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RimWorld => Releases => Mods => Outdated => Topic started by: Jamestec on September 17, 2016, 11:52:18 PM

Title: [A17] Jamestec's Mods (export bills/stockpiles, replace walls, make bionics)
Post by: Jamestec on September 17, 2016, 11:52:18 PM
Alpha 17 conversion progress: JTBetterCrashedShips, JTBetterhauling, JTDrill5Eva, JTExport, JTHomemadeBionics, JTMoreAreas, JTMoreHydroponicOptions, JTSavagePrisoners, JTWeRAnimals, JTZoneButtons.
Alpha 16 conversion progress: JTExport, JTReplaceWalls, JTZoneButtons.

JTBetterHauling
Prioritises hauling degradable items then undegradable. You can create areas (humanlike or animal, doesn't matter) with the word "haul" in it to prioritise items in the area, multiple "haul" areas are sorted alphabetical; aHaul will be hauled before dHaul. Then items in the Home area are hauled before items in no areas. Comes with source.

JTBetterHaulingAnimalsJoke
This is meant to be a joke mod. Makes all the animals on the map instantly haul for you. Accidently made this when redoing JTBetterhauling and thought it was pretty funny seeing a bunch of different animals compete to haul all the items for you. Comes with sauce.

JTMoreAreas
Removes area limit and modifies AreaManager GUI to handle more than 5.  Implements an Area Manager/Hub where you can easily edit areas. Comes with source.

JTCopyBills
Copy production table bills and surgery bills. You can mix copy and pasting with similar tables (e.g. electric and fueled smithies). Copy values last until you close the game (i.e. even after loading another save). Supports Crafting Hysteresis. Comes with source.

JTExport
Export and import worktable bills and stockpile settings. Supports Crafting Hysteresis and Enhanced Crafting. Comes with source.

JTReplaceWalls
Replace wall type and doors on the fly. No need to deconstruct and then build another. Features smart building where it won't try to replace walls that are already that type. You can replace mineable things with walls and doors; it will set the mineable to be mined and your constructors will prioritise mining anything in the way of blueprints, then construct. Comes with source.
Mod makers can look into the Vaccine class comments to see how to make new walls/doors/conduits replaceable without this mod updating to support them.

JTZoneButtons
Adds buttons for creating/expanding and deleting/shrinking stockpiles and growing zones when selecting a stockpile or growing zone. Comes with source.

JTHomemadeBionics
Make prosthetics and bionics at the machining table. Requires you to research Simple Prosthetics and then Bionics. Tried to balance the material cost and work needed against vanilla weapons. Yes the unfinished items look like guns, I'm lazy. I will probably expand to include stupid stuff like peg arms when I have time.

JTMedicinePlus
Make MedicinePlus which is normal medicine with a homemade copy of "Doctoring for Dummies"; it has a potency of 1.25. You can make and deconstruct MedicinePlus at workbenches that doesn't require electricity or fuel.
Making MedicinePlus gives XP to medicine. Requires medicine production research and a colonist with medicine level 12 and crafting level 3.
Another feature in this mod is when you use MedicinePlus or Glitterworld medicine to tend/heal someone, the XP gained is 2x the potency; more info here: https://www.reddit.com/r/RimWorld/comments/54lcx4/til_medicine_type_affects_medicine_xp_from/
Note: Unintentially changes all pawns that start with Glitterworld preference (humanlike) to MedicinePlus. When removing this mod, please restart Rimworld and if any pawns have Glitterworld preference, you will need to reselect a treatment level or they will not get treated and the doctor trying to treat will be idle.

JTSavagePrisoners
Lowers mood impact to -3 on selling/harvesting/accidentally killing prisoners and limits stacking to 1 (aka no mood debuff stacks). They tried to kill us, no mercy. Ok just a little mercy, they're human as well after all.
If you use the Psychology mod, use JTSavagePrisonersCompatPsychology instead (more info in Conflicts down bellow). No longer needed in A17.

JTMeleeXP
Allows gaining melee XP from attacking inanimate things (like sleeping spots) at half the normal rate. You might have to do a new save; the mod doesn't seem to work with my current save, but would with a save that was near the beginning of the same game. Comes with source.
Correction: requires you to make/obtain a new weapon for changes to take place. The save file actually saves the verb class the item is associated with at the time of creation.
CORRECTION: newest version (one with assemblies folder) uses some code from CCL to magically replace the vanilla method with mine; this means new save/new item is no longer required for JTMeleeXP to take effect. You can use the newest JTMeleeXP with a save that used the old JTMeleeXP with no problem, just don't try to run both at the same time somehow.

JTCampfireCremate
Cremate bodies at a campfire, takes more work than electric crematorium, scaled according to burning apparel (1.75x more work).

JTMoreHydroponicOptions
Grow more vanilla stuff in hydroponics (corn, haygrass, devil strand). Hydroponics default is now rice (corn is better if you don't need food right now). Keep in mind devil strand takes a long ass time to grow and solar flares/power failures will kill devil strand growing in hydroponics.

JTExtendedPowerArmor
Powered power armor removes penalties; requires additional research and reactor ship research. Powered power armor helmet has no move penalty and psychic sensitivity reduction similar to foil hat.
Super armor gives bonus opposite to power armor penalties; requires Powered power armor and ship engine research. Super armor helmet is like powered power armor helmet, but also has a light for when you're under a mountain or mining and not drafted.

JTDrill5Eva
Drill spots don't run out. Uninstalling feature removed, get Miniaturisation Overloaded by notfood instead. Comes with sauce.

JTWeRAnimals
Lowers mood impact (-3) and length (6 days) on killing bonded animals and no debuff stacking.

JTBetterCrashedShips
Crashed ship incidents when destroyed all give AI cores (poison did not, now does), plasteel (psychic 210, poison 172) and components (psychic 20, poison 18) (still gives vanilla steel and silver). Ship chunks also give plasteel (30) when deconstructed. Roughly balanced against buildable ship buildings.

JTBetterShipReactor
Ship reactor outputs 10,000 power because it's awesome and endgame.

JTEfficientBatteries
Batteries more efficient (0.75).

JTOrbital
Orbital trade beacon power consumption lowered to 5. I CBF making rules to put things I want to trade around the beacon, so usually I make beacons everywhere, but that's a lot of power.

JTSarcophagus
Sarcophagus mood benefit increased to 6 days (matches neutral colonist death), stack multiplier decreased to match colonist death multiplier.

Download
https://onedrive.live.com/?authkey=%21AOJkr-l_lBwwAJw&id=D3374FA891C72E6%212308&cid=0D3374FA891C72E6 (https://onedrive.live.com/?authkey=%21AOJkr-l_lBwwAJw&id=D3374FA891C72E6%212308&cid=0D3374FA891C72E6)
After opening that link:
To download a mod, RIGHTclick on the folder and press download.

All the mods should also be on steam workshop.
Alpha 17:
https://steamcommunity.com/workshop/filedetails/?id=939624099 (https://steamcommunity.com/workshop/filedetails/?id=939624099)
Alpha 16:
https://steamcommunity.com/sharedfiles/filedetails/?id=818135819 (https://steamcommunity.com/sharedfiles/filedetails/?id=818135819)
Alpha 15:
https://steamcommunity.com/sharedfiles/filedetails/?id=765623484 (https://steamcommunity.com/sharedfiles/filedetails/?id=765623484)

Install
For steam RimWorld, extract zip folder contents to "C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods"
For non-steam Rimworld, no idea, good luck.

Uninstalling
Mods that add new items will not load if you don't remove the new items from the map before saving.
My mods that add new items are: JTExtendedPowerArmor, JTMedicinePlus.

Mods that use a MapComponent class will throw an error on load, but will be fine and will stop throwing that error after another save-load cycle. Alternatively, you can edit out the MapComponent in the save file by deleting the LineToRemove listed bellow: incorrectly editing the save file can break the save, back up the file first.
My mods that use a MapComponent class are: (modName: LineToRemove)
JTMoreAreas: <li Class="JTMoreAreas.MapComponent_AreaUpdate" />

Source
I think most/all of my mods that have Assemblies folder have source included. I sometimes forget to update source before uploading to steam workshop, so the Onedrive download would have the most recent stuff.

Conflicts
Psychology with JTSavagePrisoners: use JTSavagePrisonersCompatPsychology and put it under/after Psychology. Not applicable for A17.
What my shit overrides:
JTBetterHauling: JobGiver_Work.TryGiveJob() and JobGiver_Haul.TryGiveJob().
JTBetterHaulingAnimalsJoke: JobGiver_Haul.TryGiveJob().
JTMoreAreas: AreaManager.CanMakeNewAllowed() and Dialog_ManageAreas.DoWindowContents().
JTCopyBills: Building.GetGizmos() and Pawn_DraftController.GetGizmos().
JTExport: Building.GetGizmos() and Zone_Stockpile.GetGizmos().
JTReplaceWalls: Designator_Build.CanDesignateCell(), GenConstruct.PlaceBlueprintForBuild() and GenConstruct.BlocksFramePlacement().
JTZoneButtons: Zone_Stockpile.getGizmos() and Zone_Growing.getGizmos().
JTHomemadeBionics: (A15) Bionics.
JTMedicinePlus: MedicalCareUtility methods with JTMedicinePlus methods, Toils_Tend.FinalizeTend().
JTSavagePrisoners: (A15) Thoughtdefs for KnowGuestExecuted, KnowPrisonerDiedInnocent, KnowPrisonerSold, KnowGuestOrganHarvested.
JTMeleeXP: Verb_MeleeAttack.TryCastShot().
JTCampfireCremate: Nothing.
JTMoreHydroponicOptions: (A15) Thingdef for HydroponicsBasin, PlantCorn, PlantHaygrass, PlantDevilstrand.
JTExtendedPowerArmor: Nothing.
JTDrill5Eva: CompDeepDrill.ProduceLump().
JTWeRAnimals: Thoughtdefs for BondedAnimalDied.
JTBetterCrashedShips: (A15) Thingdef for Buildings_Exotic.
JTBetterShipReactor: Thingdef for Ship_Reactor.
JTEfficientBatteries: Thingdef for Battery.
JTOrbital: Thingdef for OrbitalTradeBeacon
JTSarcophagus: Thoughtdef for KnowBuriedInSarcophagus.

License
You can do whatever. Though if you use/improve my code, please link me so I can have a look and learn.

Changedog
http://pastebin.com/81YyB9MS

Acknowledgements:
Onedrive download improvements: Adventurer
Title: Re: [A15] Jamestec's Misc Changes (inc. nerfed Prisoner death debuff)
Post by: Adventurer on September 18, 2016, 12:25:52 AM
Could you create a JTSavagePrisoners patch for the Psychology (https://ludeon.com/forums/index.php?topic=24648.msg260129#msg260129) mod?
Title: Re: [A15] Jamestec's Misc Changes (inc. nerfed Prisoner death debuff)
Post by: Jamestec on September 18, 2016, 01:24:44 AM
Quote from: Adventurer on September 18, 2016, 12:25:52 AM
Could you create a JTSavagePrisoners patch for the Psychology (https://ludeon.com/forums/index.php?topic=24648.msg260129#msg260129) mod?

Yep, it'll be called JTSavagePrisonersCompatPsychology on the download page, make sure to put that after/under the Psychology mod.
JTSavagePrisonersCompatPsychology is the same as JTSavagePrisoners, but adds Psychology's BleedingHeart trait to nullifyingTraits.
Title: Re: [A15] Jamestec's Misc Changes (inc. nerfed Prisoner death debuff)
Post by: Adventurer on September 18, 2016, 06:23:58 AM
Thank you! Most appreciated.

I have one suggestion, it would be good if you could put your mods into folders within the zip archive.
Title: Re: [A15] Jamestec's Misc Changes (inc. nerfed Prisoner death debuff)
Post by: ngcq1811 on September 18, 2016, 08:19:22 AM
Quote from: Adventurer on September 18, 2016, 06:23:58 AM
Thank you! Most appreciated.

I have one suggestion, it would be good if you could put your mods into folders within the zip archive.
You can download the entire thing in one archive if thats what youre referring to
Title: Re: [A15] Jamestec's Misc Changes (inc. nerfed Prisoner death debuff)
Post by: Adventurer on September 18, 2016, 11:00:00 AM
Quote from: ngcq1811 on September 18, 2016, 08:19:22 AM
Quote from: Adventurer on September 18, 2016, 06:23:58 AM
Thank you! Most appreciated.

I have one suggestion, it would be good if you could put your mods into folders within the zip archive.
You can download the entire thing in one archive if thats what youre referring to

That is not what I'm referring to.
Title: Re: [A15] Jamestec's Misc Changes (inc. nerfed Prisoner death debuff)
Post by: ExiledAlchemist on September 18, 2016, 07:28:16 PM
Could you make a mod that applies the same concept of Savage Prisoners to pets? I've seen it where the pet population can get out of hand to the point that you can't get rid of them without ticking the entire colony off.
Title: Re: [A15] Jamestec's Misc Changes (inc. nerfed Prisoner death debuff)
Post by: Jamestec on September 19, 2016, 09:30:27 AM
Quote from: Adventurer on September 18, 2016, 06:23:58 AM
I have one suggestion, it would be good if you could put your mods into folders within the zip archive.

I don't really understand what you mean by that.

Quote from: ExiledAlchemist on September 18, 2016, 07:28:16 PM
Could you make a mod that applies the same concept of Savage Prisoners to pets? I've seen it where the pet population can get out of hand to the point that you can't get rid of them without ticking the entire colony off.
I think that would involve coding, that's not something I'm interested in doing atm.
Edit: Nvm, I'm silly, you want to kill your bonded animals and colonist not get mood debuff. Working on it now. Finished, name is JTWeRAnimals.


Also, new mod to create vanilla prosthetics JTHomemadeBionics.
Title: Re: [A15] Jamestec's Misc Changes (inc. nerfed Prisoner death debuff)
Post by: Adventurer on September 19, 2016, 10:09:13 AM
Quote from: Jamestec on September 19, 2016, 09:30:27 AMI have one suggestion, it would be good if you could put your mods into folders within the zip archive.

So, an example. Instead of

JTSarcophagus.zip\About

It would be

JTSarcophagus.zip\JTSarcophagus\About
Title: Re: [A15c] Jamestec's Misc (make bionics, nerfed Prisoner death/harvest debuff)
Post by: Jamestec on September 19, 2016, 10:17:41 AM
Alright, thanks for the example.
I've pre-zipped the folders so it shouldn't be a problem anymore.

New mod; JTMeleeXP, allows you to gain XP attacking inanimate things like sleeping spots at half the normal rate.

New Mod; JTDrill5Eva, drill spots don't run out and drills can be uninstalled/reinstalled.

New Mod; JTMedicinePlus, adds medicine between normal medicine and glitterworld medicine. Tending/healing (not surgery) gives more XP when you use MedicinePlus or Glitterworld medicine. Read https://www.reddit.com/r/RimWorld/comments/54lcx4/til_medicine_type_affects_medicine_xp_from/ (https://www.reddit.com/r/RimWorld/comments/54lcx4/til_medicine_type_affects_medicine_xp_from/) for more info.
Title: Re: [A15c] Jamestec's Misc (make bionics, nerfed Prisoner death/harvest debuff)
Post by: taigenraine on September 28, 2016, 04:32:19 AM
One issue I am having with JTDrill5Eva is I can't make new drills.  My pawn drags over all the materials, construction completes... and nothing is there.  Materials are lost.  It could be a mod conflict, but uninstalling the JTDrill5Eva mod I can make drills again.
Title: Re: [A15c] Jamestec's Misc (make bionics, nerfed Prisoner death/harvest debuff)
Post by: Jamestec on September 28, 2016, 08:43:37 PM
Quote from: taigenraine on September 28, 2016, 04:32:19 AM
One issue I am having with JTDrill5Eva is I can't make new drills.  My pawn drags over all the materials, construction completes... and nothing is there.  Materials are lost.  It could be a mod conflict, but uninstalling the JTDrill5Eva mod I can make drills again.
I am leaning towards mod conflict, you can help me find out by enabling my mod then restarting RimWorld, load a save then build another drill, after the drill completes/disappears, quit RimWorld then go to your RimWorld installation location:
Steam: C:\Program Files (x86)\Steam\steamapps\common\RimWorld
Non-steam: idk
Then go into the "RimWorldWin_Data" folder and then open the file "output_log.txt" and PM me the file contents.
That file will tell me what mods you have and if any errors occurred during your last play.
Title: Re: [A15c] Jamestec's Misc (make bionics, nerfed Prisoner death/harvest debuff)
Post by: RazorHed on September 28, 2016, 09:37:03 PM
Yes Do Peg Arms so I dont have to bother updating Morbid Surgeries :) woohoo
Title: Re: [A15c] Jamestec's Misc (make bionics, nerfed Prisoner death/harvest debuff)
Post by: taigenraine on September 29, 2016, 01:59:35 AM
Quote from: Jamestec on September 28, 2016, 08:43:37 PM
Quote from: taigenraine on September 28, 2016, 04:32:19 AM
One issue I am having with JTDrill5Eva is I can't make new drills.  My pawn drags over all the materials, construction completes... and nothing is there.  Materials are lost.  It could be a mod conflict, but uninstalling the JTDrill5Eva mod I can make drills again.
I am leaning towards mod conflict, you can help me find out by enabling my mod then restarting RimWorld, load a save then build another drill, after the drill completes/disappears, quit RimWorld then go to your RimWorld installation location:
Steam: C:\Program Files (x86)\Steam\steamapps\common\RimWorld
Non-steam: idk
Then go into the "RimWorldWin_Data" folder and then open the file "output_log.txt" and PM me the file contents.
That file will tell me what mods you have and if any errors occurred during your last play.

I re-enabled the mod and the problem just went away on it's own.  I think the mod is in a different load order now, so that is probably it.  I am just going to leave it how it is now since everything is working.  Thank you for your quick reply though.
Title: Re: [A15c] Jamestec's Misc (make bionics, nerfed Prisoner death/harvest debuff)
Post by: Jamestec on September 30, 2016, 04:37:43 AM
New mod JTBetterCrashedShips to satisfy your early plasteel need.
Why does it take plasteel to make advanced futuristic ships, but crashed parts yield none. Plasteel is suppose to be stronger than steel and components.
Title: Re: [A15c] Jamestec's Misc (make bionics, nerfed Prisoner death/harvest debuff)
Post by: KillerH on October 01, 2016, 12:24:51 PM
Hey , the new drill issue that taigenraine had is definitely mod conflict. I had the same. Error log showed no things def error.
Once I moved the  JTDrill5Eva to beginning of mod load order and restarted game the error was gone.
Pm me is you want to get the list of mods I use.
Title: Re: [A15c] Jamestec's Misc (make bionics, nerfed Prisoner death/harvest debuff)
Post by: skullywag on October 04, 2016, 08:52:59 AM
Im helping someone with a crash they are having in the bug forums and while debugging we found that your mod doesnt have thingclass defined for the DeepDrill in your JTDrill5Eva, you have not defined a "buildingBase" in your mod, inheriting the abstract from core will not work correctly in every situation, to fix simply copy the buildingbase from core to your mod, see here for details:

https://ludeon.com/forums/index.php?topic=19499.0
Title: Re: [A15c] Jamestec's Misc (make bionics, nerfed Prisoner death/harvest debuff)
Post by: Jamestec on October 05, 2016, 07:24:31 AM
Quote from: skullywag on October 04, 2016, 08:52:59 AM
Im helping someone with a crash they are having in the bug forums and while debugging we found that your mod doesnt have thingclass defined for the DeepDrill in your JTDrill5Eva, you have not defined a "buildingBase" in your mod, inheriting the abstract from core will not work correctly in every situation, to fix simply copy the buildingbase from core to your mod, see here for details:

https://ludeon.com/forums/index.php?topic=19499.0

Thanks for posting that, I never would have thought that would be the problem. Threads like that should be stickied.

Why does it work sometimes though?

Also, will edit this post when all my mods updated. JTDrill5Eva won't override DeepDrill def anymore, use this mod:
https://ludeon.com/forums/index.php?topic=22763.0
to have the same effect.

Edit: updated all my mods to now have abstract stuff. Steam workshop will automagically update, if you got it from Onedrive, you only have to update if you have problems.
Title: Re: [A15c] Jamestec's Misc (make bionics, nerfed Prisoner death/harvest debuff)
Post by: Dingo on October 05, 2016, 10:38:45 AM
It kind of works because the assembly defaults unknown defs to a predetermined value, but for some defs it's not as straightforward.
Title: Re: [A15c] Jamestec's Mods (copy bills, make bionics, nerfed prisoner death debuff)
Post by: Jamestec on October 12, 2016, 05:00:36 AM
New mod JTCopyBills; copy bills from production tables.
Title: Re: [A15c] Jamestec's Mods (copy bills, make bionics, nerfed prisoner death debuff)
Post by: mabor0shi on October 12, 2016, 09:44:17 PM
Quote from: Jamestec on October 12, 2016, 05:00:36 AM
New mod JTCopyBills; copy bills from production tables.
I've been wanting this, thank u ever so much. I love mods that cut down on tedium and frustration.
Title: Re: [A15c] Jamestec's Mods (copy bills, make bionics, nerfed prisoner death debuff)
Post by: 14m1337 on October 13, 2016, 03:50:41 AM
Quote from: Jamestec on October 12, 2016, 05:00:36 AM
New mod JTCopyBills; copy bills from production tables.

I proudly award you the medal "Hero of the Day" !
Title: Re: [A15c] Jamestec's Mods (copy bills, replace walls, make bionics)
Post by: Jamestec on October 13, 2016, 05:57:23 AM
New mod JTReplaceWalls; no longer to do you have to deconstruct then construct to fireproof your walls.

Edit: small update to JTReplaceWalls - reduces reflection usage when not required. Updating not necessary unless you already play RimWorld at 5 fps and want them extra frames.
Title: Re: [A15c] Jamestec's Mods (copy bills, replace walls, make bionics)
Post by: erdelf on October 13, 2016, 10:29:27 AM
Hey Jamestec,
since you are already reading in the discord server,
you could tell us your name and we would give you a modder rank there.
Title: Re: [A15c] Jamestec's Mods (copy bills, replace walls, make bionics)
Post by: Dingo on October 13, 2016, 08:44:41 PM
ReplaceWalls & CopyBills are must-haves if they work without bugs. Should be in the base game.

Thank you!

Edit: just a thought, is it possible to update ReplaceWalls so you can designate walls on top of rocks? ex. Designate walls to be built on a row of raw marble -> marble is marked for mining -> marble is mined -> wall is built according to designation.
Title: Re: [A15c] Jamestec's Mods (copy bills, replace walls, make bionics)
Post by: Jamestec on October 14, 2016, 10:28:44 AM
Quote from: erdelf on October 13, 2016, 10:29:27 AM
Hey Jamestec,
since you are already reading in the discord server,
you could tell us your name and we would give you a modder rank there.
I don't know any discord server thingy.

Quote from: Dingo on October 13, 2016, 08:44:41 PM
Edit: just a thought, is it possible to update ReplaceWalls so you can designate walls on top of rocks? ex. Designate walls to be built on a row of raw marble -> marble is marked for mining -> marble is mined -> wall is built according to designation.
I'll look into it, probably take some time.

Also, updated JTReplaceWalls to also be able to replace doors in a similar manner.
Title: Re: [A15c] Jamestec's Mods (copy bills, replace walls, make bionics)
Post by: erdelf on October 14, 2016, 03:15:43 PM
Quote from: Jamestec on October 14, 2016, 10:28:44 AM
Quote from: erdelf on October 13, 2016, 10:29:27 AM
Hey Jamestec,
since you are already reading in the discord server,
you could tell us your name and we would give you a modder rank there.
I don't know any discord server thingy.
oh.. sure, is that why the wall replacer is the third (or arguably the fourth) mod you made from the ideas mentioned there only two or three days after they get mentioned ? Come on.
Title: Re: [A15c] Jamestec's Mods (copy bills, replace walls, make bionics)
Post by: onebit on October 14, 2016, 04:14:28 PM
JTReplaceWalls is awesome  ;D
Title: Re: [A15c] Jamestec's Mods (copy bills, replace walls, make bionics)
Post by: zmadz on October 14, 2016, 04:20:31 PM
Quote from: onebit on October 14, 2016, 04:14:28 PM
JTReplaceWalls is awesome  ;D

didn't britnoth already had a mod that replaces walls as a wip doe
Title: Re: [A15c] Jamestec's Mods (copy bills, replace walls, make bionics)
Post by: DarkSlayerEX on October 14, 2016, 04:25:29 PM
Quote from: erdelf on October 14, 2016, 03:15:43 PM
Quote from: Jamestec on October 14, 2016, 10:28:44 AM
Quote from: erdelf on October 13, 2016, 10:29:27 AM
Hey Jamestec,
since you are already reading in the discord server,
you could tell us your name and we would give you a modder rank there.
I don't know any discord server thingy.
oh.. sure, is that why the wall replacer is the third (or arguably the fourth) mod you made from the ideas mentioned there only two or three days after they get mentioned ? Come on.

I agree... Erdelf and I were talking indepth over the last few days on discord, regarding the mechanics on our own replacewall mod. the day Erdelf finished his mod, this one popped up pretty much at the same time. Now I know the code is different, but if you're going to be taking ideas from the rest of us without our knowledge, at least give us some credit... As it stands now, your timing on this seems a bit fishy. We may be wrong about this, but it's still way too "coincidental" for this to actually be a coincidence..

This isn't intended to be a hostile post, but it's one of concern.
Title: Re: [A15c] Jamestec's Mods (copy bills, replace walls, make bionics)
Post by: kaptain_kavern on October 14, 2016, 08:30:27 PM
Please guys, look at Jamestec's license note, look since how he releasing mods (mostly requests), think about it a bit ... and come again calling him thief...

For your information : all of us modders are doing is using code that is property of Ludeon's, so you don't own your mods and even less ideas about game-mechanics. Plus it is not because two people had the same idea that it is stealing (there was older mods that were doing this also and it's often requested as a feature). Plus it can be nice to have two mods that doing the same things in a slightly different way (you said yourself the code was different)

I doesn't wanted to be hostile either, I adding this to the conversation because it already happened to me aswell and there was no "stealing" at all.

Hope we can all be civilized and keep this community as friendly as usual.

Best regards
Title: Re: [A15c] Jamestec's Mods (copy bills, replace walls, make bionics)
Post by: erdelf on October 14, 2016, 08:51:13 PM
Quote from: kaptain_kavern on October 14, 2016, 08:30:27 PM
so you don't own your mods and even less ideas about game-mechanics.
I very much own my code and my ideas. What I don't own is tynan's code.


Quote from: kaptain_kavern on October 14, 2016, 08:30:27 PM
Plus it is not because two people had the same idea that it is stealing.
It is not about it beeing the same idea..
it is that this is the third time he makes a mod only shortly after they get mentioned in the discord,
without ever contributing in any form.


Quote from: kaptain_kavern on October 14, 2016, 08:30:27 PM
Plus it can be nice to have two mods that doing the same things in a slightly different way (you said yourself the code was different)
yes, my code is clean and doesn't detour the whole original blueprint checker and is therefore compatible with other mods.
He just shat out some detour code.
Title: Re: [A15c] Jamestec's Mods (copy bills, replace walls, make bionics)
Post by: DarkSlayerEX on October 14, 2016, 09:06:14 PM
When I do something, I try to do it in a way that allows -as many people as possible- to be able to use it with as little compatibility issues as possible...

His method could potentially break the game should someone else's mod also try to detour the same thing. But that isn't exactly why we said anything...

His timing with releasing his mods, with the timing in which we had discussed it on discord made it seem very likely he was making mods based off of our fleshed out ideas. That's why I showed such concern. If he had actually worked on them without having seen our discussions, then that is a very huge coincidence, and I apologize if so, but, if you think about it, if multiple mod topics you were to discuss are all of a sudden released within a day or two of being discussed, by someone completely unrelated to your discussion, what would your reaction be?

To be honest, when I replied to this originally, I did not actually know of Brit's version whatsoever, but that doesn't really clear up the timing of the release of James' mods to our discussions about them on discord...Literally within a day or two of us discussing the same idea, on 3-4 different topics.

This isn't some sort of attempt at getting him to remove them... I acknowledge that it's his own code. There is no question about that.
But I felt I needed to get it off my chest. Again, I hope you can understand why we felt like we were at least slightly wronged. It felt like we were being unwittingly farmed for ideas.

Title: Re: [A15c] Jamestec's Mods (copy bills, replace walls, make bionics)
Post by: Ramsis on October 14, 2016, 09:14:10 PM
Would hate for this thread to devolve past being civil... Just saying...

Past that I am confused James, I am a member of the Discord and did indeed watch these ideas come to thought so close to you releasing them. While I personally don't care as it's not technically written in stone that you can't just pluck ideas and make them it does kind of hit that dick move locale if you're using ideas someone else came up with publicly and you couldn't even be bothered to give a "inspired by USER" credit somewhere.

Please clear some of this info up. Again, by forum rules you're not breaking any rules or anything so feel free to say what you will, I won't be punishing anybody unless we get a small flamewar started in here; I am just curious as to this really shady timeframe of yours.
Title: Re: [A15c] Jamestec's Mods (copy bills, replace walls, make bionics)
Post by: nachtfalter on October 14, 2016, 09:39:17 PM
Nice convenience mods. Thanks for making lifes easier.
Title: Re: [A15c] Jamestec's Mods (copy bills, replace walls, make bionics)
Post by: Jamestec on October 15, 2016, 11:33:42 AM
Ok, some things to address things:

I only have 2 QoL mods (excluding JTBetterHauling), all the other mods are purely (minus some easy ones done on request) to shape the game into what I want to play; I'm interested in what other mods I apparently duplicated.
So are there 3 mods that replace walls? I gather DarkSlayerEX and erdelf are working together, but then "I did not actually know of Brit's version whatsoever".

To stop the overlapping of mods, this is my current mods idea list:

The better hauling is done now and I'll probably take a break from modding since I haven't actually played RimWorld for a couple of days (just restarting it over and over and over). Detouring the way I am atm is the only way I know how to do it, so please share the better ways.
Title: Re: [A15c] Jamestec's Mods (copy bills, replace walls, make bionics)
Post by: kaptain_kavern on October 15, 2016, 12:36:48 PM
I was sure you were on Reddit too. We saw the same requests :p


That's why I took on me to reply there and try to talk you all about this (already happened to me - But maybe I shouldn't have because i'm no mod, sorry). I don't use Discord either and I saw the same idea/request, those ideas were often requested/modded during RW history.



QuoteI'll probably take a break from modding since I haven't actually played RimWorld for a couple of days (just restarting it over and over and over)
Haha I feel you man, I haven't play since A13 ^^
Title: Re: [A15c] Jamestec's Mods (copy bills, replace walls, make bionics)
Post by: Dingo on October 15, 2016, 12:52:49 PM
I think there's almost no point in flaming authors for their mods. If two people see the same suggestion / request (or have the same idea individually), they can both release their own mod. As long as you're not stealing code without permission it's not like you're losing money to corporate spies.

If you Discord-using folk think you can make a similar mod that's more compatible, structured better, higher quality, more fleshed out etc. etc. you're free to do so with your own ideas and code. Users will flock to your mod when they begin having issues with a lower-quality option. If you published your code somewhere and you see it plagiarised by anyone that is an entirely different discussion.
Title: Re: [A15c] Jamestec's Mods (copy bills, replace walls, make bionics)
Post by: Jamestec on October 16, 2016, 02:46:40 AM
Updated JTCopyBills; Version 1.4 fixes ingredients list being linked after pasting. I recommend updating to version 1.4 (latest as of 16/10/16). Pasting no longer removes old bills since deleting bills is easy. If you have Crafting Hysteresis, pasting vanilla bills will convert them to Crafting Hysteresis bills to aid using Crafting Hysteresis if you pick it up mid-game.

Updated JTReplaceWalls; previous update broke checking if not same stuff for walls, version 1.2 fixes this.

Since I didn't really announce this:
New mod JTBetterHauling; prioritises hauling degradable items based on areas. Mod description for further detail.
New mod JTMoreAreas; unlimited areas and GUI fix to work with more than 10 areas.
Title: Re: [A15c] Jamestec's Mods (copy bills, replace walls, make bionics)
Post by: kaptain_kavern on October 16, 2016, 03:46:28 AM
Quote from: Jamestec on October 16, 2016, 02:46:40 AM
If you have Crafting Hysteresis, pasting vanilla bills will convert them to Crafting Hysteresis bills to aid using Crafting Hysteresis if you pick it up mid-game.

I don't know if everyone noticed those kind of tiny things but let me say how I find this clever,useful and well thought out!



Also for both of you guys (Dingo and James) : I made you some advertising for your works (https://www.reddit.com/r/RimWorld/comments/57q48o/new_to_rimworld_what_mods_should_i_get/d8u1kdi)  ;D
Title: Re: [A15c] Jamestec's Mods (copy bills, replace walls, make bionics)
Post by: skullywag on October 16, 2016, 11:36:02 AM
Keep rockin Jamestec. ;)
Title: Re: [A15c] Jamestec's Mods (copy bills, replace walls, make bionics)
Post by: Jamestec on October 17, 2016, 11:11:49 AM
Update JTBetterHauling; redone to reduce detours with XML.
Update JTReplaceWalls; placing walls and doors on mineable will cause mineable to automatically be set to be mined.

New joke mod JTBetterHaulingAnimals; Makes all the animals on the map instantly haul for you. Accidentally made this when redoing JTBetterhauling and thought it was pretty funny seeing a bunch of different animals compete to haul all the items for you.
Title: Re: [A15c] Jamestec's Mods (copy bills, replace walls, make bionics)
Post by: Serenity on October 17, 2016, 11:25:33 AM
Some nice stuff there should be part of vanilla. Like copying bills and replacing things without deconstructing
Title: Re: [A15c] Jamestec's Mods (copy bills, replace walls, make bionics)
Post by: masterpain on October 17, 2016, 08:24:17 PM
Having trouble with CopyBills

Dont know if I'm doing this right but I cant get it to work. I assume this is like copying stockpile zones. Create bills on stonecutters table 1, hit "Copy Bills". Go to stonecutters table 2 and hit "Paste Bills" right? It does not work for me. I am able to copy and paste stockpile zones like normal but not Bills. Am I doing something wrong?
Title: Re: [A15c] Jamestec's Mods (copy bills, replace walls, make bionics)
Post by: Jamestec on October 17, 2016, 09:12:53 PM
Quote from: masterpain on October 17, 2016, 08:24:17 PM
Having trouble with CopyBills

Dont know if I'm doing this right but I cant get it to work. I assume this is like copying stockpile zones. Create bills on stonecutters table 1, hit "Copy Bills". Go to stonecutters table 2 and hit "Paste Bills" right? It does not work for me. I am able to copy and paste stockpile zones like normal but not Bills. Am I doing something wrong?

Attached is a special debug build of JTCopyBills. To help me help you, please do the following:
Download and extract the attached to:
C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods\
Start RimWorld, disable JTCopyBills and enable JTCopyBillsDebug, then close RimWorld (this is not optional). Start RimWorld again, load a save/new game (doesn't matter if it says mods changed), try to copy and paste bills, close RimWorld, then go to:
C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\output_log.txt
and attach that to a reply. Please note the log file resets each time you start RimWorld so don't start RimWorld again until you have either copied the log or attached it to a reply.


Edit: unrelated note - if you manually downloaded JTBetterHauling version 1.3 (look at mod description in-game), please get the latest 1.4, 1.3 can't prioritise with right-click properly.

[attachment deleted by admin - too old]
Title: Re: [A15c] Jamestec's Mods (copy bills, replace walls, make bionics)
Post by: Dingo on October 18, 2016, 01:53:12 AM
BetterHauling 1.4 throws an error "Could not find a type named JTBetterHauling.WorkGiver_HaulGeneralJT". I'm assuming you took it out of the assembly but left the def.
Title: Re: [A15c] Jamestec's Mods (copy bills, replace walls, make bionics)
Post by: Jamestec on October 19, 2016, 02:50:21 AM
Quote from: Dingo on October 18, 2016, 01:53:12 AM
BetterHauling 1.4 throws an error "Could not find a type named JTBetterHauling.WorkGiver_HaulGeneralJT". I'm assuming you took it out of the assembly but left the def.

That is strange, I do have the defs I'm not currently using in Defs_NotUsed which shouldn't be loaded by RimWorld. I've checked  the Onedrive and steam version and they both only have ThinkTreeDefs folder in the Defs folder which is correct.

Did you get BetterHauling 1.4 through Onedrive or steam? and in the defs folder is there only ThinkTreeDefs?
If you got it from Onedrive, it might be a version which was accidental and I didn't replace it fast enough.
If you got it from steam, steam workshop update malfunction?

Title: Re: [A15c] Jamestec's Mods (copy bills, replace walls, make bionics)
Post by: Dingo on October 19, 2016, 02:54:58 AM
I got 1.4 from OneDrive. Just reinstalled it from there and it seems like the bug is gone. Maybe the sync was off for a while and I just downloaded too soon.
Title: Re: [A15c] Jamestec's Mods (copy bills, replace walls, make bionics)
Post by: masterpain on October 19, 2016, 08:30:23 PM
Quote
Attached is a special debug build of JTCopyBills. To help me help you, please do the following:
Download and extract the attached to:
C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods\
Start RimWorld, disable JTCopyBills and enable JTCopyBillsDebug, then close RimWorld (this is not optional). Start RimWorld again, load a save/new game (doesn't matter if it says mods changed), try to copy and paste bills, close RimWorld, then go to:
C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\output_log.txt
and attach that to a reply. Please note the log file resets each time you start RimWorld so don't start RimWorld again until you have either copied the log or attached it to a reply.




I posted my output_log a few days ago and realized you probably didn't receive it because site wont let me post attachements.  So I'll post it here https://mega.nz/#!awBS1LKB!wiCWb694WGav038Sv2l-puf6cAmT_jfZ0nDppu6qof4
Title: Re: [A15c] Jamestec's Mods (copy bills, replace walls, make bionics)
Post by: Wacoede on October 19, 2016, 10:04:32 PM
Any chance of getting Helmets added for the Powered power armor and Super armor with similar (improved) stats, maybe some psychic drone protection and a light for when they are in dark places
Title: Re: [A15c] Jamestec's Mods (copy bills, replace walls, make bionics)
Post by: Jamestec on October 20, 2016, 06:57:07 AM
Quote from: masterpain on October 19, 2016, 08:30:23 PM
I posted my output_log a few days ago and realized you probably didn't receive it because site wont let me post attachements.  So I'll post it here

Ok, so the problem is that you're using Crafting Hysteresis version 1.3 or lower and I compiled JTCopyBills with version 1.5. So if you update Crafting Hysteresis to 1.5, JTCopyBills will work fine; I checked whether updating Crafting Hysteresis from 1.3 to 1.5 is ok, and it is.
Don't forget to remove JTCopyBillsDebug and use the normal one.


Quote from: Wacoede on October 19, 2016, 10:04:32 PM
Any chance of getting Helmets added for the Powered power armor and Super armor with similar (improved) stats, maybe some psychic drone protection and a light for when they are in dark places

Yea sure, I can do that. I'll be copying the light stuff from Rikiki's MiningCo.: Mining helmet, which is available here: https://ludeon.com/forums/index.php?topic=14711.0

Edit: JTExtendedPowerArmor is updated to have helmets.
Title: Re: [A15c] Jamestec's Mods (copy bills, replace walls, make bionics)
Post by: OnlyMarvellous on October 20, 2016, 08:10:43 AM
Hey, Jamestec. I use a few of your mods and they are all well done. However, I did notice, in your Savage Prisoners (Psychology Compat), that you have Bleeding Heart as a nullifying trait for all of the thoughtdefs.

From the Psychology page, talking about the Bleeding Heart trait; "This pawn is a big old softie. They will be pleased by doing things that help others, and more traumatized by brutal or senseless acts like mistreatment of prisoners or killing. They also will not get along with psychopaths."

I believe Desensitized (from Psychology) would be a good trait to go in Thoughts_Memory_Death, but not the Thoughts_Memory_Misc. Desensitized Pawns are described as follows; "This numbed pawn no longer gets mood penalties for witnessing death or observing corpses. They will still be upset by colonists' deaths in general, and by other moral outrages. This trait can potentially be gained during play whenever a pawn sees someone die or looks at a body."

A desensitized pawn probably wouldn't mind if a prisoner died, but their mood would still be affected if the prisoner's organs were harvested or if they were sold into slavery.

I've made those edits on my end, but I wanted to let you know. If it was a mistake then I'll leave the changes in, but if you chose to put Bleeding Heart in there for a reason then I can change it back.
Title: Re: [A15c] Jamestec's Mods (copy bills, replace walls, make bionics)
Post by: sulusdacor on October 20, 2016, 08:36:42 AM
hey looooove the copy bills mod. one of the small must have vanilla improvements =) thx for making this.

just wanted to ask do you plan on making it compatible with crafting hysteries mod?
Title: Re: [A15c] Jamestec's Mods (copy bills, replace walls, make bionics)
Post by: Jamestec on October 20, 2016, 09:08:48 AM
Quote from: OnlyMarvellous on October 20, 2016, 08:10:43 AM
Hey, Jamestec. I use a few of your mods and they are all well done. However, I did notice, in your Savage Prisoners (Psychology Compat), that you have Bleeding Heart as a nullifying trait for all of the thoughtdefs.
That was just for compatibility for Psychology, since when you use JTSavagePrisoners, it overrides ThoughDefs that Psychology has also made edits in; the BleedingHeart entry is the same entry made by Psychology.
The reason why Psychology put that as a nullifying trait is that there is an additional entry for BleedingHeart which makes it worse as shown in KnowGuestExecutedBleedingHeart:

  <ThoughtDef ParentName="DeathMemory">
    <defName>KnowGuestExecuted</defName>
    <durationDays>7.5</durationDays>
    <nullifyingTraits>
      <li>Psychopath</li>
      <li>Bloodlust</li>
      <li>BleedingHeart</li>
    </nullifyingTraits>
-snip-
 
  <ThoughtDef ParentName="DeathMemory">
    <defName>KnowGuestExecutedBleedingHeart</defName>
    <durationDays>9</durationDays>
    <requiredTraits>
      <li>BleedingHeart</li>
    </requiredTraits>
-snip-

If you were to remove BleedingHeart as a nullifying trait, you would get 2 different debuffs for the same thing.


Quote from: sulusdacor on October 20, 2016, 08:36:42 AM
hey looooove the copy bills mod. one of the small must have vanilla improvements =) thx for making this.

just wanted to ask do you plan on making it compatible with crafting hysteries mod?
Version 1.1 should already be compatible, Version 1.3 should convert vanilla bills into Crafting Hysteresis bills when pasting to help ease players into Crafting Hysteresis if adding that mod mid-way. I recommend getting at least Version 1.4 since that version fixes ingredients list pastes being linked together. The latest version is 1.5.
Title: Re: [A15c] Jamestec's Mods (copy bills, replace walls, make bionics)
Post by: OnlyMarvellous on October 20, 2016, 09:23:39 AM
Quote from: Jamestec on October 20, 2016, 09:08:48 AM
The reason why Psychology put that as a nullifying trait is that there is an additional entry for BleedingHeart which makes it worse as shown in KnowGuestExecutedBleedingHeart

Ah, I see. I've put it back to the way it was, then. Thanks for clearing that up.
Title: Re: [A15c] Jamestec's Mods (copy bills, replace walls, make bionics)
Post by: Britnoth on October 21, 2016, 12:24:43 PM
Quote from: Dingo on October 15, 2016, 12:52:49 PMIf you Discord-using folk think you can make a similar mod that's more compatible, structured better, higher quality, more fleshed out etc. etc. you're free to do so with your own ideas and code. Users will flock to your mod when they begin having issues with a lower-quality option. If you published your code somewhere and you see it plagiarised by anyone that is an entirely different discussion.

As one of many here without any coding knowledge and limited experience modding, there is a limit to the size and complexity of any mod we might create.

If an experienced coder comes along and makes a copy of an existing, functioning mod and essentially... how do I put this in a polite manner? "Appropriates" that mod as one of their own, you can imagine how the creator of the first mod might feel. Or how that being repeated would drive away many potential modders.
Title: Re: [A15c] Jamestec's Mods (copy bills, replace walls, make bionics)
Post by: Dingo on October 21, 2016, 12:40:54 PM
But where is this mod you're talking about? If someone else made something like "Hand Me That Brick"; released it on the forums, Workshop or on their website and then found out that I made something similar I would understand if they were mad. If all they did was talk to their friends about making it and I couldn't find such a mod when I set out to make my own I believe they would have 0 legitimacy in calling me out.
Title: Re: [A15c] Jamestec's Mods (copy bills, replace walls, make bionics)
Post by: Britnoth on October 21, 2016, 12:53:53 PM
https://www.google.co.uk/#q=Rimworld+%22replace+wall%22 (https://www.google.co.uk/#q=Rimworld+%22replace+wall%22)

10 seconds work, hardly difficult to find I think.

Edit: In case you wondered, the first version that I made was over 4 months before.
Title: Re: [A15c] Jamestec's Mods (copy bills, replace walls, make bionics)
Post by: Dingo on October 21, 2016, 01:11:00 PM
Alright, so you have a mod that sort-of (and I do mean sort-of) does this, but with a designator instead. I had a look at the code and it's completely different. It's also buried in the Unfinished section as part of another mod within a mod list.

I can't say I'm with you on this one. It doesn't look like he copied anything off of you; the idea might be similar (and this is the only part of your claims that might as well be true, who knows?) but the end result is 2 completely different mods. By the same logic you can say JTMoreAreas is a ripoff of Fluffy or that Killface is ripping off previous alpha mods (even though he's doing great work reviving old mods)... There's no merit to it.
Title: Re: [A15c] Jamestec's Mods (copy bills, replace walls, make bionics)
Post by: Britnoth on October 21, 2016, 02:02:12 PM
Quote from: Dingo on October 21, 2016, 01:11:00 PM
Alright, so you have a mod that sort-of (and I do mean sort-of) does this, but with a designator instead. I had a look at the code and it's completely different. It's also buried in the Unfinished section as part of another mod within a mod list.

I can't say I'm with you on this one. It doesn't look like he copied anything off of you; the idea might be similar (and this is the only part of your claims that might as well be true, who knows?) but the end result is 2 completely different mods. By the same logic you can say JTMoreAreas is a ripoff of Fluffy or that Killface is ripping off previous alpha mods (even though he's doing great work reviving old mods)... There's no merit to it.

No, it is not similar, it is not 'sort of'. It sounds exactly the same.

It took me 10 seconds to find it using google, it isn't exactly hidden.
Title: Re: [A15c] Jamestec's Mods (copy bills, replace walls, make bionics)
Post by: Dingo on October 21, 2016, 04:02:31 PM
I don't think it's worth arguing over this because the only similarity is the idea behind the mod. The end-product is completely different, and used differently with different code.

Here's a rhetorical question to demonstrate why this type of iteration is healthy for modding (and this is assuming he "stole" the idea, which I still doubt): I started modding WorkGivers after glancing at Zorba's GitHub repo for Raindrops No Longer Fall on My Head a few weeks before he released it. I saw it was easy to mess with the defs and gave it a go, turned out very successfully and well-received. RWP and Raindrops are similar but not at all the same mod.

Should I take down my WorkGiver mods? I released mine publicly before he did, should he take down his mod? The answer to both of these is a resounding "no". That is probably the last I have to contribute to the discussion as it is derailing a perfectly reasonable mod release thread.
Title: Re: [A15c] Jamestec's Mods (copy bills, replace walls, make bionics)
Post by: skullywag on October 21, 2016, 04:41:25 PM
Lets not do this on Jamestecs thread eh guys....Last warning.
Title: Re: [A15c] Jamestec's Mods (copy bills, replace walls, make bionics)
Post by: Britnoth on October 21, 2016, 04:48:00 PM
QuoteRWP and Raindrops are similar but not at all the same mod.

You looked at how someone else had made a certain change, and then directly copied it? Yeah, you should at least have made a mention of that. A single xml change is a little different to a new UI tool however...

Mind, if we had Fluffys work tab all that would be easily changed in game. :(

But you said:

QuoteThe end-product is completely different, and used differently with different code.

False. If it is doing the exact same thing in game, then the end product is the exact same thing. I did not say he copied my code. I said he appropriated ownership of my existing mod by making a newer version without even bothering to ask first.

If some dick-move modder is going to look at my own modding attempts, think 'Hey, i can make a copy of that with a few minor improvements'  (debatable, the only person I spoke to when someone asked me about it said it crashed their game) and then take credit for making a helpful mod, what incentive am I left with?

PS. This is directly concerning his mod. What is the appropriate place to discuss someone's mod, if not in the mods own forum post?
Title: Re: [A15c] Jamestec's Mods (copy bills, replace walls, make bionics)
Post by: skullywag on October 21, 2016, 05:02:03 PM
Britnoth, no more, stop now.

Ive looked over the code theres no way he copied you, trust me. The idea is the same and thats it. You cannot own an idea im sorry. For all you know he never even saw your mod so credit is not required.
Title: Re: [A15c] Jamestec's Mods (copy bills, replace walls, make bionics)
Post by: Plasmatic on October 22, 2016, 05:00:35 AM
I like the mod overall, but theres one thing that I noticed that irks me.

(http://imgur.com/a/8eivH)
(http://imgur.com/a/8eivH)

Apparently it's the light on the super armor helmet causing the missing texture square.

This pink square with a red cross appears under the character wearing the helmet whenever the light is activated. The square does not disappear unless the helmet is removed and reequipped.

How can I remove the light from the helmet till this is fixed? I've found the files in 778377155, but I don't know what I need to change to just disable the light without breaking anything else :)
Title: Re: [A15c] Jamestec's Mods (copy bills, replace walls, make bionics)
Post by: lashtear on October 22, 2016, 05:22:06 AM
Hi!  I'm one of the people that squawked on steam about trouble.  Here's more detail about what I'm seeing, and steps to reproduce:

Using only Core (i.e. the default game) and JTReplaceWalls.  Create a new map.  Once the map loads, click Architect->Furniture.  The moment I click Sleeping spot, it immediately crashes mono hard.

https://gist.github.com/lashtear/ed40047974f22c8cea4866ecd6cf047c has a copy of the resulting /tmp/rimworld_log output, which includes a gdb trace.  In quick summary of that trace:

42 threads: 4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,40,41,42,43,44,45,46,47,48: futex_abstimed_wait_cancelable:205 start_thread:333 clone:105
  2 threads: 39,49: nanosleep:84 usleep:32 start_thread:333 clone:105
  1 threads: 37: poll:84 pa_mainloop_poll pa_mainloop_iterate pa_mainloop_run start_thread:333 clone:105
  1 threads: 2: start_thread:333 clone:105
  1 threads: 1: readv:84 read
  1 threads: 3: futex_abstimed_wait_cancelable:205 mono_sem_wait start_thread:333 clone:105
  1 threads: 38: pa_threaded_mainloop_wait pa_simple_write start_thread:333 clone:105


Thread 1 being (I believe) the interesting one there; pa_* is PulseAudio stuff setup by fmod (for sound) and the futex details are thread primitive infrastructure for locks and semaphores.

Again, this is just Core and JTReplaceWalls:
$ cat ~/.config/unity3d/Ludeon\ Studios/RimWorld/Config/ModsConfig.xml
<?xml version="1.0" encoding="utf-8"?>
<ModsConfigData>
  <buildNumber>1284</buildNumber>
  <activeMods>
    <li>Core</li>
    <li>779984226</li>
  </activeMods>
</ModsConfigData>

$ uname  -a
Linux chrysalis 4.7.0-1-amd64 #1 SMP Debian 4.7.6-1 (2016-10-07) x86_64 GNU/Linux


You may notice a great deal of smoke in the log about steam overlay trouble; that's apparently not related, as even when signed out of steam and overlay-disabled, the problem is still easy to reproduce.

I wish I could give more C#-friendly diagnostics... but it's crashing the mono VM itself.  Hardware is stable, no overclocking or memory issues-- but something does not like the CCL-style changes you're making on the 64bit Linux port.

Plenty of other Unity games run fine, and RimWorld is quite stable for me except for this one mod.  Anything else I can do to help?
Title: Re: [A15c] Jamestec's Mods (copy bills, replace walls, make bionics)
Post by: Jamestec on October 23, 2016, 01:05:27 AM
Quote from: Plasmatic on October 22, 2016, 05:00:35 AM
JTExtendedPowerArmor
I updated (version 1.2) to include invisible texture that I missed. The line that adds the light is at JTExtendedPowerArmor\Defs\ThingDefs_Misc\Apparel_Hats_JT.xml , line 86:

<thingClass>JTExtendedPowerArmor.Apparel_SuperArmorHelmet_JT</thingClass>



Quote from: lashtear on October 22, 2016, 05:22:06 AM
JTReplaceWalls
Since the crash happens after the methods are replaced using CCL/RawCode's code, I think it could be my use of Reflection.
I've attached a special version which doesn't use Reflection and thus cannot compare the stuff of two things (marble walls can replace marble walls for no reason). Try using this version and please report whether it works or not.
In my recent attempt at another mod (JTBuildDiagonally), I did come across hanging when using Reflection, but the hang happened when I close the game or go to menu.

[attachment deleted by admin due to age]
Title: Re: [A15c] Jamestec's Mods (copy bills, replace walls, make bionics)
Post by: lashtear on October 23, 2016, 02:46:17 AM
Quote from: Jamestec on October 23, 2016, 01:05:27 AM
Since the crash happens after the methods are replaced using CCL/RawCode's code, I think it could be my use of Reflection.
I've attached a special version which doesn't use Reflection and thus cannot compare the stuff of two things (marble walls can replace marble walls for no reason). Try using this version and please report whether it works or not.
In my recent attempt at another mod (JTBuildDiagonally), I did come across hanging when using Reflection, but the hang happened when I close the game or go to menu.

Just tested this version; works great!  More specifically, I did the test I had before with just core and JTReplaceWalls, but now using the one you linked.  I can select things to place, place them, and even do this for walls.
Title: Re: [A15c] Jamestec's Mods (copy bills, replace walls, make bionics)
Post by: Jamestec on October 27, 2016, 07:29:31 AM
Updated JTCopyBills; fixes converting vanilla bill with unfinished to Crafting Hysteresis bill with unfinished. Bills that don't make unfinished items were converted correctly in previous versions, so if you have converted vanilla bills to Crafting Hysteresis bills, you "only" need to redo the bills that can have an unfinished item; maybe copy bills from previous save, then paste in current save.
Updating recommended if you are picking up Crafting Hysteresis mid-game and you're using this mod to convert vanilla bills to Crafting Hysteresis bills.
Title: Re: [A15c] Jamestec's Mods (copy bills, replace walls, make bionics)
Post by: lc-soz on November 04, 2016, 01:17:57 PM
It would be possible to add a feature to copy surgery bills? I use EPOE so it's boring to click one-by-one.
Title: Re: [A15c] Jamestec's Mods (copy bills, replace walls, make bionics)
Post by: Jamestec on November 06, 2016, 08:34:15 AM
Quote from: lc-soz on November 04, 2016, 01:17:57 PM
It would be possible to add a feature to copy surgery bills? I use EPOE so it's boring to click one-by-one.

Updated JTCopyBills; Copy and paste surgery bills.
I've only tested with vanilla bills, but I think it should work fine with EPOE bills.

Update JTReplaceWalls; different stuffDef workaround for linux compatibility.
Title: Re: [A15c] Jamestec's Mods (copy bills, replace walls, make bionics)
Post by: Snarbly on November 19, 2016, 09:23:40 PM
How do you copy surgery bills?  I can't seem to find the icon to copy as with workbenches.

Also, would it be possible to replace doors as well as walls?  You can currently replace doors with other doors and walls with other walls, but it would be nice to be able to cross between them.
Title: Re: [A15c] Jamestec's Mods (copy bills, replace walls, make bionics)
Post by: Jamestec on November 20, 2016, 10:34:34 AM
Quote from: Snarbly on November 19, 2016, 09:23:40 PM
How do you copy surgery bills?  I can't seem to find the icon to copy as with workbenches.

Also, would it be possible to replace doors as well as walls?  You can currently replace doors with other doors and walls with other walls, but it would be nice to be able to cross between them.

It should look like this when you select a colonist:
(http://i.imgur.com/EAvANGR.png)

If not, try moving the mod all the way to the bottom; if it works when the mod is at the bottom, that means another mod is replacing the same getGizmo as my mod and compatibility will need to be made.

The problem with replacing doors with walls is that the mod's purpose is to make upgrading walls easier (wood --> stone); if you were able to replace doors with walls, the player would have to cancel individual wall blueprints where the doors are, otherwise you will have a place with no doors.


Edit:
New mod JTExport; Export and import worktable bills. Support for exporting and importing stockpiles to come.

Edit 2:
Update JTExport; Fix some missing ThingFilter values. You should update to this version (1.1) and re-export the original bills since the exports from the initial release are missing some values.

Edit 3:
Update JTExport; support stockpiles.

Edit4:
New mod JTZoneButtons; Adds buttons for creating/expanding and deleting/shrinking stockpiles and growing zones when selecting a stockpile or growing zone.
Update JTCopyBills; Better compatiblity with my mods that replace Building.getGizmos().
Update JTExport; Better compatibility with my mods that replace Building.getGizmos() and Zone_Stockpile.getGizmos().
Update JTReplaceWalls; Replaced a lot of detours with a better way.
Title: Re: [A15c] Jamestec's Mods (export bills/stockpiles, replace walls, make bionics)
Post by: pinguin42 on November 26, 2016, 03:59:16 PM
It seems that JTZoneButtons removes the "Allow sowing" button from grow zones. Is this a bug or could it be a modconflict (running 30ish mods)?
Title: Re: [A15c] Jamestec's Mods (export bills/stockpiles, replace walls, make bionics)
Post by: Jamestec on November 26, 2016, 10:12:10 PM
Quote from: pinguin42 on November 26, 2016, 03:59:16 PM
It seems that JTZoneButtons removes the "Allow sowing" button from grow zones. Is this a bug or could it be a modconflict (running 30ish mods)?

It's a bug, I've added the button in the newest release, Version 1.1 (Version 1.2 now; removes some debug statements).
Title: Re: [A15c] Jamestec's Mods (export bills/stockpiles, replace walls, make bionics)
Post by: Krzarb on November 29, 2016, 09:34:01 PM
Thanks for all of the great mods. They make a number of things much less tedious. Cheers :)
Title: Re: [A15c] Jamestec's Mods (export bills/stockpiles, replace walls, make bionics)
Post by: cainiao on December 04, 2016, 08:36:03 AM
JTZoneButtons only works in English mode, in other locale (ChineseSimplified), the added button wont show.
Title: Re: [A15c] Jamestec's Mods (export bills/stockpiles, replace walls, make bionics)
Post by: Jamestec on December 06, 2016, 06:19:05 AM
Updated JTMoreAreas: Adds an area manager/hub. Adds labels to separate colonist/human areas and animal areas as well as JTBetterHauling areas. Rename area dialog now auto highlights text so you can edit faster.

Updated JTZoneButtons: Supports other languages.

Updated JTExport: Fix exporting Crafting Hysteresis bills that don't use a unfinished item not actually exporting Crafting Hysteresis data (only vanilla bill data). Support (AC-)Enhanced Crafting by AlcoholV.

Updated JTReplaceWalls: Allow other mods to add their stuff as replaceable. Support scrap metal wall in Misc Stuff by Telkir. Change existing compatibility to use 2.0 system.

Updated JTReplaceWalls: Alpha 16 release.

Updated JTExport: Alpha 16 release.

Updated JTExport: Support A16 version of Enhanced Crafting and accommodate the changes. Add in missing vanilla faction check in Building.GetGizmos().
Title: Re: [A15/16] Jamestec's Mods (export bills/stockpiles, replace walls, make bionics)
Post by: Wishmaster on December 18, 2016, 04:27:15 PM
Can we have a non steam link to the new A16 mods please ? It seems like your onedrive link only has A15 stuff.
Title: Re: [A15/16] Jamestec's Mods (export bills/stockpiles, replace walls, make bionics)
Post by: Jamestec on December 20, 2016, 07:49:31 AM
Quote from: Wishmaster on December 18, 2016, 04:27:15 PM
Can we have a non steam link to the new A16 mods please ? It seems like your onedrive link only has A15 stuff.

The files you instantly see when you open the link should be the Alpha 16 versions. The Alpha 15 versions were in a folder called 1.5, which I have renamed to Alpha15C.

Update JTExport: Support A16 version of Crafting Hysteresis.
Title: Re: [A15/16] Jamestec's Mods (export bills/stockpiles, replace walls, make bionics)
Post by: asquirrel on December 23, 2016, 01:35:53 AM
Hey dude, there are only two folders in there.  JTExport and JTreplacewalls.   Where are all the mods for Alpha 16?  Thanks.
Title: Re: [A15/16] Jamestec's Mods (export bills/stockpiles, replace walls, make bionics)
Post by: Jamestec on December 23, 2016, 07:43:52 AM
That's all I've updated at the moment (JTZoneButtons just now, so that makes 3), I don't play RimWorld anymore so there's not much motivation to do so. It's Christmas and I work in retail so I've also been busy.

Updated JTZoneButtons: Increment targetVersion to Alpha16 in About.xml, no code changes, this version still works with Alpha15.
Title: Re: [A15/16] Jamestec's Mods (export bills/stockpiles, replace walls, make bionics)
Post by: Love on December 23, 2016, 07:45:36 AM
You really should play again, A16 was an enormous game changer.
Title: Re: [A15/16] Jamestec's Mods (export bills/stockpiles, replace walls, make bionics)
Post by: teknotel on December 23, 2016, 12:32:48 PM
Hey do you know anything about workstations being paused? Dont know if its anything to do with this mod or not as I have never seen it before.

My stone cutters were both paused even though they had not filled there build until quota, I deleted both tasks and imported the saved bill and it worked....

No idea why they were paused, sorry if i am being a noob just thought I would ask here. Thanks for any help.
Title: Re: [A15/16] Jamestec's Mods (export bills/stockpiles, replace walls, make bionics)
Post by: Delmain on December 23, 2016, 02:14:44 PM
Quote from: teknotel on December 23, 2016, 12:32:48 PM
Hey do you know anything about workstations being paused? Dont know if its anything to do with this mod or not as I have never seen it before.

My stone cutters were both paused even though they had not filled there build until quota, I deleted both tasks and imported the saved bill and it worked....

No idea why they were paused, sorry if i am being a noob just thought I would ask here. Thanks for any help.
Pausing (As opposed to suspending) is almost certainly Crafting Hysteris or Enhanced Crafting
Title: Re: [A15/16] Jamestec's Mods (export bills/stockpiles, replace walls, make bionics)
Post by: Love on December 24, 2016, 08:06:26 AM
Updated JTHomemadeBionics to A16.

Cleaned up some grammar, fixed a typo, brought the overrides up to date with the A16 changes (particularly Mass). Now uses the UnfinishedComponent texture instead of the UnfinishedGun texture when the prosthetic is unfinished.

https://mega.nz/#!SsY0kZga!DQ6hv09ZuR7nWAz9rEBR84RzKoEy22ZA9D1cBKPiUGY
Title: Re: [A15/16] Jamestec's Mods (export bills/stockpiles, replace walls, make bionics)
Post by: 14m1337 on December 26, 2016, 01:00:07 PM
Quote from: Love on December 24, 2016, 08:06:26 AM
Updated JTHomemadeBionics to A16.

Cleaned up some grammar, fixed a typo, brought the overrides up to date with the A16 changes (particularly Mass). Now uses the UnfinishedComponent texture instead of the UnfinishedGun texture when the prosthetic is unfinished.

https://mega.nz/#!SsY0kZga!DQ6hv09ZuR7nWAz9rEBR84RzKoEy22ZA9D1cBKPiUGY

would you mind uploading this to steam workshop ?
Title: Re: [A15/16] Jamestec's Mods (export bills/stockpiles, replace walls, make bionics)
Post by: Love on December 26, 2016, 01:06:23 PM
Quote from: 14m1337 on December 26, 2016, 01:00:07 PM
Quote from: Love on December 24, 2016, 08:06:26 AM
Updated JTHomemadeBionics to A16.

Cleaned up some grammar, fixed a typo, brought the overrides up to date with the A16 changes (particularly Mass). Now uses the UnfinishedComponent texture instead of the UnfinishedGun texture when the prosthetic is unfinished.

https://mega.nz/#!SsY0kZga!DQ6hv09ZuR7nWAz9rEBR84RzKoEy22ZA9D1cBKPiUGY

would you mind uploading this to steam workshop ?

yes, I would. JT can if he wants to, I'm not going to.
Title: Re: [A15/16] Jamestec's Mods (export bills/stockpiles, replace walls, make bionics)
Post by: Smexy_Vampire on December 26, 2016, 08:28:06 PM
a 16 coppy bills ?
Title: Re: [A15/16] Jamestec's Mods (export bills/stockpiles, replace walls, make bionics)
Post by: FoxXeL on December 28, 2016, 09:11:40 AM
DUDE, JTdrill5eva please! Update it to A16 please.
Title: Re: [A15/16] Jamestec's Mods (export bills/stockpiles, replace walls, make bionics)
Post by: 14m1337 on December 28, 2016, 01:26:26 PM
Quote from: Smexy_Vampire on December 26, 2016, 08:28:06 PM
a 16 coppy bills ?

use JTexport instead. it's one click more compared to jtcopybills, but still thousands of clicks less than just vanilla
Title: Re: [A15/16] Jamestec's Mods (export bills/stockpiles, replace walls, make bionics)
Post by: novo on January 02, 2017, 03:52:19 PM
Hey Guys,

I have ported JTDrill5Eva to A16; all the source code and binaries can be found at github https://github.com/wleroux/JTDrill5Eva/releases

Thank you Jamestec. Your mod was just the encouragement I needed to brush off my laziness and actually get to fixing the RimWorld mods that I love (but weren't supported yet.)

Title: Re: [A15/16] Jamestec's Mods (export bills/stockpiles, replace walls, make bionics)
Post by: asquirrel on January 02, 2017, 03:55:58 PM
Man, I'm missing those mods like JTSavagePrisoners to reduce emotional hit for selling & killing prisoners.  That the mods which give me no emotional hit for selling my animals. 
Title: Re: [A15/16] Jamestec's Mods (export bills/stockpiles, replace walls, make bionics)
Post by: oopsidoodles on January 05, 2017, 08:05:19 PM
Wanted to use the copy bills mod to copy surgery bills so that I can better run my organ harvesting operation, as when you get 30 prisoners you don't want to do a million clicks to harvest all the organs. Turns out you can only copy surgery bills to your own colonists, not to your prisoners, and my colonists are all enjoying their livers just fine so I wasn't planning on removing those anytime soon.

Looks very useful though and would save time, just not exactly what I was looking for.
Title: Re: [A15/16] Jamestec's Mods (export bills/stockpiles, replace walls, make bionics)
Post by: minakurafto on January 20, 2017, 09:31:56 PM
JTZoneButtons is very useful tool, could you make shortcut for other ( orders tab and zone area tab) linked to a building, for example like a "shortcut spot" which contain expand and clear allowed area button, or roof area / non roof area
Title: Re: [A15/16] Jamestec's Mods (export bills/stockpiles, replace walls, make bionics)
Post by: noelmage on January 21, 2017, 12:38:16 PM
Seeing novo do it inspired me to try my hand at updating the hydroponics options mod for a16. Working so far.

Source:
https://github.com/noelmage/JTMoreHydroponicOptions

ModAuthor unchanged.
Title: Re: [A15/16] Jamestec's Mods (export bills/stockpiles, replace walls, make bionics)
Post by: coldcell on January 21, 2017, 12:45:02 PM
Awesome mod for exporting bills. 1 thing I hate about starting a new game is the tedious bills I have to setup again and again, especially for the ones that is highly tailored to my playstyle like in mending/recycle/smelt settings.
Title: Re: [A15/16] Jamestec's Mods (export bills/stockpiles, replace walls, make bionics)
Post by: Smexy_Vampire on January 30, 2017, 10:23:10 PM
Quote from: Jamestec on September 17, 2016, 11:52:18 PM

JTMedicinePlus
Make MedicinePlus which is normal medicine with a homemade copy of "Doctoring for Dummies"; it has a potency of 1.25. You can make and deconstruct MedicinePlus at workbenches that doesn't require electricity or fuel.
Making MedicinePlus gives XP to medicine. Requires medicine production research and a colonist with medicine level 12 and crafting level 3.
Another feature in this mod is when you use MedicinePlus or Glitterworld medicine to tend/heal someone, the XP gained is 2x the potency; more info here: https://www.reddit.com/r/RimWorld/comments/54lcx4/til_medicine_type_affects_medicine_xp_from/
Note: Unintentially changes all pawns that start with Glitterworld preference (humanlike) to MedicinePlus. When removing this mod, please restart Rimworld and if any pawns have Glitterworld preference, you will need to reselect a treatment level or they will not get treated and the doctor trying to treat will be idle.

any one willing to update this or use the heal priority icon into a new mod ?
Title: Re: [A15/16] Jamestec's Mods (export bills/stockpiles, replace walls, make bionics)
Post by: Krzarb on March 26, 2017, 02:47:09 AM
I would love to see an A16 version of Extended Power Armor. It was a very fun mod to use :)
Title: Re: [A15/16] Jamestec's Mods (export bills/stockpiles, replace walls, make bionics)
Post by: Fukara on May 31, 2017, 12:43:08 PM
Any update for JTReplaceWalls ???
It's a must have mod  :P
Title: Re: [A15/16] Jamestec's Mods (export bills/stockpiles, replace walls, make bionics)
Post by: dwlatrel on June 03, 2017, 01:50:05 PM
pls someone update JTBetterCrashedShips..
Title: Re: [A15/16] Jamestec's Mods (export bills/stockpiles, replace walls, make bionics)
Post by: Stormfox on June 03, 2017, 07:15:16 PM
Quote from: Fukara on May 31, 2017, 12:43:08 PM
Any update for JTReplaceWalls ???
It's a must have mod  :P

Someone put up an updated version on steam. I have attached it to this post.

[attachment deleted by admin due to age]
Title: Re: [A15/16] Jamestec's Mods (export bills/stockpiles, replace walls, make bionics)
Post by: bolbies on June 05, 2017, 05:09:31 PM
I would love an A17 version of JTDrill5Eva!
Title: Re: [A15/16] Jamestec's Mods (export bills/stockpiles, replace walls, make bionics)
Post by: kaptain_kavern on June 05, 2017, 06:16:54 PM
Quote from: Stormfox on June 03, 2017, 07:15:16 PM
Someone put up an updated version on steam. I have attached it to this post.

Thank you for this
Title: Re: [A15/16] Jamestec's Mods (export bills/stockpiles, replace walls, make bionics)
Post by: faltonico on June 10, 2017, 02:12:27 PM
@Jamestec
Pro tip,
If you don't post new replies announcing the releases, this thread gets buried very quickly ;P
Also, please update the name of the thread, i didn't know some of the mods were already updated here Dx
Thank you for the updates!

Edit: BTW JTBetterHauling and JTMoreAreas are being flagged as dangerous by Google Chrome.
Title: Re: [A15/16] Jamestec's Mods (export bills/stockpiles, replace walls, make bionics)
Post by: kaptain_kavern on June 10, 2017, 11:03:51 PM
WooT JTExport A17 is out

Thank you
Title: Re: [A15/16] Jamestec's Mods (export bills/stockpiles, replace walls, make bionics)
Post by: coldcell on June 14, 2017, 08:47:41 AM
Quote from: kaptain_kavern on June 10, 2017, 11:03:51 PM
WooT JTExport A17 is out

Thank you

What? Where? Thread is still A15/A16 with conversion in progress still.
Title: Re: [A15/16] Jamestec's Mods (export bills/stockpiles, replace walls, make bionics)
Post by: Ichimatsu on June 14, 2017, 09:48:36 AM
JTReplaceWalls sounds awesome! I'll wait here patiently for an update :D
Title: Re: [A15/16] Jamestec's Mods (export bills/stockpiles, replace walls, make bionics)
Post by: Jamestec on June 16, 2017, 09:11:30 AM
Updated JTBetterCrashedShips, JTBetterhauling, JTDrill5Eva, JTExport, JTMoreAreas, JTMoreHydroponicOptions, JTZoneButtons.


Quote from: Ichimatsu on June 14, 2017, 09:48:36 AM
JTReplaceWalls sounds awesome! I'll wait here patiently for an update :D

Someone's already updated it here: http://steamcommunity.com/sharedfiles/filedetails/?id=936562361
Probably better to just start using that, there are no reports of it bugging out in the comments. I only plan on updating it myself when all my other mods are updated and I can do mod settings correctly for it (gonna try to allow users to add compatibility themselves).


Quote from: coldcell on June 14, 2017, 08:47:41 AM
What? Where? Thread is still A15/A16 with conversion in progress still.

OneDrive: https://onedrive.live.com/?authkey=%21AOJkr-l_lBwwAJw&id=D3374FA891C72E6%212308&cid=0D3374FA891C72E6
Steam A17 Collection: https://steamcommunity.com/workshop/filedetails/?id=939624099
Title: Re: [A17] Jamestec's Mods (export bills/stockpiles, replace walls, make bionics)
Post by: wwWraith on June 18, 2017, 02:23:26 PM
I have JTZoneButtons but said buttons appears only on Growing zones, not Stockpiles. I use mony mods, but none of them should change Stockpiles, afaik. I heard somewhere that there are several ways to deal with designators, hope you'll find less conflictable.
Title: Re: [A17] Jamestec's Mods (export bills/stockpiles, replace walls, make bionics)
Post by: shadowstitch on June 18, 2017, 06:24:55 PM
Has anyone tested JTHomemadeBionics in a17 yet?
If not, I'll try it out. It seems fairly low-impact, so it might not need much tweaking.
Title: Re: [A15/16] Jamestec's Mods (export bills/stockpiles, replace walls, make bionics)
Post by: Ichimatsu on June 19, 2017, 10:14:32 AM
Quote from: Jamestec on June 16, 2017, 09:11:30 AM
Updated JTBetterCrashedShips, JTBetterhauling, JTDrill5Eva, JTExport, JTMoreAreas, JTMoreHydroponicOptions, JTZoneButtons.

Someone's already updated it here: http://steamcommunity.com/sharedfiles/filedetails/?id=936562361
Probably better to just start using that, there are no reports of it bugging out in the comments. I only plan on updating it myself when all my other mods are updated and I can do mod settings correctly for it (gonna try to allow users to add compatibility themselves).


Didn't think of checking elsewhere. I'll try it out, then. Thanks!  ;D
Title: Re: [A17] Jamestec's Mods (export bills/stockpiles, replace walls, make bionics)
Post by: Jamestec on July 02, 2017, 01:36:43 AM
Updated JTHomemadeBionics to A17.
Title: Re: [A17] Jamestec's Mods (export bills/stockpiles, replace walls, make bionics)
Post by: Mosart on July 02, 2017, 09:16:06 AM
QuoteJTCopyBills
Copy production table bills and surgery bills. You can mix copy and pasting with similar tables (e.g. electric and fueled smithies). Copy values last until you close the game (i.e. even after loading another save). Supports Crafting Hysteresis. Comes with source.

Want it. But can't find this one for download. Is it still actual?


QuoteJTReplaceWalls
Replace wall type and doors on the fly. No need to deconstruct and then build another. Features smart building where it won't try to replace walls that are already that type. You can replace mineable things with walls and doors; it will set the mineable to be mined and your constructors will prioritise mining anything in the way of blueprints, then construct. Comes with source.
Mod makers can look into the Vaccine class comments to see how to make new walls/doors/conduits replaceable without this mod updating to support them.


Also really wait for this mod. Use it at all of my games.

Jamestec - thank you for your mods. Really useful.
Title: Re: [A17] Jamestec's Mods (export bills/stockpiles, replace walls, make bionics)
Post by: Wilponderroci on July 02, 2017, 09:23:28 PM
downloading inkyquills version of JTreplacewalls also


would love to see it updated here by Jamestec though :)
Title: Re: [A17] Jamestec's Mods (export bills/stockpiles, replace walls, make bionics)
Post by: AngleWyrm on July 02, 2017, 09:35:04 PM
Is there a non-steam version of ReplaceWalls available?
Title: Re: [A17] Jamestec's Mods (export bills/stockpiles, replace walls, make bionics)
Post by: Ichimatsu on July 04, 2017, 12:11:49 AM
Quote from: AngleWyrm on July 02, 2017, 09:35:04 PM
Is there a non-steam version of ReplaceWalls available?
Yes. The steam page has a link for non-steam users:
http://files.inkyquill.net/ReplaceWalls.zip (http://files.inkyquill.net/ReplaceWalls.zip)
Title: Re: [A17] Jamestec's Mods (export bills/stockpiles, replace walls, make bionics)
Post by: stigma on July 09, 2017, 03:22:31 PM
About betterhauling - what takes the highest priority - anything needing hauling in the "a Haul" zone, or deteriorating food in no zone?

Because I set my base as "a Haul" in an effort to tell my pawns to organize all the small stuff nearby (overflowing cooked food dropped on the floor and whatnot) before doing general hauling, but they are still running out in the fields to pick up harvested berries ect.

EDIT: I believe I found the problem.
the mod "refactored work priorities" which also does prioritization of deterioratables along with some repair stuff seems to have conflicted (even though it was loaded further up in the order). I simply deactivated (in mod menu) the prioritize deterioratable/rottable functions (and kept the rest). Saved and reloaded. Fixed. Now "ahaul" zone is being worked on first on all hauling tasks it seems - ahead of anything else, so my base is finally organized.

-Stigma
Title: Re: [A17] Jamestec's Mods (export bills/stockpiles, replace walls, make bionics)
Post by: stigma on July 12, 2017, 10:53:52 PM
Sorry for being a bit daft - but what does JTexports actually do?

It's not copy/paste on the stockpiles - that seems to be there already, so are we talking about exporting to out of game files? Where are the controls for it?

-Stigma
Title: Re: [A17] Jamestec's Mods (export bills/stockpiles, replace walls, make bionics)
Post by: faltonico on July 13, 2017, 12:02:00 AM
Quote from: stigma on July 12, 2017, 10:53:52 PM
Sorry for being a bit daft - but what does JTexports actually do?

It's not copy/paste on the stockpiles - that seems to be there already, so are we talking about exporting to out of game files? Where are the controls for it?

-Stigma
You select a workbench and 2 new buttons appear, one to export bills and one to import them, the export bill make a copy of all the bills in the workbench to an external file which you can then use to import those bill to other benches on the same savegame or to other saves.
Title: Re: [A17] Jamestec's Mods (export bills/stockpiles, replace walls, make bionics)
Post by: rudy310687 on July 29, 2017, 04:14:48 PM
just so you know, there is something wrong with JTReplaceWalls mod ... when i have it enabled in 17.1546  it will disable the ability to right click on objects. like for example, if start a area then then click on colonist then right click on weapon to equip it, the right click to equip will not be an option for colonist ... this has been tested in a game using only this mod, so i know its the mod itself for some reason ...
Title: Re: [A17] Jamestec's Mods (export bills/stockpiles, replace walls, make bionics)
Post by: LiteEmUp on July 30, 2017, 02:12:09 AM
so is the savage prisoners and weranimals gonna get an a17 update???
Title: Re: [A17] Jamestec's Mods (export bills/stockpiles, replace walls, make bionics)
Post by: SpaceDorf on July 30, 2017, 03:31:42 PM
Is the ZoneManager able to copy&paste Zones ? This would be awesome to set up slightly different Zones.
Title: Re: [A17] Jamestec's Mods (export bills/stockpiles, replace walls, make bionics)
Post by: Jamestec on July 31, 2017, 10:20:37 AM
Updated JTSavagePrisoners and JTWeRAnimals to A17.


Quote from: LiteEmUp on July 30, 2017, 02:12:09 AM
so is the savage prisoners and weranimals gonna get an a17 update???

Sure thingo.


Quote from: SpaceDorf on July 30, 2017, 03:31:42 PM
Is the ZoneManager able to copy&paste Zones ? This would be awesome to set up slightly different Zones.

It used to, but with the A17 update my method of displaying gizmos (fake thingdef) for the buttons wouldn't work without spamming errors, so I disabled it when I updated JTMoreAreas to A17. I've tried other methods like fake areas or zones, but they all have problems; I think I'll just settle with adding a new designator category that you can hopefully disable using mod settings. Still working on it though.
Title: Re: [A17] Jamestec's Mods (export bills/stockpiles, replace walls, make bionics)
Post by: SpaceDorf on July 31, 2017, 12:20:54 PM
Thank you :)

I hope you will figure something out.
Title: Re: [A17] Jamestec's Mods (export bills/stockpiles, replace walls, make bionics)
Post by: faltonico on August 03, 2017, 06:57:43 PM
Nice to see JTSavagePrisoners updated.
Thanks!
Title: Re: [A17] Jamestec's Mods (export bills/stockpiles, replace walls, make bionics)
Post by: Raggs on August 05, 2017, 06:24:17 AM
Anyone have a copy of the file for ReplaceWalls?  I can't get the non-steamlink to work.
Title: Re: [A17] Jamestec's Mods (export bills/stockpiles, replace walls, make bionics)
Post by: SpaceDorf on August 05, 2017, 11:23:46 AM
Quote from: Raggs on August 05, 2017, 06:24:17 AM
Anyone have a copy of the file for ReplaceWalls?  I can't get the non-steamlink to work.

For someone to avoid steam .. anytime :)

[attachment deleted by admin: too old]
Title: Re: [A17] Jamestec's Mods (export bills/stockpiles, replace walls, make bionics)
Post by: shoeman33 on August 05, 2017, 01:16:16 PM
Quote from: SpaceDorf on August 05, 2017, 11:23:46 AM
Quote from: Raggs on August 05, 2017, 06:24:17 AM
Anyone have a copy of the file for ReplaceWalls?  I can't get the non-steamlink to work.

For someone to avoid steam .. anytime :)

You sir are a gentleman and a scholar, thank you.
Title: Re: [A17] Jamestec's Mods (export bills/stockpiles, replace walls, make bionics)
Post by: Raggs on August 05, 2017, 11:49:27 PM
Quote from: shoeman33 on August 05, 2017, 01:16:16 PM
Quote from: SpaceDorf on August 05, 2017, 11:23:46 AM
Quote from: Raggs on August 05, 2017, 06:24:17 AM
Anyone have a copy of the file for ReplaceWalls?  I can't get the non-steamlink to work.

For someone to avoid steam .. anytime :)

You sir are a gentleman and a scholar, thank you.

You forgot to add star, top bloke, and all round good guy!

Cheers SpaceDorf, much appreciated.
Title: Re: [A17] Jamestec's Mods (export bills/stockpiles, replace walls, make bionics)
Post by: SpaceDorf on August 06, 2017, 01:12:57 AM
Stop it, i am blushing.
Title: Re: [A17] Jamestec's Mods (export bills/stockpiles, replace walls, make bionics)
Post by: firestrock on August 06, 2017, 02:40:18 PM
So with CopyBills gone (which was only usable for colonists anyway) is there any way me and all other organ farmers out there will be able to just copy and paste surgery bills from one prisoner to another without clicking 30 times (EPOE, Harvest everything, etc.)?
Everytime someone asks this they're redirected to ExportBills but that is just not intended to work with prisoners.
Title: Re: [A17] Jamestec's Mods (export bills/stockpiles, replace walls, make bionics)
Post by: faltonico on August 12, 2017, 07:17:44 AM
Just so you know, PeteTimesSix's QOL tweaks pack conflicts with JTZoneButtons, buttons on the stockpiles don't appear, the growing zone buttons are ok.
Title: Re: [A17] Jamestec's Mods (export bills/stockpiles, replace walls, make bionics)
Post by: maculator on September 08, 2017, 10:08:29 AM
^It's listed as "under conversion"

I just wanted to say: If better hauling works as advertised it would be the most underrated mode ever created (in my opinion)!
Found it by accident and gonna give it a shot right now, thanks.
Title: Re: [A17] Jamestec's Mods (export bills/stockpiles, replace walls, make bionics)
Post by: Crow_T on September 18, 2017, 09:56:53 AM
JTZoneButtons, this mod is small yet probably one of the best QoL mods out there- it saves so much screwing around. I was about to hack together a mockup in Gimp doing the same thing and post to suggestions but thankfully I found this. It's amazing what 2 buttons in the right place can do  :D
Title: Re: [A17] Jamestec's Mods (export bills/stockpiles, replace walls, make bionics)
Post by: Rock5 on September 22, 2017, 03:33:05 PM
I've been noticing some weird behavior recently when replacing wood walls with stone walls. I'm not in the habit of doing this so I didn't notice it before now.

What I see is one of my constructionists will deconstruct 1 wall and move the wood out of the way. The deconstruction seems to take the appropriate amount of time. Then another colonist, with a stack of bricks, runs along the rest of the wall delivering bricks while instantly deconstructing the walls.

At this stage I'm not sure if the issue is with "Hand Me That Brick" or ReplaceWalls or it's the way they interact with each other. I've also brought up the issue on Dingo's Mods thread. Hopefully one of you guys can fix it.
Title: Re: [A17] Jamestec's Mods (export bills/stockpiles, replace walls, make bionics)
Post by: maculator on September 26, 2017, 11:43:12 AM
Great mods!
Why is the "AcEnhancedCrafting.dll" not in assemblies? (JTExport) Do I have to worry about that? Probably not I guess, its just something I'm ot used to.
Title: Re: [A17] Jamestec's Mods (export bills/stockpiles, replace walls, make bionics)
Post by: Vane on September 26, 2017, 01:10:30 PM
Struggling with Export mod, whenever I try and export bills it opens up the "name your preset" window but when I click "Okay" it doesn't do anything??

EDIT: Only appears to be with Machining tables
Title: Re: [A17] Jamestec's Mods (export bills/stockpiles, replace walls, make bionics)
Post by: Luckspeare on October 04, 2017, 04:39:43 PM
I get these errors when that AcEnhancedCrafting.dll mod is in my loadout where JTExport places it:

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

Could not load UnityEngine.Texture2D at Detail in any active mod or in base resources.

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

Could not load UnityEngine.Texture2D at RepeatCount in any active mod or in base resources.

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

Could not load UnityEngine.Texture2D at TargetCount in any active mod or in base resources.

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

Could not load UnityEngine.Texture2D at Forever in any active mod or in base resources.

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

Could not load UnityEngine.Texture2D at DropOnFloor in any active mod or in base resources.

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

Could not load UnityEngine.Texture2D at BestStockpile in any active mod or in base resources.

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


Remove it, leaving all else in place (whether or not JTExport.dll is in /assemblies), eliminates the errors.
Title: Re: [A17] Jamestec's Mods (export bills/stockpiles, replace walls, make bionics)
Post by: Rock5 on November 20, 2017, 09:49:03 PM
I find myself really missing JTZoneButtons. It saves a lot of time.

Does anyone want to try updating it to B18?
Title: Re: [A17] Jamestec's Mods (export bills/stockpiles, replace walls, make bionics)
Post by: Crow_T on November 21, 2017, 09:13:02 PM
Quote from: Rock5 on November 20, 2017, 09:49:03 PM
I find myself really missing JTZoneButtons. It saves a lot of time.

I second that, replace walls is another amazing simple-yet-effective mod.
Title: Re: [A17] Jamestec's Mods (export bills/stockpiles, replace walls, make bionics)
Post by: Kirby23590 on November 21, 2017, 09:37:27 PM
Third here. Replace walls helps and saves time despite being simple but very helpful. i really hope he comes back, but for now i wait patiently.
Title: Re: [A17] Jamestec's Mods (export bills/stockpiles, replace walls, make bionics)
Post by: kaptain_kavern on November 21, 2017, 10:15:12 PM
Waiting for the update, you can find a mod with a wall replacement tool as well, here: https://ludeon.com/forums/index.php?topic=17094.0
Title: Re: [A17] Jamestec's Mods (export bills/stockpiles, replace walls, make bionics)
Post by: Rock5 on November 21, 2017, 11:37:18 PM
Quote from: kaptain_kavern on November 21, 2017, 10:15:12 PM
Waiting for the update, you can find a mod with a wall replacement tool as well, here: https://ludeon.com/forums/index.php?topic=17094.0 (https://ludeon.com/forums/index.php?topic=17094.0)
Thanks for pointing that out. I already have that mod. It's a bit weird having the wall replacement tool in the zones section. Also if you select an existing wall and select copy, you can't replace walls. So I think JT Replace Walls is still desirable. Although I don't consider a replacing wall tool a high priority. I'd start a new game without one if all my other crucial mods were updated.
Title: Re: [A17] Jamestec's Mods (export bills/stockpiles, replace walls, make bionics)
Post by: Rock5 on November 23, 2017, 05:23:36 AM
Thanks for the update to JTWallReplace.

Still waiting for JTZoneButtons.
Title: Re: [A17] Jamestec's Mods (export bills/stockpiles, replace walls, make bionics)
Post by: Highlandman on November 26, 2017, 08:57:11 PM
I, for one, would love an update to JTExport. That's a time saver, that one.
Title: Re: [A17] Jamestec's Mods (export bills/stockpiles, replace walls, make bionics)
Post by: Heymom on November 29, 2017, 04:58:59 AM
Quote from: Highlandman on November 26, 2017, 08:57:11 PM
I, for one, would love an update to JTExport. That's a time saver, that one.
+1
Title: Re: [A17] Jamestec's Mods (export bills/stockpiles, replace walls, make bionics)
Post by: Crow_T on November 29, 2017, 05:29:58 PM
JTZoneButtons comes with the source, is it possible for someone with Unity experience to recompile it for B18?
Title: [B18] JTZoneButtons
Post by: Rock5 on December 01, 2017, 12:39:28 PM
I've update JTZoneButtons. Find it here.
https://ludeon.com/forums/index.php?topic=37177.msg382039#msg382039 (https://ludeon.com/forums/index.php?topic=37177.msg382039#msg382039)

Needless to say, I'll remove it if Jamestec asks me to.
Title: Re: [A17] Jamestec's Mods (export bills/stockpiles, replace walls, make bionics)
Post by: MisterVertigo on December 01, 2017, 10:43:24 PM
Quote from: Heymom on November 29, 2017, 04:58:59 AM
Quote from: Highlandman on November 26, 2017, 08:57:11 PM
I, for one, would love an update to JTExport. That's a time saver, that one.
+1
Came here to say the same thing!
Title: Re: [A17] Jamestec's Mods (export bills/stockpiles, replace walls, make bionics)
Post by: Heymom on December 05, 2017, 02:36:47 PM
Is James still playing? if anyone can update the JTexport mod.. i be grateful, its a must have for me :(
Title: Re: [A17] Jamestec's Mods (export bills/stockpiles, replace walls, make bionics)
Post by: TheWrongColonist on December 05, 2017, 06:01:57 PM
Quote from: Heymom on December 05, 2017, 02:36:47 PM
Is James still playing? if anyone can update the JTexport mod.. i be grateful, its a must have for me :(

He hasn't played Rimworld in more than 3 months, i think someone should take over.
Title: Re: [A17] Jamestec's Mods (export bills/stockpiles, replace walls, make bionics)
Post by: Rock5 on December 05, 2017, 09:18:54 PM
Oh, ok. Update for JTExport to B18 here.

Rock5s [B18] mods (https://ludeon.com/forums/index.php?topic=37177.msg380273#msg380273)
Title: Re: [A17] Jamestec's Mods (export bills/stockpiles, replace walls, make bionics)
Post by: Heymom on December 06, 2017, 09:24:41 AM
Quote from: Rock5 on December 05, 2017, 09:18:54 PM
Oh, ok. Update for JTExport to B18 here.

Rock5s [B18] mods (https://ludeon.com/forums/index.php?topic=37177.msg380273#msg380273)
<3 !
Title: Re: [A17] Jamestec's Mods (export bills/stockpiles, replace walls, make bionics)
Post by: Mosart on December 15, 2017, 01:33:13 PM
OMG... This amazing mods also not updated to b18  :-[

Even JTreplace walls ??
Title: Re: [A17] Jamestec's Mods (export bills/stockpiles, replace walls, make bionics)
Post by: Mst on December 15, 2017, 03:15:46 PM
Quote from: Mosart on December 15, 2017, 01:33:13 PM
OMG... This amazing mods also not updated to b18  :-[

Even JTreplace walls ??

There is an unofficial update on steam for JTreplace walls. Maybe for some of the others too, can't confirm.
Title: Re: [A17] Jamestec's Mods (export bills/stockpiles, replace walls, make bionics)
Post by: Adamiks on November 13, 2018, 01:40:51 PM
Those are some pretty decent mods, so i'm bumpin' it