Ludeon Forums

RimWorld => Releases => Mods => Outdated => Topic started by: IzzyHRC on November 02, 2015, 09:41:34 AM

Title: [A16] Izzyssentials (v1.16)
Post by: IzzyHRC on November 02, 2015, 09:41:34 AM
(https://dl.dropboxusercontent.com/s/hg6fsgbigowtucf/izzysentials.png)

Description:
A collection of my own little mods I deem essential to a Rimworld playthrough.

Containing:
Linked hydroponics
A one-tile hydroponics, exactly the same as the regular one.
With the added benefit that when the contents of one hydro is changed all the touching one will be changed to that type as well. This also works when placing new hydro's next to an existing one. It will simply copy the plant of the one next to it.

Linked stools (with a fancier variant)
A one-tile stool that connects to itself
The fancier variant unlocks after the Beautification Project.
Simply adds a bit more beauty to the environment at the cost of materials.

Linked tables (with a fancier variant)
A one-tile table that connects to itself
The fancier variant unlocks after the Beautification Project.
Simply adds a bit more beauty to the environment at the cost of materials.

Linked solar panels
A one-tile solar panel with a central power output indicator.
It will be transparent at night and blue at day time.

Lamps
Same as the regular lamps, except being available in all material types.
After Coloured-Lights is researched they will be automatically updated to provide you the means to alter the colour of them at will. (25 different colours)

Wall lights
Walls with build in lights, available in all material types.
After Coloured-Lights is researched they will be automatically updated to provide you the means to alter the colour of them at will. (25 different colours)

Wall switches
A switch, within the wall itself, available in all material types.
The build in led will burn red when no power flows through it, green when power does flow through it and goes inactive (grey) when flicked off.
Also includes a researchable sensor to automatically switch on/off when someone is within a selected radius.

Pictures:
Example of Wall lights and switches.
(https://dl.dropboxusercontent.com/s/evzzw3t6xlyjpe5/Lights%20and%20switches.png)
Example of the different furniture pieces.
(https://dl.dropboxusercontent.com/s/gl7tjqypbmnp302/Furnitures.png)
Example of hydroponics and solar panels. Taken at different hours to show you the small indicator on the solar panels.
(https://dl.dropboxusercontent.com/s/i07yb3u307zm5nk/Hydros%20and%20solar%20panels.png)

Author:
IzzyHRC

Updates might be slow...
Without going into details, there was an incident around February 2016. After some time I got my diagnosis..
Unable to work and after frequent visits to the doctor/hospital/psychologist/psychiatrist, I can say I'm doing better now.
I'm taking heavy medication which don't come without side effects, but hey. Everyone's got something right?
For this reason I let everything go, including this mod. And if it wasn't for some people (like you Skullywag!) I prob wouldn't have updated this mod.
For the same reason, I can't really say if I'll be able to continue this. Purely based on medical reasons.
Nothing's going to stop me from trying though! :D


How to install:
- Download the file here:
(https://dl.dropboxusercontent.com/s/0e5nkaysm2dnt1l/DropboxDownload.png)  (https://dl.orangedox.com/XZoRJdZlKCv10Jj1ST)
- Unzip the contents into your RimWorld/Mods folder.
- Start up the game and click the Mods button in the main menu.
- There you'll notice a few 'izzyssentials' folders.
- Activate the Izzyssentials core folder and the other addons you want to use.

How to update:
Simply delete the old version and place the new version.
This should have no consequence on your savegame.

Changelog
1.16
~Updated to A16

1.15.01
~Added in new blocks: Ceiling lamp (suggested by: Othobrithol) , Floor lamp~
Behaves like you would suspect.
~Changed Core to accommodate new blocks.~
~Changed values of the following blocks.~
@Standing Lamp (+ceiling lamp +floor lamp)
-Cost lowered from total of 25 to a total of 15
Now needing 10 steel and 5 'x' to build.
@WallLight
-Cost lowered from total of 25 to a total of 15
Now needing 10 steel and 5 'x' to build.
-WorkToMake increased from 150 to 175
@WallSwitch
-Cost changed from total of 35 to a total of 16
Now needing 10 steel,5 'x' and 1 component to build.
-MaxHitPoints increased from 225 to 350
-WorkToMake increased from 150 to 200
@SensorSwitch
-Cost changed from total of 21 to a total of 16
Now needing 10 steel,5 'x' and 1 component to build.
(thx Nommy for making me revisit these blocks.)

1.15
1.15 Because I can't count.
~Updated to A15~
~Added in a new block Sensor~
Can switch on automatically when a pawn is within radius.
when the research is complete the wallswitch will have this function as well.
(suggested by: coemgen98)
~Added some custom textures to the buttons to switch colour on lights~

1.04
~Fixed an issue with CCL overriding CompGlower.~
Causing the standing lamp and wall lights to not give of light or change colour.
CCL and Izzyssentials should play nice now :)
(thx TheMercian)

~All lights, hydroponics, solar grids and switches were buildable in tribal scenario without research~
(thx Slye_Fox)

~Solar grid and hydroponics broke down at a ridiculous rate~
(thx BallC)

1.03
~Update to A14.~
~Chopped the mod into pieces so that people can pick and choose which parts to add.~

1.02
~Update to A13.~
~changed the name of the solar panel to solar grid~
because... reasons? no clue

1.01
~Fixed an issue with Edb Interface:~
Button to 'SetPlantDefToGrow' went invisible after saving and reloading the game.
Giving a nullreferenceexception on reloading the game.
No issue anymore in test world, should be fixed.
(thx Zxypher)

~removed "imp" from "solar panel imp"~
It's not an imp, it's a solar panel... don't be silly.

1.00
~First release~

Known bugs
None at the moment

Incompatibilities
none at the moment
(Always make a backup of your world before installing new mods!)

Disclaimer
Nearly all these mods were developed as individual tests to see how far I can push my knowledge of C#. And will eventually provide the means for my Mind Altering Device to spring into existence.
As such the code is not optimized and is held together with proficient amount of ducktape.

License:
Creative Commons Attribution-NonCommercial 4.0 International Public License  (http://creativecommons.org/licenses/by-nc/4.0/)
You may share/alter my code for use in your own projects. (Just send me a message, notifying me)
As long as appropriate credit is given and the material is not used for commercial purposes.
Title: Re: [A12] Izzyssentials (v1.0) hydro's/lamps/furniture/switches
Post by: MeliaElentari on November 02, 2015, 11:30:44 AM
Purple Lights! Now I can build my ultimate purple and black base! Woot!
Title: Re: [A12] Izzyssentials (v1.0) hydro's/lamps/furniture/switches
Post by: IzzyHRC on November 02, 2015, 02:49:13 PM
Quote from: MeliaElentari on November 02, 2015, 11:30:44 AM
Purple Lights! Now I can build my ultimate purple and black base! Woot!

Ultimate purple and black base?! Sounds pretty sweet! I'd like to see it when it's done  ;D
Title: Re: [A12] Izzyssentials (v1.0) hydro's/lamps/furniture/switches
Post by: pktongrimworld on November 02, 2015, 04:50:45 PM
anyway to unhide the default stuff?

*it seem to also hide my other mods that changes hypos.
Title: Re: [A12] Izzyssentials (v1.0) hydro's/lamps/furniture/switches
Post by: IzzyHRC on November 02, 2015, 04:57:53 PM
Quote from: pktongrimworld on November 02, 2015, 04:50:45 PM
anyway to unhide the default stuff?

*it seem to also hide my other mods that changes hypos.

Thought that would be an issue (mentioned it in my post actually) I'll repeat it for you.

Quote
- By default the vanilla hydro's, solar panels, stools, tables and lamps are hidden by this mod.
(By hidden I mean that they're not gone! You simply won't be able to build new ones.)
- Follow the following steps to turn this off.
- Go into the follow directory RimWorld/Mods/Izzysentials/Defs/ThingDefs
- Delete the Hidden.xml file
- The default items should now be available alongside the mods items.

Hope it helps!

(any chance you could give me the list of mods you have this issue with?)
Title: Re: [A12] Izzyssentials (v1.0) hydro's/lamps/furniture/switches
Post by: dismar on November 02, 2015, 10:08:46 PM
I like this mod. Thank you. Been using it in my colony. (First one to survive a month in a while) LOL
Title: Re: [A12] Izzyssentials (v1.0) hydro's/lamps/furniture/switches
Post by: MeliaElentari on November 03, 2015, 02:37:17 PM
Quote from: IzzyHRC on November 02, 2015, 02:49:13 PM
Quote from: MeliaElentari on November 02, 2015, 11:30:44 AM
Purple Lights! Now I can build my ultimate purple and black base! Woot!

Ultimate purple and black base?! Sounds pretty sweet! I'd like to see it when it's done  ;D

It's a work in progress at the moment, but looking pretty cool.  I love the mod btw, the solar panels are awesome!

(http://puu.sh/l8blr/55238d55ff.jpg)
Title: Re: [A12] Izzyssentials (v1.0) hydro's/lamps/furniture/switches
Post by: IzzyHRC on November 03, 2015, 07:18:28 PM
Quote from: dismar on November 02, 2015, 10:08:46 PM
I like this mod. Thank you. Been using it in my colony. (First one to survive a month in a while) LOL

No problem, glad you like it! :)  Hopefully my mod will provide you with enough luck to survive whatever the rimworld gods throw at you  ;)

Quote from: MeliaElentari on November 03, 2015, 02:37:17 PM
It's a work in progress at the moment, but looking pretty cool.  I love the mod btw, the solar panels are awesome!

Hard day at work today and seeing these lovely comments really cheer me up.
But that picture is the cherry on top! What a base!
My mod in action, so cool  ;D ... nearly fell for the 'indoor' solar panels, heh.
That colonist though ... Aids ...
Can't imagine people calling out to him...
"AIDS!! Where are you Aids! Has anyone seen my Aids? I need Aids!"
Title: Re: [A12] Izzyssentials (v1.0) hydro's/lamps/furniture/switches
Post by: MeliaElentari on November 03, 2015, 08:10:37 PM
Quote from: IzzyHRC on November 03, 2015, 07:18:28 PM
Quote from: dismar on November 02, 2015, 10:08:46 PM
I like this mod. Thank you. Been using it in my colony. (First one to survive a month in a while) LOL

No problem, glad you like it! :)  Hopefully my mod will provide you with enough luck to survive whatever the rimworld gods throw at you  ;)

Quote from: MeliaElentari on November 03, 2015, 02:37:17 PM
It's a work in progress at the moment, but looking pretty cool.  I love the mod btw, the solar panels are awesome!

Hard day at work today and seeing these lovely comments really cheer me up.
But that picture is the cherry on top! What a base!
My mod in action, so cool  ;D ... nearly fell for the 'indoor' solar panels, heh.
That colonist though ... Aids ...
Can't imagine people calling out to him...
"AIDS!! Where are you Aids! Has anyone seen my Aids? I need Aids!"

Lol! I name my pawns after my friends.  It's short for Aiden.
Title: Re: [A12] Izzyssentials (v1.0) hydro's/lamps/furniture/switches
Post by: IzzyHRC on November 05, 2015, 05:05:52 AM
Quote from: MeliaElentari on November 03, 2015, 08:10:37 PM
Lol! I name my pawns after my friends.  It's short for Aiden.

Then .. erm... I'm sorry for resembling him to a horrible illness  :-\ 
Aaaanyway it's getting abit off-topic, good luck with that nice base of yours! :)
Let me know if you find anything weird with my mod.
And if you have any suggestions just let me know.  :)
Title: Re: [A12] Izzyssentials (v1.0) hydro's/lamps/furniture/switches
Post by: Zxypher on November 05, 2015, 05:58:48 PM
Hello I seem to be having a problem with your mods Hydroponics basins. They used to work but on my last load I can no longer see/change what is growing in them. The "Growing" button has disappeared and colonists won't plant in them. I think it has to do with Edb Interface as it gave an error relating to the Inspector...oddly I can't get that particular error to come up again. It's not a huge deal if I can't get it to work but was hoping you could maybe point me in the right direction of what could cause it. If you need more info let me know.

Edit: Also if I build new basins they seem to work for the time being. Forgot to mention that originally.

Edit 2: Happens if I close the game out completely and reload it. I also had the error again so I took a screenshot...I don't know how to copy from the debug window. Sorry.

Thanks for the mod and your time.

[attachment deleted due to age]
Title: Re: [A12] Izzyssentials (v1.0) hydro's/lamps/furniture/switches
Post by: IzzyHRC on November 05, 2015, 06:37:24 PM
Quote from: Zxypher on November 05, 2015, 05:58:48 PM
Hello I seem to be having a problem with your mods Hydroponics basins. They used to work but on my last load I can no longer see/change what is growing in them. The "Growing" button has disappeared and colonists won't plant in them. I think it has to do with Edb Interface as it gave an error relating to the Inspector...oddly I can't get that particular error to come up again. It's not a huge deal if I can't get it to work but was hoping you could maybe point me in the right direction of what could cause it. If you need more info let me know.

Edit: Also if I build new basins they seem to work for the time being. Forgot to mention that originally.

Thanks for the mod and your time.

Ha, nice catch.
I was able to reproduce it when using it together with Edb Interface.
Very odd that everything works, until you save and reload the game.
I do have a feeling where the problem could be.

Currently working on a fix,
Thank you for the feedback, and the clear-cut description of the issue!
Title: Re: [A12] Izzyssentials (v1.01 bugfix) hydro's/lamps/furniture/switches
Post by: IzzyHRC on November 05, 2015, 07:19:55 PM
Update 1.01:

~Fixed an issue with Edb Interface:~
Button to 'SetPlantDefToGrow' went invisible after saving and reloading the game.
Giving a nullreferenceexception on reloading the game.
No issue anymore in test world, should be fixed.

~removed "imp" from "solar panel imp"~
It's not an imp, it's a solar panel... don't be silly.
Title: Re: [A12] Izzyssentials (v1.01 bugfix) hydro's/lamps/furniture/switches
Post by: EviloM on April 12, 2016, 12:21:18 PM
Hello,
do you think to update to A13 soon?

Have a nice day  :)
Title: Re: [A13] Izzyssentials (v1.02) hydro's/lamps/furniture/switches
Post by: IzzyHRC on May 22, 2016, 01:15:39 PM
1.02
~Update to A13.~
~changed the name of the solar panel to solar grid~
because... reasons? no clue


Sorry about the delay!
Title: Re: [A13] Izzyssentials (v1.02) hydro's/lamps/furniture/switches
Post by: Reaper on May 22, 2016, 05:43:17 PM
Hey could you put up separate downloads for this stuff? people may already have mods that do some of this, aka me but i am really interested in the colored wall lights.
Title: Re: [A14] Izzyssentials (v1.03) hydro's/lamps/furniture/switches
Post by: IzzyHRC on July 19, 2016, 07:19:22 AM
1.03
~Update to A14.~
~Chopped the mod into pieces so that people can pick and choose which parts to add.~
Title: Re: [A14] Izzyssentials (v1.03) hydro's/lamps/furniture/switches
Post by: Slye_Fox on July 19, 2016, 11:55:14 AM
Quote from: IzzyHRC on July 19, 2016, 07:19:22 AM
1.03
~Update to A14.~
~Chopped the mod into pieces so that people can pick and choose which parts to add.~
Will you be releasing to the Steam Workshop?
Title: Re: [A14] Izzyssentials (v1.03) hydro's/lamps/furniture/switches
Post by: IzzyHRC on July 19, 2016, 12:44:03 PM
Quote from: Slye_Fox on July 19, 2016, 11:55:14 AM
Will you be releasing to the Steam Workshop?

Would love to, Just trying to figure out how it works /ShakesFistAtTerribleUi
Title: Re: [A14] Izzyssentials (v1.03) hydro's/lamps/furniture/switches
Post by: nuschler22 on July 19, 2016, 11:41:02 PM
For some reason with my game, this is incompatible with Prepare Carefully (the test version).
Title: Re: [A14] Izzyssentials (v1.03) hydro's/lamps/furniture/switches
Post by: IzzyHRC on July 20, 2016, 02:29:45 AM
Quote from: nuschler22 on July 19, 2016, 11:41:02 PM
For some reason with my game, this is incompatible with Prepare Carefully (the test version).

Hey, I've, just now, tested every part of Izzyssentials with EdB Prepare Carefully. I found no bugs or errors and both mods seem to work just fine. Perhaps you could give me some more information on your problem? Some error logs/screen shots or just a description would be nice.
Title: Re: [A14] Izzyssentials (v1.03) hydro's/lamps/furniture/switches
Post by: nuschler22 on July 20, 2016, 02:42:30 AM
Interesting. 

I've tried two ways.  Loading it with the creation of the colony (the Prepare Carefully button work at the beginning of setting up the colony) and loading after it was created (the colonists won't move and just stand around).

I'll post some logs tomorrow and try a new colony. 
Title: Re: [A14] Izzyssentials (v1.03) hydro's/lamps/furniture/switches
Post by: IzzyHRC on July 20, 2016, 04:09:41 AM
Quote from: nuschler22 on July 20, 2016, 02:42:30 AM
Interesting. 

I've tried two ways.  Loading it with the creation of the colony (the Prepare Carefully button work at the beginning of setting up the colony) and loading after it was created (the colonists won't move and just stand around).

I'll post some logs tomorrow and try a new colony.

When you do be sure to create a new world, not just a new colony. Always the better thing to do with adding new mods.
I'll also try to break the 2 mods on my end ;)
Title: Re: [A14] Izzyssentials (v1.03) hydro's/lamps/furniture/switches
Post by: nuschler22 on July 20, 2016, 07:18:37 PM
Started from scratch.....your "Core" mod before any of your other mods although they're at the end of the mod list.  I've also tried up at the top with the same result (after CCL, CCL Vanilla).

Initialize engine version: 5.3.4f1 (fdbb5133b820)
GfxDevice: creating device client; threaded=1
Direct3D:
    Version:  Direct3D 9.0c [aticfx32.dll 8.17.10.1230]
    Renderer: AMD Radeon HD 7700 Series
    Vendor:   ATI
    VRAM:     1003 MB (via DXGI)
    Caps:     Shader=30 DepthRT=1 NativeDepth=1 NativeShadow=1 DF16=1 INTZ=1 NULL=1 RESZ=1 SlowINTZ=1
Begin MonoManager ReloadAssembly
Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\Managed\UnityEngine.dll (this message is harmless)
Loading C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\Managed\UnityEngine.dll into Unity Child Domain
Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\Managed\Assembly-CSharp-firstpass.dll (this message is harmless)
Loading C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain
Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\Managed\Assembly-CSharp.dll (this message is harmless)
Loading C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\Managed\Assembly-CSharp.dll into Unity Child Domain
Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\Managed\UnityEngine.UI.dll (this message is harmless)
Loading C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\Managed\UnityEngine.UI.dll into Unity Child Domain
Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\Managed\UnityEngine.Networking.dll (this message is harmless)
Loading C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\Managed\UnityEngine.Networking.dll into Unity Child Domain
Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\Managed\System.Xml.Linq.dll (this message is harmless)
Loading C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\Managed\System.Xml.Linq.dll into Unity Child Domain
Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\Managed\NAudio.dll (this message is harmless)
Loading C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\Managed\NAudio.dll into Unity Child Domain
Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\Managed\NVorbis.dll (this message is harmless)
Loading C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\Managed\NVorbis.dll into Unity Child Domain
- Completed reload, in  0.075 seconds
Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\Managed\System.Core.dll (this message is harmless)
Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\Managed\System.dll (this message is harmless)
Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\Managed\System.Xml.dll (this message is harmless)
<RI> Initializing input.

<RI> Input initialized.

desktop: 1920x1080 60Hz; virtual: 1920x1080 at 0,0
<RI> Initialized touch support.

UnloadTime: 1.047858 ms
RimWorld 0.14.1238 rev1159

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

Non platform assembly: data-15D338E8 (this message is harmless)
Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/RimWorld/RimWorldWin_Data/Mono/data-15D338E8.dll
Community Core Library :: v0.14.0.1

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

Non platform assembly: data-15DC7AC0 (this message is harmless)
Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/RimWorld/RimWorldWin_Data/Mono/data-15DC7AC0.dll
Non platform assembly: data-15DFDAC8 (this message is harmless)
Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/RimWorld/RimWorldWin_Data/Mono/data-15DFDAC8.dll
Non platform assembly: data-15E125A0 (this message is harmless)
Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/RimWorld/RimWorldWin_Data/Mono/data-15E125A0.dll
Non platform assembly: data-15D9F250 (this message is harmless)
Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/RimWorld/RimWorldWin_Data/Mono/data-15D9F250.dll
Non platform assembly: data-15E187A8 (this message is harmless)
Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/RimWorld/RimWorldWin_Data/Mono/data-15E187A8.dll
Non platform assembly: data-15E203B0 (this message is harmless)
Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/RimWorld/RimWorldWin_Data/Mono/data-15E203B0.dll
Non platform assembly: data-15E23308 (this message is harmless)
Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/RimWorld/RimWorldWin_Data/Mono/data-15E23308.dll
Non platform assembly: data-15E24710 (this message is harmless)
Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/RimWorld/RimWorldWin_Data/Mono/data-15E24710.dll
Non platform assembly: data-15E32C08 (this message is harmless)
Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/RimWorld/RimWorldWin_Data/Mono/data-15E32C08.dll
Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\Managed\System.Configuration.dll (this message is harmless)
Non platform assembly: data-15E58A40 (this message is harmless)
Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/RimWorld/RimWorldWin_Data/Mono/data-15E58A40.dll
Non platform assembly: data-0E378660 (this message is harmless)
Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/RimWorld/RimWorldWin_Data/Mono/data-0E378660.dll
Non platform assembly: data-15E71078 (this message is harmless)
Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/RimWorld/RimWorldWin_Data/Mono/data-15E71078.dll
Non platform assembly: data-15E74E80 (this message is harmless)
Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/RimWorld/RimWorldWin_Data/Mono/data-15E74E80.dll
Community Core Library :: Queueing Library Initialization

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

Initialized the EdB Prepare Carefully mod

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

Community Core Library :: Library Core :: Validations :: Validated
   ModHelperDef :: Community Core Library :: Passed validation, requesting v0.14.0
   ModHelperDef :: Community Core Library - Vanilla Tweaks :: Passed validation, requesting v0.14.0
   ModHelperDef :: Work Tab :: Passed validation, requesting v0.14.0
   ModHelperDef :: ESM - Do Not Disturb :: Passed validation, requesting v0.14.0
   ModHelperDef :: ESM - Mine Vein :: Passed validation, requesting v0.14.0
   ModHelperDef :: ESM - Smooth Wall :: Passed validation, requesting v0.14.0


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

Community Core Library :: Advanced Research :: Validations :: Validated


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

Community Core Library :: Minimap Controller :: Validations :: Validated


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

Community Core Library :: Injection Controller :: Initialization :: Initialized


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

Community Core Library :: Advanced Research :: Initialization :: Initialized

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

Community Core Library :: Help System :: Completed in 00:00:00.5790331


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

Community Core Library :: Help Generator :: Initialization :: Initialized

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

FluffyTabs :: No label was set for WorkGiverDef Recruiter please inform the author of Hospitality.

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

FluffyTabs :: No label was set for WorkGiverDef Diplomat please inform the author of Hospitality.

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

FluffyTabs :: No label was set for WorkGiverDef HaulPriorityHighPriorityOverride please inform the author of Haulpriority_lite.

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

FluffyTabs :: No label was set for WorkGiverDef HaulPriorityMisc please inform the author of Haulpriority_lite.

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

FluffyTabs :: No label was set for WorkGiverDef SmoothWalls_WorkGiver please inform the author of ESM - Smooth Wall.

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

Community Core Library :: Library Core :: Initialization :: Mod Configuration Menus initialized

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

Community Core Library :: Minimap Controller :: Initialization :: Initialized


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

Community Core Library :: Initialized

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

Hospitality injected.

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

Setting up 1 worker threads for Enlighten.
  Thread -> id: fec -> priority: 1
Initialize engine version: 5.3.4f1 (fdbb5133b820)
GfxDevice: creating device client; threaded=1
Direct3D:
    Version:  Direct3D 9.0c [aticfx32.dll 8.17.10.1230]
    Renderer: AMD Radeon HD 7700 Series
    Vendor:   ATI
    VRAM:     1003 MB (via DXGI)
    Caps:     Shader=30 DepthRT=1 NativeDepth=1 NativeShadow=1 DF16=1 INTZ=1 NULL=1 RESZ=1 SlowINTZ=1
Begin MonoManager ReloadAssembly
Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\Managed\UnityEngine.dll (this message is harmless)
Loading C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\Managed\UnityEngine.dll into Unity Child Domain
Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\Managed\Assembly-CSharp-firstpass.dll (this message is harmless)
Loading C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain
Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\Managed\Assembly-CSharp.dll (this message is harmless)
Loading C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\Managed\Assembly-CSharp.dll into Unity Child Domain
Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\Managed\UnityEngine.UI.dll (this message is harmless)
Loading C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\Managed\UnityEngine.UI.dll into Unity Child Domain
Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\Managed\UnityEngine.Networking.dll (this message is harmless)
Loading C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\Managed\UnityEngine.Networking.dll into Unity Child Domain
Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\Managed\System.Xml.Linq.dll (this message is harmless)
Loading C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\Managed\System.Xml.Linq.dll into Unity Child Domain
Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\Managed\NAudio.dll (this message is harmless)
Loading C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\Managed\NAudio.dll into Unity Child Domain
Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\Managed\NVorbis.dll (this message is harmless)
Loading C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\Managed\NVorbis.dll into Unity Child Domain
- Completed reload, in  0.093 seconds
Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\Managed\System.Core.dll (this message is harmless)
Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\Managed\System.dll (this message is harmless)
Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\Managed\System.Xml.dll (this message is harmless)
<RI> Initializing input.

<RI> Input initialized.

desktop: 1920x1080 60Hz; virtual: 1920x1080 at 0,0
<RI> Initialized touch support.

UnloadTime: 0.936928 ms
RimWorld 0.14.1238 rev1159

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

Non platform assembly: data-162F5BF0 (this message is harmless)
Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/RimWorld/RimWorldWin_Data/Mono/data-162F5BF0.dll
Community Core Library :: v0.14.0.1

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

Non platform assembly: data-163A97D8 (this message is harmless)
Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/RimWorld/RimWorldWin_Data/Mono/data-163A97D8.dll
Non platform assembly: data-163DF7E0 (this message is harmless)
Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/RimWorld/RimWorldWin_Data/Mono/data-163DF7E0.dll
Non platform assembly: data-163F53A8 (this message is harmless)
Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/RimWorld/RimWorldWin_Data/Mono/data-163F53A8.dll
Non platform assembly: data-163FD5D8 (this message is harmless)
Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/RimWorld/RimWorldWin_Data/Mono/data-163FD5D8.dll
Non platform assembly: data-163FF900 (this message is harmless)
Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/RimWorld/RimWorldWin_Data/Mono/data-163FF900.dll
Non platform assembly: data-16410360 (this message is harmless)
Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/RimWorld/RimWorldWin_Data/Mono/data-16410360.dll
Non platform assembly: data-164176B8 (this message is harmless)
Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/RimWorld/RimWorldWin_Data/Mono/data-164176B8.dll
Non platform assembly: data-16418AC0 (this message is harmless)
Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/RimWorld/RimWorldWin_Data/Mono/data-16418AC0.dll
Non platform assembly: data-16426FB8 (this message is harmless)
Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/RimWorld/RimWorldWin_Data/Mono/data-16426FB8.dll
Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\Managed\System.Configuration.dll (this message is harmless)
Non platform assembly: data-1644ADF0 (this message is harmless)
Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/RimWorld/RimWorldWin_Data/Mono/data-1644ADF0.dll
Non platform assembly: data-15E11E38 (this message is harmless)
Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/RimWorld/RimWorldWin_Data/Mono/data-15E11E38.dll
Non platform assembly: data-1645B428 (this message is harmless)
Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/RimWorld/RimWorldWin_Data/Mono/data-1645B428.dll
Non platform assembly: data-164A3A08 (this message is harmless)
Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/RimWorld/RimWorldWin_Data/Mono/data-164A3A08.dll
Non platform assembly: data-164A7010 (this message is harmless)
Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/RimWorld/RimWorldWin_Data/Mono/data-164A7010.dll
Community Core Library :: Queueing Library Initialization

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
Title: Re: [A14] Izzyssentials (v1.03) hydro's/lamps/furniture/switches
Post by: nuschler22 on July 20, 2016, 07:19:25 PM

Initialized the EdB Prepare Carefully mod

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

Community Core Library :: Library Core :: Validations :: Validated
   ModHelperDef :: Community Core Library :: Passed validation, requesting v0.14.0
   ModHelperDef :: Community Core Library - Vanilla Tweaks :: Passed validation, requesting v0.14.0
   ModHelperDef :: Work Tab :: Passed validation, requesting v0.14.0
   ModHelperDef :: ESM - Do Not Disturb :: Passed validation, requesting v0.14.0
   ModHelperDef :: ESM - Mine Vein :: Passed validation, requesting v0.14.0
   ModHelperDef :: ESM - Smooth Wall :: Passed validation, requesting v0.14.0


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

Community Core Library :: Advanced Research :: Validations :: Validated


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

Community Core Library :: Minimap Controller :: Validations :: Validated


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

Community Core Library :: Injection Controller :: Initialization :: Initialized


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

Community Core Library :: Advanced Research :: Initialization :: Initialized

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

Community Core Library :: Help System :: Completed in 00:00:00.6010344


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

Community Core Library :: Help Generator :: Initialization :: Initialized

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

FluffyTabs :: No label was set for WorkGiverDef Recruiter please inform the author of Hospitality.

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

FluffyTabs :: No label was set for WorkGiverDef Diplomat please inform the author of Hospitality.

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

FluffyTabs :: No label was set for WorkGiverDef HaulPriorityHighPriorityOverride please inform the author of Haulpriority_lite.

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

FluffyTabs :: No label was set for WorkGiverDef HaulPriorityMisc please inform the author of Haulpriority_lite.

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

FluffyTabs :: No label was set for WorkGiverDef SmoothWalls_WorkGiver please inform the author of ESM - Smooth Wall.

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

Community Core Library :: Library Core :: Initialization :: Mod Configuration Menus initialized

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

Community Core Library :: Minimap Controller :: Initialization :: Initialized


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

Community Core Library :: Initialized

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

Hospitality injected.

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

Loaded file is from version 0.14.1229 rev1391, we are running version 0.14.1238 rev1159.

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

Loaded file is from version 0.14.1229 rev43, we are running version 0.14.1238 rev1159.

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

Loaded file is from version 0.14.1232 rev857, we are running version 0.14.1238 rev1159.

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

Loaded file is from version 0.14.1229 rev1391, we are running version 0.14.1238 rev1159.

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

Swapped in EdB Prepare Carefully Character Creation Page

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

Exception filling window for EdB.PrepareCarefully.Page_ConfigureStartingPawns: System.ArgumentNullException: Argument cannot be null.
Parameter name: type
  at System.Activator.CheckType (System.Type type) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type) [0x00000] in <filename unknown>:0
  at Verse.ThingMaker.MakeThing (Verse.ThingDef def, Verse.ThingDef stuff) [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.CostCalculator.GetBaseThingCost (Verse.ThingDef def, Verse.ThingDef stuffDef) [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.EquipmentDatabase.CreateEquipmentEntry (Verse.ThingDef def, Verse.ThingDef stuffDef, Gender gender, Int32 type) [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.EquipmentDatabase.CreateEquipmentEntry (Verse.ThingDef def, Verse.ThingDef stuffDef, Int32 type) [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.EquipmentDatabase.AddThingDef (Verse.ThingDef def, Int32 type) [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.EquipmentDatabase.BuildEquipmentLists () [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.EquipmentDatabase..ctor () [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.PrepareCarefully.Clear () [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.PrepareCarefully.Initialize () [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.Page_ConfigureStartingPawns.<DoWindowContents>b__2 () [0x00000] in <filename unknown>:0
  at RimWorld.Page.DoBottomButtons (Rect rect, System.String nextLabel, System.String midLabel, System.Action midAct, Boolean showNext) [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.Page_ConfigureStartingPawns.DoWindowContents (Rect rect) [0x00000] in <filename unknown>:0
  at Verse.Window+<WindowOnGUI>c__AnonStorey241.<>m__175 (Int32 x) [0x00000] in <filename unknown>:0

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

Exception filling window for EdB.PrepareCarefully.Page_ConfigureStartingPawns: System.ArgumentNullException: Argument cannot be null.
Parameter name: type
  at System.Activator.CheckType (System.Type type) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type) [0x00000] in <filename unknown>:0
  at Verse.ThingMaker.MakeThing (Verse.ThingDef def, Verse.ThingDef stuff) [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.CostCalculator.GetBaseThingCost (Verse.ThingDef def, Verse.ThingDef stuffDef) [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.EquipmentDatabase.CreateEquipmentEntry (Verse.ThingDef def, Verse.ThingDef stuffDef, Gender gender, Int32 type) [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.EquipmentDatabase.CreateEquipmentEntry (Verse.ThingDef def, Verse.ThingDef stuffDef, Int32 type) [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.EquipmentDatabase.AddThingDef (Verse.ThingDef def, Int32 type) [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.EquipmentDatabase.BuildEquipmentLists () [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.EquipmentDatabase..ctor () [0x00000] in <filename unknown>:0
Title: Re: [A14] Izzyssentials (v1.03) hydro's/lamps/furniture/switches
Post by: nuschler22 on July 20, 2016, 07:19:42 PM
 at EdB.PrepareCarefully.PrepareCarefully.Clear () [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.PrepareCarefully.Initialize () [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.Page_ConfigureStartingPawns.<DoWindowContents>b__2 () [0x00000] in <filename unknown>:0
  at RimWorld.Page.DoBottomButtons (Rect rect, System.String nextLabel, System.String midLabel, System.Action midAct, Boolean showNext) [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.Page_ConfigureStartingPawns.DoWindowContents (Rect rect) [0x00000] in <filename unknown>:0
  at Verse.Window+<WindowOnGUI>c__AnonStorey241.<>m__175 (Int32 x) [0x00000] in <filename unknown>:0

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

Exception filling window for EdB.PrepareCarefully.Page_ConfigureStartingPawns: System.ArgumentNullException: Argument cannot be null.
Parameter name: type
  at System.Activator.CheckType (System.Type type) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type) [0x00000] in <filename unknown>:0
  at Verse.ThingMaker.MakeThing (Verse.ThingDef def, Verse.ThingDef stuff) [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.CostCalculator.GetBaseThingCost (Verse.ThingDef def, Verse.ThingDef stuffDef) [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.EquipmentDatabase.CreateEquipmentEntry (Verse.ThingDef def, Verse.ThingDef stuffDef, Gender gender, Int32 type) [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.EquipmentDatabase.CreateEquipmentEntry (Verse.ThingDef def, Verse.ThingDef stuffDef, Int32 type) [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.EquipmentDatabase.AddThingDef (Verse.ThingDef def, Int32 type) [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.EquipmentDatabase.BuildEquipmentLists () [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.EquipmentDatabase..ctor () [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.PrepareCarefully.Clear () [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.PrepareCarefully.Initialize () [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.Page_ConfigureStartingPawns.<DoWindowContents>b__2 () [0x00000] in <filename unknown>:0
  at RimWorld.Page.DoBottomButtons (Rect rect, System.String nextLabel, System.String midLabel, System.Action midAct, Boolean showNext) [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.Page_ConfigureStartingPawns.DoWindowContents (Rect rect) [0x00000] in <filename unknown>:0
  at Verse.Window+<WindowOnGUI>c__AnonStorey241.<>m__175 (Int32 x) [0x00000] in <filename unknown>:0

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

Exception filling window for EdB.PrepareCarefully.Page_ConfigureStartingPawns: System.ArgumentNullException: Argument cannot be null.
Parameter name: type
  at System.Activator.CheckType (System.Type type) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type) [0x00000] in <filename unknown>:0
  at Verse.ThingMaker.MakeThing (Verse.ThingDef def, Verse.ThingDef stuff) [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.CostCalculator.GetBaseThingCost (Verse.ThingDef def, Verse.ThingDef stuffDef) [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.EquipmentDatabase.CreateEquipmentEntry (Verse.ThingDef def, Verse.ThingDef stuffDef, Gender gender, Int32 type) [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.EquipmentDatabase.CreateEquipmentEntry (Verse.ThingDef def, Verse.ThingDef stuffDef, Int32 type) [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.EquipmentDatabase.AddThingDef (Verse.ThingDef def, Int32 type) [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.EquipmentDatabase.BuildEquipmentLists () [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.EquipmentDatabase..ctor () [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.PrepareCarefully.Clear () [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.PrepareCarefully.Initialize () [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.Page_ConfigureStartingPawns.<DoWindowContents>b__2 () [0x00000] in <filename unknown>:0
  at RimWorld.Page.DoBottomButtons (Rect rect, System.String nextLabel, System.String midLabel, System.Action midAct, Boolean showNext) [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.Page_ConfigureStartingPawns.DoWindowContents (Rect rect) [0x00000] in <filename unknown>:0
  at Verse.Window+<WindowOnGUI>c__AnonStorey241.<>m__175 (Int32 x) [0x00000] in <filename unknown>:0

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

Exception filling window for EdB.PrepareCarefully.Page_ConfigureStartingPawns: System.ArgumentNullException: Argument cannot be null.
Parameter name: type
  at System.Activator.CheckType (System.Type type) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type) [0x00000] in <filename unknown>:0
  at Verse.ThingMaker.MakeThing (Verse.ThingDef def, Verse.ThingDef stuff) [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.CostCalculator.GetBaseThingCost (Verse.ThingDef def, Verse.ThingDef stuffDef) [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.EquipmentDatabase.CreateEquipmentEntry (Verse.ThingDef def, Verse.ThingDef stuffDef, Gender gender, Int32 type) [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.EquipmentDatabase.CreateEquipmentEntry (Verse.ThingDef def, Verse.ThingDef stuffDef, Int32 type) [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.EquipmentDatabase.AddThingDef (Verse.ThingDef def, Int32 type) [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.EquipmentDatabase.BuildEquipmentLists () [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.EquipmentDatabase..ctor () [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.PrepareCarefully.Clear () [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.PrepareCarefully.Initialize () [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.Page_ConfigureStartingPawns.<DoWindowContents>b__2 () [0x00000] in <filename unknown>:0
  at RimWorld.Page.DoBottomButtons (Rect rect, System.String nextLabel, System.String midLabel, System.Action midAct, Boolean showNext) [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.Page_ConfigureStartingPawns.DoWindowContents (Rect rect) [0x00000] in <filename unknown>:0
  at Verse.Window+<WindowOnGUI>c__AnonStorey241.<>m__175 (Int32 x) [0x00000] in <filename unknown>:0

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

Exception filling window for EdB.PrepareCarefully.Page_ConfigureStartingPawns: System.ArgumentNullException: Argument cannot be null.
Parameter name: type
  at System.Activator.CheckType (System.Type type) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type) [0x00000] in <filename unknown>:0
  at Verse.ThingMaker.MakeThing (Verse.ThingDef def, Verse.ThingDef stuff) [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.CostCalculator.GetBaseThingCost (Verse.ThingDef def, Verse.ThingDef stuffDef) [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.EquipmentDatabase.CreateEquipmentEntry (Verse.ThingDef def, Verse.ThingDef stuffDef, Gender gender, Int32 type) [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.EquipmentDatabase.CreateEquipmentEntry (Verse.ThingDef def, Verse.ThingDef stuffDef, Int32 type) [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.EquipmentDatabase.AddThingDef (Verse.ThingDef def, Int32 type) [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.EquipmentDatabase.BuildEquipmentLists () [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.EquipmentDatabase..ctor () [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.PrepareCarefully.Clear () [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.PrepareCarefully.Initialize () [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.Page_ConfigureStartingPawns.<DoWindowContents>b__2 () [0x00000] in <filename unknown>:0
  at RimWorld.Page.DoBottomButtons (Rect rect, System.String nextLabel, System.String midLabel, System.Action midAct, Boolean showNext) [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.Page_ConfigureStartingPawns.DoWindowContents (Rect rect) [0x00000] in <filename unknown>:0
  at Verse.Window+<WindowOnGUI>c__AnonStorey241.<>m__175 (Int32 x) [0x00000] in <filename unknown>:0

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

Exception filling window for EdB.PrepareCarefully.Page_ConfigureStartingPawns: System.ArgumentNullException: Argument cannot be null.
Parameter name: type
  at System.Activator.CheckType (System.Type type) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type) [0x00000] in <filename unknown>:0
  at Verse.ThingMaker.MakeThing (Verse.ThingDef def, Verse.ThingDef stuff) [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.CostCalculator.GetBaseThingCost (Verse.ThingDef def, Verse.ThingDef stuffDef) [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.EquipmentDatabase.CreateEquipmentEntry (Verse.ThingDef def, Verse.ThingDef stuffDef, Gender gender, Int32 type) [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.EquipmentDatabase.CreateEquipmentEntry (Verse.ThingDef def, Verse.ThingDef stuffDef, Int32 type) [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.EquipmentDatabase.AddThingDef (Verse.ThingDef def, Int32 type) [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.EquipmentDatabase.BuildEquipmentLists () [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.EquipmentDatabase..ctor () [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.PrepareCarefully.Clear () [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.PrepareCarefully.Initialize () [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.Page_ConfigureStartingPawns.<DoWindowContents>b__2 () [0x00000] in <filename unknown>:0
  at RimWorld.Page.DoBottomButtons (Rect rect, System.String nextLabel, System.String midLabel, System.Action midAct, Boolean showNext) [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.Page_ConfigureStartingPawns.DoWindowContents (Rect rect) [0x00000] in <filename unknown>:0
  at Verse.Window+<WindowOnGUI>c__AnonStorey241.<>m__175 (Int32 x) [0x00000] in <filename unknown>:0

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

Setting up 1 worker threads for Enlighten.
  Thread -> id: 1098 -> priority: 1
Title: Re: [A14] Izzyssentials (v1.03) hydro's/lamps/furniture/switches
Post by: nuschler22 on July 20, 2016, 07:20:38 PM
As I'm setting up a new colony, when I get to the part where "Prepare Carefully" comes up, the button is there, but has no effect when I push it.
Title: Re: [A14] Izzyssentials (v1.03) hydro's/lamps/furniture/switches
Post by: IzzyHRC on July 21, 2016, 05:52:51 AM
Quote from: nuschler22 on July 20, 2016, 07:20:38 PM
As I'm setting up a new colony, when I get to the part where "Prepare Carefully" comes up, the button is there, but has no effect when I push it.

Alright, so as far as I can read they are definitely not the only 2 mods you are using.
So far of what I could read you're at least using:
CCL
CCL Vanilla tweaks
EdBPrepareCarefully
ESM-DoNotDisturb
ESM-MineVein
ESM-Smoothwall
Fluffy-Tabs
Hospitality
And my own mods.

I went and downloaded all of these, loaded them up and had zero issues.
I could easily edit the colonist at the start screen (after making a new world, then making a new colony) with the prepare carefully mod.
What you could do is turn everything off except those mods that I listed.
Does it work? Then your problem lies not with the above listed mods but with the others.
Does it persist?
Then are you running all the latest editions of all those mods? as I see some logs about:
Loaded file is from version 0.14.1229 rev1391, we are running version 0.14.1238 rev1159.
Are the load orders, in particular CCL, all in the correct order?

Finally what you could try is just activating them one by one starting with just my mod and EdB prepare carefully.
As those 2 work just fine with eachother.

(you can also just attach the output log to your reply, makes it abit cleaner on the forums. )
Title: Re: [A14] Izzyssentials (v1.03) hydro's/lamps/furniture/switches
Post by: Slye_Fox on July 22, 2016, 04:17:56 PM
Love this mod-set, but I'd like to suggest that you check the research requirements on your items now.
The solar panels & lights are available from the start in the Tribal scenario.
Title: Re: [A14] Izzyssentials (v1.03) hydro's/lamps/furniture/switches
Post by: IzzyHRC on July 22, 2016, 07:00:58 PM
Quote from: Slye_Fox on July 22, 2016, 04:17:56 PM
Love this mod-set, but I'd like to suggest that you check the research requirements on your items now.
The solar panels & lights are available from the start in the Tribal scenario.

Nice catch! I did not think of checking the custom scenarios. Always used to having lamps from the start!
Should be easy to do, but It'll have to wait till tomorrow I'm afraid.
I have to get some sleep now, been coding... something...  TeeHee

Also thanks for the 'love' ;)
Title: Re: [A14] Izzyssentials (v1.03) hydro's/lamps/furniture/switches
Post by: BallC on July 22, 2016, 11:01:14 PM
Love the tileable solar panels. Finally I can actually use all the empty space around my wind turbines for something useful!

One thing I noticed though is that the component breakdown event tends to fire pretty often on those (maybe due to the number of buildings) so with 4 wind turbines with their "clear" space filled with solar tiles, I'm having a handful a day needing components for repair. Not sure if there's anything you can do about it from your mod but just wanted to note it.
Title: Re: [A14] Izzyssentials (v1.04) hydro's/lamps/furniture/switches
Post by: IzzyHRC on July 23, 2016, 04:08:23 PM
1.04
~Fixed an issue with CCL overriding CompGlower.~
Causing the standing lamp and wall lights to not give of light or change colour.
CCL and Izzyssentials should play nice now :)
~All lights, hydroponics, solar grids and switches were buildable in tribal scenario without research~
~Solar grid and hydroponics broke down at a ridiculous rate~
Title: Re: [A14] Izzyssentials (v1.03) hydro's/lamps/furniture/switches
Post by: IzzyHRC on July 23, 2016, 04:10:57 PM
Quote from: BallC on July 22, 2016, 11:01:14 PM
Love the tileable solar panels. Finally I can actually use all the empty space around my wind turbines for something useful!

One thing I noticed though is that the component breakdown event tends to fire pretty often on those (maybe due to the number of buildings) so with 4 wind turbines with their "clear" space filled with solar tiles, I'm having a handful a day needing components for repair. Not sure if there's anything you can do about it from your mod but just wanted to note it.

Hey, glad you like it! And I swear I got that breakdown thing fixed in the past. How odd.
But you're right, it's back in there. Quickly squeezed the solution in the last update, so be sure to download it!
Title: Re: [A14] Izzyssentials (v1.04) hydro's/lamps/furniture/switches
Post by: pdexpdex on July 23, 2016, 11:54:58 PM
I'm having a small issue using your mod:  I have Crash Landing and EdB Prepare Carefully installed, and when I use your mod along side them, during the new colony creation process, when I would click on the button to "Prepare Carefully," the button visually depresses, but then nothing happens.  I disabled several mods to test which was causing the issue, and only when I disabled Izzyssentials Core and the other Izzy mods was I able to use Prepare Carefully again.

Let me know if any additional info from me could help pinpoint the issue.  If it turns out to be EdB's mod's issue, let me know and I'll report there as well.  Thanks!
Title: Re: [A14] Izzyssentials (v1.04) hydro's/lamps/furniture/switches
Post by: IzzyHRC on July 24, 2016, 06:25:24 AM
Quote from: pdexpdex on July 23, 2016, 11:54:58 PM
I'm having a small issue using your mod:  I have Crash Landing and EdB Prepare Carefully installed, and when I use your mod along side them, during the new colony creation process, when I would click on the button to "Prepare Carefully," the button visually depresses, but then nothing happens.  I disabled several mods to test which was causing the issue, and only when I disabled Izzyssentials Core and the other Izzy mods was I able to use Prepare Carefully again.

Let me know if any additional info from me could help pinpoint the issue.  If it turns out to be EdB's mod's issue, let me know and I'll report there as well.  Thanks!

I'm sorry to hear that, but it seems you're not alone.
Earlier nuschler22 reported the same issue, the only thing is that I can't recreate the problem due to lack of information.
So far I installed all the latest versions of (in that order):

CCL
CCL Vanilla tweaks
EdBPrepareCarefully
ESM-DoNotDisturb
ESM-MineVein
ESM-Smoothwall
Fluffy-Tabs
Hospitality
And my own mods.

I created a brand new world and when I got to the colonists I could press that button just fine.
I went so far as to customize every colonist using PrepareCarefully and starting the game up.

TL;DR
Yes, you could provide me with some helpful data.
If you could attach output_log.txt (found in Rimworld\RimWorldWin_Data) to your post I can go on a hunt again, and perhaps compare it to nuschler22's one.
Ah, and a modlist listed in loading order would also be nice!
(that way I could download everything myself and give it a go)

Thanks for letting me know!
Title: Re: [A14] Izzyssentials (v1.04) hydro's/lamps/furniture/switches
Post by: pdexpdex on July 25, 2016, 12:36:58 PM
QuoteIf you could attach output_log.txt (found in Rimworld\RimWorldWin_Data) to your post I can go on a hunt again, and perhaps compare it to nuschler22's one.
Ah, and a modlist listed in loading order would also be nice!
(that way I could download everything myself and give it a go)

ModList:
CCL
CCL - Vanila Tweaks
Crash Landing
EdB - Prepare Carefully
Numbers
Colony Manager
Hospitality
ED - Embrasures
Medical Tab
Misc - Core
Misc - Robots
Blueprints
Misc - MAI
ED - Laser Drill
Animals Tab
Misc - Incidents
Project Fallout v1.2b
Auto Seller
Cheaper Components
ED - Moat
Infused
Misc - Map Generator
Misc Patch - Prepare Carefully
Izzyssentials - Core (followed by Furniture, Hydro, Lights, Solar, & Switch)

Let me know if there is anything else that would be helpful.  Thanks!


[attachment deleted by admin - too old]
Title: Re: [A14] Izzyssentials (v1.04) hydro's/lamps/furniture/switches
Post by: IzzyHRC on July 26, 2016, 06:27:19 AM
Quote from: pdexpdex on July 25, 2016, 12:36:58 PM
ModList:
CCL
CCL - Vanila Tweaks
Crash Landing
EdB - Prepare Carefully
Numbers
Colony Manager
Hospitality
ED - Embrasures
Medical Tab
Misc - Core
Misc - Robots
Blueprints
Misc - MAI
ED - Laser Drill
Animals Tab
Misc - Incidents
Project Fallout v1.2b
Auto Seller
Cheaper Components
ED - Moat
Infused
Misc - Map Generator
Misc Patch - Prepare Carefully
Izzyssentials - Core (followed by Furniture, Hydro, Lights, Solar, & Switch)

Let me know if there is anything else that would be helpful.  Thanks!

Thx for the info! I can recreate the problem and pinpointed the problem that my mod causes. Well ... kinda.
Individually all the mods work fine with Izzyssentials, but the moment I load up your load order, Hospitality reacts to izzyssentials and blocks edb from working correctly. Why that suddenly happens is beyond me.

However...

Try going to izzyssentials furniture/Defs/ThingDefs/ and delete Hidden.xml
This seems to fix the problem for now, at least on my end.
Try it out, let me know if it works for on your end.

Otherwise I can't really say how long it'll take for me to find the root cause.
Title: Re: [A14] Izzyssentials (v1.04) hydro's/lamps/furniture/switches
Post by: pdexpdex on July 31, 2016, 12:13:58 AM
QuoteTry going to izzyssentials furniture/Defs/ThingDefs/ and delete Hidden.xml
This seems to fix the problem for now, at least on my end.
Try it out, let me know if it works for on your end.

Sorry for the slow response.  Still don't have time to load up and play to test, but I did get the mods activated and go through the new colony process and was able to get into the prepare carefully dialog using the workaround you suggested.  Thank you for working on it and figuring out a solution! I'll look forward to trying your stuff out (as soon as RL lets me play for a while...)!
Title: Re: [A14] Izzyssentials (v1.04) hydro's/lamps/furniture/switches
Post by: coemgen98 on July 31, 2016, 09:27:21 AM
Hello! I have been using your mod and I found your stuff to be really useful especially the wall switches. I'm sorry if this has been asked before but is the wall switch compatible with Haplo's Power switch? What I mean is will/have you integrate/ed the same "sensors" he has for detecting pawn presence? I don't know anything about coding and modding for this game so I would like to ask if this will/has be/en done. After all, it would really save time if switches activate automatically indoors instead of manually flicking them around. Other than that, thanks for your mods!
Title: Re: [A14] Izzyssentials (v1.04) hydro's/lamps/furniture/switches
Post by: 123mind123 on August 03, 2016, 12:29:05 AM
I came across what I think is a bug with this mod. When you start the game you only get accesses to the small solar panels and not the large ones and since the large panels produce almost twice as much  power as the small ones taking up the same space, it is nice to have the option. Other than that the mini panels are really cool. Thanks.
Title: Re: [A14] Izzyssentials (v1.04) hydro's/lamps/furniture/switches
Post by: IzzyHRC on August 03, 2016, 12:47:18 PM
Quote from: pdexpdex on July 31, 2016, 12:13:58 AM
Sorry for the slow response.  Still don't have time to load up and play to test, but I did get the mods activated and go through the new colony process and was able to get into the prepare carefully dialog using the workaround you suggested.  Thank you for working on it and figuring out a solution! I'll look forward to trying your stuff out (as soon as RL lets me play for a while...)!

I'm sorry for my own slow response as well. RL is a bitch right? ...
I'm glad you got it to work though!

Quote from: coemgen98 on July 31, 2016, 09:27:21 AM
Hello! I have been using your mod and I found your stuff to be really useful especially the wall switches. I'm sorry if this has been asked before but is the wall switch compatible with Haplo's Power switch? What I mean is will/have you integrate/ed the same "sensors" he has for detecting pawn presence? I don't know anything about coding and modding for this game so I would like to ask if this will/has be/en done. After all, it would really save time if switches activate automatically indoors instead of manually flicking them around. Other than that, thanks for your mods!

I've got no clue what Haplo's power switch does and, as such, have not tried it with my mod. When I get some more free time (like maybe this weekend) I'll see what his mod does and see what I can do, compatibility wise. And if maybe/perhaps/whoknowsamIright I'll try to replicate what he does with his switch... But I'll probably have to ask his permission to do so...

Quote from: 123mind123 on August 03, 2016, 12:29:05 AM
I came across what I think is a bug with this mod. When you start the game you only get accesses to the small solar panels and not the large ones and since the large panels produce almost twice as much  power as the small ones taking up the same space, it is nice to have the option. Other than that the mini panels are really cool. Thanks.

As stated in the description, those are hidden by default and you just have to follow the steps to reactivate them.

As for "the large panels produce almost twice as much  power"
If you take a look at the code, the power that regular solar panel produces is displayed as a float with the value of 1700.
The regular solar panel also takes up 16 squares. so thats roughly 106.25f power for each square.

My own solar grid takes up 1 square and generates 100f power. So that's only 6.25f worth of difference each square...
if you multiply that by 16 squares (like the regular one) it gives a total of 1600f which is 100f lower then the regular panel.
This 100f power loss is the price you pay for not using components for the solar grids and the fact they do not breakdown (which is abit OP ... that might change...)

So either you miscalculated or (more likely) you'll probably be using another mod which changes the regular solar panel.
And now I've typed 'solar' so much that the word sounds strange...
solar
soooolaaar.

Anyway In case you can't find it in the description I'll quote it for you down here.
QuoteExtra:
- By default the vanilla solar panels, stools, tables and lamps are hidden by this mod.
(By hidden I mean that they're not gone! You simply won't be able to build new ones.)
- Follow the following steps to turn this off.
- Go into the follow directory RimWorld/Mods/Izzysentials *insert addon name* /Defs/ThingDefs
- Delete the Hidden.xml file
- The default items should now be available alongside the mods items.
Title: Re: [A15] Izzyssentials (v1.15) hydro's/lamps/furniture/switches +Sensor switch(new)
Post by: IzzyHRC on September 11, 2016, 09:16:25 AM
1.15
1.15 Because I can't count.
~Updated to A15~
~Added in a new block 'Sensor'~
Can switch on automatically when a pawn is within radius.
when the research is complete the wallswitch will have this function as well.
(suggested by: coemgen98)
~Added some custom textures to the buttons to switch colour on lights~
Title: Re: [A15] Izzyssentials (v1.15) hydro's/lamps/furniture/switches +Sensor switch(new)
Post by: PotatoeTater on September 12, 2016, 11:28:05 AM
Quote from: IzzyHRC on September 11, 2016, 09:16:25 AM
1.15
1.15 Because I can't count.
~Updated to A15~
~Added in a new block 'Sensor'~
Can switch on automatically when a pawn is within radius.
when the research is complete the wallswitch will have this function as well.
(suggested by: coemgen98)
~Added some custom textures to the buttons to switch colour on lights~

Thanks for the update. You're hydro tables are always a welcome addition to my base.

Hope you are staying healthy and well.

Keep up the good work!
Title: Re: [A15] Izzyssentials (v1.15) hydro's/lamps/furniture/switches +Sensor switch(new)
Post by: blud on September 13, 2016, 01:06:52 AM
want to try this but i don't see a steam link and when i try searching through there it gives me the A14 versions
Title: Re: [A15] Izzyssentials (v1.15) hydro's/lamps/furniture/switches +Sensor switch(new)
Post by: Nommy on September 13, 2016, 06:35:42 AM
Thanks for the update, this mod looks cool. There's two things which don't make sense to me about the functional walls though:
Why do the wall switches have less HP than normal walls?
Why do wall switches and wall lights cost more stuff (stone/wood etc) to build than regular walls?

I'd have expected to pay the cost of a wall+switch or wall+light for a wall with a light/switch on it, have it be equally as strong and take longer to construct to balance having combined functionality.

Hope you're feeling better too BTW, good luck!
Title: Re: [A15] Izzyssentials (v1.15) hydro's/lamps/furniture/switches +Sensor switch(new)
Post by: IzzyHRC on September 13, 2016, 08:25:26 AM
Quote from: blud on September 13, 2016, 01:06:52 AM
want to try this but i don't see a steam link and when i try searching through there it gives me the A14 versions

Yea I suggest downloading it manually from here atm... I'm having issues updating my mods on steam.
Best guess is that steam doesn't see me as the owner of my own mods? Don't know for sure, figuring it out.

Quote from: Nommy on September 13, 2016, 06:35:42 AM
Thanks for the update, this mod looks cool. There's two things which don't make sense to me about the functional walls though:
Why do the wall switches have less HP than normal walls?
Why do wall switches and wall lights cost more stuff (stone/wood etc) to build than regular walls?

I'd have expected to pay the cost of a wall+switch or wall+light for a wall with a light/switch on it, have it be equally as strong and take longer to construct to balance having combined functionality.

Hope you're feeling better too BTW, good luck!

Thanks for taking a look at the mod!

So I just looked at the numbers and they are a little bit wonky.
Generally I want the cost of the wallswitch and the lights to be a bit less then the sum of its parts.
While both having slightly less HP then normal walls simply due to structural imbalance.
(Wall gets build, holes and slits get drilled in to place the wires. Means more materials get used but overall the wall is less strong)

That said ... my numbers aren't correct :p so thanks for pointing me to that! (Written it down for a change)
The cost of both should be: 5 (wood/stone/whatevs... for the wall) + 10 steel (instead of 15 for the regular switch/lamp).
And both HP should be 325 instead of the 225 now. (with the wall being 350).

I hope my rambling is somewhat clear.
You're the first to point out something so darn obvious come to think of it, thx!

PS:
Doing fine atm, steps at a time right? And thx :)
Title: Re: [A15] Izzyssentials (v1.15) hydro's/lamps/furniture/switches +Sensor switch(new)
Post by: dragonregure on September 13, 2016, 10:24:40 AM
I doont get the sensor switch work..
How many radius to active and deactive it? can i set the radius?
Title: Re: [A15] Izzyssentials (v1.15) hydro's/lamps/furniture/switches +Sensor switch(new)
Post by: IzzyHRC on September 13, 2016, 11:48:10 AM
Quote from: dragonregure on September 13, 2016, 10:24:40 AM
I doont get the sensor switch work..
How many radius to active and deactive it? can i set the radius?

You'll have to complete the sensor research before you'll be able to build/use the switch.
(Even if you're in god mode, you'll still have to do the research.)
Afterwards place the sensor down somewhere on a power line.
When you select the sensor you'll see some icons on the bottom of your screen.
Mouse over them for more information.

When you first build the sensor it will be in "manual" mode. (You'll see the large M icon on the bottom.)
Press the large M icon to change to 'automatic' mode. (Now it's a large A icon)
More Icons appear and you'll see the radius in which the sensor will activate.
Press target to select the target: friend or foe.
Press 'increase radius' to ... yea.
Press 'decrease radius' to .... you know.

Hope that helps.
Title: Re: [A15] Izzyssentials (v1.15) hydro's/lamps/furniture/switches +Sensor switch(new)
Post by: blud on September 13, 2016, 03:44:45 PM
Quote from: IzzyHRC on September 13, 2016, 08:25:26 AM
Quote from: blud on September 13, 2016, 01:06:52 AM
want to try this but i don't see a steam link and when i try searching through there it gives me the A14 versions

Yea I suggest downloading it manually from here atm... I'm having issues updating my mods on steam.
Best guess is that steam doesn't see me as the owner of my own mods? Don't know for sure, figuring it out.


argh,therein lies the problem of knowing how i go about installing mods not using workshop.... :-[
Title: Re: [A15] Izzyssentials (v1.15) hydro's/lamps/furniture/switches +Sensor switch(new)
Post by: IzzyHRC on September 13, 2016, 05:44:14 PM
Quote from: blud on September 13, 2016, 03:44:45 PM
argh,therein lies the problem of knowing how i go about installing mods not using workshop.... :-[

Ah, but it is in fact really easy!
Just open up your Steam library.
Rightclick on Rimworld in your list of games.
Leftclick on properties in the dropdown menu (right at the botom.)
This will open up a new screen called "Rimworld - Properties".

Leftclick on local files (The middle tab on that new screen)
Leftclick on "Browse Local Files..."
This will open up an explorer window where Steam installed Rimworld.
In that window you'll see the map called "Mods"
Open it!

Should only have one map in it called "Core", thats all the game files.
(off-topic: You can even edit the xml text files in there to alter your blocks/items in game  :) ... make a backup though when you do that...)

This Mods folder is where you manually "install" mods not found on steam.

Now if you download my mod from the link in the topic you'll get an archive file called "Izzyssentials.rar"
Simply put that file in the mods folder.
Right click the file and select "Extract here" from the drop down menu.

Start up the game and activate the mods using the main menu.

AND DONE!

Takes 5 minutes and now you're able to install any Rimworld mod you want!
Including mine of course!
;D

(Or wait till I can get the workshop to cooperate with me to get the mod online...)
Title: Re: [A15] Izzyssentials (v1.15) hydro's/lamps/furniture/switches +Sensor switch(new)
Post by: blud on September 13, 2016, 08:17:21 PM
That was surprisingly easy.
Thanks for taking your time to explain that,and doubly thanks for making this.
One question:i am assuming this doesn't take into consideration the mod that reduces power reqs for lighting? my normal lamps are at 25w but the wall lights are at 50w.
Title: Re: [A15] Izzyssentials (v1.15) hydro's/lamps/furniture/switches +Sensor switch(new)
Post by: IzzyHRC on September 13, 2016, 08:56:10 PM
Quote from: blud on September 13, 2016, 08:17:21 PM
That was surprisingly easy.
Thanks for taking your time to explain that,and doubly thanks for making this.
One question:i am assuming this doesn't take into consideration the mod that reduces power reqs for lighting? my normal lamps are at 25w but the wall lights are at 50w.


Not a problem! Glad my wall of text was understandable at least :)
And nope I haven't heard of that mod and it will prob not override my mod...

However! I just showed the mod folder right?
Now that you downloaded my mod by hand you actually have the xml files right in there.
You can change the 50 to 25 by hand if you want as its not hard coded.

Just navigate to: "RimWorld\Mods\Izzyssentials Lights\Defs\ThingDefs"
Open the file "HRC_Buildings_Lights.xml" with some kind of text editor like notepad or microsoft word.
Look for the following text somewhere at the bottom of the text.
"<basePowerConsumption>50</basePowerConsumption>"
(either by scrolling down or using the search function)
Change the 50 to 25.
Save and
Boom! You just modded a mod.

Good luck with your colony!
Title: Re: [A15] Izzyssentials (v1.15) hydro's/lamps/furniture/switches +Sensor switch(new)
Post by: Nommy on September 15, 2016, 12:47:17 AM
Quote from: IzzyHRC on September 13, 2016, 08:25:26 AM
Generally I want the cost of the wallswitch and the lights to be a bit less then the sum of its parts.
While both having slightly less HP then normal walls simply due to structural imbalance.
(Wall gets build, holes and slits get drilled in to place the wires. Means more materials get used but overall the wall is less strong)
I don't think making it weaker than normal walls is a good idea. That would always slightly irritate me and make me not want to use the wall lights. What if you have a normal wall set up then you add some lights into it and suddenly enemies start targeting a weak spot instead of going around like before? That'd suck don't you think?

I think all wall mods should retain the primary function of the wall which is essentially HP/blocks. So if I have x blocks I can make a wall from here to here and still have the same defensive properties regardless of whether I put lights/switches or whatever in it. And I'd rather not have to be concerned about the extra cost of putting a light on a wall as opposed to next to it when I'm tight for steel or components either. Like power conduits where you can put them next to a wall or on it, it's just a nice cosmetic convenience and it'd be great IMO if lights and switches (and sunlamps?) were the same.

That's what I'm looking for anyway and I hope you set it up that way because I'm a little OCD about it :) I can just tweak it but it would be nice not to have to and I figure others might like the same. Anyway, thanks.
Title: Re: [A15] Izzyssentials (v1.15) hydro's/lamps/furniture/switches +Sensor switch(new)
Post by: blud on September 15, 2016, 01:14:56 AM
Quote from: IzzyHRC on September 13, 2016, 08:56:10 PM
Change the 50 to 25.
Save and
Boom! You just modded a mod.
again,thanks so much!! ;D
Title: Re: [A15] Izzyssentials (v1.15) hydro's/lamps/furniture/switches +Sensor switch(new)
Post by: IzzyHRC on September 24, 2016, 02:43:38 PM
Changelog
1.15.01
~Added in new blocks: Ceiling lamp (suggested by: Othobrithol) , Floor lamp~
Behaves like you would suspect.
~Changed Core to accommodate new blocks.~
~Changed values of the following blocks.~
@Standing Lamp (+ceiling lamp +floor lamp)
-Cost lowered from total of 25 to a total of 15
Now needing 10 steel and 5 'x' to build.
@WallLight
-Cost lowered from total of 25 to a total of 15
Now needing 10 steel and 5 'x' to build.
-WorkToMake increased from 150 to 175
@WallSwitch
-Cost changed from total of 35 to a total of 16
Now needing 10 steel,5 'x' and 1 component to build.
-MaxHitPoints increased from 225 to 350
-WorkToMake increased from 150 to 200
@SensorSwitch
-Cost changed from total of 21 to a total of 16
Now needing 10 steel,5 'x' and 1 component to build.
(thx Nommy for making me revisit these blocks.)
Title: Re: [A15] Izzyssentials (v1.15) hydro's/lamps/furniture/switches +Sensor switch(new)
Post by: IzzyHRC on September 24, 2016, 02:50:21 PM
Quote from: Nommy on September 15, 2016, 12:47:17 AM
I don't think making it weaker than normal walls is a good idea. That would always slightly irritate me and make me not want to use the wall lights. What if you have a normal wall set up then you add some lights into it and suddenly enemies start targeting a weak spot instead of going around like before? That'd suck don't you think?

I think all wall mods should retain the primary function of the wall which is essentially HP/blocks. So if I have x blocks I can make a wall from here to here and still have the same defensive properties regardless of whether I put lights/switches or whatever in it. And I'd rather not have to be concerned about the extra cost of putting a light on a wall as opposed to next to it when I'm tight for steel or components either. Like power conduits where you can put them next to a wall or on it, it's just a nice cosmetic convenience and it'd be great IMO if lights and switches (and sunlamps?) were the same.

That's what I'm looking for anyway and I hope you set it up that way because I'm a little OCD about it :) I can just tweak it but it would be nice not to have to and I figure others might like the same. Anyway, thanks.

Well I decided to go with your route :)
As well as adding some more light sources.
Thx for the input! Let me know if you find anything else that seems out of place.
Title: Re: [A15] Izzyssentials (v1.15.01) featuring all new ceiling and floor lights.
Post by: Canute on September 28, 2016, 04:02:31 AM
Doh,
finaly understood the sensor switches ! :-)
They never worked for me, because i ignored the friend/foe button and thought you can set a target with that.
After i found it out, i tryed it out if i can use this for workbenches to power down them when they arn't used.
But this don't work since when they are powered down they are complety off and pawn's won't move close to them anymore to activate it.
So the only use for Sensor switch with friend settings are lamps/room temps or does anyone else found one?
So why not integrate the sensor switch into lamps straight ?


Title: Re: [A15] Izzyssentials (v1.15.01) featuring all new ceiling and floor lights.
Post by: lc-soz on October 20, 2016, 12:39:14 AM
Izzy, you are awesome! You have made the best switch mod amplifier I have found! The great design and functions that work including the switch inside a wall are awesome! Thank you very much for your incredible work!
Title: Re: [A15] Izzyssentials (v1.15.01) featuring all new ceiling and floor lights.
Post by: lc-soz on October 20, 2016, 01:43:10 AM
Another cool feature would be to detect pawn inside a specific room or area, which would me more efficient to turn on all equipment when a pawn is in a hospital, for example.
Title: Re: [A15] Izzyssentials (v1.15.01) featuring all new ceiling and floor lights.
Post by: kaptain_kavern on October 20, 2016, 01:48:29 AM
Powerswitch By Haplo have this feature : https://ludeon.com/forums/index.php?topic=2890.0




Hey Izzy buddy, nice to see you there from time to time  ;)  Hope your doing well
Title: Re: [A15] Izzyssentials (v1.15.01) featuring all new ceiling and floor lights.
Post by: lc-soz on October 20, 2016, 02:25:34 AM
Quote from: kaptain_kavern on October 20, 2016, 01:48:29 AM
Powerswitch By Haplo have this feature : https://ludeon.com/forums/index.php?topic=2890.0

I know, I was using it, but I prefer this one because it doesn't overwrite the original switch.

Edit: Another reason is because I use RT Power Switch (https://ludeon.com/forums/index.php?topic=11272.0).
Title: Re: [A15] Izzyssentials (v1.15.01) featuring all new ceiling and floor lights.
Post by: kaptain_kavern on October 20, 2016, 03:40:52 AM
Oh I wasn't aware of this detail. Thanks for explaining.  ;P
Title: Re: [A15] Izzyssentials (v1.15.01) featuring all new ceiling and floor lights.
Post by: Roy on October 27, 2016, 05:53:29 PM
Why do the floor and ceiling lamps provide 20% cover? I wanted to use them for my choke point to make sure raiders don't get a cover bonus from darkness, but if the lamps themselves provide cover...
Title: Re: [A15] Izzyssentials (v1.15.01) featuring all new ceiling and floor lights.
Post by: Thundercraft on December 25, 2016, 01:58:32 AM
PTW...

Also: Can we expect A16 updates in the near future?
Title: Re: [A15] Izzyssentials (v1.15.01) featuring all new ceiling and floor lights.
Post by: Dryerlint on January 10, 2017, 07:35:39 PM
There is an A16 version of this mod on Steam.
Title: Re: [A15] Izzyssentials (v1.15.01) featuring all new ceiling and floor lights.
Post by: ADM-Ntek on January 11, 2017, 12:25:02 AM
it is so why not here. how mean that is why i don´t like the workshop.
Title: Re: [A15] Izzyssentials (v1.15.01) featuring all new ceiling and floor lights.
Post by: Dryerlint on January 11, 2017, 03:41:16 AM
Quote from: ADM-Ntek on January 11, 2017, 12:25:02 AM
it is so why not here. how mean that is why i don´t like the workshop.
Yeah I don't have the game registered on steam, and I definitely don't want to boot steam up to play Rimworld.

Perhaps some kind soul will take pity on us and upload it somewhere.
Title: Re: [A16] Izzyssentials (v1.16)
Post by: IzzyHRC on January 13, 2017, 12:36:38 PM
Changelog
1.16
Updated to A16

Also ...
For some reason I did not get any mail notification from this forum.
Hence me thinking there was no intrest from this end, and only from steam users...
I should have checked.

I'll look through all comments once I updated everything.
Title: Re: [A16] Izzyssentials (v1.16)
Post by: IzzyHRC on January 13, 2017, 01:18:44 PM
Quote from: Canute on September 28, 2016, 04:02:31 AM
Doh,
finaly understood the sensor switches ! :-)
They never worked for me, because i ignored the friend/foe button and thought you can set a target with that.
After i found it out, i tryed it out if i can use this for workbenches to power down them when they arn't used.
But this don't work since when they are powered down they are complety off and pawn's won't move close to them anymore to activate it.
So the only use for Sensor switch with friend settings are lamps/room temps or does anyone else found one?
So why not integrate the sensor switch into lamps straight ?

Glad you got it working, I mostly use the switch for either lights and/or turning on turrets when an enemy approaches .
If I were to add switches to everything in game, then what is the purpose of a switch?
I'd rather have an extra block I can play with and use to find a solution for a possible puzzle :)

Quote from: lc-soz on October 20, 2016, 12:39:14 AM
Izzy, you are awesome! You have made the best switch mod amplifier I have found! The great design and functions that work including the switch inside a wall are awesome! Thank you very much for your incredible work!

Err... Hah, thankyou for such a compliment! Don't know what to say :)

Quote from: lc-soz on October 20, 2016, 01:43:10 AM
Another cool feature would be to detect pawn inside a specific room or area, which would me more efficient to turn on all equipment when a pawn is in a hospital, for example.

Yup, had a test version that worked with the regular switch.. but hit a problem when wanting to use it on the wall switch.
Couldn't find a way I liked to determine which room to pick...
Have an idea, just want it to look nice.

Quote from: kaptain_kavern on October 20, 2016, 01:48:29 AM
Powerswitch By Haplo have this feature : https://ludeon.com/forums/index.php?topic=2890.0




Hey Izzy buddy, nice to see you there from time to time  ;)  Hope your doing well

Well, that's a better power switch in my opinion :p
Code probably looks a lot better then my spaghetti code :)

And health wise.. doing well! I did however lose my job... It's always something with me!

Quote from: Roy on October 27, 2016, 05:53:29 PM
Why do the floor and ceiling lamps provide 20% cover? I wanted to use them for my choke point to make sure raiders don't get a cover bonus from darkness, but if the lamps themselves provide cover...

They... provide... cover...
Can't even think of a witty comment on that!
Yea that shouldn't be the case, never noticed that.
Sorry to say my A16 didn't fix that issue as I just read your comment.
I noted it down though! Thx for letting me know!


And last but not least...
@Thundercraft, Dryerlint, ADM-Ntek
I honestly thought no-one on this forum was interested anymore.
I received not a single notification of any of your comments.
As such I simply thought there was no intrest anymore from this end and only from steam.
No excuse, should have checked anyways!

Title: Re: [A16] Izzyssentials (v1.16)
Post by: Danetta on January 16, 2017, 02:01:20 AM
Quote- By default the vanilla solar panels, stools, tables and lamps are hidden by this mod.
Well, at this moment here are not hidden and this is sad. :-\
Title: Re: [A16] Izzyssentials (v1.16)
Post by: Canute on January 16, 2017, 06:40:31 AM
Hey izzy,
there is something i wanted to mention at A15 before.
Since Solar panels need componets, and you modular panells don't need any, it is a bit like cheating.
What do you think to redesign them a bit. You place a
1x4 array of panells at once , they build at once and need a component. But once it is finished it turns into 4x modular panells. Ofcouse they need to be moveable.
Ok, you will need 4 comp. instead of 3 for a regular panell, but they don't break and you don't maintance cost for these.

Title: Re: [A16] Izzyssentials (v1.16)
Post by: IzzyHRC on January 18, 2017, 05:16:26 PM
Quote from: Danetta on January 16, 2017, 02:01:20 AM
Quote- By default the vanilla solar panels, stools, tables and lamps are hidden by this mod.
Well, at this moment here are not hidden and this is sad. :-\

Oh right, I had to remove that due to an issue with steam users ...
That and some people still wanted access to the old ones either way ...
I'll remove that sentence from the post right away.
Sorry about that!

Quote from: Canute on January 16, 2017, 06:40:31 AM
Hey izzy,
there is something i wanted to mention at A15 before.
Since Solar panels need componets, and you modular panells don't need any, it is a bit like cheating.
What do you think to redesign them a bit. You place a
1x4 array of panells at once , they build at once and need a component. But once it is finished it turns into 4x modular panells. Ofcouse they need to be moveable.
Ok, you will need 4 comp. instead of 3 for a regular panell, but they don't break and you don't maintance cost for these.



Its annoying me as well in my current playthrough.. I even have an excess of components now... go figure!
Was thinking of maybe being able to make 'cells' out of either steel or components.
And using 1 cell each for every panel.
This way making sure that if you build my solar panels it'll still cost the same as the vanilla one.

While you have a good idea there.. It would (imo) destroy the point of building just 1 :p
I like to close gaps between solar panels... I get all OCD in these type of games..
Hence the modular stuff :)
Title: Re: [A16] Izzyssentials (v1.16)
Post by: [email protected] on June 04, 2017, 06:07:30 PM
Update to A17?

Modular hydroponics and solar panels are a must.

Thank you!
Title: Re: [A16] Izzyssentials (v1.16)
Post by: alarbus on June 04, 2017, 09:04:17 PM
For some reason, this is literally the only mod I've ever seen with modern lighting (wall lights in particular!) and I'm missing it desperately. Please update for a17?
Title: Re: [A16] Izzyssentials (v1.16)
Post by: alexus30f on September 16, 2017, 04:57:57 AM
Please update the wall lights for a17. I miss them so much.