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RimWorld => Mods => Releases => Topic started by: Spdskatr on February 25, 2017, 08:36:57 PM

Title: [B19-B18] Spdskatr's mods | We Factorio now? (20 Jun)
Post by: Spdskatr on February 25, 2017, 08:36:57 PM
So uh... hey
This will be where I will release all my future mods, as well as showcase some of the mods I made already. So without further ado
Spdskatr's Mods


















Project RimFactory
Project RimFactory (https://ludeon.com/forums/index.php?topic=30813.msg378562#msg378562)Automation, yes.B18 (B19 public beta is out!)
Quality of Life
Damage Indicators (https://ludeon.com/forums/index.php?topic=30813.msg340931#msg340931)Damage indicators! They show damage taken.B19
Power
Bigger Batteries (https://ludeon.com/forums/index.php?topic=29007.0)A simple xml mod that adds some compact but harder to build batteries in the game.B19
Bigger Fuses (https://ludeon.com/forums/index.php?topic=29007.msg292065#msg292065)An extension mod of RT Fuse (https://ludeon.com/forums/index.php?topic=11272.0) that accommodates for the massive explosion you get when 256000 watt days of power collapse on top of a single conduit. Requires RT Fuse to be loaded before this mod.B19
Lightning Rod (https://ludeon.com/forums/index.php?topic=30469.0)Harness the power of lightning! Also acts as a counter to thunderstorms, flashstorms and mechanoid bosses that shoot lightning bolts out of nowhere :DB19
Other
Weather Disruptor (https://ludeon.com/forums/index.php?topic=30813.msg391126#msg391126)Building that can use orbital beams to stop tornadoes. The tornado incident has been disabled in B19 - the mod will be discontinued in B19.B18
Clocks (https://ludeon.com/forums/index.php?topic=30813.msg314872#msg314872)Just a little mod that adds clocks to display time in 12h format - as well as being more accurateB18
No Rogue Robots (https://ludeon.com/forums/index.php?topic=30813.msg327078#msg327078)Just a fix to stop pawns with mechanoid flesh type that aren't even from the mechanoid faction spawning in ancient dangers. Useful for the Raiderpede mod!B19
Raiders Can Swim (https://ludeon.com/forums/index.php?topic=30813.msg327452#msg327452)With this mod, raiders can swim through deep water! But that means your colonists can as well...B18
Researchable Stat Upgrades (https://ludeon.com/forums/index.php?topic=30813.msg337444#msg337444)Adds stat upgrades that can be researched.B19
(WIP) Plastic (https://ludeon.com/forums/index.php?topic=29146.0)A long term project to add a variety of plastics to the game. More content coming soon! maybe?A16
Deprecated
Mass Storage (https://ludeon.com/forums/index.php?topic=30813.msg320423#msg320423)An endgame storage solution for storing up to 2147483647 items of the same kind.B18
Factory Framework (https://ludeon.com/forums/index.php?topic=30813.msg314873#msg314873)Framework mod to pull my factory machinery mods together with respect to compatibility. I'm planning on deprecating this in A17.A16
Animal Stations (https://ludeon.com/forums/index.php?topic=30813.msg317649#msg317649)Adds animal stations that can take care of your animals by automatically shearing wool / harvesting milk. Double as feeding boxes.A17
S.A.L.: Station Automation and Logistics (https://ludeon.com/forums/index.php?topic=31570)S.A.L, formerly Project S.A.L, adds a building that can automatically craft items at any workbench. It takes the bills from the workbench in front of it and produces the products.A17
Cultivator Tools (https://ludeon.com/forums/index.php?topic=31570.msg331541#msg331541)Automatic crop cultivation! Plant growth enhancement solutions!A17




I'll probably be checking this thread most often, so it would be best to put your bug reports, requests, community chest cards etc. here so that I can reply as soon as possible.
Title: [A16] SS Clocks
Post by: Spdskatr on February 25, 2017, 08:37:24 PM
SS Clocks



SUMMARY:

Adds 2 types of clocks: AI Clock and Wall Clock

AI Clock:
Displays time in 12h format
Can tell time to the nearest second and tick
Unlocked with shipbuilding basics research

Wall Clock:
Displays time in 12h format
Can tell time to the nearest minute
Unlocked with microelectronics basics research

Also adds 1 item: AI Timekeeper
AI Timekeeper is crafted at the machining table with 50 steel, 25 plasteel, 20 gold and 10 components
Used to make the AI clock

MOD CONFLICTS(For modders):
This mod uses Harmony 1.0.8 prefix on RimWorld.DateReadout.DateOnGUI. The nature of this patch is "destructive" if there are clocks on the map, meaning any other mod that patches the same method probably won't work if there are clocks on the map.

Download - Github(A18) (https://github.com/spdskatr/SSClocks) - Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=872417184) - Github(All earlier releases) (https://github.com/spdskatr/SSClocks/releases/)
Title: Re: [A16] SS mods... Lightning, batteries and... plastic?
Post by: Spdskatr on February 25, 2017, 08:40:08 PM
SS Factory Framework



Framework mod to pull my factory machinery mods together with respect to compatibility. Does not add any new items. Repeat: DOES NOT ADD NEW ITEMS.

This mod is meant to be a dependency for some of my other mods.

Download - Github (https://github.com/spdskatr/FactoryFramework) - Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=880462084)
Title: Re: [A16] SS mods... Lightning, batteries and... plastic? (Now with clocks)
Post by: Spdskatr on March 10, 2017, 05:35:56 AM
SS Animal Stations

A.K.A Ramsi's Wishlist #9



Adds 2 different machines:

Milker: A 2x2 feeding box for your farm animals, but underneath the box is a complicated set of robotic arms and collecting machinery that harvest animals' milk with minimal invasiveness. Works on any tamed animal(can be from another faction). Can only collect milk.
Milker has an internal refrigeration device which can store 200 units of milk at below zero. Milk will not go bad if machine loses power.

Shearer: A 2x2 feeding box for your farm animals, but underneath the box is a set of robotic arms and shears to shear wool with minimal invasiveness. Drops wool where the animal is standing. Works on any tamed animal(can be from another faction).
Shearer just drops wool on the ground beneath the pawn.

Generic animal harvester: A generic animal harvester, I guess? It can harvest from any animal that has a gatherable body resource. I added it at the request of everyone.

Info for modders:
There should be no mod conflicts (duh it's just a machine).
Also, for A16 users, the mod version stored in the release has the wrong target version label on it (silly me). It's nothing, load the mod everything works

Download - Github(A17) (https://github.com/spdskatr/AnimalStations) - Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=880462253) -
Github(All earlier releases) (https://github.com/spdskatr/AnimalStations/releases/)
Title: Re: [A16] SS mods... Automatic animal harvesting (10 Mar)
Post by: AngleWyrm on March 10, 2017, 05:39:07 PM
Quote from: AngleWyrm on January 03, 2017, 01:00:05 AM
Please don't use Core+Mod design pattern

  • It creates version incompatibilities.
  • It creates installation headaches.
  • It creates leftover garbage from uninstalled mods.
It was a bad idea, let Minecraft mod community be a lesson learned.
Title: Re: [A16] SS mods... Automatic animal harvesting (10 Mar)
Post by: Spdskatr on March 11, 2017, 02:44:40 AM
Quote from: AngleWyrm on March 10, 2017, 05:39:07 PM
Quote from: AngleWyrm on January 03, 2017, 01:00:05 AM
Please don't use Core+Mod design pattern

  • It creates version incompatibilities.
  • It creates installation headaches.
  • It creates leftover garbage from uninstalled mods.
It was a bad idea, let Minecraft mod community be a lesson learned.
Heh, the only reason I made this framework is for this mod and my future mods to be compatible with each other and to work together more smoothly. I see Haplo using it file, but I guess that doesn't mean I will do it well...

The RW modding system has differences from Minecraft though, such as there actually being official modding support (none of that Minecraft Forge nonsense) and therefore version incompatibilities can be solved just a few days after a new release, without needing Minecraft Forge to update first and change all the definitions.

As with installation headaches, I guess...? It's just one mod and if you put it at the top of the list like everyone puts HugsLib (Right?) there shouldn't be a problem.

And here's the trick - Factory Framework is only and will only be a file full of tools and interfaces, and there probably won't be any definitions inside it. This makes the mod incredibly tiny and compact.

If problems come up in the future (or the present) I will deal with them.
Title: Re: [A16] SS mods... Automatic animal harvesting (10 Mar)
Post by: AngleWyrm on March 11, 2017, 08:05:36 AM
By version incompatibilities I mean that the task of maintaining concurrent versions of both the core and the mod is duplicated on every system that uses the mod, creating the opportunity to get out of sync. By installation headaches I mean that every user must go through the additional process of downloading a second mod for it to work. It's a design flaw of exposing components of a system instead of a complete package.

An improvement would be to use the library of re-usable code internally, and package it in a manner so that it's included in the mod's zip without further interaction. This makes installation and removal a much easier process and eliminates the opportunity for version incompatibilities to arise on user systems as development continues on several different mods.
Title: Re: [A16] SS mods... Automatic animal harvesting (10 Mar)
Post by: Lethe on March 11, 2017, 05:02:43 PM
Quote from: AngleWyrm on March 11, 2017, 08:05:36 AM
By version incompatibilities I mean that the task of maintaining concurrent versions of both the core and the mod is duplicated on every system that uses the mod, creating the opportunity to get out of sync. By installation headaches I mean that every user must go through the additional process of downloading a second mod for it to work. It's a design flaw of exposing components of a system instead of a complete package.

An improvement would be to use the library of re-usable code internally, and package it in a manner so that it's included in the mod's zip without further interaction. This makes installation and removal a much easier process and eliminates the opportunity for version incompatibilities to arise on user systems as development continues on several different mods.

Version incompatibles can occur anyways, which ever method he/she chooses to use. At the end of the day either the mod author or the user will have to make sure the 'core' library is updated for each mod, whether it's standalone or separated, and the end user would still have to keep multiple things updated for compatibility reasons (if using more than 1 mod of the future series).

Standalone doesn't mean it's in a sealed vacuum and it won't affect other mods he/she is planning on releasing. Quite the opposite in fact; just look at Harmony. Harmony is built into various mods and is not updated by its end users, however some old versions of Harmony are not playing well at all with newer releases of Harmony. Until the mod authors all update their standalone built in copies of Harmony there's going to be problems. :\ End user can't much about it.

Your gripe makes sense if a user is just using 1 of their mods out of like, oh let's say 5 they're planning on developing on their core system. Sure, for that one user updating 2 things instead of one is a slight bit more work, however, in the scenario a user is using like 3 of the 5 related mods then instead of a user installing 3 mod updates when/if the library is updated then they only have to download 1, the core.

I believe it's a reasonable expectation to have more updates for bugs/issues/fixes for the core than the actual mods themselves that use the core. For example let's say Spdskatr's SS fuses and batteries used the same core. Neither of these mods are really heavily in development, they're more of a 'Ok, mod added bigger batteries/fuse compatibility. It works. Done.' They're more like mods that get updated every like 2-3 months on their own. The core would contain things that would contain the more complex things that break/broken and be worked on more frequently (gui issues, etc).

Sure, if Rimworld's mods all unnecessarily started using cores then yeah, it'd be a huge pain. Occasionally the situation warrants it useful though.

Um, when you say it creates garbage from uninstalling mods... Some mods are not meant to be uninstalled from an ongoing game, others are meant for new games only. Tbh, it seems like you shouldn't really be trying to remove a ton of mods from ongoing games. Bulk Meal's removal from steam broke people's saves. All that mod does is add the ability to make 4, or 5, meals at once at a stove instead of 1 by 1. The main game is also in alpha. Shrugs. It seems removing mods is way riskier than adding them or leaving them in play. [If the mod isn't causing problems that is.]
Title: Re: [A16] SS mods... Automatic animal harvesting (10 Mar)
Post by: Spdskatr on March 11, 2017, 06:24:34 PM
The funny thing is, my intermediate mod references very little to the Verse namespace. Only two classes without any mention of their methods or fields. Further, the entire C# file is only 2 kb! I've known the pandora's box I may have opened for a while so I've tried to make the mod as simple as possible on my side while retaining its use. Also, I doubt those classes I referenced are ever gonna change name.

P.S. Guess what the maintainability index is. (Hint: Higher than 99.99) I've also attached an image of Visual Studio's code metrics breakdown. I'd say it would be pretty easy to fix anything wrong. :P

EDIT: Changed in newest version, patches a resource readout bug
Title: Re: [A16] SS mods... Automatic animal harvesting (10 Mar)
Post by: RawCode on March 12, 2017, 12:58:17 AM
do not follow advises of random people, it won't make you any good.

lib\shared data + mod is perfectly fine and actually recommended way, if shared method is faulty, you replace single mod - library and problem solved.

if you copypaste your code around, you will need to manually fix same code N times (and you may forget few places in process) and update all and every mod, making lots of useless work.
Title: Re: [A16] SS mods... Automatic animal harvesting (10 Mar)
Post by: AngleWyrm on March 12, 2017, 10:57:41 PM
Quote from: RawCode on March 12, 2017, 12:58:17 AM
if you copypaste your code around, you will need to manually fix same code N times

That doesn't happen in java, because such tasks are automated through scripting languages such as ant or gradle. I don't know about C# and the capabilities of it's IDEs.

Quote from: Lethe on March 11, 2017, 05:02:43 PM
Standalone doesn't mean it's in a sealed vacuum and it won't affect other mods he/she is planning on releasing. Quite the opposite in fact; just look at Harmony. Harmony is built into various mods and is not updated by its end users, however some old versions of Harmony are not playing well at all with newer releases of Harmony.

Are you saying that C# doesn't support making libraries private to a mod?
Title: Re: [A16] SS mods... Automatic animal harvesting (10 Mar)
Post by: RawCode on March 12, 2017, 11:57:07 PM
statically linked libs are still part of assembly and still loaded, you "suggestion" is about "loading same code N times", please tell us is providing JVM (of random version) with your java application OK?
Title: Re: [A16] SS mods... Automatic animal harvesting (10 Mar)
Post by: AngleWyrm on March 13, 2017, 02:24:52 AM
Quote from: RawCode on March 12, 2017, 11:57:07 PM
statically linked libs are still part of assembly and still loaded, you "suggestion" is about "loading same code N times", please tell us is providing JVM (of random version) with your java application OK?
Title: Re: [A16] SS mods... Automatic animal harvesting (10 Mar)
Post by: RawCode on March 13, 2017, 06:56:17 AM
please read article about "DLL hell" and special cases of that issue (jar hell, lib hell and so on), thx.
and don't assume for other people, this is unsmart.
Title: Re: [A16] SS mods... Automatic animal harvesting (10 Mar)
Post by: Spdskatr on March 22, 2017, 04:44:07 PM
*ahem*
SS Mass Storage

====DESCRIPTION====
SS Mass Storage is an endgame storage solution for storing up to 2 147 483 647 items of the same kind which couldn't possibly fit in any stockpile. It sucks items from the stockpile it is in and adds it to its internal storage.

Like a Deep Storage Unit in Minecraft, it can internally store up to exactly 2 147 483 647 items. It can also store 300 items on top of itself, making it 2 147 483 947 items altogether.

It consumes 100W power when idle, 300W power with 10 items stored, 900W with 100, 2700W with 1000 items, 8100W with 10 000 items etc.

====RESEARCH====
This is NOT an earlygame item. It is a transcendent research after Shipbuilding Basics. Also, its power consumption cumulatively increases as more items are stored in it.

====HOW TO USE====
After research, place building on top of stockpile. Then, set its storage settings. It will proceed to suck in any items that you have allowed into itself.

You can see how many items are stored internally by selecting it.

====MOD CONFLICTS====
None. (duh it's just a machine)

Download - Github(B18) (https://github.com/spdskatr/MassStorage) - Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=888809584) - Github(All earlier releases) (https://github.com/spdskatr/MassStorage/releases/)
Title: Re: [A16] SS mods... Deep Storage Units? (23 Mar)
Post by: ChaosChronicler on March 22, 2017, 05:49:13 PM
Heh when I first saw the graphic for mass storage I thought it be something like a cellar or basement to store things. The fact it can store all that is really out there though the counter balance is good.

Actually it would be cool to have a cellar/basement version of this. Have storage by designating an area and that is relatively how much storage space you get.

Title: Re: [A16] SS mods... Deep Storage Units? (23 Mar)
Post by: Canute on March 23, 2017, 03:44:55 AM
Isn't it ?
The platform start to drill slowly into the deep for a 2x2 hole to store things. The power usage is needed for the drilling and liftstoragesystem.
Title: Re: [A16] SS mods... Deep Storage Units? (23 Mar)
Post by: Spdskatr on March 23, 2017, 07:22:27 AM
Quote from: Canute on March 23, 2017, 03:44:55 AM
Isn't it ?
The platform start to drill slowly into the deep for a 2x2 hole to store things. The power usage is needed for the drilling and liftstoragesystem.
You're not the first person who's thought of this ;)

Yeah, I once had a mod very similar to that in development, dubbed "GeoStorage". It's currently on hold because I made it too confusing and complicated to use :P

Also, I've made a new poll! Do you guys think that there should be Factorio-style crafters in RimWorld, or just use Misc. Robots++ ?
Title: Re: [A16] SS mods... Deep Storage Units? (23 Mar)
Post by: ChaosChronicler on March 23, 2017, 12:04:22 PM
Been a long time since I've played Factorio, but yes that would be cool if it isn't to complicated for you to make
Title: Re: [A16] SS mods... Deep Storage Units? (23 Mar)
Post by: Spdskatr on March 27, 2017, 06:56:22 PM
Poll conclusive, 11 votes to zero. Guess I'll have a new job then.
Title: Re: [A16] SS mods... Deep Storage Units? (23 Mar)
Post by: Spdskatr on April 04, 2017, 02:03:18 AM
I'm back with an update!

Here's what I've been working on so far. The building can now craft and output items and you can set their input/output configuration, however the workbench has to face the direction of the arrow. It works as fast as a level 0 (I think?) crafter but the quality is equivalent to level 10.

A mini production line!

To-do:
* Reserve workbench
* Check if workbench has power
* Take bill off bill stack once done
* change colour of output direction
* Make the machines be very bad at art
* Allow/disallow taking forbidden items
*********GET A BETTER TEXTURE

No ETA yet.  :(
Title: Re: [A16] SS mods | We Have Progress!(23 Mar)
Post by: Spdskatr on April 07, 2017, 07:38:45 PM
Auto-crafter is out! It's called S.A.L.: Station Automation and Logistics
Title: Re: [A16] SS mods | Auto-assembler (8 Apr)
Post by: Apo on April 11, 2017, 08:16:34 PM
Hi, I just noticed a little bug in code. In SS Mass Storage research there are lines:

    <requiredResearchFacilities>
      <li>MultiAnalyzer</li>
     <li>HiTechResearchBench</li>
    </requiredResearchFacilities>

And because of that research cant be made. Instead it should be like:
<requiredResearchBuilding>HiTechResearchBench</requiredResearchBuilding>
    <requiredResearchFacilities>
      <li>MultiAnalyzer</li>
    </requiredResearchFacilities>


Hope I helped. Cheers for great work.
Title: Re: [A16] SS mods | Auto-assembler (8 Apr)
Post by: Spdskatr on April 13, 2017, 05:43:31 AM
Quote from: Apo on April 11, 2017, 08:16:34 PM
Hi, I just noticed a little bug in code. In SS Mass Storage research there are lines:

    <requiredResearchFacilities>
      <li>MultiAnalyzer</li>
     <li>HiTechResearchBench</li>
    </requiredResearchFacilities>

And because of that research cant be made. Instead it should be like:
<requiredResearchBuilding>HiTechResearchBench</requiredResearchBuilding>
    <requiredResearchFacilities>
      <li>MultiAnalyzer</li>
    </requiredResearchFacilities>


Hope I helped. Cheers for great work.

Oops, I forgot to push to Github. Thanks for the reminder, I fixed that in steam version already. >.>
Title: Re: [A16] SS mods | Home of the infamous S.A.L. (8 Apr)
Post by: HappyPotato on April 15, 2017, 08:14:47 PM
Hey is it ok if I ask of something?...

Can you make a dropbox link to the other downloads (main mods, you already did it with the battery, etc ones) since I don't have the steam version or know how to work the configurations of the files in github to get the mod?
Title: Re: [A16] SS mods | Home of the infamous S.A.L. (8 Apr)
Post by: Canute on April 16, 2017, 01:56:01 AM
Quote from: HappyPotato on April 15, 2017, 08:14:47 PM
Hey is it ok if I ask of something?...

Can you make a dropbox link to the other downloads (main mods, you already did it with the battery, etc ones) since I don't have the steam version or know how to work the configurations of the files in github to get the mod?
Yeah, he is a lazy dev like many other, he could made it easyer for simple gamer but.

At github, it is normaly very intuitiv. When you don't find a download under release,
look for  the green button "Clone or download".
Download as zip.
You are geting a zip <modname>-Master.zip  just unzip this into your mod folder. You can remove the "Master" from the folder inside the zip but not nessesary.
Title: Re: [A16] SS mods | Home of the infamous S.A.L. (8 Apr)
Post by: Spdskatr on April 16, 2017, 07:00:23 AM
Quote from: Canute on April 16, 2017, 01:56:01 AM
Quote from: HappyPotato on April 15, 2017, 08:14:47 PM
Hey is it ok if I ask of something?...

Can you make a dropbox link to the other downloads (main mods, you already did it with the battery, etc ones) since I don't have the steam version or know how to work the configurations of the files in github to get the mod?
Yeah, he is a lazy dev like many other, he could made it easyer for simple gamer but.

At github, it is normaly very intuitiv. When you don't find a download under release,
look for  the green button "Clone or download".
Download as zip.
You are geting a zip <modname>-Master.zip  just unzip this into your mod folder. You can remove the "Master" from the folder inside the zip but not nessesary.
Summed up very nicely.

I will, however, include dropbox links to earlier alpha versions (when it happens) of the mod because I don't expect anyone to know how do scroll down to previous versions.
Title: Re: [A16] SS mods | Home of the infamous S.A.L. (8 Apr)
Post by: Canute on April 16, 2017, 08:17:05 AM
You don't need dropbox links, just made a own archive like you would do it and store at under release at github, and link these at the 1. posting.
So when you click at these link at the 1. posting you geting the download without open the github page.
Title: Re: [A16] SS mods | Home of the infamous S.A.L. (8 Apr)
Post by: HappyPotato on April 16, 2017, 11:37:06 AM
I give my thanks to you all!
Title: SS No Rogue Robots
Post by: Spdskatr on April 26, 2017, 05:51:28 AM
SS No Rogue Robots

Just a fix to stop pawns with mechanoid flesh type that aren't even from the mechanoid faction spawning in ancient dangers. Useful for the Raiderpede mod!

Preview image: Raiderpede, Drawn by A Friend, in Jdalt's Raiderpede mod.

No mods are compulsory for this mod to function. Click here for Jdalt's Raiderpede mod (https://ludeon.com/forums/index.php?topic=27262)

Download - GitHub(B19 version only) (https://github.com/spdskatr/SSNoRogueRobots) - GitHub(All earlier releases) (https://github.com/spdskatr/SSNoRogueRobots/releases) - Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=913478659)
Title: Re: [A16] SS mods | Home of the infamous S.A.L. (26 Apr)
Post by: Jdalt40 on April 27, 2017, 02:09:37 AM
Jdalt40 approves!
Title: Re: [A16] SS mods | Home of the infamous S.A.L. (26 Apr)
Post by: Spdskatr on April 28, 2017, 08:05:46 AM
SS Raiders Can Swim

Look out! It's a raider... swimming through the water?

With this mod, raiders can swim through deep water! But that means your colonists can as well...

People can swim through deep water at 4.2% move speed. No other stats are affected while in deep water. Oh, also, they'll be considered as "lying down" (lower accuracy). Yes, it works with Rainbeau's Fertile Fields (Impassable water will be passable) and sd Terraforming remains untested.

Mod Conflict/Issue Reporter Status: None

Download - Dropbox(A16) (https://www.dropbox.com/s/pbaqj4444gtedwy/SS%20Raiders%20Can%20Swim.zip?dl=0) - Dropbox(A17) (https://www.dropbox.com/s/q45rrzgtmfkra09/SS%20Raiders%20Can%20Swim%20A17.zip?dl=0) - Dropbox(B18) (https://www.dropbox.com/s/h3qj03qlmy0n7eg/SS%20Raiders%20Can%20Swim%20A18.zip?dl=0) - Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=914671373)
Title: Re: [A17] [A16] SS mods | S.A.L. updated already?(28 Apr)
Post by: t3ff13 on May 03, 2017, 11:34:15 PM
Might be a retard but the Autocrafters don't seem to play nice with Fluffy's Breakdowns. The crafters monopolize the station and don't allow it to be "maintained" / repaired.

Also, I am totally a retard. How does the auto crafter work when your craft requires more than one ingredient? Do I have to set up a mass storage thing on the input spot, or use rollers?
Title: Re: [A17] [A16] SS mods | That was fast (28 Apr)
Post by: t3ff13 on May 03, 2017, 11:52:29 PM
Oh, also, the text at the very bottom when you click the assemblers is cut off, so I have no idea what it says. This is at ui scale 1.0 and 1080p resolution.
Title: Re: [A17] [A16] SS mods | That was fast (28 Apr)
Post by: Spdskatr on May 04, 2017, 08:41:24 AM
Quote from: t3ff13 on May 03, 2017, 11:34:15 PM
Might be a retard but the Autocrafters don't seem to play nice with Fluffy's Breakdowns. The crafters monopolize the station and don't allow it to be "maintained" / repaired.

Also, I am totally a retard. How does the auto crafter work when your craft requires more than one ingredient? Do I have to set up a mass storage thing on the input spot, or use rollers?

Oh, also, the text at the very bottom when you click the assemblers is cut off, so I have no idea what it says. This is at ui scale 1.0 and 1080p resolution.
1. The S.A.L. auto-crafters work too hard, such that they are crafting at the station at all times. I should probably fix this but currently the only way to let it have a maintenance break is by using timed switches.

2. Yes, that's what Industrial Rollers is for. I'm also thinking about tweaking this mechanic a bit as it gets quite a few people.

3. Yes, the inspect string can get a bit long at times. Rest assured they're just listing the ingredients needed.
Title: Re: [A17] [A16] SS mods | That was fast (28 Apr)
Post by: t3ff13 on May 04, 2017, 02:14:08 PM
Quote from: Spdskatr on May 04, 2017, 08:41:24 AM
Quote from: t3ff13 on May 03, 2017, 11:34:15 PM
Might be a retard but the Autocrafters don't seem to play nice with Fluffy's Breakdowns. The crafters monopolize the station and don't allow it to be "maintained" / repaired.

Also, I am totally a retard. How does the auto crafter work when your craft requires more than one ingredient? Do I have to set up a mass storage thing on the input spot, or use rollers?

Oh, also, the text at the very bottom when you click the assemblers is cut off, so I have no idea what it says. This is at ui scale 1.0 and 1080p resolution.
1. The S.A.L. auto-crafters work too hard, such that they are crafting at the station at all times. I should probably fix this but currently the only way to let it have a maintenance break is by using timed switches.

2. Yes, that's what Industrial Rollers is for. I'm also thinking about tweaking this mechanic a bit as it gets quite a few people.

3. Yes, the inspect string can get a bit long at times. Rest assured they're just listing the ingredients needed.

1. Thanks for answering, it's a great mod, and it makes sense that the automatic crafters work non-stop. Maybe they could be patched to repair the station they're at? Because otherwise what happens is the station breaks down and the crafter has to be uninstalled.

2. Can I use the mass storage thing instead? It would just look silly for me to have a conveyer belt in my fridge for just two ingredients to go in a circle around my input spot.
Title: Re: [A17] [A16] SS mods | That was fast (28 Apr)
Post by: Edixo on May 04, 2017, 06:49:54 PM
I came in expecting nazi mods.
Title: Re: [A17] [A16] SS mods | That was fast (28 Apr)
Post by: Spdskatr on May 04, 2017, 06:52:37 PM
Quote from: t3ff13 on May 04, 2017, 02:14:08 PM
1. Thanks for answering, it's a great mod, and it makes sense that the automatic crafters work non-stop. Maybe they could be patched to repair the station they're at? Because otherwise what happens is the station breaks down and the crafter has to be uninstalled.

2. Can I use the mass storage thing instead? It would just look silly for me to have a conveyer belt in my fridge for just two ingredients to go in a circle around my input spot.
1. I'm planning on working on a timed mode, which allows you to configure the times of activeness/inactiveness daily for maintenance breaks.

2. I don't have an idea how you could use it with mass storage, but if it works, it works! If it succeeds I'd like to even see what your setup was.
Title: Re: [A17] [A16] SS mods | That was fast (28 Apr)
Post by: Dr_Zhivago on May 09, 2017, 08:50:39 AM
You should make a "Raiders can swim" version with impassible water still being impassible. Don't know if it's difficult, but might be nice to still have that functionality.
Title: Re: [A17] [A16] SS mods | Automatic farming (28 Apr)
Post by: Spdskatr on May 14, 2017, 03:56:56 AM
New mod! SS Cultivator Tools

I've also made a completely programmable automatic vat mod, that are meant to fully automate beer production, but can also be used for other recipes. Check it out (https://github.com/spdskatr/AutomatedVat), MikeRobe's using it in the leaani mod.
Title: Re: [A17] [A16] SS mods | Automatic farming (14 May)
Post by: Love on May 18, 2017, 09:28:01 AM
Have you filed a bug report to get the rogue robot thing fixed officially?
Title: Re: [A17] [A16] SS mods | Automatic farming (14 May)
Post by: Love on May 18, 2017, 01:44:58 PM
Getting an error on load with A17 Raiders Can Swim on game launch

Found no usable data when trying to get defs from file Patches.xml
Verse.Log:Error(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:48)
Verse.<AllDefsFromAsset>c__Iterator226:MoveNext() (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlLoader.cs:156)
Verse.ModContentPack:LoadDefs(IEnumerable`1) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModContent\ModContentPack.cs:168)
Verse.LoadedModManager:LoadAllActiveMods() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\LoadedModManager.cs:74)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:92)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__858() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:49)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:439)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__856() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:353)

No other mod I have has a Patches.xml
Title: Re: [A17] [A16] SS mods | Automatic farming (14 May)
Post by: Spdskatr on May 19, 2017, 12:12:31 AM
Quote from: Love on May 18, 2017, 01:44:58 PM
Getting an error on load with A17 Raiders Can Swim on game launch

Found no usable data when trying to get defs from file Patches.xml
Verse.Log:Error(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:48)
Verse.<AllDefsFromAsset>c__Iterator226:MoveNext() (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlLoader.cs:156)
Verse.ModContentPack:LoadDefs(IEnumerable`1) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModContent\ModContentPack.cs:168)
Verse.LoadedModManager:LoadAllActiveMods() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\LoadedModManager.cs:74)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:92)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__858() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:49)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:439)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__856() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:353)

No other mod I have has a Patches.xml

Huh... that's weird. Never happened to me and I play with the mod every day. Does that make water impassable?

Quote from: Love on May 18, 2017, 09:28:01 AM
Have you filed a bug report to get the rogue robot thing fixed officially?
No Rogue Robots actually has to be updates every build, I'm waiting for A17 to release onto main branch before I update it again.
Title: Re: [A17] [A16] SS mods | Automatic farming (14 May)
Post by: libra00 on May 20, 2017, 11:34:22 PM
Hey Spdskatr, just grabbed AnimalStations via the A16 release link and in the mod list it says 'This mod was not made for this version'.  Doesn't throw any errors, though I haven't tried to launch a colony yet.  But I was looking at the files and about.xml says:
<targetVersion>0.17.1526</targetVersion>

Probably just an oversight, not a big deal, but it might confuse people so I figured I'd let you know.  While I'm here, any chance there's an A16 release of Cultivators laying around I could get my hands on?
Title: Re: [A17] [A16] SS mods | Automatic farming (14 May)
Post by: Spdskatr on May 21, 2017, 02:03:48 AM
Quote from: libra00 on May 20, 2017, 11:34:22 PM
Hey Spdskatr, just grabbed AnimalStations via the A16 release link and in the mod list it says 'This mod was not made for this version'.  Doesn't throw any errors, though I haven't tried to launch a colony yet.  But I was looking at the files and about.xml says:
<targetVersion>0.17.1526</targetVersion>

Probably just an oversight, not a big deal, but it might confuse people so I figured I'd let you know.  While I'm here, any chance there's an A16 release of Cultivators laying around I could get my hands on?
...Oh shit. I forgot to change the target version. It should work, nonetheless, I've tried it

And also regarding the A16 version of Cultivator tools, I actually developed that mod for A17 because I thought A17 would release well before I could publish my mod, so no A16 version, sorry. Guess I was wrong, but A17 shouldn't me much longer a wait ;)
Title: Re: [A17] [A16] SS mods | Automatic farming (14 May)
Post by: libra00 on May 21, 2017, 07:00:41 PM
Quote from: Spdskatr on May 21, 2017, 02:03:48 AM
...Oh shit. I forgot to change the target version. It should work, nonetheless, I've tried it

And also regarding the A16 version of Cultivator tools, I actually developed that mod for A17 because I thought A17 would release well before I could publish my mod, so no A16 version, sorry. Guess I was wrong, but A17 shouldn't me much longer a wait ;)

Yeah, it doesn't throw errors, though I can't seem to find it or the research for it in any of the menus.  Re:cultivator - aw, too bad, it looks super helpful in my goal of making a modern latifundia colony (an economy based on huge areas of farmland.)  Guess I'll have to wait. :)
Title: Re: [A17] [A16] SS mods | Automatic farming (14 May)
Post by: Spdskatr on May 21, 2017, 07:44:46 PM
Quote from: libra00 on May 21, 2017, 07:00:41 PM
Yeah, it doesn't throw errors, though I can't seem to find it or the research for it in any of the menus.
Right now it's unlocked through "machining", but it'll probably change in later versions for A17.
Title: Re: [A17] [A16] SS mods | Automatic farming (14 May)
Post by: libra00 on May 21, 2017, 11:24:18 PM
Quote from: Spdskatr on May 21, 2017, 07:44:46 PM
Right now it's unlocked through "machining", but it'll probably change in later versions for A17.

Ah, I hadn't thought to look there.  Thanks.
Title: Re: [A17] [A16] SS mods | Automatic farming (14 May)
Post by: Spdskatr on May 31, 2017, 06:55:21 AM
SS Researchable Stat Upgrades



Adds stat upgrades that can be researched.

====STATS SHOWCASE====
TIERED
Mining: Improves mining speed. Included Pneumatic Picks research back from Alpha 12 for nostalgia.
Growing: Improves harvest speed and harvest success chance.
Building: Improves construction speed and construct success chance.
Animals: Improves animal gather speed and animal gather chance.
Productivity: Improves move speed and global work speed. Also a repeatable research at the end of the tree
v.1.0
Combat: (courtesy of Swenzi) Improves various stats in combat. (Daniel_USA you were just a bit too late :P)
Medical research: (Courtesy of KingSihv) Improves medical operation speed, quality and success chance.

SINGLE
Nutrient Resynthesis: Nutrient paste dispenser uses 33% less resources. 1000 research points. Also back from Alpha 12
Gun turret cooldown: Gun turrets fire shots in bursts of 4 instead of 3. Also back from Alpha 12
v.1.0
Nutrient flavoring: (name from rageage001) reduces mood debuff of eating mutrient paste meal from -4 to -2.
Psychology: (Courtesy of KingSihv) Prisoner recruit chance increased by 15%

(Note: Image may be outdated)


FAQ
Does this require a new save/colony/world/game/map/thing/stuff/computer/universe to use? No
Can I suggest something? You see the empty spaces in the research tree? Fill them. (Yes)
I've found a bug, what do I do? Tell me how you got to the bug, and backup your save file because I might ask for it
Do you have the stats in detail? Get the mod, you don't need to do anything, just enter the research screen. If I put it here it might not be up-to-date

Download - GitHub (https://github.com/spdskatr/ResearchableStatUpgrades) - Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=936594912) -
GitHub releases (All previous versions) (https://github.com/spdskatr/ResearchableStatUpgrades/releases)
Title: Re: [A17] [A16] SS mods | This thing is growing big (31 May)
Post by: Canute on May 31, 2017, 09:32:37 AM
QuoteSINGLE
Nutrient Resynthesis: Nutrient paste dispenser uses 33% less resources. 1000 research points. Also back from Alpha 12
Whats about further research ?
- Dispenser create simple meals instead of nutri paste.
- Dispenser create fine meals

I know where allready was something similar at very old releases.
Title: Re: [A17] [A16] SS mods | This thing is growing big (31 May)
Post by: Spdskatr on June 04, 2017, 05:15:54 AM
Quote from: Canute on May 31, 2017, 09:32:37 AM
QuoteSINGLE
Nutrient Resynthesis: Nutrient paste dispenser uses 33% less resources. 1000 research points. Also back from Alpha 12
Whats about further research ?
- Dispenser create simple meals instead of nutri paste.
- Dispenser create fine meals

I know where allready was something similar at very old releases.
Oops, only just noticed this comment.

I've added Nutrient Flavoring, which reduces the taste debuff down by half. The guys on steam suggested it before you and I think this way it's not considered unbalanced
Title: Re: [A17] [A16] SS mods | This thing is growing big (31 May)
Post by: Pichu0102 on June 04, 2017, 11:18:43 PM
I noticed orbital traders can't see cloth stored in deep storage, only on top of the platforms. Intended?
Edit: Caravans can't see more than what's on top either, and the platform blocks light.
Title: Re: [A17] [A16] SS mods | This thing is growing big (31 May)
Post by: thinkpad on June 04, 2017, 11:54:17 PM
Is there a A16 of SS Researchable Stat Upgrades?
Title: Re: [A17] [A16] SS mods | This thing is growing big (31 May)
Post by: Canute on June 05, 2017, 04:58:37 AM
Quote from: Pichu0102 on June 04, 2017, 11:18:43 PM
I noticed orbital traders can't see cloth stored in deep storage, only on top of the platforms. Intended?
Edit: Caravans can't see more than what's on top either, and the platform blocks light.
Yep, because the other only exist as numbers inside the storage and isn't part of your colony. You shouldn't see it at the colony overview either.
Thats the drawback of this storage, but you can store more resourcs on 2x2 tiles then any other storage (quantum,extended storage).

Title: Re: [A17] [A16] SS mods | This thing is growing big (31 May)
Post by: Spdskatr on June 05, 2017, 07:41:02 AM
Quote from: thinkpad on June 04, 2017, 11:54:17 PM
Is there a A16 of SS Researchable Stat Upgrades?
Unfortunately not, the new modding features of A17 are actually what allow me to make such a mod.
Title: Re: [A17] [A16] SS mods | This thing is growing big (31 May)
Post by: Ashardalon411 on June 08, 2017, 02:22:22 PM
Ty for your mods !
I just want to know the utility of ss clocks, it don't anderstand how i can use this in my game to have an eventual advantage.
Does they are just cosmetics ?
Title: Re: [A17] [A16] SS mods | This thing is growing big (31 May)
Post by: Spdskatr on June 08, 2017, 05:18:43 PM
Quote from: Ashardalon411 on June 08, 2017, 02:22:22 PM
Ty for your mods !
I just want to know the utility of ss clocks, it don't anderstand how i can use this in my game to have an eventual advantage.
Does they are just cosmetics ?
Yup, I just made it for fun, that mod.
Title: Re: [A17] [A16] SS mods | This thing is growing big (31 May)
Post by: Spdskatr on June 08, 2017, 05:28:36 PM
Damage Indicators
A simple QoL mod that throws a mote of the damage taken.

(Oh look it's skullywag)




Currently shows:
Melee attack misses
Personal shield absorption
Regular damage

[MODDER JARGON INCOMING] Uses and includes Harmony patch library. Non-destructive is the way to go.

FAQ
New colony: Nope
Mod conflicts: Nope

Download - GitHub (version 1.0 only) (https://github.com/spdskatr/DamageIndicators) - Steam B18 (1.0 version not on steam yet) (http://steamcommunity.com/sharedfiles/filedetails/?id=942369931) - GitHub (previous versions) (https://github.com/spdskatr/DamageIndicators/releases)
Title: Re: [A17] Spdskatr's mods | Damage indicators? (9 Jun)
Post by: kamikaze123 on June 08, 2017, 07:29:10 PM
Hi,
Is their any way to make the auto-cultivator haul all the harvested food into a specific area? I wanted to try and make a fully automated farm in combination with Industrial Rollers, kinda like Factorio.
Title: Re: [A17] Spdskatr's mods | Damage indicators? (9 Jun)
Post by: Spdskatr on June 08, 2017, 09:31:39 PM
Quote from: kamikaze123 on June 08, 2017, 07:29:10 PM
Hi,
Is their any way to make the auto-cultivator haul all the harvested food into a specific area? I wanted to try and make a fully automated farm in combination with Industrial Rollers, kinda like Factorio.

Hi kamikaze123 check this quick demonstration I made:


I'm going to put this on the cultivator page as well :P
Title: Re: [A17] Spdskatr's mods | Damage indicators? (9 Jun)
Post by: kamikaze123 on June 09, 2017, 02:11:08 AM
Quote from: Spdskatr on June 08, 2017, 09:31:39 PM
Quote from: kamikaze123 on June 08, 2017, 07:29:10 PM
Hi,
Is their any way to make the auto-cultivator haul all the harvested food into a specific area? I wanted to try and make a fully automated farm in combination with Industrial Rollers, kinda like Factorio.

Hi kamikaze123 check this quick demonstration I made:

I'm going to put this on the cultivator page as well :P

Thanks! Love it.
Title: Re: [A17] Spdskatr's mods | Damage indicators? (9 Jun)
Post by: Canute on June 09, 2017, 03:22:50 AM
With all the automations you just need 1 MAI and then you can set all your pawn to sleep/joy for 24h the day ! :-)
A nice utopia, but a nightmare for a labor union.

Could you now start to develop these things for the real world ? :-)
They could be useful for the overnext Mars mission.

Title: Re: [A17] Spdskatr's mods | Damage indicators? (9 Jun)
Post by: Spdskatr on June 09, 2017, 08:52:25 AM
Quote from: Canute on June 09, 2017, 03:22:50 AM
With all the automations you just need 1 MAI and then you can set all your pawn to sleep/joy for 24h the day ! :-)
A nice utopia, but a nightmare for a labor union.
Suitable quote from the steam page:
"we are now one step closer to a fully automated-luxury-gay-space-communism"
Title: Re: [A17] Spdskatr's mods | Damage indicators? (9 Jun)
Post by: kamikaze123 on June 09, 2017, 01:29:45 PM
Quote from: Canute on June 09, 2017, 03:22:50 AM
With all the automations you just need 1 MAI and then you can set all your pawn to sleep/joy for 24h the day ! :-)
A nice utopia, but a nightmare for a labor union.

Could you now start to develop these things for the real world ? :-)
They could be useful for the overnext Mars mission.

Just made a fully automated Clothing Factory lol, not really balanced in any way gameplay wise, but was pretty fun.

Title: Re: [A17] Spdskatr's mods | Damage indicators? (9 Jun)
Post by: marvin__ on June 09, 2017, 08:29:41 PM
Will the damage indicator work on alpha 16?
Title: Re: [A17] Spdskatr's mods | Damage indicators? (9 Jun)
Post by: Spdskatr on June 11, 2017, 02:56:52 AM
Quote from: marvin__ on June 09, 2017, 08:29:41 PM
Will the damage indicator work on alpha 16?
Unfortunately not.
Title: Re: [A17] Spdskatr's mods | Damage indicators? (9 Jun)
Post by: SpaceDorf on June 11, 2017, 05:33:05 AM
Damage Indicator - One of the Mods I did not know that I needed it.

Title: Re: [A17] Spdskatr's mods | Damage indicators? (9 Jun)
Post by: dookie on June 11, 2017, 12:08:56 PM
Quick request:

Would you please update the git or upload SS Clocks somewhere for version alpha 17? 

It is marked as available for a17, but that version is only on steam workshop.  The link for the repo hasn't been updated in months.  I would really appreciate if you moved the newer files somewhere for download.
Thanks in advance.
Title: Re: [A17] Spdskatr's mods | Damage indicators? (9 Jun)
Post by: Spdskatr on June 12, 2017, 03:50:15 AM
Quote from: dookie on June 11, 2017, 12:08:56 PM
Quick request:

Would you please update the git or upload SS Clocks somewhere for version alpha 17? 

It is marked as available for a17, but that version is only on steam workshop.  The link for the repo hasn't been updated in months.  I would really appreciate if you moved the newer files somewhere for download.
Thanks in advance.
Welp, my bad.
Title: Re: [A17] Spdskatr's mods | Damage indicators? (9 Jun)
Post by: dookie on June 12, 2017, 11:35:44 AM
Quote from: Spdskatr on June 12, 2017, 03:50:15 AM

Welp, my bad.

NP, thanks for the git update.
Title: Re: [A17] Spdskatr's mods | Damage indicators? (9 Jun)
Post by: dookie on June 13, 2017, 11:52:37 AM
I really like 12hr time and the additional info of SS Clocks; but either something corrupted my save file, or the mod is trying to pull numbers from the wrong place. 
Therefore, the "Days passed since arrival" is returning "{0}" and throwing errors.  I'm guessing some reference is off since the number of days per quadrum is "{3}" instead of the actual 15 days.

Rimworld throws the following recurring error hundreds of times, even when the game is paused, whenever a clock is installed:

QuoteException translating 'Days passed since your arrival: {0}
Current quadrum: {4}
Local season: {2}

The year is divided into 4 quadrums of {3} days each. Quadrums are the same everywhere, while seasons are different in different places.

Local seasons for each quadrum:
{5}': System.FormatException: Index (zero based) must be greater than or equal to zero and less than the size of the argument list.
  at System.String.FormatHelper (System.Text.StringBuilder result, IFormatProvider provider, System.String format, System.Object[] args) [0x00000] in <filename unknown>:0
  at System.String.Format (IFormatProvider provider, System.String format, System.Object[] args) [0x00000] in <filename unknown>:0
  at System.String.Format (System.String format, System.Object[] args) [0x00000] in <filename unknown>:0
  at Verse.Translator.Translate (System.String key, System.Object[] args) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.Translator:Translate(String, Object[])
MoreTimeInfo.DateReadoutAdvanced:Prefix(Rect)
RimWorld.DateReadout:DateOnGUI_Patch1(Rect)
RimWorld.GlobalControlsUtility:DoDate(Single, Single, Single&)
RimWorld.GlobalControls:GlobalControlsOnGUI()
RimWorld.MapInterface:MapInterfaceOnGUI_BeforeMainTabs()
RimWorld.UIRoot_Play:UIRootOnGUI()
Verse.Root:OnGUI()
Title: Re: [A17] Spdskatr's mods | Damage indicators? (9 Jun)
Post by: coldcell on June 13, 2017, 01:46:21 PM
The damage indicator mod uses Harmony patches. What is this Harmony patch and how do I get it?
Title: Re: [A17] Spdskatr's mods | Damage indicators? (9 Jun)
Post by: dookie on June 13, 2017, 04:10:06 PM
Quote from: coldcell on June 13, 2017, 01:46:21 PM
The damage indicator mod uses Harmony patches. What is this Harmony patch and how do I get it?

Harmony is a tool/library that comes included with mods which use its patches.  You don't need to get it separately.
Title: Re: [A17] Spdskatr's mods | Damage indicators? (9 Jun)
Post by: Spdskatr on June 13, 2017, 05:58:00 PM
Quote from: dookie on June 13, 2017, 11:52:37 AM
I really like 12hr time and the additional info of SS Clocks; but either something corrupted my save file, or the mod is trying to pull numbers from the wrong place. 
Therefore, the "Days passed since arrival" is returning "{0}" and throwing errors.  I'm guessing some reference is off since the number of days per quadrum is "{3}" instead of the actual 15 days.

Rimworld throws the following recurring error hundreds of times, even when the game is paused, whenever a clock is installed:

QuoteException translating 'Days passed since your arrival: {0}
Current quadrum: {4}
Local season: {2}

The year is divided into 4 quadrums of {3} days each. Quadrums are the same everywhere, while seasons are different in different places.

Local seasons for each quadrum:
{5}': System.FormatException: Index (zero based) must be greater than or equal to zero and less than the size of the argument list.
  at System.String.FormatHelper (System.Text.StringBuilder result, IFormatProvider provider, System.String format, System.Object[] args) [0x00000] in <filename unknown>:0
  at System.String.Format (IFormatProvider provider, System.String format, System.Object[] args) [0x00000] in <filename unknown>:0
  at System.String.Format (System.String format, System.Object[] args) [0x00000] in <filename unknown>:0
  at Verse.Translator.Translate (System.String key, System.Object[] args) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.Translator:Translate(String, Object[])
MoreTimeInfo.DateReadoutAdvanced:Prefix(Rect)
RimWorld.DateReadout:DateOnGUI_Patch1(Rect)
RimWorld.GlobalControlsUtility:DoDate(Single, Single, Single&)
RimWorld.GlobalControls:GlobalControlsOnGUI()
RimWorld.MapInterface:MapInterfaceOnGUI_BeforeMainTabs()
RimWorld.UIRoot_Play:UIRootOnGUI()
Verse.Root:OnGUI()
Well :/ Maybe it's something to do with A17. I'll see if I can fix it
Title: Re: [A17] Spdskatr's mods | Damage indicators? (9 Jun)
Post by: Spdskatr on June 15, 2017, 08:27:43 AM
I fixed it! :D
Title: Re: [A17] Spdskatr's mods | Damage indicators? (9 Jun)
Post by: Plasmatic on June 17, 2017, 07:57:42 AM
Love the idea of the stacking research, though I think it might be trying to stack non-stackable things.. all my apparel and weapons now have a 1 under them.

I also noticed it did the same for slag chunks.

Is that meant to be a feature? If so, can I turn it off?

Yea, it is stacking furniture as well, which makes many of them bug out and not be installable after. Specifically it has happened to my robots base stations stacking, and only the first on of the stack is installable.
Title: Re: [A17] Spdskatr's mods | Damage indicators? (9 Jun)
Post by: Spdskatr on June 18, 2017, 04:10:27 AM
Quote from: Plasmatic on June 17, 2017, 07:57:42 AM
Love the idea of the stacking research, though I think it might be trying to stack non-stackable things.. all my apparel and weapons now have a 1 under them.

I also noticed it did the same for slag chunks.

Is that meant to be a feature? If so, can I turn it off?

Yea, it is stacking furniture as well, which makes many of them bug out and not be installable after. Specifically it has happened to my robots base stations stacking, and only the first on of the stack is installable.
Disabled stack limit increase for apparel and minified furniture. They're probably not meant to be multi-stacked. This should hopefully fix bugs.

EDIT: Yeah, any item with more than one stack count has a label now. Otherwise you wouldn't be able to recognise if it had 5 or 26 in a stack.
Title: Re: [A17] Spdskatr's mods | Damage indicators? (9 Jun)
Post by: Plasmatic on June 18, 2017, 08:51:44 AM
Quote from: Spdskatr on June 18, 2017, 04:10:27 AM
Quote from: Plasmatic on June 17, 2017, 07:57:42 AM
Love the idea of the stacking research, though I think it might be trying to stack non-stackable things.. all my apparel and weapons now have a 1 under them.

I also noticed it did the same for slag chunks.

Is that meant to be a feature? If so, can I turn it off?

Yea, it is stacking furniture as well, which makes many of them bug out and not be installable after. Specifically it has happened to my robots base stations stacking, and only the first on of the stack is installable.
Disabled stack limit increase for apparel and minified furniture. They're probably not meant to be multi-stacked. This should hopefully fix bugs.

EDIT: Yeah, any item with more than one stack count has a label now. Otherwise you wouldn't be able to recognise if it had 5 or 26 in a stack.

Thanks that will most likely help. I was using Misc. Robots++ and it was stacking different robots in the same stack and when it did, the rest of the stack was basically just an image, I had to open dev tools to get rid of it.

What about weapons? Will they still stack? Don't think I noticed any bugs with those, but I find it nice to see my inventory of weapons at a glance :)

But perhaps it's just me, if the majority would prefer stacking weapons then I can live with it.
Title: Re: [A17] Spdskatr's mods | Damage indicators? (9 Jun)
Post by: Spdskatr on June 18, 2017, 08:57:42 AM
There really isn't any bug with weapons just yet, in playtests colonists only equip one... So I left it be.
Title: Re: [A17] Spdskatr's mods | Damage indicators? (9 Jun)
Post by: historic_os on June 18, 2017, 09:13:19 AM
SS Researchable Stat Upgrades and SS Damage Indicators looks so cool! how did i miss that!
at least now i have 2 new mods to play around with once i actually get to play the game :)

great ideas!
Title: Re: [A17] Spdskatr's mods | Damage indicators? (9 Jun)
Post by: Spdskatr on June 18, 2017, 09:22:49 AM
Quote from: historic_os on June 18, 2017, 09:13:19 AM
SS Researchable Stat Upgrades and SS Damage Indicators looks so cool! how did i miss that!
at least now i have 2 new mods to play around with once i actually get to play the game :)

great ideas!
I had a wild hair or two back in May when I thought of those ideas. Though I can't give all credit to myself for Researchable Stat Upgrades - Ramsis kind of hinted to it :P

Researchable Stat Upgrades was also a little fun to see how far I could get a mod without replacing any code in Core, contrarian to the idea, I didn't detour/harmony a single line!
Title: Re: [A17] Spdskatr's mods | Damage indicators? (9 Jun)
Post by: dookie on June 19, 2017, 04:10:51 PM
Quote from: Spdskatr on June 15, 2017, 08:27:43 AM
I fixed it! :D

Thank You.  I'm guessing not that many people use SS Clocks, but I'm grateful. 

Your other mods are great as well.  The automation stuff is really cool, although I've only tested/played with the animal station and cultivator so far.  The lightning rod is cool too. And moreover, who doesn't need bigger batteries and fuses or damage indicators? 
Your mods are some of the most useful ones available IMO.  Thanks again.
Title: Re: [A17] Spdskatr's mods | Damage indicators? (9 Jun)
Post by: asquirrel on June 22, 2017, 08:48:03 PM
Thank you for damage indicators.  Looks wicked cool!! :)
Title: Re: [A17] Spdskatr's mods | Damage indicators? (9 Jun)
Post by: Canute on July 03, 2017, 07:26:27 AM
About SS Cultivator Tools,
-i just notice the cultivator ignore the allow sow toggle of the growing zone.
Not sure if this a bug or feature, but i would prefer it wouldn't plant if i toggle it off.

-I think there should be 2 more research steps. The first cultivator just should be able to plant upto skill 5 plants, each further research for more 5 skills.

-Maybe remove the need of growing zones ? You can select the plant straight at the cultivator and it plant at any tile with a fert unlike 0.
At this way the pawns wouldnt interfere with these plants.

- The cultivator can plant/harvest anything at range, then it have long arms or little mobile robots to do that, Then it should be possible to select the output even at the edge of the range.
Title: Re: [A17] Spdskatr's mods | Damage indicators? (9 Jun)
Post by: Spdskatr on July 06, 2017, 04:47:50 AM
Quote from: Canute on July 03, 2017, 07:26:27 AM
About SS Cultivator Tools,
-i just notice the cultivator ignore the allow sow toggle of the growing zone.
Not sure if this a bug or feature, but i would prefer it wouldn't plant if i toggle it off.

-I think there should be 2 more research steps. The first cultivator just should be able to plant upto skill 5 plants, each further research for more 5 skills.

-Maybe remove the need of growing zones ? You can select the plant straight at the cultivator and it plant at any tile with a fert unlike 0.
At this way the pawns wouldnt interfere with these plants.

- The cultivator can plant/harvest anything at range, then it have long arms or little mobile robots to do that, Then it should be possible to select the output even at the edge of the range.
1. Implemented on GitHub (Steam coming soon)
2,3. I've been holding back making improvements on my automation mods - mainly because (REDACTED)
4. Many people have thought of this idea before - First I need to make my own spiral-shaped pattern algorithm because it's pretty silly seeing a robot work in a radial pattern, but that will ruin the sun lamp feature :( Technicality kills.
Title: Re: [A17] Spdskatr's mods | Damage indicators? (9 Jun)
Post by: Canute on July 20, 2017, 04:47:00 AM
Some more comments :-)
- I use VG, and i notice the cultivator don't work on hydroponics. Not sure if this intended and they only works on growing zones.

-
QuoteSprinkler
Very simple. Sprinkles water in an expanding radius, actively increases plant growth by 1 hour. Pretty weak by itself, but effective (OP?) in numbers.
Oh yeah, while sprinklers on a growingzone are a nice add, they are very powerful on hyroponics.
With 1 sunlamp at the middle, 8 sprinkler around it, and then hydroponics around them, rice grow within 1 day.

Btw. could you maybe adapt the sunlamp code to turn off during night to sprinkler, they don't need to work when plants are resting.

Edit:
DOH, why arn't sprinkler waterproofed, short circuits on rain on a sprinkler !
Shouldn't you have all the time short circuits when other sprinkler rain on the others ?

Another idea about sprinkler,
currently they select 1 tile and increase the growing status. I think this is inspired by the RL sprinkler which throw water in 1 direction and then step a bit to the next.
But why not doing a whole area pulse update at once, one sprinkler after the other after some ticks.
I didn't notice any lag yet, but couldn't a pulse update be more friendly for slower systems ?
Title: Re: [A17] [A16] SS mods | Automatic farming (14 May)
Post by: tigg on August 06, 2017, 07:30:00 PM
Quote from: Spdskatr on May 21, 2017, 02:03:48 AM
Quote from: libra00 on May 20, 2017, 11:34:22 PM
Hey Spdskatr, just grabbed AnimalStations via the A16 release link and in the mod list it says 'This mod was not made for this version'.  Doesn't throw any errors, though I haven't tried to launch a colony yet.  But I was looking at the files and about.xml says:
<targetVersion>0.17.1526</targetVersion>

Probably just an oversight, not a big deal, but it might confuse people so I figured I'd let you know.  While I'm here, any chance there's an A16 release of Cultivators laying around I could get my hands on?
...Oh shit. I forgot to change the target version. It should work, nonetheless, I've tried it

Still says it - took me a while to figure out why it was red in my mod list.
Title: Re: [A17] [A16] SS mods | Automatic farming (14 May)
Post by: Spdskatr on August 07, 2017, 03:45:24 AM
Quote from: tigg on August 06, 2017, 07:30:00 PM
Quote from: Spdskatr on May 21, 2017, 02:03:48 AM
Quote from: libra00 on May 20, 2017, 11:34:22 PM
Hey Spdskatr, just grabbed AnimalStations via the A16 release link and in the mod list it says 'This mod was not made for this version'.  Doesn't throw any errors, though I haven't tried to launch a colony yet.  But I was looking at the files and about.xml says:
<targetVersion>0.17.1526</targetVersion>

Probably just an oversight, not a big deal, but it might confuse people so I figured I'd let you know.  While I'm here, any chance there's an A16 release of Cultivators laying around I could get my hands on?
...Oh shit. I forgot to change the target version. It should work, nonetheless, I've tried it

Still says it - took me a while to figure out why it was red in my mod list.
It's unchangeable now without serious messing up of my repository. :(
Title: Re: [A17] Spdskatr's mods | Damage indicators? (9 Jun)
Post by: ertzuiop on August 08, 2017, 06:05:22 PM
Hi im using the SS Researchable Stat Upgrades mod and encountered a serious problem.
The stack research kinda resets itself to default and back.
Example: After researching Stacking II i could stack 1500 silver on a tile. For an unknown reason it resets the stack size to 500 deleting the rest to nirvana, letting me stack to 1500 and deleting it again. Happened 2 times until now. Lost lots of resources...  Help! :'(
Title: Re: [A17] Spdskatr's mods | Damage indicators? (9 Jun)
Post by: Spdskatr on August 08, 2017, 11:00:21 PM
I've been at constant work on that on the Steam Workshop, but I'll upload my latest version to GitHub too. Hope this fixes it :)
Title: Re: [A17] Spdskatr's mods | Damage indicators? (9 Jun)
Post by: ertzuiop on August 09, 2017, 08:24:20 PM
Oh sorry, wasnt aware that this is already known.
Will try it out.
Thxalot  :)
Title: Re: [A17] Spdskatr's mods | Damage indicators? (9 Jun)
Post by: faltonico on September 02, 2017, 01:05:45 PM
Regarding the issue with the "SS Researchable Stat Upgrades" mod, for what i have read so far, i just have NOT to research the stack upgrade to be able to use this mod with other stack modifying mods of the other mods with incompatibilities,
Is that correct?

Thank you in advance!
Title: Re: [A17] Spdskatr's mods | Damage indicators? (9 Jun)
Post by: Spdskatr on September 03, 2017, 08:07:04 PM
Quote from: faltonico on September 02, 2017, 01:05:45 PM
Regarding the issue with the "SS Researchable Stat Upgrades" mod, for what i have read so far, i just have NOT to research the stack upgrade to be able to use this mod with other stack modifying mods of the other mods with incompatibilities,
Is that correct?

Thank you in advance!

Not researching it shouldn't trigger any bugs, no.
Title: Re: [A17] Spdskatr's mods | Damage indicators? (9 Jun)
Post by: Angelix on October 23, 2017, 03:16:29 PM
Damage Indicators are awesome ;D
Title: Re: [A17-A18] Spdskatr's mods | Damage indicators? (9 Jun)
Post by: kamuii on November 10, 2017, 05:27:20 AM
Will you be doing a version of mass storage for A18?
Title: Re: [A17-A18] Spdskatr's mods | Damage indicators? (9 Jun)
Post by: Spdskatr on November 11, 2017, 10:55:10 PM
Quote from: kamuii on November 10, 2017, 05:27:20 AM
Will you be doing a version of mass storage for A18?
Yes.
Title: Re: [A17-B18] Spdskatr's mods | Damage indicators? (9 Jun)
Post by: Spdskatr on November 19, 2017, 08:04:04 PM
Project RimFactory

This mod is a combination of my 3 A17 automation mods: Animal Stations, Cultivator Tools and S.A.L.

This is a rather extensive mod; Here are the basics:

Animal Stations

Cultivator Tools

Auto-Assemblers

Storage

Mining

FAQ

Credits

Development discord: https://discord.gg/6MHVepE

Download - GitHub (https://github.com/spdskatr/ProjectRimFactory) - GitHub (previous releases) (https://github.com/spdskatr/ProjectRimFactory/releases) - Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=1206316724)
Title: Re: [A17-B18] Spdskatr's mods | Damage indicators? (9 Jun)
Post by: equitime77 on December 07, 2017, 06:42:20 AM
With the animal stations is there any way of stopping these (Im using the generic harvester) from storing items on it? Ive noticed that it gathers the milk until it goes off, industrial rollers cant pull it, hauling robots seem to ignore it. Ive just had about 2000 milk go off :( great mods tho
Title: Re: [A17-B18] Spdskatr's mods | Damage indicators? (9 Jun)
Post by: MadsMartinMadsen on December 07, 2017, 05:52:47 PM
Quote from: equitime77 on December 07, 2017, 06:42:20 AM
With the animal stations is there any way of stopping these (Im using the generic harvester) from storing items on it? Ive noticed that it gathers the milk until it goes off, industrial rollers cant pull it, hauling robots seem to ignore it. Ive just had about 2000 milk go off :( great mods tho

I have not had that problem, but it is a storage zone so of course make sure it is not set to store milk, just animal feed.
I normally set up a zone around it where the industrial pullers can take from, leaving only the 2x2 storage in the middle that the pullers cant drag from, and my hauling bots remove things from it so I am wondering why your bots dont...
Title: Re: [A17-B18] Spdskatr's mods | Damage indicators? (9 Jun)
Post by: equitime77 on December 08, 2017, 04:43:39 AM
Im not sure either. I had the milk happily (lol) being made into icecream until I noticed that there was some milk about to go off!
Title: Re: [A17-B18] Spdskatr's mods | Damage indicators? (9 Jun)
Post by: schlauewurst on December 08, 2017, 10:25:22 AM
Steam Steam Steam ;)
Title: Re: [A17-B18] Spdskatr's mods | Damage indicators? (9 Jun)
Post by: JinxVanAshke on December 09, 2017, 10:25:33 PM
First of all, thank you for your mods. They are have been part of my must-have list for a while. I have a minor request though and I am not sure if I should ask you or not but I figured I would start here.

The short and short of it is I use the Textile storage mod https://ludeon.com/forums/index.php?topic=37224.0 and Kiame's other storage containers (Change Dresser and Weapons) I have noticed the Assembler and the Smart Hopper wasn't recognizing the items stored within. If possible that they could that would be fricken amazing. Or perhaps they should work together and I am doing something wrong. If not no biggie.
Title: Re: [A17-B18] Spdskatr's mods | Damage indicators? (9 Jun)
Post by: marvin__ on December 14, 2017, 07:09:34 PM
Any news on Stat Upgrades for B18?
Title: Re: [A17-B18] Spdskatr's mods | Damage indicators? (9 Jun)
Post by: Dodging Rain on December 26, 2017, 05:50:27 AM
I jury-rigged a fix that works on mine so far but it does throw out an error that doesn't seem to affect much.  Someone that is more experienced than me could repost this if they fixed it.

[attachment deleted by admin: too old]
Title: Re: [A17-B18] Spdskatr's mods | Damage indicators? (9 Jun)
Post by: Harry_Dicks on January 02, 2018, 04:00:58 PM
Hi Speedskater, I love your mods, thanks for all of the hard work! I just have a couple of quick things:

1-In the OP you have MassStorage as A17, but the post for it says there is a B18 version. Just thought you might like to know as I never bothered to check to see if you had a B18 version until I checked the actual post for that mod.

2-Will ResearchableStatUpgrades for B18 ever be posted on GitHub or anywhere besides Steam? I saw on Steam it is updated to B18, but I would rather get the official version from you than what someone else posted on here.

3-In MassStorage, how many different types of items can each device hold? Or is it just 1 type of item per device? Also, is there a distance limit on how far it can reach in the storage zone to pull items into itself? Hypothetically, could you just have a 1 cell wide storage zone stretching from the MassStorage unit to say a far off mine on the other side of the map, and it could still pull the resources automatically? Or say you had a storage zone just covering the whole map for 1 type of resource, would 1 storage device then be able to pull all of that resource scattered throughout the map to itself? I understand the potential for abuse, but was curious if there was an sort of arbitrary limit to the pull distance.

Sorry about all of the questions, but MassStorage is looking like it's right up my alley, especially since the author of Quantum Storage said there aren't even plans for a B18 release. :'(
Title: Re: [A17-B18] Spdskatr's mods | Damage indicators? (9 Jun)
Post by: Ratys on January 03, 2018, 11:27:18 PM
Quote from: Harry_Dicks on January 02, 2018, 04:00:58 PM
<snip> especially since the author of Quantum Storage said there aren't even plans for a B18 release. :'(

I'll just hijack this real quick: I said, per your question, that there is no ETA on B18 version. I also said, earlier in the thread and on Workshop, that after first round of B18 updates for my other mods I'll begin work on proper RT Quantum Storage update - which is exactly what's going on. To reiterate: it's coming, but I can't promise when.
Title: Re: [A17-B18] Spdskatr's mods | Damage indicators? (9 Jun)
Post by: Harry_Dicks on January 03, 2018, 11:34:41 PM
Quote from: Ratys on January 03, 2018, 11:27:18 PM
Quote from: Harry_Dicks on January 02, 2018, 04:00:58 PM
<snip> especially since the author of Quantum Storage said there aren't even plans for a B18 release. :'(

I'll just hijack this real quick: I said, per your question, that there is no ETA on B18 version. I also said, earlier in the thread and on Workshop, that after first round of B18 updates for my other mods I'll begin work on proper RT Quantum Storage update - which is exactly what's going on. To reiterate: it's coming, but I can't promise when.

You are correct. I remembered this the other day, and actually went back and read that you had said that, but didn't bother to edit my post. My apologies.
Title: Re: [A17-B18] Spdskatr's mods | Damage indicators? (9 Jun)
Post by: Spdskatr on January 04, 2018, 12:20:15 AM
Quote from: Harry_Dicks on January 02, 2018, 04:00:58 PM
Hi Speedskater, I love your mods, thanks for all of the hard work! I just have a couple of quick things:

1-In the OP you have MassStorage as A17, but the post for it says there is a B18 version. Just thought you might like to know as I never bothered to check to see if you had a B18 version until I checked the actual post for that mod.

2-Will ResearchableStatUpgrades for B18 ever be posted on GitHub or anywhere besides Steam? I saw on Steam it is updated to B18, but I would rather get the official version from you than what someone else posted on here.

3-In MassStorage, how many different types of items can each device hold? Or is it just 1 type of item per device? Also, is there a distance limit on how far it can reach in the storage zone to pull items into itself? Hypothetically, could you just have a 1 cell wide storage zone stretching from the MassStorage unit to say a far off mine on the other side of the map, and it could still pull the resources automatically? Or say you had a storage zone just covering the whole map for 1 type of resource, would 1 storage device then be able to pull all of that resource scattered throughout the map to itself? I understand the potential for abuse, but was curious if there was an sort of arbitrary limit to the pull distance.

Sorry about all of the questions, but MassStorage is looking like it's right up my alley, especially since the author of Quantum Storage said there aren't even plans for a B18 release. :'(
1- Fixed.
2- Fixed.
3- It only holds 1 type of item. Be warned that items stored internally can't be traded
Title: Re: [A17-B18] Spdskatr's mods | Damage indicators? (9 Jun)
Post by: AnddyiRaynor on January 09, 2018, 03:15:49 AM
SS Bigger Fuses is not working with Hardcore Sk Project B18, it has RT Fuse, ( I don't think it has everything of Rt fuse however), but the bigger problem is it's not even showing up in the mod list, SS Batteries and SS Storage work fine, maybe it's because you have the research in the same xml as the building itself? But I'm using rimfridge (I had to edit it's research requirements to get it to work, but even when I noticed it wasn't it still showed in the mod list...) I thought maybe it didn't show in the list because there were to many mods but I tried to delete one and it still didn't show, I don't know what's going on. It should be in the list even if it it won't work, unless it's the wrong version and I just downloaded it an hour or so ago.(B18 version).
Title: Re: [A17-B18] Spdskatr's mods | Damage indicators? (9 Jun)
Post by: Harry_Dicks on January 09, 2018, 03:19:23 AM
Quote from: AnddyiRaynor on January 09, 2018, 03:15:49 AM
SS Bigger Fuses is not working with Hardcore Sk Project B18, it has RT Fuse, ( I don't think it has everything of Rt fuse however), but the bigger problem is it's not even showing up in the mod list, SS Batteries and SS Storage work fine, maybe it's because you have the research in the same xml as the building itself? But I'm using rimfridge (I had to edit it's research requirements to get it to work, but even when I noticed it wasn't it still showed in the mod list...) I thought maybe it didn't show in the list because there were to many mods but I tried to delete one and it still didn't show, I don't know what's going on. It should be in the list even if it it won't work, unless it's the wrong version and I just downloaded it an hour or so ago.(B18 version).

I thought wrong version mods just appear at the bottom of the list in red?
Title: Re: [A17-B18] Spdskatr's mods | Damage indicators? (9 Jun)
Post by: Canute on January 09, 2018, 03:53:19 AM
AnddyiRaynor,
when anything isn't working with HCSK, you should mention this at the HCSK thread or on their discord channel.
HCSK is a very unique modpack, highly modified and most other mod's don't work or don't fit in there.
Title: Re: [A17-B18] Spdskatr's mods | Damage indicators? (9 Jun)
Post by: AnddyiRaynor on January 09, 2018, 05:32:12 AM
Found the problem it was industrial rollers (pretty obvious when it only shows up when you have SS Fuse... fuck give me back those hours.) Anyways.. Mods don't show if they are the wrong version, checked that.


--- below was before the top..
Even more confused now, I loaded it up on my other computer (reloading sk takes minutes..) and that computer had a earlier version of Hardcore Sk and the fuses showed up in it's mod list. Rt fuse wasn't edited between those times in that version. Moved the working one over to the other computer to see if it worked, didn't. Seeing if reverting back to the backup of the mods folder works. Which it should, they should both have the same mods it's just I only updated sk again today prev on jan 3.(didn't so moving mods folder over again..)(then later it wouldn't even show ss fuse so that must have been a glitch that I saw it... once.. finally fixed it though)

Only difference I can see between them is industrial rollers shows up in the mod folder for the new update which it hadn't previously, deactivated maybe since it wasn't in the mod list but was in the in the mod folder.(not the only thing in the update though)

Yeah it is clearly their problem, new update messed something up. That was clear once it actually loaded on this computer and the slightly older (jan 3rd version). Idk what the hell is wrong mod list doesn't change even if I revert and delete the mod config.

Edit will you add a github to the weather disrupter or dropbox? somewhere not on steam.
Title: Re: [A17-B18] Spdskatr's mods | Damage indicators? (9 Jun)
Post by: Harry_Dicks on January 09, 2018, 06:22:28 AM
Quote from: AnddyiRaynor on January 09, 2018, 05:32:12 AM
Found the problem it was industrial rollers (pretty obvious when it only shows up when you have SS Fuse... fuck give me back those hours.) Anyways.. Mods don't show if they are the wrong version, checked that.


--- below was before the top..
Even more confused now, I loaded it up on my other computer (reloading sk takes minutes..) and that computer had a earlier version of Hardcore Sk and the fuses showed up in it's mod list. Rt fuse wasn't edited between those times in that version. Moved the working one over to the other computer to see if it worked, didn't. Seeing if reverting back to the backup of the mods folder works. Which it should, they should both have the same mods it's just I only updated sk again today prev on jan 3.(didn't so moving mods folder over again..)(then later it wouldn't even show ss fuse so that must have been a glitch that I saw it... once.. finally fixed it though)

Only difference I can see between them is industrial rollers shows up in the mod folder for the new update which it hadn't previously, deactivated maybe since it wasn't in the mod list but was in the in the mod folder.(not the only thing in the update though)

Yeah it is clearly their problem, new update messed something up. That was clear once it actually loaded on this computer and the slightly older (jan 3rd version). Idk what the hell is wrong mod list doesn't change even if I revert and delete the mod config.

Edit will you add a github to the weather disrupter or dropbox? somewhere not on steam.

I have RT fuse, bigger fuses, and industrial rollers all working fine with no issues. Your problem is you are trying to get stuff to work with a mod pack that changes so much stuff in the game, and not everyone's mods are configured for these changes, like the research for example, <thingClass>, etc. Also, mods absolutely do show if they are for the wrong version of RimWorld. They go to the bottom of your mod list, have red letters, and if you click on the mod, the info box at the top right says it's for wrong version.

EDIT: With Mass Storage, if you store food items in there, they can still rot, yes? What about putting the storage unit in a freezer, would that help? I would guess the items in Mass Storage are the temperature of what the storage unit is at?
Title: Re: [A17-B18] Spdskatr's mods | Damage indicators? (9 Jun)
Post by: AnddyiRaynor on January 09, 2018, 10:11:24 AM
Maybe there are to many mods in hcsk to see the other mods, but I did delete a few to see if that was the issue and it didn't seem to be. There really shouldn't be a conflict between industrial and ss fuse anyway. Idk what ss fuse would use that would make industrial as it but even when I enabled that one(sense it wouldn't popup without ss fuse being in the mod folder) it still didn't show the fuses, putting industrial as ver 17 did work though. Issues fixed as far as I care anyways.

It should work if you place the mass storage in a freezer.
Title: Re: [A17-B18] Spdskatr's mods | Damage indicators? (9 Jun)
Post by: Spdskatr on January 11, 2018, 12:06:49 AM
Weather Disruptor



Information
The weather disruptor is very easy to unlock in research (microelectronics basics), but is quite expensive to build. It takes 500 steel, 1 orbital power beam targeter and 15 components.

It takes 15 days at 2000W full power to charge up. It can also break down, but this will not affect the charge progress.

The "activate" button causes the weather disruptor to strike any random tornado on the map. This strike does not cause fires or harm colonists.

P.S.
Nobody knows how power beams can stop tornadoes.They just do. This violates all known laws of meteorology and physics. Ancient artifacts really like doing that don't they?

FAQ
Does this require a new colony to work? No.
Can I remove this off existing saves? Remove all weather disruptors off the map.

Credits:
Art for weather disruptor by Storm
Japanese translation: Proxyer

Download - GitHub(A18) (https://github.com/spdskatr/WeatherDisruptor) - Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=1221132492)
Title: Re: [A17-B18] Spdskatr's mods | Tornado stoppers (11 Jan)
Post by: Dodging Rain on January 11, 2018, 01:45:45 AM
QuoteNobody knows how power beams can stop tornadoes.They just do. This violates all known laws of meteorology and physics. Ancient artifacts really like doing that don't they?

Maybe nuking the cumulonimbus is probably what does it.
Title: Re: [A17-B18] Spdskatr's mods | Tornado stoppers (11 Jan)
Post by: Harry_Dicks on January 13, 2018, 06:26:49 PM
Hi Spdskatr, I was curious if there might be something up with Researchable Stat Upgrades. I ask because, every time I get a error like the following, it is where someone forgot to put a <thingClass>Building</thingClass> in their defs.
Exception editing stack counts for ThingDef "SRV_StumpChair": System.NullReferenceException: Object reference not set to an instance of an object
  at ResearchableStatUpgrades.RSUUtil.IsInst (System.Type t, System.Type a) [0x00000] in <filename unknown>:0
  at ResearchableStatUpgrades.RSUUtil+<>c__DisplayClass9_0.<IsInst>b__0 (System.Type t2) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.Any[Type] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0
  at ResearchableStatUpgrades.RSUUtil.IsInst (System.Type t, System.Type[] types) [0x00000] in <filename unknown>:0
  at ResearchableStatUpgrades.WorldComponent_StackCountEditManager.RefreshStackCountEdits () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
ResearchableStatUpgrades.WorldComponent_StackCountEditManager:RefreshStackCountEdits()
ResearchableStatUpgrades.WorldComponent_StackCountEditManager:ExposeData()
Verse.CrossRefHandler:ResolveAllCrossReferences()
Verse.ScribeLoader:FinalizeLoading()
Verse.Game:LoadGame()
Verse.SavedGameLoader:LoadGameFromSaveFile(String)
Verse.Root_Play:<Start>m__0()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()


However, I had this issue with Albion's Sparkling Worlds items. I posted there and asked him, and he was able to properly diagnose the problem. However he told me, "I'm 99% confident it is because the Research stat upgrade mod doesn't catch some exceptions." I figured I would post here as well so you could see this, I don't know if it is actually anything broken with your mod or not, because I don't know what that means ::) I was also just curious as to why your mod name shows up whenever someone else's mod is messing up.
Title: Re: [A17-B18] Spdskatr's mods | Damage indicators? (9 Jun)
Post by: jecrell on January 13, 2018, 10:12:20 PM
Quote from: Spdskatr on January 11, 2018, 12:06:49 AM
P.S.
Nobody knows how power beams can stop tornadoes.They just do. This violates all known laws of meteorology and physics. Ancient artifacts really like doing that don't they?

It heats up the cold air required to form the funnel and disrupts the tornado. ^^
Diana and I talked about this mod quite a while ago. Thank you for making it a reality. Now we can finally relax a bit knowing that we have a chance to survive against these babies.
Title: Re: [A17-B18] Spdskatr's mods | Damage indicators? (9 Jun)
Post by: Spdskatr on January 13, 2018, 11:25:06 PM
Quote from: Harry_Dicks on January 13, 2018, 06:26:49 PM
Hi Spdskatr, I was curious if there might be something up with Researchable Stat Upgrades. I ask because, every time I get a error like the following, it is where someone forgot to put a <thingClass>Building</thingClass> in their defs.
Exception editing stack counts for ThingDef "SRV_StumpChair": System.NullReferenceException: Object reference not set to an instance of an object
  at ResearchableStatUpgrades.RSUUtil.IsInst (System.Type t, System.Type a) [0x00000] in <filename unknown>:0
  at ResearchableStatUpgrades.RSUUtil+<>c__DisplayClass9_0.<IsInst>b__0 (System.Type t2) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.Any[Type] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0
  at ResearchableStatUpgrades.RSUUtil.IsInst (System.Type t, System.Type[] types) [0x00000] in <filename unknown>:0
  at ResearchableStatUpgrades.WorldComponent_StackCountEditManager.RefreshStackCountEdits () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
ResearchableStatUpgrades.WorldComponent_StackCountEditManager:RefreshStackCountEdits()
ResearchableStatUpgrades.WorldComponent_StackCountEditManager:ExposeData()
Verse.CrossRefHandler:ResolveAllCrossReferences()
Verse.ScribeLoader:FinalizeLoading()
Verse.Game:LoadGame()
Verse.SavedGameLoader:LoadGameFromSaveFile(String)
Verse.Root_Play:<Start>m__0()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()


However, I had this issue with Albion's Sparkling Worlds items. I posted there and asked him, and he was able to properly diagnose the problem. However he told me, "I'm 99% confident it is because the Research stat upgrade mod doesn't catch some exceptions." I figured I would post here as well so you could see this, I don't know if it is actually anything broken with your mod or not, because I don't know what that means ::) I was also just curious as to why your mod name shows up whenever someone else's mod is messing up.

I know where the exception happened, but this kind of problem almost never arises in game as thingClass is almost always included :P

Expect a fix on github and steam in the next hour or so
Title: Re: [A17-B18] Spdskatr's mods | Tornado stoppers (11 Jan)
Post by: Harry_Dicks on January 14, 2018, 01:05:35 AM
Whatever you say man, because I have no idea what you are talking about. I don't know if it is your mod though, but I am able to go through my mods lists and fix those errors from those log entries. It is weird though, because I will fix one, it goes away, and then a different one pops up in it's place, WITHOUT ME EVER CHANGING THE MODS WITH THE NEW ERRORS! First it was the Sparkling Worlds one, which I fixed, and then, I now get one for cuproPanda's mods, wtf? Fix his, and now I've got A DIFFERENT ONE! >:(

It's okay though, making progress! ;D
Title: Re: [A17-B18] Spdskatr's mods | Tornado stoppers (11 Jan)
Post by: Harry_Dicks on January 15, 2018, 01:48:51 PM
Hey I think I've got some dumb questions for you, I hope you don't mind :) I want to customize Researchable Stat Upgrades for myself. I was looking at the one that makes turrets shoot 4 instead of 3 bullets. It has this under the research project def:
<researchMods>
            <li Class="ResearchableStatUpgrades.ResearchMod_EditVerbProperties">
                <def>Gun_TurretImprovised</def>
                <index>0</index>
                <fieldName>burstShotCount</fieldName>
                <value>4</value>
            </li>
        </researchMods>

I was wondering if I could use that same class with some new research project defs, and then I can use the lines below it to identify whatever def I want to modify, with the modification being fieldName and value, correct? What does index do? I know I would need to add them into this mod, because that class is contained within the assemblies, yeah?
Title: Re: [A17-B18] Spdskatr's mods | Tornado stoppers (11 Jan)
Post by: Spdskatr on January 15, 2018, 07:36:48 PM
Quote from: Harry_Dicks on January 15, 2018, 01:48:51 PM
Hey I think I've got some dumb questions for you, I hope you don't mind :) I want to customize Researchable Stat Upgrades for myself. I was looking at the one that makes turrets shoot 4 instead of 3 bullets. It has this under the research project def:
<researchMods>
            <li Class="ResearchableStatUpgrades.ResearchMod_EditVerbProperties">
                <def>Gun_TurretImprovised</def>
                <index>0</index>
                <fieldName>burstShotCount</fieldName>
                <value>4</value>
            </li>
        </researchMods>

I was wondering if I could use that same class with some new research project defs, and then I can use the lines below it to identify whatever def I want to modify, with the modification being fieldName and value, correct? What does index do? I know I would need to add them into this mod, because that class is contained within the assemblies, yeah?
I'll give you a quick guide:
def: the defName of the ThingDef you want to change
index: the index of the <li> you want to change in <verbs>
fieldName: the name of the field
value: the value you want to change it to
Title: Re: [A17-B18] Spdskatr's mods | Tornado stoppers (11 Jan)
Post by: Harry_Dicks on January 15, 2018, 07:45:15 PM
I'm sorry friend, but I still don't understand this one part, "index: the index of the <li> you want to change in <verbs>" what is this "index?" I apologize but I'm not a programmer. Could I just leave that as 0? Say I want to make an upgrade to change chemfuel generators to make their fuel consumption lower, would the index still be 0 for that researchdef?
Title: Re: [A17-B18] Spdskatr's mods | Tornado stoppers (11 Jan)
Post by: Spdskatr on January 15, 2018, 10:43:58 PM
Quote from: Harry_Dicks on January 15, 2018, 07:45:15 PM
I'm sorry friend, but I still don't understand this one part, "index: the index of the <li> you want to change in <verbs>" what is this "index?" I apologize but I'm not a programmer. Could I just leave that as 0? Say I want to make an upgrade to change chemfuel generators to make their fuel consumption lower, would the index still be 0 for that researchdef?

This class is made especially for editing things inside <verbs><li>. This includes weapon properties.
The index is basically the order something is in a list, where the first item would have index 0, second item 1, third item 2 etc.

If you wanted to change the fuel consumption for a chemfuel generator, the information is inside <comps><li>, which means you have to use Class="ResearchableStatUpgrades.ResearchMod_EditCompProperties". You can see how I used it in the ScannerEfficiency def.
Title: Re: [A17-B18] Spdskatr's mods | Tornado stoppers (11 Jan)
Post by: Harry_Dicks on January 16, 2018, 11:45:38 AM
Ok, I think I'm getting it. So if there were multiple <li></li>s within the verbs for the thingdef, I would use index to designate which one I'm making the modification to?

I definitely appreciate the help you are giving me. Sorry if I'm not knowledgeable about all of these terms and stuff, this is all new to me. If I keep asking silly things, though, you don't worry about having to keep helping me ::)

Another question, say if I want a single research to make the turret shoot 4 bullets AND increase range, would I have it like this?

<researchMods>
            <li Class="ResearchableStatUpgrades.ResearchMod_EditVerbProperties">
                <def>Gun_TurretImprovised</def>
                <index>0</index>
                <fieldName>burstShotCount</fieldName>
                <value>4</value>
            </li>
    <li Class="ResearchableStatUpgrades.ResearchMod_EditVerbProperties">
                <def>Gun_TurretImprovised</def>
                <index>0</index>
                <fieldName>range</fieldName>
                <value>30</value>
            </li>
        </researchMods>
Title: Re: [A17-B18] Spdskatr's mods | Tornado stoppers (11 Jan)
Post by: Spdskatr on January 16, 2018, 11:55:47 PM
Quote from: Harry_Dicks on January 16, 2018, 11:45:38 AM
Ok, I think I'm getting it. So if there were multiple <li></li>s within the verbs for the thingdef, I would use index to designate which one I'm making the modification to?

I definitely appreciate the help you are giving me. Sorry if I'm not knowledgeable about all of these terms and stuff, this is all new to me. If I keep asking silly things, though, you don't worry about having to keep helping me ::)

Another question, say if I want a single research to make the turret shoot 4 bullets AND increase range, would I have it like this?

<researchMods>
            <li Class="ResearchableStatUpgrades.ResearchMod_EditVerbProperties">
                <def>Gun_TurretImprovised</def>
                <index>0</index>
                <fieldName>burstShotCount</fieldName>
                <value>4</value>
            </li>
    <li Class="ResearchableStatUpgrades.ResearchMod_EditVerbProperties">
                <def>Gun_TurretImprovised</def>
                <index>0</index>
                <fieldName>range</fieldName>
                <value>30</value>
            </li>
        </researchMods>

I don't see anything wrong with it, the only way to know for certain is to try it though.
Title: Re: [B18] Spdskatr's mods | Tornado stoppers (11 Jan)
Post by: Woodis on January 18, 2018, 11:13:04 AM
I started playing this game very recently, so bear with me if there's something well-known that I've missed here.
I seem to be experiencing a slight issue with the Mass Storage Platform, in that if a recipe (like the Geothermal Generator for example) needs more resources than what is stored on top of the platform, my builders won't even start the build. The work-around I'm using at the moment is toggling the Mass Storage Platform off, and then using the "DEBUG: Drop all items"-option. Once all my steel (in this case) is on the floor, my builders get to work.

Is there any way to fix this? Maybe tell my workers to start building even if they don't think I have enough materials or something? I suppose that could be an issue on certain other aspects though... (Like surgery: I'll just remove your heart now, I'm sure your synthetic heart will show up eventually.)

I've tried a few other storage solutions so far (Quantum Storage, which didn't work since it wasn't for B18, and Infinite Storage, which occasionally quite often spewed out a bunch of items and gave me a bunch of error messages), but I really like this take on the storage-dilemma. Expecting us to store thousands and thousands (tens or hundreds of thousands even) of items on the floor in gigantic storage rooms is ridiculous to say the least.
Title: Re: [B18] Spdskatr's mods | Tornado stoppers (11 Jan)
Post by: Canute on January 18, 2018, 12:13:44 PM
Did you try to create a stockpile next to the object you want to build with a higher priority then the storage.
This would draw the resources out of the mass storage.

I don't think there would be another solution, then the Mass storage only check the output field and replenish that.
Infinity storage act on a building order and drop the nessesary resources.
Extended storage from Skullyway/DoctorVanGogh is a good allrounder. Which leave all the resources on the map.
Title: Re: [B18] Spdskatr's mods | Tornado stoppers (11 Jan)
Post by: wwWraith on January 18, 2018, 12:52:55 PM
Woodis, also you may try Stack XXL (https://ludeon.com/forums/index.php?topic=28653).
Title: Re: [B18] Spdskatr's mods | Tornado stoppers (11 Jan)
Post by: Harry_Dicks on January 18, 2018, 01:14:27 PM
I think RW has a problem recognizing that you have the supplies required for making whatever if they exist in this kind of "pocket dimension" which you get with Quantum Storage and Mass Storage. I would recommend you can try StackXXL and possibley Extended Storage Solutions. StackXXL you can define only certain things to stack to whatever you want to, and that affects Extended Storage as well. Extended Storage is nice in that it has an "input/output" cell for things to get stored into it, so that you will still always have at least 1 stack available. I haven't delved into Mass Storage yet, but I'm not sure if it works the same way. From the screenshots, it looks like it is just sitting on top of it, similar to Extended Storage, so I cannot give you any definite advice, except to try out some of the other possible solutions and to see what works best for you.

EDIT: This is from Kiame's Infinite Storage page. And I think that both his mod and Mass Storage work in a similar fashion, so this could maybe be an issue if you are using Architect Sense (and who doesn't?!)

Quote
Unsupported:
Architect Sense - When trying to build with stored stuff it'll say no materials were found
Title: Re: [B18] Spdskatr's mods | Tornado stoppers (11 Jan)
Post by: Spdskatr on January 18, 2018, 06:33:58 PM
Quote from: Harry_Dicks on January 18, 2018, 01:14:27 PM
I think RW has a problem recognizing that you have the supplies required for making whatever if they exist in this kind of "pocket dimension" which you get with Quantum Storage and Mass Storage.

Ratys's QS works completely fine. I'm actually halfway through creating a storage solution that can hopefully replace the functionality of Mass Storage, as well as be tradeable if you place an orbital trade beacon nearby. It'll be part of Project RimFactory
Title: Re: [B18] Spdskatr's mods | Tornado stoppers (11 Jan)
Post by: bomberchibbi on February 05, 2018, 04:06:41 PM
Hi Spdskatr, I love your mod and have gone ham automatizing my base :). I have a problem though with some buildings that needs actual loading, like rimatomics generators, could you include a hopper for loading and unloading a building? That would be really awesome and pretty much the last step for a fully automated factory.

There's one more thing I'd like to add, maybe I'm doing it wrong, but I can't get the feeder box to work properly with a puller,    I have it setup like this:


Storage zone <- puller (to pull of milk that slipped on the feeder) <-feeder <- puller that pulls hay from a quantum storage. I can pull off the milk but the second puller won't pull the hay onto the feeder, is that some kind of bug, or am I doing something wrong? Has anybody gotten that setup to work?
Title: Re: [B18] Spdskatr's mods | Tornado stoppers (11 Jan)
Post by: daveedek on February 08, 2018, 06:27:16 AM
Hello Spdskatr, fantastic work with this mod, I really enjoy it.
I have two tips/suggestions:

1) Would it be possible to make upgraded version of smart hopper with radius setup? Or maybe if hopper could connect to stockpile and not only tiles inside the radius. My typical problem is, that I have huge stockpile with multiple resources (e.g. plasteel steel and components, and next to this stockpile I have 3 hoppers (one for each resource) and I have trouble to getting resources out of stockpile if it is put outside the range. (I can send screenshot if I didnt describe it properly). I solved it by changer range in xml to 200 but now I feel like chater :D

2) Great idea with remote storage, however could you add option to pull out everything with Storage unit I/O port? :)

Thank you very much
Title: Re: [B18] Spdskatr's mods | Tornado stoppers (11 Jan)
Post by: Saberwulfy on February 17, 2018, 12:04:22 PM
About Damage Indicators, What the colors means?
Title: Re: [B18] Spdskatr's mods | Tornado stoppers (11 Jan)
Post by: Spdskatr on February 18, 2018, 04:53:12 AM
Quote from: Saberwulfy on February 17, 2018, 12:04:22 PM
About Damage Indicators, What the colors means?

The colors are just a small visual indicator of the damage. Yellow for 10 to 29, Orange for 30 to 49, then red, then magenta, then cyan
Title: Re: [B18] Spdskatr's mods | Tornado stoppers (11 Jan)
Post by: Ian_Suffix on March 01, 2018, 05:35:15 AM
I finally completed the research to unlock the universal autoassembler! I love the recipe downloading.

In A17, back when SAL assemblers were attached to workbenches,  I often preprocessed food ingredients for Vegetable Garden recipes, making cheese, flour, and the like en masse night and day. That's why I was rather disappointed the self-cooker has such a limited repertoire. Obviously I could build an autoassembler in place of a self-cooker, but before I do that, is there a way to expand the functionality of the self-cooker, perhaps through XML tweaks?
Title: Re: [B18] Spdskatr's mods | Tornado stoppers (11 Jan)
Post by: Spdskatr on March 01, 2018, 08:27:26 PM
Quote from: Ian_Suffix on March 01, 2018, 05:35:15 AM
I finally completed the research to unlock the universal autoassembler! I love the recipe downloading.

In A17, back when SAL assemblers were attached to workbenches,  I often preprocessed food ingredients for Vegetable Garden recipes, making cheese, flour, and the like en masse night and day. That's why I was rather disappointed the self-cooker has such a limited repertoire. Obviously I could build an autoassembler in place of a self-cooker, but before I do that, is there a way to expand the functionality of the self-cooker, perhaps through XML tweaks?

The recipe is actually defined through the <recipes> tag. You can actually add/remove any recipe you want.
Title: Re: [B18] Spdskatr's mods | We Factorio now? (11 Jan)
Post by: Ian_Suffix on March 05, 2018, 11:06:44 PM
I'll look into it! Thanks!
Title: Re: [B18] Spdskatr's mods | We Factorio now? (11 Jan)
Post by: bullet on March 22, 2018, 06:06:44 PM
Do the products rot in these industrial storages? Or these work like fridge also?
Title: Re: [B18] Spdskatr's mods | We Factorio now? (11 Jan)
Post by: Spdskatr on March 22, 2018, 09:54:39 PM
Quote from: bullet on March 22, 2018, 06:06:44 PM
Do the products rot in these industrial storages? Or these work like fridge also?
The industrial storage unit does not function like a fridge.
Title: Re: [B18] Spdskatr's mods | We Factorio now? (11 Jan)
Post by: ssateneth on June 09, 2018, 07:48:53 PM
Will the bug for SS damage indicators be fixed where if you shoot a pawn (like say a mechanoid scyther with a sniper rifle) it will sometimes instead say the remaining HP left on a limb instead of the damage actually done by the shot? I'll snipe an undamaged scyther and it will pop up the number "2". I look at the scyther's body part HP and I'll see the number 2 on the remaining HP of a 30 total HP body part. It should have said 28. Is this a bug or a "feature"?
Title: Re: [B18] Spdskatr's mods | We Factorio now? (11 Jan)
Post by: Spdskatr on June 10, 2018, 07:34:49 AM
Quote from: ssateneth on June 09, 2018, 07:48:53 PM
Will the bug for SS damage indicators be fixed where if you shoot a pawn (like say a mechanoid scyther with a sniper rifle) it will sometimes instead say the remaining HP left on a limb instead of the damage actually done by the shot? I'll snipe an undamaged scyther and it will pop up the number "2". I look at the scyther's body part HP and I'll see the number 2 on the remaining HP of a 30 total HP body part. It should have said 28. Is this a bug or a "feature"?
Sadly, I have no idea how that would happen. I use this mod in a lot of my games and it has never appeared that way. Does it only happen sometimes or have you found a way to replicate the bug?
Title: Re: [1.0-B18] Spdskatr's mods | We Factorio now? (20 Jun)
Post by: ultra4 on July 07, 2018, 09:38:52 AM
vegetable garden baked recipies are made in the universal machine and not the cook machine :(
Title: Re: [1.0-B18] Spdskatr's mods | We Factorio now? (20 Jun)
Post by: Ikonic on July 14, 2018, 11:59:21 PM
First off, love many of your mods.

Secondly, is there any way you can make the storage zones able to be renamed for the harvesters?

Thirdly, would it be possible to direct output (wool/milk) to a specific spot (preferably one spot outside the range of the harvester)?

I use Industrial Rollers and would love to be able to make the operations more automated.
Title: Re: [1.0-B18] Spdskatr's mods | We Factorio now? (20 Jun)
Post by: Inacio on July 29, 2018, 10:47:15 AM
Using 1.0 RimFactory and I can't find the option to build reinforced crates, despite having researched them. God mode shows the option.
Title: Re: [1.0-B18] Spdskatr's mods | We Factorio now? (20 Jun)
Post by: Spdskatr on July 30, 2018, 04:59:29 AM
Quote from: Inacio on July 29, 2018, 10:47:15 AM
Using 1.0 RimFactory and I can't find the option to build reinforced crates, despite having researched them. God mode shows the option.

Ah, good catch! It's been fixed now on both github and steam.
Quote from: Ikonic on July 14, 2018, 11:59:21 PM
First off, love many of your mods.

Secondly, is there any way you can make the storage zones able to be renamed for the harvesters?

Thirdly, would it be possible to direct output (wool/milk) to a specific spot (preferably one spot outside the range of the harvester)?

I use Industrial Rollers and would love to be able to make the operations more automated.
Please clarify "storage zone" crates and my other storage buildings are rename-able already, and so are stockpiles.
If I'm not mistaken, Industrial rollers has a growing zone puller device already, it should work with that.
Title: Re: [1.0-B18] Spdskatr's mods | We Factorio now? (20 Jun)
Post by: Ikonic on August 03, 2018, 10:25:59 AM
Quote from: Spdskatr on July 30, 2018, 04:59:29 AM
Please clarify "storage zone" crates and my other storage buildings are rename-able already, and so are stockpiles.
If I'm not mistaken, Industrial rollers has a growing zone puller device already, it should work with that.

The stockpile that I cannot rename is called 'wooden generic animal harvester'.  No matter how many harvesters I create they all have the same stockpile name.

Also, the harvester stockpile (defaults to only accept hay) will not accept items from industrial rollers like other stockpiles.

The growing zone puller does not work, but the puller does.  However, I would have to use two of them to pull from both the harvester stockpile and the ring directly surrounding the stockpile.  This works, but it would be lovely if the harvester would instead output the wool/milk to a spot instead of just dropping it.

Btw, I'm playing on B18.
Title: Re: [1.0-B18] Spdskatr's mods | We Factorio now? (20 Jun)
Post by: mathwizi2005 on August 14, 2018, 10:52:39 PM
What happened to Researchable Stat Upgrades on steam? It just disappeared.
I grabbed the most recent off github and it works but I'm just wondering why the removal.
Title: Re: [1.0-B18] Spdskatr's mods | We Factorio now? (20 Jun)
Post by: Spdskatr on August 15, 2018, 03:56:31 AM
Quote from: mathwizi2005 on August 14, 2018, 10:52:39 PM
What happened to Researchable Stat Upgrades on steam? It just disappeared.
I grabbed the most recent off github and it works but I'm just wondering why the removal.
Oops, my bad! It's back up now.
Title: Re: [1.0-B18] Spdskatr's mods | We Factorio now? (20 Jun)
Post by: Chisato on August 17, 2018, 05:58:20 PM
Running current latest build, 0,19,1998.

Enabling this mod throws this error.



XML error: <backstoryCategory>Slave</backstoryCategory> doesn't correspond to any field in type PawnKindDef. Context: <PawnKindDef><defName>PRFSlavePawn</defName><label>slave</label><combatPower>30</combatPower><race>Human</race><baseRecruitDifficulty>0.60</baseRecruitDifficulty><backstoryCategory>Slave</backstoryCategory><defaultFactionType>OutlanderCivil</defaultFactionType><itemQuality>Shoddy</itemQuality><backstoryCryptosleepCommonality>0.2</backstoryCryptosleepCommonality><isFighter>false</isFighter><chemicalAddictionChance>0.05</chemicalAddictionChance><gearHealthRange><min>0.2</min><max>0.8</max></gearHealthRange><apparelTags><li>Outlander</li></apparelTags><apparelMoney><min>150</min><max>300</max></apparelMoney><apparelAllowHeadgearChance>0</apparelAllowHeadgearChance><techHediffsMoney><min>0</min><max>35</max></techHediffsMoney><techHediffsTags><li>Poor</li></techHediffsTags><techHediffsChance>0.01</techHediffsChance><apparelIgnoreSeasons>true</apparelIgnoreSeasons><invNutrition>1</invNutrition><invFoodDef>Pemmican</invFoodDef></PawnKindDef>
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlToObject.cs:270)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object[]) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
Verse.DirectXmlLoader:DefFromNode(XmlNode, LoadableXmlAsset) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlLoader.cs:123)
Verse.LoadedModManager:ParseAndProcessXML(XmlDocument, Dictionary`2) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\LoadedModManager.cs:235)
Verse.LoadedModManager:LoadAllActiveMods() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\LoadedModManager.cs:51)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:92)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:58)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)



Title: Re: [1.0-B18] Spdskatr's mods | We Factorio now? (20 Jun)
Post by: rawrfisher on August 17, 2018, 07:50:32 PM
That error is just one varient of a series of errors affecting ANY mod that touches backstories midgame. 
Title: Re: [1.0-B18] Spdskatr's mods | We Factorio now? (20 Jun)
Post by: Spdskatr on August 19, 2018, 07:08:01 AM
Quote from: Chisato on August 17, 2018, 05:58:20 PM
Running current latest build, 0,19,1998.

Enabling this mod throws this error.



XML error: <backstoryCategory>Slave</backstoryCategory> doesn't correspond to any field in type PawnKindDef. Context: <PawnKindDef><defName>PRFSlavePawn</defName><label>slave</label><combatPower>30</combatPower><race>Human</race><baseRecruitDifficulty>0.60</baseRecruitDifficulty><backstoryCategory>Slave</backstoryCategory><defaultFactionType>OutlanderCivil</defaultFactionType><itemQuality>Shoddy</itemQuality><backstoryCryptosleepCommonality>0.2</backstoryCryptosleepCommonality><isFighter>false</isFighter><chemicalAddictionChance>0.05</chemicalAddictionChance><gearHealthRange><min>0.2</min><max>0.8</max></gearHealthRange><apparelTags><li>Outlander</li></apparelTags><apparelMoney><min>150</min><max>300</max></apparelMoney><apparelAllowHeadgearChance>0</apparelAllowHeadgearChance><techHediffsMoney><min>0</min><max>35</max></techHediffsMoney><techHediffsTags><li>Poor</li></techHediffsTags><techHediffsChance>0.01</techHediffsChance><apparelIgnoreSeasons>true</apparelIgnoreSeasons><invNutrition>1</invNutrition><invFoodDef>Pemmican</invFoodDef></PawnKindDef>
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlToObject.cs:270)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object[]) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
Verse.DirectXmlLoader:DefFromNode(XmlNode, LoadableXmlAsset) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlLoader.cs:123)
Verse.LoadedModManager:ParseAndProcessXML(XmlDocument, Dictionary`2) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\LoadedModManager.cs:235)
Verse.LoadedModManager:LoadAllActiveMods() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\LoadedModManager.cs:51)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:92)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:58)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)





Error has been fixed. Try re-downloading from GH link if using github. See fix commit here (https://github.com/spdskatr/ProjectRimFactory/commit/5dc3f5f34fd75313fe3df5feaf71167a2166b1ce).
Title: Re: [B19-B18] Spdskatr's mods | We Factorio now? (20 Jun)
Post by: jc_smo on August 23, 2018, 05:12:38 PM
Hello! Is there a version I can download from "Project RimFactory" to version 1.0.1972?

All the tests I've tested generate errors and I can not use =(
Title: Re: [B19-B18] Spdskatr's mods | We Factorio now? (20 Jun)
Post by: Spdskatr on August 23, 2018, 08:30:08 PM
Quote from: jc_smo on August 23, 2018, 05:12:38 PM
Hello! Is there a version I can download from "Project RimFactory" to version 1.0.1972?

All the tests I've tested generate errors and I can not use =(

Version 1.0 is old... 0.19.1998 is latest iirc. - If you're really desperate, you can probably find a working version by rummaging through the commit history (https://github.com/spdskatr/ProjectRimFactory/commits/development)... Don't expect it to be fully stable or functional though.
Title: Re: [B19-B18] Spdskatr's mods | We Factorio now? (20 Jun)
Post by: jc_smo on August 23, 2018, 08:43:04 PM
Quote from: Spdskatr on August 23, 2018, 08:30:08 PM
Quote from: jc_smo on August 23, 2018, 05:12:38 PM
Hello! Is there a version I can download from "Project RimFactory" to version 1.0.1972?

All the tests I've tested generate errors and I can not use =(

Version 1.0 is old... 0.19.1998 is latest iirc. - If you're really desperate, you can probably find a working version by rummaging through the commit history (https://github.com/spdskatr/ProjectRimFactory/commits/development)... Don't expect it to be fully stable or functional though.

I stopped automatically updating the game by "steam" because it broke all saved games whenever I needed to update the mods. So I stopped in this 1.0.1972 version. In this version all mods I used are working fine, some have minor bugs, but they work fine.

You who are the creator of the mod, could you tell me what to download from those old ones?
Even with errors, if the mod works well it has no problems. I luv your mods <3
Title: Re: [B19-B18] Spdskatr's mods | We Factorio now? (20 Jun)
Post by: Spdskatr on August 23, 2018, 10:19:08 PM
Quote from: jc_smo on August 23, 2018, 08:43:04 PM
Quote from: Spdskatr on August 23, 2018, 08:30:08 PM
Quote from: jc_smo on August 23, 2018, 05:12:38 PM
Hello! Is there a version I can download from "Project RimFactory" to version 1.0.1972?

All the tests I've tested generate errors and I can not use =(

Version 1.0 is old... 0.19.1998 is latest iirc. - If you're really desperate, you can probably find a working version by rummaging through the commit history (https://github.com/spdskatr/ProjectRimFactory/commits/development)... Don't expect it to be fully stable or functional though.

I stopped automatically updating the game by "steam" because it broke all saved games whenever I needed to update the mods. So I stopped in this 1.0.1972 version. In this version all mods I used are working fine, some have minor bugs, but they work fine.

You who are the creator of the mod, could you tell me what to download from those old ones?
Even with errors, if the mod works well it has no problems. I luv your mods <3
After a quick browse, this (https://github.com/spdskatr/ProjectRimFactory/tree/8bb587bb40375ddd2ab1152802dd3aaf7018203a) is the state of the repository before "fix for 1.0.1980". I'm pretty sure this works.
Title: Re: [B19-B18] Spdskatr's mods | We Factorio now? (20 Jun)
Post by: rawrfisher on August 23, 2018, 10:55:47 PM
@spdskatr  IIRC 2004 is the current build
Title: Re: [B19-B18] Spdskatr's mods | We Factorio now? (20 Jun)
Post by: jc_smo on August 24, 2018, 12:59:09 AM
Quote from: Spdskatr on August 23, 2018, 10:19:08 PM
After a quick browse, this (https://github.com/spdskatr/ProjectRimFactory/tree/8bb587bb40375ddd2ab1152802dd3aaf7018203a) is the state of the repository before "fix for 1.0.1980". I'm pretty sure this works.

Exception loading list from XML: System.MissingMethodException: Cannot create an abstract class 'Verse.DefModExtension'.
  at System.Activator.CheckAbstractType (System.Type type) [0x0002c] in System/Activator.cs:397
  at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00027] in System/Activator.cs:348
  at System.Activator.CreateInstance (System.Type type) [0x00000] in System/Activator.cs:254
  at Verse.DirectXmlToObject.ObjectFromXml[DefModExtension] (System.Xml.XmlNode xmlRoot, Boolean doPostLoad) [0x00495] in \Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlToObject.cs:185
  at Verse.DirectXmlToObject.ListFromXml[DefModExtension] (System.Xml.XmlNode listRootNode) [0x0007c] in \Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlToObject.cs:379
XML:
<modExtensions><li Class="ProjectRimFactory.Storage.Editables.DefModExtension_Crate"><limit>25</limit></li></modExtensions>
Verse.Log:Error(String, Boolean) (at \Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.DirectXmlToObject:ListFromXml(XmlNode) (at \Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlToObject.cs:384)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object[]) (at System.Reflection/MethodBase.cs:115)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean) (at \Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlToObject.cs:125)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object[]) (at System.Reflection/MethodBase.cs:115)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean) (at \Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlToObject.cs:292)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object[]) (at System.Reflection/MethodBase.cs:115)
Verse.DirectXmlLoader:DefFromNode(XmlNode, LoadableXmlAsset) (at \Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlLoader.cs:123)
Verse.LoadedModManager:ParseAndProcessXML(XmlDocument, Dictionary`2) (at \Assets\Scripts\Verse\Mods\LoadedModManager.cs:235)
Verse.LoadedModManager:LoadAllActiveMods() (at \Assets\Scripts\Verse\Mods\LoadedModManager.cs:51)
Verse.PlayDataLoader:DoPlayLoad() (at \Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:92)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at \Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__1() (at \Assets\Scripts\Verse\Global\Root\Root.cs:58)
\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at \Assets\Scripts\Verse\Global\LongEventHandler.cs:367)

Could not find a type named ProjectRimFactory.Storage.Building_Crate
Verse.Log:Error(String, Boolean) (at \Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.ParseHelper:FromString(String, Type) (at \Assets\Scripts\Verse\SaveLoad\ParseHelper.cs:72)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean) (at \Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlToObject.cs:91)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object[]) (at System.Reflection/MethodBase.cs:115)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean) (at \Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlToObject.cs:292)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object[]) (at System.Reflection/MethodBase.cs:115)
Verse.DirectXmlLoader:DefFromNode(XmlNode, LoadableXmlAsset) (at \Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlLoader.cs:123)
Verse.LoadedModManager:ParseAndProcessXML(XmlDocument, Dictionary`2) (at \Assets\Scripts\Verse\Mods\LoadedModManager.cs:235)
Verse.LoadedModManager:LoadAllActiveMods() (at \Assets\Scripts\Verse\Mods\LoadedModManager.cs:51)
Verse.PlayDataLoader:DoPlayLoad() (at \Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:92)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at \Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__1() (at \Assets\Scripts\Verse\Global\Root\Root.cs:58)
\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at \Assets\Scripts\Verse\Global\LongEventHandler.cs:367)

Could not find a type named ProjectRimFactory.Storage.UI.ITab_Items
Verse.Log:Error(String, Boolean) (at \Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.ParseHelper:FromString(String, Type) (at \Assets\Scripts\Verse\SaveLoad\ParseHelper.cs:72)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean) (at \Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlToObject.cs:91)
Verse.DirectXmlToObject:ListFromXml(XmlNode) (at \Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlToObject.cs:379)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object[]) (at System.Reflection/MethodBase.cs:115)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean) (at \Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlToObject.cs:125)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object[]) (at System.Reflection/MethodBase.cs:115)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean) (at \Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlToObject.cs:292)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object[]) (at System.Reflection/MethodBase.cs:115)
Verse.DirectXmlLoader:DefFromNode(XmlNode, LoadableXmlAsset) (at \Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlLoader.cs:123)
Verse.LoadedModManager:ParseAndProcessXML(XmlDocument, Dictionary`2) (at \Assets\Scripts\Verse\Mods\LoadedModManager.cs:235)
Verse.LoadedModManager:LoadAllActiveMods() (at \Assets\Scripts\Verse\Mods\LoadedModManager.cs:51)
Verse.PlayDataLoader:DoPlayLoad() (at \Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:92)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at \Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__1() (at \Assets\Scripts\Verse\Global\Root\Root.cs:58)
\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at \Assets\Scripts\Verse\Global\LongEventHandler.cs:367)

Could not find a type named ProjectRimFactory.Common.CompPRFHelp
Verse.Log:Error(String, Boolean) (at \Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.ParseHelper:FromString(String, Type) (at \Assets\Scripts\Verse\SaveLoad\ParseHelper.cs:72)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean) (at \Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlToObject.cs:91)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object[]) (at System.Reflection/MethodBase.cs:115)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean) (at \Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlToObject.cs:292)
Verse.DirectXmlToObject:ListFromXml(XmlNode) (at \Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlToObject.cs:379)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object[]) (at System.Reflection/MethodBase.cs:115)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean) (at \Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlToObject.cs:125)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object[]) (at System.Reflection/MethodBase.cs:115)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean) (at \Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlToObject.cs:292)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object[]) (at System.Reflection/MethodBase.cs:115)
Verse.DirectXmlLoader:DefFromNode(XmlNode, LoadableXmlAsset) (at \Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlLoader.cs:123)
Verse.LoadedModManager:ParseAndProcessXML(XmlDocument, Dictionary`2) (at \Assets\Scripts\Verse\Mods\LoadedModManager.cs:235)
Verse.LoadedModManager:LoadAllActiveMods() (at \Assets\Scripts\Verse\Mods\LoadedModManager.cs:51)
Verse.PlayDataLoader:DoPlayLoad() (at \Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:92)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at \Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__1() (at \Assets\Scripts\Verse\Global\Root\Root.cs:58)
\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at \Assets\Scripts\Verse\Global\LongEventHandler.cs:367)

Config error in Milker: Milker has CompProperties with null compClass.
Verse.Log:Error(String, Boolean) (at \Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.DefDatabase`1:ErrorCheckAllDefs() (at \Assets\Scripts\Verse\Defs\Databases\DefDatabase.cs:146)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object[]) (at System.Reflection/MethodBase.cs:115)
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String) (at \Assets\Scripts\Verse\Utility\Gen\GenGeneric.cs:39)
Verse.PlayDataLoader:DoPlayLoad() (at \Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:232)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at \Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__1() (at \Assets\Scripts\Verse\Global\Root\Root.cs:58)
\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at \Assets\Scripts\Verse\Global\LongEventHandler.cs:367)

Config error in GenericAnimalHarvester: has null thingClass.
Verse.Log:Error(String, Boolean) (at \Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.DefDatabase`1:ErrorCheckAllDefs() (at \Assets\Scripts\Verse\Defs\Databases\DefDatabase.cs:146)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object[]) (at System.Reflection/MethodBase.cs:115)
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String) (at \Assets\Scripts\Verse\Utility\Gen\GenGeneric.cs:39)
Verse.PlayDataLoader:DoPlayLoad() (at \Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:232)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at \Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__1() (at \Assets\Scripts\Verse\Global\Root\Root.cs:58)
\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at \Assets\Scripts\Verse\Global\LongEventHandler.cs:367)

Exception in JobDriver tick for pawn zz Construtor driver=JobDriver_ConstructFinishFrame (toilIndex=1) driver.job=(FinishFrame (Job_8025397) A=Thing_Frame_SAL_SmartHopper2270272) lastJobGiver=RimWorld.JobGiver_Work
System.ArgumentNullException: Argument cannot be null.
Parameter name: type
  at System.Activator.CheckType (System.Type type) [0x00072] in System/Activator.cs:385
  at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00000] in System/Activator.cs:343
  at System.Activator.CreateInstance (System.Type type) [0x00000] in System/Activator.cs:254
  at Verse.ThingMaker.MakeThing (Verse.ThingDef def, Verse.ThingDef stuff) [0x000c5] in \Assets\Scripts\Verse\Thing\ThingMaker.cs:44
  at RimWorld.Frame.CompleteConstruction (Verse.Pawn worker) [0x0009e] in \Assets\Scripts\RimWorld\Thing\Building\Frame.cs:186
  at RimWorld.JobDriver_ConstructFinishFrame+<MakeNewToils>c__Iterator0+<MakeNewToils>c__AnonStorey1.<>m__1 () [0x00126] in JobDrivers\Construct\JobDriver_ConstructFinishFrame.cs:73
  at Verse.AI.JobDriver.DriverTick () [0x001e2] in \Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:345
Verse.Log:Error(String, Boolean) (at \Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver) (at \Assets\Scripts\Verse\AI\JobUtility.cs:22)
Verse.AI.JobDriver:DriverTick() (at \Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:351)
Verse.AI.Pawn_JobTracker:JobTrackerTick() (at \Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:131)
Verse.Pawn:Tick() (at \Assets\Scripts\Verse\Pawn\Pawn.cs:556)
Verse.TickList:Tick() (at \Assets\Scripts\Verse\Game\Ticking\TickList.cs:125)
Verse.TickManager:DoSingleTick() (at \Assets\Scripts\Verse\Game\Ticking\TickManager.cs:297)
Verse.TickManager:TickManagerUpdate() (at \Assets\Scripts\Verse\Game\Ticking\TickManager.cs:261)
Verse.Game:UpdatePlay() (at \Assets\Scripts\Verse\Game\Game.cs:512)
Verse.Root_Play:Update() (at \Assets\Scripts\Verse\Global\Root\Root_Play.cs:99)

Exception in JobDriver tick for pawn zz Construtora driver=JobDriver_ConstructFinishFrame (toilIndex=1) driver.job=(FinishFrame (Job_8029954) A=Thing_Frame_PRF_DeepQuarry2270454) lastJobGiver=RimWorld.JobGiver_Work
System.ArgumentNullException: Argument cannot be null.
Parameter name: type
  at System.Activator.CheckType (System.Type type) [0x00072] in System/Activator.cs:385
  at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00000] in System/Activator.cs:343
  at System.Activator.CreateInstance (System.Type type) [0x00000] in System/Activator.cs:254
  at Verse.ThingMaker.MakeThing (Verse.ThingDef def, Verse.ThingDef stuff) [0x000c5] in \Assets\Scripts\Verse\Thing\ThingMaker.cs:44
  at RimWorld.Frame.CompleteConstruction (Verse.Pawn worker) [0x0009e] in \Assets\Scripts\RimWorld\Thing\Building\Frame.cs:186
  at RimWorld.JobDriver_ConstructFinishFrame+<MakeNewToils>c__Iterator0+<MakeNewToils>c__AnonStorey1.<>m__1 () [0x00126] in JobDrivers\Construct\JobDriver_ConstructFinishFrame.cs:73
  at Verse.AI.JobDriver.DriverTick () [0x001e2] in \Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:345
Verse.Log:Error(String, Boolean) (at \Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver) (at \Assets\Scripts\Verse\AI\JobUtility.cs:22)
Verse.AI.JobDriver:DriverTick() (at \Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:351)
Verse.AI.Pawn_JobTracker:JobTrackerTick() (at \Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:131)
Verse.Pawn:Tick() (at \Assets\Scripts\Verse\Pawn\Pawn.cs:556)
Verse.TickList:Tick() (at \Assets\Scripts\Verse\Game\Ticking\TickList.cs:125)
Verse.TickManager:DoSingleTick() (at \Assets\Scripts\Verse\Game\Ticking\TickManager.cs:297)
Verse.TickManager:TickManagerUpdate() (at \Assets\Scripts\Verse\Game\Ticking\TickManager.cs:261)
Verse.Game:UpdatePlay() (at \Assets\Scripts\Verse\Game\Game.cs:512)
Verse.Root_Play:Update() (at \Assets\Scripts\Verse\Global\Root\Root_Play.cs:99)


It looked like it would work, but these errors appear when you finish building something of the "mod" and the construction disappears as if it had never been made. =(
Title: Re: [B19-B18] Spdskatr's mods | We Factorio now? (20 Jun)
Post by: Spdskatr on August 24, 2018, 01:08:28 AM
Quote from: jc_smo on August 24, 2018, 12:59:09 AM
Quote from: Spdskatr on August 23, 2018, 10:19:08 PM
After a quick browse, this (https://github.com/spdskatr/ProjectRimFactory/tree/8bb587bb40375ddd2ab1152802dd3aaf7018203a) is the state of the repository before "fix for 1.0.1980". I'm pretty sure this works.

Exception loading list from XML: System.MissingMethodException: Cannot create an abstract class 'Verse.DefModExtension'.
  at System.Activator.CheckAbstractType (System.Type type) [0x0002c] in System/Activator.cs:397
  at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00027] in System/Activator.cs:348
  at System.Activator.CreateInstance (System.Type type) [0x00000] in System/Activator.cs:254
  at Verse.DirectXmlToObject.ObjectFromXml[DefModExtension] (System.Xml.XmlNode xmlRoot, Boolean doPostLoad) [0x00495] in \Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlToObject.cs:185
  at Verse.DirectXmlToObject.ListFromXml[DefModExtension] (System.Xml.XmlNode listRootNode) [0x0007c] in \Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlToObject.cs:379
XML:
<modExtensions><li Class="ProjectRimFactory.Storage.Editables.DefModExtension_Crate"><limit>25</limit></li></modExtensions>
Verse.Log:Error(String, Boolean) (at \Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.DirectXmlToObject:ListFromXml(XmlNode) (at \Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlToObject.cs:384)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object[]) (at System.Reflection/MethodBase.cs:115)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean) (at \Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlToObject.cs:125)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object[]) (at System.Reflection/MethodBase.cs:115)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean) (at \Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlToObject.cs:292)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object[]) (at System.Reflection/MethodBase.cs:115)
Verse.DirectXmlLoader:DefFromNode(XmlNode, LoadableXmlAsset) (at \Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlLoader.cs:123)
Verse.LoadedModManager:ParseAndProcessXML(XmlDocument, Dictionary`2) (at \Assets\Scripts\Verse\Mods\LoadedModManager.cs:235)
Verse.LoadedModManager:LoadAllActiveMods() (at \Assets\Scripts\Verse\Mods\LoadedModManager.cs:51)
Verse.PlayDataLoader:DoPlayLoad() (at \Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:92)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at \Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__1() (at \Assets\Scripts\Verse\Global\Root\Root.cs:58)
\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at \Assets\Scripts\Verse\Global\LongEventHandler.cs:367)

Could not find a type named ProjectRimFactory.Storage.Building_Crate
Verse.Log:Error(String, Boolean) (at \Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.ParseHelper:FromString(String, Type) (at \Assets\Scripts\Verse\SaveLoad\ParseHelper.cs:72)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean) (at \Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlToObject.cs:91)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object[]) (at System.Reflection/MethodBase.cs:115)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean) (at \Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlToObject.cs:292)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object[]) (at System.Reflection/MethodBase.cs:115)
Verse.DirectXmlLoader:DefFromNode(XmlNode, LoadableXmlAsset) (at \Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlLoader.cs:123)
Verse.LoadedModManager:ParseAndProcessXML(XmlDocument, Dictionary`2) (at \Assets\Scripts\Verse\Mods\LoadedModManager.cs:235)
Verse.LoadedModManager:LoadAllActiveMods() (at \Assets\Scripts\Verse\Mods\LoadedModManager.cs:51)
Verse.PlayDataLoader:DoPlayLoad() (at \Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:92)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at \Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__1() (at \Assets\Scripts\Verse\Global\Root\Root.cs:58)
\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at \Assets\Scripts\Verse\Global\LongEventHandler.cs:367)

Could not find a type named ProjectRimFactory.Storage.UI.ITab_Items
Verse.Log:Error(String, Boolean) (at \Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.ParseHelper:FromString(String, Type) (at \Assets\Scripts\Verse\SaveLoad\ParseHelper.cs:72)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean) (at \Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlToObject.cs:91)
Verse.DirectXmlToObject:ListFromXml(XmlNode) (at \Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlToObject.cs:379)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object[]) (at System.Reflection/MethodBase.cs:115)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean) (at \Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlToObject.cs:125)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object[]) (at System.Reflection/MethodBase.cs:115)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean) (at \Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlToObject.cs:292)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object[]) (at System.Reflection/MethodBase.cs:115)
Verse.DirectXmlLoader:DefFromNode(XmlNode, LoadableXmlAsset) (at \Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlLoader.cs:123)
Verse.LoadedModManager:ParseAndProcessXML(XmlDocument, Dictionary`2) (at \Assets\Scripts\Verse\Mods\LoadedModManager.cs:235)
Verse.LoadedModManager:LoadAllActiveMods() (at \Assets\Scripts\Verse\Mods\LoadedModManager.cs:51)
Verse.PlayDataLoader:DoPlayLoad() (at \Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:92)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at \Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__1() (at \Assets\Scripts\Verse\Global\Root\Root.cs:58)
\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at \Assets\Scripts\Verse\Global\LongEventHandler.cs:367)

Could not find a type named ProjectRimFactory.Common.CompPRFHelp
Verse.Log:Error(String, Boolean) (at \Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.ParseHelper:FromString(String, Type) (at \Assets\Scripts\Verse\SaveLoad\ParseHelper.cs:72)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean) (at \Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlToObject.cs:91)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object[]) (at System.Reflection/MethodBase.cs:115)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean) (at \Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlToObject.cs:292)
Verse.DirectXmlToObject:ListFromXml(XmlNode) (at \Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlToObject.cs:379)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object[]) (at System.Reflection/MethodBase.cs:115)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean) (at \Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlToObject.cs:125)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object[]) (at System.Reflection/MethodBase.cs:115)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean) (at \Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlToObject.cs:292)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object[]) (at System.Reflection/MethodBase.cs:115)
Verse.DirectXmlLoader:DefFromNode(XmlNode, LoadableXmlAsset) (at \Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlLoader.cs:123)
Verse.LoadedModManager:ParseAndProcessXML(XmlDocument, Dictionary`2) (at \Assets\Scripts\Verse\Mods\LoadedModManager.cs:235)
Verse.LoadedModManager:LoadAllActiveMods() (at \Assets\Scripts\Verse\Mods\LoadedModManager.cs:51)
Verse.PlayDataLoader:DoPlayLoad() (at \Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:92)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at \Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__1() (at \Assets\Scripts\Verse\Global\Root\Root.cs:58)
\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at \Assets\Scripts\Verse\Global\LongEventHandler.cs:367)

Config error in Milker: Milker has CompProperties with null compClass.
Verse.Log:Error(String, Boolean) (at \Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.DefDatabase`1:ErrorCheckAllDefs() (at \Assets\Scripts\Verse\Defs\Databases\DefDatabase.cs:146)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object[]) (at System.Reflection/MethodBase.cs:115)
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String) (at \Assets\Scripts\Verse\Utility\Gen\GenGeneric.cs:39)
Verse.PlayDataLoader:DoPlayLoad() (at \Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:232)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at \Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__1() (at \Assets\Scripts\Verse\Global\Root\Root.cs:58)
\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at \Assets\Scripts\Verse\Global\LongEventHandler.cs:367)

Config error in GenericAnimalHarvester: has null thingClass.
Verse.Log:Error(String, Boolean) (at \Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.DefDatabase`1:ErrorCheckAllDefs() (at \Assets\Scripts\Verse\Defs\Databases\DefDatabase.cs:146)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object[]) (at System.Reflection/MethodBase.cs:115)
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String) (at \Assets\Scripts\Verse\Utility\Gen\GenGeneric.cs:39)
Verse.PlayDataLoader:DoPlayLoad() (at \Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:232)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at \Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__1() (at \Assets\Scripts\Verse\Global\Root\Root.cs:58)
\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at \Assets\Scripts\Verse\Global\LongEventHandler.cs:367)

Exception in JobDriver tick for pawn zz Construtor driver=JobDriver_ConstructFinishFrame (toilIndex=1) driver.job=(FinishFrame (Job_8025397) A=Thing_Frame_SAL_SmartHopper2270272) lastJobGiver=RimWorld.JobGiver_Work
System.ArgumentNullException: Argument cannot be null.
Parameter name: type
  at System.Activator.CheckType (System.Type type) [0x00072] in System/Activator.cs:385
  at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00000] in System/Activator.cs:343
  at System.Activator.CreateInstance (System.Type type) [0x00000] in System/Activator.cs:254
  at Verse.ThingMaker.MakeThing (Verse.ThingDef def, Verse.ThingDef stuff) [0x000c5] in \Assets\Scripts\Verse\Thing\ThingMaker.cs:44
  at RimWorld.Frame.CompleteConstruction (Verse.Pawn worker) [0x0009e] in \Assets\Scripts\RimWorld\Thing\Building\Frame.cs:186
  at RimWorld.JobDriver_ConstructFinishFrame+<MakeNewToils>c__Iterator0+<MakeNewToils>c__AnonStorey1.<>m__1 () [0x00126] in JobDrivers\Construct\JobDriver_ConstructFinishFrame.cs:73
  at Verse.AI.JobDriver.DriverTick () [0x001e2] in \Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:345
Verse.Log:Error(String, Boolean) (at \Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver) (at \Assets\Scripts\Verse\AI\JobUtility.cs:22)
Verse.AI.JobDriver:DriverTick() (at \Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:351)
Verse.AI.Pawn_JobTracker:JobTrackerTick() (at \Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:131)
Verse.Pawn:Tick() (at \Assets\Scripts\Verse\Pawn\Pawn.cs:556)
Verse.TickList:Tick() (at \Assets\Scripts\Verse\Game\Ticking\TickList.cs:125)
Verse.TickManager:DoSingleTick() (at \Assets\Scripts\Verse\Game\Ticking\TickManager.cs:297)
Verse.TickManager:TickManagerUpdate() (at \Assets\Scripts\Verse\Game\Ticking\TickManager.cs:261)
Verse.Game:UpdatePlay() (at \Assets\Scripts\Verse\Game\Game.cs:512)
Verse.Root_Play:Update() (at \Assets\Scripts\Verse\Global\Root\Root_Play.cs:99)

Exception in JobDriver tick for pawn zz Construtora driver=JobDriver_ConstructFinishFrame (toilIndex=1) driver.job=(FinishFrame (Job_8029954) A=Thing_Frame_PRF_DeepQuarry2270454) lastJobGiver=RimWorld.JobGiver_Work
System.ArgumentNullException: Argument cannot be null.
Parameter name: type
  at System.Activator.CheckType (System.Type type) [0x00072] in System/Activator.cs:385
  at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00000] in System/Activator.cs:343
  at System.Activator.CreateInstance (System.Type type) [0x00000] in System/Activator.cs:254
  at Verse.ThingMaker.MakeThing (Verse.ThingDef def, Verse.ThingDef stuff) [0x000c5] in \Assets\Scripts\Verse\Thing\ThingMaker.cs:44
  at RimWorld.Frame.CompleteConstruction (Verse.Pawn worker) [0x0009e] in \Assets\Scripts\RimWorld\Thing\Building\Frame.cs:186
  at RimWorld.JobDriver_ConstructFinishFrame+<MakeNewToils>c__Iterator0+<MakeNewToils>c__AnonStorey1.<>m__1 () [0x00126] in JobDrivers\Construct\JobDriver_ConstructFinishFrame.cs:73
  at Verse.AI.JobDriver.DriverTick () [0x001e2] in \Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:345
Verse.Log:Error(String, Boolean) (at \Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver) (at \Assets\Scripts\Verse\AI\JobUtility.cs:22)
Verse.AI.JobDriver:DriverTick() (at \Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:351)
Verse.AI.Pawn_JobTracker:JobTrackerTick() (at \Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:131)
Verse.Pawn:Tick() (at \Assets\Scripts\Verse\Pawn\Pawn.cs:556)
Verse.TickList:Tick() (at \Assets\Scripts\Verse\Game\Ticking\TickList.cs:125)
Verse.TickManager:DoSingleTick() (at \Assets\Scripts\Verse\Game\Ticking\TickManager.cs:297)
Verse.TickManager:TickManagerUpdate() (at \Assets\Scripts\Verse\Game\Ticking\TickManager.cs:261)
Verse.Game:UpdatePlay() (at \Assets\Scripts\Verse\Game\Game.cs:512)
Verse.Root_Play:Update() (at \Assets\Scripts\Verse\Global\Root\Root_Play.cs:99)


It looked like it would work, but these errors appear when you finish building something of the "mod" and the construction disappears as if it had never been made. =(
I don't know then - I don't intend to support an outdated version of RW anyway. Try even earlier commits to see if any of those work.
Title: Re: [B19-B18] Spdskatr's mods | We Factorio now? (20 Jun)
Post by: Canute on September 16, 2018, 08:53:16 AM
Hi,
after activating Rimfactory i got these error
Error while instantiating a mod of type ProjectRimFactory.Common.ProjectRimFactory_ModComponent: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.Exception: Exception from HarmonyInstance "com.spdskatr.projectrimfactory" ---> System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
  at System.Collections.Generic.List`1[System.Reflection.Emit.Label].get_Item (Int32 index) [0x00000] in <filename unknown>:0
  at ProjectRimFactory.Common.HarmonyPatches.GenSpawnPatch+<Transpiler>d__1.MoveNext () [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable+<CreateCastIterator>c__Iterator0`1[System.Object].MoveNext () [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[System.Object].AddEnumerable (IEnumerable`1 enumerable) [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[System.Object]..ctor (IEnumerable`1 collection) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.ToList[Object] (IEnumerable`1 source) [0x00000] in <filename unknown>:0
  at Harmony.CodeTranspiler+<ConvertToOurInstructions>d__7.MoveNext () [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable+<CreateCastIterator>c__Iterator0`1[Harmony.CodeInstruction].MoveNext () [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[Harmony.CodeInstruction].AddEnumerable (IEnumerable`1 enumerable) [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[Harmony.CodeInstruction]..ctor (IEnumerable`1 collection) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.ToList[CodeInstruction] (IEnumerable`1 source) [0x00000] in <filename unknown>:0
  at Harmony.CodeTranspiler.GetResult (System.Reflection.Emit.ILGenerator generator, System.Reflection.MethodBase method) [0x00000] in <filename unknown>:0
  at Harmony.ILCopying.MethodBodyReader.FinalizeILCodes (System.Collections.Generic.List`1 transpilers, System.Collections.Generic.List`1 endLabels, System.Collections.Generic.List`1 endBlocks) [0x00000] in <filename unknown>:0
  at Harmony.ILCopying.MethodCopier.Finalize (System.Collections.Generic.List`1 endLabels, System.Collections.Generic.List`1 endBlocks) [0x00000] in <filename unknown>:0
  at Harmony.MethodPatcher.CreatePatchedMethod (System.Reflection.MethodBase original, System.String harmonyInstanceID, System.Collections.Generic.List`1 prefixes, System.Collections.Generic.List`1 postfixes, System.Collections.Generic.List`1 transpilers) [0x00000] in <filename unknown>:0
  --- End of inner exception stack trace ---
  at Harmony.MethodPatcher.CreatePatchedMethod (System.Reflection.MethodBase original, System.String harmonyInstanceID, System.Collections.Generic.List`1 prefixes, System.Collections.Generic.List`1 postfixes, System.Collections.Generic.List`1 transpilers) [0x00000] in <filename unknown>:0
  at Harmony.PatchFunctions.UpdateWrapper (System.Reflection.MethodBase original, Harmony.PatchInfo patchInfo, System.String instanceID) [0x00000] in <filename unknown>:0
  at Harmony.PatchProcessor.Patch () [0x00000] in <filename unknown>:0
  at Harmony.HarmonyInstance.<PatchAll>b__7_0 (System.Type type) [0x00000] in <filename unknown>:0
  at Harmony.CollectionExtensions.Do[Type] (IEnumerable`1 sequence, System.Action`1 action) [0x00000] in <filename unknown>:0
  at Harmony.HarmonyInstance.PatchAll (System.Reflection.Assembly assembly) [0x00000] in <filename unknown>:0
  at ProjectRimFactory.Common.ProjectRimFactory_ModComponent..ctor (Verse.ModContentPack content) [0x00000] in <filename unknown>:0
  at (wrapper managed-to-native) System.Reflection.MonoCMethod:InternalInvoke (object,object[],System.Exception&)
  at System.Reflection.MonoCMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
  --- End of inner exception stack trace ---
  at System.Reflection.MonoCMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
  at System.Reflection.MonoCMethod.Invoke (BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type, BindingFlags bindingAttr, System.Reflection.Binder binder, System.Object[] args, System.Globalization.CultureInfo culture, System.Object[] activationAttributes) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type, System.Object[] args, System.Object[] activationAttributes) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type, System.Object[] args) [0x00000] in <filename unknown>:0
  at Verse.LoadedModManager.CreateModClasses () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.LoadedModManager:CreateModClasses()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

https://git.io/fA1i3
Title: Re: [B19-B18] Spdskatr's mods | We Factorio now? (20 Jun)
Post by: Severik on October 06, 2018, 06:12:12 AM
Hi,

i dunno if its an error with this mod or with Deeprim but the Construction drones wont mine in an Deeprim Mineshaft. they do construction and all but no mining. they work fine on the surface thought.
Title: Re: [B19-B18] Spdskatr's mods | We Factorio now? (20 Jun)
Post by: viperwasp on October 18, 2018, 03:23:53 AM
Very interesting mods I have not seen before. Thanks. Can't wait for 1.0.
Title: Re: [B19-B18] Spdskatr's mods | We Factorio now? (20 Jun)
Post by: ferociousblazze on November 07, 2018, 09:37:48 AM
Thanks for the great mods!!!
Have I misunderstood or have you separated the multi storage crates in a separate mod?
Thanks again and keep up the great work :)
Title: Re: [B19-B18] Spdskatr's mods | We Factorio now? (20 Jun)
Post by: Merudo on November 30, 2018, 09:43:31 PM
The Damage Indicators 1.0 github link (https://ludeon.com/forums/index.php?topic=30813.msg340931#msg340931) appears to be for a different version instead?
Title: Re: [B19-B18] Spdskatr's mods | We Factorio now? (20 Jun)
Post by: ferociousblazze on February 17, 2020, 09:24:46 AM
So I know it's way too early, but are there any plans for an 1.1 update?
Love your mods (especially rimfactory ;D )
Title: Re: [B19-B18] Spdskatr's mods | We Factorio now? (20 Jun)
Post by: Canute on February 17, 2020, 10:15:19 AM
The mod author
Last Active:     January 15, 2019, 11:37:40 PM
So i think he left Rimworld modding.
Title: Re: [B19-B18] Spdskatr's mods | We Factorio now? (20 Jun)
Post by: Ioncloud on March 03, 2020, 11:13:45 AM
Well, I've been working on updating this to 1.1, I have a few things to get sorted out... but this is my first foray into modding for rimworld so I'm learning as I go... I do have 20+ years of software dev under my belt so it's mostly just figuring out the harmony/verse semantics...

I think the last thing I need to fix is on load all the items in the storage platform burst out and destroy whatever is in the tiles around it >.>
Title: Re: [B19-B18] Spdskatr's mods | We Factorio now? (20 Jun)
Post by: Resurak on March 04, 2020, 02:13:10 PM
Quote from: Ioncloud on March 03, 2020, 11:13:45 AM
Well, I've been working on updating this to 1.1, I have a few things to get sorted out... but this is my first foray into modding for rimworld so I'm learning as I go... I do have 20+ years of software dev under my belt so it's mostly just figuring out the harmony/verse semantics...

I think the last thing I need to fix is on load all the items in the storage platform burst out and destroy whatever is in the tiles around it >.>

Well, if you can update these mods you'll have my complete respect! Been waiting for any update to this, you are a life saver!
Title: Re: [B19-B18] Spdskatr's mods | We Factorio now? (20 Jun)
Post by: Zxypher on March 16, 2020, 12:40:51 AM
Quote from: Ioncloud on March 03, 2020, 11:13:45 AM
Well, I've been working on updating this to 1.1, I have a few things to get sorted out... but this is my first foray into modding for rimworld so I'm learning as I go... I do have 20+ years of software dev under my belt so it's mostly just figuring out the harmony/verse semantics...

I think the last thing I need to fix is on load all the items in the storage platform burst out and destroy whatever is in the tiles around it >.>

An update to these mods would be amazing. I really miss them.
Title: Re: [B19-B18] Spdskatr's mods | We Factorio now? (20 Jun)
Post by: Ioncloud on March 22, 2020, 09:55:57 PM
The storage platform is driving me nuts... the pawns pack everything but save/load and it all spews out o.0

Need to dig around in some other mods and see if I can figure out what PRF is doing differently...
Title: Re: [B19-B18] Spdskatr's mods | We Factorio now? (20 Jun)
Post by: Bigdestyn on May 06, 2020, 01:10:37 PM
mods broken get a bunch of errors at startup. when i research automation and try to place a autocooker down it gets stuck in the build menu and i cant exit it