plonked into a system that is knowingly not compatible with modding as Tynan is using this alpha to gather feedback on this new functionality is not something i want to do, ill wait till a modder finds a solution or Tynan releases an update to the research system. Until then im still modding when i can and stuff will be updated.

Also I will never go full steam, i dont actualy like steam all that much from a community standpoint, full of annoying twatwads, theres some smart clever people there dont get me wrong but they are the vocal minority, at least here i can ban the idiots.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: «Temple» on December 24, 2016, 03:42:29 AM
Quote from: skullywag on December 24, 2016, 02:56:22 AM
at least here i can ban the idiots.
Rip me D:
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: «Temple» on December 24, 2016, 04:02:41 AM
And as for your better coolers, for better temperature control people double layer was so maybe have a 2 layer cooler? Exhaust:Wall:Wall:Cooler
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Beathrus on December 24, 2016, 09:43:40 PM
Quote from: skullywag on December 24, 2016, 02:56:22 AM
its not a case of being upset, the amount of work the new research setup causes is beyond what i want to do and can do right now, my time is limited, having people moaning because my mods and others are being plonked into a system that is knowingly not compatible with modding as Tynan is using this alpha to gather feedback on this new functionality is not something i want to do, ill wait till a modder finds a solution or Tynan releases an update to the research system. Until then im still modding when i can and stuff will be updated.

Also I will never go full steam, i dont actualy like steam all that much from a community standpoint, full of annoying twatwads, theres some smart clever people there dont get me wrong but they are the vocal minority, at least here i can ban the idiots.

Skully do you mean a problem like this?



[attachment deleted by admin due to age]
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on December 25, 2016, 04:28:40 AM
yes exactly this, Tynan has explained that the current solution was released knowingly broken for modders, this was due to their being no solution to the problem known and he wanted to hit his christmas release deadline, he wants feedback on this so we an come up with a solution to the problem, see here for more details.

https://ludeon.com/forums/index.php?topic=28467.0
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: gorre9090 on December 28, 2016, 07:38:19 PM
Would this maybe work?
https://ludeon.com/forums/index.php?topic=28609.msg288550#msg288550

and I wish the extended storage was updated, i love that mod <3
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on December 29, 2016, 04:03:36 AM
That is a simple reversion mod, it does not remove the issue, the only solution is one in core. I cannot guarantee everyone will use this.  All my mods are A16, im just not releasing as I do not want the maintenance and support of the new research system to factor, I dont have time for it. Once there is a working core for research then ill release.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Beathrus on December 29, 2016, 10:58:34 AM
Quote from: skullywag on December 29, 2016, 04:03:36 AM
That is a simple reversion mod, it does not remove the issue, the only solution is one in core. I cannot guarantee everyone will use this.  All my mods are A16, im just not releasing as I do not want the maintenance and support of the new research system to factor, I dont have time for it. Once there is a working core for research then ill release.

I understand your point of view. If you released them people would come onto here saying 'The research gets cut off, plz fix!' and such, wouldn't they? Either way, I would accept any release you put out, I use the reversion mod for that exact reason.

Well, just know most of us will remain faithful and waiting for your mods; They are worth it.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Alenerel on December 29, 2016, 04:02:45 PM
The coolers/vents and the light mod really doesnt need any research... If anything, the cooler would need just refrigeration.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on December 29, 2016, 04:17:46 PM
I know, but i do things in bulk. I dont like only having half my mods out there. I want it all out of my brain so i can do other stuff....im weird...shush
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: joaonunes on January 05, 2017, 04:28:57 AM
Quote from: Bludragon on December 20, 2016, 06:58:38 PM
just wondering:
Will the non CCL ones work if I changed the target?

It depends... For example "Extended Storage" required me to literally remove the connections with any kind of programming to have only the storage options, otherwise I'd have to update the code.
My tip to you is to open the mod's folder and see if there is an "assemblies" folder inside of it.
If Yes: You will almost certainly need to change the code to make it work in A16;
If Not: Try the mod and see which/if any errors appear in the console regarding missing/wrong tags and fix them accordingly. You can also look at the "Core" files in some cases to check for the correct and updated tags to use.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: RickyMartini on January 08, 2017, 05:53:52 PM
Reclaim fabric mod. Will it ever be updated?
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on January 08, 2017, 06:23:44 PM
it is, waiting on a16b.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on January 09, 2017, 03:33:27 PM
Little test release, check it over tell me if theres anything not working right or any items not covered that should be. The arts a bit all over the shop but ive got some help on that regard so expect improvements. Enjoy. No other mods required, totally self sustaining now.

https://www.mediafire.com/?84afaqm6u32kfmc
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: DariusWolfe on January 09, 2017, 03:39:19 PM
Since you're doing update confirmations... I assume Lights, Vents and Coolers are all waiting on CCL?

What about the Surgery mod?
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on January 09, 2017, 03:44:57 PM
nothings waiting on anything, i just dont have a lot of time at the moment, so im leaking stuff out bit by bit.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Entw1ne on January 12, 2017, 05:43:16 AM
Quote from: skullywag on January 09, 2017, 03:44:57 PM
nothings waiting on anything, i just dont have a lot of time at the moment, so im leaking stuff out bit by bit.

Yeah, I've never done any serious, in-depth modding before in my life, just small things here and there and even that was tedious when I was thin on time. This may not mean much, but I appreciate all you're doing and have done to better our experience at the cost of your own effort and time. Even if you end up deciding to hang it up and not continue, I completely understand.

That's all, just wanted to express my gratitude and say thank you amongst the sea of "when is x going to be updated? when are you going to update y?" Take care, and I wish you well in your personal life :)
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on January 12, 2017, 08:11:52 AM
Thanks, my stuff will be released (probably very soon actually) and it always (within reason) will be. Ive not fallen out of love in modding this game and as far as I care I will continue to do so for a loooooong time. Just for anyone who doesnt know i have full time job and a family with small children (1 and 3) and they take up a lot of my time and its time I wouldnt give up for anything, especially not impatient people on the internet moaning cuz they cant play with one of my mods.

Also even though I work full time i spend a lot of time on the modding discords and on here helping out other modders with my knowledge of modding this game for 2 years now (just dont tell my boss), so even though you arent seeing a lot out of me, you are seeing a lot out of others due to help im giving (others there obviously help out as well, some a lot more than me).

I also work on a lot of other mods none of you have even seen yet, due to the amount of mods I have, I have to be strategic with my time, I purposefully skip releasing my mods for an alpha sometimes (my mods are always updated on day 1 or 2 of an alpha in any case) simply so I dont have to support them for that alpha and can work on some of the other newer projects I have running. If i stuck to the 2 or 3 core mods people use of mine you would have half of those mods available today as I wouldnt have used my time to make them in the 1st place.

As an example due to me not releasing my mods to A15, I have a almost working droid mod (it works it just doesnt have all the features i want just yet) that im hoping to get a release out for soon, I have also updated my REALLY old purple ivy mod to A16 and am adding more stuff to it, I also have a trader mod where ships actually land on the planet with a ship, plus a few more that im keeping close to my chest.

So yeah ive waffled a lot but I hope people can see now that im not withholding my mods to be awkward, there is method in my madness.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: zmadz on January 12, 2017, 12:22:40 PM
hypeeeee
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Fisty on January 12, 2017, 01:56:41 PM
oooo.. the purple ivy sounds like fun!

(and as one of the receivers of your help on Discord - thank you <3 )
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on January 12, 2017, 05:40:08 PM
Almost all these done, got some quirks and new stuff to test on some of them but most are done.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Minnigin on January 12, 2017, 05:43:07 PM
thanks man
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Madman666 on January 12, 2017, 06:03:24 PM
Holy crap, storage mod online! Prepare all hands for Hoarding Madness! Thanks, man. I really appreciate it, that you still find the time to update it) I didn't want to just increase stack size and now I can have my crates and shelves again! I missed that soo much.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: pktongrimworld on January 12, 2017, 06:57:44 PM
OMG YES is like christmas all over again! A16 storage
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: vlad_1492 on January 12, 2017, 08:22:10 PM
Rejoice !

*\o/*

Huzzah!  Huzzah! Huzzah!
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: 123nick on January 12, 2017, 09:12:25 PM
is it possible to change the extended storage? so that , the second stack- the one where, after your colonist places down the item on one half of the storage ,it gets moved too the other half into a very large pile ? is it possible to change that very large pile, so its maximum is 1000 things? so where u would only usually be able to store 75 wood, you can store 1075, including the other half the storage takes up, considering the 2 cells.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on January 13, 2017, 03:22:23 AM
Every building has a maxstorage xml paramter. Simple to change it yourself.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: RickyMartini on January 13, 2017, 05:31:32 AM
Why is reclaimed fabric updated to A16 but not on Steam? :'(
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Zebukin on January 13, 2017, 05:49:46 AM
For the medical needs there is three mods, that covers all needs: EPOE, DE Surgeries, Dog Said.
But skin regenerator is good looking and interesting alternative for HiTech colony. Extended fabrics is more natural tan get fabrique right from plant.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Eneswar on January 13, 2017, 06:53:33 AM
Awesome work! Will you release these to Steam soonish?
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on January 13, 2017, 07:00:52 AM
Steam will come once I have everything out, steam release means more time spent maintaining so has to be done strategically. It wont be long though.

And in regards to mods that do stuff that these do, I really dont care. I make mods for me and variety is always good.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Lerin on January 13, 2017, 08:50:45 AM
Thank you skully for your time :)
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Goldini50 on January 13, 2017, 09:04:13 AM
Sorry for this stupid question, but you said everything is ready so why you don't uploaded every mod ?


Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Fafn1r on January 13, 2017, 11:35:39 AM
Yes, yes! ;D
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: PotatoeTater on January 13, 2017, 12:01:21 PM
I've missed your mods man, good to see them back out and ready. I'm excited to get off work and load them into my world!
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Fissure on January 13, 2017, 01:03:05 PM
Had to register just to say thanks! Really missed your mods. Will be nice when they are up on steam of easier updating.

Thanks again !
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Madman666 on January 13, 2017, 01:27:02 PM
Hey, Skully, nice work on those humpers and medicine cabinets sprites - they look cool! A small question for you - clothing racks in your mod - are they designed just to serve as equipment racks for clothing to prevent deterioration outside? I was hoping for it to allow stacking of clothes - too much raider crap everywhere and my greeeed doesn't let me just burn it all with a flamer.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on January 13, 2017, 04:28:56 PM
Yeah sorry not come up with a way of handling that just yet.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Madman666 on January 13, 2017, 05:21:16 PM
Nah, you shouldn't be sorry - its enough you even spare your time to update all those sweet things for us. Clothes stacking would be awesome, but we can live without it. Space saved by better stacking for materials is already very good. But there is one interesting mod (http://steamcommunity.com/sharedfiles/filedetails/?id=839827858&searchtext=crate) though, that introduces a crate, in which you can pack things up to 25 kg mass, including clothing and transport or sell it for right price for every item packed inside and its size is only one tile. You can jam a crapton of clothing in there to save up space, but unfortunately colonists can't access items inside, untill you order them to unpack those items from crate inventory. Maybe some code from that could be useful? It has really bonky mechanics of choosing what to pack in and out though...
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on January 13, 2017, 05:29:42 PM
Yeah ive seen vendans stuff but it has the same issue most container mods have in that the AI knows nothing about the contents.

Ive looked into containers and detouring all the AI code to make the pawns aware of all items inside but its a TONNE of work. Its on my list so maybe one day when we arent in alpha il get to it.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Madman666 on January 13, 2017, 06:32:58 PM
Ah, ok, I know how much time scripting something complicated can take. Vendan's stuff is actually great, if only you could just designate stuff to pack in easier would be perfect. Still it will help, until someone figures it out) Maybe even Tynan finally adds such a simple thing as wardrobes, who knows?)
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: DDC1234 on January 14, 2017, 01:52:17 PM
Just waiting for the roof bomb and may game with be complete  ;D
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Jstank on January 15, 2017, 07:33:18 PM
I have a thread kicking in the suggestions forum about the idea for a Cryo Healing Casket/ "stasis regenerative chamber"... some of us think it would be a pretty cool thing.

Here is what we came up with. https://ludeon.com/forums/index.php?topic=29531.msg298757#msg298757 Do you think it would be possible to create this?

Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: JM401 on January 17, 2017, 01:27:16 AM
Hi. I recently found this mod and I love it. I was wondering the same thing as 123nick.

Quote from: 123nick on January 12, 2017, 09:12:25 PM
is it possible to change the extended storage? so that , the second stack- the one where, after your colonist places down the item on one half of the storage ,it gets moved too the other half into a very large pile ? is it possible to change that very large pile, so its maximum is 1000 things? so where u would only usually be able to store 75 wood, you can store 1075, including the other half the storage takes up, considering the 2 cells.

I think what he meant was the way stacks split. I opened the xml and looked over it and found this:  <maxStorage>600</maxStorage> The 600 is only on one cell and not 300/300. Is this behavior due to a limitation of the game? or is it something else.

P.S.
Not complaining! Just wondering is all.

[attachment deleted by admin due to age]
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on January 17, 2017, 04:05:13 AM
Quote from: Jstank on January 15, 2017, 07:33:18 PM
I have a thread kicking in the suggestions forum about the idea for a Cryo Healing Casket/ "stasis regenerative chamber"... some of us think it would be a pretty cool thing.

Here is what we came up with. https://ludeon.com/forums/index.php?topic=29531.msg298757#msg298757 Do you think it would be possible to create this?

I technically already did a few alphas ago. I had a heal casket for self healing (you could order a pawn to use it, he would laod it with medicine and hop in), it was way too OP though and I decided to split it up into multiple machines, Dermal Regen was the 1st the rest are still wip. When i find time all this will get done.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on January 17, 2017, 04:07:03 AM
The way storage works in my mod is 1 cells stack gets moved to the other, there is no way I can balance that currently, the maxstorage does apply to the 1 cell to change this would be too much work, I would need to make the AI aware they can stack ontop of an occupied cell but only on my buildings, thats a lot of detouring im not willing to do.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: JM401 on January 17, 2017, 07:18:15 AM
I figured it was some kind of limitation of sorts. I've used some of your other mods in the past and I have all your threads bookmarked. I know you don't do things halfway just by looking at the number of mods you've made and how well they work. Thanks for the information!
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Madman666 on January 17, 2017, 09:49:41 AM
Yup, Skully is awesome. For Extended Storage alone he needs a medal. And a full-sized statue next to liberty lady)
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on January 17, 2017, 11:19:47 AM
Please be aware this code is very much based on the ol MD2 mods code, its been tweaked and the detour added for Tynans stack size limiting he added, but still Mipen needs to be thanked as well.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: pktongrimworld on January 17, 2017, 03:21:15 PM
*lights candle for Mipen*
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Nebbeh on January 18, 2017, 07:34:38 PM
Can the pallets store stone chunks? :)
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: EldVarg on January 18, 2017, 08:20:38 PM
Would be cool to have a storage mod that worked better with MarsX (since it has no hides and little cloth and wood).
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Canute on January 19, 2017, 01:27:13 AM
Quote from: skullywag on January 17, 2017, 11:19:47 AM
Please be aware this code is very much based on the ol MD2 mods code, its been tweaked and the detour added for Tynans stack size limiting he added, but still Mipen needs to be thanked as well.
How dynamic is the code, could it dynamical expand the stockstack during the game with research ?
At first i would like to see a reserach "Expanded stockpile's" to activate the furnitures ingame.
Then 2 further researches to expand the stocksize. When it is possible the beginning furnitures should have less then the current ones.
The 2. research expand the stacksize to the current ones, and the 3. research double it.

Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on January 19, 2017, 03:48:53 AM
But how does a wooden pallet suddenly store more stuff?
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: AVE on January 19, 2017, 04:09:08 AM
Can Dermal Regenerator be extended (with proper !!SCIENCE!!research, ofc) to tend also animal skin issues?
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on January 19, 2017, 04:16:40 AM
hrmmm possible, the issue is adding float menu options to all animals to take them there would need a detour/injection probably, thats a lot of work and ive got way funner things on my plate right now, ill add it to my list though.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Canute on January 19, 2017, 08:04:31 AM
Quote from: skullywag on January 19, 2017, 03:48:53 AM
But how does a wooden pallet suddenly store more stuff?
Same like a pallet can store more then simple ground ! :-)
Inteligent stack managment.
Yes it is a bit unrealistic, but i like a bit simple then to have 3 times the nearly same building. That would explode the furniture list.
Ofcouse you could move them all to a menu, or just create 3 universal storages, wood for simple, steel for more  and plasteel for maxim storage.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Canute on January 20, 2017, 04:14:04 AM
Another idea came through gaming.
There are alot of different leather,meat whatever, because the people want variations.
But that is horrible for the extended storages. You need manual set each rack for one of the most item you got. For raw resources like Steel,wood,... thats ok but for all these different meat/leather, sigh :-(

So it is possible to auto. restrict the rack to the 1. resources it get delivered onto. And auto. unrestrict to all when nothing is left anymore on the rack ?

And i think the resource cost for all storageracks are to low.
A wood pallet can hold 600+75 thats 9 stacks of 75.
I think these pallets arn't just pallets, they are more like a high/stacker racks with 8 level, and the one before is the lifter.
At the best cast you need 9 times a wood floor (3 wood) but i think a stable wood floor are needed 4-5 wood.
So a wood pallet need 9 x 5 wood at last. The need of 1 component for the lifter is optional.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on January 20, 2017, 05:29:04 AM
I like your first suggestion, especially for textiles. Ill look into it and see how feasible it is, Ill have a look at the resource cost balance while im at it.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: EldVarg on January 20, 2017, 09:34:29 AM
I agree with they should be more costly, and maybe include a lifter.
Auto set to store only the first thing that is on it sounds like a good idea. Maybe also increaste the priority while you are at it, so the same thing won't be chosen for another empty rack (until its full).

Still there is a problem that the rack gets "occupied" when someone takes o leave something to it - then noone else can use it.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Madman666 on January 20, 2017, 10:11:12 AM
The idea about pallets and shelves self restricting upon being loaded with one resource type is very nice. I hope it can be done)
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on January 20, 2017, 10:47:44 AM
I can do nothing about how the hame handles reserving sorry thats just bot gonna get fixed.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Madman666 on January 20, 2017, 01:55:46 PM
Well, the idea was good, but confines of code are still there. I am already glad it just works fine with A16.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Emmote on January 24, 2017, 02:59:19 PM
Looking forward to being able to use Roof Bomb again.
Would also be nice to have an item that can reinforce a roof to make it stronger.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Madman666 on January 24, 2017, 03:03:03 PM
Quote from: Emmote on January 24, 2017, 02:59:19 PM
Looking forward to being able to use Roof Bomb again.
Would also be nice to have an item that can reinforce a roof to make it stronger.

There is quite interesting remote explosives mod (https://ludeon.com/forums/index.php?topic=17285.0) there, explosives from it can destroy overhead mountains and much more. Could use that before Skully's one is ready for a16.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: EldVarg on January 25, 2017, 05:19:22 AM
Deteriorated items (at least food) get full health when placed in storage, maybe instead calculate an average.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Canute on January 25, 2017, 05:53:25 AM
It is because the old stack get deleted and a new stack with the new size get added.
But i think that is a minor thing, normaly people build roofs above their stockpiles as soon as possible, and special food rot away before it reach 0 HP.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on January 25, 2017, 06:54:10 AM
Known issue. In my todo list.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: EldVarg on January 25, 2017, 07:27:14 AM
Quote from: Canute on January 25, 2017, 05:53:25 AM
It is because the old stack get deleted and a new stack with the new size get added.
But i think that is a minor thing, normaly people build roofs above their stockpiles as soon as possible, and special food rot away before it reach 0 HP.
Well it is a bigger thing in MarsX.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: gendalf on January 25, 2017, 07:32:53 PM
reclaim fabric bug: reclaimed alpaca cloak, it shows 0xAlpaca hide in hand of the colonist, the game starts lagging and the colonist is stuck at the warehouse - can't place 0x item. Moving the colonist in battle mode fixed the lag..
also it seems that colonists aren't getting skill from reclaiming work.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Stormfox on January 27, 2017, 10:01:11 PM
I have been using this mod for quite some time now, and it simply behaves incosistently.
Perhaps it's just a function of the bad stacking code in the base game, but the multistacking very often does not seem to work (besides the usual half-filled stacks all the time) on some storages, but does work perfectly fine on the one right next to it.

The maximum stack size behaves strangely, too: Sometimes, the food shelves only hold 10 meals per space, sometimes up to a full stack. I currently have rack that has 49 fine meals in one space, while a few ingame days ago those same fine meals were loitering about in the kitchen because my pawns found no room for them (and each rack had 2x10 meals on them already).

Is this something you can fix, or is that all part of the basic problem of bad stack management somehow?
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on January 28, 2017, 01:52:57 AM
Id need to see what your experiencing, but just to be sure you have only 1 type of thing being stored in the containers. The way it works is 1 cell is the input and then the stack is moved to the storage slot, if you put another item on the input slot you cog the system and nothing further can be stored.

Ive not seen the issue with reclaim, id need logs.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Canute on January 28, 2017, 02:49:39 AM
Quotebut the multistacking very often does not seem to work
Like skullywag wrote,
it is important that you restrict any stockpile manualy just for 1 kind of item.
Only then the stockpiles can work proper.

Any ext. stockpile got 2 fields, one field is the input field, pawn drop stuff there.
The other field is the stockpile, this field extend the max. stockpile size, but it only can hold the same item.
So when a pawn drop 10 fine meals at your food tray, it got stored. And when another pawn drop 10 simple meals in the same tray, they don't get stored and block the input field.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Stormfox on January 28, 2017, 01:41:56 PM
Okay, I did not expect that behaviour, and it would likely explain most of the inconsistencies. A bit fiddly, a shame that it does not work better by itself. I will try it out, thanks.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on January 28, 2017, 02:26:01 PM
There is an update incoming where the storage will set itself to only allow the 1st thing in the accepted list thats placed in it. (fluffy has pull requested it to me, he beat me to doing it)
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Madman666 on January 28, 2017, 03:26:26 PM
Getting better and better) Damn, how I love storage mod))
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: AVE on January 30, 2017, 05:44:23 PM
Clothing rack does not allow storing more than 2 same items on itself, copying the equipment rack behavior. Is it intended? There are 5 power armor helmets nearby, all of 100% health, all of the same quality, and clothing rack allows storing only 2 of them. The only thing that is different for them is their coloring. May be that is what preventing them from stacking?
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Madman666 on January 30, 2017, 05:58:01 PM
Quote from: AVE on January 30, 2017, 05:44:23 PM
Clothing rack does not allow storing more than 2 same items on itself, copying the equipment rack behavior. Is it intended? There are 5 power armor helmets nearby, all of 100% health, all of the same quality, and clothing rack allows storing only 2 of them. The only thing that is different for them is their coloring. May be that is what preventing them from stacking?

For now clothing storage are basically retextures equipment racks, it can't stack clothing and equipment it just has 2 slots as an equipment rack has.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Pichu0102 on January 31, 2017, 08:53:33 AM
I noticed that for some reason pawns will visibly pass between in wall vents and the walls when they walk past them. I tried looking at the altitudelayer in the def, and noticed it was PawnUnused. What is the priority of layers like this? Or is this bug unfixable due to engine limitations for the moment? Googling it doesn't really provide what layers appear where and what they mean...

[attachment deleted by admin due to age]
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: EldVarg on January 31, 2017, 01:36:47 PM
Quote from: skullywag on January 28, 2017, 02:26:01 PM
There is an update incoming where the storage will set itself to only allow the 1st thing in the accepted list thats placed in it. (fluffy has pull requested it to me, he beat me to doing it)

W00t!
Would it be hard to make it so if you change what storage is accepted it only accept the last thing you check and remove the rest?
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: DukeAl on February 01, 2017, 08:21:47 AM
Hi,
i tired your additional lighting mod today and when building a path light i continiously get the following error:

Exception ticking Lighting_PathLamp54922: System.MissingMethodException: Method not found: 'Verse.Find.get_RoofGrid'.
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

I tested it on the latest rimworld release (0.16.1393) with only core and additional lighting active and god mode enabled.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on February 01, 2017, 08:24:22 AM
Ill take a look, thanks for the report.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: gendalf on February 04, 2017, 04:44:04 PM
what materials do you get when reclaiming armor pieces like kevlar helmet, p-a helmet, armor vest?
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: SpaceDorf on February 15, 2017, 05:56:18 AM
Quote from: skullywag on January 28, 2017, 02:26:01 PM
There is an update incoming where the storage will set itself to only allow the 1st thing in the accepted list thats placed in it. (fluffy has pull requested it to me, he beat me to doing it)

Awesome :)
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: pinguin42 on February 18, 2017, 11:38:43 AM
Are these mods active? The link to the github only shows 2 downloads for the source code?
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Canute on February 18, 2017, 12:51:00 PM
Yep, the author is a bit lazy to labeled archiv's corect, and mosttimes the mod don't got a special .dll then the mod itself is the source too.

Download the source code, thats all you need.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on February 18, 2017, 02:13:55 PM
Im a bit lazy with what? Canute, you really need to watch your wording.

Git did exactly what i told it to, its not like im dealing with 100s of Mbs of data here, to add another zipped archive is a waste of time and bandwidth.

Just hit "source code" to download the mod, simples.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Lethe on February 19, 2017, 09:37:43 PM
Better Coolers doesn't seem to play nice when added to existing game. The texture changes perfectly fine, but it's made to be placed on a pre-existing wall. My fridges suddenly had a lack of walls and I couldn't get my pawn to build it. I placed the structure (wall) then right click to force them to do it now and it simply wasn't an option.

I guess a solution for this could be to delete and re-add every cooler you have. Figured I'd give heads up to anyone reading. Perhaps you could include a warning by it, Skully?
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on February 20, 2017, 04:14:10 AM
Yep unfortunately youd have to replace all coolers, nothing i can do about that, they are very different buildings after the edits.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: BlackSmokeDMax on February 20, 2017, 04:21:14 AM
Quote from: Lethe on February 19, 2017, 09:37:43 PM
Better Coolers doesn't seem to play nice when added to existing game. The texture changes perfectly fine, but it's made to be placed on a pre-existing wall. My fridges suddenly had a lack of walls and I couldn't get my pawn to build it. I placed the structure (wall) then right click to force them to do it now and it simply wasn't an option.

I guess a solution for this could be to delete and re-add every cooler you have. Figured I'd give heads up to anyone reading. Perhaps you could include a warning by it, Skully?

Perhaps adding the miniaturisation mod would help? You could then uninstall the coolers, build the walls, then reinstall the coolers. Maybe??
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on February 20, 2017, 07:15:51 AM
no its the issue of this mod replacing vanilla coolers. One doesnt sit on walls the other does, so when you remove the vanilla cooler and replace with these you end up with coolers in position but NOT on a wall (as vanilla coolers ARE walls). Its an easy dev mode fix and a slightly longer no dev mode fix, just deconstruct and replace.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: pinguin42 on February 20, 2017, 07:56:44 AM
I had an oddity with the lighting mod. About a 3 (real life) hours into my current playthrough I noticed I was unable to build more ceiling lights, even though I had steel available. Upon further investigation I found that it now took 4 sandstone blocks to build ceiling lights, which I didn't have. It only affected the ceiling lights, not wall or path lights. Reloading a previous autosave did not change anything, reloading a previous hard save did not change anything. Since I had no sandstone on my map I quit to OS and restarted the game. Now both the autosave and the hardsave load up fine and ceiling lights cost 15 steel again. I'm running 50+ mods, so I'm guessing there's a conflict somewhere, but I was playing with the dev mode on and there was no error log pop-up. I have not been able to reproduce the bug.

Another minor comment about the lights mod; while you are able to put ceiling lights over/above other furniture, you cannot first build a ceiling light and then put furniture underneath it. The furniture will show the red outline like it would if you wanted to place it on a wall or another piece of furniture.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: SpaceDorf on February 21, 2017, 12:32:18 PM
Dear Mr. Skullywag,

since I enjoy your Enhanced Storage Mod so much, there is one thing about it, that antagonizes me tremendously.
As you know the Advanced Storage Furniture works best when set to a single Item Type but soon after their construction the Hauling Class feels compelled to put random Items in the Storage Units.
To prevent them from such misconduct that unwillingly doubles their workload,
please consider to disallow all storable items as a default or the hauling Priority below normal.

Sincerely, 

a concerned Citizen of the Mountainhomes.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on February 22, 2017, 07:10:45 AM
Theres an update incoming that will address this, it involves a "locking" mechanism where the storage will "lock" to the 1st item it receives and wont accept any others in the allowed list until its empty again. For example, you have a basket set to ALL meat allowed, usually your guys might fill slot A with chicken meat and slot B might get some Boar meat, this obviously gums up the system, in the new version once the chicken meat was added it will lock to chicken meat only and not accept the others (the UI will still show the allowed types), once that chicken meat was removed and it was empty it will then allow any meats again.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: SpaceDorf on February 22, 2017, 10:11:44 AM
Awesome :) I am looking forward to this, thanks for replying ..

it still would be cool for pallets and fabric hampers to have them preconfigured to no input .. because it is still annoying if I built a pallet for granite bricks near my construction site just to find out some idiot filled it with hops or wood ..

Also it is less clicks to enable one or two items, then to disable 500 .. then do the same ..
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Erazil on February 23, 2017, 02:31:39 PM
hi, i post for share my french translation work of Dermal Regenerator
i have translated the DermalRegenerator.dll too for the french gamer can be use this nice mod without the localization hard-coded trouble.

@skullywag I made this modification for a personal use originally because I find it sad that this mod can only work on the English version of the game, if my works on the .dll file you displeased, do not hesitate deleted this post, and i present you my sincere apology for having modified your code without first asking you.
I'm not a developer and this is the first time I've compiled something in c #, I only edit the texts for the location.
I added a zip file with the sources of my modification.
You can use my work to integrate it to your mod (after all it's more your work than mine ;) ).

Dermal Regenerator French Fix (http://www.mediafire.com/file/e8w55spdq6o67hu/731730828_dermalregenerator.zip)

for french :
mon travaille fonctionne avec la version en cour le 23/02/17 toute mise a jour du .dll après cette date le rendra obsolète.
ATTENTION : ceci est un patch vous aurai toujours besoin d'installer le mod Dermal Regeneration et n'est utile que si vous jouer avec le jeu en français, si vous jouer avec le jeu en anglais ce patch va casser le fonctionnement du mod.

pour l installation

il vous suffis de copier les répertoire de mon zip dans les emplacements adéquate du mod, je vous conseil de renommé le fichier  DermalRegenerator.dll original (en DermalRegenerator.dll-org par exemple) avants de copier le mien dans le répertoire "Assemblies".

il faut aussi corriger une erreur de typo sur le mot cicatrice dans un fichier de localisation de rimworld

Erreur de Typo sur le mot cicatrice
Fichier : \Core\Languages\French\DefInjected\HediffDefs\Hediffs_Local_Injuries.xml
Ligne : 90

Original

<Bite.comps.2.oldLabel>cicactrice de morsure</Bite.comps.2.oldLabel>


Corrigé

<Bite.comps.2.oldLabel>cicatrice de morsure</Bite.comps.2.oldLabel>


Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on February 23, 2017, 06:58:16 PM
Languages are something i need to figure out for that mod, due to the way it works id have to keep adding the words as i am told them. There is no way in the code to ascertain what is a scar bar from the words themselves. I have no issue with this other version existing until I can figure out a better solution.

In other news:

https://github.com/Skullywag/ExtendedStorage/releases/tag/ExtendedStorage1.14
auto lock stacking is now in plus some new textures from Eldvarg, My thanks to you both!
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Erazil on February 23, 2017, 07:32:37 PM
ok, I do not want to publish it anywhere else here, I will just post a post on the topic steam of your mod to warn the francophone that there is a temporary fix the time you find a better solution :)

thx for your work :)
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Flipside on February 23, 2017, 10:21:44 PM
I'd like to echo the issue reported by pinguin42 (https://ludeon.com/forums/index.php?topic=14177.msg313330#msg313330), but with an addendum: after restarting the game, the build cost of the ceiling light returns to 15 steel, but so does the cost of the sandstone floor tile (which is normally 4 sandstone blocks).  To test for conflicts, I started a new colony with Additional Lighting as the only mod activated.  The build cost of sandstone tile was 15 steel.  It seems the cost of each item is struggling for dominance.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on February 24, 2017, 05:00:42 AM
hrmm sounds like a hash conflict (vanilla issue) not sure what I can do about it, I dont have this issue in my game at all...
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: SurrealSadi on February 26, 2017, 12:41:08 AM
I too get the random "Ceiling light costs 4 Sandstone" and "Sandstone floor is now 15 steel" issue at times as well. It's confusing, but if you get it, its a fast source of steel really early if you sandstone ruins in your map.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Dronmk2 on March 01, 2017, 10:53:45 AM
i have a question about dermal regenerator mod.
Can anyone create fix for the russian language?

Sorry for my english using Google translator.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: raras on March 07, 2017, 09:31:42 PM
guys is it just me or everyone else, Storage Search doesn't seems to work with Extended Storage anymore.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: FrozenSnowFox on March 12, 2017, 04:57:54 AM
It seems Extended Storage is a bit broken if you have more than 1 colony.  The colony you aren't viewing will have multiple items stack on a single storage spot into the thousands with no limit.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on March 13, 2017, 04:02:47 AM
Sounds like i might have screwed up the map assigments somewhere...ill take a look.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: egazOne on March 15, 2017, 10:55:22 AM
Hey, I have a question regarding Extended Storage. I realized that the multistacking technique always stacks the items in the same direction (East for horizontal-, North for vertical placement) no matter what rotation I placed the storage container. Would it be possible to make this behaviour depending on the rotation you placed the container? Would help a lot with my industriall rollers storage room design.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on March 15, 2017, 12:28:39 PM
possibly, ill take a look when A17 rolls around.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Ruisuki on March 15, 2017, 06:36:05 PM
Question: For extended fabrics do you need to create cloth from cotton fibre like in T's expandedcloth mod? Or is the cotton resource only used for making synthread?
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on March 16, 2017, 04:25:57 AM
The former. The plants drop cotton bolls. You need to process that into cloth.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Ruisuki on March 16, 2017, 05:17:44 AM
Quote from: skullywag on March 16, 2017, 04:25:57 AM
The former. The plants drop cotton bolls. You need to process that into cloth.
Niceeeee now I can use this mod instead since it adds the production of both synthread and devilstrand on top of that. I would then use the processed cloth to make synthread then?
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on March 16, 2017, 08:21:04 AM
if you look at the picture in the OP it tells you the ingredients and the amounts if you look close enough. Synthread is devilstrand and cloth, hyperweave is devilstrand synthread and plasteel.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: JABBA2000 on March 16, 2017, 11:29:49 AM
So the surgery mod you are working on enables harvesting and getting regular body parts such as hands, arms, feet, legs and so on?
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on March 16, 2017, 11:33:31 AM
i kind of went to town on extended surgery and rolled in a load of stuff ramsis was banging on about from an old mod (the one with tank treads and stuff) ive found myself using NONE of that stuff in the limited play ive had so not sure how i feel about it tbh...
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: JABBA2000 on March 16, 2017, 04:21:03 PM
oh ok. i wanted a mod where i can harvest legs and arms. epeo hasnt got that
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Alaqdas on March 19, 2017, 10:00:31 PM
Man, I was missing this mod, I played Rimworld recently and downloaded the mod as expected, but when I enter the game the frezzer is not there. I activated the mod dev / god mode to check and it is not. I'm not using any other mod, just yours. Is the frezzer available in the mod?
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: AngleWyrm on March 20, 2017, 03:38:53 AM
Quote from: pktongrimworld on September 09, 2016, 01:03:44 AM
^begs along with

just the freezer is all I need T.T


(https://andyleap.net/RimFridge/Preview.png)RimFridge (https://ludeon.com/forums/index.php?topic=26893.0) by Vendan (https://ludeon.com/forums/index.php?action=profile;u=5071)

It's a great little fridge, and the mod contains 1-tile and 2-tile sizes.

I put a couple of the 2-tile versions in my main dining hall for general consumption and guests, and use the 1-tile version for prisons and small eateries scattered throughout the base.
Title: Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Ruisuki on March 20, 2017, 04:05:04 AM
Quote from: AngleWyrm on March 20, 2017, 03:38:53 AM
Quote from: pktongrimworld on September 09, 2016, 01:03:44 AM
^begs along with

just the freezer is all I need T.T


(https://andyleap.net/RimFridge/Preview.png)RimFridge (https://ludeon.com/forums/index.php?topic=26893.0) by Vendan (https://ludeon.com/forums/index.php?action=profile;u=5071)

It's a great little fridge, and the mod contains 1-tile and 2-tile sizes.

I put a couple of the 2-tile versions in my main dining hall for general consumption and guests, and use the 1-tile version for prisons and small eateries scattered throughout the base.
Not a bad idea. Saves me power from making a second nutrient paste dispenser
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on March 20, 2017, 04:11:45 AM
I canned the freezer for a while itll come back, had some issues with it i wanted to address. But real life is eating my modding time as of late.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Lethe on March 20, 2017, 12:17:44 PM
Quote from: JABBA2000 on March 16, 2017, 04:21:03 PM
oh ok. i wanted a mod where i can harvest legs and arms. epeo hasnt got that

EPOE doesn't have it anymore, you mean. They removed it for balance purposes. :\ shrugs.

Kaptain Kavern made a mod that added it back into EPOE. https://github.com/kaptain-kavern/EPOE-LimbHarvesting/releases/tag/0.15

While he hasn't 'updated' it for A16, it works perfectly fine if you change the targetversion.

Here's a copy I upped with the targetversion already changed for the lazy. https://www.dropbox.com/home/%5Bshared%5D%20rimworld%20mod%20-%20reddit%20help?preview=EPOE+-+Limb+Harvesting.rar

Needs EPOE. Put it after EPOE in mod order.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: PathogenXD on March 21, 2017, 01:14:32 AM
Love the Dermal Regenerator, but I think that it may be a little too over powered at the moment. The way it is now, I build it, heal all my colonists over the course of several days, and then all my colonists are scar free forever more. The research time is fine, but I just don't feel like I'm sacrificing enough for each scar removal.

Would it be possible to require say... 5 medicine for every use of the regenerator? Maybe 5 is a little too much, but there's just a lot of benefit that comes from healing scars, and that needs to balanced out by an appropriate cost. If there was a significant cost, I'd have to choose which colonists were important enough to have scars removed, and I feel like that would add depth to the game.

Actually, thinking about it more, maybe 5 medicine is too few. Maybe it should require 10 medicine. The benefits of scar removal are just so great...
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on March 21, 2017, 06:04:16 AM
That mod will be finished at some point, it is very much a released working mod but is not "complete" in terms of it doesnt work how I wanted it to.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: AngleWyrm on March 21, 2017, 06:51:24 AM
Quote from: PathogenXD on March 21, 2017, 01:14:32 AM
Love the Dermal Regenerator, but I think that it may be a little too over powered at the moment.

It takes nearly all of a pawn's working day, and any interruptions cause the loss of all the time put in so far by the pawn.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on March 21, 2017, 08:21:29 AM
It used to use the hopper system in a local build i had, but i HATE the hopper system and wanted something different, ill figure something out for it, i need to convert the current right click "go get your scars healed" to be a proper job where I can set steps up properly like "go get nearest medicine then go to machine and heal", its a bit of a hack right now. Itll get better trust me, I have a todo list 162 items long all related to my mods....im working through it. Slowly...
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Shinzy on March 21, 2017, 09:12:01 AM
Quote from: skullywag on March 21, 2017, 08:21:29 AM
I have a todo list 162 items long all related to my mods....

don't forget the 80ish items not related to your mods
you're a menace
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: AngleWyrm on March 21, 2017, 09:28:24 AM
Quote from: skullywag on March 21, 2017, 08:21:29 AM
It used to use the hopper system in a local build i had, but i HATE the hopper system and wanted something different, ill figure something out for it, i need to convert the current right click "go get your scars healed" to be a proper job where I can set steps up properly like "go get nearest medicine then go to machine and heal", its a bit of a hack right now. Itll get better trust me


(https://s-media-cache-ak0.pinimg.com/736x/df/05/62/df05623198d972f8ca05084540bbe1a6.jpg)Thanks for a heads up

The Dermal Regenerator is my favorite way to heal scars. It's got style.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Ruisuki on March 24, 2017, 09:26:26 PM
any chance you can add patchwork leather functionality to the reclaim fabric mod? Combining leathers of different animals together, for a lesser quality material but to get rid of those piles of 4 , 10 7 individual leathers from my stockpiles. Seems like something that would go with reclaiming fabric. Or maybe adding to the wool bench so it has more than one thing to do?
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Canute on March 25, 2017, 03:51:50 AM
Veg. garden offer the feature of bended leather, together with reclaim function too.
And together with "Too Many Leathers" "Merges all identical leathers from different animals. Works with any mod."
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Ruisuki on March 25, 2017, 03:59:55 AM
I would download vegetable garden if it offered a modular version, as good as it sounds(and it definitely does) it just adds to much at once for my tastes. I have enough workbench mods as it is too.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: cucumpear on March 25, 2017, 05:14:04 AM
I'm currently fiddling with synthleather/synthwool production, but since it's in testing it's in my mixed WIP mod which isn't really that useful for most people and would add more things than you want.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Ruisuki on March 26, 2017, 11:44:25 AM
synleather and synwool?  those are new items arent they? yeah im just looking for a way to combine all leftover leathers into patchworks so my place isnt littered by trashstacks
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Man_Jones on March 26, 2017, 02:23:12 PM
So why doesn't the freezer thing work?
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Canute on March 26, 2017, 04:12:38 PM
Because you didn't fix it ! :-)
Skully is reallife busy and won't do it until next release.
Try to use Rimfridge mod instead.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: cucumpear on March 27, 2017, 04:46:58 AM
Quote from: Ruisuki on March 26, 2017, 11:44:25 AM
synleather and synwool?  those are new items arent they? yeah im just looking for a way to combine all leftover leathers into patchworks so my place isnt littered by trashstacks

That's exactly what my synthleather and wool are for, you craft them using leather and textiles. :P
Because the storyteller I'm playing is a bit silly (http://imgur.com/TXLRPZr).
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on March 27, 2017, 07:39:26 AM
Sorry yeah if anyone wants to know why im kind of non existent right now, its a case of 2 things colliding, im currently seeling 2 houses and buying 1 (upsizing and moving to better schooling area for the kids before they start primary school) and also with A17 being pushed back there is no point me working on my A16 mod stuff more, that release is gonna change a lot for modding so id rather wait for it instead of having to rewrite most of my mods (I wont go into details but there is change coming that is good for modding but it means doing some things slightly differently, nothing to worry about).
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Ruisuki on March 27, 2017, 07:59:52 AM
is this a change tynan is implementing to make modding easier or something you are coming up with for your mods? a framework?
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on March 27, 2017, 09:14:54 AM
Change Tynans made, youll find out soon enough, its your typical "make life a little easier for modders" type deal. Very nice to have. It just means changing up how we do certain things a little.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Ruisuki on March 27, 2017, 10:30:22 AM
Very cool
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Lupin III on April 06, 2017, 01:42:30 PM
When using extended storage items I get a lot of the following error message:
shouldnt be here
Verse.Log:Error(String)
ExtendedStorage.Building_ExtendedStorage:TryMoveItem()
ExtendedStorage.Building_ExtendedStorage:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()

Everything still seems to work (pawns drop and pickup items), but still weird.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on April 06, 2017, 02:29:02 PM
Some debug i left in by the looks of it, ill track it down and remove it. Thanks.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Canute on April 08, 2017, 03:16:20 PM
After finaly useing the extended storage after they got upgraded i want mention another idea.
I notice pawn will haul to the closest stockpile/storage that is logical.
But when you got a storage room, it ended that at each edge is a skip with the same material.
My idea are the the same script that prevent that pawn drop other stuff then the 1. on the storage should increase the priority of the storage too. And when the last was took out, the priority should be set back to default.

Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on April 08, 2017, 04:44:59 PM
ive read that multiple times and i dont get it.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Canute on April 08, 2017, 08:38:39 PM
Ok, example.
4 skips are build, they have the priority if "important" and all resources are allowed, thats the default setting after they are build.

Currently, it can happen that a pawn haul 75 wood to the 1. skip, another pawn haul 75 wood to the 2. skip .... and all 4 skips got just 75 wood at the end.

Idea are. After the 1. pawn drop 75 wood drop at the 1. skip, the priority of the skip changed from "important" to "critical". Now these skip is more important the pawns will drop the wood on the 1. skip instead at the other skips. Maybe it can happen that a 2. skip got wood too, because the 1. skip got "locked" temporary from hauling.
At this way just 1 (or maybe 2) skips get filled up with wood, not all 4.

When the last item got took out, the priority of the skip will be set back to important.

Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Lupin III on April 09, 2017, 07:44:53 AM
That's a bad idea. As soon as you increase the priority they will start carrying stuff from other stockpiles all over the map with now lower priority to this one. That's not something you want (if you wanted it, you would have set the priority higher in the first place).
The problem you have is just one of bad stockpile management. If you only have somuch stuff that it fits on one skip, allow that stuff only there. If you have more than fits on a single skip, what's the problem with starting to fill all of them up right away?
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Lupin III on April 09, 2017, 07:51:23 AM
skullywag, how complicated would it be to change the storage objects to use the storage setting of a stockpile beneath them instead of setting it in the object? "RT Quantum storage" does that for example. You can build those quantum stockpiles on a stockpile without it removing the stockpile area and it just uses the stockpile setting for whatever it should store.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Canute on April 09, 2017, 09:43:28 AM
Quote from: Lupin III on April 09, 2017, 07:44:53 AM
That's a bad idea. As soon as you increase the priority they will start carrying stuff from other stockpiles all over the map with now lower priority to this one. That's not something you want (if you wanted it, you would have set the priority higher in the first place).

Nah that shouldnt happen. Ok it can happen, when your setup stockpiles got important priority.
But empty storages should have a prefered priority, and filled one important. So you still have critical for your focused stockpiles.

Quantum storage works different then skullys storages.
QT only works with standard stacksize, and hover stack over another stack, like when you kill raider on a narrow way and then you got a 1x1 with tons of corpse and objects.
Skully storages delete the items from the input and output and create a new stack with the combine amout at the output.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Dr_Zhivago on April 11, 2017, 01:12:41 PM
Not sure if you look at steam so I'll post this here too.

Could you consider amending your xml defs and adding something like this?

<defaultStorageSettings>
<priority>Important</priority>
</defaultStorageSettings>

Underneath the "fixed storage settings" in the defs. So that way once the storage rack is built, haulers won't immediately fill it with assorted items?
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Ruisuki on April 11, 2017, 02:10:29 PM
^wouldnt hauling hysterics help with that?
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Dr_Zhivago on April 11, 2017, 02:15:10 PM
Quote from: Ruisuki on April 11, 2017, 02:10:29 PM
^wouldnt hauling hysterics help with that?

I'll give it a look. Haven't tried it. I just edited the files myself to include those lines though.

Edit: Looked at it. My problem is not about refilling so much as that I don't want the storage containers to be filled with random junk, directly after it is built. So basically I want it to be built with everything being "red x" and then check mark the items I want in it, after it is built.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: pahvi67 on April 11, 2017, 03:34:26 PM
Is there any kind of fix for multi-colony-limitless-storage bug yet?
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on April 12, 2017, 06:04:53 AM
Quote from: pahvi67 on April 11, 2017, 03:34:26 PM
Is there any kind of fix for multi-colony-limitless-storage bug yet?

Youre going to have to elaborate on this, I have no idea what you are talking about.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Ruisuki on April 12, 2017, 06:30:52 AM
I believe he means this
Quote from: FrozenSnowFox on March 12, 2017, 04:57:54 AM
It seems Extended Storage is a bit broken if you have more than 1 colony.  The colony you aren't viewing will have multiple items stack on a single storage spot into the thousands with no limit.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: pahvi67 on April 12, 2017, 06:35:08 AM
Quote from: Ruisuki on April 12, 2017, 06:30:52 AM
I believe he means this
Quote from: FrozenSnowFox on March 12, 2017, 04:57:54 AM
It seems Extended Storage is a bit broken if you have more than 1 colony.  The colony you aren't viewing will have multiple items stack on a single storage spot into the thousands with no limit.

Yes that's what I mean. Feels a bit cheaty to say the least.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on April 12, 2017, 06:37:09 AM
arghhhhh I found it, will fix for A17.

List<Thing> list = (
                        from t in Find.VisibleMap.thingGrid.ThingsAt(this.inputSlot)

Find.VisibleMap is wrong should be map the reference.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: shadowstitch on April 13, 2017, 01:07:07 AM
Your port of Latta's vents doesn't appear to include Redistheat's functionality to open/close the vents manually. Is this intentional, or just something that didn't make the transition? Would you consider adding that functionality back in, if possible?

Also, I found it was easy enough to replace the <costlist> in your BetterVents with a <coststuffcount> to make stuffed vents an option. I don't think this has any consequences that I've seen thus far. Thanks!
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: faltonico on April 13, 2017, 03:43:16 AM
Hello!
I got this error when placing a "Tac-Team Peaked Cap" (i can't remember if that is from aparello or fashionrimsta) in a Clothing Rack.
shouldnt be here
Verse.Log:Error(String)
ExtendedStorage.Building_ExtendedStorage:TryMoveItem()
ExtendedStorage.Building_ExtendedStorage:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()

Image attached.

EDIT:
actually it is happening with anything i put in all the other kinds of racks.
I'm using stack XXL if that helps.

[attachment deleted by admin due to age]
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Canute on April 13, 2017, 04:22:51 AM
Like skully mention a few postings before, this error is just a debug msg. from his mod, ignore it it will be removed in a further release.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on April 13, 2017, 05:39:36 AM
Yep its debug.

And vents and coolers are simply a aesthetic change, I dont like vanillas blocky versions and preferred Lattas versions, so I asked him if i could simply use his textures, I did some stuff for "on wall" placement etc but its mainly just for the looks. I wont be doing anything further than that.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: SpaceDorf on April 13, 2017, 06:35:05 AM
Hi Skully,

I think your wooden pallets should not drop scrap metal when destroyed.

This could be, if one was inclined to such misbehavior, exploited as wood to metal conversion.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on April 13, 2017, 07:42:28 AM
heh, will address, thanks. Hangup from making em stuffed i guess.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Man_Jones on April 14, 2017, 10:10:00 AM
So why doesn't the extended storage item use both tiles of the item. I.e. a food barrel where the "right" tile gets the storage compaction but the "left" one only carries a normal stack.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Canute on April 14, 2017, 10:32:56 AM
So far i read it isn't possible to change the stacksize just for one tile, but it is possible to create larger quantities by commands.
That feature use extended storage, one tile is the input with the regular stacksize limit. The script scan the input and when it is the same like the other/storage tile it delete the old storage and create a new stack with the new size at the storage.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Kassidoo on April 16, 2017, 10:27:34 AM
Hi, your additional Lightings mod's "Path Light" causes the console to put out this all the time:
Exception ticking Lighting_PathLamp1262277: System.MissingMethodException: Method not found: 'Verse.Find.get_RoofGrid'.
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Lethe on April 16, 2017, 08:31:59 PM
Quote from: Kassidoo on April 16, 2017, 10:27:34 AM
Hi, your additional Lightings mod's "Path Light" causes the console to put out this all the time:
Exception ticking Lighting_PathLamp1262277: System.MissingMethodException: Method not found: 'Verse.Find.get_RoofGrid'.
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()


You tried building one? Yeah, he hasn't finished working on that yet. Delete the pathlight, it'll get rid of your error. If you put another one up you'll get the errors again.

He seems like he was trying to create a solar powered path light, and tries to get the game to check if there is a roof (which would mean there's no sunlight for power), but he didn't finish it and it isn't complete.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: shadowstitch on April 17, 2017, 12:39:11 AM
I noticed that pathlight error as well, only AFTER peppering the perimeter of my base with the things.
It's a really cool idea, shame they aren't fully functional yet. Ended up just removing the thingdef entirely so I wouldn't be tempted.

CuproPanda had a lovely chandelier restricted to building under roof tiles, and you could still put things under it, but he was using a couple custom placeworkers in the assembly. Since CCL is still unfortunately out of date, and the vanilla game curiously doesn't contain an inverse of "placeworker_notunderroof", I changed:

    <altitudeLayer>Building</altitudeLayer>
    <passability>PassThroughOnly</passability>

in the def to:

    <altitudeLayer>MoteOverhead</altitudeLayer>
    <passability>Standable</passability>

It's kind of exploity, because I can place the ceiling lamp anywhere, even floating in midair outside, but that's the tradeoff for a functional overhead ceiling light.
Just have to resist the temptation to abuse it -- easier than compiling a dll to fix it.  ;)
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Kassidoo on April 17, 2017, 05:47:51 PM
Quote from: Lethe on April 16, 2017, 08:31:59 PM
Quote from: Kassidoo on April 16, 2017, 10:27:34 AM
Hi, your additional Lightings mod's "Path Light" causes the console to put out this all the time:
Exception ticking Lighting_PathLamp1262277: System.MissingMethodException: Method not found: 'Verse.Find.get_RoofGrid'.
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()


You tried building one? Yeah, he hasn't finished working on that yet. Delete the pathlight, it'll get rid of your error. If you put another one up you'll get the errors again.

He seems like he was trying to create a solar powered path light, and tries to get the game to check if there is a roof (which would mean there's no sunlight for power), but he didn't finish it and it isn't complete.

I think it might have to do with the changes to tick system (?) as other mods that adds solars also had to be rebuilt in A16, and tight now the lamp is stuck at 0.00% sun all the time which I suspect is the cause
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on April 18, 2017, 06:13:39 AM
Path lamps are WIP, I should label them as such but havent. They will error on you, I think ive got them working better in my local version. Ill tidy it up one way or the other for A17.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Nitneuk on April 22, 2017, 11:37:16 AM
Hi ! I have a problem with ExtendedMedicine, I have 2 neutroamines, 2 synthreads and 2 medicines but I cannot craft Glitterworld Medicine : need materials.
And my crafter as the requested competence (Crafter 13 Doctor 15). I don't really understand...
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Karen2 on May 14, 2017, 04:40:06 AM
Quote from: skullywag on April 18, 2017, 06:13:39 AM
Path lamps are WIP, I should label them as such but havent. They will error on you, I think ive got them working better in my local version. Ill tidy it up one way or the other for A17.

Any hope for fix for A16?
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Silas_ on May 25, 2017, 03:46:05 PM
I don't suppose it's possible to sneak these into my A17 game?  P.S. Thanks Skully
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: SurrealSadi on May 25, 2017, 06:15:17 PM
Considering A17 -just- came out, I'd say Skullywag hasn't had a chance to update yet. Give it a few days. Or a week :). As much as I love these mods, I'm more than willing to wait for Skullywag to find the time to update.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Silas_ on May 25, 2017, 06:45:37 PM
Right, I mean if some of them might just work out of the box.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Sixdd on May 29, 2017, 11:45:44 AM
Most mods that have an assembly file associated with them won't work out of the box. I'm just hoping that Extended Storage is one of the first, I've become spoiled having barrels and shelves for things and now it's all laying on the ground like a third world butcher shop.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: DariusWolfe on May 29, 2017, 01:10:56 PM
Can confirm the Lights mod works, coolers and vents sorta work (some minor weirdness, but otherwise functional) but extended surgery doesn't. I don't play with any of the others.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Silas_ on May 30, 2017, 12:01:28 AM
Quote from: DariusWolfe on May 29, 2017, 01:10:56 PM
Can confirm the Lights mod works, coolers and vents sorta work (some minor weirdness, but otherwise functional) but extended surgery doesn't. I don't play with any of the others.

Thanks.  By the by, what kind of weirdness?
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on May 30, 2017, 07:50:09 AM
Just as a quick update as to what im doing, ive put this around the place but thought it best to re-iterate due to A17 releasing and this being my most visited thread it seems.

Im currently in the process of selling 2 of my properties and buying another for my family to move into, this is a major undertaking and is eating away at any free time i have, im juggling solicitors, estate agents, painters and decorators, plumbers, electricians, carpeters, movers etc, all while trying to spend some time with my 2 (under 3 years old) children and my partner. Its all coming to a close hopefully in the next few weeks and I can begin the actual physical moving process. I cant give actual times simply due to this type of thing being completely open ended. I would hope this would all be done by the end of June though. (I think ill be a quivering wreck if it isnt....)

What I can say is this, if ANYONE knows how to use git and is willing to put the work in to update any of my mods before I get to them, I would be more than willing to accept the help. Submit a Pull Request to the relevant github repo and ill take a look.

So yeah I havent gone anywhere, im still modding, just IRL is blitzing me right now. I will get to all this when I can but will accept help in the meantime through the proper channels. :)
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: kaptain_kavern on May 30, 2017, 08:02:13 AM
I will look into it, see if there is some basic stuff i can update for ya.

:c  There are assemblies files in each and every one of your mods it seems. I wish I can help more but I can't do any C# voodoo



Wait, Better Vent and Better Cooling are just "cosmetic" mods ? why do they need Assemblies files?

If they are just cosmetic ones, I can do the update easily, but i'm pretty sure I'm missing something there ^^
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on May 30, 2017, 10:04:51 AM
They use placeworkers in c# to place the buildings ON walls as opposed to vanillas INSTEAD of walls. Just update the xml if thats all you can, every little helps. ;)
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: SpaceDorf on May 30, 2017, 03:18:05 PM
Quote from: skullywag on May 30, 2017, 07:50:09 AM
Just as a quick update as to what im doing, ive put this around the place but thought it best to re-iterate due to A17 releasing and this being my most visited thread it seems.

Im currently in the process of selling 2 of my properties and buying another for my family to move into, this is a major undertaking and is eating away at any free time i have, im juggling solicitors, estate agents, painters and decorators, plumbers, electricians, carpeters, movers etc, all while trying to spend some time with my 2 (under 3 years old) children and my partner. Its all coming to a close hopefully in the next few weeks and I can begin the actual physical moving process. I cant give actual times simply due to this type of thing being completely open ended. I would hope this would all be done by the end of June though. (I think ill be a quivering wreck if it isnt....)

What I can say is this, if ANYONE knows how to use git and is willing to put the work in to update any of my mods before I get to them, I would be more than willing to accept the help. Submit a Pull Request to the relevant github repo and ill take a look.

So yeah I havent gone anywhere, im still modding, just IRL is blitzing me right now. I will get to all this when I can but will accept help in the meantime through the proper channels. :)

Thanks for Sharing .. been there done that .. I think with this kind of preoccupation the love you are giving this community is still amazing.
I wish you the best of luck.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: SyberSmoke on May 31, 2017, 05:46:36 PM
Good luck to you on all your current issues.  I hope that the storage mod gets revised soon...I miss it so.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: BobbyTom on June 02, 2017, 08:03:30 PM
 Very new to Rimworld and Pc gaming in general but I'd really love it if you worked on extended storage first makes things look a lot better and I'd prefer it over stack xxl for immersion purposes :3 also the rest of your mods are some of the best I've seen for improving vanilla if only they were A17 compatible :'(

Good luck with your family stuff btw  ;)
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Patrick on June 03, 2017, 09:07:50 PM
Alpha 17 Please
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: MechanoidHater on June 04, 2017, 12:27:59 PM
Quote from: Patrick on June 03, 2017, 09:07:50 PM
Alpha 17 Please

Dude he just wrote he can't update bc life issues. Be patient for crying out loud.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: fmauNeko on June 04, 2017, 07:25:39 PM
Quote from: skullywag on May 30, 2017, 07:50:09 AM
What I can say is this, if ANYONE knows how to use git and is willing to put the work in to update any of my mods before I get to them, I would be more than willing to accept the help. Submit a Pull Request to the relevant github repo and ill take a look.

Sent you a PR for Extended Storage few days ago, don't know if you noticed it, I have just a small issue remaining, but can't find out what is it. Otherwise the mod seems to work fine :)
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: SpaceDorf on June 06, 2017, 05:10:16 PM
Quote from: Patrick on June 03, 2017, 09:07:50 PM
Alpha 17 Please

More Whine please, this always makes things go faster :)
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on June 07, 2017, 07:12:50 AM
Quote from: fmauNeko on June 04, 2017, 07:25:39 PM
Quote from: skullywag on May 30, 2017, 07:50:09 AM
What I can say is this, if ANYONE knows how to use git and is willing to put the work in to update any of my mods before I get to them, I would be more than willing to accept the help. Submit a Pull Request to the relevant github repo and ill take a look.

Sent you a PR for Extended Storage few days ago, don't know if you noticed it, I have just a small issue remaining, but can't find out what is it. Otherwise the mod seems to work fine :)

I saw it, the error you got is some debug that I also get in my A16 version, i have been meaning to track it down, its rare but it shouldnt be occurring and doesnt really effect anything, you could for now simply remove the debug from the code to stop it, but as I said I would like to know whats wrong with the logic (whether its mine for the debug or the codes).
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on June 07, 2017, 07:20:52 AM
ok i have accepted the PR, can people grab the master branch:

https://github.com/Skullywag/ExtendedStorage

click download top right and give it a test, ignore the error in console for now it shouldnt happen too much and you can disable the console popping up on error at the top of said console window for now if it bugs you. Once im happy it works ill remove the debug for now and roll a release.

Thanks fmauNeko.

Actually this isnt working right, leave it with me, working on it.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Sixdd on June 07, 2017, 08:45:49 AM
Yay! I'll post any errors I get.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: ArthoriusBalen on June 07, 2017, 01:31:25 PM
Does anyone remember this mod?
https://ludeon.com/forums/index.php?topic=13992.180
One of the best weapons mods ever made, and has never been updated  :(
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Sixdd on June 07, 2017, 01:50:59 PM
Found a bug for you.
Spawned WoodOak368597 with stackCount 600 but stackLimit is 75. Truncating.
Verse.Log:Error(String)
Verse.Thing:SpawnSetup_Patch1(Object, Map, Boolean)
Verse.ThingWithComps:SpawnSetup(Map, Boolean)
Verse.GenSpawn:Spawn(Thing, IntVec3, Map, Rot4, Boolean)
Verse.Map:FinalizeLoading()
Verse.Game:LoadGame()
Verse.SavedGameLoader:LoadGameFromSaveFile(String)
Verse.Root_Play:<Start>m__84F()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()


Basically I loaded a save that had a pallet of wood stacked to 600 and when the save loaded I only had 75. The Oakwood is from one of my mods but it inherits from WoodLog so it should be fine afaik.

EDIT: Just tried it with regular "wood" and same thing happened.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on June 07, 2017, 02:50:00 PM
whats spawnsetup_patch1 is some other mod patching/detouring/whatevering Thing.spawnSetup, if they are its removing my detour which kills the truncating which this is now doing, this is default vanilla behaviour if you go over the stacksize. I need to work on this and make it not a detour which i think i can do with harmony but for now this is the issue.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on June 07, 2017, 02:50:28 PM
Also yes weapon mods will be updated eventually as will everything else.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Sixdd on June 07, 2017, 03:23:08 PM
I'll see if I can find the mod that is doing the SpawnSetup_Patch1.

EDIT: Hmm... can't seem to find it in ILSpy.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: jpnm92 on June 07, 2017, 06:10:09 PM
the only thing i'm dying for is better coolers and vents.

They just make so much fucking sense. Why aren't they in game just like that.
Everytime i have to look at vanilla vents i want to kms it feelsbadman
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: cucumpear on June 08, 2017, 02:15:16 AM
Quote from: jpnm92 on June 07, 2017, 06:10:09 PM
Everytime i have to look at vanilla vents i want to kms it feelsbadman

I use embrasures. They aren't flickable, but are prettier and actually almost cheaty for equalising temperature (since two rooms connected by embrasures count as the same area for temperature).
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: MisterVertigo on June 08, 2017, 12:22:58 PM
I'm not a modder at all or else I'd do it myself, but I'd be forever in their debt if someone were to update the Additional Lighting mod. I'm missing my ceiling lights! :)
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Fregrant on June 08, 2017, 12:56:47 PM
Yeah, me too. Delete Assemblies folder and PathLight xml, and it will work. I guess.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: DariusWolfe on June 08, 2017, 01:07:34 PM
Additional lighting works as-is; I have noticed absolutely no problems on any version of A17.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on June 08, 2017, 01:52:11 PM
spdskatr has done a harmony version of extended storage and submitted a PR, ill give it a once over, merge it and get a release out soon. Thanks Buddy!
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: DariusWolfe on June 08, 2017, 02:02:59 PM
Hey, a request for when Skully or anyone else gets around to looking at Better Coolers/Vents: Please take a look at Rainbeau's Smooth Stone Walls (https://ludeon.com/forums/index.php?topic=32192.msg329529#msg329529) and see if it's compatible. I love both of these mods, and I'd love for them to play nice together.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Ashardalon411 on June 08, 2017, 02:05:09 PM
Ok so, its possible to have a link of extended storage ? This mod have really miss me !
lets see if this version expand really the max of the stack...
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Sixdd on June 08, 2017, 03:09:44 PM
I can confirm that the PR for Extended Storage fixes the 75 item reset problem. It's been working great for around two hours now even after several save/loads.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Ashardalon411 on June 08, 2017, 03:43:57 PM
ok so, can you be kind and give me a link to download it ? Already ty
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Dingo on June 08, 2017, 04:48:20 PM
You can find BetterVents for A17 in the github repo's pull request section.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Sixdd on June 08, 2017, 05:17:27 PM
@Ashardalon411 I just got it from spdskatrs github here (https://github.com/spdskatr/ExtendedStorage).
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Plasmatic on June 12, 2017, 10:36:06 AM
Which of these mods works with A17? If any :)

I can't seem to find any note about version aside the title of the thread which is A16
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Sixdd on June 12, 2017, 10:43:18 AM
There are no official A17 releases yet, read the thread to find out more.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: 9of2 on June 18, 2017, 07:58:56 PM
Question about Extended Storage. All the storage items take up 2 spaces but is only one space supposed to act as an enhances storage? I.E one space will have 500 potatos while the other space will have 75.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Sixdd on June 19, 2017, 12:48:56 AM
Basically the way that the storage spots work is that one acts as an input slot (the left one) and the other acts as the main storage. So in most cases you can store around 8 stacks in the storage space and one extra in the input space.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: skullywag on June 19, 2017, 08:14:39 AM
Thanks Sixdd, not been able to get online for a few days, still dealing withe solicitors regarding the house move (why is this SOOOO difficult).

All, ill be back soon, ill take another look at the PRs on github tonight and see about getting some initial releases rolled of the stuff thats been updated, spdskatr has done some work on some of my mods so I know theres some stuff waiting, if you see him, thank him.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Stormfox on June 19, 2017, 08:49:29 AM
Quote from: 9of2 on June 18, 2017, 07:58:56 PM
Question about Extended Storage. All the storage items take up 2 spaces but is only one space supposed to act as an enhances storage? I.E one space will have 500 potatos while the other space will have 75.

I believe what you are experiencing is something I had trouble with a few months ago, too:

There seemed to be some kind of limitation in the base code that makes it difficult to store different stuff on the same storage element. This can be helped by making each of the storages limited for exactly one type of material. If you do that, it stacks nicely as it should. For example, giving one kitchen shelf only an allowance for simple meals and the other one only for fine meals works, if you just set them both to "any meal", they get confused and spazz out.
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Canute on June 19, 2017, 10:59:08 AM
These stockpiles arn't made to store different stuff at the same pad.
Normaly the pad is limited to that resource that got droped first on the input field, and no hauler should drop something else then this resource on the input so it can stored at the storage field.
Maybe this feature is broken at A17 (worked at A16).
Title: Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
Post by: Fregrant on June 19, 2017, 11:38:38 AM
Yes. So either assign one stuff to each container, either use a bit overpowered stack XXL
https://ludeon.com/forums/index.php?topic=28653.0
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, Fabrics updated!
Post by: skullywag on June 19, 2017, 03:53:52 PM
OK ive rolled updates to Storage vents and fabrics, ive killed the links in the OP for the other ones. Ill get to them, thanks to Kap and Spdskatr for the updates. Let me know if theres any issues, ive not tested them bar looking the code over.

If anyone else wants to update anything,

Everything as always is here:

https://github.com/Skullywag?tab=repositories

go nuts.
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, Fabrics updated!
Post by: skullywag on June 19, 2017, 04:12:13 PM
Just spotted a small issue in storage, dont DL yet. Ill roll another release.
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, Fabrics updated!
Post by: skullywag on June 19, 2017, 04:24:33 PM
Ok 2.1 released.
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, Fabrics updated!
Post by: zarathustra_bezbozhnik on June 19, 2017, 04:31:32 PM
Waiting for these very much, thanks a lot guys!

btw, will vents and\or other parts will conflict with RedistHeat?
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, Fabrics updated!
Post by: Mufflamingo on June 22, 2017, 10:24:54 PM
Cant wait for better coolersa17. I cant play because I dont like vanilla coolers. 😟
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, Fabrics updated!
Post by: skullywag on June 23, 2017, 03:32:49 AM
Good news. I had some spare time so i updated a chunk of my mods, Including coolers. Ill push the updates to github tonight when im home from work.
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, Fabrics updated!
Post by: Mufflamingo on June 23, 2017, 04:05:55 AM
I love you skullywag. Nohomo. 😂😂
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, Fabrics updated!
Post by: bullet on June 23, 2017, 09:33:55 AM
Hi skullywag, In the a16 your coolers\vents and walls from mods (like reinforced and utility walls from "clutter" mod) had some problem. You could put projects of vent\cooler on this walls, but could't build them. Pawns just did not see this work. So I just wanted to know if you are aware of this issue and will it be fixed in this release? Thanks
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, Fabrics updated!
Post by: skullywag on June 23, 2017, 02:48:17 PM
Never seen the issue and im using them now so.....
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, Fabrics updated!
Post by: bullet on June 23, 2017, 02:53:02 PM
Maybe it was some issue related with conflict another mods. Ok cool. I'm glad to hear it)
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, Fabrics updated!
Post by: DariusWolfe on June 23, 2017, 02:54:46 PM
I'm also seeing the same issue, tho' with Smooth Stone Walls from dburgdorf.
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, Fabrics updated!
Post by: Canute on June 23, 2017, 03:04:07 PM
Don't forget "smooth stone wall" are fake wall. They are just stone that don't look ugly anymore. And you can't place vent's in stone.
Using the dev. god mode override this.
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, Fabrics updated!
Post by: DariusWolfe on June 23, 2017, 03:23:30 PM
That is not the case, nor is it intended to be the case, w/ dburgdorf's walls. You can place electrical conduit under them, by design.

You may be getting confused with E's version, which is now out of date since he left the Rimworld modding scene; They specifically said that they're cosmetic only, and couldn't be used to lay conduit, etc.

Additionally, your argument is absurd. It's just as possible to punch a square hole in a raw stone wall as a constructed brick one, esp. considering all colonists apparently come with mining and advanced fabrication tools straight out of the pod (or tribe). The conduit argument sort of made sense, but vents/AC don't, at all.
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, Fabrics updated!
Post by: skullywag on June 23, 2017, 06:36:43 PM
For those getting truncating issues with ES due to having more than 1 building in the cell as the stack (storage building with conduit for example) ive pushed a fix to master on github. Just visit the repo and hit the download link, ill roll a release soon once its been tested a bit more.
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, Fabrics updated!
Post by: asquirrel on June 23, 2017, 09:38:51 PM
I can't craft cotton with your cotton boll.   My taylors loom (from vegetable garden) requires cotton fabrics.  I can't make cotton with this mod.  Argh.  Is there a workaround?
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, Fabrics updated!
Post by: bullet on June 23, 2017, 10:30:28 PM
You can try to delete from
Defs\ThingDefs\Items\Items_Resources.xml ThingDef with defName "CottonBoll"
and in the Defs\RecipeDefs\Recipes_Production.xml RecipeDef with defName like "MakeCloth"
Before making these changes, make a backup copy of your save, then delete all cotton bolls from the map and any orders in workbenches related with this
And if you made it correctly it possible will help... But if not, just reinstall mod. Or you can give up one of these mods, or wait for a patch or more best advice. Good luck
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, Fabrics updated!
Post by: asquirrel on June 23, 2017, 11:06:56 PM
Wow man that was fast!  I ended up disabling the mod and started a new game without it.  But I'm not sure what I'll be missing with the extended fabrics so maybe I'll try your workaround.
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, Fabrics updated!
Post by: bullet on June 24, 2017, 01:57:08 AM
Also, you can just try change mod load order. First - skullywag Fabrics, secondary - vegetable garden. Not sure, but it might be help to your cotton field provide 'cotton fabrics' instead of 'cotton boll'. Because latest loaded mod will be have priority in the conflicts. But most likely 'cotton boll' still will be Figure sometimes in the traiders\missions, etc.
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, Fabrics updated!
Post by: Canute on June 24, 2017, 03:01:53 AM
Quote from: asquirrel on June 23, 2017, 11:06:56 PM
Wow man that was fast!  I ended up disabling the mod and started a new game without it.  But I'm not sure what I'll be missing with the extended fabrics so maybe I'll try your workaround.
Basicly you don't miss something. VG the same features like ext. fabrics.
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, Fabrics updated!
Post by: skullywag on June 24, 2017, 06:28:45 AM
it sounds like veg garden does what my mod does plus some other stuff so yeah you wont miss anything, we just used different names. Ill think about a compat patch in the future.
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, Fabrics updated!
Post by: skullywag on June 24, 2017, 09:43:56 AM
Reclaim Fabric updated. Still using detours, will update to harmony at some point.
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, Fabrics updated!
Post by: Tenshi~Akari on June 24, 2017, 12:36:57 PM
Quote from: bullet on June 23, 2017, 09:33:55 AM
Hi skullywag, In the a16 your coolers\vents and walls from mods (like reinforced and utility walls from "clutter" mod) had some problem. You could put projects of vent\cooler on this walls, but could't build them. Pawns just did not see this work. So I just wanted to know if you are aware of this issue and will it be fixed in this release? Thanks

I ran across this issue as well, but I think it's due to use of the vents with non-vanilla walls. I tried to use it with my own modded wall as a test when that happened. Also seemed to happen with cuproPanda's  shelter walls & if I'm not mistaken, also happened with Clutter Structure walls. (can't remember, but pretty much all the custom walls I had in-game did not allow vents & cooler units to be built when placed. Just stuck in blueprint limbo until I canceled & dev moded to put them in...)

Come to think of it, I don't think vanilla vents/coolers allowed for building over custom walls either. Hmm...
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, Fabrics updated!
Post by: skullywag on June 24, 2017, 02:23:38 PM
If the wall defines linkflags <li>Wall</li> itll work, if it doesnt define that its a no go.
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, Fabrics updated!
Post by: Tenshi~Akari on June 24, 2017, 02:27:10 PM
Quote from: skullywag on June 24, 2017, 02:23:38 PM
If the wall defines linkflags <li>Wall</li> itll work, if it doesnt define that its a no go.

I see... gonna add that to the xmls if they aren't there, and hopefully whenever the A17 vents/coolers come out, it should fix that. Thanks!  ;D
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, Fabrics updated!
Post by: skullywag on June 24, 2017, 02:57:46 PM
https://github.com/Skullywag/BetterVents/releases/tag/BetterVents1.4
https://github.com/Skullywag/BetterCoolers/releases/tag/BetterCoolers1.4

;)
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: Mufflamingo on June 24, 2017, 03:05:28 PM
I was about to go to sleep then viola! Coolers updated. At least I know what Im gonna do tomorrow.  ;D Thanks!
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: Slate on June 24, 2017, 04:15:40 PM
And there they are, thank you so much for these two mods.
I just cant stand the fact that vanilla coolers need to be placed the way they do.

I know all the mods on this forum are made by people who have there own lives as well, so whenever I see one of my favorite mods update it makes me realy happy.

Thank you again.
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: EldVarg on June 24, 2017, 05:43:24 PM
Quote from: skullywag on June 29, 2015, 06:29:18 PM
Storage buildings that use the multistacking technique to allow you to stack more than 75 things in a cell, would like some feedback for the numbers here. Also contains a freezer chest that can freeze the items within it. Now has auto locking mechanism where it will accept only the 1st item type in the allowed list until its empty again, therefore stopping it gumming up and allowing the stacking mechanism to continue working. Thanks to Fluffy for this. Also Thanks to spdskatr for the 2.0 harmony release for A17.

You missed giving me credits and update the screenshot :). Thanks
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: skullywag on June 24, 2017, 06:22:04 PM
The OP needs an overhaul i know, the about file wasnt edited by me, it must have been updated in one of the pull requests, you were credited at the time your textures appeared:

https://github.com/Skullywag/ExtendedStorage/releases/tag/ExtendedStorage1.14

and here on the forum post when i released it. The screenshot will get updated when i have time, which i have very little of, screenshots are the lowest priority, id rather get the mod out.

Ill get everything updated at some point. OP has been updated to state you overhauled the textures.
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: XenGrimm on June 24, 2017, 06:45:50 PM
Did you get all my PR's?  I forget which ones I even updated at this point... heh.

I wanna say I had messed with the Medieval shields as well, but couldn't get it to work with the Sidearms mod... it was a while ago, and this past week (heat wave) has left my brain a goo pile - so I could be misremembering.

Anyways - nice to see some of this stuff get updated - ya make good crap mang.
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, Fabrics updated!
Post by: Tenshi~Akari on June 24, 2017, 09:11:17 PM
Quote from: skullywag on June 24, 2017, 02:57:46 PM
https://github.com/Skullywag/BetterVents/releases/tag/BetterVents1.4
https://github.com/Skullywag/BetterCoolers/releases/tag/BetterCoolers1.4

;)

Thanks for the links & updates!

So, I tried out adding the linkflag line on my mod and even checked the setup on other wall mods I have (they were already good on that front), but I'm still running across the issue where the vents & coolers won't ever be built by pawns on custom walls... only works with vanilla walls. Even tried this w/ just the wall mods & better vents/coolers enabled and tried shifting the load order a bit... nuthin'.  Guess I'll have to put in a random vanilla spot in my base walls for those to work out for now. :'(
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: skullywag on June 25, 2017, 02:20:02 AM
Do you get a message when attempting to put it on custom walls? as in is the placement working? is it simply the building of them that isnt done?
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: lorebot on June 25, 2017, 07:07:33 AM
skullywag, I was looking through some of the older stuff on your github and was wondering if you ever made updated versions of the fire extinguisher or nonlethal weapons mods. I'm also looking forward to eventually seeing Additional Lighting getting an update too, the vanilla lights are hideous :(
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: skullywag on June 25, 2017, 07:33:30 AM
i deffo updated em, but how up to date no idea, ill check later.
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: Tenshi~Akari on June 25, 2017, 08:04:02 AM
Quote from: skullywag on June 25, 2017, 02:20:02 AM
Do you get a message when attempting to put it on custom walls? as in is the placement working? is it simply the building of them that isnt done?

No red errors or yellow messages whatsoever from what I can see in the debug log, the blueprints will place just fine, but the pawns never go to build them on those walls. Even when I try to a pawn to prioritize construction for the vents & coolers, there's no menu that comes up when I right-click the blueprint either.
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: skullywag on June 25, 2017, 08:25:38 AM
huh, thats weird, so the code in my mod is working fine, can you post the def for one of the custom walls here?
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: bolbies on June 25, 2017, 09:44:17 AM
When I try loading the Reclaim Fabrics mod, I get this as well as about a dozen other errors like "Could not resolve cross-reference to Verse.SpecialThingFilterDef named SpecialThingFilterWorker_ReclaimAdvancedArmor". It does the same thing with ReclaimArmor and ReclaimEnergyShields.

XML error: <recipeWorker>ReclaimFabric.RecipeWorker_ReclaimClothing</recipeWorker> doesn't correspond to any field in type RecipeDef.
Verse.Log:Error(String)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.<AllDefsFromAsset>c__Iterator226:MoveNext()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: skullywag on June 25, 2017, 01:51:52 PM
I done derped. Pushed another version, please redownload, I pushed a dev version by mistake. 1.9 should be good. Im using it in my game now.
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: bolbies on June 25, 2017, 02:08:27 PM
It seems to work so far. Thanks skullywag!
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: DariusWolfe on June 25, 2017, 02:45:36 PM
FWIW, I've been using the Lights mod without issue for a while; Everything, including the path lights seems to work just fine. It could probably use a quick scan for errors, and just be updated to A17 as-is.

When using vents/coolers w/ smoothed stone walls, the placement works fine; No error message. Below is the contents of the Buildings.xml file from the defs folder of dburgdorf's "Smooth Stone Walls" for A17.

<?xml version="1.0" encoding="utf-8" ?>
<ThingDefs>

<ThingDef Name="RSSW_BuildingBase" Abstract="True">
<category>Building</category>
<thingClass>Building</thingClass>
<soundImpactDefault>BulletImpactMetal</soundImpactDefault>
<selectable>true</selectable>
<drawerType>MapMeshAndRealTime</drawerType>
<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
<repairEffect>Repair</repairEffect>
<leaveResourcesWhenKilled>true</leaveResourcesWhenKilled>
<filthLeaving>BuildingRubble</filthLeaving>
<statBases>
<SellPriceFactor>0.70</SellPriceFactor>
</statBases>
</ThingDef>

<ThingDef ParentName="RSSW_BuildingBase">
<defName>InvisiColumn</defName>
<label>invisicolumn</label>
<thingClass>Building</thingClass>
<category>Building</category>
<description>There's nothing to see here!</description>
<graphicData>
<texPath>InvisiColumn</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<passability>Standable</passability>
<fillPercent>0</fillPercent>
<tickerType>Never</tickerType>
<rotatable>false</rotatable>
<selectable>true</selectable>
<terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded>
<holdsRoof>true</holdsRoof>
<blockLight>false</blockLight>
<specialDisplayRadius>5.9</specialDisplayRadius>
</ThingDef>

<ThingDef ParentName="RSSW_BuildingBase" Name="RSSW_WallSmoothed">
<defName>SmoothedWall</defName>
<label>smoothed stone wall</label>
<description>A natural stone wall that's been smoothed to make it more attractive.</description>
<thingClass>Building</thingClass>
<saveCompressible>false</saveCompressible>
<category>Building</category>
<graphicData>
<texPath>Walls/Wall_Atlas_Smooth</texPath>
<graphicClass>Graphic_Single</graphicClass>
<linkType>CornerFiller</linkType>
<linkFlags>
<li>Wall</li>
<li>Rock</li>
</linkFlags>
<damageData>
<cornerTL>Damage/Corner</cornerTL>
<cornerTR>Damage/Corner</cornerTR>
<cornerBL>Damage/Corner</cornerBL>
<cornerBR>Damage/Corner</cornerBR>
<edgeTop>Damage/Edge</edgeTop>
<edgeBot>Damage/Edge</edgeBot>
<edgeLeft>Damage/Edge</edgeLeft>
<edgeRight>Damage/Edge</edgeRight>
</damageData>
</graphicData>
<blueprintGraphicData>
<texPath>Things/Building/Linked/Wall_Blueprint_Atlas</texPath>
</blueprintGraphicData>
<uiIconPath>Things/Building/Linked/WallSmooth_MenuIcon</uiIconPath>
<statBases>
<MaxHitPoints>450</MaxHitPoints>
<WorkToBuild>150</WorkToBuild>
<Flammability>0.0</Flammability>
</statBases>
<costStuffCount>5</costStuffCount>
<leaveResourcesWhenKilled>false</leaveResourcesWhenKilled>
<altitudeLayer>Building</altitudeLayer>
<passability>Impassable</passability>
<blockWind>true</blockWind>
<castEdgeShadows>true</castEdgeShadows>
<fillPercent>1</fillPercent>
<coversFloor>true</coversFloor>
<placingDraggableDimensions>1</placingDraggableDimensions>
<tickerType>Never</tickerType>
<rotatable>false</rotatable>
<selectable>true</selectable>
<neverMultiSelect>true</neverMultiSelect>
<terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded>
<holdsRoof>true</holdsRoof>
<designationCategory></designationCategory>
<staticSunShadowHeight>1.0</staticSunShadowHeight>
<blockLight>true</blockLight>
<canOverlapZones>false</canOverlapZones>
<stuffCategories>
<li>Metallic</li>
<li>Woody</li>
<li>Stony</li>
</stuffCategories>
<building>
<isInert>true</isInert>
<ignoreNeedsPower>true</ignoreNeedsPower>
</building>
<damageMultipliers>
<li>
<damageDef>Bomb</damageDef>
<multiplier>2</multiplier>
</li>
</damageMultipliers>
<designationHotKey></designationHotKey>
<tradeability>Never</tradeability>
</ThingDef>

<ThingDef ParentName="RSSW_WallSmoothed" Name="RSSW_WallEtched">
<defName>EtchedWall</defName>
<label>etched stone wall</label>
<description>A natural stone wall that's been smoothed and etched with a "brick" pattern.</description>
<graphicData>
<texPath>Walls/Wall_Atlas_Bricks</texPath>
</graphicData>
</ThingDef>

<!-- Poor Art -->

<ThingDef ParentName="RSSW_WallSmoothed" Name="RSSW_WallEtchedAtom">
<defName>EtchedWallAtom</defName>
<label>etched stone wall (decorated)</label>
<description>A natural stone wall that's been smoothed and etched with a "brick" pattern. It also features a picture of an atom. Or perhaps it's a star system. It's a bit hard to tell. Was the artist a physicist or an astronomer?</description>
<graphicData>
<texPath>Walls/Wall_Atlas_Bricks_Atom</texPath>
</graphicData>
<statBases>
<Beauty>0.2</Beauty>
</statBases>
</ThingDef>

<ThingDef ParentName="RSSW_WallSmoothed" Name="RSSW_WallEtchedBeer">
<defName>EtchedWallBeer</defName>
<label>etched stone wall (decorated)</label>
<description>A natural stone wall that's been smoothed and etched with a "brick" pattern and with the image of a mug of beer.</description>
<graphicData>
<texPath>Walls/Wall_Atlas_Bricks_Beer</texPath>
</graphicData>
<statBases>
<Beauty>0.2</Beauty>
</statBases>
</ThingDef>

<ThingDef ParentName="RSSW_WallSmoothed" Name="RSSW_WallEtchedCheese">
<defName>EtchedWallCheese</defName>
<label>etched stone wall (decorated)</label>
<description>A natural stone wall that's been smoothed and etched with a "brick" pattern... and, for some reason, with a picture of cheese.</description>
<graphicData>
<texPath>Walls/Wall_Atlas_Bricks_Cheese</texPath>
</graphicData>
<statBases>
<Beauty>0.2</Beauty>
</statBases>
</ThingDef>

<ThingDef ParentName="RSSW_WallSmoothed" Name="RSSW_WallEtchedDoor">
<defName>EtchedWallDoor</defName>
<label>etched stone wall (decorated)</label>
<description>A natural stone wall that's been smoothed and etched with a "brick" pattern... and with a life-sized picture of a door. Fortunately, it's not a very convincing depiction, so no one's likely to actually walk into the wall.</description>
<graphicData>
<texPath>Walls/Wall_Atlas_Bricks_Door</texPath>
</graphicData>
<statBases>
<Beauty>0.2</Beauty>
</statBases>
</ThingDef>

<ThingDef ParentName="RSSW_WallSmoothed" Name="RSSW_WallEtchedShovel">
<defName>EtchedWallShovel</defName>
<label>etched stone wall (decorated)</label>
<description>A natural stone wall that's been smoothed and etched with a "brick" pattern. For reasons known only to the artist, the wall also features the etched image of a shovel. It's a beautiful shovel, to be sure, but still... it's a shovel.</description>
<graphicData>
<texPath>Walls/Wall_Atlas_Bricks_Shovel</texPath>
</graphicData>
<statBases>
<Beauty>0.2</Beauty>
</statBases>
</ThingDef>

<!-- Mediocre Art -->

<ThingDef ParentName="RSSW_WallSmoothed" Name="RSSW_WallEtchedBoomalope">
<defName>EtchedWallBoomalope</defName>
<label>etched stone wall (decorated)</label>
<description>A natural stone wall that's been smoothed and etched with a "brick" pattern, and with a picture of a boomalope.</description>
<graphicData>
<texPath>Walls/Wall_Atlas_Bricks_Boomalope</texPath>
</graphicData>
<statBases>
<Beauty>0.4</Beauty>
</statBases>
</ThingDef>

<ThingDef ParentName="RSSW_WallSmoothed" Name="RSSW_WallEtchedForest">
<defName>EtchedWallForest</defName>
<label>etched stone wall (decorated)</label>
<description>A natural stone wall that's been smoothed and etched with a "brick" pattern, and also with a basic forest landscape.</description>
<graphicData>
<texPath>Walls/Wall_Atlas_Bricks_Forest</texPath>
</graphicData>
<statBases>
<Beauty>0.4</Beauty>
</statBases>
</ThingDef>

<ThingDef ParentName="RSSW_WallSmoothed" Name="RSSW_WallEtchedHouse">
<defName>EtchedWallHouse</defName>
<label>etched stone wall (decorated)</label>
<description>A natural stone wall that's been smoothed and etched with a "brick" pattern. The wall also features a picture of someone's home, complete with a picket fence.</description>
<graphicData>
<texPath>Walls/Wall_Atlas_Bricks_House</texPath>
</graphicData>
<statBases>
<Beauty>0.4</Beauty>
</statBases>
</ThingDef>

<ThingDef ParentName="RSSW_WallSmoothed" Name="RSSW_WallEtchedPlanet">
<defName>EtchedWallPlanet</defName>
<label>etched stone wall (decorated)</label>
<description>A natural stone wall that's been smoothed and etched with a "brick" pattern. In addition, the wall boasts the etched image of a planet. Perhaps it's the one on which you live?</description>
<graphicData>
<texPath>Walls/Wall_Atlas_Bricks_Planet</texPath>
</graphicData>
<statBases>
<Beauty>0.4</Beauty>
</statBases>
</ThingDef>

<ThingDef ParentName="RSSW_WallSmoothed" Name="RSSW_WallEtchedRocket">
<defName>EtchedWallRocket</defName>
<label>etched stone wall (decorated)</label>
<description>A natural stone wall that's been smoothed and etched with a "brick" pattern. The artist also carved the image of a rocket. It's a rather crude design, though, suggestive more of primitive fantasies of space travel than of actual interstellar vessels.</description>
<graphicData>
<texPath>Walls/Wall_Atlas_Bricks_Rocket</texPath>
</graphicData>
<statBases>
<Beauty>0.4</Beauty>
</statBases>
</ThingDef>

<!-- Quality Art -->

<ThingDef ParentName="RSSW_WallSmoothed" Name="RSSW_WallEtchedGerbils">
<defName>EtchedWallGerbils</defName>
<label>etched stone wall (decorated)</label>
<description>A natural stone wall that's been smoothed and etched with a "brick" pattern. It also features gerbils. The picture is surprisingly good, and is titled, "Gerbils Standing in a Defiant Stance Against the Harshness of the Sea on a Backdrop of Gloom Forests and Love."</description>
<graphicData>
<texPath>Walls/Wall_Atlas_Bricks_Gerbils</texPath>
</graphicData>
<statBases>
<Beauty>0.6</Beauty>
</statBases>
</ThingDef>

<ThingDef ParentName="RSSW_WallSmoothed" Name="RSSW_WallEtchedIsland">
<defName>EtchedWallIsland</defName>
<label>etched stone wall (decorated)</label>
<description>A natural stone wall that's been smoothed and etched with a "brick" pattern. Also etched into the wall is the image of a deserted tropical island.</description>
<graphicData>
<texPath>Walls/Wall_Atlas_Bricks_Island</texPath>
</graphicData>
<statBases>
<Beauty>0.6</Beauty>
</statBases>
</ThingDef>

<ThingDef ParentName="RSSW_WallSmoothed" Name="RSSW_WallEtchedMan">
<defName>EtchedWallMan</defName>
<label>etched stone wall (decorated)</label>
<description>A natural stone wall that's been smoothed and etched with a "brick" pattern, as well as with the portrait of a man.</description>
<graphicData>
<texPath>Walls/Wall_Atlas_Bricks_Man</texPath>
</graphicData>
<statBases>
<Beauty>0.6</Beauty>
</statBases>
</ThingDef>

<ThingDef ParentName="RSSW_WallSmoothed" Name="RSSW_WallEtchedRose">
<defName>EtchedWallRose</defName>
<label>etched stone wall (decorated)</label>
<description>A natural stone wall that's been smoothed and etched with a "brick" pattern. Also etched into the wall is the beautiful image of a single rose.</description>
<graphicData>
<texPath>Walls/Wall_Atlas_Bricks_Rose</texPath>
</graphicData>
<statBases>
<Beauty>0.6</Beauty>
</statBases>
</ThingDef>

<ThingDef ParentName="RSSW_WallSmoothed" Name="RSSW_WallEtchedWoman">
<defName>EtchedWallWoman</defName>
<label>etched stone wall (decorated)</label>
<description>A natural stone wall that's been smoothed and etched with a "brick" pattern. The wall also features the portrait of a woman.</description>
<graphicData>
<texPath>Walls/Wall_Atlas_Bricks_Woman</texPath>
</graphicData>
<statBases>
<Beauty>0.6</Beauty>
</statBases>
</ThingDef>

</ThingDefs>
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: Tenshi~Akari on June 25, 2017, 07:26:08 PM
Quote from: skullywag on June 25, 2017, 08:25:38 AM
huh, thats weird, so the code in my mod is working fine, can you post the def for one of the custom walls here?

Here's the one for mine, it's sort of based off of the core code & tutorials I've read. (Still kinda in testing phase & still quite the total n00b at this modding deal so...)

<?xml version="1.0" encoding="utf-8" ?>
<Buildings>

  <!--========================= Base =============================-->

<ThingDef Name="CrystalBuildingBase" Abstract="True">
        <category>Building</category>
    <thingClass>Building</thingClass>
    <soundImpactDefault>BulletImpactMetal</soundImpactDefault>
    <selectable>true</selectable>
    <drawerType>MapMeshAndRealTime</drawerType>
    <terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
    <repairEffect>Repair</repairEffect>
    <leaveResourcesWhenKilled>true</leaveResourcesWhenKilled>
    <filthLeaving>BrokenCrystal</filthLeaving>
<statBases>
<SellPriceFactor>0.70</SellPriceFactor>
</statBases>

</ThingDef>

  <!--========================= Crystal Wall =============================-->

<ThingDef ParentName="CrystalBuildingBase">

    <defName>CrystalWall</defName>
    <label>crystal wall</label>
    <description>An impassable wall. The crystaline surface gives off a faint glow. Capable of holding up a roof.</description>
    <graphicData>
      <texPath>Things/Building/Structures/CrystalWall</texPath>
      <graphicClass>Graphic_Appearances</graphicClass>
<linkType>CornerFiller</linkType>
      <linkFlags>
        <li>Wall</li>
      </linkFlags>
      <damageData>
        <cornerTL>Damage/Corner</cornerTL>
        <cornerTR>Damage/Corner</cornerTR>
        <cornerBL>Damage/Corner</cornerBL>
        <cornerBR>Damage/Corner</cornerBR>
        <edgeTop>Damage/Edge</edgeTop>
        <edgeBot>Damage/Edge</edgeBot>
        <edgeLeft>Damage/Edge</edgeLeft>
        <edgeRight>Damage/Edge</edgeRight>
      </damageData>
    </graphicData>
    <uiIconPath>Things/Building/Structures/CrystalWall/CrystalWall_MenuIcon</uiIconPath>
    <statBases>
      <MaxHitPoints>1200</MaxHitPoints>
      <WorkToBuild>3120</WorkToBuild>
      <Flammability>0</Flammability>
    </statBases>
<blueprintGraphicData>
      <texPath>Things/Building/Linked/Wall_Blueprint_Atlas</texPath>
    </blueprintGraphicData>
    <altitudeLayer>Building</altitudeLayer>
    <passability>Impassable</passability>
    <blockWind>true</blockWind>
    <castEdgeShadows>true</castEdgeShadows>
    <fillPercent>1</fillPercent>
    <coversFloor>true</coversFloor>
    <placingDraggableDimensions>1</placingDraggableDimensions>
    <tickerType>Never</tickerType>
    <rotatable>false</rotatable>
    <selectable>true</selectable>
    <neverMultiSelect>true</neverMultiSelect>
    <terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded>
    <holdsRoof>true</holdsRoof>
    <designationCategory>Structure</designationCategory>
    <staticSunShadowHeight>1.0</staticSunShadowHeight>
    <blockLight>false</blockLight>
    <canOverlapZones>false</canOverlapZones>
    <stuffCategories/>
    <costList>
      <Jade>120</Jade>
    </costList>
    <leaveResourcesWhenKilled>true</leaveResourcesWhenKilled>
    <comps>
<li Class="CompProperties_Glower">
        <glowRadius>3.5</glowRadius>       
        <glowColor>(217,210,208,0)</glowColor>     
        </li>         
    </comps>
    <building>
<isInert>true</isInert>
            <ignoreNeedsPower>true</ignoreNeedsPower>
    </building>
    <researchPrerequisites>
      <li>Stonecutting</li>
    </researchPrerequisites>

  </ThingDef>

</Buildings>
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: benmandude on June 26, 2017, 01:35:12 AM
Quote from: Tenshi~Akari on June 25, 2017, 08:04:02 AM
Quote from: skullywag on June 25, 2017, 02:20:02 AM
Do you get a message when attempting to put it on custom walls? as in is the placement working? is it simply the building of them that isnt done?

No red errors or yellow messages whatsoever from what I can see in the debug log, the blueprints will place just fine, but the pawns never go to build them on those walls. Even when I try to a pawn to prioritize construction for the vents & coolers, there's no menu that comes up when I right-click the blueprint either.

I'm having the same issue. I'm using god mode to install the vents and coolers at the moment.
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: skullywag on June 26, 2017, 09:32:48 AM
Why would a pawn not be able to build the vent though, i mean its on the cell, the float menu options should fire, disregarding that its on a custom wall why does that function of vanilla not work. Think I need to speak to Zorba about this one, seems odd to me.
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: jts1702 on June 26, 2017, 10:55:31 AM
My sickbay is still longing for that dermal regenerator to work - it's a central feature, the room would look monotonous without it, and my colonists would forever be scarred!
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: SuedKAT on June 26, 2017, 01:35:53 PM
Quote from: benmandude on June 26, 2017, 01:35:12 AM
Quote from: Tenshi~Akari on June 25, 2017, 08:04:02 AM
Quote from: skullywag on June 25, 2017, 02:20:02 AM
Do you get a message when attempting to put it on custom walls? as in is the placement working? is it simply the building of them that isnt done?

No red errors or yellow messages whatsoever from what I can see in the debug log, the blueprints will place just fine, but the pawns never go to build them on those walls. Even when I try to a pawn to prioritize construction for the vents & coolers, there's no menu that comes up when I right-click the blueprint either.

I'm having the same issue. I'm using god mode to install the vents and coolers at the moment.

Having the same issue and have solved it the same way, don't mind using god mode though since I hate the standard design and the fact that it takes up an entire wall. I'm using the walls from DDA Security and More (https://steamcommunity.com/sharedfiles/filedetails/?id=892434137&searchtext=DDA+Security+and+More).
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: benmandude on June 26, 2017, 05:04:13 PM
Quote from: skullywag on June 26, 2017, 09:32:48 AM
Why would a pawn not be able to build the vent though, i mean its on the cell, the float menu options should fire, disregarding that its on a custom wall why does that function of vanilla not work. Think I need to speak to Zorba about this one, seems odd to me.

Mine was on a regular wall, forgot to mention that.
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: skullywag on June 26, 2017, 06:37:05 PM
Wait your guys had issues building it on a regular wall? from vanilla? ive been playing for hours and havent hit this issue, ill need a modlist or something to help further.
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: Tenshi~Akari on June 26, 2017, 09:12:56 PM
I've been trying to think of possible reasons why the vents/coolers aren't doing right on custom walls, because it's really weird that this happens, considering every other mod I have that has furniture/item placement on walls, custom or vanilla, actually works and builds just fine. Like the bookshelf from Clutter Furniture (https://ludeon.com/forums/index.php?topic=17610.0), the Change Mirror in the Change Dresser mod (https://ludeon.com/forums/index.php?topic=30973.0), SS clock (https://ludeon.com/forums/index.php?topic=30813.0), and the windows (https://ludeon.com/forums/index.php?topic=32190#msg329351) and more recently the dartboard & paintings in Additional Joy Objects (https://ludeon.com/forums/index.php?topic=32190#msg329351)...

(It's "more recent" because all through A16, that mod also had issues placing the included objects on custom walls, but the issue has been fixed for A17 since cuproPanda updated it himself this time. Only thing different between that and this issue was that errors were thrown & the AJO wall objects were instantly nixxed completely by the game after placement.)

Was going to see if there was something notably different that could give a clue, but I can't C# for the life of me, nor do I have a proper editor to look if I actually could tell if there was something. I barely have a full enough grasp of xml as is.  :P

(EDIT: And just to clarify on my part again, benmandude seems to have a slightly different twist on his end with them not working with vanilla walls apparently? Yet the coolers/vents work as intended on vanilla/regular walls in my game. It's just additional mods that added new walls seem to hold the construction of them hostage when they're placed on those is all & trying to figure out the culprit, if it's a missing line of code, a tag, whatever is keeping it from working fully like it should.)
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: SuedKAT on June 26, 2017, 09:26:19 PM
Quote from: skullywag on June 26, 2017, 06:37:05 PM
Wait your guys had issues building it on a regular wall? from vanilla? ive been playing for hours and havent hit this issue, ill need a modlist or something to help further.

I have no issues with standard/vanilla walls, I will however still post my mod list since it's "extensive" so it hopefully can be easier to track down the issue:

https://s21.postimg.org/q4sc70a53/image.png
https://s12.postimg.org/z2qxkqnyl/image.png
https://s24.postimg.org/d1k310isl/image.png
https://s12.postimg.org/9dldbl3rh/image.png
https://s7.postimg.org/cd31yeijv/image.png
https://s24.postimg.org/l4tvkxrv9/image.png
https://s11.postimg.org/k1rt7r5xv/image.png
https://s23.postimg.org/p878b9f57/image.png

Edit: The pics are posted in correct order, so that's my load order.
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: MrZero on June 26, 2017, 10:16:06 PM
Hey, your cooler mod is giving me this error

"Exception printing Vent138402 at (144, 0, 167): System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.Printer_Plane.PrintPlane (Verse.SectionLayer layer, Vector3 center, Vector2 size, UnityEngine.Material mat, Single rot, Boolean flipUv, UnityEngine.Vector2[] uvs, UnityEngine.Color32[] colors, Single topVerticesAltitudeBias) [0x00000] in <filename unknown>:0
  at Verse.Graphic.Print (Verse.SectionLayer layer, Verse.Thing thing) [0x00000] in <filename unknown>:0
  at Verse.Thing.Print (Verse.SectionLayer layer) [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.Print (Verse.SectionLayer layer) [0x00000] in <filename unknown>:0
  at Verse.SectionLayer_ThingsGeneral.TakePrintFrom (Verse.Thing t) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.SectionLayer_ThingsGeneral:TakePrintFrom(Thing)
Verse.SectionLayer_Things:Regenerate()
Verse.Section:RegenerateLayers(MapMeshFlag)
Verse.MapDrawer:TryUpdateSection(Section)
Verse.MapDrawer:MapMeshDrawerUpdate_First()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()"

This is my log
https://gist.github.com/0d2543635b808235752a2611e5c998c1
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: faltonico on June 27, 2017, 04:20:36 AM
@SuedKAT
Use the ModsConfig.xml file to share your mod list and order easily. It is wherever you have your "Config" folder.
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: SuedKAT on June 27, 2017, 09:38:58 AM
Quote from: faltonico on June 27, 2017, 04:20:36 AM
@SuedKAT
Use the ModsConfig.xml file to share your mod list and order easily. It is wherever you have your "Config" folder.
I feel that the pictures are easier, but sure:


  <activeMods>
    <li>Core</li>
    <li>818773962</li>
    <li>RuntimeGC</li>
    <li>852998459</li>
    <li>946390822</li>
    <li>761421485</li>
    <li>789311421</li>
    <li>708455313</li>
    <li>725153576</li>
    <li>759219409</li>
    <li>715565817</li>
    <li>773918229</li>
    <li>754637870</li>
    <li>848972794</li>
    <li>845898290</li>
    <li>935982361</li>
    <li>935358085</li>
    <li>934555481</li>
    <li>930207055</li>
    <li>954490820</li>
    <li>933216311</li>
    <li>776679895</li>
    <li>832245101</li>
    <li>781383672</li>
    <li>774989162</li>
    <li>937170538</li>
    <li>927155256</li>
    <li>932251222</li>
    <li>731111514</li>
    <li>951648129</li>
    <li>774543761</li>
    <li>733364255</li>
    <li>858603476</li>
    <li>826366050</li>
    <li>936594912</li>
    <li>863415966</li>
    <li>730083672</li>
    <li>933324235</li>
    <li>841092540</li>
    <li>818322128</li>
    <li>852712460</li>
    <li>944063011</li>
    <li>731997183</li>
    <li>943028310</li>
    <li>946502169</li>
    <li>940971981</li>
    <li>Plain_Tool_CabinetV2</li>
    <li>TableDiner</li>
    <li>M No Death Randomness A17</li>
    <li>M Fitness A17</li>
    <li>932373937</li>
    <li>725674293</li>
    <li>946125475</li>
    <li>935456176</li>
    <li>727124440</li>
    <li>932240696</li>
    <li>930862857</li>
    <li>814732357</li>
    <li>936487181</li>
    <li>947139473</li>
    <li>GrillTech A17</li>
    <li>Soylent Production</li>
    <li>926660910</li>
    <li>847146875</li>
    <li>764301651</li>
    <li>935099161</li>
    <li>941031286</li>
    <li>933372949</li>
    <li>726236520</li>
    <li>728160701</li>
    <li>836915139</li>
    <li>917057191</li>
    <li>Cupro's Stones</li>
    <li>936486992</li>
    <li>892434137</li>
    <li>826153738</li>
    <li>795240891</li>
    <li>932136308</li>
    <li>853043503</li>
    <li>784370602</li>
    <li>725623521</li>
    <li>926672189</li>
    <li>725747149</li>
    <li>933082540</li>
    <li>935707512</li>
    <li>945717482</li>
    <li>833735722</li>
    <li>932113020</li>
    <li>916312692</li>
    <li>836308268</li>
    <li>929270780</li>
    <li>Clutter Furniture</li>
    <li>769201959</li>
    <li>725828157</li>
    <li>857350593</li>
    <li>751352140</li>
    <li>DESurgeries</li>
    <li>934666843</li>
    <li>725956940</li>
    <li>746425621</li>
    <li>Fast regen A17</li>
    <li>NeuTech Advanced Medical Pod</li>
    <li>786233894</li>
    <li>870304780</li>
    <li>832333531</li>
    <li>Mod Medicine Patch</li>
    <li>949283405</li>
    <li>949518817</li>
    <li>943062673</li>
    <li>730528968</li>
    <li>726855894</li>
    <li>730899625</li>
    <li>730433288</li>
    <li>High Caliber</li>
    <li>Project Fallout v1.5</li>
    <li>932887540</li>
    <li>725947920</li>
    <li>849231601</li>
    <li>835928669</li>
    <li>812711700</li>
    <li>Ancient Asian Weapons</li>
    <li>844351752</li>
    <li>930647567</li>
    <li>DTC Weapon Expansion - Firearms</li>
    <li>DTC Weapon Expansion - Melee</li>
    <li>932372576</li>
    <li>761379469</li>
    <li>774577413</li>
    <li>760088748</li>
    <li>824303869</li>
    <li>865497369</li>
    <li>841904008</li>
    <li>728314182</li>
    <li>832328837</li>
    <li>Reinforced indiscernible power conduits</li>
    <li>778449215</li>
    <li>843715469</li>
    <li>937719031</li>
    <li>722086956</li>
    <li>BetterCoolers-BetterCoolers1.4</li>
    <li>BetterVents-BetterVents1.4</li>
    <li>936486725</li>
    <li>927867598</li>
    <li>917248300</li>
    <li>727309536</li>
    <li>740002420</li>
    <li>934235098</li>
    <li>878965937</li>
    <li>817986239</li>
    <li>733997423</li>
    <li>735241569</li>
    <li>722088674</li>
    <li>777197241</li>
    <li>933234677</li>
    <li>Animal Feed Trough A17 [V.G.]</li>
    <li>Barn Stall</li>
    <li>760708576</li>
    <li>920546527</li>
    <li>937331021</li>
    <li>942690136</li>
    <li>728381322</li>
    <li>745193823</li>
    <li>841760538</li>
    <li>727687246</li>
    <li>725447220</li>
    <li>817996020</li>
    <li>705924057</li>
    <li>934480896</li>
    <li>725949967</li>
    <li>931408176</li>
  </activeMods>
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: BlackSmokeDMax on June 27, 2017, 12:10:22 PM
Quote from: SuedKAT on June 27, 2017, 09:38:58 AM
Quote from: faltonico on June 27, 2017, 04:20:36 AM
@SuedKAT
Use the ModsConfig.xml file to share your mod list and order easily. It is wherever you have your "Config" folder.
I feel that the pictures are easier, but sure:


  <activeMods>
    <li>Core</li>
    <li>818773962</li>
    <li>RuntimeGC</li>
    <li>852998459</li>
    <li>946390822</li>
    <li>761421485</li>
    <li>789311421</li>
    <li>708455313</li>
    <li>725153576</li>
    <li>759219409</li>
    <li>715565817</li>
    <li>773918229</li>
    <li>754637870</li>
    <li>848972794</li>
    <li>845898290</li>
    <li>935982361</li>
    <li>935358085</li>
    <li>934555481</li>
    <li>930207055</li>
    <li>954490820</li>
    <li>933216311</li>
    <li>776679895</li>
    <li>832245101</li>
    <li>781383672</li>
    <li>774989162</li>
    <li>937170538</li>
    <li>927155256</li>
    <li>932251222</li>
    <li>731111514</li>
    <li>951648129</li>
    <li>774543761</li>
    <li>733364255</li>
    <li>858603476</li>
    <li>826366050</li>
    <li>936594912</li>
    <li>863415966</li>
    <li>730083672</li>
    <li>933324235</li>
    <li>841092540</li>
    <li>818322128</li>
    <li>852712460</li>
    <li>944063011</li>
    <li>731997183</li>
    <li>943028310</li>
    <li>946502169</li>
    <li>940971981</li>
    <li>Plain_Tool_CabinetV2</li>
    <li>TableDiner</li>
    <li>M No Death Randomness A17</li>
    <li>M Fitness A17</li>
    <li>932373937</li>
    <li>725674293</li>
    <li>946125475</li>
    <li>935456176</li>
    <li>727124440</li>
    <li>932240696</li>
    <li>930862857</li>
    <li>814732357</li>
    <li>936487181</li>
    <li>947139473</li>
    <li>GrillTech A17</li>
    <li>Soylent Production</li>
    <li>926660910</li>
    <li>847146875</li>
    <li>764301651</li>
    <li>935099161</li>
    <li>941031286</li>
    <li>933372949</li>
    <li>726236520</li>
    <li>728160701</li>
    <li>836915139</li>
    <li>917057191</li>
    <li>Cupro's Stones</li>
    <li>936486992</li>
    <li>892434137</li>
    <li>826153738</li>
    <li>795240891</li>
    <li>932136308</li>
    <li>853043503</li>
    <li>784370602</li>
    <li>725623521</li>
    <li>926672189</li>
    <li>725747149</li>
    <li>933082540</li>
    <li>935707512</li>
    <li>945717482</li>
    <li>833735722</li>
    <li>932113020</li>
    <li>916312692</li>
    <li>836308268</li>
    <li>929270780</li>
    <li>Clutter Furniture</li>
    <li>769201959</li>
    <li>725828157</li>
    <li>857350593</li>
    <li>751352140</li>
    <li>DESurgeries</li>
    <li>934666843</li>
    <li>725956940</li>
    <li>746425621</li>
    <li>Fast regen A17</li>
    <li>NeuTech Advanced Medical Pod</li>
    <li>786233894</li>
    <li>870304780</li>
    <li>832333531</li>
    <li>Mod Medicine Patch</li>
    <li>949283405</li>
    <li>949518817</li>
    <li>943062673</li>
    <li>730528968</li>
    <li>726855894</li>
    <li>730899625</li>
    <li>730433288</li>
    <li>High Caliber</li>
    <li>Project Fallout v1.5</li>
    <li>932887540</li>
    <li>725947920</li>
    <li>849231601</li>
    <li>835928669</li>
    <li>812711700</li>
    <li>Ancient Asian Weapons</li>
    <li>844351752</li>
    <li>930647567</li>
    <li>DTC Weapon Expansion - Firearms</li>
    <li>DTC Weapon Expansion - Melee</li>
    <li>932372576</li>
    <li>761379469</li>
    <li>774577413</li>
    <li>760088748</li>
    <li>824303869</li>
    <li>865497369</li>
    <li>841904008</li>
    <li>728314182</li>
    <li>832328837</li>
    <li>Reinforced indiscernible power conduits</li>
    <li>778449215</li>
    <li>843715469</li>
    <li>937719031</li>
    <li>722086956</li>
    <li>BetterCoolers-BetterCoolers1.4</li>
    <li>BetterVents-BetterVents1.4</li>
    <li>936486725</li>
    <li>927867598</li>
    <li>917248300</li>
    <li>727309536</li>
    <li>740002420</li>
    <li>934235098</li>
    <li>878965937</li>
    <li>817986239</li>
    <li>733997423</li>
    <li>735241569</li>
    <li>722088674</li>
    <li>777197241</li>
    <li>933234677</li>
    <li>Animal Feed Trough A17 [V.G.]</li>
    <li>Barn Stall</li>
    <li>760708576</li>
    <li>920546527</li>
    <li>937331021</li>
    <li>942690136</li>
    <li>728381322</li>
    <li>745193823</li>
    <li>841760538</li>
    <li>727687246</li>
    <li>725447220</li>
    <li>817996020</li>
    <li>705924057</li>
    <li>934480896</li>
    <li>725949967</li>
    <li>931408176</li>
  </activeMods>


lol, think Faltonico was envisioning the DRM-free mod list, not manual and Steam Workshop (all the numbered ones are Steam Workshop) mods mixed together. Pictures may just be easier in this case!
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: SuedKAT on June 27, 2017, 12:22:32 PM
Quote from: BlackSmokeDMax on June 27, 2017, 12:10:22 PM
Quote from: SuedKAT on June 27, 2017, 09:38:58 AM
Quote from: faltonico on June 27, 2017, 04:20:36 AM
@SuedKAT
Use the ModsConfig.xml file to share your mod list and order easily. It is wherever you have your "Config" folder.
I feel that the pictures are easier, but sure:


  <activeMods>
    <li>Core</li>
    <li>818773962</li>
    <li>RuntimeGC</li>
    <li>852998459</li>
    <li>946390822</li>
    <li>761421485</li>
    <li>789311421</li>
    <li>708455313</li>
    <li>725153576</li>
    <li>759219409</li>
    <li>715565817</li>
    <li>773918229</li>
    <li>754637870</li>
    <li>848972794</li>
    <li>845898290</li>
    <li>935982361</li>
    <li>935358085</li>
    <li>934555481</li>
    <li>930207055</li>
    <li>954490820</li>
    <li>933216311</li>
    <li>776679895</li>
    <li>832245101</li>
    <li>781383672</li>
    <li>774989162</li>
    <li>937170538</li>
    <li>927155256</li>
    <li>932251222</li>
    <li>731111514</li>
    <li>951648129</li>
    <li>774543761</li>
    <li>733364255</li>
    <li>858603476</li>
    <li>826366050</li>
    <li>936594912</li>
    <li>863415966</li>
    <li>730083672</li>
    <li>933324235</li>
    <li>841092540</li>
    <li>818322128</li>
    <li>852712460</li>
    <li>944063011</li>
    <li>731997183</li>
    <li>943028310</li>
    <li>946502169</li>
    <li>940971981</li>
    <li>Plain_Tool_CabinetV2</li>
    <li>TableDiner</li>
    <li>M No Death Randomness A17</li>
    <li>M Fitness A17</li>
    <li>932373937</li>
    <li>725674293</li>
    <li>946125475</li>
    <li>935456176</li>
    <li>727124440</li>
    <li>932240696</li>
    <li>930862857</li>
    <li>814732357</li>
    <li>936487181</li>
    <li>947139473</li>
    <li>GrillTech A17</li>
    <li>Soylent Production</li>
    <li>926660910</li>
    <li>847146875</li>
    <li>764301651</li>
    <li>935099161</li>
    <li>941031286</li>
    <li>933372949</li>
    <li>726236520</li>
    <li>728160701</li>
    <li>836915139</li>
    <li>917057191</li>
    <li>Cupro's Stones</li>
    <li>936486992</li>
    <li>892434137</li>
    <li>826153738</li>
    <li>795240891</li>
    <li>932136308</li>
    <li>853043503</li>
    <li>784370602</li>
    <li>725623521</li>
    <li>926672189</li>
    <li>725747149</li>
    <li>933082540</li>
    <li>935707512</li>
    <li>945717482</li>
    <li>833735722</li>
    <li>932113020</li>
    <li>916312692</li>
    <li>836308268</li>
    <li>929270780</li>
    <li>Clutter Furniture</li>
    <li>769201959</li>
    <li>725828157</li>
    <li>857350593</li>
    <li>751352140</li>
    <li>DESurgeries</li>
    <li>934666843</li>
    <li>725956940</li>
    <li>746425621</li>
    <li>Fast regen A17</li>
    <li>NeuTech Advanced Medical Pod</li>
    <li>786233894</li>
    <li>870304780</li>
    <li>832333531</li>
    <li>Mod Medicine Patch</li>
    <li>949283405</li>
    <li>949518817</li>
    <li>943062673</li>
    <li>730528968</li>
    <li>726855894</li>
    <li>730899625</li>
    <li>730433288</li>
    <li>High Caliber</li>
    <li>Project Fallout v1.5</li>
    <li>932887540</li>
    <li>725947920</li>
    <li>849231601</li>
    <li>835928669</li>
    <li>812711700</li>
    <li>Ancient Asian Weapons</li>
    <li>844351752</li>
    <li>930647567</li>
    <li>DTC Weapon Expansion - Firearms</li>
    <li>DTC Weapon Expansion - Melee</li>
    <li>932372576</li>
    <li>761379469</li>
    <li>774577413</li>
    <li>760088748</li>
    <li>824303869</li>
    <li>865497369</li>
    <li>841904008</li>
    <li>728314182</li>
    <li>832328837</li>
    <li>Reinforced indiscernible power conduits</li>
    <li>778449215</li>
    <li>843715469</li>
    <li>937719031</li>
    <li>722086956</li>
    <li>BetterCoolers-BetterCoolers1.4</li>
    <li>BetterVents-BetterVents1.4</li>
    <li>936486725</li>
    <li>927867598</li>
    <li>917248300</li>
    <li>727309536</li>
    <li>740002420</li>
    <li>934235098</li>
    <li>878965937</li>
    <li>817986239</li>
    <li>733997423</li>
    <li>735241569</li>
    <li>722088674</li>
    <li>777197241</li>
    <li>933234677</li>
    <li>Animal Feed Trough A17 [V.G.]</li>
    <li>Barn Stall</li>
    <li>760708576</li>
    <li>920546527</li>
    <li>937331021</li>
    <li>942690136</li>
    <li>728381322</li>
    <li>745193823</li>
    <li>841760538</li>
    <li>727687246</li>
    <li>725447220</li>
    <li>817996020</li>
    <li>705924057</li>
    <li>934480896</li>
    <li>725949967</li>
    <li>931408176</li>
  </activeMods>


lol, think Faltonico was envisioning the DRM-free mod list, not manual and Steam Workshop (all the numbered ones are Steam Workshop) mods mixed together. Pictures may just be easier in this case!
Well yeah I guessed that as well, but considering there is a steam icon next to pretty much every mod in the pics I also thought it was pretty obvious that I used steam as my source for most of my mods ;)
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: faltonico on June 27, 2017, 12:44:35 PM
Welp, too bad xD
The second resource is to copy them from the save file, they are there as well, near the beginning of the file, first are the Ids and then the real names. Doing all that is still easier to do than the images.
I use notepad++ to open xml files.
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: skullywag on June 27, 2017, 01:00:21 PM
Even easier open up your save and near the top will be this steam ID list plus a list of actual readable mod names, that one would be better.

@MrZero never seen that before. Been playing for hours now and both coolers and vents have been totally stable accross multiple games for me.
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: Canute on June 27, 2017, 01:16:41 PM
Just curious,
when you create an log with hugslib, at the top there is modlist too, does this contain number or names ? :-)
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: SuedKAT on June 27, 2017, 02:38:45 PM
Ahh right, didn't think of looking in the save file, here is the list:


<modNames>
<li>Core</li>
<li>HugsLib</li>
<li>RuntimeGC</li>
<li>Architect Sense</li>
<li>ResearchPal</li>
<li>Allow Tool</li>
<li>Autoclose Event Notifications</li>
<li>Blueprints</li>
<li>Area Unlocker</li>
<li>Wildlife Tab</li>
<li>Medical Tab</li>
<li>No Random Construction Quality</li>
<li>QualityBuilder</li>
<li>Realistic Rooms</li>
<li>Fresh stockpile filter</li>
<li>Better Workbench Management</li>
<li>Annoyance Remover v0.1</li>
<li>Limited Blight</li>
<li>Extended traits</li>
<li>Additional Traits w/ Heroes + Gods [A17 Update]</li>
<li>MT - Everyone Hauls</li>
<li>Hand Me That Brick</li>
<li>Plant Cutting is for Growers!</li>
<li>Cooks Can Refuel</li>
<li>Refactored Work Priorities</li>
<li>Force Do Job</li>
<li>Simple sidearms</li>
<li>MT - Starting Tech</li>
<li>Mad Skills</li>
<li>Wholesome Mod</li>
<li>Less Rebuff</li>
<li>No debuffs from pet killing\selling</li>
<li>More silver for traders</li>
<li>Stack XXL</li>
<li>SS Researchable Stat Upgrades</li>
<li>CatsAreCleverToo</li>
<li>CPHaulage - Combined</li>
<li>Hardworking animals A17</li>
<li>Bo's Milkable Animals</li>
<li>Facial Stuff 0.17.1.2</li>
<li>Disassemble Shield Belt</li>
<li>Reasonable Components</li>
<li>Steel extraction</li>
<li>Brainwashing</li>
<li>EcoSmart Lightbulbs for Standing, Colored and Sun Lamps (300/25)</li>
<li>Stuffed Workbenches</li>
<li>Plain Tool Cabinet V2</li>
<li>Table Diner</li>
<li>M No Death Randomness</li>
<li>M Fitness</li>
<li>Soybeans</li>
<li>Noku Mushrooms</li>
<li>Dragonfruit</li>
<li>Onion Mod</li>
<li>[T] ExpandedCrops</li>
<li>Vegetable Garden </li>
<li>Smoked meat</li>
<li>GouRIMet 1.0</li>
<li>Cupro's Drinks</li>
<li>Xen Hates People Who Exclude Bacon Cheeseburgers</li>
<li>Grill Tech V1.2</li>
<li>Soylent Production</li>
<li>Packed Lunch</li>
<li>FF_VG_canned_delights</li>
<li>Jecs Tobacco and Cigarettes</li>
<li>Rolling Table</li>
<li>Rolling Table VG Addon</li>
<li>RimFridge - A17</li>
<li>[T] ExpandedCloth</li>
<li>LT-Gardening</li>
<li>Extended Woodworking for Vegetable Garden</li>
<li>Dryxsteel</li>
<li>Cupro's Stones</li>
<li>Cupro's Alloys</li>
<li>DDA Security and More</li>
<li>Glass+Lights</li>
<li>ConcreteWalls</li>
<li>Roof Support A17</li>
<li>Stuffed Floors</li>
<li>Fences And Floors</li>
<li>[T] MoreFloors</li>
<li>Floored Re-Reupload A17</li>
<li>Tilled Soil</li>
<li>Buildable Terrain A17</li>
<li>[RF] Fertile Fields [a17]</li>
<li>[RF] Fertile Fields - Concrete Add-On [a17]</li>
<li>Patchwork Leather</li>
<li>GenLeather</li>
<li>Ultraweave</li>
<li>Dubs Hygiene and Central Heating</li>
<li>More Furniture (A17)</li>
<li>Clutter Furniture Module</li>
<li>RIMkea</li>
<li>[T] MoreBedsVanilla</li>
<li>QualitySurgeon</li>
<li>Improved Surgery</li>
<li>DE Surgeries</li>
<li>Harvest Everything!</li>
<li>Expanded Prosthetics and Organ Engineering 2.0</li>
<li>A Dog Said...</li>
<li>Fast regen A17 </li>
<li>NeuTech Advanced Medical Pod</li>
<li>[sd] medicaddons</li>
<li>Glitterworld Medicine</li>
<li>Dubs Rimkit(Medkit)</li>
<li>Mod Medicine Patch</li>
<li>AnimalCollabProj</li>
<li>AnimalCollabProj ADS Patch</li>
<li>LBE's Australian Wildlife</li>
<li>More Vanilla Turrets</li>
<li>USCM - Core</li>
<li>RT's Weapon Pack</li>
<li>20th Century Weapons Mod (20CWМ)</li>
<li>High Caliber</li>
<li>Project Fallout v1.5</li>
<li>V_Garden Project Fallout Patch </li>
<li>Rimsenal</li>
<li>Rimsenal - Enhanced Vanilla Pack</li>
<li>Rimfall: The Frontier (1.31) A17</li>
<li>[A17] Expanded Vanilla Weaponry </li>
<li>Ancient Asian Weapons</li>
<li>Halo - Weapons</li>
<li>Moritz´s LegendaryWeapons</li>
<li>DTC Weapon Overhaul - Firearms V2.2</li>
<li>DTC Weapon Expansion - Melee V2.1</li>
<li>Cyberpunk</li>
<li>Remote Explosives</li>
<li>Quantum Cooling</li>
<li>[sd] advanced powergeneration</li>
<li>Chemfuel Generator</li>
<li>Efficient batteries</li>
<li>SS Bigger Batteries</li>
<li>RT Fuse</li>
<li>SS Battery Fuse</li>
<li>Reinforced Indiscernible Power Conduits</li>
<li>Floor Lights</li>
<li>LED Lights</li>
<li>Wall Light</li>
<li>ED-Laser Drill</li>
<li>BetterCoolers</li>
<li>BetterVents</li>
<li>Additional Joy Objects</li>
<li>Pawns Play Poker</li>
<li>Pawns Paint!</li>
<li>LT-DoorMat</li>
<li>Dye Vat</li>
<li>Area Rugs A17</li>
<li>Change Dresser</li>
<li>[SS]Maid Project</li>
<li>Repair Workbench</li>
<li>Mending</li>
<li>ED-OmniGel</li>
<li>Call of Cthulhu - Industrial Age</li>
<li>Training Console A17</li>
<li>Animal Feed Trough V1.1 [V.G.]</li>
<li>Barn Stall V1.0</li>
<li>[sd] chicken nest</li>
<li>[RF] Basic Bridges [a17]</li>
<li>Mass Graves</li>
<li>Quarry</li>
<li>Apparello 2</li>
<li>FashionRIMsta</li>
<li>High Tech Laboratory Facilities</li>
<li>Nackblad Inc Rimhair</li>
<li>Spoons Hair Mod</li>
<li>[SS]Lovely Hair Style</li>
<li>Xeva's Rimhair (A15, A16, A17)</li>
<li>VOHAIR</li>
<li>Rimsenal - Rimhair</li>
<li>[A17]My Cute Ear</li>
</modNames>


Just to repeat, I have no issues with building either vents or coolers on vanilla/standard walls, modded walls however don't work. The blueprint appears but pawns ignore it and you can't force them to work on it. The reason I posted my list in the first place was to provide something to compare against towards the ones that had issues with standard walls.

I spent a little while now re-coding your mod and tried my results on the reinforced walls from DDA Security and More. I also spent a while comparing the def files etc between the regular walls and those as well as looking at the standard vents and coolers compared to these. I had a look at your place worker and I can't really see anything wrong, I also compared that to the code cuproPanda have for his windows mod but I couldn't see anything obvious, but it's not what I usually work with so I might be a bit blind. So now I have about 6 different versions of the vents mod working flawlessly on standard walls, but same disappointing result on the modded walls for some bizarre reason.
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: moonra on June 27, 2017, 04:22:36 PM
Do I need to remove my vanilla vents and coolers before adding the appropriate mods?

And btw, man, I miss that Redist Heat mod so much, it was so much easier managing temperature than having to build two dozen heaters and coolers throughout my base...
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: DariusWolfe on June 27, 2017, 04:34:15 PM
moonra: It gets funky if you don't; The modified vents/coolers are there, but the wall isn't. You can fix it afterward, but like I said, funky.
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: desert on June 28, 2017, 05:45:14 AM
About Extended Storage: For Apparel (Clothing Rack), how can you access all the items below the first one?

Also, there seems to be a bug with the Steel Skip furniture, namely that it deletes all but one standard stack of its contents upon reload. For example, below a skip with 563 limestone blocks resets to one stack of 75 upon load.


Loading game from file New Arrivals 4 with mods Core, HugsLib, P-Music, EdBPrepareCarefully, FollowMe, MadSkills-A17-2.0.1, HelpTab, MedicalTab, Notifications Archiver, AllowDeadMansApparel, AllowTool, ExtendedStorage-ExtendedStorage2.1, StackMerger, RW_RefugeeStats, Grenade Fix Rearmed, ReclaimFabric-ReclaimFabric1.9, ResearchPal, Efficient Light-A17, and Hand Me That Brick
Verse.Log:Message(String)
Verse.SavedGameLoader:LoadGameFromSaveFile(String)
Verse.Root_Play:<Start>m__84F()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

Spawned BlocksLimestone493437 with stackCount 563 but stackLimit is 75. Truncating.
Verse.Log:Error(String)
Verse.Thing:SpawnSetup_Patch0(Object, Map, Boolean)
Verse.ThingWithComps:SpawnSetup(Map, Boolean)
Verse.GenSpawn:Spawn(Thing, IntVec3, Map, Rot4, Boolean)
Verse.Map:FinalizeLoading()
Verse.Game:LoadGame()
Verse.SavedGameLoader:LoadGameFromSaveFile(String)
Verse.Root_Play:<Start>m__84F()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

GrenadeFixRearmed :: Added minRange for 0 explosive verbs.
Verse.Log:Message(String)
GrenadeFixRearmed.GrenadeFixRearmed:InjectDefs()
GrenadeFixRearmed.GrenadeFixRearmed:LoadedGame()
Verse.GameComponentUtility:LoadedGame()
Verse.Game:LoadGame()
Verse.SavedGameLoader:LoadGameFromSaveFile(String)
Verse.Root_Play:<Start>m__84F()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

should be here
Verse.Log:Error(String)
ExtendedStorage.Building_ExtendedStorage:TryMoveItem()
ExtendedStorage.Building_ExtendedStorage:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: Canute on June 28, 2017, 08:35:20 AM
Yep i notice the same, but not allways and not at all material.
Spawned Steel826148 with stackCount 417 but stackLimit is 75. Truncating.
Verse.Log:Error(String)
Verse.Thing:SpawnSetup_Patch0(Object, Map, Boolean)
Verse.ThingWithComps:SpawnSetup(Map, Boolean)
Verse.GenSpawn:Spawn(Thing, IntVec3, Map, Rot4, Boolean)
Verse.Map:FinalizeLoading()
Verse.Game:LoadGame()
Verse.SavedGameLoader:LoadGameFromSaveFile(String)
Verse.Root_Play:<Start>m__84F()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

https://gist.github.com/20ac42e2cd73aa4a5d9ba0b507053f98
Serveral pallets/skips even got curious stacksize (pic).


[attachment deleted by admin due to age]
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: skullywag on June 28, 2017, 10:28:06 AM
have you got any other building on the same cell (conduits for example)? I have seen that cause issues before, if you pull master I fixed this one about 17 hours ago. I just havent rolled a release yet due to looking at other issues.

The clothing rack is experimental the vanilla right click menu is dumb and doesnt understand theres multiple things in the stack, if i can fix that I can make it work somewhat.
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: DariusWolfe on June 28, 2017, 10:52:08 AM
I've definitely had the problem with no conduits in the tile, just the custom wall. My latest tests involved me smoothing a section of wall specifically for the purpose of building a vent on to test.
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: skullywag on June 28, 2017, 01:16:54 PM
Sorry the conduit point was for the storage issue above.
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: lorebot on June 28, 2017, 03:45:31 PM
is it just me or are the freezers missing from the current version of Extended Storage? I remember them not needing any research and being in the Furniture section with all the other storage objects. Did something change?
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: Canute on June 28, 2017, 05:00:10 PM
Quote from: skullywag on June 28, 2017, 10:28:06 AM
have you got any other building on the same cell (conduits for example)? I have seen that cause issues before, if you pull master I fixed this one about 17 hours ago. I just havent rolled a release yet due to looking at other issues.
No conduit, just wooden floor below them.
I just removed the floor and look if this help.
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: Canute on July 01, 2017, 06:35:04 AM
Quote from: skullywag on June 28, 2017, 10:28:06 AM
have you got any other building on the same cell (conduits for example)? I have seen that cause issues before, if you pull master I fixed this one about 17 hours ago. I just havent rolled a release yet due to looking at other issues.
Where did you hide these version, the master at github didn't got these changes at last.

Quote
The clothing rack is experimental the vanilla right click menu is dumb and doesnt understand theres multiple things in the stack, if i can fix that I can make it work somewhat.
Another issue, the rack ignore the filtering settings, droping normal stuff on it while the filter say good+. Just Priority works (i think).
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: skullywag on July 01, 2017, 07:29:12 AM
That fix for multiple buildings is in master:

https://github.com/Skullywag/ExtendedStorage/commit/8ef43e42a768696e02c3003c8b8da74a6752753b
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: SpaceDorf on July 01, 2017, 02:21:47 PM
I can't priorize the "better coolers". I have one to be moved from another location, and two for new construction.
I have my Builder selected, but when I right click on the Blueprint I don't get a menu.

---------

I apologize for complaining to early. The issue seems to be with RF's special Concrete Walls.
Works fine in any other wall made from Stuff.
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: Mosart on July 02, 2017, 09:43:29 AM
Does additional lightong still not updated or jut rip url?
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: MisterVertigo on July 02, 2017, 11:00:02 AM
Quote from: Mosart on July 02, 2017, 09:43:29 AM
Does additional lightong still not updated or jut rip url?
A16 version works in A17, I've been using them for a couple of colonies now with no issues.
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: wwWraith on July 02, 2017, 11:24:17 AM
Quote from: MisterVertigo on July 02, 2017, 11:00:02 AM
Quote from: Mosart on July 02, 2017, 09:43:29 AM
Does additional lightong still not updated or jut rip url?
A16 version works in A17, I've been using them for a couple of colonies now with no issues.

I'm using it in A17, too. You just need to change <version> in About.xml. Path Lights have an issue, they spam errors if built, but it's not critical.
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: Mosart on July 03, 2017, 10:15:22 AM
Quote from: wwWraith on July 02, 2017, 11:24:17 AM
Quote from: MisterVertigo on July 02, 2017, 11:00:02 AM
Quote from: Mosart on July 02, 2017, 09:43:29 AM
Does additional lightong still not updated or jut rip url?
A16 version works in A17, I've been using them for a couple of colonies now with no issues.

I'm using it in A17, too. You just need to change <version> in About.xml. Path Lights have an issue, they spam errors if built, but it's not critical.

Will try it.

Seems I found a bug in mod - sometimes one of light start to cost 15 sandstone blocks (not 15 steel) and sandstone tiles start cost 4 steel (not 4 sandstone blocks). I hope that this bug will e fixed in a17b mod version but will use this version for now.
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: skullywag on July 03, 2017, 12:41:11 PM
Thats not a bug with this mod. Some other mod interaction is causing that. Ive seen it reported elsewhere.
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: Cherna on July 05, 2017, 08:38:25 AM
Hi, first of all thanks for all your great mods.

Looks like I've found some special and rare bug with Extended Storage. Right after any save loaded some stack of items (mostly in food baskets) resets back to 75 items. Might be of my huge amount of mods.
Any help would be appreciated.

(https://image.prntscr.com/image/Pj3QtAZmQ6KPq_sG0vAmEA.png)

    Core
    HugsLib
    JecsTools-1.0.4.9
    ModListBackup
    EdBPrepareCarefully
    Realistic Night &amp; Weather Lighter V
    MapReroll
    OmniLocator
    more factions
    AllowTool
    Refactored Work Priorities
    Hand Me That Brick
    QualityBuilder
    887716138
    CleaningArea
    ImprovedWorkbenches
    SimpleSidearms-1.2.0
    Hunting Alert
    ChangeDresser
    MadSkills-A17-2.0.1
    ExpandedProsthetics&amp;OrganEngineering
    Harvest Everything!
    ApparelloA17
    GlitterTechNS
    Hospitality
    Nandonalt - Colony Leadership
    Nandonalt - Set-up Camp
    Dubs Bad Hygiene
    AJO-17.11
    ExtendedStorage-ExtendedStorage2.1
    MF A17
    MiningCo. AlertSpeaker
    MiningCo. LaserFence
    MiningCo. MiningHelmet
    MiningCo. SpotlightTurret
    More Vanilla Turrets
    QRY-17.32
    Call-of-Cthulhu---Industrial-Age
    Call-of-Cthulhu---Straitjackets
    ED-Embrasures
    BetterVents-BetterVents1.4
    Fences And Floors
    It is It or you
    CTS
    LT-DoorMat
    RimFridge
    RF - Fertile Fields
    sd_bridges
    TradingSpot
    Medical Training - A17
    TargetPractise
    T-MoreFloors
    Wehrmacht
    AllowDeadMansApparel
    Feed The Colonists
    Recycle
    ReclaimFabric-ReclaimFabric1.9
    SimpleSlavery-master
    Miniaturisation
    ShowHair
    P-Music
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: skullywag on July 05, 2017, 09:01:33 AM
I have had this report a couple of times, personally ive never seen it and I know others havent.

Can i ask a favour of the people with this error, can you:

1. Enable dev mode.
2. Start a new map with all your mods enabled.
3. God mode build a storage building (pallet, food bin etc)
4. dev mod spawn some stuff to fill the building and let your pawns fill it.
5. save your game
6. Load your game, it should error and truncate the stack if this error is reproducable.
7. exit back to menu
8. turn off all your mods bar Extended Storage
9. load the same saved game, it will moan but should load ok
10. tell me if it errored the same.
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: Cherna on July 05, 2017, 09:22:51 AM
At point 6 I have no error. It happens only in my old save and only with food baskets. I think it might be some odd conflict and i can't test it by turning off some mods, game just won't load. Looks like I'll have to build bigger freezer, thanks for help!
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: skullywag on July 05, 2017, 12:45:02 PM
Check you havent got conduit or anything in the same cell as the storage building.
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: Cherna on July 05, 2017, 12:51:33 PM
Yes, all bugged baskets had conduits on same tile, couldn't even thought that it could cause the problem.
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: skullywag on July 05, 2017, 01:46:39 PM
if you go to my github for extended storage and download master (hit the clone or download button on the main screen), that has the fix for that. Ill roll a release later once ive messed with some other stuff.
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: Mufflamingo on July 07, 2017, 02:18:48 PM
There's this thing about the clothing rack. Whenever I put clothing there it changes color and resets the HP to 100%.

Sorry if this has been asked already.
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: Canute on July 07, 2017, 03:20:14 PM
It is, the clothing rack is still in testing.
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: Mufflamingo on July 07, 2017, 04:33:39 PM
Quote from: Canute on July 07, 2017, 03:20:14 PM
It is, the clothing rack is still in testing.


Ohh okayy. I'll just use a normal stockpile for the mean time then.  ;D
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: fidelfc on July 07, 2017, 08:36:34 PM
I've noticed that in the Extented Storage the pawns will only put the same kind of material in the racks. This creates a lot of wasting space since i use two spots for only one item.

Another thing is that the pawns don't always haul to the existing materials already in the Storage,  wasting even more space.

Are these the way that the storage should be working?
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: lorebot on July 07, 2017, 09:10:32 PM
Quote from: fidelfc on July 07, 2017, 08:36:34 PM
I've noticed that in the Extented Storage the pawns will only put the same kind of material in the racks. This creates a lot of wasting space since i use two spots for only one item.

Another thing is that the pawns don't always haul to the existing materials already in the Storage,  wasting even more space.

Are these the way that the storage should be working?

The Extended Storage racks (food baskets, pallets, skips, etc...) take up 2 spaces of floor space, but they allow the items on the rack to stack to far greater amounts than would normally fit in 2 spaces. The pallet for example will hold 575 units of wood, 2 squares of floor space can only hole 150 units so you're more than tripling your storage space.

The way the racks work you normally need to configure each rack to only hold 1 type of item for max efficiency. The latest build does restrict the racks so that your pawns will only load a rack with whatever is put on it first (if you put more than 1 type of item on the rack it doesn't work properly and is a limitation of the coding involved), so you don't technically need to manually configure each rack but I've found it still works best if you do.

Normally I'll only build racks once my normal storage areas are almost full. I then look to see what's taking up the most space and build a rack for that item, flag all of the items for hauling and watch as my haulers load up the rack. Then I look for the next item taking up the most space, etc.... Normally I need to build skips for wood and steel first (skips hold 975 units of stuff so they're even better than pallets but can't hold all the same stuff and have less beauty), then I usually need to build food baskets for my crops (corn, potatoes, rice, etc...), after that it's usually fabrics and other harvestable materials like medicines and such.

You can't really control where your pawns will haul items, but if the racks are set to a higher priority than other nearby storage (they're set to Important by default but you can up that to Critical or lower it to any other level you want) areas the pawns will usually fill them first. If you ever see items in a storage area that you'd rather have on a rack just go in to the storage settings and remove that item from the allowed list of the storage area, flag all the items for hauling, and watch as your pawns take them where you want them to be.
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: Canute on July 08, 2017, 02:10:45 AM
Skullywags,
i think its about time to add a better description to extended storage, the last weeks too many mention about this because they don't know how it works. like
Storage buildings that use the multistacking technique to allow you to stack more than 75 things in one cell while the other cell remain on normal stacksize limit and works as input field...
- temp. disabled: Also contains a freezer chest that can freeze the items within it.
- at development: clothing rack, use at own risk
.

Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: skullywag on July 08, 2017, 05:28:16 AM
Updated OP with extra info, thanks Canute.
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: fidelfc on July 08, 2017, 12:04:22 PM
Quote from: lorebot on July 07, 2017, 09:10:32 PM
Quote from: fidelfc on July 07, 2017, 08:36:34 PM
I've noticed that in the Extented Storage the pawns will only put the same kind of material in the racks. This creates a lot of wasting space since i use two spots for only one item.

Another thing is that the pawns don't always haul to the existing materials already in the Storage,  wasting even more space.

Are these the way that the storage should be working?

The Extended Storage racks (food baskets, pallets, skips, etc...) take up 2 spaces of floor space, but they allow the items on the rack to stack to far greater amounts than would normally fit in 2 spaces. The pallet for example will hold 575 units of wood, 2 squares of floor space can only hole 150 units so you're more than tripling your storage space.

The way the racks work you normally need to configure each rack to only hold 1 type of item for max efficiency. The latest build does restrict the racks so that your pawns will only load a rack with whatever is put on it first (if you put more than 1 type of item on the rack it doesn't work properly and is a limitation of the coding involved), so you don't technically need to manually configure each rack but I've found it still works best if you do.

Normally I'll only build racks once my normal storage areas are almost full. I then look to see what's taking up the most space and build a rack for that item, flag all of the items for hauling and watch as my haulers load up the rack. Then I look for the next item taking up the most space, etc.... Normally I need to build skips for wood and steel first (skips hold 975 units of stuff so they're even better than pallets but can't hold all the same stuff and have less beauty), then I usually need to build food baskets for my crops (corn, potatoes, rice, etc...), after that it's usually fabrics and other harvestable materials like medicines and such.

You can't really control where your pawns will haul items, but if the racks are set to a higher priority than other nearby storage (they're set to Important by default but you can up that to Critical or lower it to any other level you want) areas the pawns will usually fill them first. If you ever see items in a storage area that you'd rather have on a rack just go in to the storage settings and remove that item from the allowed list of the storage area, flag all the items for hauling, and watch as your pawns take them where you want them to be.

Thanks for the clarification, i still don't like how it works, but at least i know it's intended to work like this.
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: skullywag on July 08, 2017, 12:11:33 PM
There is no other way to do stack merging, Every mod that does overstacking is doing some version of this. So yeah this is how it works until Tynan adds some other storage mechanism to the game (if he does).
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: fidelfc on July 08, 2017, 01:10:41 PM
Quote from: skullywag on July 08, 2017, 12:11:33 PM
There is no other way to do stack merging, Every mod that does overstacking is doing some version of this. So yeah this is how it works until Tynan adds some other storage mechanism to the game (if he does).

I wasn't criticizing you, i know that the idea of the mod is this now and there are some limitations.

Storage Solutions keeps things neat for me, but i know that they use the normal stack size, so i'll probably mix the two mods.


thanks

Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: jpnm92 on July 08, 2017, 04:04:13 PM
I use the mod Smooth walls.
I just want to let you know that i can't build Better Vents in them, I mean i can place them but the worker won't construct nor does it give me any option when i right click.

I can deconstruct the smooth wall and then build a regular wall but as someone who always starts tribal it is quite painful until i research stonecutting
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: SpaceDorf on July 08, 2017, 05:06:00 PM
Quote from: jpnm92 on July 08, 2017, 04:04:13 PM
I use the mod Smooth walls.
I just want to let you know that i can't build Better Vents in them, I mean i can place them but the worker won't construct nor does it give me any option when i right click.

I can deconstruct the smooth wall and then build a regular wall but as someone who always starts tribal it is quite painful until i research stonecutting

If you use the Central Heating mod you can use the better vents and coolers graphics with RF's walls .. I had the same problem with the Concrete Walls.
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: terkmc on July 09, 2017, 12:39:57 AM
I think I have encountered a bug. Using extended storage, whenever I switch map, like say on a raid of an outpost or item stash, when I switch back, the amount of item stored in the rack/skip have all been reduced to a single(abeit still increased compared to vanilla) stack whereas before I had the skip all filled.
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: Canute on July 09, 2017, 03:04:37 AM
terkmc,
it is a know bug, because your storage is build over a conduit/pipe/duct.
Replace either the conduit or the storage. Or try to get the latest build skullywag mention he allready fixed it.
https://github.com/Skullywag/ExtendedStorage
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: stigma on July 11, 2017, 08:56:19 PM
Been using extended storage a while.
I really like it - I also found out that modding the XML to set your own sizes as you like was easy (at least I haven't seen any issues from it).

The only thing I don't like is that that they are all 2x1 sized. I guess that may also be a limitation of the multistacking method though...?

IMO you need this, stackXL - or some combo of the two (like I do) to handle inventory in this game or it goes all out of wack pretty fast with needing so much space that half your base is either storage rooms or junk lies around in every open tile you have.

-Stigma
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: Canute on July 12, 2017, 03:47:29 AM
Let me guess you are a messy ? :-)) I never needed stackXL myself, beside the many different leathertype i don't have problems to store resources/manufactured.
Yes there is no way to remove the 2x1 size limit. You only can set the stacksize for all items like stackXL, but not for single tiles.
But you can spawn stacks with no limit, that feature use the storage. The script just take both stack from the fields and add them together and spawn a new stack with the combined size.

Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: skullywag on July 12, 2017, 05:51:06 AM
New stuff is inbound, im currently testing the fine work of doctorvangogh (you are legend mate!) who has done a HUUUUGE overhaul of everything, itll still use 2x1 but its no longer doing the splitoff destroy spawn new stuff magic hp repairing thing it currently does, it piles stacks on top of each other until storage limit is hit but we suppress and rewrite the label and change the stack texture (so no more half stack textures for over stacksize stacks), this basically means no need to harmony (detour/transpile etc) the truncation system in core (no more silly errors) as the stack obey stacksize limits, we just pile me on top of each other. Hes also got the apparel rack working great. Lots of cool stuff, ill hopefully get it out soon.
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: Canute on July 12, 2017, 06:40:48 AM
Ok, when you two supermodder working allready on all i got another idea.
About the storage. What do you think about big storage pads.
10x1 skips for Resources.
10x4 pallets for textiles (i think 36 tiles should cover the most leather)
Each of them just got 1 or 4 input tile and 9 or 36 storage tiles. Ofcourse they arn't limited to by the 1. item that get droped onto like the 2x1 ones. The limit should count in when the last storage tile got filled.
Full rotateable, and it would be nice if the input tile would be displayed at the placeing mode.
When the clothing rack is working, maybe a 10x1 big rack too.
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: Sixdd on July 12, 2017, 06:45:34 AM
Why not just use multiple storage objects rather than have a giant one that probably wouldn't fit anywhere?
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: Canute on July 12, 2017, 07:17:53 AM
The giant ones got less input fields which means more storage fields.
And 10x4 still can be placed on a orbital trade storage area.
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: skullywag on July 12, 2017, 07:32:31 AM
You can just double the storage yourself if its the input cell being wasted space problem, pretend you have even stacks on both cells.
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: Canute on July 12, 2017, 09:16:33 AM
No, i don't want change anything on the current storages, beside the priority change i mention long time ago to avoid 2 half filled pads with the same item.

The giant pads, special the one for textiles, are just extras. When you recycle all the stuff from dead raiders you have tons of stack from all kind of leather in your stockpiles.
You can place 20 pads and set them to textiles, but at the end at the 20 pads are just 10-12 different kind of textiles because many pads carry the same kind of leather.  At the end you need to assign just 1 textile for each pad to avoid this.

So i though about a giant pad, with enough room for all kind of textiles.
Basicly the same would be useful for food, special meat.

But thats just an idea.

BTW. when the clothing rack is working, does it works for corpes too ? :-)


Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: skullywag on July 12, 2017, 10:06:28 AM
Oh i see the issue youre referring to, the hauler can pick an empty fabric hamper over one which already contains that fabric (therefore you end up with 2 hampers locked to the same fabric type). Thats the problem to address, I dont think adding a giant storage device to tackle that is the right solution.
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: Canute on July 12, 2017, 10:19:49 AM
I mention long ago, when the 1. item get droped onto a pad, the priority of this pad should increased by 1, so the hauler will prefer this.
But a giant pad should works too, so long the new droped items get added to an existing stack.
Not to speak about that the giant pad need less space compared to regular pads. 40 vs. 72 tiles.
From my gameplay side i would place 3-4 of these 10x4 pads. Textiles,meat,vegetables.  10x1 pads i would use for the most resources.


Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: SpaceDorf on July 12, 2017, 11:55:10 AM
Quote from: skullywag on July 12, 2017, 10:06:28 AM
Oh i see the issue youre referring to, the hauler can pick an empty fabric hamper over one which already contains that fabric (therefore you end up with 2 hampers locked to the same fabric type). Thats the problem to address, I dont think adding a giant storage device to tackle that is the right solution.

This happens when there are two or more stacks of the same stuff and two haulers pick up fabric, because they both have an open stockpile that accepts the item they are hauling.
It is most common with fabrics, because those have, together with meat, the most entries in their sub-category.
If you watch new food bins, the same thing happens there, but meat is processed a lot faster into finished products so it is not that obious or annoying.

My solution, which I proposed several times allready is very simple.
First Option : Set the priority of the new storage buildings to low or lowest, so you have time to setup before some hauler does something stupid  ( doctorvangogh did this if I remember correctly. )
Second Option : disable all allowed items on construction, have the player set whats going into the container
Third option : pause on construcion :) ( not really )
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: Mufflamingo on July 12, 2017, 12:20:10 PM
I build lots of baskets and storages and and make a large stockpile just beside those then I put all baskets to allow nothing and then pawns with half a brain will carry them to stockpile while I manually assign what items goes to where. Its a candy to the eye watching them organize the items. Lol.
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: XeoNovaDan on July 12, 2017, 01:03:52 PM
Some pretty nice stuff here, but craftable hyperweave; a rare, high-tech glitterworld-only material? I know it's easily removable via an XML tweak, but it'd be nice if it was a separate thing - but I can understand if this is fine-graining too much.

Maybe I'm just being too pedantic.
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: SamhainJack on July 12, 2017, 03:38:00 PM
I love your mods, but everytime I use the wall lights my pawns will build them but they don't show up, it's like they disappear completely. I can't select them or anything and the resources that I used are gone. The rest of the lights work fine (except the path light). Any idea how to fix this?
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: skullywag on July 12, 2017, 04:21:57 PM
I have never seen that bug Sam. The wall lights should be offset and appear almost on the walls. Anything in the logs?
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: SamhainJack on July 12, 2017, 06:54:00 PM
Nope, no errors at all and I have no other furniture/light mods. I tried moving the order to bring the mod right after Hugs, but still nothing. The other lights work fine. I've used your light mod before, on a non steam game, they worked perfect and just yesterday got the steam version and that's when it stopped working. I'm stumped. I started a new game to check and the same thing there. The pawns will make the wall light and then it's just POOF, gone. I even demolished the entire room to see if maybe I was just misclicking and couldn't click the light itself but it's not there at all.
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: System.Linq on July 13, 2017, 12:57:35 AM
It seems like closing a vent with Better Vents results in an NRE error being thrown repeatedly.


Exception printing Vent1543026 at (139, 0, 161): System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.Printer_Plane.PrintPlane (Verse.SectionLayer layer, Vector3 center, Vector2 size, UnityEngine.Material mat, Single rot, Boolean flipUv, UnityEngine.Vector2[] uvs, UnityEngine.Color32[] colors, Single topVerticesAltitudeBias) [0x00000] in <filename unknown>:0
  at Verse.Graphic.Print (Verse.SectionLayer layer, Verse.Thing thing) [0x00000] in <filename unknown>:0
  at Verse.Thing.Print (Verse.SectionLayer layer) [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.Print (Verse.SectionLayer layer) [0x00000] in <filename unknown>:0
  at Verse.SectionLayer_ThingsGeneral.TakePrintFrom (Verse.Thing t) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.SectionLayer_ThingsGeneral:TakePrintFrom(Thing)
Verse.SectionLayer_Things:Regenerate()
Verse.Section:RegenerateLayers(MapMeshFlag)
Verse.MapDrawer:TryUpdateSection(Section)
Verse.MapDrawer:MapMeshDrawerUpdate_First()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: Sebastian Cigar on July 24, 2017, 04:52:49 PM
Doesn't seem to work for me; attempting to reclaim fabric from any type of clothing yields absolutely nothing, regardless of performing crafter's skill level. And I think this might be because of Combat Extended. Any tips? Which of these two mods should I load first?
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: SpaceDorf on July 24, 2017, 05:11:46 PM
Quote from: Sebastian Cigar on July 24, 2017, 04:52:49 PM
Doesn't seem to work for me; attempting to reclaim fabric from any type of clothing yields absolutely nothing, regardless of performing crafter's skill level. And I think this might be because of Combat Extended. Any tips? Which of these two mods should I load first?

When in doubt : If a mod should be able to work with changes of another mod, place it below in the load order.
Because the mod which comes last in the mod list replaces the XML Changes of earlier mods, if they both change the same items and is possible able to read items the other mod added.
That is the reason why I always place the Uninstall Everything and RePower Mod Last in my List.

How much this applies to Mods that use C# Code with HugsLib and Harmony Detours I can't tell. But since the aim of both is peacefull coexistence of mods I believe they don't do that.
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: Sebastian Cigar on July 24, 2017, 06:21:45 PM
Sorry but I've already tried that, and I've just tried again. It just won't work, whether I place the Reclaim Fabric below or above CE in the mod load order.
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: SpaceDorf on July 24, 2017, 07:51:23 PM
Quote from: Sebastian Cigar on July 24, 2017, 06:21:45 PM
Sorry but I've already tried that, and I've just tried again. It just won't work, whether I place the Reclaim Fabric below or above CE in the mod load order.

sorry :(
I but with reclaiming clothes you are in luck, I think there are two other mods around, which enable you to do so ..
still .. skully made the best one.
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: skullywag on July 25, 2017, 02:11:49 AM
Can you show your logs please. I put some output in that nod to tell me if it loads successfully.
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: Dadman on July 29, 2017, 08:32:06 AM
Sorry, I do not know English, so I translate my text through google translator

The new mechanics of pallet work seems uncomfortable to me.

You can not copy the settings of the warehouse from one pallet to another, it's terribly unusual.
When the pallet is rearranged, or when the resources run out of it, the warehouse settings are reset. This is also not very convenient. So I often see medicinal herbs in the animal feeder, I always have to spend time to switch the pallet to the right resource, and if they have time to put something on it, then when it is removed, the settings are reset again. It turns out a vicious circle.
Can you better return the player the ability to customize the pallet to the desired resource and remove the reset of the warehouse settings? Or make an alternative version of the mod with the excellent old A16 mechanics.
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: Canute on July 29, 2017, 10:04:17 AM
QuoteYou can not copy the settings of the warehouse from one pallet to another, it's terribly unusual.
This works for me, maybe a modconflict with one of your mods.

QuoteWhen the pallet is rearranged, or when the resources run out of it, the warehouse settings are reset.
Not for me.

Try at first to move Expanded Storage near the end of the modlist and look if that help.
If this don't work, use the share logs button at the debug error window, and post the link that we can take a look at your modlist.
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: Tenshi~Akari on July 29, 2017, 10:32:10 AM
Quote from: Linq on July 13, 2017, 12:57:35 AM
It seems like closing a vent with Better Vents results in an NRE error being thrown repeatedly.


Exception printing Vent1543026 at (139, 0, 161): System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.Printer_Plane.PrintPlane (Verse.SectionLayer layer, Vector3 center, Vector2 size, UnityEngine.Material mat, Single rot, Boolean flipUv, UnityEngine.Vector2[] uvs, UnityEngine.Color32[] colors, Single topVerticesAltitudeBias) [0x00000] in <filename unknown>:0
  at Verse.Graphic.Print (Verse.SectionLayer layer, Verse.Thing thing) [0x00000] in <filename unknown>:0
  at Verse.Thing.Print (Verse.SectionLayer layer) [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.Print (Verse.SectionLayer layer) [0x00000] in <filename unknown>:0
  at Verse.SectionLayer_ThingsGeneral.TakePrintFrom (Verse.Thing t) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.SectionLayer_ThingsGeneral:TakePrintFrom(Thing)
Verse.SectionLayer_Things:Regenerate()
Verse.Section:RegenerateLayers(MapMeshFlag)
Verse.MapDrawer:TryUpdateSection(Section)
Verse.MapDrawer:MapMeshDrawerUpdate_First()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Just ran across this very same issue, vents will close, but they disappear & this red error pops up.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: skullywag on August 01, 2017, 06:05:36 AM
Extended Storage has been update to "3.0 - The DoctorVanGogh edition."

As the release name suggests DoctorVanGogh has done a huge overhaul of this mod, it now no longer uses a stack merging system but instead multi stacks on top of 1 cell (still uses an input cell to move stuff), however unlike previous mods that did it this way he also overhauled the label to reflect how many items are in that cell and also the texture, so no more half stack image for something over the stack limit. This makes the code base way less unwieldly and also allows it to play nice with mods such as storage search etc. He also addressed my half finished clothing rack so that now works as well.

Thank him, i had no hand in this bar some play testing, merging the pull request and releasing.

DoctorVanGogh you can be my wingman anytime!
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: SpaceDorf on August 01, 2017, 06:33:45 AM
Does it fix the issue with different locations ?

The 2.0 version tended to explode stuff all over the place when switching to quest maps.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: DoctorVanGogh on August 01, 2017, 06:52:44 AM
I'd like to point out that everyone should feel free to keep addressing bug-reports and feature requests to Skully.

Also.... I really am not too comfortable with the idea of me being either Tom Cruise or Val Kilmer ;)
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Canute on August 01, 2017, 07:05:16 AM
QuoteDoes it fix the issue with different locations ?

The 2.0 version tended to explode stuff all over the place when switching to quest maps.

Hmm i never got this issue you descripe and i allways used the latest version.
Or did you mention just the clothing racks ? I didn't used them because of the D-remove bug.

But there is still a problem with the storage priority.
At example i got 3 pallets with wood, when i now increase the priority of one to critical the hauler should fill up these pallet.
But they don't do it.
I created a stockpile before the pallets, allow wood and critical.
Now even the wood from the critical set pallet get hauled to the stockpile.

Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: skullywag on August 01, 2017, 07:23:21 AM
In the 3.0 version?
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: skullywag on August 01, 2017, 08:13:38 AM
Priority bug has been found and will be squashed soon, Docs all over it.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Mufflamingo on August 01, 2017, 01:30:52 PM
Quote from: Canute on August 01, 2017, 07:05:16 AM
QuoteBut there is still a problem with the storage priority.
At example i got 3 pallets with wood, when i now increase the priority of one to critical the hauler should fill up these pallet.
But they don't do it.
I created a stockpile before the pallets, allow wood and critical.
Now even the wood from the critical set pallet get hauled to the stockpile.



Happens to me too at the 2.1~ish version
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: SpaceDorf on August 01, 2017, 03:55:35 PM
I am playing for two hours now and it seems that the advanced containers now keep their stuff where it belongs.

Also I have not noticed/had this priority bug yet ...
I add my modlist for others to compare.

[attachment deleted by admin: too old]
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: faltonico on August 01, 2017, 08:10:45 PM
Naming the folder of the mod with the mod version is a bad idea xD
Thanks for the updates!
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: skullywag on August 02, 2017, 02:57:01 AM
Awhu now? Folder should be named ExtendedStorage....is it not?
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: DoctorVanGogh on August 02, 2017, 03:09:31 AM
Github releases are named "[repository]-[tag]".

Grab the steam release then.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: skullywag on August 02, 2017, 03:17:47 AM
oh that, just rename the folder...dude.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: faltonico on August 02, 2017, 03:36:38 AM
Yes I did ;P
But for the people that are not careful/don't notice it, it installs as a new mod, not as an update. Meaning, it will not be enabled in the mod list and they most likely wont remember the place it was on the list (not that it matters for this mod though).
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Canute on August 02, 2017, 03:39:03 AM
Just a quick comment/suggestion
<description>Haulers carry apparel here for storage.</description>
Into
Hauler will carry apparel here for storage. Rack can store upto x maximal on both fields.

And btw. since it is a github project, what do you think to made it compactible with Modsync ninja ?
https://ludeon.com/forums/index.php?topic=34447.0

Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: skullywag on August 02, 2017, 04:04:17 AM
Quote from: faltonico on August 02, 2017, 03:36:38 AM
Yes I did ;P
But for the people that are not careful/don't notice it, it installs as a new mod, not as an update. Meaning, it will not be enabled in the mod list and they most likely wont remember the place it was on the list (not that it matters for this mod though).

You should NEVER just copy the folder over the top of the old one.....always delete the old one and replace.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: skullywag on August 02, 2017, 04:07:30 AM
Quote from: Canute on August 02, 2017, 03:39:03 AM
Just a quick comment/suggestion
<description>Haulers carry apparel here for storage.</description>
Into
Hauler will carry apparel here for storage. Rack can store upto x maximal on both fields.

And btw. since it is a github project, what do you think to made it compactible with Modsync ninja ?
https://ludeon.com/forums/index.php?topic=34447.0

If the point of that is to simply let you know a mod needs updating, i have something better planned for that, ill be rolling a version checker into most of my mods once i iron out all the kinks, I dont want to have to support another whole app.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: faltonico on August 02, 2017, 08:20:38 AM
Quote from: skullywag on August 02, 2017, 04:04:17 AM
Quote from: faltonico on August 02, 2017, 03:36:38 AM
Yes I did ;P
But for the people that are not careful/don't notice it, it installs as a new mod, not as an update. Meaning, it will not be enabled in the mod list and they most likely wont remember the place it was on the list (not that it matters for this mod though).

You should NEVER just copy the folder over the top of the old one.....always delete the old one and replace.
And there is the small quirk, even if you do delete the old folder, the new folder, because it doesn't have the same name as the old folder (because a different version), it gets treated as a new mod.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: skullywag on August 02, 2017, 10:53:07 AM
Rimworld doesnt care about folder names, it just loops through and finds the data in the about file....doesnt it?
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: carpediembr on August 02, 2017, 11:32:19 AM
Hey Skully, first thanks for the update.

Secondly, werent you the one that released a mod that allowed us to craft power structures in other resources, such as batteries/solar panels, etc. in plasteel for example. They have better capacity/performance...(?)
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: skullywag on August 02, 2017, 11:57:27 AM
Yep coming soon.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: carpediembr on August 02, 2017, 12:11:15 PM
Quote from: skullywag on August 02, 2017, 11:57:27 AM
Yep coming soon.
Thank you! I knew it was yours! It was the most balanced addition to power I've ever witnessed.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Madman666 on August 02, 2017, 12:27:57 PM
So is clothing rack in working order? Apparel takin whole slot for one item is killing me. Especially with Spoon's crazy aparello mod))
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: skullywag on August 02, 2017, 02:45:04 PM
yeah you can stack em on the rack and the right click menu works just fine.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: faltonico on August 02, 2017, 03:36:24 PM
Quote from: skullywag on August 02, 2017, 10:53:07 AM
Rimworld doesnt care about folder names, it just loops through and finds the data in the about file....doesnt it?
How do i make it do that? it doesn't do that for me.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Madman666 on August 02, 2017, 04:10:10 PM
Wow, awesome news! Thanks, Skully, this'll make my current run even more interesting)

I assume it can store only one type of clothing? Even that is damn amazing with all the spare basic stuff like pants and shirts being stored in 2 tiles instead of whole friggin storage space... How many items of one type it can store max?

Oh and I am sure I told you several times already, but you are damn amazing. I can't play without your storage pallets. Its sooo damn amazing to be able to hoard so much STUFF! And now I can also hoard clothing. It can't get even more amazing than it is already, right?
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Canute on August 02, 2017, 04:33:31 PM
Yes, limit to the first apparel that get droped on it, upto 11 total (1 at the input,10 at the storage).
But i think this limiter to the first item should be removed from the clothing rack.

And doctor, why did you add this sigma sign before the storage, i don't think it is needed.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Madman666 on August 02, 2017, 04:38:54 PM
Quote from: Canute on August 02, 2017, 04:33:31 PM
Yes, limit to the first apparel that get droped on it, upto 11 total (1 at the input,10 at the storage).
But i think this limiter to the first item should be removed from the clothing rack.

And doctor, why did you add this sigma sign before the storage, i don't think it is needed.

11? Thats nice. 11 tiles saved for price of 2. I'd really like to have it store about 20, but its still really good. Much better for storing spare clothing for all prisoners, visitors, recruits for every season. Thanks for the information, Canute :)
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: DoctorVanGogh on August 02, 2017, 10:09:10 PM
Quote from: Madman666 on August 02, 2017, 04:38:54 PM
11? Thats nice. 11 tiles saved for price of 2. I'd really like to have it store about 20, but its still really good.
It's a completely arbitrary number - quite possibly related to the amount of fingers & toes monkeys tend to have. Tweaking is not out of the question here.

But mostly it's limited to something way way less than 50 (to pick another completely random number), because things get really unwiedly with a fully stacked high capacity clothing rack:

(https://user-images.githubusercontent.com/324067/27604897-15a2d166-5b7b-11e7-87b0-8b2aaeef5736.jpg)
That's for 8 items - 10 is not much more... make it 20 and you'll get menus not unsimilar to medical operations with EPOE installed (>100% screen height).

Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Madman666 on August 03, 2017, 01:38:34 AM
Quote from: DoctorVanGogh on August 02, 2017, 10:09:10 PM
It's a completely arbitrary number - quite possibly related to the amount of fingers & toes monkeys tend to have. Tweaking is not out of the question here.

But mostly it's limited to something way way less than 50 (to pick another completely random number), because things get really unwiedly with a fully stacked high capacity clothing rack:

That's for 8 items - 10 is not much more... make it 20 and you'll get menus not unsimilar to medical operations with EPOE installed (>100% screen height).

Point taken. I didn't think of that at all... Yeah any more and part of what's stored in would be unusable. By the way number of 20 is not that random, its just that I mostly have 20 colonists late game on Randy. They tend to die off when I add more, so it revolves around 20 +-2.
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: Benville on August 03, 2017, 05:22:39 PM
Quote from: bolbies on June 25, 2017, 09:44:17 AM
When I try loading the Reclaim Fabrics mod, I get this as well as about a dozen other errors like "Could not resolve cross-reference to Verse.SpecialThingFilterDef named SpecialThingFilterWorker_ReclaimAdvancedArmor". It does the same thing with ReclaimArmor and ReclaimEnergyShields.

XML error: <recipeWorker>ReclaimFabric.RecipeWorker_ReclaimClothing</recipeWorker> doesn't correspond to any field in type RecipeDef.
Verse.Log:Error(String)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.<AllDefsFromAsset>c__Iterator226:MoveNext()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()


Getting this despite downloading 1.9?
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: SyberSmoke on August 03, 2017, 07:24:10 PM
So I was wondering if there is a way (I guess if there is I am just thick and can not see it) to store Stone Chunks (before I make them into bricks)?

And if not, I would suggest the possibility of building a way.  May be a 2x2 or 3x3 storage plot that looks like it has three walls and a bunch of chunks in a pile in it (chunks can be in the middle).  Please good sir, storing them is such a PAIN.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Madman666 on August 04, 2017, 02:01:58 AM
Why'd even store them? Just cut them all into blocks and store those.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Canute on August 04, 2017, 02:11:22 AM
I can see the point for a chunk storage.
Ok, at the beginning your crafter allways carry the chunks to the bench. But later you got haulers which do the hauling job primary.
Then you don't want that your crafter will walk far away to get chunks.

I think the clothing rack could be cloned into a chunk storage too.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: SyberSmoke on August 04, 2017, 04:00:46 AM
Quote from: Canute on August 04, 2017, 02:11:22 AM
I can see the point for a chunk storage.
Ok, at the beginning your crafter allways carry the chunks to the bench. But later you got haulers which do the hauling job primary.
Then you don't want that your crafter will walk far away to get chunks.

I think the clothing rack could be cloned into a chunk storage too.

Correct.
1. To place the stored chunks right near the crafting bench.  That way the crafter finished, moves a space and gets a new one.  Efficient...so more blocks made in less time.

2. To get them out of the way.  As it is, one chunk takes up one space.  You either invest a lot of hauling time to supply a couple spots, or you have a large area filled with chunks and your guys has to walk after a while.  By condensing it into a storage area you do not need a large area to store a lot of resources.

Honestly if I knew how to I would modify the Skip to take chunks at a amount of 1/20th normal since each is about 20 items worth of material.

------

@skullywag - Thank you for updating your mod.  I have had another thought for you.  If possible, could you add an option into the storage items to make stacks off limits as they are added to the storage?  The reason is, now that you preserve the stacks so that we can better store unlike things (clothing) stacks of things like food can not be made off limits just by selecting the food.  And adding food to the storage means there will be stacks of food that are off limits, and other available to use.  As such it would be nice if I could control the permissions based on the storage instead of on a per stack basis. 
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Canute on August 04, 2017, 05:36:20 AM
SyberSmoke,
you can use this fast made clone of the clothing rack until something official from skullywag is made.

Just copy the attachment to
..\Mods\ExtendedStorage-master\Defs\ThingDefs\Storage
If you don't got master at the mod name, use your folder you got.
If will add Chunker rack, pallet grafic and can hold total 11 chunks.


[attachment deleted by admin: too old]
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: SyberSmoke on August 04, 2017, 05:41:35 AM
Quote from: Canute on August 04, 2017, 05:36:20 AM
SyberSmoke,
you can use this fast made clone of the clothing rack until something official from skullywag is made.

Just copy the attachment to
..\Mods\ExtendedStorage-master\Defs\ThingDefs\Storage
If you don't got master at the mod name, use your folder you got.
If will add Chunker rack, pallet grafic and can hold total 11 chunks.

Ahh thank you.  This will help a bit.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: skullywag on August 04, 2017, 07:37:27 AM
Just add chunks to the skip filters.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Oblitus on August 04, 2017, 08:56:30 AM
What's the point of the HazMat container? Only 250%, you can just use a skip with 1200%.

Why tray rack can't hold hay or kibble? It would be a great feeder. Just make it hold all from foods category.

Food basket can hold kibble, but not hay, again. Also, it can't hold non-vanilla stuff.

Some container for "Items" category, maybe?

Also... A capacity is just a random number, right? Can it be configurable? My inner dragon demands to hoard everything...
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: skullywag on August 04, 2017, 09:04:17 AM
All configurable via xml if you know what youre doing, I have a note to go through all the items and categories again, some stuff was moved about since the last time i did that. Itll get sorted, but in the meantime as I said its all editable via xml.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Nezerathian on August 04, 2017, 09:31:07 AM
In ...ThingDefs\Storage there is a file Storage_FreezerChest.xml.bak .This storage is turned off. Will it work in future or will be left not inplemented? ;) or is it just a mistake cos of human error and it should be activated?

PS. Thanks for great work :)
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: skullywag on August 04, 2017, 10:28:02 AM
i had my own freezer, i like the aesthetics of rimfridge, it made me feel bad about mine, i disabled it until i can get/do some better art, not sure if it still works...
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: DoctorVanGogh on August 04, 2017, 10:31:25 AM
Quote from: Nezerathian on August 04, 2017, 09:31:07 AM
In ...ThingDefs\Storage there is a file *redacted*  .This storage is turned off. Will it work in future or will be left not inplemented? ;) or is it just a mistake cos of human error and it should be activated?

PS. Thanks for great work :)
Hush now! First rule of the people freezer happy place: You dont talk about the people freezer happy place!
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: skullywag on August 04, 2017, 10:45:16 AM
Is it wrong that i actually like the idea of having corpses in the freezer

#nocontext
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: SpaceDorf on August 04, 2017, 01:24:30 PM
Quote from: skullywag on August 04, 2017, 10:45:16 AM
Is it wrong that i actually like the idea of having corpses in the freezer

#nocontext

in comparison to having them outside and stinking up the place ? .. no.
Rimworld needs miasma, like DF  :)

And since everybody likes the arguments that start "in the real world .." .. have you ever seen a movie where someone gets hunted through the freezer section of a slaughterhouse where rows upon rows of cows and pigs hang from the ceiling ?

So you are storing human bodies in that freezer .. how cruel .. reality check .. guess what a morgue is. People have to work there .. do you think next to all the medical disgusting things they do, they like the smell of rotten people ?

The Fertile Fields mod cured me of feeding dead people to my animals .. now I can burn them for compost. Much cleaner and more useful.
My predators have to hunt for themselves .. why feed my bears, when there are perfectly good wolves and foxes around for them to eat .. guess how many Pawns I have lost to hunting predators ?
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: SyberSmoke on August 04, 2017, 01:37:13 PM
Quote from: skullywag on August 04, 2017, 10:45:16 AM
Is it wrong that i actually like the idea of having corpses in the freezer

#nocontext

Nope, Good for keeping them fresh for when your Wargs need a snack.  I had a play where I built a 4x4 freezer outside and filled it with raiders.  My wargs never went hungry again.  I would have made raider Kibble also...but my pawns get so pissy about it.

Any way did you happen to see my suggestion (could have passed by it) in previous post?  About having a tick box to make an inventory make all things in it off limits?
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: DoctorVanGogh on August 05, 2017, 12:40:21 PM
Quote from: SyberSmoke on August 04, 2017, 01:37:13 PM
About having a tick box to make an inventory make all things in it off limits?
Doesn't Allow Tool (http://steamcommunity.com/sharedfiles/filedetails/?id=761421485) cover that in an even more generalized way?

It there's a thingy out there that can do X for everything why build your own very special thingy to do X only to your stuff?
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: SpaceDorf on August 05, 2017, 12:58:31 PM
Because
Quote from: DoctorVanGogh on August 05, 2017, 12:40:21 PM
Quote from: SyberSmoke on August 04, 2017, 01:37:13 PM
About having a tick box to make an inventory make all things in it off limits?
Doesn't Allow Tool (http://steamcommunity.com/sharedfiles/filedetails/?id=761421485) cover that in an even more generalized way?

It there's a thingy out there that can do X for everything why build your own very special thingy to do X only to your stuff?

Yes it does, forbid everything of that type .. and unforbid everything on the map ..
and lots more :)

so yes it would be great if your thingy could override, or reset, the other more general thingy, so I don't have to micromanage my stuff in the thingy after I did X with the general thingy

( I hope I used the introduced terms correctly :) )

for the sake of clarity : A lockable storage with an "everything in, nothing out"-option would be greatly appreciated,
ESPECIALLY if it defied the "unforbid everything" option from Allow Tool.

"Yes, Pawn McAddict, I allowed everything on the map, nope Flake is still off-limits for you .. and nobody touches the Luciferium .. is that CLEAR ! "
" And Cook McWeirdo .. if I see you again boiling spider eggs and insect meat in smokeleaf milk .. I lock you in with the shit so you can eat it yourself .. "
"Last on the list .. who gave the prisoners the Cthullhu Kibble ? .. .. Well done. "

you see .. lockable storage has it's advantages :)
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Canute on August 05, 2017, 03:23:43 PM
dorf,
that works only if your pawns don't get a mental break, then they ignore your forbid/locked storages.
Only way to keep then "clean" are walls or the mod with lockable doors.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: SpaceDorf on August 05, 2017, 03:48:28 PM
Quote from: Canute on August 05, 2017, 03:23:43 PM
dorf,
that works only if your pawns don't get a mental break, then they ignore your forbid/locked storages.
Only way to keep then "clean" are walls or the mod with lockable doors.

I know that .. and some ingame roleplay excuses for using forbidden stuff is right by me and good story.
What I was refering to was resetting every forbidden order, after I foolishly used unforbid everything, so that
Animals and the normal chemical interested pawns keep away from the dangerous stuff. 

I

Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: SyberSmoke on August 06, 2017, 03:27:11 AM
Quote from: DoctorVanGogh on August 05, 2017, 12:40:21 PM
Quote from: SyberSmoke on August 04, 2017, 01:37:13 PM
About having a tick box to make an inventory make all things in it off limits?
Doesn't Allow Tool (http://steamcommunity.com/sharedfiles/filedetails/?id=761421485) cover that in an even more generalized way?
It there's a thingy out there that can do X for everything why build your own very special thingy to do X only to your stuff?

While I am all for using another mod.  The point of my suggestion would be to be specific.  Yes it is micromanaging some things, it would be doing so on a container by container basis to suit specific needs.  SO...say I want a reserve, I want a reserve of Jerked Meats.  I set a tray rack to set all jerked meats placed in it to forbid use.  After it is full, then they can have all the jerky they please.  Why?

Simple...the stuff keeps for a long time.  So if I want to send a couple pawns out on a caravan...I know for a fact there will be 100 jerked meats there they can use for food as they travel.  Or if things happen and I am all out of food due to some really spectacular RNG, I know there is a buffer of 100 meat there set aside just in case.  Very specific cases where a single container set to auto forbid is preferable to having to forbid ten stacks manually.

Sure there are things I could do...I could make a custom area map that mimics the home map but omit a room and the only guy that can access that room is the cook.  So inside that room is storage for Jerked meats.  SO that ONLY the cook can place and take jerked meats from the room and no other pawn can get in...But a tick box would be so much simpler...no?
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Canute on August 06, 2017, 07:20:40 AM
Careful with the Chunk storage i posted a bit ago.
The amount of chunts don't get safed (error msg. during saving) so you better don't should use it.

But with corpse the it works well, but don't keep them fresh, you still need a frezzer room. But at last you can store alot of visi errr raider for your hungry cannibals.

Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: skullywag on August 06, 2017, 10:18:02 AM
Throw me the log for that chunk issue. Might save me some time if i decide to implement it properly.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Canute on August 06, 2017, 01:52:49 PM
The error appear when you doing a safe.

Found two compressible things in (208, 0, 114). The last was ChunkGranite717374
Verse.Log:Error(String)
Verse.MapFileCompressor:HashValueForSquare(IntVec3)
Verse.GridSaveUtility:CompressedStringForShortGrid(Func`2, Map)
Verse.MapFileCompressor:BuildCompressedString()
Verse.Map:ExposeData()
Verse.Scribe_Deep:Look(Map&, Boolean, String, Object[])
Verse.Scribe_Collections:Look(List`1&, Boolean, String, LookMode, Object[])
Verse.Scribe_Collections:Look(List`1&, String, LookMode, Object[])
Verse.Game:ExposeData()
Verse.Scribe_Deep:Look(Game&, Boolean, String, Object[])
Verse.Scribe_Deep:Look(Game&, String, Object[])
Verse.GameDataSaveLoader:<SaveGame>m__90D()
Verse.SafeSaver:DoSave(String, String, Action)
Verse.SafeSaver:Save(String, String, Action)
Verse.GameDataSaveLoader:SaveGame(String)
RimWorld.<DoFileInteraction>c__AnonStorey408:<>m__59C()
Verse.LongEventHandler:UpdateCurrentSynchronousEvent(Boolean&)
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Play:Update()

https://gist.github.com/bb486a42853c624d4d8ee1a0fa0add9a
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: DoctorVanGogh on August 06, 2017, 03:13:05 PM
Well, don't do that..... Chunks are stored "weird" - the multi chunking of chunks doesn't work.

Whoever told you you could edit that in through the xml must be an i***t  :P


TL;DR: Chunks-in-storage feature needs more thinking time...
Fixed in 73fc7de (https://github.com/Skullywag/ExtendedStorage/pull/24/commits/bc072fc2adefa4dde2adad745b8a64f9d73fc7de) - Graphics still look overlapped - will get fixed though Fixed in fa68083 (https://github.com/Skullywag/ExtendedStorage/pull/24/commits/afd805f6305b60b918a5075a7283cf856fa68083) ;)
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: tyriaelsoban on August 07, 2017, 05:27:33 AM
Quote from: Benville on August 03, 2017, 05:22:39 PM
Quote from: bolbies on June 25, 2017, 09:44:17 AM
When I try loading the Reclaim Fabrics mod, I get this as well as about a dozen other errors like "Could not resolve cross-reference to Verse.SpecialThingFilterDef named SpecialThingFilterWorker_ReclaimAdvancedArmor". It does the same thing with ReclaimArmor and ReclaimEnergyShields.

XML error: <recipeWorker>ReclaimFabric.RecipeWorker_ReclaimClothing</recipeWorker> doesn't correspond to any field in type RecipeDef.
Verse.Log:Error(String)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.<AllDefsFromAsset>c__Iterator226:MoveNext()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()


Getting this despite downloading 1.9?

im also getting that wall of text and a bunch of others when loading the githubbed version of reclaim fabrics, is it having issue with other armors from mods, like say, tiberium rim and the patchwork leather from the tribal modpack?
Edit; I should note that its reclaiming non-modded items, but its not dropping anything from a 50% normal tuque made of cloth with a lvl7 tailor.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: skullywag on August 07, 2017, 07:58:01 AM
hmm im not having issues with normal vanilla stuff or apparellos stuff, ill check the version im using tonight, that or youve found an incompatibility.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Mufflamingo on August 07, 2017, 11:22:17 AM
So I just set the food basket storage to put meat only and it keeps on resetting to allow all when the meat runs out. What is happening. And what is that zigma sign is for?
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: skullywag on August 07, 2017, 11:27:23 AM
Speak to Doc about the sigma sign.

As for the other issue are you using storage search and if so is it up to date. There was some crazy shiz happening with that a version or so ago.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Madman666 on August 07, 2017, 01:15:24 PM
Hey Skully, can you make a weapon rack function like your clothing storage and store 11 items of the same type too? Its freaking amazing for compact colonies :)
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: skullywag on August 08, 2017, 03:26:45 AM
its on the list. Docs doing fine work with the mod, but im not gonna promise anything, he just randomly surprises me with code presents (or Pull requests as some people like to call them). We are both aware of what people want so it might happen, im personally currently working on other things for a bit.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: SpaceDorf on August 08, 2017, 03:56:07 AM
Quote from: Mufflamingo on August 07, 2017, 11:22:17 AM
So I just set the food basket storage to put meat only and it keeps on resetting to allow all when the meat runs out. What is happening. And what is that zigma sign is for?

In maths sigma is used to to descibe sums. So i guess aDoc said : the sum of items in the storage. To make it optical different from normal stacks.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Mufflamingo on August 08, 2017, 08:17:28 AM
Quote from: SpaceDorf on August 08, 2017, 03:56:07 AM
Quote from: Mufflamingo on August 07, 2017, 11:22:17 AM
So I just set the food basket storage to put meat only and it keeps on resetting to allow all when the meat runs out. What is happening. And what is that zigma sign is for?

In maths sigma is used to to descibe sums. So i guess aDoc said : the sum of items in the storage. To make it optical different from normal stacks.

Yep that's what I thought. It is the sum of all the stacked item in that container. But sometimes it doesnt update correctly.

I've been storing berries in food basket and it only gets updated if they PUT something on it.

Example:
Berry in container 100
Colonist gets 10 sigma sign still says 100. And again. Colonist gets 20 sigma sign still says 100.
Colonist PUTS 10 berries and it will update to 80. (100 - 10 - 20 + 10 = 80).
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: DoctorVanGogh on August 08, 2017, 09:22:31 AM
Quote from: Mufflamingo on August 08, 2017, 08:17:28 AM
Example:
Berry in container 100
Colonist gets 10 sigma sign still says 100. And again. Colonist gets 20 sigma sign still says 100.
Colonist PUTS 10 berries and it will update to 80. (100 - 10 - 20 + 10 = 80).
That sounds like a bug - will get looked at.

Regarding the 'total item count' label - next non bugfix version will have some options. For now, feel free to get smug about reading greek text in your videogames ;)
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Canute on August 08, 2017, 10:04:29 AM
From which side does the pawn took the berries ?
From the Sigma side or from the other.

The sigma just show which side got a bigger stackcount and how much is on that side not how much is total at the storage (both sides).
IMO the sigma can be removed. On my resolution (1920x1080) the sigma and number are pretty small anyway and i though first How much is on the skip, 4 digits, until i notice it wasn't a number.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: skullywag on August 08, 2017, 10:07:03 AM
Quote from: Canute on August 08, 2017, 10:04:29 AM
From which side does the pawn took the berries ?
From the Sigma side or from the other.

The sigma just show which side got a bigger stackcount and how much is on that side not how much is total at the storage (both sides).
IMO the sigma can be removed. On my resolution (1920x1080) the sigma and number are pretty small anyway and i though first How much is on the skip, 4 digits, until i notice it wasn't a number.

uhh what? thats not how it works at all....
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Mufflamingo on August 08, 2017, 10:18:16 AM
Quote from: Canute on August 08, 2017, 10:04:29 AM
From which side does the pawn took the berries ?
From the Sigma side or from the other.

The sigma just show which side got a bigger stackcount and how much is on that side not how much is total at the storage (both sides).
IMO the sigma can be removed. On my resolution (1920x1080) the sigma and number are pretty small anyway and i though first How much is on the skip, 4 digits, until i notice it wasn't a number.


The sigma sign is in the right side. Its the one that has large stacks. But sometimes pawns put something in the left side but it has no sigma sign. The ones on the left side gets hauled later (Idk why they even put it on the left side.)
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Canute on August 08, 2017, 10:25:54 AM
Quote from: skullywag on August 08, 2017, 10:07:03 AM
Quote from: Canute on August 08, 2017, 10:04:29 AM
From which side does the pawn took the berries ?
From the Sigma side or from the other.

The sigma just show which side got a bigger stackcount and how much is on that side not how much is total at the storage (both sides).

uhh what? thats not how it works at all....
thats how it works for me.
I can have a total of 675 items on a palett, 600 on the sigma 75 on the other side.

Btw. food tray, it stores 100+10 vanila meals.
But VG meals got a stackcount of 75, and before 3.0 the tray stored 100+75, but now a single tray store much more, at last more them 300 on the sigma side.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: skullywag on August 09, 2017, 08:00:47 AM
The left cell is imply an input cell, the stack is then moved from the input cell to the storage cell until the storage cell is full, the input cell then takes 1 more stack (as its still a valid drop location), the sigma or "sum" is literally the sum of all the stacks that have moved to the output cell, the label is on the multistack on that cell, Summing them all together.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: SyberSmoke on August 11, 2017, 04:24:26 AM
So, I got this today.  Not to sure why.  I was relocating a Pallet and placed it on top of a storage zone.  The zone was reduced as normal, but as soon as the item was placed the game stopped and this started spamming.  I finally uninstalled the pallet and the spam stopped.  Any thoughts?


Exception drawing ThingOverlay for Storage_WoodenPallet155791: System.InvalidOperationException: Operation is not valid due to the current state of the object
  at System.Linq.Enumerable.First[Thing] (IEnumerable`1 source) [0x00000] in <filename unknown>:0
  at ExtendedStorage.Building_ExtendedStorage.DrawGUIOverlay () [0x00000] in <filename unknown>:0
  at Verse.ThingOverlays.ThingOverlaysOnGUI () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.ThingOverlays:ThingOverlaysOnGUI()
RimWorld.MapInterface:MapInterfaceOnGUI_BeforeMainTabs()
RimWorld.UIRoot_Play:UIRootOnGUI()
Verse.Root:OnGUI()


Ok...placed it back down and it continued.  The pallet was still set to hold only wood.  But as soon as I unticked that, it stopped and ticking wood again seems to have resolved the issue.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Mufflamingo on August 11, 2017, 04:29:32 AM
Everytime the food basket empties its allowed items are reset. Is that intentional?
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Canute on August 11, 2017, 05:24:27 AM
QuoteEverytime the food basket empties its allowed items are reset. Is that intentional?
When you restrict the allowed items before the 1. item get stored there, the restriction should still be there if the storage get emptied.

The storage get a temporary restriction to the 1. item that get stored into, because a storage can only massstore the same item. But these temp. restriction should affect the storage settings at all.

And i just checked it myself, when the storaged got emptyied, my storage settings don't get reseted.

I think it is a mod conflict at your side. Do you use other mods that change something with stockpiles. Stackmerger it can't be i use that too.

QuoteSo, I got this today.  Not to sure why.  I was relocating a Pallet and placed it on top of a storage zone.  The zone was reduced as normal, but as soon as the item was placed the game stopped and this started spamming.  I finally uninstalled the pallet and the spam stopped.  Any thoughts?
I can confirm this.
I relocate a food basket with some storage restriction (some kind of meat) just to another place, not even on a stockpile, and got the error spam even at pause mode.
Once the 1. item got stored on the basket the spam stoped.


Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: DoctorVanGogh on August 11, 2017, 09:15:49 AM
Quote from: Canute on August 11, 2017, 05:24:27 AM
QuoteSo, I got this today.  Not to sure why.  I was relocating a Pallet and placed it on top of a storage zone.  The zone was reduced as normal, but as soon as the item was placed the game stopped and this started spamming.  I finally uninstalled the pallet and the spam stopped.  Any thoughts?
I can confirm this.
I relocate a food basket with some storage restriction (some kind of meat) just to another place, not even on a stockpile, and got the error spam even at pause mode.
Once the 1. item got stored on the basket the spam stoped.
Fixed in 0f9954d (https://github.com/DoctorVanGogh/ExtendedStorage/tree/fd0c54749e64fc7d41271ee0621b9f69a0f9954d). If you don't wanna wait until the 3.0.1 bugfix release (I'd expect it this weekend), feel free to grab this version from github. If you don't know what that is, or how to do that: Wait for the steam update ;)
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: SpaceDorf on August 11, 2017, 09:31:15 AM
I can't remember or find anything about it at the moment .. is the power-conduit issue fixed ?
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Canute on August 11, 2017, 09:43:28 AM
Yes, that should be fixed at 3.0
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: SpaceDorf on August 11, 2017, 10:03:28 AM
Great :)
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: destructomac on August 13, 2017, 04:09:23 PM
pemmican glitches on save load in a wooden food basket the pemmican gets deleted down to 3 stacks
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Canute on August 14, 2017, 03:10:22 AM
Quote from: destructomac on August 13, 2017, 04:09:23 PM
pemmican glitches on save load in a wooden food basket the pemmican gets deleted down to 3 stacks
Do you use the latest version ? You can see it, if you see a sigma before the number.
If not get the latest version.

Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: destructomac on August 14, 2017, 03:32:54 AM
found out it was conduit under the food bins that caused the items to disappear
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: skullywag on August 14, 2017, 04:18:06 AM
Yeah then you aint on the latest version. Ill be rolling an update soon with some more fixes from DoctorVanGogh.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: skullywag on August 21, 2017, 07:10:48 AM
https://github.com/Skullywag/ExtendedStorage/releases/tag/ExtendedStorage3.0.1

Bugfixes from Doc!
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Lupin III on August 21, 2017, 08:03:19 PM
The newest version (3.0.1) of extended storage "eats" whatever is put on the input cell when the output cell is full. Let's say I have a food basket with 500 rice on the output cell, the input cell is empty. A pawn comes along and drops another stack on the input cell...and it's gone. Still 500 on the output cell, input cell empty again, no errors in the log. I think I lost quite alot of raw food, meals, steel, silver, wood, pretty much of every resource until I saw what's happening. Everything worked fine with 3.0 and updating extended storage is the only thing I changed. I'll revert to 3.0 for now.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Canute on August 22, 2017, 02:05:58 AM
Unfortunably it true, i notice this behavior too.
And now i notice why doc added the sigma sign, he stack the stacks on the storage tile and don't create a big pile anymore.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: skullywag on August 22, 2017, 03:26:43 AM
Yes he does. Sorry i thought i explained that. This is what stops the truncating of stacks as we dont actually combine stacks anymore. Ill speak to him about the bug youve both reported.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: DoctorVanGogh on August 22, 2017, 04:15:17 AM
I resent the implication that Extended Storage would eat resources. That would just be plain devious... (Hmm, maybe a storyteller incident to think about.... "Mimic pallets" or something.....) ::)

What actually does happen is a drawing issue. The stack on the input cell is there, it's just not drawn. You can check this yourselves by hovering with the mouse over the cell. There'll be a 'somethingsomething x [stacksize]' line in the bottom left. Also the stack is selectable, it's icon is just invisible.

That is the intended behavior for the output cell. Because there we suppress the individual stack icons and draw our own aggregate icon & label. (And yeah, that's why the sigma is in there).
Some optimization for the drawing code snuck this in for the input cell as well.... It'll get fixed. So while this might be somewhat jarring, your resources are perfectly safe (that is until I can get the mimic furniture to work.... somehow I really like that idea now :P).



Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: skullywag on August 22, 2017, 05:19:16 AM
oh thats not thaaaat baaaad. You guys.....making me think youre losing resources when youre not....pffff
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Canute on August 22, 2017, 06:06:26 AM
I am not sure about it.
The food basket got allready got an amout of 500, and my hauler put 3 times more at the input. I am not sure how much total but i think it was more then 75.

Also notice the summ amount not allways accurate. I got 53 herbal in the medical cabinet (shown when i clicked at the stack) but the summe show me 50.

Maybe another issue with ratys skylights. It maybe can prevent the drawing. On a skip i got at both tiles 75 steel ore (no sigma sign), normaly they get merged and it works at the neightboors skips. But this skip got a skylight over the input tile.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: DoctorVanGogh on August 22, 2017, 06:18:49 AM
Quote from: Canute on August 22, 2017, 06:06:26 AM
I am not sure about it.
The food basket got allready got an amout of 500, and my hauler put 3 times more at the input. I am not sure how much total but i think it was more then 75.
Unless you cook in batches of over 25 each I doubt that. Simple thing to verify: does he keep putting more stuff in there, or does he stop once it's full?

Quote from: Canute on August 22, 2017, 06:06:26 AM
Also notice the summ amount not allways accurate. I got 53 herbal in the medical cabinet (shown when i clicked at the stack) but the summe show me 50.

Maybe another issue with ratys skylights. It maybe can prevent the drawing. On a skip i got at both tiles 75 steel ore (no sigma sign), normaly they get merged and it works at the neightboors skips. But this skip got a skylight over the input tile.
Do those issues occur with 3.0.1? Or with 3.0? Because 3.0.1 had fixes for those things. Both hanging aggregate counts & non merged stacks.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: skullywag on August 22, 2017, 06:20:09 AM
Canute can you update to 3.0.1 and check all that again. The only issue you should have is invisible stacks on the input cell.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Canute on August 22, 2017, 07:08:57 AM
Ok, done.
The invisble input is annoying, but you right stuff is there and stop filling at the full stack. The invisible stack wouldn't be that worse if you could count both tiles into the summe.

Skylight problem is solved.

Priority problem is solved.
And since these problem is solved, what do you think about my old idea, to increase the priority once something get droped on the storage, and lower it when the last item get removed.
This force the hauler to haul to partial filled container first.


Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Lupin III on August 22, 2017, 08:18:37 AM
Quote from: DoctorVanGogh on August 22, 2017, 04:15:17 AM
What actually does happen is a drawing issue. The stack on the input cell is there, it's just not drawn. You can check this yourselves by hovering with the mouse over the cell. There'll be a 'somethingsomething x [stacksize]' line in the bottom left. Also the stack is selectable, it's icon is just invisible.
Ah, you are right. When loading with 3.0 the stacks were there again. It was just weird because I had dogs deliver stuff to the same input cell and it never seemed to stop/get full. Maybe the stacks they were carrying were just to small to fill up the input cell in the time I was watching resources disappear in horror. Unfortunately we will never find out, because the Labradors have since been turned into meals on the suspicion of embezzlement. :o

Another feature idea: would it be possible to "link" multiple storage items if you build them side by side, so distribute whatever is put into them beween themselves? Similar to what quantum storage (a mod I really like, but currently is not working with A17; and the "quantum" part always felt out of place, I much prefer your realistic solution) does with the warehouse upgrade (it distribute anything that's put into the stockpile between it's storage tiles).
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: skullywag on August 22, 2017, 08:45:04 AM
That sounds similar to what canutes asked for, if you for example set 3 or 4 baskets to potatoes, you can either leave them as they are currently and your pawns would fill them up randomly, you could "link" them as you stated and it would distribute evenly across the "linked" baskets, or canutes way would be to up the priority of the basket thats hit 1st so it is filled 1st then lower it once its full.

The issue with canutes way is that it simply requires more hiding of settings in the background and is complicated. If we simply mess with the priority the player can see then the items would just keep flipping between baskets as they fill/empty.

Your "link" way is plausible and the code that would be involved isnt majorly difficult to write but all you get out of it is slightly tidier baskets...the end result is the same as the "normal" way in that you will end up with all of them full given enough items, so whats the value?
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Canute on August 22, 2017, 09:19:21 AM
The linked storages is good when you got mass of one item.
But bad if you got many different items.
Special at textiles and food, you got so many different things, that it happen that some meat at 2-3 storages block the mass of thrumbo meat.
But since the priority works now, you can adjust it manualy at last now.

Any storages system got his strenght and weakness. Quantum storages was very dynamic but need alot of energy and research.
While extended storage is pretty cheap, can store alot at early game.
Just the mass of different items special when you salvage apparel is the bottleneck. Do you remember i wanted a big fabric hemper that can hold all kind of textiles at once, a 10x4 box ! :-)




Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Lupin III on August 22, 2017, 09:22:33 AM
Quote from: skullywag on August 22, 2017, 08:45:04 AM
Your "link" way is plausible and the code that would be involved isnt majorly difficult to write but all you get out of it is slightly tidier baskets...the end result is the same as the "normal" way in that you will end up with all of them full given enough items, so whats the value?
I don't care so much about tidy baskets and full stacks (not OCD ;) ), I'd like to use it with industrial rollers for example. They usually automatically distribute stuff within the stockpile they are connected to so the tile where resources are delivered to doesn't fill up. Usually you set up the roller so you have a small stockpile on the rollers near your farm for example. The roller deliver the resources from there to a same priority stockpile in your freezer. The problem is with this setup I can't use storage objects. I would have to set the priority of them higher than the delivery stockpile so pawns move stacks to the storage objects. But in that case they start to directly carry stacks from the farm to them ignoring the stockpile on the rollers near the farm, obviuously.

Instead of linking you could make the storage objects placeable on stockpiles and whenever something lands on an input tile it gets stacked. That way the storage objects would be almost identical to a normal stockpile except for the additional capacity. I do understand though that this will clash with the current way that objects can only store stacks of certain types (which is something I really like).

And I agree, messing with priorities might be too much. It could break other setups (like the one described for industrial rollers for example).
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Lupin III on August 22, 2017, 09:37:56 AM
Quote from: Canute on August 22, 2017, 09:19:21 AM
The linked storages is good when you got mass of one item.
But bad if you got many different items.
If it's "intelligent", it would stack new small stacks to existnig ones on one of the storage objects. Also, since storage objects are "normal" stack based now (which is a good change), those objects could just store stacks of different things (like rice+potatoes+berries) on the output tile.

Quote from: Canute on August 22, 2017, 09:19:21 AM
Just the mass of different items special when you salvage apparel is the bottleneck. Do you remember i wanted a big fabric hemper that can hold all kind of textiles at once, a 10x4 box ! :-)
Yep, I'd really like a textile and ammo shelf, which can store different types on the same shelf (but leads to the same stacking problem as above). Those resources are really cluttering the whole workshop floor and the large area of open ammunition already sent someone into a coma, because my pyromaniac ignited a stack of ammo and the unlucky guy who was just in the area got shot in the neck by exploding bullets (other casulties: a trader and his muffalo; the faction didn't like that at all).
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Mufflamingo on August 22, 2017, 09:44:15 AM
Cant copy paste settings from food baskets to another food basket.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: skullywag on August 22, 2017, 09:46:02 AM
DoctorVanGogh is working on compifying everything so soon you can add comps for storage to whatever you want, this might mean you could add the roller comp to a stroage comped building and have them work together however im not sure how all that works, it could need adjustment at the other end. Im not sure the actual request youve made will be satisfied as is though.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: skullywag on August 22, 2017, 09:46:39 AM
Quote from: Mufflamingo on August 22, 2017, 09:44:15 AM
Cant copy paste settings from food baskets to another food basket.

Which version?
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Mufflamingo on August 22, 2017, 09:49:40 AM
Noticed it on 3.0 but I never submitted report.

Tried on 3.1 same thing.

Also I can copy from normal stockpule zone then paste on the food basket but I cannot "copy" from the food basket. Idk why.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: skullywag on August 22, 2017, 10:26:28 AM
Docs calling you a liar! :P

He can copy settings from storage to any storage, dont think he touched any code in that respect either, thats all core.

"possibly god mode on, possibly switched to store display... possibly nothing in there yet, which means store settings are not yet updated"
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Mufflamingo on August 22, 2017, 10:32:18 AM
Mygad then why cant i copy my settings. Im manually clicking clear all then check fresh then check one type of food. Lol. Must be a mod conflift. I'll try it with with extended storage only.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Canute on August 22, 2017, 10:51:15 AM
Must be a mod conflict, copying the settings works fine at my end.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: skullywag on August 22, 2017, 11:59:54 AM
Storage search?
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: BlackSmokeDMax on August 22, 2017, 12:02:36 PM
Quote from: skullywag on August 22, 2017, 11:59:54 AM
Storage search?

If it does turn out to be Storage Search, perhaps try using an older version. Was just going over a conflict between the new version of Storage Search (Rimworld Search Agency) and Zhentar's Tweaks that was mostly fixed by reverting to an older version of Storage Search from Killface's github.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: DoctorVanGogh on August 22, 2017, 12:07:38 PM
Quote from: BlackSmokeDMax on August 22, 2017, 12:02:36 PM
If it does turn out to be Storage Search, perhaps try using an older version. Was just going over a conflict between the new version of Storage Search (Rimworld Search Agency) and Zhentar's Tweaks that was mostly fixed by reverting to an older version of Storage Search from Killface's github.
As the guy who also did the changes to RSA I can tell you: That way lies madness.  8)

The current versions of Storage Search and Extended Storage have been carefully separated and freed of any conflicts. Take a previous version and all bets are off (well, actually I can flat out tell you, things won't work or will show gibberish).

Still I'll take a hint at what exactly is supposed to conflict where.... Seen the issue, made things play nice(ish) (https://ludeon.com/forums/index.php?topic=27267.msg361004#msg361004).


Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: skullywag on August 22, 2017, 02:46:53 PM
https://github.com/Skullywag/ExtendedStorage/releases/tag/ExtendedStorage3.0.1.1

bugfix
Title: Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
Post by: shadowstitch on August 22, 2017, 11:37:17 PM
Quote from: Tenshi~Akari on July 29, 2017, 10:32:10 AM
Quote from: Linq on July 13, 2017, 12:57:35 AM
It seems like closing a vent with Better Vents results in an NRE error being thrown repeatedly.


Exception printing Vent1543026 at (139, 0, 161): System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.Printer_Plane.PrintPlane (Verse.SectionLayer layer, Vector3 center, Vector2 size, UnityEngine.Material mat, Single rot, Boolean flipUv, UnityEngine.Vector2[] uvs, UnityEngine.Color32[] colors, Single topVerticesAltitudeBias) [0x00000] in <filename unknown>:0
  at Verse.Graphic.Print (Verse.SectionLayer layer, Verse.Thing thing) [0x00000] in <filename unknown>:0
  at Verse.Thing.Print (Verse.SectionLayer layer) [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.Print (Verse.SectionLayer layer) [0x00000] in <filename unknown>:0
  at Verse.SectionLayer_ThingsGeneral.TakePrintFrom (Verse.Thing t) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.SectionLayer_ThingsGeneral:TakePrintFrom(Thing)
Verse.SectionLayer_Things:Regenerate()
Verse.Section:RegenerateLayers(MapMeshFlag)
Verse.MapDrawer:TryUpdateSection(Section)
Verse.MapDrawer:MapMeshDrawerUpdate_First()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Just ran across this very same issue, vents will close, but they disappear & this red error pops up.

I stumbled across this myself tonight, thought I'd check to make sure it was reported.
I thought maybe it was something I'd done with my puttering, so I tried a brand new game, no mods enabled except a fresh copy of Bettervents 1.4 and Hugslib. Still occurs.
You can place a vent on the wall, and it has a A17 style "close vent" toggle switch that needs a pawn to come flick it.
When they flick it, the vent becomes invisible and the following error pops up in the log.


Initializing new game with mods Core, HugsLib, and BetterVents-BetterVents1.4
Verse.Log:Message(String)
Verse.Game:InitNewGame()
Verse.Root_Play:<Start>m__855()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__851()

Failed to find any texture while constructing Multi(initPath=Things/Building/Misc/TempControl/VentB_Off, color=RGBA(1.000, 1.000, 1.000, 1.000), colorTwo=RGBA(1.000, 1.000, 1.000, 1.000))
Verse.Log:Error(String)
Verse.Graphic_Multi:Init(GraphicRequest)
Verse.GraphicDatabase:GetInner(GraphicRequest)
Verse.GraphicDatabase:Get(Type, String, Shader, Vector2, Color, Color, GraphicData)
Verse.GraphicDatabase:Get(Type, String, Shader, Vector2, Color, Color)
RimWorld.CompFlickable:get_CurrentGraphic()
RimWorld.Building_Vent:get_Graphic()
Verse.Thing:Print(SectionLayer)
Verse.ThingWithComps:Print(SectionLayer)
Verse.SectionLayer_ThingsGeneral:TakePrintFrom(Thing)
Verse.SectionLayer_Things:Regenerate()
Verse.Section:RegenerateLayers(MapMeshFlag)
Verse.MapDrawer:TryUpdateSection(Section)
Verse.MapDrawer:MapMeshDrawerUpdate_First()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Exception printing Vent60993 at (137, 0, 118): System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.Printer_Plane.PrintPlane (Verse.SectionLayer layer, Vector3 center, Vector2 size, UnityEngine.Material mat, Single rot, Boolean flipUv, UnityEngine.Vector2[] uvs, UnityEngine.Color32[] colors, Single topVerticesAltitudeBias) [0x00000] in <filename unknown>:0
  at Verse.Graphic.Print (Verse.SectionLayer layer, Verse.Thing thing) [0x00000] in <filename unknown>:0
  at Verse.Thing.Print (Verse.SectionLayer layer) [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.Print (Verse.SectionLayer layer) [0x00000] in <filename unknown>:0
  at Verse.SectionLayer_ThingsGeneral.TakePrintFrom (Verse.Thing t) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.SectionLayer_ThingsGeneral:TakePrintFrom(Thing)
Verse.SectionLayer_Things:Regenerate()
Verse.Section:RegenerateLayers(MapMeshFlag)
Verse.MapDrawer:TryUpdateSection(Section)
Verse.MapDrawer:MapMeshDrawerUpdate_First()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


If you remember where the vent is on the wall, you can select it and order a pawn to open it back up again, at which point it reappears.
I tried swapping out Bettervents for Redistheat v47a, and those vents do not vanish, because those vents apparently still use the older function where the player can choose to manually toggle a vent and a big red x appears on it, A16 style, as opposed to the new flickable A17 style.
So I guess it looks like A17 requires a graphic for closed vents that isn't present in Bettervents?
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: skullywag on August 23, 2017, 02:18:35 AM
Yes that is the case. Ill get to it at some point.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Nebbeh on August 24, 2017, 01:43:12 PM
Can the pallets store stone chunks? In desperate need of better chunk storage..
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: tonsrd on August 24, 2017, 02:14:14 PM
Quote from: Nebbeh on August 24, 2017, 01:43:12 PM
Can the pallets store stone chunks? In desperate need of better chunk storage..

turn ur useless chunks into usefull stone bricks/blocks

in vanilla 2 chunks on top of each other will crash the game ( a comment in one storage mod also stated the same )
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Canute on August 24, 2017, 03:02:06 PM
With 3.0.1 the skip can store upto 12+1 chunks now.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Nebbeh on August 24, 2017, 03:48:45 PM
Quote from: Canute on August 24, 2017, 03:02:06 PM
With 3.0.1 the skip can store upto 12+1 chunks now.

Awesome!
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Nebbeh on August 24, 2017, 07:22:41 PM
Any way I can add steel slag chunks as an option to the skip?
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: DoctorVanGogh on August 25, 2017, 07:06:07 AM
Probably
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Oblitus on August 25, 2017, 07:14:48 AM
Just allow storing anything in skip already.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: DoctorVanGogh on August 25, 2017, 07:45:29 AM
Unlikely
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Canute on August 25, 2017, 08:55:23 AM
Skip is for a larger resources storage, compared to the pallets which can store most other beside items.
But i think an extra chunk/slag container could replace the hazmat since uranium isn't poisionous (anymore?).
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: DoctorVanGogh on August 25, 2017, 01:11:12 PM
Maybe
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Madman666 on August 25, 2017, 01:17:09 PM
Now that we have storage pallets and skips auto locking to first thing that goes in them, the only thing we need is probably a smarter colonist AI, that can decide which kind of resource should go on pallets based on how much of it player has, so that stuff which takes most place in storage automatically gets "compressed" by going to pallets. And also pallets won't get clogged by some useless stuff, you only have a couple stacks of. I wonder if it even can be done. Probably can right? Just will be a massive pain in the ass to implement...
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: DoctorVanGogh on August 25, 2017, 02:11:20 PM
Not entirely...
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Canute on August 25, 2017, 04:20:16 PM
DoctorVanGogh, the modder with less words but hard codes ! :-)
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: DoctorVanGogh on August 25, 2017, 05:19:16 PM
Precisely!
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Oblitus on August 25, 2017, 06:11:35 PM
Changes of storage settings are ignored until priority is changed, i.e. storage won't drop stored stuff if you remove it from allowed list and haulers would not see it as valid storage.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: DoctorVanGogh on August 26, 2017, 08:19:35 AM
Doubtful ;)

https://youtu.be/mA_KV-oZ77U
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Oblitus on August 26, 2017, 08:51:08 AM
Quote from: DoctorVanGogh on August 26, 2017, 08:19:35 AM
Doubtful ;)

https://youtu.be/mA_KV-oZ77U
Sure  :P

https://youtu.be/pDo8UJXnmvA
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: DoctorVanGogh on August 26, 2017, 09:04:14 AM
Well damn - now you broke my shtick....

That looks like either a way outdated version or a serious conflict... I'm going to go out on a limb here and ask: non current version of StorageSearch?
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Oblitus on August 26, 2017, 09:12:18 AM
Quote from: DoctorVanGogh on August 26, 2017, 09:04:14 AM
Well damn - now you broke my shtick....

That looks like either a way outdated version or a serious conflict... I'm going to go out on a limb here and ask: non current version of StorageSearch?
ES last released version ExtendedStorage-ExtendedStorage3.0.1.1
Not using StorageSearch
Can attach modconfig, but since I'm using Steam whenever possible, it is kinda unreadable with a wall of numbers.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Canute on August 26, 2017, 09:33:31 AM
Happen at my game too. I just thought it is because of old structure with new version.

And it only happen at storages loaded from a safegame.
Newly build storages works fine.

QuoteCan attach modconfig, but since I'm using Steam whenever possible, it is kinda unreadable with a wall of numbers.
I think when you use hugslib to share a log, you get a clear list of all mods. Try it and check it. Since i don't got steam i can't verify it.

Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: DoctorVanGogh on August 26, 2017, 09:48:12 AM
Why would it.... after a load.... WTF....

Edit:
Someone hand me a black cat - need to perform some voodoo exorcisms....

Grab #465e3e6 (https://github.com/DoctorVanGogh/ExtendedStorage/tree/465e3e61ef514ea9c136382558f269fd2a814e99) if you need a fixed version now.

I'm gonna find something to drink now....
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Flimflamshabam on August 27, 2017, 01:18:53 AM
so are dermal regenator and additional lighting broken or something?
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: sirgzu on August 28, 2017, 02:36:52 PM
Quote from: Oblitus on August 25, 2017, 06:11:35 PM
Changes of storage settings are ignored until priority is changed, i.e. storage won't drop stored stuff if you remove it from allowed list and haulers would not see it as valid storage.
I have this too
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Canute on August 28, 2017, 03:06:31 PM
sirgzu,
you should read all not only parts.
2 posting above, the doctor allready mention to fixed these issue.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Sixdd on September 02, 2017, 11:08:47 AM
Bug report for Extended Storage.

Just wanted to mention that I'm getting some incorrect sums on skips, pallets, and barrels/baskets when using the Researchable Stat Upgrades mod (http://steamcommunity.com/sharedfiles/filedetails/?id=936594912&searchtext=stat+upgrade). Specifically that mod allows you to research larger stack sizes, once the stack size reaches into the thousand range some stacks start reporting incorrect sums, only the stacks in the storage containers.

It's worth mentioning that the mods work perfectly fine together until you get up to Stacking IV which is when the sums start reporting lower than the actual stack size, though the tooltip in the bottom left corner reports the actual sum properly. Anyway thanks for a great mod guys, keep up the great work!
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: DoctorVanGogh on September 02, 2017, 12:34:51 PM
Sixdd - can you do me a favor and open an issue (https://github.com/Skullywag/ExtendedStorage/issues/new) for this? Possibly attach a savegame exhibiting the issue. Because spawning in thousands of units of stuff even with debug tools sounds like a lot of not-fun ;)
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Sixdd on September 02, 2017, 09:08:22 PM
yeah no problem, I'll put my latest findings in the issue as well.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Flimflamshabam on September 03, 2017, 12:10:22 AM
Is there no plan or way to get Dermal Regenerator and Additional Lighting updated to a17? I can live without DR but I'm getting grumpy having to use the vanilla floor lamps again.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: skullywag on September 04, 2017, 04:54:58 AM
I have local working versions, ill push em tonight if i find time.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Drusek on September 05, 2017, 12:07:14 PM
Reclaim Fabric throws exception when the number of reclaimed fabric is 0 (it happens when apparel is low health)
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Bar0th on September 07, 2017, 01:31:57 PM
Quote from: skullywag on September 04, 2017, 04:54:58 AM
I have local working versions, ill push em tonight if i find time.

I couldn't wait :P

http://steamcommunity.com/profiles/76561197989750123/screenshot/866236641734133976 (http://steamcommunity.com/profiles/76561197989750123/screenshot/866236641734133976)

Updated the XML's, and created a JobDriver to replace the old job code, since QueueJob doesn't exist anymore (and added TrimEndNewlines() to the end of the inspect string, to fix the blank line error).  Didn't upload it, just been messing around learning C# and RimWorld modding.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: eskoONE on September 07, 2017, 01:45:36 PM
Quote from: v00d00 on September 07, 2017, 01:31:57 PM
Quote from: skullywag on September 04, 2017, 04:54:58 AM
I have local working versions, ill push em tonight if i find time.

I couldn't wait :P

http://steamcommunity.com/profiles/76561197989750123/screenshot/866236641734133976 (http://steamcommunity.com/profiles/76561197989750123/screenshot/866236641734133976)

Updated the XML's, and created a JobDriver to replace the old job code, since QueueJob doesn't exist anymore (and added TrimEndNewlines() to the end of the inspect string, to fix the blank line error).  Didn't upload it, just been messing around learning C# and RimWorld modding.

thats cool. have u looked at additional lighting too? i hope skullywag does allow you to update it, since he seems very busy with other things.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: skullywag on September 07, 2017, 01:50:07 PM
anyone can submit a pull request to my github repo for any mod i have there, I love getting help!
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Flimflamshabam on September 07, 2017, 02:37:35 PM
digging through github I found the a16 versions of additional lighting and dermal regenerator, they seem to work without issue.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: eskoONE on September 07, 2017, 02:51:08 PM
Quote from: Flimflamshabam on September 07, 2017, 02:37:35 PM
digging through github I found the a16 versions of additional lighting and dermal regenerator, they seem to work without issue.

oh really? i havent bothered trying it out. maybe i should have, ty for the info!
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Flimflamshabam on September 07, 2017, 06:59:01 PM
Just so others don't have to dig to find them here's the links to the a16 versions.

Dermal Regenerator (http://"https://github.com/Skullywag/DermalRegenerator")

Additional Lighting (http://"https://github.com/Skullywag/AdditionalLighting")
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Bar0th on September 08, 2017, 06:03:17 AM
Quote from: Flimflamshabam on September 07, 2017, 06:59:01 PM
Just so others don't have to dig to find them here's the links to the a16 versions.

Dermal Regenerator (https://github.com/Skullywag/DermalRegenerator)

Additional Lighting (https://github.com/Skullywag/AdditionalLighting)

Fixed the links - no need for quotes.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: SyberSmoke on September 08, 2017, 10:11:58 PM
I am enjoying your Storage mode quite a lot.  But I was wondering if you would be open to a larger food storage method like say a silo?  A way to store huge amounts of grain type foods and offer a a better decay rate but have it be costly to build (say a couple hundred steel or stone blocks)?
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Sixdd on September 10, 2017, 02:24:52 PM
That would be great, maybe a 3x3 round structure that protects from weather but can't be under a roof. Would be better than what I do now which is about 10 baskets filled with rice, which if I'm not overly tired and incapable of math, is 20 tiles. It could be 8 storage tiles and a single drop-off tile.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Kalre on September 17, 2017, 01:40:19 AM
Addional Lighithing links not working :(
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Sixdd on September 17, 2017, 02:53:24 AM
Link is working fine for me, maybe try again? It should take you to the Github page, from there go to Releases and grab the latest release.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Smellfungus on September 17, 2017, 11:33:45 AM
A couple of tiny things... Vent sprites are drawn above pawns. Most easy to notice with a muffalo passing through a door to the north with a vent next to it on the east or west, with the miffalo coming through from said direction. Also, the defs for your raw cotton and devilstrand aren't in keeping with other raws. This breaks compatibility with vegetable garden as they introduce them too, but their raws follow the naming pattern. ;) depending on his load order you have bills you vany conplete without trading, and caravan requests for materials you can't farm.  :p not a big deal though.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Kalre on September 17, 2017, 01:49:22 PM
Quote from: Sixdd on September 17, 2017, 02:53:24 AM
Link is working fine for me, maybe try again? It should take you to the Github page, from there go to Releases and grab the latest release.

I could only find an A16 release :(
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Sixdd on September 17, 2017, 01:52:39 PM
@Kalre Maybe you should read the post again...

Quote from: Flimflamshabam on September 07, 2017, 02:37:35 PM
digging through github I found the a16 versions of additional lighting and dermal regenerator, they seem to work without issue.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Kalre on September 17, 2017, 01:53:34 PM
Quote from: Sixdd on September 17, 2017, 01:52:39 PM
@Kalre Maybe you should read the post again...

Quote from: Flimflamshabam on September 07, 2017, 02:37:35 PM
digging through github I found the a16 versions of additional lighting and dermal regenerator, they seem to work without issue.

Oh my bad.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Canute on September 18, 2017, 04:26:32 AM
Quote from: Smellfungus on September 17, 2017, 11:33:45 AM
Also, the defs for your raw cotton and devilstrand aren't in keeping with other raws. This breaks compatibility with vegetable garden as they introduce them too, but their raws follow the naming pattern. ;) depending on his load order you have bills you vany conplete without trading, and caravan requests for materials you can't farm.  :p not a big deal though.
The player need to think abit too.
When 2 mods add the same thing, ofcouse there will be some trouble except one mod is been made/patched to be compactible with the other like Fertile fields with VG.
But since this mod just add the same features like VG got, you don't need it.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Smellfungus on September 18, 2017, 05:13:12 AM
That as may be, but this mod does it in a way I'm more comfortable with. ;) also, keeping to a standard naming pattern is just good practice. Having to remember whether an individual object is raw_cotton, cotton_raw, cottonRaw or cotton_thread can be cumbersome and makes it easier to generate bugs. So where theres already a standard naming system it's best to follow it. As far as I'm concerned naming your modded objects in a way that doesn't conformto the naming system is vergingon a bug in itself. ;)

Also, where two mods add the same thing, there will be less or no problems of they both use the set naming pattern, unless they interpret it differently. In this case it's modifying the drop from cotton and devilstrand plants, which was previously cloth. They both change the drop of the plant. However, VG tags its drop raw_cotton iirc, whereas this mod names it cotton_thread iirc. There are other raws that have different names from their tags, but they use the raw_ prefix all the same. :p this is incompatibility that could have been avoided by good practice, and I don't think that's unreasonable to ask of a developer. ;) if I were Skullywag I'd chalk this up to a good opportunity for learning, be a little embarrassed and change it.

Tldr: yes Canute, I have thought about this a lot and have concluded in right. XD
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: skullywag on September 18, 2017, 09:54:19 AM
Actually the "raw" prefix is used for edibles not stuff that is used in the manufacturing of other things. You cant eat cotton bolls.

So no im not embarrassed. ;)
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: CannibarRechter on September 18, 2017, 08:10:10 PM
Hi, Skully, is the config error:

"Config error in ES.StorageFactor: defName ES.StorageFactor should only contain letters, numbers, underscores, or dashes."

A known issue with your mod? This is a non-fatal error that appears, but does not stop the game. But it appears the game does not prefer you put "." in an XML tag.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: skullywag on September 19, 2017, 03:28:09 AM
its only a warning, technically its not right, ill let Doc know if he wants to fix it he can, it wont do any harm as is though.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Smellfungus on September 19, 2017, 07:26:00 AM
Ah, ok, I thought it applied to everything produced from farming. :p also... a bug I've noticed and assumed was known: industrial rollers aimed at incomplete industrial rollers that have the materials added will destroy items placed on them and give a debug warning.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: skullywag on September 19, 2017, 08:16:58 AM
rollers have nothing to do with me.....
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: DoctorVanGogh on September 19, 2017, 02:24:15 PM
Quote from: skullywag on September 19, 2017, 03:28:09 AM
its only a warning, technically its not right, ill let Doc know if he wants to fix it he can, it wont do any harm as is though.
Fun fact - that warning has been in there for over two months.... And Doc has known and not cared enough since day one :D
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Smellfungus on September 19, 2017, 02:58:36 PM
Good lord. :-X I'm not on the ball today at all!
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED)
Post by: Alias on September 24, 2017, 12:40:13 AM
More of a cosmetic request, but would it be possible for the extended storage containers to list their constructed material as part of their name? After construction is completed the container name reverts to default (ie Fabric Hamper regardless of the construction material)...
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: DoctorVanGogh on September 24, 2017, 02:52:17 AM
What? It used to be 'Wooden Pallet', 'Steel Skip' .... are you implying things got borked when we made stuff nameable?

Well.. sh*t... seems I screwed up. Fixed in af9879a (https://github.com/DoctorVanGogh/ExtendedStorage/tree/af9879a3e34ecc79d4be4dd33307c11c177a9ec1)

(https://i.imgur.com/lFFVKid.jpg)

P.S.: This was wrong since June/July at least... And people only complain now... I need to write more lousy code ;)
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Canute on September 24, 2017, 03:27:12 AM
I didn't care about the name, so long the game remember the material when i use the copy button.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: SpaceDorf on September 24, 2017, 09:38:10 AM
And come on .. making pallets and skips out of valuables is even better to show of wealth than just making workbenches and furniture out of gold.

Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Canute on September 24, 2017, 10:23:48 AM
You think you are geting more influence when you store your dirt at golden skips, then to store the gold on the dirt ? :-)
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: SpaceDorf on September 24, 2017, 10:35:47 AM
I think when I reach this state of affairs I am beyond influence and are just stroking my own ego.

Lowly Visitors bath in the glory of this colony. Let it be known all over the globe that everything belongs to me.
Now drop all your stuff over there and bugger off ..
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED)
Post by: Alias on September 26, 2017, 07:50:04 AM
Quote from: DoctorVanGogh on September 24, 2017, 02:52:17 AM
What? It used to be 'Wooden Pallet', 'Steel Skip' .... are you implying things got borked when we made stuff nameable?

Well.. sh*t... seems I screwed up. Fixed in af9879a (https://github.com/DoctorVanGogh/ExtendedStorage/tree/af9879a3e34ecc79d4be4dd33307c11c177a9ec1)

P.S.: This was wrong since June/July at least... And people only complain now... I need to write more lousy code ;)

Thanks for the quick update! I only just found the storage mod, sorry to make you reset your days since last bug report sign.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: maculator on September 29, 2017, 05:41:49 AM
(https://i.imgur.com/4woENEJ.png)
In the trade window the storage stuff has no name and the description is off.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Kori on September 29, 2017, 08:34:21 AM
Any news about the weapon rack yet?  :)

I wouldn't even mind if it's the same graphics as the clothing rack, just let me store all my loot please!
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Canute on September 29, 2017, 09:13:01 AM
If you don't want wait, you can add it by yourself
Edit the file
\ExtendedStorage-ExtendedStorage3.0.1.1\Defs\ThingDefs\Storage\Storage_Locker.xml
with a text editor.
look for
   <filter>
          <categories>
            <li>Apparel</li>
          </categories>
        </filter>

And add   
   <li>Weapons</li>
below the Apparel line.

Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Kori on September 29, 2017, 09:57:43 AM
Quote from: Canute on September 29, 2017, 09:13:01 AM
If you don't want wait, you can add it by yourself
Edit the file
\ExtendedStorage-ExtendedStorage3.0.1.1\Defs\ThingDefs\Storage\Storage_Locker.xml
with a text editor.
look for
   <filter>
          <categories>
            <li>Apparel</li>
          </categories>
        </filter>

And add   
   <li>Weapons</li>
below the Apparel line.

Good idea, I'll do that right now. Thank you very much! :)
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: DoctorVanGogh on October 03, 2017, 01:16:56 PM
Quote from: maculator on September 29, 2017, 05:41:49 AM
[... Giant tapestry removed...]
In the trade window the storage stuff has no name and the description is off.
(https://i.imgur.com/CqwmgLi.jpg)
In the version ff1decd (https://github.com/DoctorVanGogh/ExtendedStorage/tree/ff1decded472725a7f632d88638c41e2324c9d7b) fixed.

Maybe next time, please use more words and less pixels if possible ;)
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: maculator on October 05, 2017, 06:26:02 PM
Quote from: DoctorVanGogh on October 03, 2017, 01:16:56 PM
Maybe next time, please use more words and less pixels if possible ;)

The picture showed whats wrong. I don't see your problem.
/case
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: digdog303 on October 06, 2017, 11:39:22 PM
when is roof bomb for a17?
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: fatm3l on October 07, 2017, 11:39:50 AM
Please fix additional lights mod. Guys is there any other mod for adding lights like ceiling and wall lights
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: CannibarRechter on October 07, 2017, 07:47:51 PM
You want Wall Lights? I updated Skully's Wall Lights (only the wall lights) for myself. You'll see a copy in the downloads link in my sig. Note that this is entirely his work. I did virtually nothing to make the lights work right.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Modo44 on November 01, 2017, 06:23:33 AM
Better vents shows a missing texture for a closed vent. When you close a vent, it simply disappears, and the game keeps throwing exceptions.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Kori on November 07, 2017, 05:16:31 AM
Quote from: Modo44 on November 01, 2017, 06:23:33 AM
Better vents shows a missing texture for a closed vent. When you close a vent, it simply disappears, and the game keeps throwing exceptions.

I noticed the same, it says the VentB_Off texture is missing.  :-\
Any ideas how this can be fixed?
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Kori on November 08, 2017, 03:56:18 AM
Also is there a reason why Vents and Coolers use <altitudeLayer>PawnUnused</altitudeLayer> instead of <altitudeLayer>Building</altitudeLayer>?
Because of that, furniture objects and pawns appear behind them.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: CannibarRechter on November 09, 2017, 08:54:23 AM
> Also is there a reason why Vents and Coolers use <altitudeLayer>PawnUnused</altitudeLayer> instead of <altitudeLayer>Building</altitudeLayer>?

Walls are also Building. If you don't move them a layer up, it would become unpredictable as to whether the vent or cooler is over or under the wall. Edit: reading AltitudeLayer.cs, though, I  question why PawnUnused is the altitude chosen. The next one up is BuildingOnTop.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Kori on November 10, 2017, 05:07:48 AM
Quote from: CannibarRechter on November 09, 2017, 08:54:23 AM
> Also is there a reason why Vents and Coolers use <altitudeLayer>PawnUnused</altitudeLayer> instead of <altitudeLayer>Building</altitudeLayer>?

Walls are also Building. If you don't move them a layer up, it would become unpredictable as to whether the vent or cooler is over or under the wall. Edit: reading AltitudeLayer.cs, though, I  question why PawnUnused is the altitude chosen. The next one up is BuildingOnTop.

Thanks for explaining! I've changed it to the Building layer some days ago and so far all my vents were positioned properly. Maybe because you always have to build the wall first.
Still I will try BuildingOnTop next.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: CannibarRechter on November 10, 2017, 08:27:25 AM
> Thanks for explaining! I've changed it to the Building layer some days ago and so far all my vents were positioned properly. Maybe because you always have to build the wall first.

That could indeed be a factor. I don't know the draw order at all for things that are all at the same layer. It could be draw oldest first, or something else. It's curious that it's working all the time. It should be fairly safe to use BuildingOnTop, though. The only other things in the Core that uses that AltitudeLayer are TransportPods.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: lperkins2 on November 11, 2017, 02:18:01 AM
Any word on a dermal regenerator update?  Back a page or two it sounded like the update was done, but I can't find the download and the picture on the first page isn't a hyperlink.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: SpaceDorf on November 17, 2017, 03:50:04 AM
Just check out the whole bunch of repositories and you can see for yourself.

https://github.com/Skullywag?tab=repositories (https://github.com/Skullywag?tab=repositories)
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: sadpickle on November 19, 2017, 11:14:17 PM
I noticed that the Steam Workshop version of additional fabrics is A14. Are there any plans to update the mods on the workshop now that the game is in beta? And if not, is it possible to install the mod to the Steam version of the game manually?
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: kaptain_kavern on November 19, 2017, 11:19:09 PM
This post explain how to set up mods manually : https://ludeon.com/forums/index.php?topic=6223.0

If it can help...
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Pilz on November 22, 2017, 08:51:26 AM
Will there be an update to extended storage? Can't play without it anymore.

Anyone knowledgeable here that could tell me what needs to be fixed so it works with B18? If it's just editing a few lines I might be able to do it myself.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Canute on November 22, 2017, 09:24:13 AM
Prolly not, the storage mod got assemblies, these need to at the best case just recompiled.
Give the doctor some, he is active even when you don't notice him much.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: DoctorVanGogh on November 22, 2017, 12:53:40 PM
There's an experimental A/B18 build out for about a month - should run perfectly fine with the release version ;)

https://github.com/DoctorVanGogh/ExtendedStorage/tree/experimental/a18
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Pilz on November 22, 2017, 01:41:57 PM
Quote from: DoctorVanGogh on November 22, 2017, 12:53:40 PM
There's an experimental A/B18 build out for about a month

Why didn't anyone tell me?!

Works fine, though it is still marked for A17 (oversight?). Thank you very much!

Quick question now that I have you, what line would I have to insert to have the stockpile settings be clear when I build a basket? I used to change change the standard priority setting to 'low' so my people wouldn't run to store anything they can find in it, but I seem to remember that there was a mod that just had everything disabled from the get go.

Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Canute on November 22, 2017, 03:28:14 PM
Doc was hiding it well.
I checked the master and releases but only saw old releases.
I don't even know i could come to the experimental branch. But i am not github expierenced.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: codexhound on November 22, 2017, 03:51:38 PM
I went ahead and updated ReclaimFabric to B18 because it was simple enough. Skully you can choose to use it officially if you wish.

Download here: https://www.dropbox.com/s/l2f6arkft0xfzcw/ReclaimFabric.zip?dl=0 (https://www.dropbox.com/s/l2f6arkft0xfzcw/ReclaimFabric.zip?dl=0)
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Antaios on November 22, 2017, 09:25:27 PM
I updated better vents and coolers a couple days back

https://github.com/Antaios/BetterVents (https://github.com/Antaios/BetterVents)
https://github.com/Antaios/BetterCoolers (https://github.com/Antaios/BetterCoolers)

Also fixed the missing vent closed texture
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Pilz on November 23, 2017, 05:45:07 AM
Found a way to disable all storage after building to prevent pawns from hauling until you've decided what you want to store there.

After
<building>

Simply add

<defaultStorageSettings>
</defaultStorageSettings>
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Tenshi~Akari on November 23, 2017, 09:01:16 AM
Quote from: Antaios on November 22, 2017, 09:25:27 PM
I updated better vents and coolers a couple days back

--snip--

Also fixed the missing vent closed texture

Thanks for this update! Was waiting for these to come out.   ;D

Still having some issues when it comes to building them on custom walls, although, this time around vents & coolers will be built... at the cost of the wall being deconstructed first.  :P No go when you put the wall blueprints back either, because pawns will deconstruct the vent/coolers to rebuild the wall. Not sure why that happens, even if I use the vanilla bases & tags for my own wall defs it's still the same deal, but I guess I'll stick with God mode-ing them in for those modded-in walls or use the default walls instead for those, no biggie...

EDIT: Figured it out! (Because another mod that I used & just updated the version to had this same issue of deconstructing walls before construction):     

<clearBuildingArea>false</clearBuildingArea>

In order for Better Coolers/Vents to work with custom walls, this line needed to be added to the defs for the coolers/vents to prevent pawns from being silly and destroying the walls altogether. :D
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: DukeAl on November 24, 2017, 03:22:54 AM
The experimental A18 update for Extended Storage gives me some errors when the game starts:
"Could not resolve cross-reference to Verse.ThingDef named MortarShell" and
"Cannot call ItemFromXmlFile with resolveCrossRefs=true while loading is already in progress."
Anyone else having there errors and if so, is this a serious issue?
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: DoctorVanGogh on November 24, 2017, 08:08:35 AM
Quote from: DukeAl on November 24, 2017, 03:22:54 AM
"Could not resolve cross-reference to Verse.ThingDef named MortarShell" and
"Cannot call ItemFromXmlFile with resolveCrossRefs=true while loading is already in progress."
Ah yes, they did something with mortars & shells... that was in the patch notes...

It's just a "default" filter for a storage building which references an 'old' item.. shouldn't cause any issues.

Edit: just grab https://github.com/DoctorVanGogh/ExtendedStorage/releases
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: DukeAl on November 24, 2017, 05:30:26 PM
works like a charm now. thank you very much.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Daguest on November 24, 2017, 11:21:09 PM
Thanks a lot, the "warehouse manager 2017" part of the game is really annoying. This mod greatly alleviate it, I can barely play without.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Daros on November 25, 2017, 12:20:15 PM
Quote from: Tenshi~Akari on November 23, 2017, 09:01:16 AM
Quote from: Antaios on November 22, 2017, 09:25:27 PM
I updated better vents and coolers a couple days back

--snip--

Also fixed the missing vent closed texture

Thanks for this update! Was waiting for these to come out.   ;D

Still having some issues when it comes to building them on custom walls, although, this time around vents & coolers will be built... at the cost of the wall being deconstructed first.  :P No go when you put the wall blueprints back either, because pawns will deconstruct the vent/coolers to rebuild the wall. Not sure why that happens, even if I use the vanilla bases & tags for my own wall defs it's still the same deal, but I guess I'll stick with God mode-ing them in for those modded-in walls or use the default walls instead for those, no biggie...

EDIT: Figured it out! (Because another mod that I used & just updated the version to had this same issue of deconstructing walls before construction):     

<clearBuildingArea>false</clearBuildingArea>

In order for Better Coolers/Vents to work with custom walls, this line needed to be added to the defs for the coolers/vents to prevent pawns from being silly and destroying the walls altogether. :D

Hey, to what spot exactly does one add the code? Could you please point out? Thanks!
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Tenshi~Akari on November 25, 2017, 12:47:51 PM
^^ It should work within any part, as long as it's not within a subtree, (i.e. do not put it within in "graphicData", "statBases" "costList" or subtrees of the like.)

For safety's sake, I'd suggest where I put mine: at the end of the vent/cooler def right before the closing </ThingDef> tag.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: lperkins2 on November 25, 2017, 04:10:11 PM
Quote from: SpaceDorf on November 17, 2017, 03:50:04 AM
Just check out the whole bunch of repositories and you can see for yourself.

https://github.com/Skullywag?tab=repositories (https://github.com/Skullywag?tab=repositories)

The github repo for dermal regenerator is still the A16 build.  A couple pages back it was mentioned that he had recompiled it for A17 and replaced the work giver with the a17 version, but he hadn't pushed the commit yet.  Looks like that is still the case.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: CalebRaven on December 01, 2017, 12:37:08 AM
I've downloaded the new Extended Storage from GitHub, but after enabling the mod, on startup Rimworld hangs at initializing. At first I thought it was a mod conflict, but I eventually got to enabling only Extended Storage and it still hangs at enabling - I've let it sit for 10 minutes and spinning pinwheel of death persists. Any ideas or additional information that might be useful? I had Steam verity game integrity and apparently things are fine.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Canute on December 01, 2017, 03:38:56 AM
Which one you did download ?
The version from skully'' github (which isn't B18) or the one from Doctor's (link is at page 78) ?
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: schlauewurst on December 01, 2017, 10:09:38 AM
Yea steam pls.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: CalebRaven on December 01, 2017, 06:04:59 PM
Quote from: Canute on December 01, 2017, 03:38:56 AM
Which one you did download ?
The version from skully'' github (which isn't B18) or the one from Doctor's (link is at page 78) ?

The one from page 78 - tried both the latest one and the one prior that apparently said A17 but worked for B18. Neither got past Initializing.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Canute on December 02, 2017, 03:02:28 AM
Doctor would need at last an error log.
If you got hugslib installed, use the share log button
or at the ...data folder the output_log.txt as attachment (zip it if nessesary).
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: CalebRaven on December 02, 2017, 11:06:28 AM
How am I able to get a log from the menu if the game won't start?

If I run it with Extended Storage and it hangs on Initializing, then Force Quit out, then take it off the mods config file to start Rimworld, the current logs don't have Extended Storage listed.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Canute on December 02, 2017, 11:44:30 AM
Rimworld install, inside of the folder ...data  the output_log.txt
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: CalebRaven on December 02, 2017, 06:51:54 PM
I couldn't find that file where you said it'd be. I looked around and found that's the location on Windows, but for a Mac, it's a different spot. In this case...

/Users/USER/Library/Logs/Unity/Player.log

Is where I think the file you're suggesting I post is located.

I exported the file after trying (and failing) to load extended storage - here it is! Looks like it does reference Extended Storage, so I hope this is useful!

[attachment deleted by admin: too old]
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Questops on December 02, 2017, 07:53:32 PM
Are better coolers/vents going B18? The vanilla models look so foreign to me  ;D
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: DoctorVanGogh on December 02, 2017, 07:53:42 PM
Okay, that reads like an extremely arcane issue specific to MacOS (I've heard of one other time of this happening and it was in Zombieland).

Please go into your ExtendedStorage installation folder and delete the trays.png file from Textures\Things\Building\Furniture\MedCab. It's a dev-only image which is actually not used at all by the mod - very very weird that it causes the game to choke.

Hope this helps you resolve the issue - if it does, I'll see that I strip the whole dev textures from the archives to prevent any other future issues for the next release.



Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: CalebRaven on December 03, 2017, 10:34:13 AM
That did it! Thanks!
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Mosart on December 14, 2017, 10:00:56 PM
Hey. I used these mods at a17. They are amazing. Will it be updated to b18?
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Tenshi~Akari on December 15, 2017, 12:23:17 AM
Quote from: Antaios on November 22, 2017, 09:25:27 PM
I updated better vents and coolers a couple days back

https://github.com/Antaios/BetterVents (https://github.com/Antaios/BetterVents)
https://github.com/Antaios/BetterCoolers (https://github.com/Antaios/BetterCoolers)

Also fixed the missing vent closed texture

^^Already available.  8)
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Aatxe360 on December 16, 2017, 01:53:28 AM
Quote from: Tenshi~Akari on December 15, 2017, 12:23:17 AM
Quote from: Antaios on November 22, 2017, 09:25:27 PM
I updated better vents and coolers a couple days back

https://github.com/Antaios/BetterVents (https://github.com/Antaios/BetterVents)
https://github.com/Antaios/BetterCoolers (https://github.com/Antaios/BetterCoolers)

Also fixed the missing vent closed texture

^^Already available.  8)

Which link is the actual download?  Github has changed a lot since I last used it and not sure which is just the mod and what is other stuff.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Canute on December 16, 2017, 03:00:16 AM
Normaly look first under Releases if you can find an actual release.
But in this case no B18 release made (last one from june is A17), then you just download the master.
Click at "Clone or download" then download Zip.
But be careful with the master-download, some modder don't include the assemblies only the source-files, but then they added a release-file with assemblies and no source.
That why you should look first at the releases.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Sixdd on December 17, 2017, 05:34:23 PM
Hey Doc, got a bug for you. For some reason when a certain combination of storage objects are onscreen the gui disappears, I'm trying to nail down what is causing it but the error is below hope it helps.

Operation is not valid due to the current state of the object
at System.Linq.Enumerable.First<Verse.Thing> (System.Collections.Generic.IEnumerable`1<Verse.Thing>) <0x001ab>
at ExtendedStorage.Building_ExtendedStorage.DrawGUIOverlay () <0x000d6>
at (wrapper dynamic-method) Verse.ThingOverlays.ThingOverlaysOnGUI_Patch1 (object) <0x00158>
at RimWorld.MapInterface.MapInterfaceOnGUI_BeforeMainTabs () <0x00070>
at RimWorld.UIRoot_Play.UIRootOnGUI () <0x00086>
at Verse.Root.OnGUI () <0x000ed>


Full log is here (https://gist.github.com/30f74c9712fb2e87d7fcae40a98b6bd3)
Modlist is here (https://gist.github.com/Sixdd6/6c4b7cd75685d11f260f75e0b934b557)

EDIT: I closed the ticket on GitHub but just so others know, you can fix this issue by loading Extended Storage last in your mod list. So far I've had no more issues.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Chaotic-Entropy on December 18, 2017, 11:30:32 AM
Love your storage mod, thanks so much putting that together.

Any chance you can put just a straightforward grid on the main post to indicate which mods are in what state and which version they're for?
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Harry_Dicks on December 27, 2017, 11:46:39 AM
Any chance any of these mods will ever make it to B18?
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: SpaceDorf on December 27, 2017, 11:51:59 AM
Check out github .. most of them allready are B18
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Harry_Dicks on December 27, 2017, 03:09:04 PM
Maybe I'm confused.. I looked at the repositories for the mods and most of them haven't been updated in a year. The only one I found that looked current was the storage mod. Am I not looking in the right place? Maybe someone could point this dummy in a more specific direction? Thanks! ;D
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: LittleMikey on January 05, 2018, 01:55:43 AM
Quote from: Harry_Dicks on December 27, 2017, 03:09:04 PM
Maybe I'm confused.. I looked at the repositories for the mods and most of them haven't been updated in a year. The only one I found that looked current was the storage mod. Am I not looking in the right place? Maybe someone could point this dummy in a more specific direction? Thanks! ;D

Yeah I'm not sure either, the only one I can see which has been updated is Extended Storage.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Silas_ on January 18, 2018, 08:59:13 PM
Will vents and coolers work as-is on B18?  I've gotten so attached to them at this point.


EDIT: Whoops!  Looks like they were last updated a day after B18 released.  That just leaves Skullywag's weapons packs. :p
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Ruisuki on February 12, 2018, 12:02:10 AM
damn extended fabrics is a17
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Harry_Dicks on February 12, 2018, 01:06:11 AM
Quote from: Ruisuki on February 12, 2018, 12:02:10 AM
damn extended fabrics is a17

It's only xml, if you want it bad enough you can update it, shouldn't be too hard :) Get Notepad++ and it should be done in no more than an hour tops.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Kori on February 18, 2018, 10:21:28 AM
I use the B18 version of Extended Storage, and sometimes when I switch between maps (second Colony or temporary maps), the total amount of items for some containers is shown as 0. After some time, probably when someone is using the container, it gets refreshed and shows the correct value again.

Is this a known bug?
It never happened with A17, occurs very rarely, which means it affects only one or two out of 30 containers, and only after switching maps.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Harry_Dicks on February 18, 2018, 12:16:40 PM
Quote from: Kori on February 18, 2018, 10:21:28 AM
I use the B18 version of Extended Storage, and sometimes when I switch between maps (second Colony or temporary maps), the total amount of items for some containers is shown as 0. After some time, probably when someone is using the container, it gets refreshed and shows the correct value again.

My total guess coming from someone who has no clue what they're talking about:

When you are looking at your secondary map, for some reason the game stops displaying the quantity of whatever in your storage building. That's because the stuff isn't technically stored in there. When the storage thing says it has 500 wood, it is just a number to show you. That's because the mod doesn't alter the stack size or anything, and that 500 wood isn't actually "8 stacks" or whatever you have it set to. This wood exists in a "pocket dimension", so it isn't ever really there.

However, the mod keeps a list of all of the things it has stored in it's containers and the quantities. So when you go back to the map that now has a 0 shown for a container, it won't get refreshed until a pawn goes to use it. That's because the mod author has the storage units set to not auto refreshing every X ticks, this is to save CPU cycles, and it's only ever refreshed when it's actually being used.

Anyway, I am probably wrong. But it was fun trying to think about it, not knowing what's really going on, and just trying to "wing it" for what I can only guess is happening. :)
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Canute on February 18, 2018, 03:47:05 PM
Sorry harry, but Extented storage don't use "pocket dimension" it is like Quantum storage, it stores more stack at the same tile, and all is on map.
The number which got displayed is just a summary of all stack's on that tile.

But Extented storage is made in previous version and just adapt to B18 by the good doctor.
And since multi colony isn't a recommend vanilia feature, he don't thought about to refresh this displayed number after a map change.
But i bet if he read this, it wouldn't much trouble for him to do this.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Kori on February 18, 2018, 04:06:18 PM
Quote from: Canute on February 18, 2018, 03:47:05 PM
But i bet if he read this, it wouldn't much trouble for him to do this.

That's what I was hoping too.  :)
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Harry_Dicks on February 18, 2018, 05:57:47 PM
Quote from: Canute on February 18, 2018, 03:47:05 PM
Sorry harry, but Extented storage don't use "pocket dimension" it is like Quantum storage, it stores more stack at the same tile, and all is on map.

You're probably right, but I'm not convinced I'm 100% wrong. Maybe the game still actually "has them there". But couldn't we further argue the nuance of what actually defines something as "being there" in a game? They are all just 0s and 1s in the end.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Kori on February 28, 2018, 02:54:42 PM
Would it be possible to make the containers of Extended Storage truly rotatable, so the spot where the pawns drop the items isn't restricted to left or bottom anymore? It slows them down a lot when they have to cross the main stockpile first before they reach the drop zone when the container is on the "wrong" side of a room.  :(
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Harry_Dicks on February 28, 2018, 02:57:03 PM
Quote from: Kori on February 28, 2018, 02:54:42 PM
Would it be possible to make the containers of Extended Storage truly rotatable, so the spot where the pawns drop the items isn't restricted to left or bottom anymore? It slows them down a lot when they have to cross the main stockpile first before they reach the drop zone when the container is on the "wrong" side of a room.  :(

Agreed that was an issue I didn't like, having to setup my rooms in specific ways so that the interaction cell was always facing a specific way.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: henk on March 08, 2018, 09:55:06 PM
Any chance someone can update the Better Vents 1.4 mod ?
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Ruisuki on March 09, 2018, 02:52:59 AM
Is the extended storage clothing rack quality bug still happening?
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Sparkie on March 14, 2018, 12:28:20 PM
Will this be updated to B18 anytime soon?
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: BlackSmokeDMax on March 14, 2018, 04:22:51 PM
Quote from: Sparkie on March 14, 2018, 12:28:20 PM
Will this be updated to B18 anytime soon?

I think some are, but un-officially. Meaning, you'll have to page backwards through the thread and find posts with download links to unofficial versions for Beta18.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Harry_Dicks on March 14, 2018, 05:50:06 PM
Quote from: Sparkie on March 14, 2018, 12:28:20 PM
Will this be updated to B18 anytime soon?
Extended Storage is the big one and is updated. You can get roof bombs from I believe Remote Explosives, fabric reclamation from I'm sure a small handful of mods, the B18 version of Dermal Regenerator has been updated by someone else.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Scottvrakis on April 16, 2018, 02:29:56 AM
Dunno if I'm missing anything, but some of the Extended Storage containers aren't buildable.. As in, they don't appear in the architect menu. Am I missing something?
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Canute on April 16, 2018, 03:17:03 AM
They are all under furniture.
If you installed correct you should see them there, no research needed.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Scottvrakis on April 16, 2018, 03:40:48 AM
Quote from: Canute on April 16, 2018, 03:17:03 AM
They are all under furniture.
If you installed correct you should see them there, no research needed.

Huh, I don't see them. Does the mod perhaps conflict with Architect Sense or the Expanded Furniture mod?
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Canute on April 16, 2018, 04:50:36 AM
I never used Architect sense, but never got problems with other furniture mods.
You should double check if you installed it correct.
Did you download the right version?
https://github.com/Skullywag/ExtendedStorage/releases
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Scottvrakis on April 16, 2018, 04:55:19 PM
Quote from: Canute on April 16, 2018, 04:50:36 AM
I never used Architect sense, but never got problems with other furniture mods.
You should double check if you installed it correct.
Did you download the right version?
https://github.com/Skullywag/ExtendedStorage/releases

I got the version off the Steam Workshop, does that one perhaps not have the GUI draw fix?
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Kenny Dave on June 24, 2018, 04:20:44 PM
Extended storage: excellent mod, love it. Thank you so.

One thing: is there a reason that there isn't a weapons storage crate? It seems a bit odd to have everything nicely organised, then weapons all over the floor.

I thought I'd have a go at making one myself using the code as a way to learn a bit about modding, beyond doing the plague gun thing and buying a couple of general books. But it ideally needs to handle the weapons as apparel is handled, and that's in C#; I don't seem to be able to do anything about that with the latest release being compiled only, and decompiling proving unsuccessful. I'm really at the start of learning anything, although I have a lot of rusty experience with VBA from a previous life. I managed to add it in using XML and some 3rd rate art but it behaves in the A16(?) way.

I hope it's not rude for me to try and work with someonoe elses code, if it is it's because I don't know what I'm doing. It was only for myself and my learning, not to release.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Canute on June 25, 2018, 03:19:46 AM
Kenny Dave,
the Clothing rack can store weapon's too.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Kenny Dave on June 25, 2018, 08:48:59 AM
Is it? Not on the steam version I have. Is there a newer version somewhere?

I can change what goes in which item in XML ok, and create a new crate easily enough. But weapons don't stack and behave as apparel does is my issue as I can't change the C# code. I think I can probably identify the bit of C# code that's relevant, but not much more than that. The code has an if statement for item type apparel. It's not linked to the object, but the item type. All of the different objects use the same C# code.

https://steamcommunity.com/id/Kenny_Dave/screenshot/945075898077077515
(https://steamcommunity.com/id/Kenny_Dave/screenshot/945075898077077515)
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Canute on June 25, 2018, 09:17:12 AM
Doh, i just notice myself i think i modified the
/ExtendedStorage/Defs/ThingDefs/Storage/Storage_Locker.xml
myself to add
<li>Weapons</li>
just below the
<filter>
        <categories>
                 <li>Apparel</li>


I think doctor refused to add an own weapon locker because of missing good texture for it.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Kenny Dave on June 25, 2018, 06:29:28 PM
Thanks Canute. Yes, I managed to do that, and created a (poor) texture and had all the XML stuff on it, it isn't a particularly useful thing to use without the C# apparel behaviour though. Although I am... you can see them just to the right of centre on this:

https://steamcommunity.com/id/Kenny_Dave/screenshot/945075898069445628

It's not a great texture, it's not transparentified but greyscale, and should always be green and open with hay in I think. But I could probably work that bit out.



Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Antaios on July 02, 2018, 01:32:47 PM
I've done an update for BetterCoolers and BetterVents for 1.0, as I did with B18. This time I've listed proper releases on Github.

Since the pull request for B18 never went through I'm assuming it never will, so I'll continue to leave links to the updated BetterCoolers and BetterVents on my mods thread aswell, unless told otherwise.
BetterCoolers (https://github.com/Antaios/BetterCoolers/releases)
BetterVents (https://github.com/Antaios/BetterVents/releases)
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: DoctorVanGogh on July 03, 2018, 07:32:25 PM
Extended Storage for 1.0 unstable:

https://github.com/DoctorVanGogh/ExtendedStorage/releases/tag/3.3.0.0

Should work  ;)
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: SamhainJack on July 03, 2018, 11:58:35 PM
Quote from: DoctorVanGogh on July 03, 2018, 07:32:25 PM
Extended Storage for 1.0 unstable:

https://github.com/DoctorVanGogh/ExtendedStorage/releases/tag/3.3.0.0

Should work  ;)

Thanks!
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Silas_ on July 04, 2018, 09:36:40 AM
Thank you very much Antaios and Von Gogh!
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: qurffe on July 15, 2018, 04:56:55 PM
Hi, using the "unstable" version of Extended Storage and it has little problem when i load a save, it spits everything from storage all around, even destroying walls if there is not enough space in stockpile.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Ruisuki on July 15, 2018, 05:34:49 PM
^ that happens with the bottomless textile storage from the author of change dresser as well.

Also...I dont think the quality bug has been fixed yet either has it?
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: DoctorVanGogh on July 15, 2018, 06:02:49 PM
Quote from: qurffe on July 15, 2018, 04:56:55 PM
Hi, using the "unstable" version of Extended Storage and it has little problem when i load a save, it spits everything from storage all around, even destroying walls if there is not enough space in stockpile.
Please upload savegame someplace and give a link. That sounds like a nasty issue to reproduce and needs a bit more of a look.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: qurffe on July 15, 2018, 06:37:12 PM
Quote from: DoctorVanGogh on July 15, 2018, 06:02:49 PM
Quote from: qurffe on July 15, 2018, 04:56:55 PM
Hi, using the "unstable" version of Extended Storage and it has little problem when i load a save, it spits everything from storage all around, even destroying walls if there is not enough space in stockpile.
Please upload savegame someplace and give a link. That sounds like a nasty issue to reproduce and needs a bit more of a look.

Here is the link: https://www.dropbox.com/s/i09yk7a0dhi7b87/New%20Arrivals2.rws?dl=0

also tested a little and it happens whenewer i have other mods or just extended storage enabled,
also on Load it throws a lot of yellow errors of type: "Trying to get valid region at (116, 0, 146) but RegionAndRoomUpdater is disabled. The result may be incorrect.", they just have different coordinates, i would assume its where it spits the resource at

Did 1 more little test, it has nothing to do with rooms or stockpiles, it just spawns the resources around the storage. Same behaviour like if you would try to spawn resources via Dev option on the same tile, except that it actually destroys anything that is in the way
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: DoctorVanGogh on July 15, 2018, 07:44:03 PM
Well poop.... this looks nasty.... I'll take a crack at this, but this might take a bit...
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: themadgunman on July 18, 2018, 12:04:01 PM
was looking into this myself, it seems like the game just doesnt like genplacing lots of items in the same cell when you load the game, although it will quite happily do it when the game is loaded, probably some sort of error checking i imagine
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Ruisuki on July 27, 2018, 06:38:16 AM
Any reason why wooden pallet can hold components but steel skip cant?
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Canute on July 27, 2018, 08:50:35 AM
Skip's are only for resources, while pallet's can hold manufactured goods too.
That's why a skip got more storage capacity.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: DoctorVanGogh on July 27, 2018, 09:17:42 AM
Quote from: Ruisuki on July 27, 2018, 06:38:16 AM
Any reason why wooden ... can hold components but steel ... cant?
A) wood or steel or mammoth-bone as a material doesn't matter ;)
B) Skips only offer "loose goods" storage. Rocks, raw wood, etc. Components are a carefully manufactured good.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: themadgunman on July 27, 2018, 11:58:59 AM
Did anyone have any luck yet making a successfull version of this for 1.0 that doesnt splurge items on load yet ?
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: DoctorVanGogh on July 27, 2018, 12:33:34 PM
Yeah, kinda ;)

Available workaround:
Grab a current development snapshot of spdskatr's RimFactory (https://github.com/spdskatr/ProjectRimFactory/tree/development). Potato cat has totally solved this (by crowbar).

The current issue now (for me) is not how to solve this too, but how to solve this so his (and other's) solution to this problem don't screw each other over. Basically this needs just a bit of free time with ambient temperatures not into the mid 30°C.

So yeah, expect a fix around Halloween (or potentially earlier - you'll never know).  8)
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: themadgunman on July 27, 2018, 03:58:58 PM
Quote from: DoctorVanGogh on July 27, 2018, 12:33:34 PM
Basically this needs just a bit of free time with ambient temperatures not into the mid 30°C.

Yeah sweating on your keyboard makes coding no fun whatsoever :) Tbh the whole stacking thing is irrelevant to me anyways cuz i use stackxxl but i do miss the easy preset storages.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Ruisuki on July 27, 2018, 05:54:30 PM
is that bug only for 1.0
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Canute on July 28, 2018, 02:49:18 AM
I never notice that at B18 and i use ExtendedStorage allways.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: themadgunman on July 28, 2018, 10:54:47 AM
yeah it just seems to be in 1.0, they changed something about the way storages are handled that broke a lot of the custom storage mods it seems
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Schwartz on July 31, 2018, 10:07:59 AM
After a bunch of trial-and-error, I think I have a working ExtendedFabrics for B18. Please try it and report back.

[attachment deleted due to age]
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Sixdd on August 16, 2018, 01:56:23 PM
I've got an issue with Better Coolers and Better Vents. I'm trying to place them over smoothed walls but it says "Must place on supporting structure", I've looked into it as much as I can but have come up with nothing, any help? Log is here if it helps: https://git.io/fNhTD
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: System.Linq on September 04, 2018, 10:40:16 AM
Here's Extended Storage for B19 with the item splurging patch built in: https://my.mixtape.moe/fqrlaz.rar
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: zmadz on September 06, 2018, 01:37:59 AM
@linq thank you , yet to test it out, had to open with 7zip as unrar said it's corrupted
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Canute on September 06, 2018, 09:11:20 AM
zmadz,
it's about time you need to update your rar tool. My Winrar 5.4 from 2016 can open and unrar it.
But 7z can unpack most common archives too. :-)
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Sixdd on September 08, 2018, 03:12:26 AM
@Linq  I tried the update and stone chunks still destroyed my walls on loading a save. Is it worth noting that the chunks in question were from Cupros Stones?

Ok, I took some time to rejig my load order and with Extended Storage at the top (directly below core and hugslib) everything works just fine. B19 is apparently extremely picky with load order compared to B18.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: DoctorVanGogh on September 08, 2018, 02:51:44 PM
Yes, yes, yes.... the stone barfing will get fixed.... As soon as it's at the top of my list... which is it finally ;)
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: DoctorVanGogh on September 09, 2018, 09:14:31 AM
B19 for ExtendedStorage: https://github.com/DoctorVanGogh/ExtendedStorage/releases/latest

Includes nice version numbers and (hopefully) a complete fix for the item splurging.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: zmadz on September 11, 2018, 06:32:43 PM
hey DoctorVanGogh is visual representation of items due to rimworld or you aren't using up,down,left, right ?
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Sixdd on September 11, 2018, 08:31:29 PM
Yay! Doc, you are my favorite doctor :)
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: skullywag on September 13, 2018, 03:06:15 PM
At his request (and tbh its pretty much his mod now anyway)I have added DoctorVanGogh as a contributor on steam and github, he now has control over the mod to do as he pleases. Hope that helps get updates out quicker etc :)

Other mods will come when 1.0 hits, i dont have time to mod a moving target right now, all my mods are open season, fork them and do as you all see fit.....i welcome the help. :)
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: skullywag on September 15, 2018, 03:14:02 AM
Hey Doc, something might be wrong with building rotation in that last release, not sure whats going on...

edit - seems to be the tray rack and basket
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Canute on September 15, 2018, 03:19:47 AM
When i rotate the tray rack, i never got an open to down view but one for left and one for right.
But basicly it is still pointless since the storage furniture's only got 2 position anyway.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Sixdd on September 17, 2018, 12:29:28 AM
In regard to the funny rotations on some buildings, I did a little update of my own. Some textures were misnamed making the game not display the proper file. If I recall correctly it was only 3 or 4 files that needed renamed. Here (http://bit.ly/2D0SYYM) is my updated file for anyone that wants it, not that I provide warranty on the stability or usability but nothing was changed but file names so you should be good to go.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: DoctorVanGogh on September 18, 2018, 05:35:55 AM
Ffs... PR? Please? ;)
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Antaios on September 18, 2018, 10:38:17 AM
Quote from: Sixdd on August 16, 2018, 01:56:23 PM
I've got an issue with Better Coolers and Better Vents. I'm trying to place them over smoothed walls but it says "Must place on supporting structure", I've looked into it as much as I can but have come up with nothing, any help? Log is here if it helps: https://git.io/fNhTD

I've just updated BetterCoolers and BetterVents to B19!
Included I added a harmony patch that takes care of modded wall support, and smooth stone wall support!
BetterCoolers (https://github.com/Antaios/BetterCoolers/releases)
BetterVents (https://github.com/Antaios/BetterVents/releases)
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Sixdd on September 21, 2018, 11:54:44 AM
um... I'm kind of a git newb, I'll try and get a pull request figured out.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Canute on September 22, 2018, 04:36:11 AM
Let's call the Doctor !!
Doctor Who ?
No not these, DoctorVanGogh !
With B19 Stack merging got included into the vanilla gameplay, that's why you should use only integer for <ES_StorageFactor> !!
<ES_StorageFactor>6.67</ES_StorageFactor> from Food Basket lead that pawn's take out the 50 out of the storage and place it at the front cell, because they wan't merge it.
Changing the 6.67 to 7 stoped the loop-merging.

Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Exende on September 22, 2018, 11:30:58 AM
Quote from: Antaios on September 18, 2018, 10:38:17 AM
Quote from: Sixdd on August 16, 2018, 01:56:23 PM
I've got an issue with Better Coolers and Better Vents. I'm trying to place them over smoothed walls but it says "Must place on supporting structure", I've looked into it as much as I can but have come up with nothing, any help? Log is here if it helps: https://git.io/fNhTD

I've just updated BetterCoolers and BetterVents to B19!
Included I added a harmony patch that takes care of modded wall support, and smooth stone wall support!
BetterCoolers (https://github.com/Antaios/BetterCoolers/releases)
BetterVents (https://github.com/Antaios/BetterVents/releases)

when you say "BetterCoolers & BetterVents code merge", do you mean they are now one mod, or do you mean you are combining the code of two people, or are they just using the same algorithms?
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Antaios on September 22, 2018, 03:11:41 PM
Quote from: Exende on September 22, 2018, 11:30:58 AM
when you say "BetterCoolers & BetterVents code merge", do you mean they are now one mod, or do you mean you are combining the code of two people, or are they just using the same algorithms?
I mean that they're now using the exact same dlls, and subsequently placeworkers, instead of separate ones. So the code of one will overwrite the other, instead of adding another copy of something that does the same thing.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Xubrim on October 07, 2018, 03:57:37 PM
Quote from: Sixdd on September 17, 2018, 12:29:28 AM
snip

Thanks for the fix, Six. That was bugging me far more than it should.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Ruisuki on October 15, 2018, 08:01:55 AM
is extended fabrics updated to b19??? IIRC it, T's expanded cloth, and Vegetable gardens garden fabrics all deal with cotton fibres and reworking the cloth in the game into being a gradual process over instantaneous but I'd like the light footprint of extended fabrics
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: aimxoo0o on October 16, 2018, 09:49:05 AM
Update for Reclaim Fabric? Please.  ;D
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: viperwasp on October 18, 2018, 02:59:10 AM
Any plans for 1.0 for any of the mods? Thanks I know these things take time if there is going to be an update.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Ruisuki on October 18, 2018, 07:29:00 PM
was the hazmat nerfed? it only holds 187 uranium
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: vandal on October 22, 2018, 02:40:09 AM
Quote from: aimxoo0o on October 16, 2018, 09:49:05 AM
Update for Reclaim Fabric? Please.  ;D
Any chance to update extended fabrics?

You can use mending and recycling until/if the OP updates.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: lorebot on November 30, 2018, 03:58:59 AM
Couldn't live without your Extended Storage mod, but I've always wondered why VGP's Sillage (a type of added animal feed) doesn't fit in any of the added furniture from this mod. Kibble fits in the food baskets, and hay on pallets (and I think skips too but it's been a while so i'm not certain), but even tho food baskets are capable of holding all the other added food items it won't accept Sillage.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Canute on November 30, 2018, 06:53:37 AM
It is because Extended storage don't recognize any other mod.
Kibble is explizit enable for basket and Hay for pallets.
look under
\Defs\ThingDefs\Storage
you can either edit
Storage_Basket.xml
Storage_WoodenPallet.xml
and add
<li>AnimalFeed</li>
at the
          <categories>
            <li>FoodRaw</li>
            <li>PlantMatter</li>
            <li>Drugs</li>
            <li>AnimalFeed</li>
          </categories>


Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: temple_wing on January 27, 2019, 10:59:12 AM
Would you please add support to combat extended?
store ammos.
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Kori on January 27, 2019, 11:32:28 AM
Quote from: temple_wing on January 27, 2019, 10:59:12 AM
Would you please add support to combat extended?
store ammos.

Already compatible, CE patches the wooden pallet. Try this one!
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Mosart on March 10, 2019, 12:29:53 PM
Hey, skullywag, update additional lightings and other mos to v1.0 please. I really love your mods. But seems they are outdated..
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Canute on March 10, 2019, 01:21:31 PM
Hey Mosart,
don't revive old threads, skully didn't update any mod for a long time now, or why do you think there is still a [A17] as prefix ?
Maybe it is time for you to start with modding and update these for the public ? :-)
Title: Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
Post by: Kirby23590 on March 10, 2019, 02:58:25 PM
You know that skullywag isn't online for a while since his last post was in October 28, 2018...

You might want to look else where if someone revived some of his mods for 1.0 or any alternatives for 1.0 out there...