Ludeon Forums

RimWorld => Releases => Mods => Outdated => Topic started by: cuproPanda on May 06, 2017, 05:29:32 PM

Poll
Question: Should Cupro's Drinks for A18 bring back the water system? This will include new features and integrations as well.
Option 1: Yes! votes: 37
Option 2: No! votes: 12
Option 3: Either way is fine. votes: 9
Title: [B18] cuproPanda's (Outdated) Mods
Post by: cuproPanda on May 06, 2017, 05:29:32 PM
cuproPanda's Mods

A10-A15 mods can be found here (https://ludeon.com/forums/index.php?topic=13400.0)

Mods are now hosted on GitHub. Click on the mod's name to view its description post, or click on a version number below to download






















MOD NAME/POST
CALLSIGN 
VERSION 
LATEST UPDATE
 
BRIEF DESCRIPTION
 
 
 
 
 
 
 
 
MAIN MODS
 
 
 
Survivalist's Additions (https://ludeon.com/forums/index.php?topic=32190#msg329348)
SRV
18.09 (https://github.com/cuproPanda/Survivalists-Additions/releases)
21 Dec 17
 
Adds small features for a starting colony, or one without power.
Expanded Power (https://ludeon.com/forums/index.php?topic=32190#msg329349)
EXP
17.19 (https://github.com/cuproPanda/EXP/releases)
20 Jun 17
 
Adds new power features and expands existing ones.
Additional Joy Objects (https://ludeon.com/forums/index.php?topic=32190#msg329351)
AJO
18.03 (https://github.com/cuproPanda/AJO/releases)
21 Dec 17
 
Adds new objects and activities that bring joy to colonists.
Cupro's Drinks Core (https://ludeon.com/forums/index.php?topic=32190#msg329350)
CPD
18.01 (https://github.com/cuproPanda/Cupros-Drinks-Core/releases)
02 Jan 18
 
Adds required core features for other Cupro's Drinks modules.
Cupro's Drinks Soda (https://ludeon.com/forums/index.php?topic=32190#msg329350)
CPD
18.01 (https://github.com/cuproPanda/Cupros-Drinks-Soda/releases)
20 Dec 17
 
Adds the ability to brew sodas.
Cupro's Drinks Alcohol (https://ludeon.com/forums/index.php?topic=32190#msg329350)
CPD
18.00 (https://github.com/cuproPanda/Cupros-Drinks-Alcohol/releases)
21 Nov 17
 
Adds the ability to brew more alcoholic drinks.
Cupro's Drinks Energy (https://ludeon.com/forums/index.php?topic=32190#msg329350)
CPD
18.04 (https://github.com/cuproPanda/Cupros-Drinks-Energy/releases)
02 Jan 18
 
Adds the ability to brew energy drinks.
 
 
 
 
 
 
 
 
MICRO MODS
 
 
 
Quarry (https://ludeon.com/forums/index.php?topic=32190#msg329352)
QRY
18.23 (https://github.com/cuproPanda/QRY/releases)
09 Jan 18
 
Adds a quarry for collecting resources in flat terrain.
Cupro's Stones (https://ludeon.com/forums/index.php?topic=32190#msg329352)
STN
18.02 (https://github.com/cuproPanda/STN/releases)
09 Jan 18
 
Adds 10 new types of stone
Zen Garden (https://ludeon.com/forums/index.php?topic=32190#msg329352)
ZEN
18.05 (https://github.com/cuproPanda/ZEN/releases)
10 Jan 18
 
Adds decorative garden stuff
Cupro's Alloys (https://ludeon.com/forums/index.php?topic=32190#msg329352)
CAL
18.03 (https://github.com/cuproPanda/CAL/releases)
09 Jan 18
 
Adds new metals and alloys.
Windows (https://ludeon.com/forums/index.php?topic=32190#msg329352)
WIN
17.04 (https://github.com/cuproPanda/WIN/releases)
13 Jun 17
 
Adds windows to the game, allowing sunlight to pass through walls.
Preset Filtered Zones (https://ludeon.com/forums/index.php?topic=32190#msg329352)
FZN
18.00 (https://github.com/cuproPanda/FZN/releases)
24 Nov 17
 
Adds eight new stockpile zones which are already filtered for storing various items.
Flags (https://ludeon.com/forums/index.php?topic=32190#msg329352)
FLG
18.00 (https://github.com/cuproPanda/Flags/releases)
24 Nov 17
 
Adds decorative flags for marking areas or displaying heraldry.
Glowstone (https://ludeon.com/forums/index.php?topic=32190#msg329352)
GLO
18.01 (https://github.com/cuproPanda/Glowstone/releases)
09 Jan 18
 
Adds mineable rocks which glow and can be used to provide light.




License: (https://licensebuttons.net/p/zero/1.0/88x31.png)
All works that are not derivatives of RimWorld assets are licensed under a  Creative Commons Public Domain 1.0 Universal License (http://creativecommons.org/publicdomain/zero/1.0/)
All permissions granted
Title: Re: [A17] cuproPanda's Mods (6 May 17)
Post by: cuproPanda on May 06, 2017, 05:29:43 PM
Survivalist's Additions


(https://raw.githubusercontent.com/cuproPanda/Survivalists-Additions/master/About/Preview.png)


Description:
This mod adds small features for a starting colony.

Items Added:
Charcoal: Made in a charcoal pit. Used as fuel for the grill, smoker, and forge.
Grilled Meals: Come in three varieties: Meat, Veg, and Fine. Provide a small mood bonus, but are slightly more time consuming to make.
Smoked Meat: Like grilled meals, but last for 20 days before rotting.
Smoked Cheese: Like smoked meat, but made of cheese.
Turnip: Yields both turnips and turnip greens. Turnips last for a long time, but the greens don't.
Cabbage: Able to survive winter temperatures.
Prickly Pear: Fruit from cacti.
Turnip Salad: 5 turnip greens can be combined with 5 vegetables to make a salad.
Cabbage Salad: 5 cabbage can be combined with 5 vegetables to make a salad.
Vinegar: Fermented berries provide a liquid for preserving vegetables.
Pickled Vegetables: By combining vinegar with turnips or cabbage, the food can be preserved to last indefinitely.
Shemagh: A large cloth wrapped around the head which can cover the face when needed. Helps insulate the wearer from the elements.
Jute Fiber: Used to make burlap fabric.
Burlap: A scratchy fabric that can be worn at a cost to mood.
Rimshroom: Rarely spawning mushrooms that are high in protein.

Objects Added:
Grill: Alternative to the campfire for powerless meal production. Can be used to make 2 meals at a time.
Shelter Door: Quick to open, but quick to destroy. Can only be made out of wood.
Shelter Wall: Cheap and quick to build, but quick to destroy.
Shelter Heater: Cheap wood heater that lasts for a night.
Charcoal Pit: A pit dug into the ground for burning wood into charcoal.
Smoker: Stone building that can be used to slowly cook meats, preserving them for a short period of time.
Forge: Allows crafting metal weapons using charcoal.
Bellows: Speeds up the crafting speed of the forge and charcoal pit.
Vinegar Barrel: Allows berries to be fermented into vinegar.
Cheese Barrel: Allows curdled milk to be made into cheese.
Camp Table: A lightweight table for making simple things like a shemagh, salads, or pickles.
Camp Butcher Table: A lightweight table for butchering animals.
Snare: Used as automated hunting, will catch and kill small animals that wander into it.

Credits
cuproPanda: Author
Shinzy: Shelter Wall texture

Known Issues/Conflicts

Please report any issues
Title: Re: [A17] cuproPanda's Mods (6 May 17)
Post by: cuproPanda on May 06, 2017, 05:29:55 PM
Expanded Power

(https://github.com/cuproPanda/EXP/blob/master/About/Preview.PNG?raw=true)

Description:
Adds new power features and expands existing ones.

ItemsAdded:
Copper: Mineable ore
Lead: Mineable ore
Quartz: Mineable ore
Fused Quartz: Glass-like sheet of quartz
Raw Rubber: Harvested from rubber plants, can be baked into rubber.
Latex Bucket: Harvested from rubber trees, can be cooked into rubber.
Rubber: Baked from raw rubber or latex at stoves or the electric smelter.
Rubber wood: Similar to regular wood, but with a tan-white color.
Insulated cable: Used for making power related objects. Made at the smithing tables using lead, rubber, and copper.

Objects Added:
Diode: Allows power to flow in one direction. Can connect to a maximum of 3 anodes or 3 cathodes, with 4 maximum connections. See Diode Layout Examples (https://ludeon.com/forums/index.php?topic=32190.msg331127#msg331127)
Anode: Accepts power from the power network. Power usage can be adjusted in increments of 50 from 0W to 500W. Place next to a diode to work
Cathode: Sends power to the power network. Can accept a maximum of 1500W input. Place next to a diode to work
Daylight Sensor: Allows power to flow through it while exposed to the sun.
Inverted Daylight Sensor: Allows power to flow through it while not exposed to the sun.
Insulated Battery: Isn't affected by rain or heat. Requires research
Enhanced Battery: Stores twice as much energy as a regular battery, and is 30% more efficient. Requires research
Rubber Plant: Grown to produce raw rubber.
Rubber Tree: Grown to produce latex and rubber wood. Grows in the wild in most biomes.
Buried Conduit: Is invisible, and has increased hitpoints. Requires research
Armored Conduit: Has even more increased hitpoints. Requires research
Enhanced Solar Panel: Produces up to 2500W of power. Requires research

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


Author
cuproPanda

Known Issues/Conflicts

Please report any issues
Title: Re: [A17] cuproPanda's Mods (6 May 17)
Post by: cuproPanda on May 06, 2017, 05:30:06 PM
Cupro's Drinks


(https://raw.githubusercontent.com/cuproPanda/Cupros-Drinks-Core/master/About/Preview.png)

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

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

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

Alcohol Precursors:
Rice Mash: Milled, soaked, and cooked rice. Made at the brewery.
Undistilled Vodka: Fermented potato liquid. Made in the fermenting barrel.
Corn Wort: Wort made from corn. Made at the brewery.
Wine Must: Pressed fruit juice. Made at the brewery.
Smokeleaf Tincture: A tincture of vodka and smokeleaf leaves. Made at the brewery.

Alcohol:
Nigori: An alcoholic beverage made by fermenting rice mash.
Vodka: An alcoholic beverage distilled from undistilled vodka.
Whiskey: An alcoholic beverage made by fermenting corn wort.
Wine: An alcoholic beverage made by fermenting wine must.
Green Dragon: An alcoholic beverage made by aging smokeleaf tincture.

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


Objects Added:
Fermenting Barrel: Allows alcohol brewing.
Coffee plant: A tree for growing coffee beans. Grows rarely in the wild in some biomes.


Author
cuproPanda

Known Issues/Conflicts

Please report any issues
Title: Re: [A17] cuproPanda's Mods (6 May 17)
Post by: cuproPanda on May 06, 2017, 05:30:17 PM
Additional Joy Objects

(https://github.com/cuproPanda/AJO/blob/master/About/Preview.png?raw=true)

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

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

Objects Added:
RimColony: A special board game purchased from traders. 1-4 players.

Book Storage: Book Rack, Bookshelf, and Bookcase. Different sized book storage for colonists to read books at.
Reading Table: A table for a colonist to read books at. Provides passive joy.
Writing Table: Used to craft and write books, as well as collate books into a Pile of Books
Easel: Can be used to craft paintings, and colonists can also doodle on it (meditative joy).
Painting: Provides beauty and joy for colonists. Be careful! An untalented artist can make an ugly painting!
Dartboard: Colonists will stand at a distance and throw darts at the board.

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

Author
cuproPanda

Known Issues/Conflicts

Please report any issues
Title: Re: [A17] cuproPanda's Mods (6 May 17)
Post by: cuproPanda on May 06, 2017, 05:30:27 PM
Micro Mods
Micro mods share the same post, scroll down to view more mods




Quarry

(https://github.com/cuproPanda/QRY/blob/master/About/Preview.PNG?raw=true)

Description:
This mod adds a quarry for collecting rocks and resources in flat terrain.

Mineable Items:
Chunks (only the types available under where the quarry was built)

Any mineable item that isn't too expensive

Objects Added:
Quarry: A large pit dug into the ground for digging.
Quarry platform: A platform quarry workers will haul resources to. Must be placed next to a quarry, preferably near the ladders. Quarries can be linked to only one or two platforms.

Credits
cuproPanda: author
notfood: reworked code, inspiration for new features

Known Issues/Conflicts

Please report any issues





Cupro's Stones

(https://github.com/cuproPanda/STN/blob/master/About/Preview.png?raw=true)

Description:
Adds 10 new types of stone and updates the stone graphics for more realism.

New Stone Types:
Claystone
Andesite
Syenite
Gneiss
Quartzite
Schist
Gabbro
Diorite
Dunite
Pegmatite

Author
cuproPanda

Known Issues/Conflicts
Please report any issues





Zen Garden

(https://github.com/cuproPanda/ZEN/blob/master/About/Preview.png?raw=true)

Description:
This mod adds various zen and rock garden themed decorations.

Objects Added:
Border Path: A nice looking border for placing along important paths, hallways, farms, etc.
Border Pond: Similar to the border path, but with water
Border Path Pillar: A pillar made to fit along a border path or border pond. Can be used to support roofs.
Rough Gravel: Cheaper gravel flooring that cannot be raked. May be found in the world as paths
Gravel Floor: A simple gravel floor that can be raked into vertical, horizontal, or curved patterns - or left unraked
Stacked Rocks: A series of stacked rocks, available in two sizes.
Artificial Hedge: Decorative hedges. Colonists can pass through them.
Tall Hedge: A hedge grown for decorative purposes.
Dense Grass: Tall, thick grass grown to hide the dirt ground.
Half Wall: A simple stone half wall, can be built with or without powered lanterns.
Flower arch: Used to decorate paths or wedding spots. Vines grow when it's not too cold, and flowers bloom in the spring and summer seasons
Scenic Bench: Bench for colonists to sit at that gains beauty based on surroundings. Additional beauty is calculated for plants, water, and rivers.
Fountain: A decorative fountain of water, available in two sizes.
Standing Lantern: Decorative lantern for indoor areas.
Pedestal Lantern: Outdoors powered lantern for garden areas.
Cherry Tree: Colorful tree that grows cherries in the summer. Cherries can be harvested, or the tree can be cut down for cherry wood

Credits
cuproPanda: author
mrofa: fountain code allowing for more than 3 animation frames

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

Please report any issues





Cupro's Alloys
(https://github.com/cuproPanda/CAL/blob/master/About/Preview.png?raw=true)

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

Items Added:
Base Metals:
Copper
Lead
Tin
Aluminum
Nickel
Zinc
Bismuth
Chromium

Recipes make 10 ingots.

Utility Alloys:
Plumchalcum: 8 lead, 2 copper
Duralumin: 9 aluminum, 1 copper
Zamak: 8 aluminum, 2 zinc
Bismuth Bronze: 6 copper, 2 zinc, 2 bismuth
Bronze: 9 copper, 1 tin/zinc
Cupronickel: 8 copper, 2 nickel
Stainless Steel: 8 steel, 1 nickel, 1 chromium
Hepatzion: 6 copper, 10 silver, 10 gold

Decorative Alloys:
Brass: 9 copper, 1 aluminum/zinc
Chrome-Plated Steel: 18 steel, 1 nickel, 1 chromium (makes 20)
Aurichalcum: 8 copper, 10 gold
Sterling Silver: 35 silver, 3 copper
Rose Gold: 35 gold, 3 copper
Electrum: 25 gold, 25 silver

Advanced Alloys:
Black Steel: 6 stainless steel, 4 hepatzion
Plastin: 4 tin, 4 plasteel, 2 bismuth bronze

Author
cuproPanda

Known Issues/Conflicts
Please report any issues





Windows
(https://github.com/cuproPanda/WIN/blob/master/About/Preview.png?raw=true)

Description:
Adds windows to the game, allowing sunlight to pass through walls. Windows can provide enough sunlight to grow crops.

Credits
cuproPanda: author
notfood: special help getting the windows to work correctly. This mod probably wouldn't be released without their help!

Known Issues/Conflicts
Please report any issues




Preset Filtered Zones
(https://github.com/cuproPanda/FZN/blob/master/About/Preview.png?raw=true)

Description:
Adds eight new stockpile zones which are already filtered for storing Meals, Meat, Vegetables, Medicine, Joy, Animals etc. Storage creation is a breeze!

Author
cuproPanda

Known Issues/Conflicts
Please report any issues





Flags
(https://raw.githubusercontent.com/cuproPanda/Flags/master/About/Preview.png)

Description:
Adds decorative flags for marking areas or displaying heraldry.

Credits
cuproPanda: author

Known Issues/Conflicts
Please report any issues




Glowstone
(https://raw.githubusercontent.com/cuproPanda/Glowstone/master/About/Preview.png)

Description:
Adds mineable rocks which glow and can be used to provide light.

Items Added:
Glowstone: A large or small glowing rock which can be used for lighting.
Glowstone Cluster: Fused glowstones that can be used for sculptures.
Glowstone Dust: Powdered glowstone that can be used to make tiles or shells.
Glowstone Tile: Small glowing tiles that can be placed on the ground for lighting paths.
Glowstone EMP Shell: A weaker EMP shell that also houses glowstone dust. Will light up the targeted area for a short period of time. Perfect for night raids.

Objects Added:
Pylon: A large socketed glowstone used for lighting.
Lamp: Two small glowstones held in a lamp for lighting.
Chandelier: Can be hung over most objects and provides light. Comes in 3 sizes.
Glowstone IED: Provides a small EMP and lights up the area when triggered.

Credits
cuproPanda: author

Known Issues/Conflicts
Please report any issues
Title: Re: [A17] cuproPanda's Mods (6 May 17)
Post by: Cabdono on May 07, 2017, 12:02:04 AM
Just to make sure that I don't suck that much at searching stuff, there was no release of Powerless for A16 right? 
Also thanks for all your mods  :)
Title: Re: [A17] cuproPanda's Mods (6 May 17)
Post by: cuproPanda on May 07, 2017, 12:28:44 AM
Quote from: Cabdono on May 07, 2017, 12:02:04 AM
Just to make sure that I don't suck that much at searching stuff, there was no release of Powerless for A16 right? 
Also thanks for all your mods  :)
No, no A16 releases for any of my mods. I had a ton of personal stuff going on and couldn't devote any time to working on the mods. I hope to get the A17 versions updated as soon as possible, though!
Title: Re: [A17] cuproPanda's Mods (Added Quarry)(7 May 17)
Post by: cuproPanda on May 07, 2017, 12:31:53 PM
Quarry has been updated to A17!
Title: Re: [A17] cuproPanda's Mods (Added Quarry)(7 May 17)
Post by: zmadz on May 07, 2017, 01:32:31 PM
wb man, good to see you are back and well =]
Title: Re: [A17] cuproPanda's Mods (Added Drinks)(8 May 17)
Post by: cuproPanda on May 08, 2017, 04:20:27 PM
Cupro's Drinks has been updated to A17, and Thrumbo Energy drinks can now be crafted using Ambrosia, unlocked after Wake-Up production at the drug lab. No more water needed for sodas!

Quote from: zmadz on May 07, 2017, 01:32:31 PM
wb man, good to see you are back and well =]

Thank you :)
Title: Re: [A17] cuproPanda's Mods (Added Drinks)(8 May 17)
Post by: cuproPanda on May 08, 2017, 05:48:00 PM
Minor update for Cupro's Drinks - I forgot to add mass values for items.
Title: Re: [A17] cuproPanda's Mods (Added Drinks)(8 May 17)
Post by: khearn on May 08, 2017, 07:51:17 PM
Quote from: cuproPanda on May 08, 2017, 05:48:00 PM
Minor update for Cupro's Drinks - I forgot to add mass values for items.

'Lite Beer' from Cupro, it's really light!  ;)
Title: Re: [A17] cuproPanda's Mods (Added Joy Objects)(11 May 17)
Post by: cuproPanda on May 10, 2017, 11:58:29 PM
Additional Joy Objects is updated to A17!
Title: Re: [A17] cuproPanda's Mods (Added Joy Objects)(11 May 17)
Post by: Nezerathian on May 12, 2017, 09:23:32 AM
Tried to make Whiskey in A17, did barrel, % were going up but when it reached 100% barrel disappears and no whiskey for my colony :(.

EDIT:
QuoteError on Vinegar barrel that pops out on Debug log:
"Inspect string for POW_VinegarBarrel2012183 contains empty lines.
Verse.Log:Error(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:48)
Verse.Log:ErrorOnce(String, Int32) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:60)
RimWorld.InspectPaneFiller:DrawInspectStringFor(ISelectable, Single&) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\Inspect\InspectPaneFiller.cs:206)
RimWorld.InspectPaneFiller:DoPaneContentsFor(ISelectable, Rect) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\Inspect\InspectPaneFiller.cs:56)
RimWorld.MainTabWindow_Inspect:DoPaneContents(Rect) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\MainTabWindows\MainTabWindow_Inspect.cs:97)
RimWorld.InspectPaneUtility:InspectPaneOnGUI(Rect, IInspectPane) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\Inspect\InspectPaneUtility.cs:182)
RimWorld.MainTabWindow_Inspect:DoWindowContents(Rect) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\MainTabWindows\MainTabWindow_Inspect.cs:82)
Verse.<WindowOnGUI>c__AnonStorey2C1:<>m__1B3(Int32) (at C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\Window.cs:192)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle) (at C:\buildslave\unity\build\Runtime\IMGUI\Managed\GUI.cs:1896)"
EDIT2:Another error.
QuoteException in CuprosDrinks.ThinkNode_ConditionalTired TryIssueJobPackage: System.MissingMethodException: Method not found: 'Verse.GenClosest.ClosestThingReachable'.
  at Verse.AI.ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00042] in C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ThinkNode_JobGiver.cs:33
  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00019] in C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Controls.cs:18
Verse.Log:Error(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:48)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Controls.cs:22)
RimWorld.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\AI\ThinkNodes\ThinkNodes_Conditionals.cs:27)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Controls.cs:18)
Verse.AI.ThinkNode_SubtreesByTag:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_SubtreesByTag.cs:46)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Controls.cs:18)
Verse.AI.Pawn_JobTracker:DetermineNextJob(ThinkTreeDef&) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:452)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:398)
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:297)
Verse.AI.Pawn_JobTracker:JobTrackerTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:105)
Verse.Pawn:Tick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Pawn\Pawn.cs:488)
Verse.TickList:Tick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickList.cs:126)
Verse.TickManager:DoSingleTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:276)
Verse.TickManager:TickManagerUpdate() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:243)
Verse.Game:UpdatePlay() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:495)
Verse.Root_Play:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:73)
Title: Re: [A17] cuproPanda's Mods (Added Joy Objects)(11 May 17)
Post by: cuproPanda on May 12, 2017, 11:53:55 AM
Quote from: Nezerathian on May 12, 2017, 09:23:32 AM
Tried to make Whiskey in A17, did barrel, % were going up but when it reached 100% barrel disappears and no whiskey for my colony :(.

EDIT:
Error on Vinegar barrel that pops out on Debug log:
"Inspect string for POW_VinegarBarrel2012183 contains empty lines.
Verse.Log:Error(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:48)
Verse.Log:ErrorOnce(String, Int32) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:60)
RimWorld.InspectPaneFiller:DrawInspectStringFor(ISelectable, Single&) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\Inspect\InspectPaneFiller.cs:206)
RimWorld.InspectPaneFiller:DoPaneContentsFor(ISelectable, Rect) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\Inspect\InspectPaneFiller.cs:56)
RimWorld.MainTabWindow_Inspect:DoPaneContents(Rect) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\MainTabWindows\MainTabWindow_Inspect.cs:97)
RimWorld.InspectPaneUtility:InspectPaneOnGUI(Rect, IInspectPane) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\Inspect\InspectPaneUtility.cs:182)
RimWorld.MainTabWindow_Inspect:DoWindowContents(Rect) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\MainTabWindows\MainTabWindow_Inspect.cs:82)
Verse.<WindowOnGUI>c__AnonStorey2C1:<>m__1B3(Int32) (at C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\Window.cs:192)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle) (at C:\buildslave\unity\build\Runtime\IMGUI\Managed\GUI.cs:1896)"

I know exactly why the empty lines error occurred, and thought I fixed all instances of it. Sorry about that. That should have no effect on spawning, though. I'll track down the issue, thanks for reporting it :)

EDIT:
By the way, that error is for the vinegar barrel, not the whiskey barrel; You wouldn't have gotten whiskey either way :P
Title: Re: [A17] cuproPanda's Mods (Added Joy Objects)(12 May 17)
Post by: cuproPanda on May 12, 2017, 12:15:11 PM
Powerless and Cupro's Drinks have been updated to fix a bug with the inspect strings and spawning issues. Please download the newest versions!
Title: Re: [A17] cuproPanda's Mods (Added Joy Objects)(12 May 17)
Post by: Nezerathian on May 12, 2017, 12:22:29 PM
Yea i know i would not get whiskey from vinegar barrel just didn't get the debug error log then when the whiskey barrels disappeared. In debug mode iv put all the barrels in ur mod to try to catch errors so i can be lil bit of help :). Still thx for a great job and great mods :)
EDIT: Someday il learn the proper way of writing and won't have to edit so much.

EDIT2: Gotta catch em all ;)
QuoteConfig error in POW_LogFenceGate_Blueprint: does not add to map mesh but has a link drawer. Link drawers can only work on the map mesh.
Verse.Log:Warning(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:36)
Verse.DefDatabase`1:ErrorCheckAllDefs() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\DefDatabase.cs:134)
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.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Gen\GenGeneric.cs:39)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:209)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__84B() (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__849() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:353)

EDIT 3: Another one
QuoteException in CuprosDrinks.ThinkNode_ConditionalTired TryIssueJobPackage: System.MissingMethodException: Method not found: 'Verse.GenClosest.ClosestThingReachable'.
  at Verse.AI.ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00042] in C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ThinkNode_JobGiver.cs:33
  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00019] in C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Controls.cs:18
Verse.Log:Error(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:48)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Controls.cs:22)
RimWorld.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\AI\ThinkNodes\ThinkNodes_Conditionals.cs:27)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Controls.cs:18)
Verse.AI.ThinkNode_SubtreesByTag:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_SubtreesByTag.cs:46)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Controls.cs:18)
Verse.AI.Pawn_JobTracker:DetermineNextJob(ThinkTreeDef&) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:452)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:398)
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:297)
Verse.AI.Pawn_JobTracker:JobTrackerTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:105)
Verse.Pawn:Tick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Pawn\Pawn.cs:488)
Verse.TickList:Tick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickList.cs:126)
Verse.TickManager:DoSingleTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:276)
Verse.TickManager:TickManagerUpdate() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:243)
Verse.Game:UpdatePlay() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:495)
Verse.Root_Play:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:73)

Title: Re: [A17] cuproPanda's Mods (Added Joy Objects)(12 May 17)
Post by: cuproPanda on May 12, 2017, 02:39:46 PM
Quote from: Nezerathian on May 12, 2017, 12:22:29 PM
Yea i know i would not get whiskey from vinegar barrel just didn't get the debug error log then when the whiskey barrels disappeared. In debug mode iv put all the barrels in ur mod to try to catch errors so i can be lil bit of help :). Still thx for a great job and great mods :)
EDIT: Someday il learn the proper way of writing and won't have to edit so much.

EDIT2: Gotta catch em all ;)
QuoteConfig error

EDIT 3: Another one
QuoteException

The log fence error is normal, it's needed for the gate to animate, but the game thinks something is wrong.

For the drinking, I can't replicate the issue, however, I'm also not able to get colonists to drink anything other than coffee. I'm not quite sure what the issue is since everything looks to be in order, but I'm working on it

EDIT:
I don't play on steam, and there was an update. Things may have changed in the newest unstable version, so I'll update and check

EDIT:
That fixed it. Nothing changed other than the reference, so it should have worked either way, but its working now. Thanks for letting me know!
Title: Re: [A17] cuproPanda's Mods (Added Joy Objects)(12 May 17)
Post by: Nezerathian on May 12, 2017, 04:00:16 PM
The weird thing with the spawning of alcohol, debug mode building barrels works fine, but when pawns did build barrels then 1 out of 10 test barrels didn't drop alcohol crate. No error in Debug log.

EDIT: Thanks for great job :).
Title: Re: [A17] cuproPanda's Mods (Added Joy Objects)(12 May 17)
Post by: cuproPanda on May 12, 2017, 04:28:20 PM
(This will be a reference post for an upcoming release)

Diode Layout Examples

Anode
(https://s23.postimg.org/tbgg0vs3v/Anode.png)
Anodes accept power from an energy network and send it to cathodes

Diode
(https://s22.postimg.org/btro4k51t/Diode.png)
Diodes connect anodes and cathodes together, allowing power transfer.

Cathode
(https://s30.postimg.org/ff905jvzl/Cathode.png)
Cathodes accept power from anodes and send it to their connected energy network


Example 1
The anode is used to draw power from the solar panel, and passes it to the cathode
(https://s30.postimg.org/wntg8gsy9/Diode_Example1.png)

Example 2
The anode is used to draw power from the solar panel, and passes it to two different cathodes. The energy sent is divided equally between the two cathodes
(https://s23.postimg.org/n606fas0r/Diode_Example2.png)

Example 3
Two different anodes are accepting power, sending the combined amount to the cathode
(https://s23.postimg.org/3nmtoy4or/Diode_Example3.png)

Example 4
Two different anodes are accepting power, sending their power to two different cathodes. The energy sent is divided equally between the two cathodes
(https://s14.postimg.org/obwpbaqqp/Diode_Example4.png)
Title: Re: [A17] cuproPanda's Mods (Added Joy Objects)(12 May 17)
Post by: cuproPanda on May 12, 2017, 04:36:45 PM
Quote from: Nezerathian on May 12, 2017, 04:00:16 PM
The weird thing with the spawning of alcohol, debug mode building barrels works fine, but when pawns did build barrels then 1 out of 10 test barrels didn't drop alcohol crate. No error in Debug log.

EDIT: Thanks for great job :).

Was there a space for the crates? I'll run a test batch of 100 and see if I can get this to happen. My guess is there wasn't a spot for the crate.

EDIT:
After debug testing and having pawns build them, I get no issues. I tested 100 alcohol barrels of various types and 25 barrels of vinegar. Are you sure one of the crates wasn't just hauled away?
Title: Re: [A17] cuproPanda's Mods (Added Joy Objects)(12 May 17)
Post by: Nezerathian on May 12, 2017, 05:16:07 PM
Quote from: cuproPanda on May 12, 2017, 04:36:45 PM
Quote from: Nezerathian on May 12, 2017, 04:00:16 PM
The weird thing with the spawning of alcohol, debug mode building barrels works fine, but when pawns did build barrels then 1 out of 10 test barrels didn't drop alcohol crate. No error in Debug log.

EDIT: Thanks for great job :).

Was there a space for the crates? I'll run a test batch of 100 and see if I can get this to happen. My guess is there wasn't a spot for the crate.

EDIT:
After debug testing and having pawns build them, I get no issues. I tested 100 alcohol barrels of various types and 25 barrels of vinegar. Are you sure one of the crates wasn't just hauled away?

Yea pretty sure cos I was watching the moment when barrels had gone to 100%. Maybe its rim world thing, 2 times when I bought from caravan items didn't spawn, reloaded and it worked, but still, the first batch of whiskey I made didn't appear and that was 3000 corn invested there. Still great work and thx.
Title: Re: [A17] cuproPanda's Mods (Added Power + Diodes!)(12 May 17)
Post by: cuproPanda on May 13, 2017, 11:37:30 AM
Expanded Power has been updated to A17, and I've added diodes! I'm excited to see what people come up with, I've wanted diodes to be in the game for a long time!
Title: Re: [A17] cuproPanda's Mods (Added Power + Diodes!)(13 May 17)
Post by: Canute on May 13, 2017, 12:20:51 PM
Sorry, these pic's don't realy show me the use of the new diodes.
Maybe you should create some examples that show the use of diodes when a simple conduit wouldn't be better and cheaper.
Title: Re: [A17] cuproPanda's Mods (Added Power + Diodes!)(13 May 17)
Post by: cuproPanda on May 13, 2017, 12:47:20 PM
Quote from: Canute on May 13, 2017, 12:20:51 PM
Sorry, these pic's don't realy show me the use of the new diodes.
Maybe you should create some examples that show the use of diodes when a simple conduit wouldn't be better and cheaper.

Conduits don't restrict energy flow to a single direction or allow a limited amount of energy to pass through. Diodes allow you to send energy where you want it, and only how much you want. The pictures are meant to illustrate the layout of the diodes, not an intended purpose.
Title: Re: [A17] cuproPanda's Mods (Added Power + Diodes!)(13 May 17)
Post by: Trigon on May 13, 2017, 02:53:30 PM
I missed these mods so much.
Title: Re: [A17] cuproPanda's Mods (Added Power + Diodes!)(13 May 17)
Post by: cuproPanda on May 13, 2017, 06:02:16 PM
Minor update for POW, changed WorkToMake to WorkToBuild, no more insta-build structures! Also, new glowstone graphics (except fences)
Title: Re: [A17] cuproPanda's Mods (Added Power + Diodes!)(13 May 17)
Post by: cuproPanda on May 13, 2017, 08:35:28 PM
Updated Quarry to 17.01, added support for Expanded Power ores: Copper, Lead, and Quartz.

Updates are now done, unless there are bugs found!
Title: Re: [A17] cuproPanda's Mods (15 May 17)
Post by: cuproPanda on May 15, 2017, 07:36:49 PM
Cupro's Drinks has been updated! I rewrote the way alcohol barrels work from scratch, so they work the same way as vanilla fermenting barrels. I also adjusted the recipes and added alcohol precursors to match the process. The new version(17.10) will not work with previous versions, however, so a new save will be required.
Title: Re: [A17] cuproPanda's Mods (15 May 17)
Post by: dismar on May 16, 2017, 11:13:14 PM
Quote from: cuproPanda on May 15, 2017, 07:36:49 PM
Cupro's Drinks has been updated! I rewrote the way alcohol barrels work from scratch, so they work the same way as vanilla fermenting barrels. I also adjusted the recipes and added alcohol precursors to match the process. The new version(17.10) will not work with previous versions, however, so a new save will be required.
New game, Only loading your mod. I spawn a barrel and this:
(http://i.imgur.com/Lwom1kr.png)
Title: Re: [A17] cuproPanda's Mods (15 May 17)
Post by: cuproPanda on May 17, 2017, 11:11:34 AM
Quote from: dismar on May 16, 2017, 11:13:14 PM
Quote from: cuproPanda on May 15, 2017, 07:36:49 PM
Cupro's Drinks has been updated! I rewrote the way alcohol barrels work from scratch, so they work the same way as vanilla fermenting barrels. I also adjusted the recipes and added alcohol precursors to match the process. The new version(17.10) will not work with previous versions, however, so a new save will be required.
New game, Only loading your mod. I spawn a barrel and this:
(http://i.imgur.com/Lwom1kr.png)

I've actually been getting that error in vanilla with no mods. Something about dev spawning buildings with bills or workGivers. I'll see if RW has been updated again, that's most likely the issue.

EDIT:
The issue has been resolved and was caused by an outdated reference to the game. I am getting new errors now that I need to address before releasing updates. Hopefully it won't take too long! Sorry everyone for the issues  :(
Title: Re: [A17 unstable] cuproPanda's Mods (17 May 17)
Post by: cuproPanda on May 17, 2017, 02:59:05 PM
The mods are all updated using the newest RimWorld release! I have made a few tweaks and changes, the most notable is probably the research tab; noting major was changed. Mainly descriptions, behind-the-scenes work, and stats.
Title: Re: [A17.1541 unstable] cuproPanda's Mods (17 May 17)
Post by: cuproPanda on May 17, 2017, 08:13:06 PM
Had to update CPD, I forgot to change the name of a def and it was causing errors.
Title: Re: [A17.1541 unstable] cuproPanda's Mods (18 May 17)
Post by: cuproPanda on May 18, 2017, 07:44:33 PM
Updated POW to include hide double beds, and graphic/code improvements. Also, charred trees can now be harvested for charcoal.

Also added a new mod, Cupro's Stones, which adds 10 new types of stones to mix up the terrain a bit! I was using it personally in A15/A16 and really liked the variety, couldn't stand not uploading it :)
Title: Re: [A17.1941.932 unstable] cuproPanda's Mods (18 May 17)
Post by: cuproPanda on May 18, 2017, 09:59:01 PM
Updated all mods for 0.17.1941.932!
Title: Re: [A17.1941.932 unstable] cuproPanda's Mods (18 May 17)
Post by: Love on May 18, 2017, 10:37:02 PM
Quote from: cuproPanda on May 18, 2017, 09:59:01 PM
Updated all mods for 0.17.1941.932!
Did 1941 break a bunch of stuff or are you just making sure to keep the assemblies up to date?
Title: Re: [A17.1941.932 unstable] cuproPanda's Mods (18 May 17)
Post by: cuproPanda on May 18, 2017, 10:41:54 PM
Quote from: Love on May 18, 2017, 10:37:02 PM
Quote from: cuproPanda on May 18, 2017, 09:59:01 PM
Updated all mods for 0.17.1941.932!
Did 1941 break a bunch of stuff or are you just making sure to keep the assemblies up to date?
Just making sure. Previous unstable versions have caused problems, even though the solution was replacing a reference to the newest RimWorld assembly. I checked, and the methods in question required the same values be passed and did the same things, yet there were issues...
Title: Re: [A17.1941 unstable] cuproPanda's Mods (18 May 17)
Post by: Love on May 19, 2017, 08:39:26 PM
There seems to be a warning on startup with Powerless.

Config error in POW_LogFenceGate_Blueprint: does not add to map mesh but has a link drawer. Link drawers can only work on the map mesh.
Verse.Log:Warning(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:36)
Verse.DefDatabase`1:ErrorCheckAllDefs() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\DefDatabase.cs:134)
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.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Gen\GenGeneric.cs:39)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:210)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__853() (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__851() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:353)
Title: Re: [A17.1941 unstable] cuproPanda's Mods (18 May 17)
Post by: cuproPanda on May 19, 2017, 10:29:19 PM
Quote from: Love on May 19, 2017, 08:39:26 PM
There seems to be a warning on startup with Powerless.

Config error in POW_LogFenceGate_Blueprint: does not add to map mesh but has a link drawer. Link drawers can only work on the map mesh.
Verse.Log:Warning(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:36)
Verse.DefDatabase`1:ErrorCheckAllDefs() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\DefDatabase.cs:134)
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.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Gen\GenGeneric.cs:39)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:210)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__853() (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__851() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:353)


This is normal and can be ignored. The fence gate needs a link drawer to connect to the fences, but the game finds an issue with it since that's not normal behavior.
The fences will be removed in the official A17 release since they are too cheaty - enemies can't shoot you when you're inside the fence.
Title: Re: [A17.1543 unstable] cuproPanda's Mods (21 May 17)
Post by: cuproPanda on May 21, 2017, 05:31:26 AM
Mods have all been updated for 17.1543, only change was recipes now use TargetCountAdjustment, something that should have always been included but wasn't for some reason. I guess I thought it was butchery/smelting voodoo.

I'm working on getting Zen Garden and Cupro's Alloys updated, as well as an addon for Zen Garden using stones from Cupro's Stones. Testing is needed, but all of the changes have pretty much been made. Both mods have gotten a much needed facelift.
Title: Re: [A17.1941 unstable] cuproPanda's Mods (18 May 17)
Post by: faltonico on May 21, 2017, 05:35:48 AM
Quote from: cuproPanda on May 19, 2017, 10:29:19 PM
...
The fences will be removed in the official A17 release since they are too cheaty - enemies can't shoot you when you're inside the fence.
There is a fix for that!
I've Got You In My Sights (https://ludeon.com/forums/index.php?topic=30573.msg311848#msg311848) it works flawlessly (now xD).

Btw, nice to see you back to moding =3
Title: Re: [A17.1941 unstable] cuproPanda's Mods (18 May 17)
Post by: cuproPanda on May 21, 2017, 05:46:37 AM
Quote from: faltonico on May 21, 2017, 05:35:48 AM
Quote from: cuproPanda on May 19, 2017, 10:29:19 PM
...
The fences will be removed in the official A17 release since they are too cheaty - enemies can't shoot you when you're inside the fence.
There is a fix for that!
I've Got You In My Sights (https://ludeon.com/forums/index.php?topic=30573.msg311848#msg311848) it works flawlessly (now xD).

Btw, nice to see you back to moding =3

Nice :) I really liked having fences around my crops! Now if I can only figure out a way to allow pawns to climb over them(if no other path exists) but not animals :(
Title: Re: [A17.1941 unstable] cuproPanda's Mods (18 May 17)
Post by: Love on May 21, 2017, 05:57:47 AM
Quote from: cuproPanda on May 21, 2017, 05:46:37 AM
Quote from: faltonico on May 21, 2017, 05:35:48 AM
Quote from: cuproPanda on May 19, 2017, 10:29:19 PM
...
The fences will be removed in the official A17 release since they are too cheaty - enemies can't shoot you when you're inside the fence.
There is a fix for that!
I've Got You In My Sights (https://ludeon.com/forums/index.php?topic=30573.msg311848#msg311848) it works flawlessly (now xD).

Btw, nice to see you back to moding =3

Nice :) I really liked having fences around my crops! Now if I can only figure out a way to allow pawns to climb over them(if no other path exists) but not animals :(

There's a more up to date version here (though still not for A17): https://ludeon.com/forums/index.php?topic=30573.msg330069#msg330069
Title: Re: [A17.1941 unstable] cuproPanda's Mods (18 May 17)
Post by: cuproPanda on May 21, 2017, 06:41:51 AM
Quote from: Love on May 21, 2017, 05:57:47 AM
Quote from: cuproPanda on May 21, 2017, 05:46:37 AM
Quote from: faltonico on May 21, 2017, 05:35:48 AM
Quote from: cuproPanda on May 19, 2017, 10:29:19 PM
...
The fences will be removed in the official A17 release since they are too cheaty - enemies can't shoot you when you're inside the fence.
There is a fix for that!
I've Got You In My Sights (https://ludeon.com/forums/index.php?topic=30573.msg311848#msg311848) it works flawlessly (now xD).

Btw, nice to see you back to moding =3

Nice :) I really liked having fences around my crops! Now if I can only figure out a way to allow pawns to climb over them(if no other path exists) but not animals :(

There's a more up to date version here (though still not for A17): https://ludeon.com/forums/index.php?topic=30573.msg330069#msg330069

After looking into other mods with fence gates, it seems my issue is with trying to have the fences connect to the gate itself, rather than drawing the fences to line up whether a gate is there or not. That's not something I can do with the way my fences look, and is what I tried to do in the beginning. I think I will just go ahead and scrap the fences since there are other options for them out there, and they don't exactly fit into the style of a powerless/tribal/whatever mod. Also, after testing out some options for getting around the warning I discovered the gates don't line up anymore like they used to, and I don't know why; nothing has changed in how the gates are drawn, but they appear shrunk. Oh well. The sun is out now, so I think that's a sign I need to catch up on some sleep :)
Title: Re: [A17.1543 unstable] cuproPanda's Mods (21 May 17)
Post by: MarineStardust on May 21, 2017, 05:21:39 PM
:( no more zen garden?
Title: Re: [A17.1543 unstable] cuproPanda's Mods (21 May 17)
Post by: cuproPanda on May 21, 2017, 06:09:01 PM
Quote from: MarineStardust on May 21, 2017, 05:21:39 PM
:( no more zen garden?
I'm currently working on it. Right now I have a big feature I'm working on for one of my mods, and after that I can test all of them thoroughly before releasing. If you're interested and understand programming/xml, you can check out my GitHub (https://github.com/cuproPanda/ZEN) to see the changes. You can even download the mod from there, but I recommend waiting until I release it in case there are any issues :)
Title: Re: [A17.1543 unstable] cuproPanda's Mods (21 May 17)
Post by: kaptain_kavern on May 21, 2017, 09:47:33 PM
Hi cuproPanda !

I was gone for a while but it's good to see you back and well, buddy!

As always I'm enjoying AJO a lot.
This time I also wanted to try Cupro's Stones. And I found a "bug", from start the game throw an error about "resourcesFractionWhenDeconstructed" not intended in TerrainDef.

And indeed in \Defs\TerrainDefs\Terrain_FloorsStoneTile.xml at line 35 there is <resourcesFractionWhenDeconstructed>0</resourcesFractionWhenDeconstructed>. Removing it "solve" the problem. Meaning the console doesn't throw errors anymore... I haven't even got to the point of generating a new world ;)

I haven't found this particular mod on your Github, otherwise I had directly made a PR, fpr such a tiny thing  ;)

Thank you for your work o7
Title: Re: [A17.1543 unstable] cuproPanda's Mods (21 May 17)
Post by: cuproPanda on May 21, 2017, 10:05:57 PM
Quote from: kaptain_kavern on May 21, 2017, 09:47:33 PM
Hi cuproPanda !

I was gone for a while but it's good to see you back and well, buddy!

As always I'm enjoying AJO a lot.
This time I also wanted to try Cupro's Stones. And I found a "bug", from start the game throw an error about "resourcesFractionWhenDeconstructed" not intended in TerrainDef.

And indeed in \Defs\TerrainDefs\Terrain_FloorsStoneTile.xml at line 35 there is <resourcesFractionWhenDeconstructed>0</resourcesFractionWhenDeconstructed>. Removing it "solve" the problem. Meaning the console doesn't throw errors anymore... I haven't even got to the point of generating a new world ;)

I haven't found this particular mod on your Github, otherwise I had directly made a PR, fpr such a tiny thing  ;)

Thank you for your work o7

Thanks! I don't have the mod on GitHub since there's no assembly for it. The old console application I was using was on my old computer/laptop, and I never got around to installing it on this computer.

I'm really confused about the error, though, because resourcesFractionWhenDeconstructed comes from BuildableDef, which TerrainDef inherits. Plus, that line was copied straight from the core bases. On top of that, the default value is 0.75, which lets you deconstruct floors to get resources. I'm pretty sure there's a mod conflict somewhere :(
Title: Re: [A17.1543 unstable] cuproPanda's Mods (21 May 17)
Post by: Love on May 22, 2017, 01:18:40 AM
I've been having a heck of a time trying to find glowstone. For something so essential to have without power (light) it sure is rare. Lead and copper on the other hand have been abundant, partly because due to ruins having a chance to be built out of them.

Any chance of implementing windows into Powerless?
Title: Re: [A17.1543 unstable] cuproPanda's Mods (21 May 17)
Post by: cuproPanda on May 22, 2017, 10:33:25 AM
Quote from: Love on May 22, 2017, 01:18:40 AM
I've been having a heck of a time trying to find glowstone. For something so essential to have without power (light) it sure is rare. Lead and copper on the other hand have been abundant, partly because due to ruins having a chance to be built out of them.

Any chance of implementing windows into Powerless?

I'll see about adjusting the spawn rate for glowstone. It's supposed to be rare, but in most of the testing maps I've made very few have had it at all that I've noticed. As for the windows, if I can get the code working again I'll put them back in. I was going to put windows in but I was getting issues
Title: Re: [A17.1543 unstable] cuproPanda's Mods - Added Zen!(22 May 17)
Post by: cuproPanda on May 22, 2017, 01:54:52 PM
Expanded Power updated, allows rubber trees to be harvested for latex in the spring or summer, or cut down for rubber wood.

Zen Garden has been added, recipes and graphics reworked, and cherry trees added. Cherry trees grow cherries in the summer, which can be harvested. The cherry tree can also be cut down for wood.

Addon for Cupro's Stones and Zen Garden added, which replaces recipes to use the new stone types.

Have fun, everyone!
Title: Re: [A17.1543 unstable] cuproPanda's Mods - Added Zen!(22 May 17)
Post by: Love on May 22, 2017, 06:27:24 PM
I'm crossing my fingers for improved glowstone rates today. Removing the fences would be nice too.

As an aside, I've been hearing talk of a new 'patch' method a lot of people are using, it might resolve compatibility problems between Cupro's Stones and Stuffed Floors. Also it should make it so you don't need to have separate versions of Zen Garden.

https://ludeon.com/forums/index.php?topic=16977.msg334072#msg334072
Title: Re: [A17.1543 unstable] cuproPanda's Mods - Added Zen!(22 May 17)
Post by: cuproPanda on May 22, 2017, 07:03:37 PM
Quote from: Love on May 22, 2017, 06:27:24 PM
I'm crossing my fingers for improved glowstone rates today. Removing the fences would be nice too.

As an aside, I've been hearing talk of a new 'patch' method a lot of people are using, it might resolve compatibility problems between Cupro's Stones and Stuffed Floors. Also it should make it so you don't need to have separate versions of Zen Garden.

https://ludeon.com/forums/index.php?topic=16977.msg334072#msg334072

Yeah I've been using the patch system. I didn't even think of using it to replace my own defs, though! Stuffed floors/Stones isn't a compatability issue, stuffed floors does a lot of behind-the-scenes work to generate a submenu for the different materials - there's no way a patch could fix it. That said, I do recommend people use the mod once it's out. I'd add the functionality myself, but I don't like using other mods as dependencies.
Title: Re: [A17.1543 unstable] cuproPanda's Mods - Added Zen!(22 May 17)
Post by: Love on May 22, 2017, 07:05:30 PM
Quote from: cuproPanda on May 22, 2017, 07:03:37 PM
Quote from: Love on May 22, 2017, 06:27:24 PM
I'm crossing my fingers for improved glowstone rates today. Removing the fences would be nice too.

As an aside, I've been hearing talk of a new 'patch' method a lot of people are using, it might resolve compatibility problems between Cupro's Stones and Stuffed Floors. Also it should make it so you don't need to have separate versions of Zen Garden.

https://ludeon.com/forums/index.php?topic=16977.msg334072#msg334072

Yeah I've been using the patch system. I didn't even think of using it to replace my own defs, though! Stuffed floors/Stones isn't a compatability issue, stuffed floors does a lot of behind-the-scenes work to generate a submenu for the different materials - there's no way a patch could fix it. That said, I do recommend people use the mod once it's out. I'd add the functionality myself, but I don't like using other mods as dependencies.

Is there not a way you could have Cupro's Stones automatically exclude all the data you instruct to manually delete if it detects Stuffed Floors?
Title: Re: [A17.1543 unstable] cuproPanda's Mods - Added Zen!(22 May 17)
Post by: cuproPanda on May 22, 2017, 07:38:41 PM
Minor update for Expanded Power changing the way defs are edited.
Minor update for Powerless tweaking glowstone spawn rates to be more prevalent.

Quote from: Love on May 22, 2017, 07:05:30 PM
Quote from: cuproPanda on May 22, 2017, 07:03:37 PM
Quote from: Love on May 22, 2017, 06:27:24 PM
I'm crossing my fingers for improved glowstone rates today. Removing the fences would be nice too.

As an aside, I've been hearing talk of a new 'patch' method a lot of people are using, it might resolve compatibility problems between Cupro's Stones and Stuffed Floors. Also it should make it so you don't need to have separate versions of Zen Garden.

https://ludeon.com/forums/index.php?topic=16977.msg334072#msg334072

Yeah I've been using the patch system. I didn't even think of using it to replace my own defs, though! Stuffed floors/Stones isn't a compatability issue, stuffed floors does a lot of behind-the-scenes work to generate a submenu for the different materials - there's no way a patch could fix it. That said, I do recommend people use the mod once it's out. I'd add the functionality myself, but I don't like using other mods as dependencies.

Is there not a way you could have Cupro's Stones automatically exclude all the data you instruct to manually delete if it detects Stuffed Floors?

I should be able to remove my defs that way. I'll look into it; the patch system is brand new and I'm not familiar with it, but I believe I should be able to do that.
Title: Re: [A17.1543 unstable] cuproPanda's Mods - Added Zen!(22 May 17)
Post by: faltonico on May 22, 2017, 07:43:56 PM
Tried to split off 1 of AJO_Perodyne11173 but there are only 0
Verse.Log:Error(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:48)
Verse.Thing:SplitOff(Int32) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Thing\Thing.cs:980)
Verse.ThingWithComps:SplitOff(Int32) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Thing\ThingWithComps.cs:304)
Verse.Thing:Ingested(Pawn, Single) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Thing\Thing.cs:1207)
RimWorld.<FinalizeIngest>c__AnonStorey27E:<>m__104() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\AI\JobDrivers\SatisfyNeeds\Toils_Ingest.cs:439)
Verse.AI.JobDriver:TryActuallyStartNextToil() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:387)
Verse.AI.JobDriver:ReadyForNextToil() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:310)
Verse.AI.JobDriver:DriverTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:237)
Verse.AI.Pawn_JobTracker:JobTrackerTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:116)
Verse.Pawn:Tick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Pawn\Pawn.cs:489)
Verse.TickList:Tick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickList.cs:126)
Verse.TickManager:DoSingleTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:276)
Verse.TickManager:TickManagerUpdate() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:243)
Verse.Game:UpdatePlay() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:495)
Verse.Root_Play:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:73)

After taking 5 perodynes. The pawn got "wasted" but the last one didn't get consumed.
Repeated taking 5 with another pawn and it didn't happen again, the 5 units got consumed.
Title: Re: [A17.1543 unstable] cuproPanda's Mods - Added Zen!(22 May 17)
Post by: Love on May 22, 2017, 07:45:41 PM
Quote from: cuproPanda on May 22, 2017, 07:38:41 PM
Minor update for Expanded Power changing the way defs are edited.
Minor update for Powerless tweaking glowstone spawn rates to be more prevalent.

I'm a bit curious why you haven't removed fences yet. It bugs me in a weird way to have stuff in-game that I really shouldn't be using.


Quote from: cuproPanda on May 22, 2017, 07:38:41 PM
Quote from: Love on May 22, 2017, 07:05:30 PM
Quote from: cuproPanda on May 22, 2017, 07:03:37 PM
Quote from: Love on May 22, 2017, 06:27:24 PM
I'm crossing my fingers for improved glowstone rates today. Removing the fences would be nice too.

As an aside, I've been hearing talk of a new 'patch' method a lot of people are using, it might resolve compatibility problems between Cupro's Stones and Stuffed Floors. Also it should make it so you don't need to have separate versions of Zen Garden.

https://ludeon.com/forums/index.php?topic=16977.msg334072#msg334072

Yeah I've been using the patch system. I didn't even think of using it to replace my own defs, though! Stuffed floors/Stones isn't a compatability issue, stuffed floors does a lot of behind-the-scenes work to generate a submenu for the different materials - there's no way a patch could fix it. That said, I do recommend people use the mod once it's out. I'd add the functionality myself, but I don't like using other mods as dependencies.

Is there not a way you could have Cupro's Stones automatically exclude all the data you instruct to manually delete if it detects Stuffed Floors?

I should be able to remove my defs that way. I'll look into it; the patch system is brand new and I'm not familiar with it, but I believe I should be able to do that.

Happy to hear it, that should simplify things.
Title: Re: [A17.1543 unstable] cuproPanda's Mods - Added Zen!(22 May 17)
Post by: Love on May 22, 2017, 07:47:57 PM
As an aside, all your micro-mods currently link to the Quarry post instead of their own posts.
Title: Re: [A17.1543 unstable] cuproPanda's Mods - Added Zen!(22 May 17)
Post by: cuproPanda on May 22, 2017, 08:16:37 PM
Quote from: faltonico on May 22, 2017, 07:43:56 PM
Tried to split off 1 of AJO_Perodyne11173 but there are only 0
Verse.Log:Error(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:48)
Verse.Thing:SplitOff(Int32) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Thing\Thing.cs:980)
Verse.ThingWithComps:SplitOff(Int32) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Thing\ThingWithComps.cs:304)
Verse.Thing:Ingested(Pawn, Single) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Thing\Thing.cs:1207)
RimWorld.<FinalizeIngest>c__AnonStorey27E:<>m__104() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\AI\JobDrivers\SatisfyNeeds\Toils_Ingest.cs:439)
Verse.AI.JobDriver:TryActuallyStartNextToil() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:387)
Verse.AI.JobDriver:ReadyForNextToil() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:310)
Verse.AI.JobDriver:DriverTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:237)
Verse.AI.Pawn_JobTracker:JobTrackerTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:116)
Verse.Pawn:Tick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Pawn\Pawn.cs:489)
Verse.TickList:Tick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickList.cs:126)
Verse.TickManager:DoSingleTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:276)
Verse.TickManager:TickManagerUpdate() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:243)
Verse.Game:UpdatePlay() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:495)
Verse.Root_Play:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:73)

After taking 5 perodynes. The pawn got "wasted" but the last one didn't get consumed.
Repeated taking 5 with another pawn and it didn't happen again, the 5 units got consumed.

That looks like an bug with the base game handling stacks.

Quote from: Love on May 22, 2017, 07:45:41 PM
Quote from: cuproPanda on May 22, 2017, 07:38:41 PM
Minor update for Expanded Power changing the way defs are edited.
Minor update for Powerless tweaking glowstone spawn rates to be more prevalent.

I'm a bit curious why you haven't removed fences yet. It bugs me in a weird way to have stuff in-game that I really shouldn't be using.

Because if players currently have fences in their game, updating the mods will make the save unable to load. They will be removed when A17 officially releases. For now if it bothers you, just delete the ThingDefs_Objects/Structure_Fences_POW file

Quote from: Love on May 22, 2017, 07:47:57 PM
As an aside, all your micro-mods currently link to the Quarry post instead of their own posts.

It's stated twice that micro mods share the same post. I didn't want to make like 15+ posts when creating the topic. I guess I'll add a button on the main post to download the newest version, instead of having to view the posts each time.
Title: Re: [A17.1543 unstable] cuproPanda's Mods - Added Zen!(22 May 17)
Post by: Love on May 22, 2017, 08:17:46 PM
Quote from: cuproPanda on May 22, 2017, 08:16:37 PMIt's stated twice that micro mods share the same post. I didn't want to make like 15+ posts when creating the topic. I guess I'll add a button on the main post to download the newest version, instead of having to view the posts each time.

Oh jeez, you know I actually read that before and for some reason my brain didn't register what it meant.

Apologies.
Title: Re: [A17.1543 unstable] cuproPanda's Mods - Added Zen!(22 May 17)
Post by: cuproPanda on May 22, 2017, 08:33:42 PM
Quote from: Love on May 22, 2017, 08:17:46 PM
Quote from: cuproPanda on May 22, 2017, 08:16:37 PMIt's stated twice that micro mods share the same post. I didn't want to make like 15+ posts when creating the topic. I guess I'll add a button on the main post to download the newest version, instead of having to view the posts each time.

Oh jeez, you know I actually read that before and for some reason my brain didn't register what it meant.

Apologies.

No worries. It's been said quite a few times on the old thread, I can see how it would get confusing. I forgot, I used to have a folder with all the newest mods available. I think I'll do that again.
Title: Re: [A17.1543 unstable] cuproPanda's Mods - Added Zen!(22 May 17)
Post by: cuproPanda on May 22, 2017, 08:57:08 PM
Cupro's Alloys has been reworked and released for A17! Plenty of new metals to make into weapons, sculptures, or just sell!
Title: Re: [A17.1543 unstable] cuproPanda's Mods - Added Alloys!(22 May 17)
Post by: cuproPanda on May 22, 2017, 11:10:51 PM
Minor update to Powerless, hide beds now show up under furniture tab
Title: Re: [A17.1543 unstable] cuproPanda's Mods - Added Alloys!(22 May 17)
Post by: Love on May 23, 2017, 11:36:02 AM
Got an error on a new game. Not sure why, it just happened out of nowhere.

Exception ticking EXP_PlantTreeRubber45238: System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.GenLocalDate.Season (Verse.Map map) [0x00000] in <filename unknown>:0
  at RimWorld.PlantWithSecondary.get_GrowsThisSeason () [0x00000] in <filename unknown>:0
  at RimWorld.PlantWithSecondary.TickLong () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [A17.1543 unstable] cuproPanda's Mods - Added Alloys!(22 May 17)
Post by: cuproPanda on May 23, 2017, 11:55:45 AM
Quote from: Love on May 23, 2017, 11:36:02 AM
Got an error on a new game. Not sure why, it just happened out of nowhere.

Exception ticking EXP_PlantTreeRubber45238: System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.GenLocalDate.Season (Verse.Map map) [0x00000] in <filename unknown>:0
  at RimWorld.PlantWithSecondary.get_GrowsThisSeason () [0x00000] in <filename unknown>:0
  at RimWorld.PlantWithSecondary.TickLong () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


RimWorld has been updated again. I'll get the new versions out and verify that method hasn't changed.
Title: Re: [A17.1546 unstable] cuproPanda's Mods - Added Alloys!(23 May 17)
Post by: cuproPanda on May 23, 2017, 01:40:28 PM
Mods have all been updated for 0.17.1546!

Powerless hide beds now have quality and can be minified, something that was incorrectly changed when updating the xml bases.
Expanded Power/Cupro's Alloys copper and lead spawn twice as much when mined, now around normal ore spawn rates.
Zen Garden scenic bench gets added beauty from water and rivers, and cherry trees can be chopped for cherry wood.
Quarry gets stone types based on cells built upon, not entire map. Quarry is also ugly now, because it's a big ugly hole in the ground.
Title: Re: [A17.1546 unstable] cuproPanda's Mods - Added Alloys!(23 May 17)
Post by: Love on May 24, 2017, 04:19:01 AM
Got the exact same error again with the updated mod.

Exception ticking EXP_PlantTreeRubber45238: System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.GenLocalDate.Season (Verse.Map map) [0x00000] in <filename unknown>:0
  at RimWorld.PlantWithSecondary.get_GrowsThisSeason () [0x00000] in <filename unknown>:0
  at RimWorld.PlantWithSecondary.TickLong () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


I opened up the save file to take a look at it. The data for this tree doesn't seem any different than any other rubber tree.


<thing Class="PlantWithSecondary">
<def>EXP_PlantTreeRubber</def>
<id>EXP_PlantTreeRubber45238</id>
<map>0</map>
<pos>(128, 0, 93)</pos>
<health>20</health>
<growth>0.5554373</growth>
<age>7255431</age>
<unlitTicks>20000</unlitTicks>
<secondaryGrowth>1.044409</secondaryGrowth>
</thing>
<thing Class="PlantWithSecondary">
<def>EXP_PlantTreeRubber</def>
<id>EXP_PlantTreeRubber45239</id>
<map>0</map>
<pos>(133, 0, 83)</pos>
<health>300</health>
<growth>0.453728</growth>
<age>1532240</age>
<unlitTicks>20000</unlitTicks>
<secondaryGrowth>0.8570314</secondaryGrowth>
</thing>


Before the error:
(https://i.imgur.com/hRIqeDB.png)

After:
(https://i.imgur.com/fqGxd7Y.png)
Title: Re: [A17.1546 unstable] cuproPanda's Mods - Added Alloys!(23 May 17)
Post by: Love on May 24, 2017, 05:27:55 AM
With some help from spdskatr from the modding discord I know what's happening now.

The tree is taking damage.

(https://cdn.discordapp.com/attachments/235909071805349888/316870186835902464/unknown.png)

When it destroys itself, it doesn't have a fallback. That's throwing the exception.
Title: Re: [A17.1546 unstable] cuproPanda's Mods - Added Alloys!(23 May 17)
Post by: cuproPanda on May 24, 2017, 09:49:46 AM
Quote from: Love on May 24, 2017, 05:27:55 AM
With some help from spdskatr from the modding discord I know what's happening now.

The tree is taking damage.

(https://cdn.discordapp.com/attachments/235909071805349888/316870186835902464/unknown.png)

When it destroys itself, it doesn't have a fallback. That's throwing the exception.

I'm going to be busy most of the day, but when I get back home I'll have a look at this. The tree shouldn't be taking damage since it's only 56% grown - clearly not dying from age. Strange. I'll get on it though, thank you for the information :)
Title: Re: [A17.1546 unstable] cuproPanda's Mods - Added Alloys!(23 May 17)
Post by: cuproPanda on May 24, 2017, 10:50:04 AM
Love, I'm not able to reproduce this issue. I tried destroying the trees in a number of ways, triggering toxic fallout, boxing them indoors for days, etc. and I'm not getting any errors. The tree inherits from Plant, and gets destroyed in the same manner, so I don't know what you mean by it doesn't have a fallback. Are you using any other mods?  Can you provide me with steps to reproduce this? It would be a big help to me later, since everything looks to be working as it should. I don't know why this issue is happening :(
Title: Re: [A17.1546 unstable] cuproPanda's Mods - Added Alloys!(23 May 17)
Post by: Love on May 24, 2017, 12:24:41 PM
Quote from: cuproPanda on May 24, 2017, 10:50:04 AM
Love, I'm not able to reproduce this issue. I tried destroying the trees in a number of ways, triggering toxic fallout, boxing them indoors for days, etc. and I'm not getting any errors. The tree inherits from Plant, and gets destroyed in the same manner, so I don't know what you mean by it doesn't have a fallback. Are you using any other mods?  Can you provide me with steps to reproduce this? It would be a big help to me later, since everything looks to be working as it should. I don't know why this issue is happening :(
Sent you a PM with everything needed to reproduce the problem.
Title: Re: [A17.1546 unstable] cuproPanda's Mods - Added Alloys!(23 May 17)
Post by: Love on May 24, 2017, 01:17:09 PM
Just had it happen again on a brand new game.
Title: Re: [A17.1546 unstable] cuproPanda's Mods - Added Alloys!(23 May 17)
Post by: cuproPanda on May 24, 2017, 04:49:29 PM
Quote from: Love on May 24, 2017, 01:17:09 PM
Just had it happen again on a brand new game.

I tested the save you sent me and had the error pop up, but once the tree was removed no more errors occurred. 4x speed for 7 days, then 2x speed for 5 days on a new world with no errors. With 30+ trees on the map, it's not an issue with the code since there would be more than just a single error, and NRE errors show up every time. The only thing I can think is that there's either an issue somewhere in the 50 mods you're using(altering the map, plants, or seasons maybe), or it was a random fluke. If you can narrow down the issue more, I'll be more than happy to try to fix it, but I can't find anything wrong here.
Title: Re: [A17 incoming] cuproPanda's Mods (23 May 17)
Post by: ZackWake on May 24, 2017, 05:04:31 PM
I'm not sure if it's just me. But when I mine certain objects for CAL (Alloys) Like lead for some reason leaves behind a place holder. I can give the mod list and also give it a shot with that as the only mods if you need it.
Title: Re: [A17 incoming] cuproPanda's Mods (23 May 17)
Post by: Love on May 24, 2017, 06:26:59 PM
I found the culprit, did a save with only Expanded Power and the suspected mod conflict. It's Wild Cultivation, available here: https://ludeon.com/forums/index.php?topic=32192.0

here is the entirety of the source code:

namespace RWC_Code {

[StaticConstructorOnStartup]
internal static class RWC_Initializer {
static RWC_Initializer() {
HarmonyInstance harmony = HarmonyInstance.Create("net.rainbeau.rimworld.mod.wildcultivation");
harmony.Patch(AccessTools.Method(typeof(Designator_ZoneAdd_Growing), "CanDesignateCell"), new HarmonyMethod(typeof(Designator_ZoneAdd_Growing_RWC), "CanDesignateCellPrefix"), null);
harmony.Patch(AccessTools.Method(typeof(Designator_ZoneAdd_Growing), "CanDesignateCell"), null, new HarmonyMethod(typeof(Designator_ZoneAdd_Growing_RWC), "CanDesignateCellPostfix"));
LongEventHandler.QueueLongEvent(Setup, "LibraryStartup", false, null);
}
public static void Setup() {
ThingDef.Named("PlantWildCotton").plant.harvestedThingDef = ThingDefOf.PlantCotton.plant.harvestedThingDef;
ThingDef.Named("PlantWildCotton").plant.harvestYield = ThingDefOf.PlantCotton.plant.harvestYield;
ThingDef.Named("PlantWildDevilstrand").plant.harvestedThingDef = ThingDefOf.PlantDevilstrand.plant.harvestedThingDef;
ThingDef.Named("PlantWildDevilstrand").plant.harvestYield = ThingDefOf.PlantDevilstrand.plant.harvestYield;
}
}

[DefOf]
public static class ThingDefOf {
public static ThingDef PlantCotton;
public static ThingDef PlantDevilstrand;
public static ThingDef PlantPotato;
}

public static class Designator_ZoneAdd_Growing_RWC {
public static bool CanDesignateCellPrefix(ref float __state) {
__state = ThingDefOf.PlantPotato.plant.fertilityMin;
ThingDefOf.PlantPotato.plant.fertilityMin = 0.01f;
return true;
}
public static void CanDesignateCellPostfix(ref float __state) {
ThingDefOf.PlantPotato.plant.fertilityMin = __state;
}
}

}


It could also be the patch file

<Patch>

<Operation Class="PatchOperationAdd">
<xpath>//ThingDef[defName = "PlantAgave"]/plant</xpath>
<value>
<fertilitySensitivity>0.75</fertilitySensitivity>
<growDays>6</growDays>
<harvestYield>7</harvestYield>
<harvestWork>350</harvestWork>
<sowMinSkill>6</sowMinSkill>
<sowWork>450</sowWork>
<sowTags>
<li>Ground</li>
<li>Hydroponic</li>
</sowTags>
<wildClusterSizeRange>
<min>3</min>
<max>5</max>
</wildClusterSizeRange>
</value>
</Operation>

<Operation Class="PatchOperationAdd">
<xpath>//ThingDef[defName = "PlantGrass"]/plant</xpath>
<value>
<sowTags>
<li>Ground</li>
</sowTags>
<reproduceMtbDays>2</reproduceMtbDays>
</value>
</Operation>

<Operation Class="PatchOperationAdd">
<xpath>//ThingDef[defName = "PlantTallGrass"]/plant</xpath>
<value>
<sowTags>
<li>Ground</li>
</sowTags>
</value>
</Operation>

</Patch>
Title: Re: [A17 incoming] cuproPanda's Mods (23 May 17)
Post by: cuproPanda on May 24, 2017, 06:57:31 PM
Quote from: ZackWake on May 24, 2017, 05:04:31 PM
I'm not sure if it's just me. But when I mine certain objects for CAL (Alloys) Like lead for some reason leaves behind a place holder. I can give the mod list and also give it a shot with that as the only mods if you need it.

If the placeholder is a big magenta [X], I know about it and fixed it. The mods will be updated later tonight. If you see silver, that's just a feature of mining galena ore.

Quote from: Love on May 24, 2017, 06:26:59 PM
I found the culprit, did a save with only Expanded Power and the suspected mod conflict. It's Wild Cultivation, available here: https://ludeon.com/forums/index.php?topic=32192.0

here is the entirety of the source code:

namespace RWC_Code {

[StaticConstructorOnStartup]
internal static class RWC_Initializer {
static RWC_Initializer() {
HarmonyInstance harmony = HarmonyInstance.Create("net.rainbeau.rimworld.mod.wildcultivation");
harmony.Patch(AccessTools.Method(typeof(Designator_ZoneAdd_Growing), "CanDesignateCell"), new HarmonyMethod(typeof(Designator_ZoneAdd_Growing_RWC), "CanDesignateCellPrefix"), null);
harmony.Patch(AccessTools.Method(typeof(Designator_ZoneAdd_Growing), "CanDesignateCell"), null, new HarmonyMethod(typeof(Designator_ZoneAdd_Growing_RWC), "CanDesignateCellPostfix"));
LongEventHandler.QueueLongEvent(Setup, "LibraryStartup", false, null);
}
public static void Setup() {
ThingDef.Named("PlantWildCotton").plant.harvestedThingDef = ThingDefOf.PlantCotton.plant.harvestedThingDef;
ThingDef.Named("PlantWildCotton").plant.harvestYield = ThingDefOf.PlantCotton.plant.harvestYield;
ThingDef.Named("PlantWildDevilstrand").plant.harvestedThingDef = ThingDefOf.PlantDevilstrand.plant.harvestedThingDef;
ThingDef.Named("PlantWildDevilstrand").plant.harvestYield = ThingDefOf.PlantDevilstrand.plant.harvestYield;
}
}

[DefOf]
public static class ThingDefOf {
public static ThingDef PlantCotton;
public static ThingDef PlantDevilstrand;
public static ThingDef PlantPotato;
}

public static class Designator_ZoneAdd_Growing_RWC {
public static bool CanDesignateCellPrefix(ref float __state) {
__state = ThingDefOf.PlantPotato.plant.fertilityMin;
ThingDefOf.PlantPotato.plant.fertilityMin = 0.01f;
return true;
}
public static void CanDesignateCellPostfix(ref float __state) {
ThingDefOf.PlantPotato.plant.fertilityMin = __state;
}
}

}


It could also be the patch file

<Patch>

<Operation Class="PatchOperationAdd">
<xpath>//ThingDef[defName = "PlantAgave"]/plant</xpath>
<value>
<fertilitySensitivity>0.75</fertilitySensitivity>
<growDays>6</growDays>
<harvestYield>7</harvestYield>
<harvestWork>350</harvestWork>
<sowMinSkill>6</sowMinSkill>
<sowWork>450</sowWork>
<sowTags>
<li>Ground</li>
<li>Hydroponic</li>
</sowTags>
<wildClusterSizeRange>
<min>3</min>
<max>5</max>
</wildClusterSizeRange>
</value>
</Operation>

<Operation Class="PatchOperationAdd">
<xpath>//ThingDef[defName = "PlantGrass"]/plant</xpath>
<value>
<sowTags>
<li>Ground</li>
</sowTags>
<reproduceMtbDays>2</reproduceMtbDays>
</value>
</Operation>

<Operation Class="PatchOperationAdd">
<xpath>//ThingDef[defName = "PlantTallGrass"]/plant</xpath>
<value>
<sowTags>
<li>Ground</li>
</sowTags>
</value>
</Operation>

</Patch>


I don't see a specific reason why what you posted would cause an error, but I'll look into that mod and see if there's something I can work around to stop the errors. Thank you :)
Title: Re: [A17] cuproPanda's Mods (24 May 17)
Post by: cuproPanda on May 24, 2017, 08:31:46 PM
Mods have all been updated to the official version of A17!

Fences were removed from Powerless, and windows were added. Windows can be built into a wall and allow light in. Colonists can look out of the windows to get joy. The way pawns face is still buggy, but the windows work.

Minor improvements to the mods, changing small things in the defs. Cupro's Alloys recipes work now, and it adds a metals category for easier sorting.

I still have a few features I'd like to add before the mods are completely finished, but it'll take a few days, I'm going to be busy this week.
Title: Re: [A17] cuproPanda's Mods (24 May 17)
Post by: Djohaal on May 24, 2017, 10:03:41 PM
It'd be totally cool if you could put up the links for the A16 builds of the mods.
Title: Re: [A17] cuproPanda's Mods (24 May 17)
Post by: Love on May 24, 2017, 10:07:33 PM
Quote from: Djohaal on May 24, 2017, 10:03:41 PM
It'd be totally cool if you could put up the links for the A16 builds of the mods.

cuproPanda did not mod during A16, so there aren't any.
Title: Re: [A17] cuproPanda's Mods (24 May 17)
Post by: cuproPanda on May 25, 2017, 02:40:27 PM
I just realized all I did for Cupro's Stones was add names and colors, without changing descriptions or stats. Here I thought I spent some time editing the stats and balancing them, but I didn't. I'll spend my time tonight fixing that. Sorry for my laziness, everyone  :-\
Title: Re: [A17] cuproPanda's Mods (24 May 17)
Post by: AdamM88 on May 25, 2017, 06:45:24 PM
Hello!
Would you please upload this mod to Steam Workshop?
Title: Re: [A17] cuproPanda's Mods (24 May 17)
Post by: cuproPanda on May 25, 2017, 07:13:19 PM
Quote from: AdamM88 on May 25, 2017, 06:45:24 PM
Hello!
Would you please upload this mod to Steam Workshop?
No. I don't like that steam forces users to use the newest version of mods because some changes may break saves. Plus, that's twice the work of uploading and checking comments
Title: Re: [A17] cuproPanda's Mods (24 May 17)
Post by: Love on May 25, 2017, 07:19:22 PM
Quote from: cuproPanda on May 25, 2017, 02:40:27 PM
I just realized all I did for Cupro's Stones was add names and colors, without changing descriptions or stats. Here I thought I spent some time editing the stats and balancing them, but I didn't. I'll spend my time tonight fixing that. Sorry for my laziness, everyone  :-\

Honestly the main reason I haven't dipped my toe into the minor mods has a lot to do with the special instructions, like deleting certain directories if you use certain mods or patching one minor mod over another - makes it sort of a pain to update when necessary, and I have my updating process basically streamlined at this point.

If you could use the new patching system to make those hurdles unnecessary I'd super appreciate it.
Title: Re: [A17] cuproPanda's Mods (24 May 17)
Post by: cuproPanda on May 25, 2017, 07:31:38 PM
Quote from: Love on May 25, 2017, 07:19:22 PM
Quote from: cuproPanda on May 25, 2017, 02:40:27 PM
I just realized all I did for Cupro's Stones was add names and colors, without changing descriptions or stats. Here I thought I spent some time editing the stats and balancing them, but I didn't. I'll spend my time tonight fixing that. Sorry for my laziness, everyone  :-\

Honestly the main reason I haven't dipped my toe into the minor mods has a lot to do with the special instructions, like deleting certain directories if you use certain mods or patching one minor mod over another - makes it sort of a pain to update when necessary, and I have my updating process basically streamlined at this point.

If you could use the new patching system to make those hurdles unnecessary I'd super appreciate it.

They either already do or they will in the next update. I added patches sometime last night, but I don't remember if it was before or after the release. I'm almost done with today's stuff, and then the mods are done!
Title: Re: [A17] cuproPanda's Mods - Features Finished!(25 May 17)
Post by: cuproPanda on May 25, 2017, 08:08:40 PM
Mods are updated. I added two new types of rooms - library and zen garden. Library is tied to reading books and triggers a thought, while zen garden is just a room definition. I added patches to mods that needed it, so no more addons are needed. I also adjusted the way PlantWithSecondarys grow, so the latex/fruit actually grows in the time defined, not the parent's time. Stone defs were updated to include descriptions and stats, balanced against vanilla stone stats. Other minor tweaks were also done.

The features are all added now, and the mods should pretty much be complete unless a bug is found!

There is still an issue with pawns facing the wrong direction when looking out a window, but the alternative is to detour the game's base code, something I'd rather not do. I'll look into setting the rotation manually, but I might resort to the detour.
Title: Re: [A17] cuproPanda's Mods (24 May 17)
Post by: Love on May 25, 2017, 08:18:08 PM
Quote from: cuproPanda on May 25, 2017, 08:08:40 PM
There is still an issue with pawns facing the wrong direction when looking out a window, but the alternative is to detour the game's base code, something I'd rather not do. I'll look into setting the rotation manually, but I might resort to the detour.

If it's about the code I PMed you about, I wouldn't worry about it. The worst case scenario is other people detour the base game code in the exact same way.


Quote from: cuproPanda on May 25, 2017, 07:31:38 PM
Quote from: Love on May 25, 2017, 07:19:22 PM
Quote from: cuproPanda on May 25, 2017, 02:40:27 PM
I just realized all I did for Cupro's Stones was add names and colors, without changing descriptions or stats. Here I thought I spent some time editing the stats and balancing them, but I didn't. I'll spend my time tonight fixing that. Sorry for my laziness, everyone  :-\

Honestly the main reason I haven't dipped my toe into the minor mods has a lot to do with the special instructions, like deleting certain directories if you use certain mods or patching one minor mod over another - makes it sort of a pain to update when necessary, and I have my updating process basically streamlined at this point.

If you could use the new patching system to make those hurdles unnecessary I'd super appreciate it.

They either already do or they will in the next update. I added patches sometime last night, but I don't remember if it was before or after the release. I'm almost done with today's stuff, and then the mods are done!

Cupro's Stones still lists this as an instruction: "If using Fluffy's Stuffed Floors or a similar mod, delete this mod's DesignationCategoryDefs folder and TerrainDefs folder."
Title: Re: [A17] cuproPanda's Mods - Features Finished!(25 May 17)
Post by: cuproPanda on May 25, 2017, 08:56:28 PM
Updated Cupro's Drinks to 17.20, adding an insertion hook for dismar's Vegetable Garden mod. This will allow Vegetable Garden to patch Drinks recipes allowing more ingredients and new sodas!

Quote from: Love on May 25, 2017, 08:18:08 PM
Cupro's Stones still lists this as an instruction: "If using Fluffy's Stuffed Floors or a similar mod, delete this mod's DesignationCategoryDefs folder and TerrainDefs folder."

That's because I can't change my own code using a patch if another mod is present (I don't think). The way I understand it, I can check if something exists, then apply changes there.
Title: Re: [A17] cuproPanda's Mods - Features Finished!(25 May 17)
Post by: Love on May 26, 2017, 06:08:35 AM
The glowstone spawn rate still seems REALLY low. Not getting any exposed glowstone on several rerolls of mountainous maps. Can it be bumped up again?
Title: Re: [A17] cuproPanda's Mods - Features Finished!(25 May 17)
Post by: Love on May 26, 2017, 10:08:55 AM
Oh, this is something I keep forgetting to bring up, but I actually think the hide beds should be an improvement over the normal beds, rather than the other way around.
Title: Re: [A17] cuproPanda's Mods - Features Finished!(25 May 17)
Post by: cuproPanda on May 26, 2017, 01:23:54 PM
Quote from: Love on May 26, 2017, 06:08:35 AM
The glowstone spawn rate still seems REALLY low. Not getting any exposed glowstone on several rerolls of mountainous maps. Can it be bumped up again?

I've played around 30 maps in the past 2 days (quicktest is awesome) and have seen it a few times, but not often. I took a cue from compacted machinery and bumped the numbers up to 1, while reducing the lump size to 1-3 and yield to 1. This works pretty well, as the glowstone is rare, but you are guaranteed to have it.

Quote from: Love on May 26, 2017, 10:08:55 AM
Oh, this is something I keep forgetting to bring up, but I actually think the hide beds should be an improvement over the normal beds, rather than the other way around.

Because they cost more resources? I don't understand why beds don't cost cloth to begin with, so I either play with Telkir's mods or edit the def manually. This is something I could do using the new ModSettings and Patch features, though. What I'm thinking is I'll have settings to choose between hide beds being better than vanilla, or making vanilla beds cost cloth if they don't already(mod change).

At the very least the beds could be equal to vanilla, but with more beauty.
Title: Re: [A17] cuproPanda's Mods - Features Finished!(25 May 17)
Post by: Love on May 26, 2017, 01:30:38 PM
Quote from: cuproPanda on May 26, 2017, 01:23:54 PM
Quote from: Love on May 26, 2017, 06:08:35 AM
The glowstone spawn rate still seems REALLY low. Not getting any exposed glowstone on several rerolls of mountainous maps. Can it be bumped up again?

I've played around 30 maps in the past 2 days (quicktest is awesome) and have seen it a few times, but not often. I took a cue from compacted machinery and bumped the numbers up to 1, while reducing the lump size to 1-3 and yield to 1. This works pretty well, as the glowstone is rare, but you are guaranteed to have it.

How many of them were mountainous maps? If it doesn't spawn exposed on a mountainous map, good luck finding it... Why make it so rare? Light is pretty important.


Quote from: cuproPanda on May 26, 2017, 01:23:54 PM
Quote from: Love on May 26, 2017, 10:08:55 AM
Oh, this is something I keep forgetting to bring up, but I actually think the hide beds should be an improvement over the normal beds, rather than the other way around.

Because they cost more resources? I don't understand why beds don't cost cloth to begin with, so I either play with Telkir's mods or edit the def manually. This is something I could do using the new ModSettings and Patch features, though. What I'm thinking is I'll have settings to choose between hide beds being better than vanilla, or making vanilla beds cost cloth if they don't already(mod change).

At the very least the beds could be equal to vanilla, but with more beauty.

I like the sound of that.
Title: Re: [A17] cuproPanda's Mods - Features Finished!(25 May 17)
Post by: cuproPanda on May 26, 2017, 03:46:58 PM
There is currently an issue with the patching system of (probably) all mods using patches, including mine, which makes loading the game a lot slower. I'll be updating my mods later today to address this issue.

Quote from: Love on May 26, 2017, 01:30:38 PM
Quote from: cuproPanda on May 26, 2017, 01:23:54 PM
Quote from: Love on May 26, 2017, 06:08:35 AM
The glowstone spawn rate still seems REALLY low. Not getting any exposed glowstone on several rerolls of mountainous maps. Can it be bumped up again?

I've played around 30 maps in the past 2 days (quicktest is awesome) and have seen it a few times, but not often. I took a cue from compacted machinery and bumped the numbers up to 1, while reducing the lump size to 1-3 and yield to 1. This works pretty well, as the glowstone is rare, but you are guaranteed to have it.

How many of them were mountainous maps? If it doesn't spawn exposed on a mountainous map, good luck finding it... Why make it so rare? Light is pretty important.


None of them were mountainous for the quicktest, since it spawns a tiny map that is flat or small hills only (or so it seems). The current map I'm playing in is mountanous/huge river, and I have none visible. This map was made prior to the commonality boost. I've actually been trying to quarry up some glowstones, so I see what you mean.

The glowstones should be rare because it eliminates the need to build lamps, which cost electricity. They cost silver to build, which offsets the price of free light, but they shouldn't be so common a large base can be entirely lit with them.
Title: Re: [A17] cuproPanda's Mods - Features Finished!(25 May 17)
Post by: Love on May 26, 2017, 03:49:12 PM
Sure, I understand that, but given Powerless makes it much harder to get electricity lighting going, not really being able to light my central rooms that don't really have window access is really a pain.
Title: Re: [A17] cuproPanda's Mods - Features Finished!(25 May 17)
Post by: cuproPanda on May 26, 2017, 05:14:16 PM
Quote from: Love on May 26, 2017, 03:49:12 PM
Sure, I understand that, but given Powerless makes it much harder to get electricity lighting going, not really being able to light my central rooms that don't really have window access is really a pain.

Powerless doesn't make any electricity stuff harder, it just adds features for enhancing powerless play. Expanded Power makes them harder. For now, try this version (https://drive.google.com/open?id=0B5G9Kj3ckhy9bnhzd1NRZm92d1U). I'm going to take a look at the sky fallers (ship chunks) and maybe add in a meteorite event. I tested this version with 3 regular size mountain maps: map 1, 3 deposits; map 2, 2 deposits; map 3, 2 deposits. This was all what was viewable upon spawning. I boosted the commonality to 1.5, since 1.0 was still having spawns with none showing. The yield is only 1, but the lump size is 3-6 unless the terrain generator cuts a few off. This should allow usable lighting while still being relatively rare, preventing overuse.

How are the windows working for you? I've been getting flickering issues that I can't nail down. I'm pretty sure it's caused by the glow grid updating, since vanilla only has things turning on/off the priority might have been lowered. At first I thought it was only on larger maps, but after a few days in-game I was getting the same issue on a regular sized map
Title: Re: [A17] cuproPanda's Mods - Features Finished!(25 May 17)
Post by: Love on May 26, 2017, 05:21:49 PM
Getting a single glowstone from shipchunks that spawn on the map would be one possible solution.

And the windows seem to be working for me but I haven't used them much yet.
Title: Re: [A17] cuproPanda's Mods - Features Finished!(25 May 17)
Post by: pasghetti on May 26, 2017, 09:20:31 PM
do you think you can make an a16 version for expanded power?
Title: Re: [A17] cuproPanda's Mods - Features Finished!(25 May 17)
Post by: cuproPanda on May 26, 2017, 11:55:41 PM
I decided to make a new texture for gneiss stone because it bothered me how it didn't have a banded look like real gneiss. Then I made a new texture for marble stone because that bothered me. Then I thought, why stop at two? I'll be doing new stone textures for all the stone types in the next version of Cupro's Stones! Most will be the same, but a few will have special looks to be more realistic. Unfortunately, once built into tables and stuff, they will have a smooth texture once again - but the stones and chunks will look good! Also, the mod will correctly integrate with Fluffy's Stuffed Floors on its own.

Quote from: pasghetti on May 26, 2017, 09:20:31 PM
do you think you can make an a16 version for expanded power?

Sorry, but that's a lot of work considering it's an outdated version. The little bit of time I have now needs to be spent focusing on the current versions and making sure they work properly.
Title: Re: [A17] cuproPanda's Mods - Features Finished!(25 May 17)
Post by: pasghetti on May 27, 2017, 08:07:54 PM
Quote from: cuproPanda on May 26, 2017, 11:55:41 PM
Sorry, but that's a lot of work considering it's an outdated version. The little bit of time I have now needs to be spent focusing on the current versions and making sure they work properly.
oh, rip
if you have any spare time, do you think you can
Title: Re: [A17] cuproPanda's Mods (27 May 17)
Post by: cuproPanda on May 27, 2017, 08:09:48 PM
Minor updates for the mods correcting a few stats and fixing patches so they don't slow down the game upon loading. I added new graphics to Cupro's Stones for rock walls and chunks: Rocky, Granitic, Marbled, and Banded. The rocks look less cartoony now.

Also, the mods are now hosted on GitHub, which means no more scrolling through posts to get to the downloads! If you already know what a mod does, simply click the green version number on the main post to be taken to the download page, where you can (pending future releases) scroll through the different versions to see what has changed! This will also allow future players to roll back to a previous version of a mod if there is a change they don't like or would break their save, a bug is discovered, or they just want to play on an older alpha :)


Quote from: pasghetti on May 27, 2017, 08:07:54 PM
Quote from: cuproPanda on May 26, 2017, 11:55:41 PM
Sorry, but that's a lot of work considering it's an outdated version. The little bit of time I have now needs to be spent focusing on the current versions and making sure they work properly.
oh, rip
if you have any spare time, do you think you can

No promises, but I'll try. I am rather busy, but if I have some free time I'll do what I can.
Title: Re: [A17] cuproPanda's Mods (27 May 17)
Post by: Love on May 28, 2017, 01:00:48 AM
Quote from: cuproPanda on May 27, 2017, 08:09:48 PMNo promises, but I'll try. I am rather busy, but if I have some free time I'll do what I can.

I would not recommend it, there were a lot of changes made between A16 to A17, particularly for advanced mods like yours.

Dunno why people are being so stubborn to hop over to the new version.
Title: Re: [A17] cuproPanda's Mods (27 May 17)
Post by: GrumpyProgrammer on May 28, 2017, 03:26:42 AM
I really like the Powerless mod, except for the glowstone lighting. I understand the wish to balance things by making glowstone lamps take ridiculous resources like silver, but it's simply too expensive to be worth it and is heavily immersion breaking. Surely the relative rarity and difficulty in mining glowstone is balance enough? Why would you need to build a glorified holder out of silver when any other material would do better? It's not as if glowstone needs silver to work; the stuff is glowing already. Just make a cheap wooden stand to put some on. As it is, it's a pretty easy (if annoying) work around to add small 1x1 "storage" areas which only contain glowstone to areas which you want lit. This being the case, when I get around to needing light, I don't bother with glowstone and just go right to using electricity (which is easier and cheaper to use), which makes most of the rest of the Powerless mod obsolete. Why bother making charcoal and grilling now that you have access to power?

Increasing the difficulty of mining glowstone might be a better balance solution. If it's half as difficult as mining, say, Plasteel, that still is a substantial time investment and will discourage people from spamming glowstone everywhere. Another solution is to make glowstone lights slowly run down and require "refueling". If a glowstone light lasts, say, 2 months that's not an onerous gathering requirement but it still makes large bases impractical to light with only glowstone.
Title: Re: [A17] cuproPanda's Mods (27 May 17)
Post by: Love on May 28, 2017, 03:32:54 AM
Yeah, I'm not really happy with the glowstone solution either. It's already extremely rare to find, but needing silver on top of that really feels like a kick to the teeth, and I end up just feeling like I should rush electricity... which kind of defeats the purpose of using Powerless at all.

Plus there are maps where I just can't find the stuff. So if I don't get a map with visible glowstone I might as well just go for electricity ASAP. I'd love if they came from ship chunks.
Title: Re: [A17] cuproPanda's Mods (27 May 17)
Post by: Canute on May 28, 2017, 04:49:04 AM
But traders sometimes have glowstones to sell.
Yes, a glowstone lamp is pretty expensive.
But when you replace all electric lamps with them, you can spare 1-2 fueled generators and you got even more beauty.
They arn't a tribal light solution.
Title: Re: [A17] cuproPanda's Mods (27 May 17)
Post by: Love on May 28, 2017, 04:56:47 AM
What I would do is make it so there's incentive to switch to electric by making glowstone and glowstone lamps sell really well...
Title: Re: [A17] cuproPanda's Mods (28 May 17)
Post by: cuproPanda on May 28, 2017, 01:16:45 PM
Powerless is updated correcting an issue with the More Furniture patch. I also balanced shelter heaters to be less effective (a single one was heating my hallway, kitchen, and 9x9 dining room) and charcoal to burn quicker. The burn rate of charcoal is now about 1 wood log per grill operation or 2 wood logs per smoker operation.

As for the glowstone ideas, I like them. Making the stones harder to mine and allowing them to sell for more would encourage their use, since they can be sold away for materials once ready. I didn't see the issue originally with using silver, because back then the only traders were orbital. Now that traders can walk right up to your doorstep, silver is needed at all points of the game.
Title: Re: [A17] cuproPanda's Mods (28 May 17)
Post by: Darkmark8910 on May 28, 2017, 03:05:12 PM
Hey Cupro, can I ask a super-dumb question? I've been playing with your mods since... Lord, A11 or A12? It feels like it's been awhile!

Where'd you find an A17 More Furniture download? I've been looking all over to no avail, outside of Steam (I play off Steam though b/c Steam Workshop can wreck Rimworld saves way too easily).
Title: Re: [A17] cuproPanda's Mods (28 May 17)
Post by: cuproPanda on May 28, 2017, 03:58:55 PM
Quote from: Darkmark8910 on May 28, 2017, 03:05:12 PM
Hey Cupro, can I ask a super-dumb question? I've been playing with your mods since... Lord, A11 or A12? It feels like it's been awhile!

Where'd you find an A17 More Furniture download? I've been looking all over to no avail, outside of Steam (I play off Steam though b/c Steam Workshop can wreck Rimworld saves way too easily).

It has definitely been a while :)

I got it on steam... Then went through all my folders to find the right one with the mod, and moved/renamed it. It was a hassle.
Title: Re: [A17] cuproPanda's Mods (28 May 17)
Post by: cuproPanda on May 28, 2017, 09:59:29 PM
Powerless updated, lamps and pylons no longer cost silver to build, and both can be made from stuff.

(NOT A FEATURE YET)
Over the next week I'm going to be changing the glowstone mechanics a bit. I'm thinking of making large and small glowstones. Large stones can be cut into (3?)small stones, and small stones can be forged into large stones. Stones can be crushed into glowstone dust, which can be used to make glowing floor tiles or other objects. Maybe dust can be forged into small stones?

Thoughts? Suggestions? I'm interested to hear how it might be improved :)
Title: Re: [A17] cuproPanda's Mods (28 May 17)
Post by: GrumpyProgrammer on May 28, 2017, 10:55:53 PM
Quote from: cuproPanda on May 28, 2017, 09:59:29 PM
Powerless updated, lamps and pylons no longer cost silver to build, and both can be made from stuff.


Sweet! Thanks a bunch, cuproPanda!

Quote
(NOT A FEATURE YET)
Over the next week I'm going to be changing the glowstone mechanics a bit. I'm thinking of making large and small glowstones. Large stones can be cut into (3?)small stones, and small stones can be forged into large stones. Stones can be crushed into glowstone dust, which can be used to make glowing floor tiles or other objects. Maybe dust can be forged into small stones?

Thoughts? Suggestions? I'm interested to hear how it might be improved :)

Hmm. Do you plan to make both operations happen on the same workbench? It might be interesting to have breaking glowstone down into smaller bits (ie Glowstone Chunks -> Glowstone Crystals (?) -> Glowstone Dust) happen at the Stonecutter's table, but going in the opposite direction would need to be done at a smithy (you're effectively melting the glowstone back into a larger form). That may be too fiddly for dubious benefit, though.

Glowing floor tiles would be neat. Would it be possible to make glowstone sculptures out of Chunks? It might be cool to have a statue that is also a light source, but I don't know if this is practical.

Maybe have some glowstone crystal chandeliers? Lighting objects that go on roofs and perhaps provide some beauty?
Title: Re: [A17] cuproPanda's Mods (28 May 17)
Post by: craus on May 28, 2017, 11:14:14 PM
Pls add work amount to <label>smoke meat (6)</label> and <label>smoke meat (3)</label> and <label>smoke meat (1)</label>.
Title: Re: [A17] cuproPanda's Mods (28 May 17)
Post by: cuproPanda on May 28, 2017, 11:23:06 PM
Expanded power updated, adding patches for Powerless, RIMkea, MoreFurniture, Vegetable Garden.

Quote from: craus on May 28, 2017, 11:14:14 PM
Pls add work amount to <label>smoke meat (6)</label> and <label>smoke meat (3)</label> and <label>smoke meat (1)</label>.

They have a work amount - 3500.

Quote from: GrumpyProgrammer on May 28, 2017, 10:55:53 PM
Quote from: cuproPanda on May 28, 2017, 09:59:29 PM
Powerless updated, lamps and pylons no longer cost silver to build, and both can be made from stuff.


Sweet! Thanks a bunch, cuproPanda!

Quote
(NOT A FEATURE YET)
Over the next week I'm going to be changing the glowstone mechanics a bit. I'm thinking of making large and small glowstones. Large stones can be cut into (3?)small stones, and small stones can be forged into large stones. Stones can be crushed into glowstone dust, which can be used to make glowing floor tiles or other objects. Maybe dust can be forged into small stones?

Thoughts? Suggestions? I'm interested to hear how it might be improved :)

Hmm. Do you plan to make both operations happen on the same workbench? It might be interesting to have breaking glowstone down into smaller bits (ie Glowstone Chunks -> Glowstone Crystals (?) -> Glowstone Dust) happen at the Stonecutter's table, but going in the opposite direction would need to be done at a smithy (you're effectively melting the glowstone back into a larger form). That may be too fiddly for dubious benefit, though.

Glowing floor tiles would be neat. Would it be possible to make glowstone sculptures out of Chunks? It might be cool to have a statue that is also a light source, but I don't know if this is practical.

Maybe have some glowstone crystal chandeliers? Lighting objects that go on roofs and perhaps provide some beauty?

It would all be done at the stonecutter's table, or the forge(not the smithy). I do like the idea of glowing sculptures, and I believe when I had Dwarven Crafts going glass and quartz was a thing, which was cool with the transparency. I might add art jobs to the forge for glowstone sculptures, I can't remember off the top of my head if they are normally at the stonecutter's table.

Chandeliers are already in Additional Joy Objects, maybe I can patch in a recipe if both are installed! There's a bit of code to copy over for just chandeliers, it would be best if I could patch a recipe.
Title: Re: [A17] cuproPanda's Mods (28 May 17)
Post by: Canute on May 29, 2017, 03:37:50 AM
Quote from: cuproPanda on May 28, 2017, 09:59:29 PM
(NOT A FEATURE YET)
Over the next week I'm going to be changing the glowstone mechanics a bit. I'm thinking of making large and small glowstones. Large stones can be cut into (3?)small stones, and small stones can be forged into large stones. Stones can be crushed into glowstone dust, which can be used to make glowing floor tiles or other objects. Maybe dust can be forged into small stones?

Thoughts? Suggestions? I'm interested to hear how it might be improved :)
What do you think about to let pawn enchant chunks or stone blocks into small glowstones ? Min. requirement 10+ research + alot of work.
Large glowstones are results from mining.
Title: Re: [A17] cuproPanda's Mods (28 May 17)
Post by: Love on May 29, 2017, 03:41:10 AM
Quote from: Canute on May 29, 2017, 03:37:50 AM
Quote from: cuproPanda on May 28, 2017, 09:59:29 PM
(NOT A FEATURE YET)
Over the next week I'm going to be changing the glowstone mechanics a bit. I'm thinking of making large and small glowstones. Large stones can be cut into (3?)small stones, and small stones can be forged into large stones. Stones can be crushed into glowstone dust, which can be used to make glowing floor tiles or other objects. Maybe dust can be forged into small stones?

Thoughts? Suggestions? I'm interested to hear how it might be improved :)
What do you think about to let pawn enchant chunks or stone blocks into small glowstones ? Min. requirement 10+ research + alot of work.
Large glowstones are results from mining.


I'd personally rather not have magic in the mod...
Title: Re: [A17] cuproPanda's Mods (28 May 17)
Post by: Love on May 29, 2017, 08:30:55 AM
Could you make schist a far more rare map spawn? It is very unpleasant to look at.
Title: Re: [A17] cuproPanda's Mods (28 May 17)
Post by: cuproPanda on May 29, 2017, 12:18:31 PM
Quote from: Canute on May 29, 2017, 03:37:50 AM
Quote from: cuproPanda on May 28, 2017, 09:59:29 PM
(NOT A FEATURE YET)
Over the next week I'm going to be changing the glowstone mechanics a bit. I'm thinking of making large and small glowstones. Large stones can be cut into (3?)small stones, and small stones can be forged into large stones. Stones can be crushed into glowstone dust, which can be used to make glowing floor tiles or other objects. Maybe dust can be forged into small stones?

Thoughts? Suggestions? I'm interested to hear how it might be improved :)
What do you think about to let pawn enchant chunks or stone blocks into small glowstones ? Min. requirement 10+ research + alot of work.
Large glowstones are results from mining.

It doesn't really fit. That would add a whole new dynamic to the mod that would be out of place unless I added other magic stuff, and then it's no longer a mod about powerless survival, but about magic.

Quote from: Love on May 29, 2017, 08:30:55 AM
Could you make schist a far more rare map spawn? It is very unpleasant to look at.

I can't. The generator picks a random stone type from the ones loaded. The colors can be changed, though. I don't plan on adding any new features for the mod, and I haven't come across any bugs. Going into ThingDefs_Misc/Various_Stone.xml and adding <isNaturalRock>false</isNaturalRock> under the <building> tag of Schist would also work. That would stop it from spawning.
Title: Re: [A17] cuproPanda's Mods (28 May 17)
Post by: cuproPanda on May 29, 2017, 04:46:48 PM
Glowing sculptures. They're cool! A little too blue, though.
(https://s3.postimg.org/mapk7y7c3/glow.png)
Title: Re: [A17] cuproPanda's Mods (28 May 17)
Post by: GrumpyProgrammer on May 29, 2017, 05:19:52 PM
Quote from: cuproPanda on May 29, 2017, 04:46:48 PM
Glowing sculptures. They're cool! A little too blue, though.

Ha ha! Nice work, cuproPanda! That was quite quick.
Title: Re: [A17] cuproPanda's Mods (28 May 17)
Post by: TA1980 on May 29, 2017, 05:58:54 PM
Hello cuproPanda,

my spectago sprites are missing...could there be a mod load order issue?
Title: Re: [A17] cuproPanda's Mods (28 May 17)
Post by: cuproPanda on May 29, 2017, 07:57:38 PM
Quote from: GrumpyProgrammer on May 29, 2017, 05:19:52 PM
Quote from: cuproPanda on May 29, 2017, 04:46:48 PM
Glowing sculptures. They're cool! A little too blue, though.

Ha ha! Nice work, cuproPanda! That was quite quick.

Well I didn't finish all of it, that was just a screenshot from when I was testing them.

Quote from: TA1980 on May 29, 2017, 05:58:54 PM
Hello cuproPanda,

my spectago sprites are missing...could there be a mod load order issue?

Missing how so? If there aren't any flower petals, it's because of the growth or temperature. If you have a big magenta [X], I suggest redownloading the mod. There shouldn't be any mod conflict that messes with the flower graphics.
Title: Re: [A17] cuproPanda's Mods (28 May 17)
Post by: Several Puffins on May 29, 2017, 10:18:37 PM
Hi CuproPanda!

I am delighted to see these mods back for A17! I really have to say that AJO and Zen Garden are two of my favourites, they both just make the colony feel more rich and alive. Before AJO the only way of improving on the pool & chess table rec room was making them gold!

Great work. GracieRocket, who I basically make all my mods for, will be especially delighted that this is back!
Title: Re: [A17] cuproPanda's Mods (28 May 17)
Post by: cuproPanda on May 29, 2017, 11:53:58 PM
(These changes aren't published as a release yet, but can be downloaded for testing here (https://github.com/cuproPanda/POW/releases).)

Glowstone changes are coming along nicely. I've added floor lighting, which is made from glowstone tiles(steel and glowstone dust).
(https://s18.postimg.org/kryzwdvd5/glow.png)

Quote from: Several Puffins on May 29, 2017, 10:18:37 PM
Hi CuproPanda!

I am delighted to see these mods back for A17! I really have to say that AJO and Zen Garden are two of my favourites, they both just make the colony feel more rich and alive. Before AJO the only way of improving on the pool & chess table rec room was making them gold!

Great work. GracieRocket, who I basically make all my mods for, will be especially delighted that this is back!

Thank you :)
Title: Re: [A17] cuproPanda's Mods (28 May 17)
Post by: Pope on May 30, 2017, 02:25:20 PM
hi cupropanda.

Awesome Mod, but i miss information where to make/create the "empty" Alcohol Crate. Could not find it in this thread or in this forum at all. Thanks for the reply in advance.
Title: Re: [A17] cuproPanda's Mods (28 May 17)
Post by: cuproPanda on May 30, 2017, 03:23:58 PM
Quote from: Pope on May 30, 2017, 02:25:20 PM
hi cupropanda.

Awesome Mod, but i miss information where to make/create the "empty" Alcohol Crate. Could not find it in this thread or in this forum at all. Thanks for the reply in advance.

Crates are made and emptied at the crafting spot. I opted to do it this way since the alcohol barrels no longer give crates, and brewing may not be researched. If you bought a crate from a trader, now you have a way to still unpack it :)
Title: Re: [A17] cuproPanda's Mods (28 May 17)
Post by: Pope on May 30, 2017, 03:47:32 PM
Quote from: cuproPanda on May 30, 2017, 03:23:58 PM
Quote from: Pope on May 30, 2017, 02:25:20 PM
hi cupropanda.

Awesome Mod, but i miss information where to make/create the "empty" Alcohol Crate. Could not find it in this thread or in this forum at all. Thanks for the reply in advance.

Crates are made and emptied at the crafting spot. I opted to do it this way since the alcohol barrels no longer give crates, and brewing may not be researched. If you bought a crate from a trader, now you have a way to still unpack it :)

All drink Crafting Spot recepies have same "Requtes 1 empty crate". Hmm i can't see any recepie for the 1 empty crate. Any known blocking or overwriting by other mods ?


[attachment deleted by admin due to age]
Title: Re: [A17] cuproPanda's Mods (28 May 17)
Post by: cuproPanda on May 30, 2017, 03:49:18 PM
Quote from: Pope on May 30, 2017, 03:47:32 PM
Quote from: cuproPanda on May 30, 2017, 03:23:58 PM
Quote from: Pope on May 30, 2017, 02:25:20 PM
hi cupropanda.

Awesome Mod, but i miss information where to make/create the "empty" Alcohol Crate. Could not find it in this thread or in this forum at all. Thanks for the reply in advance.

Crates are made and emptied at the crafting spot. I opted to do it this way since the alcohol barrels no longer give crates, and brewing may not be researched. If you bought a crate from a trader, now you have a way to still unpack it :)

All drink Crafting Spot recepies have same "Requtes 1 empty crate". Hmm i can't see any recepie for the 1 empty crate. Any known blocking or overwriting by other mods ?

Oh! Wow, how did I miss that? There's actually no recipe for it! I'll fix it right away :-[
Title: Re: [A17] cuproPanda's Mods (30 May 17)
Post by: cuproPanda on May 30, 2017, 03:58:13 PM
Updated Cupro's Drinks, replaced missing crate recipe, and crating recipes no longer require brewing research
Title: Re: [A17] cuproPanda's Mods (30 May 17)
Post by: Pope on May 30, 2017, 04:01:13 PM
Thanks !
Could you leave a hint for new mod users where to create it in the Post of yours?
Title: Re: [A17] cuproPanda's Mods (30 May 17)
Post by: cuproPanda on May 30, 2017, 04:03:59 PM
Quote from: Pope on May 30, 2017, 04:01:13 PM
Thanks !
Could you leave a hint for new mod users where to create it in the Post of yours?

Yep!
Title: Re: [A17] cuproPanda's Mods (30 May 17)
Post by: cuproPanda on May 30, 2017, 04:20:48 PM
So everyone knows, once I finish updating Powerless and redoing the traders, I'll upload my mods to Steam. Until then, the mods will remain on the forums, so that players can update at their choosing. The mods will always be on the forums, but for those wanting Steam releases, I'll do it soon :)
Title: Re: [A17] cuproPanda's Mods (30 May 17)
Post by: cuproPanda on May 30, 2017, 11:16:30 PM
Updated AJO, CAL, CPD, and EXP to add resources to the traders. No new traders were added, I just patched in new entries to what the existing ones offer.

Updated Powerless adding new glowstone features, including chandeliers and floor lighting. Windows were removed, because I can't solve the flickering issue. Make sure not to update if you are using windows, or at least remove any existing ones.
Title: Re: [A17] cuproPanda's Mods (30 May 17)
Post by: Love on May 30, 2017, 11:19:12 PM
Quote from: cuproPanda on May 30, 2017, 11:16:30 PM
Updated Powerless adding new glowstone features, including chandeliers and floor lighting. Windows were removed, because I can't solve the flickering issue. Make sure not to update if you are using windows, or at least remove any existing ones.

...why can't we just use them with the flickering?

Windows are mega-important to me, please do not remove them.
Title: Re: [A17] cuproPanda's Mods (30 May 17)
Post by: cuproPanda on May 31, 2017, 12:17:48 AM
Quote from: Love on May 30, 2017, 11:19:12 PM
Quote from: cuproPanda on May 30, 2017, 11:16:30 PM
Updated Powerless adding new glowstone features, including chandeliers and floor lighting. Windows were removed, because I can't solve the flickering issue. Make sure not to update if you are using windows, or at least remove any existing ones.

...why can't we just use them with the flickering?

Windows are mega-important to me, please do not remove them.

I have shelved the windows for now until I can get them working properly. I backed up the folder before removing them, which is attached here (https://drive.google.com/open?id=0B5G9Kj3ckhy9ZVY5WkxEeG85eU0). The features are all done, so you'll still be up to date. I just can't stand the thought of releasing the mod on the forums and on steam when there's a flicker like that, it looks really bad in my opinion. I tried options suggested on the discord, but nothing helped :(
Title: Re: [A17] cuproPanda's Mods (30 May 17)
Post by: Love on May 31, 2017, 12:26:09 AM
I took the windows and put them into an addon. I didn't want to get rid of the Powerless prefix/namespace/etc to preserve save compatibility. I adapted the fused quartz patch to detect Expanded Power and change its own cost, rather than having Expanded Power need to patch it.

https://mega.nz/#!RUowiZaS!IofneQ0SQ4L_CMnWX-J5ppumIYg2SIQuyBLQwVQ30K4

Still very unhappy with the decision as windows were the reason I started using the suite in the first place way back in A14, but what can ya do...

I'd try and fix it myself if I could replicate the issue, but I've never had any flicker.
Title: Re: [A17] cuproPanda's Mods (30 May 17)
Post by: cuproPanda on May 31, 2017, 12:34:31 AM
Quote from: Love on May 31, 2017, 12:26:09 AM
I took the windows and put them into an addon. I didn't want to get rid of the Powerless prefix/namespace/etc to preserve save compatibility. I adapted the fused quartz patch to detect Expanded Power and change its own cost, rather than having Expanded Power need to patch it.

https://mega.nz/#!RUowiZaS!IofneQ0SQ4L_CMnWX-J5ppumIYg2SIQuyBLQwVQ30K4

Still very unhappy with the decision as windows were the reason I started using the suite in the first place way back in A14, but what can ya do...

I'd try and fix it myself if I could replicate the issue, but I've never had any flicker.

It took a while for it to show up for me, but then it stayed. I'll add the addon to the main post, that way there's not an issue if/when Powerless gets an update. I'm not dropping the windows completely, I just need to get the issue figured out, then they'll be back.
Title: Re: [A17] cuproPanda's Mods (30 May 17)
Post by: Love on May 31, 2017, 12:36:57 AM
Quote from: cuproPanda on May 31, 2017, 12:34:31 AM
Quote from: Love on May 31, 2017, 12:26:09 AM
I took the windows and put them into an addon. I didn't want to get rid of the Powerless prefix/namespace/etc to preserve save compatibility. I adapted the fused quartz patch to detect Expanded Power and change its own cost, rather than having Expanded Power need to patch it.

https://mega.nz/#!RUowiZaS!IofneQ0SQ4L_CMnWX-J5ppumIYg2SIQuyBLQwVQ30K4

Still very unhappy with the decision as windows were the reason I started using the suite in the first place way back in A14, but what can ya do...

I'd try and fix it myself if I could replicate the issue, but I've never had any flicker.

It took a while for it to show up for me, but then it stayed. I'll add the addon to the main post, that way there's not an issue if/when Powerless gets an update. I'm not dropping the windows completely, I just need to get the issue figured out, then they'll be back.

How do you replicate it?
Title: Re: [A17] cuproPanda's Mods (30 May 17)
Post by: cuproPanda on May 31, 2017, 12:38:33 AM
Quote from: Love on May 31, 2017, 12:36:57 AM
Quote from: cuproPanda on May 31, 2017, 12:34:31 AM
Quote from: Love on May 31, 2017, 12:26:09 AM
I took the windows and put them into an addon. I didn't want to get rid of the Powerless prefix/namespace/etc to preserve save compatibility. I adapted the fused quartz patch to detect Expanded Power and change its own cost, rather than having Expanded Power need to patch it.

https://mega.nz/#!RUowiZaS!IofneQ0SQ4L_CMnWX-J5ppumIYg2SIQuyBLQwVQ30K4

Still very unhappy with the decision as windows were the reason I started using the suite in the first place way back in A14, but what can ya do...

I'd try and fix it myself if I could replicate the issue, but I've never had any flicker.

It took a while for it to show up for me, but then it stayed. I'll add the addon to the main post, that way there's not an issue if/when Powerless gets an update. I'm not dropping the windows completely, I just need to get the issue figured out, then they'll be back.

How do you replicate it?

Place down multiple windows. It happened on a colony with just one after a two seasons, but another one I just placed down 5 windows and the flicker started
Title: Re: [A17] cuproPanda's Mods (30 May 17)
Post by: cuproPanda on May 31, 2017, 12:55:49 PM
Powerless updated, removing joy from meals since colonists won't stop eating them(A17/A16 change). Also corrected a typo
Title: Re: [A17] cuproPanda's Mods (30 May 17)
Post by: cuproPanda on May 31, 2017, 07:43:18 PM
Cupro's Alloys updated, adding a crucible if powerless is installed and changing the research to need Forge research instead of electric smelting
Title: Re: [A17] cuproPanda's Mods (30 May 17)
Post by: cuproPanda on May 31, 2017, 08:42:39 PM
Cupro'a Alloys updated again, forgot to add a workGiver for the crucible
Title: Re: [A17] cuproPanda's Mods (31 May 17)
Post by: cuproPanda on May 31, 2017, 11:57:10 PM
Additional Joy Objects updated, perodyne can now be assigned in the drug tab. A new policy will have to be created for the changes to show up.
Title: Re: [A17] cuproPanda's Mods (1 Jun 17)
Post by: cuproPanda on June 01, 2017, 04:27:10 PM
Powerless updated, Updated wall texture thanks to Shinzy
Title: Re: [A17] cuproPanda's Mods (3 Jun 17)
Post by: cuproPanda on June 03, 2017, 06:01:44 PM
All mods except Quarry have been updated to the new version of the game. I'm currently in the process of updating Quarry with some awesome features and can't make changes to the old one. It doesn't appear to be affected by the update, though.
Title: Re: [A17] cuproPanda's Mods (3 Jun 17)
Post by: deathstar on June 03, 2017, 08:33:05 PM
Keep up the good work, excited to see what you have in mind for the quarry.
Title: Re: [A17] cuproPanda's Mods (3 Jun 17)
Post by: mimib14 on June 03, 2017, 10:19:47 PM
For some reason, version 17.11 of Cupro's Stones isn't working right. My mods list resets itself because of 'incompatible or corrupted mods' whenever I try to use it. Even with my load order being just Core, Prepare Carefully, AJO, and Stones, I get an error, so it doesn't seem like an incompatibility problem? 17.10 is working fine, it's just the new one that has the problem.

The error I'm getting says:
Caught exception while loading play data but there are active mods other than Core. Resetting mods config and trying again.
The exception was: System.TypeLoadException: Could not load type 'System.Func`2' from assembly 'mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089'.
  at Verse.PatchOperation.Apply (System.Xml.XmlDocument xml) [0x00000] in <filename unknown>:0
  at Verse.PatchOperationSequence.ApplyWorker (System.Xml.XmlDocument xml) [0x00000] in <filename unknown>:0
  at Verse.PatchOperation.Apply (System.Xml.XmlDocument xml) [0x00000] in <filename unknown>:0
  at Verse.ModContentPack.LoadDefs (IEnumerable`1 patches) [0x00000] in <filename unknown>:0
  at Verse.LoadedModManager.LoadAllActiveMods () [0x00000] in <filename unknown>:0
  at Verse.PlayDataLoader.DoPlayLoad () [0x00000] in <filename unknown>:0
  at Verse.PlayDataLoader.LoadAllPlayData (Boolean recovering) [0x00000] in <filename unknown>:0
Verse.Log:Warning(String)
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__853()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__851()

Title: Re: [A17] cuproPanda's Mods (3 Jun 17)
Post by: deathstar on June 04, 2017, 06:23:07 AM
^ I can confirm. Cupro's Stones is broken right now, modlist resets itself, trying to recover from corrupted mods. Tested with only Cupro's Stones active.
Title: Re: [A17] cuproPanda's Mods (4 Jun 17)
Post by: cuproPanda on June 04, 2017, 03:42:27 PM
The previous version of Stones was built onto the wrong version of .Net. I might have not updated the github link, but if you redownload the mod it'll work :)

Also, I have (finally) released a new mod: Windows! Windows let outside sunlight into a room, and colonists will look out the windows as a joy activity
Title: Re: [A17] cuproPanda's Mods (4 Jun 17)
Post by: Hydromancerx on June 05, 2017, 02:38:19 AM
Will Core and/or Dwarven Items mods be converted for A17?

I really liked the rain barrels as well as the mud bricks.
Title: Re: [A17] cuproPanda's Mods (4 Jun 17)
Post by: Ashardalon411 on June 05, 2017, 05:56:00 AM
Hello ! Ty for your mods, especially quarry and expanded power, electricity mods are for now very rare on this A17. ;)
But i can't see the utilities for the cupro's allows, of course i suppose they can be used for build metal things, like table, doors and walls, but why choose them than a vanilla metal or same cupro's stones ? How are them special for choose them ? Does they have specific builds with them which make them usefull ?
Title: Re: [A17] cuproPanda's Mods (4 Jun 17)
Post by: cuproPanda on June 05, 2017, 11:27:17 AM
Quote from: Hydromancerx on June 05, 2017, 02:38:19 AM
Will Core and/or Dwarven Items mods be converted for A17?

I really liked the rain barrels as well as the mud bricks.

I really liked them too, but the water and dirt mechanics didn't do enough to be worth collecting the resources. Depending on how dirt works for Vegetable Garden, I may use that dirt to make mudbricks if Powerless is installed. Or maybe I could make them free to build, they just take a while to start making?

Quote from: Ashardalon411 on June 05, 2017, 05:56:00 AM
Hello ! Ty for your mods, especially quarry and expanded power, electricity mods are for now very rare on this A17. ;)
But i can't see the utilities for the cupro's allows, of course i suppose they can be used for build metal things, like table, doors and walls, but why choose them than a vanilla metal or same cupro's stones ? How are them special for choose them ? Does they have specific builds with them which make them usefull ?

They are utility based on their historical usage. Their stats are balanced to fit into the game, and act as an option so players can have different colored furniture and such. Certain alloys like duralumin combine the lightness of aluminum and the anti-microbial effect of copper. I'm almost done lining the floor of my freezer room with it. It looks nice and clean, and it is actually cleaner.
Title: Re: [A17] cuproPanda's Mods (4 Jun 17)
Post by: SuedKAT on June 05, 2017, 02:13:21 PM
I'm not sure if you've received my PM since nothing is showing up in my "sent messages" box, but I just wanted to say thanks for your mods (can't play without many of them) as well as send a huge thanks for helping me with the texture for the rectangular brewing table/stand. I made a little thing of it for now, if you're interested you'll find it here (https://ludeon.com/forums/index.php?topic=33312.0).

Thanks and best regards
SuedKAT
Title: Re: [A17] cuproPanda's Mods (4 Jun 17)
Post by: bonearadu on June 05, 2017, 02:27:39 PM
Hi. Is it just me or the mods adding additional ores reduce the number of vanilla ones on the map?
Title: Re: [A17] cuproPanda's Mods (4 Jun 17)
Post by: Canute on June 05, 2017, 03:05:19 PM
The amout of ore on the map is the same, but the vanilla ore need now to share the spawns with the new ones.
Title: Re: [A17] cuproPanda's Mods (4 Jun 17)
Post by: Love on June 05, 2017, 04:11:23 PM
cuproPanda adjusts the cost of things to require less metal and has a Quarry.

If that's not enough for you, you can use Configurable Maps to increase the amount of ore generated per map: http://steamcommunity.com/sharedfiles/filedetails/?id=920550053
Title: Re: [A17] cuproPanda's Mods (4 Jun 17)
Post by: AngleWyrm on June 05, 2017, 04:24:38 PM

(https://s6.postimg.org/vvxp01q35/glowstone.png)Smoked up some charcoal, built a forge (and bellows), mined a bunch of glowstone, forged them into glowstone tiles, and set up some guest quarters.

Thanks for this, it was entertaining to do
Title: Re: [A17] cuproPanda's Mods (4 Jun 17)
Post by: cuproPanda on June 05, 2017, 04:36:43 PM
Quote from: AngleWyrm on June 05, 2017, 04:24:38 PM

(https://s6.postimg.org/vvxp01q35/glowstone.png)Smoked up some charcoal, built a forge (and bellows), mined a bunch of glowstone, forged them into glowstone tiles, and set up some guest quarters.

Thanks for this, it was entertaining to do

Nice! The base layout looks really good, by the way :)
Title: Re: [A17] cuproPanda's Mods (5 Jun 17)
Post by: cuproPanda on June 05, 2017, 06:11:37 PM
Expanded Power and Zen Garden updated, fixed designators not showing up
Title: Re: [A17] cuproPanda's Mods (Updated Quarry!)(7 Jun 17)
Post by: cuproPanda on June 07, 2017, 04:16:36 AM
Quarry has gotten a major overhaul with special help from notfood (https://ludeon.com/forums/index.php?action=profile;u=47302)!

Some of the changes are:
Removed bill system - colonists will work at the quarry the same way they would mining jobs
Removed placeholder items Conglomerate and BlockSpawner (they were WAY too buggy)
Quarry supports up to 64 workers (good luck getting that many!)
Quarry has limited lifespan (2,000 operations)
Quarry spawns quarried ground, which cannot support another quarry
Quarried ground can be smoothed to yield reclaimed soil - same stats as gravel
Quarry workers will attempt to use ladders when entering/exiting the quarry
Added quarry platforms, which can link up to two with quarries
Quarry workers will (if enabled) haul mined resources and chunks to platforms
Remade quarry graphic to look more realistic

Please note, the new version of quarry is NOT compatible with older versions. Adding this mod to existing saves that didn't have the old version should work just fine. Please let me know how the new version works for you, I only have a limited amount of time to test, and I have a huge TODO list for my other mods :)
Title: Re: [A17] cuproPanda's Mods (Updated Quarry!)(7 Jun 17)
Post by: deathstar on June 07, 2017, 05:44:59 AM
Holy smokes! Can't wait to try out the Quarry 2.0!
Title: Re: [A17] cuproPanda's Mods (Updated Quarry!)(7 Jun 17)
Post by: Ashardalon411 on June 07, 2017, 06:51:07 AM
Quote from: cuproPanda on June 07, 2017, 04:16:36 AM
Quarry has limited lifespan (2,000 operations)
Quarry spawns quarried ground, which cannot support another quarry

Aouch, my eyes bleed ! its the vanilla quarry of banished, now...

Also 2000 opérations means 2000 ressources max ? if yes its few for the late game you know ?  Especially if you need to replace them again and again.

The rest is really so nice !
Title: Re: [A17] cuproPanda's Mods (Updated Quarry!)(7 Jun 17)
Post by: Canute on June 07, 2017, 09:20:17 AM
2000 operations not 2000 resources.
You will get out 2000 chunks if you are total unlucky or 20k+ resources. And do you know how long it takes until these 2000 operations are done. I think 1 pawn can get 10-20 depend on skill.

And yes noone prevent you to build up another quarry at the same.
If you want an easyer solution look for the deep core mining drills.
Title: Re: [A17] cuproPanda's Mods (Updated Quarry!)(7 Jun 17)
Post by: cuproPanda on June 07, 2017, 09:45:10 PM
Powerless updated with Medieval Times patches and new chandeliers.
Windows updated to boost joy gain rate and fix a potential bug when trying to build a window on a wall during construction.

Quote from: Ashardalon411 on June 07, 2017, 06:51:07 AM
Quote from: cuproPanda on June 07, 2017, 04:16:36 AM
Quarry has limited lifespan (2,000 operations)
Quarry spawns quarried ground, which cannot support another quarry

Aouch, my eyes bleed ! its the vanilla quarry of banished, now...

Also 2000 opérations means 2000 ressources max ? if yes its few for the late game you know ?  Especially if you need to replace them again and again.

The rest is really so nice !

I didn't like before how they were infinite, and 2000 is still a good amount of resources. Taking into account the chances, that's still 500 times you'd get resources from it. Compared to strip mining, that's a lot more resources per tile. You'd also get 750 chunks, which could be either good or bad, but it's all a balancing act for an unpowered resource machine. Plus when you're done you can smooth over the terrain and use it for growing, so it isn't a complete loss.
Title: Re: [A17] cuproPanda's Mods (Updated Quarry!)(7 Jun 17)
Post by: AngleWyrm on June 08, 2017, 01:18:48 AM
I did a test run with an initial colony of five guys, had all five of them do quarry. It took about three days of continuous work (with 8 hours of work/day scheduled) for the five of them to get 100 steel.
Title: Re: [A17] cuproPanda's Mods (7 Jun 17)
Post by: Hydromancerx on June 08, 2017, 04:15:21 AM
Is Plumchalcum a real alloy? All i could find for a Copper-Lead alloy was Molybdochalkos (https://en.wikipedia.org/wiki/Molybdochalkos)
Title: Re: [A17] cuproPanda's Mods (Updated Quarry!)(7 Jun 17)
Post by: Ashardalon411 on June 08, 2017, 05:43:21 AM
Quote from: AngleWyrm on June 08, 2017, 01:18:48 AM
I did a test run with an initial colony of five guys, had all five of them do quarry. It took about three days of continuous work (with 8 hours of work/day scheduled) for the five of them to get 100 steel.
hum, this ratio means 1200 steel for 60 bots in three day, a big colony like that burn a more steel than that
Title: Re: [A17] cuproPanda's Mods (Updated Quarry!)(7 Jun 17)
Post by: cuproPanda on June 08, 2017, 12:29:28 PM
Quote from: AngleWyrm on June 08, 2017, 01:18:48 AM
I did a test run with an initial colony of five guys, had all five of them do quarry. It took about three days of continuous work (with 8 hours of work/day scheduled) for the five of them to get 100 steel.

The return rates are configurable in the defs. It's meant to allow a little bit of income when there aren't traders or resources on the map.

Quote from: Hydromancerx on June 08, 2017, 04:15:21 AM
Is Plumchalcum a real alloy? All i could find for a Copper-Lead alloy was Molybdochalkos (https://en.wikipedia.org/wiki/Molybdochalkos)

I didn't want to us the name Molybdochalkos, so I went with an alternative. Plumbum + chalcum(chalkos)
Title: Re: [A17] cuproPanda's Mods (7 Jun 17)
Post by: Hydromancerx on June 08, 2017, 02:58:59 PM
Yeah I don't like that name either. I think i will use that naming for my Zomboid mod then. That is a smart use of Latin there.
Title: Re: [A17] cuproPanda's Mods (8 Jun 17)
Post by: cuproPanda on June 08, 2017, 05:51:58 PM
Quarry is officially updated! Please note that the new version isn't compatible with the old versions, so a new save will be required. In addition to the previous changes, I have added a tutor system for teaching players about how to reclaim the soil once the quarry has been deconstructed. I have also added mod settings, which allow players to change the health of the quarry, as well as the junk chances and chunk chances!
Title: Re: [A17] cuproPanda's Mods (8 Jun 17)
Post by: Spiders Everywhere on June 08, 2017, 08:55:00 PM
Just noticed the chandeliers in AJO have no research requirements in a tribal start. Probably they should require electricity.
Title: Re: [A17] cuproPanda's Mods (8 Jun 17)
Post by: cuproPanda on June 08, 2017, 10:45:29 PM
Quote from: Spiders Everywhere on June 08, 2017, 08:55:00 PM
Just noticed the chandeliers in AJO have no research requirements in a tribal start. Probably they should require electricity.

Good point
Title: Re: [A17] cuproPanda's Mods (9 Jun 17)
Post by: cuproPanda on June 09, 2017, 05:11:18 AM
Updated Windows to use sky colors, show light stats, and detect game conditions like eclipses and toxic fallout
Title: Re: [A17] cuproPanda's Mods (9 Jun 17)
Post by: jpnm92 on June 09, 2017, 06:53:06 AM
I think i have some kind of bug with your windows mod.

I can't deconstruct them. Colonists try to deconstruct them in a repetitive loop pretty much but they're still there.

That being said i do have a large list of mods.

Edit: oh you did update your windows mod today i'll try it out again


[attachment deleted by admin due to age]
Title: Re: [A17] cuproPanda's Mods (9 Jun 17)
Post by: cuproPanda on June 09, 2017, 03:57:00 PM
Various mods updated! Mostly patches and tweaks
Title: Re: [A17] cuproPanda's Mods (10 Jun 17)
Post by: cuproPanda on June 10, 2017, 12:54:50 PM
Updated Quarry, settings actually get applied now, and I added a German translation thanks to a helpful Steam user :)
Title: Re: [A17] cuproPanda's Mods (10 Jun 17)
Post by: faltonico on June 10, 2017, 02:25:45 PM
Hi there Cupro!
Could you please explain to me the "commonality" tag?
If I add more mine-able resources to a map via mod, will the number of veins from the base game be reduced? eg, if the map was supposed to have 9 veins of steel and 1 of plasteel, if i add another resource with 20 commonality, that means i would get in the end 7 steel, 1 plasteel and 2 of the new resource?

I'd really appreciate your help! that bit has always bothered me.
Title: Re: [A17] cuproPanda's Mods (10 Jun 17)
Post by: Kolijar on June 10, 2017, 07:51:13 PM
Hey Cupro, I really dig your quarry mod, but when it comes to editing stuff like def's I'm a noob. After accessing the Def files, what exactly does changing the numbers do? -Also a side note, in my quarry on my current save file, all my miners consistantly get a red "Failure flash" when they complete an operation. What's going on there? 
Title: Re: [A17] cuproPanda's Mods (10 Jun 17)
Post by: Mikuno on June 11, 2017, 12:13:58 AM
Hello. I there may be a bug with the latest version of quarry. While mining for resources, my miners always get chunks, I tried setting the chance lower, but still pulling out only chunks. And mining for stone blocks always fails. I am running several other mods, but the quarry was working as intended in 17.20 minus the settings not sticking. I also started a new run after updating.
Great mod tho, I like to play on flat terrains and your mod makes it viable.
Title: Re: [A17] cuproPanda's Mods (10 Jun 17)
Post by: cuproPanda on June 11, 2017, 01:51:26 AM
Quote from: faltonico on June 10, 2017, 02:25:45 PM
Hi there Cupro!
Could you please explain to me the "commonality" tag?
If I add more mine-able resources to a map via mod, will the number of veins from the base game be reduced? eg, if the map was supposed to have 9 veins of steel and 1 of plasteel, if i add another resource with 20 commonality, that means i would get in the end 7 steel, 1 plasteel and 2 of the new resource?

I'd really appreciate your help! that bit has always bothered me.

Unfortunately, it seems increasing the commonality does in fact decrease the amount of other ores on the map. You'll get less veins, but the same quantity of ore per vein. I've taken up using the mod that lets you customize the map, so I can get 2x the ores, and it works perfectly with a bunch of new ores.

Quote from: Kolijar on June 10, 2017, 07:51:13 PM
Hey Cupro, I really dig your quarry mod, but when it comes to editing stuff like def's I'm a noob. After accessing the Def files, what exactly does changing the numbers do? -Also a side note, in my quarry on my current save file, all my miners consistantly get a red "Failure flash" when they complete an operation. What's going on there? 

Changing the probability increases how likely you are to get that ore when you are supposed to get a random ore. The stack count is how many pieces of the ore you get when you get that resource. As the amount of ores you get goes up, the probability goes down, so that there is a balance to the overall amount received. Some times you'll get lucky(lower probability) and get a large amount of ore, and some times you get unlucky(higher probability) and get a little bit. As far as the failures, the chance of failing or getting chunks is 70% (35% to get nothing, 35% to get a chunk), which may be a little too high for some people. You can change the chances in Options -> Mod Settings.

Quote from: Mikuno on June 11, 2017, 12:13:58 AM
Hello. I there may be a bug with the latest version of quarry. While mining for resources, my miners always get chunks, I tried setting the chance lower, but still pulling out only chunks. And mining for stone blocks always fails. I am running several other mods, but the quarry was working as intended in 17.20 minus the settings not sticking. I also started a new run after updating.
Great mod tho, I like to play on flat terrains and your mod makes it viable.

I think you were one of the unlucky few who downloaded v17.21 with a bug. I realized and fixed it quickly, so redownloading the mod should fix it. I tested it with the newest version and I'm able to get chunks, blocks, and resources.
Title: Re: [A17] cuproPanda's Mods (10 Jun 17)
Post by: Mikuno on June 11, 2017, 02:06:06 AM
Thank you! I admit to lurking on this forum a lot and downloading updates as soon as they appear :D
Title: Re: [A17] cuproPanda's Mods (10 Jun 17)
Post by: Huivn on June 11, 2017, 03:00:54 AM
I wouldn't mind if you stuffed the simple tables in Powerless! I like to make my prison cells of as much bone as possible. It's a fireproof woody material.
Title: Re: [A17] cuproPanda's Mods (10 Jun 17)
Post by: Kolijar on June 11, 2017, 11:44:32 AM
Cupro, I'ms still having trouble with quarry. Even though I got a fresh install and new download of it, since you said an early version of 17.21 was bugged, My colonists are still failing whenever they try to mine resources 100% of the time. When the quarry is in blocks mode it works fine, but in resources mode nothing gets mined at all, just failure notifications over and over. Thoughts on the matter?
Title: Re: [A17] cuproPanda's Mods (10 Jun 17)
Post by: AngleWyrm on June 11, 2017, 12:46:38 PM
Quote from: Kolijar on June 11, 2017, 11:44:32 AM
My colonists are still failing whenever they try to mine resources 100% of the time.

Same here.

I've tried adjusting the mod option slider for pctJunk down to it's minimum value of 10% and up to it's maximum value of 90%, and it doesn't seem to have any impact on the failure rate of working in the quarry.
Title: Re: [A17] cuproPanda's Mods (10 Jun 17)
Post by: cuproPanda on June 12, 2017, 02:59:22 AM
Quote from: AngleWyrm on June 11, 2017, 12:46:38 PM
Quote from: Kolijar on June 11, 2017, 11:44:32 AM
My colonists are still failing whenever they try to mine resources 100% of the time.

Same here.

I've tried adjusting the mod option slider for pctJunk down to it's minimum value of 10% and up to it's maximum value of 90%, and it doesn't seem to have any impact on the failure rate of working in the quarry.

I see the issue. In my attempt to easily keep the sliders at nice round numbers (no 0.458134 chances) I use using ints, but forgot to then convert them into floats (70 = 0.7). I'll fix it shortly, along with a new update that'll automatically fetch any mineable ore, even if it wasn't listed before. I just need to make sure the new version works with current saves, otherwise I'll have to edit the current (17.21) version
Title: Re: [A17] cuproPanda's Mods (12 Jun 17)
Post by: cuproPanda on June 12, 2017, 03:32:15 AM
I updated Quarry and made sure no errors were given with the previous version. Mining chances work correctly now, and any mineable item is able to spawn from the quarry. Some mineables from my mods won't be available yet, since I had to add new entries for working around item spawners. I'll update the others shortly. Cupro's Alloys, Expanded Power, and Powerless need updating.

EDIT: Mods updated
Title: Re: [A17] cuproPanda's Mods (12 Jun 17)
Post by: Tenshi~Akari on June 12, 2017, 08:24:20 AM
I have the most recent update to AJO, but since then I've been having problems with random bits of very short performance hiccups/lag. Enabled dev mode and found an exception tick bug concerning it and the vanilla 3x3 chandelier...

Exception ticking ChanPart_3x3_Support1018144: System.NullReferenceException: Object reference not set to an instance of an object
  at AdditionalJoyObjects.CompHanger.CompTickRare () [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.TickRare () [0x00000] in <filename unknown>:0
  at AdditionalJoyObjects.Building_Chandelier.TickRare () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
[\code]
Title: Re: [A17] cuproPanda's Mods (12 Jun 17)
Post by: coldcell on June 12, 2017, 08:44:30 AM
I really like the idea behind Quarry since it lets me play on flat maps without feeling like missing out of stone resources.

But you mentioned that minable items aren't anything expensive. What does it mean? No plasteel/gold?
Title: Re: [A17] cuproPanda's Mods (12 Jun 17)
Post by: cuproPanda on June 12, 2017, 12:30:09 PM
Quote from: Tenshi~Akari on June 12, 2017, 08:24:20 AM
I have the most recent update to AJO, but since then I've been having problems with random bits of very short performance hiccups/lag. Enabled dev mode and found an exception tick bug concerning it and the vanilla 3x3 chandelier...

Exception ticking ChanPart_3x3_Support1018144: System.NullReferenceException: Object reference not set to an instance of an object
  at AdditionalJoyObjects.CompHanger.CompTickRare () [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.TickRare () [0x00000] in <filename unknown>:0
  at AdditionalJoyObjects.Building_Chandelier.TickRare () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
[\code]


Try uninstalling and reinstalling the chandelier. I changed the code to not cause errors for other people, it just needs to be updated by reinstalling the chandelier

Quote from: coldcell on June 12, 2017, 08:44:30 AM
I really like the idea behind Quarry since it lets me play on flat maps without feeling like missing out of stone resources.

But you mentioned that minable items aren't anything expensive. What does it mean? No plasteel/gold?

Anything with a market value greater than 100 for a single piece. Plasteel and gold are nowhere near this, so they are fine. They are just more rare.
Title: Re: [A17] cuproPanda's Mods (12 Jun 17)
Post by: cuproPanda on June 12, 2017, 03:27:37 PM
Updated all mods, adding various tweaks and patches
Title: Re: [A17] cuproPanda's Mods (12 Jun 17)
Post by: Tenshi~Akari on June 12, 2017, 06:02:32 PM
Quote from: cuproPanda on June 12, 2017, 12:30:09 PM
Quote from: Tenshi~Akari on June 12, 2017, 08:24:20 AM
I have the most recent update to AJO, but since then I've been having problems with random bits of very short performance hiccups/lag. Enabled dev mode and found an exception tick bug concerning it and the vanilla 3x3 chandelier...

Exception ticking ChanPart_3x3_Support1018144: System.NullReferenceException: Object reference not set to an instance of an object
  at AdditionalJoyObjects.CompHanger.CompTickRare () [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.TickRare () [0x00000] in <filename unknown>:0
  at AdditionalJoyObjects.Building_Chandelier.TickRare () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
[\code]


Try uninstalling and reinstalling the chandelier. I changed the code to not cause errors for other people, it just needs to be updated by reinstalling the chandelier


Tried that, but the error seems to keep coming up whenever I place any of the chandelier sizes in any sort of large room...? Wasn't happening before.
Title: Re: [A17] cuproPanda's Mods (12 Jun 17)
Post by: cuproPanda on June 12, 2017, 06:53:31 PM
Quote from: Tenshi~Akari on June 12, 2017, 06:02:32 PM
Quote from: cuproPanda on June 12, 2017, 12:30:09 PM
Quote from: Tenshi~Akari on June 12, 2017, 08:24:20 AM
I have the most recent update to AJO, but since then I've been having problems with random bits of very short performance hiccups/lag. Enabled dev mode and found an exception tick bug concerning it and the vanilla 3x3 chandelier...

Exception ticking ChanPart_3x3_Support1018144: System.NullReferenceException: Object reference not set to an instance of an object
  at AdditionalJoyObjects.CompHanger.CompTickRare () [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.TickRare () [0x00000] in <filename unknown>:0
  at AdditionalJoyObjects.Building_Chandelier.TickRare () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
[\code]


Try uninstalling and reinstalling the chandelier. I changed the code to not cause errors for other people, it just needs to be updated by reinstalling the chandelier


Tried that, but the error seems to keep coming up whenever I place any of the chandelier sizes in any sort of large room...? Wasn't happening before.

Sorry about that. I'm not sure how that issue popped up but I didn't get it before. I fixed it

EDIT: I also fixed the Powerless chandeliers. Same problem
Title: Re: [A17] cuproPanda's Mods (13 Jun 17)
Post by: Tenshi~Akari on June 13, 2017, 09:40:08 AM
Coming back to report after trying the newer version. That fixed it for sure. Thanks for the updates!  :D
Title: Re: [A17] cuproPanda's Mods (6 May 17)
Post by: AngleWyrm on June 13, 2017, 05:49:00 PM
Quote from: cuproPanda on May 06, 2017, 05:30:27 PM
Quarry platform:
A platform quarry workers will haul resources to.
Must be placed next to a quarry, preferably near the ladders.
Quarries can be linked to only one or two platforms.

What is the difference between a quarry platform and a stockpile zone?
Is there some advantage to quarry platforms that make them worth building instead of zoning an area nearby?
Title: Re: [A17] cuproPanda's Mods (6 May 17)
Post by: cuproPanda on June 13, 2017, 07:29:45 PM
Quote from: AngleWyrm on June 13, 2017, 05:49:00 PM
Quote from: cuproPanda on May 06, 2017, 05:30:27 PM
Quarry platform:
A platform quarry workers will haul resources to.
Must be placed next to a quarry, preferably near the ladders.
Quarries can be linked to only one or two platforms.

What is the difference between a quarry platform and a stockpile zone?
Is there some advantage to quarry platforms that make them worth building instead of zoning an area nearby?

Quarry workers will haul what they dig up to the platform, then return to work. That way, haulers can collect the resources without having to enter the quarry, and miners don't have to haul what they dig up to a (potentially) far away stockpile. It's a small division of labor to help everything run a little smoother
Title: Re: [A17] cuproPanda's Mods (13 Jun 17)
Post by: br1zz on June 17, 2017, 01:58:23 AM
really loving your mods !

i found a possible bug with your window mod, it emits a small amount of light even at night when its completely dark outside. the area next to the window on both sides is lit (50%) then. is that intended ?
Title: Re: [A17] cuproPanda's Mods (13 Jun 17)
Post by: Plasmatic on June 17, 2017, 03:54:53 AM
With the drinks mod, are all those added to the drug policy window so I can tell my colonists to take some when they are feeling down? or would I need to manually do that?
Title: Re: [A17] cuproPanda's Mods (13 Jun 17)
Post by: Canute on June 17, 2017, 05:42:56 AM
At the drug policy settings you can setup to use some drugs when the mood is below x.
Title: Re: [A17] cuproPanda's Mods (13 Jun 17)
Post by: Plasmatic on June 17, 2017, 06:31:18 AM
Quote from: Canute on June 17, 2017, 05:42:56 AM
At the drug policy settings you can setup to use some drugs when the mood is below x.

Yea.. which is why I'm asking if the drinks in the Cupro's drinks mod are added to that so colonists will automatically use them if their joy is too low..

I don't understand what is hard to understand about my question?
Title: Re: [A17] cuproPanda's Mods (13 Jun 17)
Post by: Canute on June 17, 2017, 08:08:17 AM
You ask:
Quotewhen they are feeling down?
feeling down is for me mood.
You can setup that the pawns use drugs when their mood are very low. I let them use beer/joints when they are below 35% (major is 33%) once a day, and joy doesn't matter.

Does i misunderstand you again ?

Title: Re: [A17] cuproPanda's Mods (13 Jun 17)
Post by: Plasmatic on June 17, 2017, 08:25:05 AM
Quote from: Canute on June 17, 2017, 08:08:17 AM
You ask:
Quotewhen they are feeling down?
feeling down is for me mood.
You can setup that the pawns use drugs when their mood are very low. I let them use beer/joints when they are below 35% (major is 33%) once a day, and joy doesn't matter.

Does i misunderstand you again ?

No, and at this point I assume you are just trolling
Title: Re: [A17] cuproPanda's Mods (13 Jun 17)
Post by: Canute on June 17, 2017, 09:20:30 AM
Should i be angry now for beeing called a troll ?
You said i don't missunderstand you, so where is the problem ?
Title: Re: [A17] cuproPanda's Mods (13 Jun 17)
Post by: Plasmatic on June 17, 2017, 09:42:46 AM
Quote from: Canute on June 17, 2017, 09:20:30 AM
Should i be angry now for beeing called a troll ?
You said i don't misunderstand you, so where is the problem ?

The problem is you don't seem to grasp that I am asking about this mod specifically, not in general.

Let me be perfectly clear:

Are the drinks made with Cupro's drinks mod (that is to say: Agave Soda, Berry Soda, Root Beer, Chocolate Soda, Nigori, Vodka, Whiskey, Wine, Green Dragon, Coffee, Dead-eye Coffee, Thrumbo Energy, Koka and Peppi) added to the drugs policy list so i can setup an automated point where colonists will seek these drinks out themselves?

Again, Is Agave Soda, Berry Soda, Root Beer, Chocolate Soda, Nigori, Vodka, Whiskey, Wine, Green Dragon, Coffee, Dead-eye Coffee, Thrumbo Energy, Koka and Peppi added to the drug policy window so that I can setup policies for Agave Soda, Berry Soda, Root Beer, Chocolate Soda, Nigori, Vodka, Whiskey, Wine, Green Dragon, Coffee, Dead-eye Coffee, Thrumbo Energy, Koka and Peppi

(http://imgur.com/a/OekjF)
I even took the time to highlight said drinks for you. See those red arrows? https://imgur.com/a/OekjF

The answer is a simple yes or no

But at this point you can't grasp my question so I'll wait for someone else to respond
Title: Re: [A17] cuproPanda's Mods (13 Jun 17)
Post by: Canute on June 17, 2017, 10:17:00 AM
Sorry for the trouble.
Why you made it that complicate, you see these products arn't at the drug policy because they are just food, even when there are hard alcohol.

Why you just don't ask  cuproPanda to made it possible to add them as drugs and not as food only ?
Title: Re: [A17] cuproPanda's Mods (13 Jun 17)
Post by: cuproPanda on June 17, 2017, 01:23:12 PM
Quote from: br1zz on June 17, 2017, 01:58:23 AM
really loving your mods !

i found a possible bug with your window mod, it emits a small amount of light even at night when its completely dark outside. the area next to the window on both sides is lit (50%) then. is that intended ?

Thanks :) The windows still have a small amount of glow because I don't destroy them. Turning them on and off caused issues with them updating incorrectly, so they are always on, but adjusting based on the light outside.


The sodas are not listed in the drugs category because if they were, teetotalers would refuse to drink them. The alcoholic drinks are there, and the coffee and Thrumbo Energy are there, but regular sodas aren't for that reason. I would like to be able to allow certain thresholds for when to drink them, but I can't use the drug policies. In a future  update I can rework the joy giver for drinks to only drink them if below a certain joy level, which will be set in the mod settings.
Title: Re: [A17] cuproPanda's Mods (13 Jun 17)
Post by: Plasmatic on June 17, 2017, 02:40:46 PM
Quote from: cuproPanda on June 17, 2017, 01:23:12 PM
The sodas are not listed in the drugs category because if they were, teetotalers would refuse to drink them. The alcoholic drinks are there, and the coffee and Thrumbo Energy are there, but regular sodas aren't for that reason. I would like to be able to allow certain thresholds for when to drink them, but I can't use the drug policies. In a future  update I can rework the joy giver for drinks to only drink them if below a certain joy level, which will be set in the mod settings.

Thank you, that's all I wanted to know.

Quote from: Canute on June 17, 2017, 10:17:00 AM
Sorry for the trouble.
Why you made it that complicate, you see these products arn't at the drug policy because they are just food, even when there are hard alcohol.

Why you just don't ask  cuproPanda to made it possible to add them as drugs and not as food only ?

How exactly did I make this complicated? I asked a simple question, you gave me what amounts to a copy paste answer from any customer service support centre, repeatedly no less.

If you don't understand the question (which should of been apparent after the first answer wasn't sufficient) then you either go back and reread everything and try to understand again, or you don't answer again with the same answer (seeing as it wasn't correct to begin with, why would it be correct if you repeat it?)

"Better to be thought a fool, than to speak out and remove all doubt" - Mark Twain
Title: Re: [A17] cuproPanda's Mods (17 Jun 17)
Post by: shadowstitch on June 18, 2017, 02:40:53 AM
Oh man, I skipped out on a17 for a few weeks to let the mod scene simmer, and boy am I glad I did. I'm SO HAPPY to see the cupro mods come back again! Thank you, thank you, thank you!

I'm definitely in the "Bring water back" camp. I miss wells and sinks and rainbarrels and bottled water; with the new river system, it seems like this functionality would be even MORE versatile and valuable.

I see some of the Corepanda stuff being implemented elsewhere, but I'd love to see the Cupro furniture make a comeback. I've been using surrogate mods, when available, for the stuff I can't live without, but I still miss the Cupro originals like the single-person table and the universal rack.
Title: Re: [A17] cuproPanda's Mods (17 Jun 17)
Post by: cuproPanda on June 18, 2017, 03:12:38 PM
Cupro's Stones updated, allowing up to 8 stone types per map (Available in Mod Settings).


Quote from: shadowstitch on June 18, 2017, 02:40:53 AM
Oh man, I skipped out on a17 for a few weeks to let the mod scene simmer, and boy am I glad I did. I'm SO HAPPY to see the cupro mods come back again! Thank you, thank you, thank you!

I'm definitely in the "Bring water back" camp. I miss wells and sinks and rainbarrels and bottled water; with the new river system, it seems like this functionality would be even MORE versatile and valuable.

I see some of the Corepanda stuff being implemented elsewhere, but I'd love to see the Cupro furniture make a comeback. I've been using surrogate mods, when available, for the stuff I can't live without, but I still miss the Cupro originals like the single-person table and the universal rack.

I've heard rumors that A18 will have new water features. Not thirst, most likely, but probably something I can use. I was debating adding thirst, but I am with Tynan in thinking that it would be too much micro. I have already started poking at the code for allowing colonists to gather river water, as it seems the overall vote for the poll is going to stay FOR water. There may be a settings option to disable water usage in recipes.

CorePanda will return in A18, but there will only be shared code. The tables are available in Powerless, and the universal racks are just the standard vanilla racks now. The sinks were way too buggy, and any implementation I do would just be a replication of the ones found in Dub's Hygiene.
Title: Re: [A17] cuproPanda's Mods (18 Jun 17)
Post by: cuproPanda on June 18, 2017, 05:36:19 PM
Updated Drinks. Barrels no longer use a full stack of ingredients, only how many they can fit
Title: Re: [A17] cuproPanda's Mods (18 Jun 17)
Post by: wwWraith on June 18, 2017, 05:58:52 PM
Regarding water system: personally I don't use Drinks, but I liked your sinks in A14 :) Dub's Hygiene is too complicated for my needs. There are also many other potential uses for water. For example, I tried to make myself a little mod adding fountain like a cooler that could be used without outdoor space needed. It worked, but actually it worked even without fueling with water :D Probably it's not a task to make by pure XML means, and I don't want to learn C# yet. So I hope you'll bring a good water system back, but not hard linked to drinks.
Title: Re: [A17] cuproPanda's Mods (18 Jun 17)
Post by: cuproPanda on June 18, 2017, 07:18:53 PM
Quote from: wwWraith on June 18, 2017, 05:58:52 PM
Regarding water system: personally I don't use Drinks, but I liked your sinks in A14 :) Dub's Hygiene is too complicated for my needs. There are also many other potential uses for water. For example, I tried to make myself a little mod adding fountain like a cooler that could be used without outdoor space needed. It worked, but actually it worked even without fueling with water :D Probably it's not a task to make by pure XML means, and I don't want to learn C# yet. So I hope you'll bring a good water system back, but not hard linked to drinks.

The issue I had with the sinks before was that when one sink had water in it, all sinks were considered as having water, and made their rooms cleaner. When one sink was empty, all sinks were considered empty. There's a way to do it correctly that I wasn't aware of before, so maybe I will add them. Without the hygiene mod, there's no need for colonists to wash themselves, so the sink would just have the implied use of washing dishes or medical equipment.

I have made fountains for Zen Garden, but they don't provide any cooling. I like how they are animated:
(https://s23.postimg.org/4yuv7chaz/Fountains.gif)
Title: Re: [A17] cuproPanda's Mods (18 Jun 17)
Post by: Randonx on June 18, 2017, 09:14:04 PM
Cupro, do you have changelogs anywhere for any of your mods?
Title: Re: [A17] cuproPanda's Mods (18 Jun 17)
Post by: cuproPanda on June 18, 2017, 09:51:37 PM
Quote from: Randonx on June 18, 2017, 09:14:04 PM
Cupro, do you have changelogs anywhere for any of your mods?

I have GitHub. Every change I make shows up there.
Title: Re: [A17] cuproPanda's Mods (17 Jun 17)
Post by: shadowstitch on June 19, 2017, 05:18:35 AM
Quote from: cuproPanda on June 18, 2017, 03:12:38 PM
CorePanda will return in A18, but there will only be shared code. The tables are available in Powerless, and the universal racks are just the standard vanilla racks now. The sinks were way too buggy, and any implementation I do would just be a replication of the ones found in Dub's Hygiene.

Oh, great! I didn't know about the racks since I haven't really TRIED A17 yet, but with this new crop of mods I'm about to give it a shot. Thanks again!

I'm actually surprised the game didn't launch with a thirst mechanic; Rimworld is a survival game, and survival is all about food, water, and shelter, right? Collecting, purifying, and maintaining a water source is just as important as batteries or beer. 

I also hadn't stumbled across Dub's Hygiene mod until you mentioned it. It seems quite comprehensive, and frankly, it's the sort of thing I would have thought vanilla Rimworld would have developed long before introducing drugs or caravans.

I noticed that your CP Windows uses steel, but can patch to use the "glass" from jacob814's "Glass + Lights", which is in turn made from stone chunks (using yet ANOTHER set of workbenches).
Any chance we'll see a return of your "sand" resource? I.E., Digging it up from sandy spots or creating it with a quern/stone cutting table, then using it to craft glass for windows/lights at a furnace/smelter (or just replace steel for making defensive sandbags)?
Title: Re: [A17] cuproPanda's Mods (18 Jun 17)
Post by: Megahomer on June 19, 2017, 09:39:49 AM
Cant get to the Downlaod-page?! :o
Title: Re: [A17] cuproPanda's Mods (18 Jun 17)
Post by: Canute on June 19, 2017, 10:54:39 AM
At the 1. posting click on
"Source Files: Constantly up-to-date source files on GitHub."
There you should find the downloads.
Title: Re: [A17] cuproPanda's Mods (17 Jun 17)
Post by: cuproPanda on June 19, 2017, 12:11:19 PM
Quote from: shadowstitch on June 19, 2017, 05:18:35 AM
Any chance we'll see a return of your "sand" resource? I.E., Digging it up from sandy spots or creating it with a quern/stone cutting table, then using it to craft glass for windows/lights at a furnace/smelter (or just replace steel for making defensive sandbags)?

I discarded the dirt/clay/sand/gravel resources as they were troublesome to get and didn't have a lot of uses, but the sand would fit perfectly into the windows mod. The production tab gets to be too crowded, so I won't add the quern, I'll just make a recipe at the stonecutting table.


Quote from: Canute on June 19, 2017, 10:54:39 AM
At the 1. posting click on
"Source Files: Constantly up-to-date source files on GitHub."
There you should find the downloads.


An easier way is to click the version number of a mod to go right to the download.
Title: Re: [A17] cuproPanda's Mods (17 Jun 17)
Post by: SpaceDorf on June 19, 2017, 01:54:31 PM
Quote from: cuproPanda on June 19, 2017, 12:11:19 PM
Quote from: shadowstitch on June 19, 2017, 05:18:35 AM
Any chance we'll see a return of your "sand" resource? I.E., Digging it up from sandy spots or creating it with a quern/stone cutting table, then using it to craft glass for windows/lights at a furnace/smelter (or just replace steel for making defensive sandbags)?

I discarded the dirt/clay/sand/gravel resources as they were troublesome to get and didn't have a lot of uses, but the sand would fit perfectly into the windows mod. The production tab gets to be too crowded, so I won't add the quern, I'll just make a recipe at the stonecutting table.


@cuproPanda : Have you checked out Rainbeau Flambe's Fertile Fields Mod ? It creates all the ressources and is allready compatible to Vegetable Garden.

And a question about the Quarry : What are the rules of placing it ? I have no spot on my map to place a quarry which is in walking distance to my colony.
Title: Re: [A17] cuproPanda's Mods (17 Jun 17)
Post by: cuproPanda on June 19, 2017, 07:03:46 PM
Quote from: SpaceDorf on June 19, 2017, 01:54:31 PM
Quote from: cuproPanda on June 19, 2017, 12:11:19 PM
Quote from: shadowstitch on June 19, 2017, 05:18:35 AM
Any chance we'll see a return of your "sand" resource? I.E., Digging it up from sandy spots or creating it with a quern/stone cutting table, then using it to craft glass for windows/lights at a furnace/smelter (or just replace steel for making defensive sandbags)?

I discarded the dirt/clay/sand/gravel resources as they were troublesome to get and didn't have a lot of uses, but the sand would fit perfectly into the windows mod. The production tab gets to be too crowded, so I won't add the quern, I'll just make a recipe at the stonecutting table.


@cuproPanda : Have you checked out Rainbeau Flambe's Fertile Fields Mod ? It creates all the ressources and is allready compatible to Vegetable Garden.

And a question about the Quarry : What are the rules of placing it ? I have no spot on my map to place a quarry which is in walking distance to my colony.

I could patch the resources, and then make recipes for glass if needed. I'll check it out :)

The Quarry needs to be placed in an area with at least 60% stone terrain, but gravel is included in that, so it's more like 30-40%. Unless there is a big patch of stone flooring (not smoothed) you may need to dig out some of the mountainside.
Title: Re: [A17] cuproPanda's Mods (20 Jun 17)
Post by: cuproPanda on June 20, 2017, 05:55:54 PM
Minor updates for ZEN and EXP
Zen Garden fountain now has more than 3 animation frames. (Thanks, mrofa!)
Expanded Power patches changed to not replace vanilla CostList with costList - should improve compatibility with other mods that patch the same stations
Title: Re: [A17] cuproPanda's Mods (22 Jun 17)
Post by: cuproPanda on June 22, 2017, 01:10:37 AM
Updated Cupro's Stones - tweaked some colors a bit to not be so vibrant, rocks can now be forbidden from spawning (for those who only want specific stones in the map).
Title: Re: [A17] cuproPanda's Mods (23 Jun 17)
Post by: cuproPanda on June 23, 2017, 03:38:32 AM
Added a new mod: Preset Filtered Zones!
Adds six new stockpile zones which are already filtered for storing Meals, Meat, Vegetables, Medicine, Joy, or Animals. Freezer creation is a breeze!
Title: Re: [A17] cuproPanda's Mods (23 Jun 17)
Post by: kaptain_kavern on June 23, 2017, 12:40:25 PM
Awesome. Perfect for lazy folks like me  8)
Title: Re: [A17] cuproPanda's Mods (24 Jun 17)
Post by: cuproPanda on June 24, 2017, 01:38:26 PM
Updated Preset Filtered Zones to include an outdoor area! Also, names don't default to saying "Frozen ____"
Title: Re: [A17] cuproPanda's Mods (24 Jun 17)
Post by: cuproPanda on June 24, 2017, 03:04:13 PM
Hotfix for Preset Filtered Zones -- 17.01 broke vegetable zones
Title: Re: [A17] cuproPanda's Mods (24 Jun 17)
Post by: BlackSmokeDMax on June 25, 2017, 02:51:16 AM
Hi Cupro, really loving the new preset zone filter mod. (once I figured out I had to "allow fresh" due to another mod I'm using!)

Was wondering if you'd consider adding one more preset to your mod. One for a low priority "inside goods" zone. Kind of the opposite of your "outside" preset. Basically all the stuff that can deteriorate without the outside stuff, and maybe without food as well, seeing as those already have great presets ready to use. Think it would be most useful in early game, but being low priority, it wouldn't be bad to have sitting around as an overflow if necessary.
Title: Re: [A17] cuproPanda's Mods (24 Jun 17)
Post by: cuproPanda on June 25, 2017, 04:54:36 AM
Quote from: BlackSmokeDMax on June 25, 2017, 02:51:16 AM
Hi Cupro, really loving the new preset zone filter mod. (once I figured out I had to "allow fresh" due to another mod I'm using!)

Was wondering if you'd consider adding one more preset to your mod. One for a low priority "inside goods" zone. Kind of the opposite of your "outside" preset. Basically all the stuff that can deteriorate without the outside stuff, and maybe without food as well, seeing as those already have great presets ready to use. Think it would be most useful in early game, but being low priority, it wouldn't be bad to have sitting around as an overflow if necessary.

But wouldn't a normal stockpile work, considering the outdoors stockpile has a higher priority?
Title: Re: [A17] cuproPanda's Mods (24 Jun 17)
Post by: BlackSmokeDMax on June 25, 2017, 05:35:05 AM
Quote from: cuproPanda on June 25, 2017, 04:54:36 AM
Quote from: BlackSmokeDMax on June 25, 2017, 02:51:16 AM
Hi Cupro, really loving the new preset zone filter mod. (once I figured out I had to "allow fresh" due to another mod I'm using!)

Was wondering if you'd consider adding one more preset to your mod. One for a low priority "inside goods" zone. Kind of the opposite of your "outside" preset. Basically all the stuff that can deteriorate without the outside stuff, and maybe without food as well, seeing as those already have great presets ready to use. Think it would be most useful in early game, but being low priority, it wouldn't be bad to have sitting around as an overflow if necessary.

But wouldn't a normal stockpile work, considering the outdoors stockpile has a higher priority?

For the most part, yes. I just don't like when they start bringing overflow of outside goods indoors, before I notice it and enlarge or copy the outside pile.
Title: Re: [A17] cuproPanda's Mods (25 Jun 17)
Post by: cuproPanda on June 25, 2017, 07:11:14 PM
Updated graphics for Powerless and Stones. Shelter walls aren't black on the top anymore, and stone brick walls now look like stone bricks.

Quote from: BlackSmokeDMax on June 25, 2017, 05:35:05 AM
Quote from: cuproPanda on June 25, 2017, 04:54:36 AM
Quote from: BlackSmokeDMax on June 25, 2017, 02:51:16 AM
Hi Cupro, really loving the new preset zone filter mod. (once I figured out I had to "allow fresh" due to another mod I'm using!)

Was wondering if you'd consider adding one more preset to your mod. One for a low priority "inside goods" zone. Kind of the opposite of your "outside" preset. Basically all the stuff that can deteriorate without the outside stuff, and maybe without food as well, seeing as those already have great presets ready to use. Think it would be most useful in early game, but being low priority, it wouldn't be bad to have sitting around as an overflow if necessary.

But wouldn't a normal stockpile work, considering the outdoors stockpile has a higher priority?

For the most part, yes. I just don't like when they start bringing overflow of outside goods indoors, before I notice it and enlarge or copy the outside pile.

That is a good point. I'll see what I can do
Title: Re: [A17] cuproPanda's Mods (26 Jun 17)
Post by: cuproPanda on June 26, 2017, 04:16:06 AM
Updated Quarry, adjusting resources chances to not be skewed as much. Resources can be added again, and it's simpler than before.
Title: Re: [A17] cuproPanda's Mods (26 Jun 17)
Post by: cuproPanda on June 26, 2017, 10:34:35 PM
Hotfix for Quarry, components no longer spawn up to 20 at a time.
Title: Re: [A17] cuproPanda's Mods (26 Jun 17)
Post by: Mufflamingo on June 27, 2017, 05:29:51 AM
Uhhh. . . does your POWERLESS mod adds standalone weapons to the game? Because when I installed POWERLESS, I can choose 2 steel knives, 2 steel spears, 2 steel gladius etc. when I start a new game. (Via Prepare carefully) and when I uninstalled POWERLESS the new weapons were gone.

My problem is I have Combat Extended on, and if POWERLESS adds those new weapons to the game I think CE wont be able to override the stats and weapon mechanics. (I don't know what I'm talking about. Lol)
Title: Re: [A17] cuproPanda's Mods (26 Jun 17)
Post by: cuproPanda on June 27, 2017, 02:36:49 PM
Quote from: Mufflamingo on June 27, 2017, 05:29:51 AM
Uhhh. . . does your POWERLESS mod adds standalone weapons to the game? Because when I installed POWERLESS, I can choose 2 steel knives, 2 steel spears, 2 steel gladius etc. when I start a new game. (Via Prepare carefully) and when I uninstalled POWERLESS the new weapons were gone.

My problem is I have Combat Extended on, and if POWERLESS adds those new weapons to the game I think CE wont be able to override the stats and weapon mechanics. (I don't know what I'm talking about. Lol)

It's kinda difficult to add where weapons can be crafted, so I had to duplicate the weapons to allow them to be made at the forge. Now that we have the patching system, I'll see if I can patch the vanilla weapons to also be made at the forge. It'll have to be for A18, though, since that will be a save breaking change
Title: Re: [A17] cuproPanda's Mods (26 Jun 17)
Post by: CosmicDan on June 27, 2017, 03:19:22 PM
Hey cuproPanda,

I'm wondering if you have time to answer my question. I'm making an integration/compatibility patch designed for a modpack and in going through your Powerless! mod (awesome stuff btw), I've noticed that you redefine a lot of base classes instead of patching. Is there a specific reason for this (or have I noobed-it-up and misunderstood the effect)? Or should these ideally be migrated to new patches?

I asked about XML inheritance/load order referencing your mod in a new thread here (https://ludeon.com/forums/index.php?topic=34067.0), just in case you're not around - would be great if you could check it out to get a better explanation.

EDIT: I just read your last post, I guess this is the reason (for the weapons at least) or related? If so, what about all the other stuff like PlantFoodRawBase? I don't quite understand why your crops need to inherit an overridden abstract. The only thing it seems you want to do is remove the food poisoning from your crops, but could you not have just written a new abstract which redefines the properties you want to change instead? Or are these Def's from a time where it wasn't possible for Abstract to inherit from another Abstract or something?
Title: Re: [A17] cuproPanda's Mods (26 Jun 17)
Post by: cuproPanda on June 27, 2017, 03:33:00 PM
Quote from: CosmicDan on June 27, 2017, 03:19:22 PM
Hey cuproPanda,

I'm wondering if you have time to answer my question. I'm making an integration/compatibility patch designed for a modpack and in going through your Powerless! mod (awesome stuff btw), I've noticed that you redefine a lot of base classes instead of patching. Is there a specific reason for this (or have I noobed-it-up and misunderstood the effect)? Or should these ideally be migrated to new patches?

I asked about XML inheritance/load order referencing your mod in a new thread here (https://ludeon.com/forums/index.php?topic=34067.0), just in case you're not around - would be great if you could check it out to get a better explanation.

EDIT: I just read your last post, I guess this is the reason (for the weapons at least) or related? If so, what about all the other stuff like PlantFoodRawBase? I don't quite understand why your crops need to inherit an overridden abstract. The only thing it seems you want to do is remove the food poisoning from your crops, but could you not have just written a new abstract which redefines the properties you want to change instead? Or are these Def's from a time where it wasn't possible for Abstract to inherit from another Abstract or something?

Unless it has changed in the newest alpha, all mods need to put the bases into their defs. We can't just fetch the ones from the core defs
Title: Re: [A17] cuproPanda's Mods (26 Jun 17)
Post by: CosmicDan on June 27, 2017, 03:57:36 PM
Quote from: cuproPanda on June 27, 2017, 03:33:00 PM
Quote from: CosmicDan on June 27, 2017, 03:19:22 PM
Hey cuproPanda,

I'm wondering if you have time to answer my question. I'm making an integration/compatibility patch designed for a modpack and in going through your Powerless! mod (awesome stuff btw), I've noticed that you redefine a lot of base classes instead of patching. Is there a specific reason for this (or have I noobed-it-up and misunderstood the effect)? Or should these ideally be migrated to new patches?

I asked about XML inheritance/load order referencing your mod in a new thread here (https://ludeon.com/forums/index.php?topic=34067.0), just in case you're not around - would be great if you could check it out to get a better explanation.

EDIT: I just read your last post, I guess this is the reason (for the weapons at least) or related? If so, what about all the other stuff like PlantFoodRawBase? I don't quite understand why your crops need to inherit an overridden abstract. The only thing it seems you want to do is remove the food poisoning from your crops, but could you not have just written a new abstract which redefines the properties you want to change instead? Or are these Def's from a time where it wasn't possible for Abstract to inherit from another Abstract or something?

Unless it has changed in the newest alpha, all mods need to put the bases into their defs. We can't just fetch the ones from the core defs

Oh wow, that's pretty limited! Not sure when but it's no longer the case, thankfully, as I've noticed in my own modding. I just now tested it in your mod; I removed your "PlantFoodRawBase" definition completely, then removed the nutrition = 0.4 from Turnip so it *should* inherit nutrition = 0.5 from the core PlantFoodRawBase, which it indeed does :)

According to what I've read, this also means that any mod loaded after yours will be using your PlantFoodRawBase definition instead of the core game (makes sense to me too, that's how modding should work) so that's a possible problem... e.g. there will be no food poisoning on any mod-added PlantFoodRawBase that come after your mod. I'm not 99% sure if this is what RimWorld mod API does but it should inherit from earlier mods so it's safe to assume so.

You've got the most permissive (non-)license in existence so I've gone ahead and forked your repo (https://github.com/CosmicDan-RimWorld/POW) to convert all this stuff into patches so it's more compatible/integrated with other mods, you can take a look when you decide to update  the main build for A18.
Title: Re: [A17] cuproPanda's Mods (26 Jun 17)
Post by: cuproPanda on June 27, 2017, 04:09:21 PM
If this is the case, I need to go through and remove a bunch of stuff, and make sure to change the base names of the ones I need. Thank you for letting me know, I have a lot of changes to make :)
Title: Re: [A17] cuproPanda's Mods (26 Jun 17)
Post by: wwWraith on June 27, 2017, 04:10:17 PM
Quote from: cuproPanda on June 27, 2017, 03:33:00 PM
Unless it has changed in the newest alpha, all mods need to put the bases into their defs. We can't just fetch the ones from the core defs
So I'm pretty sure it was changed. I made some mini XML mods for myself just fetching bases from the core defs without copying them even in A16. And sometimes I just commented the sections that redefined the bases in other people's mods when some other mod redefined them for a good reason. And all worked fine.
Title: Re: [A17] cuproPanda's Mods (26 Jun 17)
Post by: CosmicDan on June 27, 2017, 06:40:08 PM
Quote from: wwWraith on June 27, 2017, 04:10:17 PM
Quote from: cuproPanda on June 27, 2017, 03:33:00 PM
Unless it has changed in the newest alpha, all mods need to put the bases into their defs. We can't just fetch the ones from the core defs
So I'm pretty sure it was changed. I made some mini XML mods for myself just fetching bases from the core defs without copying them even in A16. And sometimes I just commented the sections that redefined the bases in other people's mods when some other mod redefined them for a good reason. And all worked fine.

It's definitely changed. I had no idea that cupro was re-defining ResourceBase, even - I did not need to (I literally just started modding RimWorld yesterday haha) and it works perfectly fine.

Quote from: cuproPanda on June 27, 2017, 04:09:21 PM
If this is the case, I need to go through and remove a bunch of stuff, and make sure to change the base names of the ones I need. Thank you for letting me know, I have a lot of changes to make :)

No problem! I've already done some minor changes and cleanups in the fork I made if you want to check out the commit log. Let me know if you want me to make a PR, or you can just cherry-pick whatever you want of course.

Of particular note, for your reference, is my patch to inject the POW_Forge recipes into any weapon. xpath is pretty cool! The patch in question (https://github.com/CosmicDan-RimWorld/POW/commit/5741cd3d1ab45fb1ae9c003e24359658596590e5) will find any item that can be crafted at a FueledSmithy, and if so then it will also inject the POW_Forge as a recipeUser entry. Very cool - automagical mod integration :D
Title: Re: [A17] cuproPanda's Mods (26 Jun 17)
Post by: cuproPanda on June 28, 2017, 01:44:58 AM
It seems like the best bet is to keep the bases as they are. If a mod loaded before mine changes a base - like BuildingBase - and I simply inherit the same base, I inherit the changes the previous relevant mod made. If, however, I redefine the base as it looks in the Core defs, I not only get the base I was expecting, but I also reset the base for future mods.
Title: Re: [A17] cuproPanda's Mods (28 Jun 17)
Post by: cuproPanda on June 28, 2017, 06:23:36 AM
Updated Quarry, adding a rare and minor injury event when mining. Frequency is based on game difficulty
Title: Re: [A17] cuproPanda's Mods (26 Jun 17)
Post by: CosmicDan on June 28, 2017, 07:12:20 AM
Quote from: cuproPanda on June 28, 2017, 01:44:58 AM
It seems like the best bet is to keep the bases as they are. If a mod loaded before mine changes a base - like BuildingBase - and I simply inherit the same base, I inherit the changes the previous relevant mod made. If, however, I redefine the base as it looks in the Core defs, I not only get the base I was expecting, but I also reset the base for future mods.

So you not only want to ignore inheritance but you also want to play policeman on other people's modding? People can still just change everything with patches since they're loaded last, all you're doing is introducing unexpected behavior and making more work for yourself.

The stupid crap that other people do in modding isn't your concern - if anybody completely overrides base classes then they should be shamed for it. It's just completely unnecessary and causes more issues than it solves.

But suit yourself, who am I to complain - your mods are still good. Just don't be surprised when this bites you in the butt with someone raging about how long it took for them to narrow down a compatibility bug that was caused by it!
Title: Re: [A17] cuproPanda's Mods (28 Jun 17)
Post by: kardofaces on June 28, 2017, 11:49:57 AM
I went into this thread thinking; I will probably download a few of them. Then, I ended up getting all of them. :)
Title: Re: [A17] cuproPanda's Mods (26 Jun 17)
Post by: AngleWyrm on June 28, 2017, 11:16:18 PM
Quote from: CosmicDan on June 28, 2017, 07:12:20 AM
So you not only want to ignore inheritance but you also want to play policeman on other people's modding?
Quarry version 17.21 (https://github.com/cuproPanda/QRY/releases/tag/17.21) (this commit) (https://github.com/cuproPanda/QRY/commit/521f2cb1aee5c9b6e7fc23b4c60be7483660c94f) was the last release that had xml modding of mineable resources.

I just think of it as the lifespan of a mod, as measured in value it contributes to the player's game; a trajectory of increase from its birth to a midpoint where liabilities become the focus of manufacture, and eventual death as the nerfs & costs begin to outweigh the buffs & benefits.
Title: Re: [A17] cuproPanda's Mods (26 Jun 17)
Post by: cuproPanda on June 29, 2017, 03:27:16 AM
Quote from: CosmicDan on June 28, 2017, 07:12:20 AM
Quote from: cuproPanda on June 28, 2017, 01:44:58 AM
It seems like the best bet is to keep the bases as they are. If a mod loaded before mine changes a base - like BuildingBase - and I simply inherit the same base, I inherit the changes the previous relevant mod made. If, however, I redefine the base as it looks in the Core defs, I not only get the base I was expecting, but I also reset the base for future mods.

So you not only want to ignore inheritance but you also want to play policeman on other people's modding? People can still just change everything with patches since they're loaded last, all you're doing is introducing unexpected behavior and making more work for yourself.

The stupid crap that other people do in modding isn't your concern - if anybody completely overrides base classes then they should be shamed for it. It's just completely unnecessary and causes more issues than it solves.

But suit yourself, who am I to complain - your mods are still good. Just don't be surprised when this bites you in the butt with someone raging about how long it took for them to narrow down a compatibility bug that was caused by it!

I'm trying to remove issues other mods will cause with my mods. I'm the one who has to hear it from people when they find an issue with one of my mods. If the issue is caused by a different mod changing the defs in unexpected ways, how am I supposed to fix the problem? If a user is having an issue with one of my mods, I go looking for the problem both in my code and in my modded playthrough. If I'm not using the mod in question, I'll never see the issue, which means I'll never be able to fix it. So yes, stupid crap other people do is a little bit my concern, because that stupid crap has a direct impact on my mods. It's not like I'm doing anything harmful - I'm getting the bases as I expect them to be in order for my mods to work the way they should. This is how all mods used to operate, and how quite a few still do.
Title: Re: [A17] cuproPanda's Mods (26 Jun 17)
Post by: CosmicDan on June 29, 2017, 05:20:24 AM
Quote from: cuproPanda on June 29, 2017, 03:27:16 AM
Quote from: CosmicDan on June 28, 2017, 07:12:20 AM
Quote from: cuproPanda on June 28, 2017, 01:44:58 AM
It seems like the best bet is to keep the bases as they are. If a mod loaded before mine changes a base - like BuildingBase - and I simply inherit the same base, I inherit the changes the previous relevant mod made. If, however, I redefine the base as it looks in the Core defs, I not only get the base I was expecting, but I also reset the base for future mods.

So you not only want to ignore inheritance but you also want to play policeman on other people's modding? People can still just change everything with patches since they're loaded last, all you're doing is introducing unexpected behavior and making more work for yourself.

The stupid crap that other people do in modding isn't your concern - if anybody completely overrides base classes then they should be shamed for it. It's just completely unnecessary and causes more issues than it solves.

But suit yourself, who am I to complain - your mods are still good. Just don't be surprised when this bites you in the butt with someone raging about how long it took for them to narrow down a compatibility bug that was caused by it!

I'm trying to remove issues other mods will cause with my mods. I'm the one who has to hear it from people when they find an issue with one of my mods. If the issue is caused by a different mod changing the defs in unexpected ways, how am I supposed to fix the problem? If a user is having an issue with one of my mods, I go looking for the problem both in my code and in my modded playthrough. If I'm not using the mod in question, I'll never see the issue, which means I'll never be able to fix it. So yes, stupid crap other people do is a little bit my concern, because that stupid crap has a direct impact on my mods. It's not like I'm doing anything harmful - I'm getting the bases as I expect them to be in order for my mods to work the way they should. This is how all mods used to operate, and how quite a few still do.

I understand your reasoning. It is a bit disappointing to hear but I guess as you say it's not really a big deal for others (as long as you keep those base classes 100% in line with the core). I meant no disrespect, of course I appreciate and thank you for the great work you have done :) Thanks for not blowing up at my blunt confrontation on the matter.
Title: Re: [A17] cuproPanda's Mods (28 Jun 17)
Post by: wwWraith on June 29, 2017, 05:25:04 AM
Quote from: cuproPanda on June 29, 2017, 03:27:16 AM
I'm the one who has to hear it from people when they find an issue

No, it's not your mod issue. In this case you should readress the problem to the author of the conflicting mod, it's a more reasonable way to really get rid of conflict rather than to make an even more potentially conflictable workaround. If someone does "stupid crap", go tell him: "Please stop doing stupid crap!" And probably he will take a smart way. But if you "fixes" it by integrating his changes in your mod, you make it also the cause of conflicts for some other, and so on.

But the changes that other mod makes to the defs may have a good purpose. Quick example: increasing the table search radius was done by adding <chairSearchRadius>40</chairSearchRadius> in MealBase/ingestible (it was some real mod in A16). Then let's assume some other modder adds some new meal and just copies that MealBase to keep it vanilla - this way he just kills the first mod if it's loaded before his. Both of their changes are not stupid. Both of their mods have a right to exist, and they can work without any problems with loading order now. There are no real need to keep the defs vanilla, in the most cases "unexpected" changes in the first won't be something that the second have to worry about.

The point is, no one now have a real need to redefine anything. Pretty much everything except of adding new defs can be done by patching. If the first mod in that example uses a patch (and that's how it does it now), second mod will also work even with copying. But think about code readability. If someone wants to analyze your code for some reason, he has to read a whole bunch of defs and to find the differences with vanilla even if there are no changes. It may be very time consuming, even using grep isn't a solution sometimes. And some new modder who wants to learn how to mod looking at it thinks: "Well, seems like I have to copy bases defs. I don't know why, but this guy is an experienced modder, he won't do stupid things, so I should do this way, too."

So:
def + def = conflicts
def + patch = complication (and stimulates more copying)
patch + patch = all is great (and stimulates progress)

:)
Title: Re: [A17] cuproPanda's Mods (28 Jun 17)
Post by: cuproPanda on June 29, 2017, 02:00:16 PM
Before CosmicDan mentioned it, I had no idea we didn't have to redefine the defs anymore. I definitely understand how recreating the base defs would reset changes other mods made, but that wasn't my intention. I mentioned it, because that's what is currently happening, but I had every intention of renaming my defs. Instead of redefining BuildingBase, for example, I was going to change it to QuarryBuildingBase, etc. That way, I got the base I was expecting without affecting other mods.

Either way, unless I inherit from the original defs, any changes made wouldn't get applied to my mods, even with patching. Say someone makes a mod that makes lamps more efficient. As long as I inherit from the core StandingLampBase, I'll also get the changes. That also means the modder wouldn't have to manually add changes to each mod they intended to affect - most of which they probably wouldn't know exist.

Simply inheriting from Core is making more and more sense. Another good bonus is that I won't have to copy/paste all the parent defs I'm using for each mod every time the game updates.

EDIT:
Besides, if a mod is introducing changes that hurt other mods, that mod is then more likely to be found to be the issue and then fixed.
Title: Re: [A17] cuproPanda's Mods (28 Jun 17)
Post by: wwWraith on June 29, 2017, 03:31:04 PM
I have a feeling that I misunderstood you, I'm sorry if it was so. I read your previous posts as "I am going to copy core defs" instead of "I was going to do it".

Btw may I suggest you to make the Flower arch in the Zen Garden rotatable? I know it probably won't look great when rotated, but still better than nothing for the designes with horizontal symmetry :)
Title: Re: [A17] cuproPanda's Mods (28 Jun 17)
Post by: CosmicDan on June 29, 2017, 05:29:30 PM
Quote from: cuproPanda on June 29, 2017, 02:00:16 PM
I had every intention of renaming my defs. Instead of redefining BuildingBase, for example, I was going to change it to QuarryBuildingBase, etc. That way, I got the base I was expecting without affecting other mods.

Oh, you are? That wasn't clear to me, either. Because this is indeed a good thing - there's absolutely nothing wrong with that (mostly - worst case scenario is your mod doesn't inherit some base patches that other mods do - but that is completely your prerogative, nothing really wrong with that).

I could have figured as much though I suppose, like all your other def's are prefixed with "POW_" already.
Title: Re: [A17] cuproPanda's Mods (01 Jul 17)
Post by: Rimrue on July 02, 2017, 04:34:26 PM
Hey, Cupro, wasn't sure where to put this. After installing your new Pawns Play Together mod my pawns all became joy deprived and started having mental breaks. I didn't get any errors, so don't know what the conflict was. But it seems pawns with passions ceased getting joy from their work. I got several mental breaks before I uninstalled the mod and their joy levels returned to normal. :/
Title: Re: [A17] cuproPanda's Mods (01 Jul 17)
Post by: cuproPanda on July 02, 2017, 11:29:39 PM
Quote from: Rimrue on July 02, 2017, 04:34:26 PM
Hey, Cupro, wasn't sure where to put this. After installing your new Pawns Play Together mod my pawns all became joy deprived and started having mental breaks. I didn't get any errors, so don't know what the conflict was. But it seems pawns with passions ceased getting joy from their work. I got several mental breaks before I uninstalled the mod and their joy levels returned to normal. :/

I recently had a colonist with a mental break as well. I'll do some digging. When I was testing them joining other pawns, they always  switched to a different joy activity if they didn't find a valid partner, so that shouldn't be happening, but... who knows. I'll see what I can do.
Title: Re: [A17] cuproPanda's Mods (01 Jul 17)
Post by: PreDiabetic on July 03, 2017, 02:01:17 AM
Cupro is this suppose to be like that? Because Coffee Shrubs DON'T drop anything when harvested. I just hear "tree cutting" sound and nothing. Shrub turn into smaller form. I get no error.

   <ThingDef ParentName="CPD_CoffeeBase">
      <defName>CPD_HydroCoffee</defName>
      <label>coffee shrub</label>
      <description>A shrub that produces cherries containing coffee beans. Takes a while to grow.</description>
      <statBases>
         <MaxHitPoints>75</MaxHitPoints>
         <Beauty>1</Beauty>
      </statBases>
      <fillPercent>0.05</fillPercent>
      <altitudeLayer>LowPlant</altitudeLayer>
      <plant>
         <dieIfLeafless>true</dieIfLeafless>
         <harvestMinGrowth>1.0</harvestMinGrowth>
         <harvestYield>10</harvestYield>
         <harvestWork>500</harvestWork>
         <sowWork>300</sowWork>
         <harvestAfterGrowth>0.30</harvestAfterGrowth>
         <sowTags>
            <li>Hydroponic</li>
         </sowTags>
         <topWindExposure>0.2</topWindExposure>
         <visualSizeRange>
            <min>0.6</min>
            <max>0.8</max>
         </visualSizeRange>
      </plant>
   </ThingDef>
Title: Re: [A17] cuproPanda's Mods (01 Jul 17)
Post by: Rimrue on July 03, 2017, 02:27:17 AM
Okay, thanks. Just wanted to make you were of it.:)
Title: Re: [A17] cuproPanda's Mods (01 Jul 17)
Post by: cuproPanda on July 03, 2017, 04:04:13 AM
Quote from: damngrl on July 03, 2017, 02:01:17 AM
Cupro is this suppose to be like that? Because Coffee Shrubs DON'T drop anything when harvested. I just hear "tree cutting" sound and nothing. Shrub turn into smaller form. I get no error.

   -Def-

The def looks okay, but I haven't ever actually grown hydroponic coffee shrubs. I guess I have to put the coffee beans on the shrub as well. Strange, since they should be getting that from the parent.

Edit:
The issue was caused by the shrub needing to be 100% grown to harvest. I tested it using Grow To Maturity, and I couldn't get anything to spawn. 95% growth works. I'll update shortly
Title: Re: [A17] cuproPanda's Mods (03 Jul 17)
Post by: cuproPanda on July 03, 2017, 01:44:52 PM
Updated Drinks. Added stout, redrew textures, fixed coffee shrubs not dropping beans
Title: Re: [A17] cuproPanda's Mods (03 Jul 17)
Post by: Sefiriot on July 05, 2017, 01:43:18 PM
Caught some errors from the mods AJO and Pawns Play Together, seems one or the other might not play well with Hospitality, since it popped up when I had a trade caravan visit.


Exception in Verse.AI.ThinkNode_PrioritySorter TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
  at PawnsPlayTogether.JoyGiver_JoinIn.TryGiveJob (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Hospitality.JobGiver_Relax.TryGiveJob (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_PrioritySorter.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.AI.ThinkNode_PrioritySorter:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Hospitality.ThinkNode_FilterGuestRooms:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
RimWorld.ThinkNode_Duty:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
RimWorld.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Tagger:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Subtree:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
RimWorld.ThinkNode_JoinVoluntarilyJoinableLord:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob(ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Could not reserve Thing_AJO_SpectagoTea373467/ for Ali doing job Ingest A=Thing_AJO_SpectagoTea373467(curToil=0) for maxPawns 1 and stackCount -1. Existing reserver: Min doing job Ingest A=Thing_AJO_SpectagoTea373467(curToil=4)
Verse.Log:Error(String)
Verse.AI.ReservationManager:LogCouldNotReserveError(Pawn, LocalTargetInfo, Int32, Int32, ReservationLayerDef)
Verse.AI.ReservationManager:Reserve(Pawn, LocalTargetInfo, Int32, Int32, ReservationLayerDef)
Verse.AI.ReservationUtility:Reserve(Pawn, LocalTargetInfo, Int32, Int32, ReservationLayerDef)
RimWorld.JobDriver_Ingest:<ReserveFoodIfWillIngestWholeStack>m__E6()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [A17] cuproPanda's Mods (03 Jul 17)
Post by: cuproPanda on July 05, 2017, 06:02:14 PM
Quote from: Sefiriot on July 05, 2017, 01:43:18 PM
Caught some errors from the mods AJO and Pawns Play Together, seems one or the other might not play well with Hospitality, since it popped up when I had a trade caravan visit.


log


It looks like those errors are on Hospitality's side. The mod is trying to assign the job to join colonists, but it isn't a job that can be forced to do. As far as the tea, that bug pops up from time to time even without mods. I'll add a note that Hospitality is incompatible for now.
Title: Re: [A17] cuproPanda's Mods (05 Jul 17)
Post by: SpaceDorf on July 08, 2017, 01:09:15 PM
I have a QoL and Logic matter to report concerning the stockpile categories of your drinks mod.

I would prefer if coffee beans and frass root were moved into the "plant matter" bit of the raw ressources.
For one it just make sense, and as second I can then use skullywag's food baskets to store them like my other foods.
Title: Re: [A17] cuproPanda's Mods (05 Jul 17)
Post by: cuproPanda on July 08, 2017, 08:08:27 PM
Quote from: SpaceDorf on July 08, 2017, 01:09:15 PM
I have a QoL and Logic matter to report concerning the stockpile categories of your drinks mod.

I would prefer if coffee beans and frass root were moved into the "plant matter" bit of the raw ressources.
For one it just make sense, and as second I can then use skullywag's food baskets to store them like my other foods.

Updated :)
Title: Re: [A17] cuproPanda's Mods (08 Jul 17)
Post by: rditto48801 on July 08, 2017, 08:45:16 PM
After taking a long break from Rimworld (last played A13), I dove back in with a bunch of old favorite mods, and a few new mods, such as the ones from this thread.

However, I have run into an odd issue.

None of the metals/alloys from Expanded Power and Cupro's Alloys are haulable, they are simply not listed in the stockpile at all.
Which means trying to manually haul them has the tooltip saying there is noplace to take it to.
Items from your other mods, like glowstone and charcoal from Powerless, do show up just fine in stockpile lists, and get hauled just fine.
The end result, I got a bit of copper, aluminum and lead that just gets dropped where it is mined. The pawns ignore it unless it is needed for crafting or constructing stuff.

I have tried changing mod load order, deleting all stockpile/deconstructing all storage items after changing mod load orders and replacing them, etc, to no affect. The only real result is breaking my save in general when trying to remove possible conflicting mods.

While I am no modding expert, I do know a little about modding in Rimworld (at least as far as editing def files to a limited extent), and poked through the files, and I noticed one thing that stuck out.
Unlike the items from Powerless that can be hauled, those from Expanded Power and Cupro's Alloys lack lines for things like stackLimit and Tradeability.
A lesser issue (probably not related), is that copper has a beauty value listed for the stack itself (even silver has a default -4, so it seems a little odd that copper should be any different)

In the stockpile, under the 'metal alloy' tab, only Plasteel and Steel are shown.
Metals from other mods (like Industrialization) are showing up in the stockpile under raw resources. (the only 'copper' listed in the stockpile is from Industrialization)

For one 'test', I made a stockpile right under some of the copper that was just laying there, and manually set the stockpile for everything. All green checks. My pawns didn't bother moving any of the copper at all, and quickly moved items to the stockpile, putting them 'on' the stacks of copper. They seem to usually remove 'unaccepted' items from stockpiles not set to accept them.
I tracked down a rubbertree, and harvested it, and I could manually haul the rubber to the test stockpile. (raw rubber does have 'stackLimit' in its def, unlike the metals)

Aside from the stackLimit thing, I am personally guessing there is some sort of mod conflict or mod order issue going on, but after several hours of troubleshooting, and searching for different things on the forums and via google, I am coming up empty. The closest thing I can find is power conduits don't need copper or steel to make, they need an item called 'wire', (which is crafted from steel and plasteel for a stack of 25 wire). I can't track down which mod uses 'wire', though. I got a lot of mods, and spent a good several hours trying to track down possible causes for this issue.

Here is the 'all you can eat buffet' list of mods I have... (I have already trimmed a few mods out...)

<?xml version="1.0" encoding="utf-8"?>
<ModsConfigData>
  <buildNumber>1557</buildNumber>
  <activeMods>
    <li>Core</li>
    <li>HugsLib</li>
    <li>EdBPrepareCarefully</li>
    <li>AlienRaces-2.1.5</li>
    <li>Apini A17</li>
    <li>Orassan (A17)</li>
    <li>CyberneticStorm</li>
    <li>ExpandedProsthetics&amp;OrganEngineering</li>
    <li>RBSE - Lite Edition 1.7</li>
    <li>A_Dog_Said-A17</li>
    <li>OrassanADSAddon</li>
    <li>Apini A17 Apitech</li>
    <li>MiningCo. AlertSpeaker</li>
    <li>MiningCo. ForceField</li>
    <li>MiningCo. LaserFence</li>
    <li>MiningCo. MiningHelmet</li>
    <li>MiningCo. MMS</li>
    <li>MiningCo. PowerFist</li>
    <li>MiningCo. SpotlightTurret</li>
    <li>Miscellaneous_Core</li>
    <li>Miscellaneous_Robots</li>
    <li>Miscellaneous_TrainingFacility</li>
    <li>Miscellaneous_MapGenerator_FactionBase</li>
    <li>Miscellaneous_MapGenerator</li>
    <li>Miscellaneous_BeeAndHoney</li>
    <li>Miscellaneous_WeaponRepair</li>
    <li>Miscellaneous_Objects</li>
    <li>PackedLunch</li>
    <li>PawnsPlayPoker [A17]</li>
    <li>POW-17.29</li>
    <li>PowerSwitch</li>
    <li>Pygmy-Muffalos-1.1.1543</li>
    <li>QRY-17.38</li>
    <li>QualityBuilder</li>
    <li>QualitySurgeon</li>
    <li>RazzleDazzleA17</li>
    <li>ReconAndDiscovery</li>
    <li>RemoteExplosives</li>
    <li>ReplacementOrganCrafting</li>
    <li>RF - Wild Cultivation</li>
    <li>RF - Smooth Stone Walls</li>
    <li>RF - Fertile Fields</li>
    <li>RF - Concrete</li>
    <li>RF - Basic Bridges</li>
    <li>DESurgeries</li>
    <li>Bones Mod</li>
    <li>BionicReplacementsCrafting</li>
    <li>Alpha Muffalo A17</li>
    <li>[A17] Vanilla-Friendly Weapon Expansion</li>
    <li>T-ExpandedCloth</li>
    <li>T-ExpandedCrops</li>
    <li>T-MiscStuff</li>
    <li>T-MoreBedsCloth</li>
    <li>T-MoreFloors</li>
    <li>T-RawCropThoughts</li>
    <li>Temperature Control</li>
    <li>TilledSoil</li>
    <li>TradingSpot</li>
    <li>Training Rack</li>
    <li>Trap Defence A17</li>
    <li>Travel-Rations--MREs-1.1</li>
    <li>Turret Collection</li>
    <li>Vegetable Garden 5.4</li>
    <li>WIN-17.04</li>
    <li>ZEN-17.11</li>
    <li>TropiCKAPP</li>
    <li>TribalEssentialsModPack</li>
    <li>Surgery Kit</li>
    <li>SupportBeams</li>
    <li>STN-17.23</li>
    <li>Spoons Hair Mod -A17</li>
    <li>Soylent Production</li>
    <li>sns</li>
    <li>Smoked-Meat-2.0</li>
    <li>Single Royal A17</li>
    <li>SimpleSidearms-1.2.0</li>
    <li>RW-ExtendedTraits-master</li>
    <li>RumoursAndDeceptionA17</li>
    <li>RT's Weapon Pack</li>
    <li>RoofSupport A17</li>
    <li>Romance Diversified A17</li>
    <li>Robots_PlusPlus_Misc_Robots_Xtension</li>
    <li>Rimworld-ButcherMoodFix-1.0</li>
    <li>Rimsenal_Hair</li>
    <li>Rimsenal_Vanilla</li>
    <li>Rimfire 2.3</li>
    <li>Rim.AcEnhancedCrafting</li>
    <li>Rim Disorders A17</li>
    <li>Right-Tool-for-the-Job-Rebalanced</li>
    <li>ReclaimFabric-ReclaimFabric1.9</li>
    <li>Psychology</li>
    <li>PathAvoid</li>
    <li>Panacea-0.17.1.0</li>
    <li>OHU-Dropships-1.31</li>
    <li>NeurotrainerCrafting</li>
    <li>Nandonalt - Set-up Camp</li>
    <li>More Vanilla Turrets</li>
    <li>ModularPowerArmor-1.0.17b.0.0</li>
    <li>Mod Medicine Patch</li>
    <li>MIRV Artillery</li>
    <li>Miniaturisation</li>
    <li>Mending</li>
    <li>Medieval Times (v. 1.70.A17b)</li>
    <li>MedicineKitCrafting</li>
    <li>MedicalTab</li>
    <li>Mannable Turrents</li>
    <li>Mamuffalo V1.04 A17</li>
    <li>MadSkills-A17-2.0.1</li>
    <li>LT-DoorMat_1.0.7</li>
    <li>LaserWeapons-LaserWeapons1.7</li>
    <li>Kitchen-Counter-0.17</li>
    <li>ImprovedWorkbenches</li>
    <li>Hospitality</li>
    <li>High Caliber</li>
    <li>GrillTech A17</li>
    <li>GlitterTech</li>
    <li>Glass&amp;Lights</li>
    <li>GaussWeapons-GaussWeapons1.7</li>
    <li>Furnace</li>
    <li>FishIndustry</li>
    <li>Fireplace Mod V1.9b A17</li>
    <li>ExtendedFabrics-ExtendedFabrics1.5</li>
    <li>Extended Turrets Mod</li>
    <li>Enlighten</li>
    <li>Electric Wall Torch Mod V1.0</li>
    <li>ED-Embrasures</li>
    <li>ED-LaserDrill</li>
    <li>ED-ReinforcedStuff</li>
    <li>ED-OmniGel</li>
    <li>ED-ShieldsBasic</li>
    <li>DyeVat</li>
    <li>Dubs Bad Hygiene</li>
    <li>Dubs Rimkit(Medkit)</li>
    <li>Dubs Skylight</li>
    <li>Diesel_Generator</li>
    <li>Cyclone_Wire</li>
    <li>CTS</li>
    <li>CPD-17.30p</li>
    <li>ColonyManager</li>
    <li>Clutter Structure</li>
    <li>Clutter Laser Rifle</li>
    <li>Clutter Hands</li>
    <li>Clutter Furniture</li>
    <li>CleaningArea</li>
    <li>CaveworldFlora</li>
    <li>CaveBiome</li>
    <li>Blueprints</li>
    <li>BetterVents-BetterVents1.4</li>
    <li>BetterPawnControl</li>
    <li>BetterCoolers-BetterCoolers1.4</li>
    <li>Barn Stall A17</li>
    <li>Armor Crafting</li>
    <li>Animal Feed Trough A17</li>
    <li>Ancient Asian Weapons</li>
    <li>AllowTool</li>
    <li>AJO-17.11</li>
    <li>Agriculture</li>
    <li>20th Century Weapons Mod</li>
    <li>TechAdvancing</li>
    <li>Weapon Crafting</li>
    <li>BirdsAndBees</li>
    <li>CyberneticStorm&amp;EPOECompat</li>
    <li>Wall_Torch A17</li>
    <li>Industrialisation</li>
    <li>EXP-17.19</li>
    <li>CAL-17.08</li>
    <li>Industrial-Drill-Rig-Stuffified-Edition</li>
    <li>ExtendedStorage-ExtendedStorage2.1</li>
    <li>ResearchPal</li>
    <li>ArchitectSense</li>
    <li>StuffedFloors</li>
    <li>Stuffified-Construction</li>
    <li>StackMerger</li>
  </activeMods>
</ModsConfigData>
Title: Re: [A17] cuproPanda's Mods (05 Jul 17)
Post by: SpaceDorf on July 08, 2017, 11:04:39 PM
Quote from: cuproPanda on July 08, 2017, 08:08:27 PM


Updated :)

Awesome, thank you :)
Title: Re: [A17] cuproPanda's Mods (08 Jul 17)
Post by: cuproPanda on July 09, 2017, 01:16:22 AM
Quote from: rditto48801 on July 08, 2017, 08:45:16 PM
After taking a long break from Rimworld (last played A13), I dove back in with a bunch of old favorite mods, and a few new mods, such as the ones from this thread.

However, I have run into an odd issue.

None of the metals/alloys from Expanded Power and Cupro's Alloys are haulable, they are simply not listed in the stockpile at all.
Which means trying to manually haul them has the tooltip saying there is noplace to take it to.
Items from your other mods, like glowstone and charcoal from Powerless, do show up just fine in stockpile lists, and get hauled just fine.
The end result, I got a bit of copper, aluminum and lead that just gets dropped where it is mined. The pawns ignore it unless it is needed for crafting or constructing stuff.

I have tried changing mod load order, deleting all stockpile/deconstructing all storage items after changing mod load orders and replacing them, etc, to no affect. The only real result is breaking my save in general when trying to remove possible conflicting mods.

While I am no modding expert, I do know a little about modding in Rimworld (at least as far as editing def files to a limited extent), and poked through the files, and I noticed one thing that stuck out.
Unlike the items from Powerless that can be hauled, those from Expanded Power and Cupro's Alloys lack lines for things like stackLimit and Tradeability.
A lesser issue (probably not related), is that copper has a beauty value listed for the stack itself (even silver has a default -4, so it seems a little odd that copper should be any different)

In the stockpile, under the 'metal alloy' tab, only Plasteel and Steel are shown.
Metals from other mods (like Industrialization) are showing up in the stockpile under raw resources. (the only 'copper' listed in the stockpile is from Industrialization)

For one 'test', I made a stockpile right under some of the copper that was just laying there, and manually set the stockpile for everything. All green checks. My pawns didn't bother moving any of the copper at all, and quickly moved items to the stockpile, putting them 'on' the stacks of copper. They seem to usually remove 'unaccepted' items from stockpiles not set to accept them.
I tracked down a rubbertree, and harvested it, and I could manually haul the rubber to the test stockpile. (raw rubber does have 'stackLimit' in its def, unlike the metals)

Aside from the stackLimit thing, I am personally guessing there is some sort of mod conflict or mod order issue going on, but after several hours of troubleshooting, and searching for different things on the forums and via google, I am coming up empty. The closest thing I can find is power conduits don't need copper or steel to make, they need an item called 'wire', (which is crafted from steel and plasteel for a stack of 25 wire). I can't track down which mod uses 'wire', though. I got a lot of mods, and spent a good several hours trying to track down possible causes for this issue.

Here is the 'all you can eat buffet' list of mods I have... (I have already trimmed a few mods out...)

<?xml version="1.0" encoding="utf-8"?>
<ModsConfigData>
  <buildNumber>1557</buildNumber>
  <activeMods>
    <li>Core</li>
    <li>HugsLib</li>
    <li>EdBPrepareCarefully</li>
    <li>AlienRaces-2.1.5</li>
    <li>Apini A17</li>
    <li>Orassan (A17)</li>
    <li>CyberneticStorm</li>
    <li>ExpandedProsthetics&amp;OrganEngineering</li>
    <li>RBSE - Lite Edition 1.7</li>
    <li>A_Dog_Said-A17</li>
    <li>OrassanADSAddon</li>
    <li>Apini A17 Apitech</li>
    <li>MiningCo. AlertSpeaker</li>
    <li>MiningCo. ForceField</li>
    <li>MiningCo. LaserFence</li>
    <li>MiningCo. MiningHelmet</li>
    <li>MiningCo. MMS</li>
    <li>MiningCo. PowerFist</li>
    <li>MiningCo. SpotlightTurret</li>
    <li>Miscellaneous_Core</li>
    <li>Miscellaneous_Robots</li>
    <li>Miscellaneous_TrainingFacility</li>
    <li>Miscellaneous_MapGenerator_FactionBase</li>
    <li>Miscellaneous_MapGenerator</li>
    <li>Miscellaneous_BeeAndHoney</li>
    <li>Miscellaneous_WeaponRepair</li>
    <li>Miscellaneous_Objects</li>
    <li>PackedLunch</li>
    <li>PawnsPlayPoker [A17]</li>
    <li>POW-17.29</li>
    <li>PowerSwitch</li>
    <li>Pygmy-Muffalos-1.1.1543</li>
    <li>QRY-17.38</li>
    <li>QualityBuilder</li>
    <li>QualitySurgeon</li>
    <li>RazzleDazzleA17</li>
    <li>ReconAndDiscovery</li>
    <li>RemoteExplosives</li>
    <li>ReplacementOrganCrafting</li>
    <li>RF - Wild Cultivation</li>
    <li>RF - Smooth Stone Walls</li>
    <li>RF - Fertile Fields</li>
    <li>RF - Concrete</li>
    <li>RF - Basic Bridges</li>
    <li>DESurgeries</li>
    <li>Bones Mod</li>
    <li>BionicReplacementsCrafting</li>
    <li>Alpha Muffalo A17</li>
    <li>[A17] Vanilla-Friendly Weapon Expansion</li>
    <li>T-ExpandedCloth</li>
    <li>T-ExpandedCrops</li>
    <li>T-MiscStuff</li>
    <li>T-MoreBedsCloth</li>
    <li>T-MoreFloors</li>
    <li>T-RawCropThoughts</li>
    <li>Temperature Control</li>
    <li>TilledSoil</li>
    <li>TradingSpot</li>
    <li>Training Rack</li>
    <li>Trap Defence A17</li>
    <li>Travel-Rations--MREs-1.1</li>
    <li>Turret Collection</li>
    <li>Vegetable Garden 5.4</li>
    <li>WIN-17.04</li>
    <li>ZEN-17.11</li>
    <li>TropiCKAPP</li>
    <li>TribalEssentialsModPack</li>
    <li>Surgery Kit</li>
    <li>SupportBeams</li>
    <li>STN-17.23</li>
    <li>Spoons Hair Mod -A17</li>
    <li>Soylent Production</li>
    <li>sns</li>
    <li>Smoked-Meat-2.0</li>
    <li>Single Royal A17</li>
    <li>SimpleSidearms-1.2.0</li>
    <li>RW-ExtendedTraits-master</li>
    <li>RumoursAndDeceptionA17</li>
    <li>RT's Weapon Pack</li>
    <li>RoofSupport A17</li>
    <li>Romance Diversified A17</li>
    <li>Robots_PlusPlus_Misc_Robots_Xtension</li>
    <li>Rimworld-ButcherMoodFix-1.0</li>
    <li>Rimsenal_Hair</li>
    <li>Rimsenal_Vanilla</li>
    <li>Rimfire 2.3</li>
    <li>Rim.AcEnhancedCrafting</li>
    <li>Rim Disorders A17</li>
    <li>Right-Tool-for-the-Job-Rebalanced</li>
    <li>ReclaimFabric-ReclaimFabric1.9</li>
    <li>Psychology</li>
    <li>PathAvoid</li>
    <li>Panacea-0.17.1.0</li>
    <li>OHU-Dropships-1.31</li>
    <li>NeurotrainerCrafting</li>
    <li>Nandonalt - Set-up Camp</li>
    <li>More Vanilla Turrets</li>
    <li>ModularPowerArmor-1.0.17b.0.0</li>
    <li>Mod Medicine Patch</li>
    <li>MIRV Artillery</li>
    <li>Miniaturisation</li>
    <li>Mending</li>
    <li>Medieval Times (v. 1.70.A17b)</li>
    <li>MedicineKitCrafting</li>
    <li>MedicalTab</li>
    <li>Mannable Turrents</li>
    <li>Mamuffalo V1.04 A17</li>
    <li>MadSkills-A17-2.0.1</li>
    <li>LT-DoorMat_1.0.7</li>
    <li>LaserWeapons-LaserWeapons1.7</li>
    <li>Kitchen-Counter-0.17</li>
    <li>ImprovedWorkbenches</li>
    <li>Hospitality</li>
    <li>High Caliber</li>
    <li>GrillTech A17</li>
    <li>GlitterTech</li>
    <li>Glass&amp;Lights</li>
    <li>GaussWeapons-GaussWeapons1.7</li>
    <li>Furnace</li>
    <li>FishIndustry</li>
    <li>Fireplace Mod V1.9b A17</li>
    <li>ExtendedFabrics-ExtendedFabrics1.5</li>
    <li>Extended Turrets Mod</li>
    <li>Enlighten</li>
    <li>Electric Wall Torch Mod V1.0</li>
    <li>ED-Embrasures</li>
    <li>ED-LaserDrill</li>
    <li>ED-ReinforcedStuff</li>
    <li>ED-OmniGel</li>
    <li>ED-ShieldsBasic</li>
    <li>DyeVat</li>
    <li>Dubs Bad Hygiene</li>
    <li>Dubs Rimkit(Medkit)</li>
    <li>Dubs Skylight</li>
    <li>Diesel_Generator</li>
    <li>Cyclone_Wire</li>
    <li>CTS</li>
    <li>CPD-17.30p</li>
    <li>ColonyManager</li>
    <li>Clutter Structure</li>
    <li>Clutter Laser Rifle</li>
    <li>Clutter Hands</li>
    <li>Clutter Furniture</li>
    <li>CleaningArea</li>
    <li>CaveworldFlora</li>
    <li>CaveBiome</li>
    <li>Blueprints</li>
    <li>BetterVents-BetterVents1.4</li>
    <li>BetterPawnControl</li>
    <li>BetterCoolers-BetterCoolers1.4</li>
    <li>Barn Stall A17</li>
    <li>Armor Crafting</li>
    <li>Animal Feed Trough A17</li>
    <li>Ancient Asian Weapons</li>
    <li>AllowTool</li>
    <li>AJO-17.11</li>
    <li>Agriculture</li>
    <li>20th Century Weapons Mod</li>
    <li>TechAdvancing</li>
    <li>Weapon Crafting</li>
    <li>BirdsAndBees</li>
    <li>CyberneticStorm&amp;EPOECompat</li>
    <li>Wall_Torch A17</li>
    <li>Industrialisation</li>
    <li>EXP-17.19</li>
    <li>CAL-17.08</li>
    <li>Industrial-Drill-Rig-Stuffified-Edition</li>
    <li>ExtendedStorage-ExtendedStorage2.1</li>
    <li>ResearchPal</li>
    <li>ArchitectSense</li>
    <li>StuffedFloors</li>
    <li>Stuffified-Construction</li>
    <li>StackMerger</li>
  </activeMods>
</ModsConfigData>


How can you possibly play with that many mods? You must have a great computer! Try updating Stuffied Construction - the author has patches for some of my mods, including alloys, and one of the more recent updates states "Fixed wrong thing categories being used.". Hopefully that will work. I haven't had any issues, and I use a lot of the same mods you do (only 53 in total though :P)
Title: Re: [A17] cuproPanda's Mods (08 Jul 17)
Post by: rditto48801 on July 09, 2017, 01:53:52 AM
Quote from: cuproPanda on July 09, 2017, 01:16:22 AM
How can you possibly play with that many mods? You must have a great computer! Try updating Stuffied Construction - the author has patches for some of my mods, including alloys, and one of the more recent updates states "Fixed wrong thing categories being used.". Hopefully that will work. I haven't had any issues, and I use a lot of the same mods you do (only 53 in total though :P)

Great computer? Not really. It takes almost 10 minutes for the game to actually boot up as it chews on all those def files.... >_<


I see one update for Stuffified Construction is for compatibility for one of the other mods I use, so hopefully that will help.
If all else fails, I will start a new game. I only got about a month in game, so I wouldn't loose to much progress. I partly suspect the issue might be something imbedded in the save itself, and not easily fixed after it has occurred.

When updating Stuffified Construction, I did find one thing that might have been the cause.
I got the Industrial Drill Rig from the same mod author as Stuffified Construction, but I had the stuffified version, not the stuffified alloys version that supports the alloys mod. So I got the proper one downloaded for that.
So it may be a PEBCAK or ID-10-T error causing the stockpile issue... (a.k.a., me needing to double face palm then head desk)
Title: Re: [A17] cuproPanda's Mods (08 Jul 17)
Post by: cuproPanda on July 09, 2017, 03:05:23 AM
Quote from: rditto48801 on July 09, 2017, 01:53:52 AM
Quote from: cuproPanda on July 09, 2017, 01:16:22 AM
How can you possibly play with that many mods? You must have a great computer! Try updating Stuffied Construction - the author has patches for some of my mods, including alloys, and one of the more recent updates states "Fixed wrong thing categories being used.". Hopefully that will work. I haven't had any issues, and I use a lot of the same mods you do (only 53 in total though :P)

Great computer? Not really. It takes almost 10 minutes for the game to actually boot up as it chews on all those def files.... >_<


I see one update for Stuffified Construction is for compatibility for one of the other mods I use, so hopefully that will help.
If all else fails, I will start a new game. I only got about a month in game, so I wouldn't loose to much progress. I partly suspect the issue might be something imbedded in the save itself, and not easily fixed after it has occurred.

When updating Stuffified Construction, I did find one thing that might have been the cause.
I got the Industrial Drill Rig from the same mod author as Stuffified Construction, but I had the stuffified version, not the stuffified alloys version that supports the alloys mod. So I got the proper one downloaded for that.
So it may be a PEBCAK or ID-10-T error causing the stockpile issue... (a.k.a., me needing to double face palm then head desk)

I doubt the drill version would affect storage filters, but it's always good to be up-to-date. Don't feel too bad about the updates; with that many mods it's easy to fall behind. Hopefully it works for you :)
Title: Re: [A17] cuproPanda's Mods (08 Jul 17)
Post by: rditto48801 on July 09, 2017, 04:19:13 AM
So far I still have the problem.
I started a new game to be on the safe side, and the issue still exists.

So back to the drawing board. (and going through possible mods, one by one...)
At least I don't have much planned, so I will trouble shoot some more to try and figure out the cause.
Is it wrong that I sometimes like tracking down bugs as much as I do actually playing the game?  ???

Edit:
One thing I noticed while checking mod stuff in game.
The in game description for Cupro's Stone mentions to delete two folders if using something like Fluffy's Stuffed Floors or a similar mod, but the description on the forum doesn't mention that detail. Which is correct? Not needing to do anything extra as the forum description says, or to delete the two folders due to using a mod like Fluffy's Stuffed Floors?

Edit 2:
After removing a mod relating to an unrelated error in the in game error log, and a few other mods that I figured I could do without (and one that basically does something another mod already adds) I noticed the categories in the stockpile changed a little on my 'test save', and that the stuff like lead, copper and aluminum were now showing up.
Down side is after loading up my main save to check there, two of my pawns are missing, and I was getting spammed with errors...

I am now adding in mods one by one to see if I can fix the missing pawn issue. If they pop up again but the issue returns, then I guess I will have to start a new game, which is no big deal.(Prepare Carefully saved presets FTW.)

Edit 4:
Finally got stuff working again, with no pawns missing.
The odd thing is, I can't figure out what the exact problem is. A few mods got rearranged in terms of mod order, but that's about it.
I had removed a few modes, but when adding them back in one by one to see which one was the culprit, the problem hasn't come back. So I am a bit stumped, beyond it has something to do with mod order.

Here's the updated mod order.
<?xml version="1.0" encoding="utf-8"?>
<ModsConfigData>
  <buildNumber>1557</buildNumber>
  <activeMods>
    <li>Core</li>
    <li>HugsLib</li>
    <li>EdBPrepareCarefully</li>
    <li>AlienRaces-2.1.5</li>
    <li>Apini A17</li>
    <li>Orassan (A17)</li>
    <li>ExpandedProsthetics&amp;OrganEngineering</li>
    <li>RBSE - Lite Edition 1.7</li>
    <li>CyberneticStorm</li>
    <li>A_Dog_Said-A17</li>
    <li>OrassanADSAddon</li>
    <li>Apini A17 Apitech</li>
    <li>MiningCo. AlertSpeaker</li>
    <li>MiningCo. ForceField</li>
    <li>MiningCo. LaserFence</li>
    <li>MiningCo. MiningHelmet</li>
    <li>MiningCo. MMS</li>
    <li>MiningCo. PowerFist</li>
    <li>MiningCo. SpotlightTurret</li>
    <li>Miscellaneous_Core</li>
    <li>Miscellaneous_Robots</li>
    <li>Miscellaneous_TrainingFacility</li>
    <li>Miscellaneous_MapGenerator_FactionBase</li>
    <li>Miscellaneous_MapGenerator</li>
    <li>Miscellaneous_BeeAndHoney</li>
    <li>Miscellaneous_WeaponRepair</li>
    <li>Miscellaneous_Objects</li>
    <li>Robots_PlusPlus_Misc_Robots_Xtension</li>
    <li>PackedLunch</li>
    <li>PawnsPlayPoker [A17]</li>
    <li>PowerSwitch</li>
    <li>Pygmy-Muffalos-1.1.1543</li>
    <li>QualityBuilder</li>
    <li>QualitySurgeon</li>
    <li>RazzleDazzleA17</li>
    <li>ReconAndDiscovery</li>
    <li>RemoteExplosives</li>
    <li>ReplacementOrganCrafting</li>
    <li>RF - Wild Cultivation</li>
    <li>RF - Smooth Stone Walls</li>
    <li>RF - Fertile Fields</li>
    <li>RF - Concrete</li>
    <li>RF - Basic Bridges</li>
    <li>DESurgeries</li>
    <li>Bones Mod</li>
    <li>Alpha Muffalo A17</li>
    <li>[A17] Vanilla-Friendly Weapon Expansion</li>
    <li>T-ExpandedCloth</li>
    <li>T-ExpandedCrops</li>
    <li>T-MiscStuff</li>
    <li>T-MoreBedsCloth</li>
    <li>T-MoreFloors</li>
    <li>T-RawCropThoughts</li>
    <li>Temperature Control</li>
    <li>TilledSoil</li>
    <li>TradingSpot</li>
    <li>Training Rack</li>
    <li>Trap Defence A17</li>
    <li>Travel-Rations--MREs-1.1</li>
    <li>Turret Collection</li>
    <li>Vegetable Garden 5.4</li>
    <li>WIN-17.04</li>
    <li>ZEN-17.11</li>
    <li>TropiCKAPP</li>
    <li>TribalEssentialsModPack</li>
    <li>Surgery Kit</li>
    <li>SupportBeams</li>
    <li>Spoons Hair Mod -A17</li>
    <li>Soylent Production</li>
    <li>sns</li>
    <li>Smoked-Meat-2.0</li>
    <li>Single Royal A17</li>
    <li>SimpleSidearms-1.2.0</li>
    <li>RW-ExtendedTraits-master</li>
    <li>RumoursAndDeceptionA17</li>
    <li>RT's Weapon Pack</li>
    <li>RoofSupport A17</li>
    <li>Romance Diversified A17</li>
    <li>Rimworld-ButcherMoodFix-1.0</li>
    <li>Rimsenal_Hair</li>
    <li>Rimsenal_Vanilla</li>
    <li>Rimfire 2.3</li>
    <li>Rim.AcEnhancedCrafting</li>
    <li>Rim Disorders A17</li>
    <li>Right-Tool-for-the-Job-Rebalanced</li>
    <li>ReclaimFabric-ReclaimFabric1.9</li>
    <li>Psychology</li>
    <li>PathAvoid</li>
    <li>Panacea-0.17.1.0</li>
    <li>OHU-Dropships-1.31</li>
    <li>NeurotrainerCrafting</li>
    <li>Nandonalt - Set-up Camp</li>
    <li>More Vanilla Turrets</li>
    <li>ModularPowerArmor-1.0.17b.0.0</li>
    <li>Mod Medicine Patch</li>
    <li>MIRV Artillery</li>
    <li>Miniaturisation</li>
    <li>Mending</li>
    <li>Medieval Times (v. 1.70.A17b)</li>
    <li>MedicineKitCrafting</li>
    <li>MedicalTab</li>
    <li>Mannable Turrents</li>
    <li>Mamuffalo V1.04 A17</li>
    <li>MadSkills-A17-2.0.1</li>
    <li>LT-DoorMat_1.0.7</li>
    <li>LaserWeapons-LaserWeapons1.7</li>
    <li>Kitchen-Counter-0.17</li>
    <li>ImprovedWorkbenches</li>
    <li>Hospitality</li>
    <li>High Caliber</li>
    <li>GrillTech A17</li>
    <li>GlitterTech</li>
    <li>Glass&amp;Lights</li>
    <li>GaussWeapons-GaussWeapons1.7</li>
    <li>Furnace</li>
    <li>FishIndustry</li>
    <li>Fireplace Mod V1.9b A17</li>
    <li>ExtendedFabrics-ExtendedFabrics1.5</li>
    <li>Extended Turrets Mod</li>
    <li>Enlighten</li>
    <li>Electric Wall Torch Mod V1.0</li>
    <li>ED-Embrasures</li>
    <li>ED-LaserDrill</li>
    <li>ED-ReinforcedStuff</li>
    <li>ED-OmniGel</li>
    <li>ED-ShieldsBasic</li>
    <li>DyeVat</li>
    <li>Dubs Bad Hygiene</li>
    <li>Dubs Rimkit(Medkit)</li>
    <li>Dubs Skylight</li>
    <li>Diesel_Generator</li>
    <li>Cyclone_Wire</li>
    <li>CTS</li>
    <li>CPD-17.30p</li>
    <li>ColonyManager</li>
    <li>Clutter Structure</li>
    <li>Clutter Furniture</li>
    <li>CleaningArea</li>
    <li>CaveworldFlora</li>
    <li>CaveBiome</li>
    <li>Blueprints</li>
    <li>BetterVents-BetterVents1.4</li>
    <li>BetterPawnControl</li>
    <li>BetterCoolers-BetterCoolers1.4</li>
    <li>Barn Stall A17</li>
    <li>Armor Crafting</li>
    <li>Animal Feed Trough A17</li>
    <li>Ancient Asian Weapons</li>
    <li>AllowTool</li>
    <li>AJO-17.11</li>
    <li>Agriculture</li>
    <li>20th Century Weapons Mod</li>
    <li>TechAdvancing</li>
    <li>Weapon Crafting</li>
    <li>BirdsAndBees</li>
    <li>Wall_Torch A17</li>
    <li>Industrialisation</li>
    <li>EXP-17.19</li>
    <li>CAL-17.08</li>
    <li>POW-17.29</li>
    <li>ExtendedStorage-ExtendedStorage2.1</li>
    <li>ResearchPal</li>
    <li>ArchitectSense</li>
    <li>Stuffified-Construction</li>
    <li>Industrial-Drill-Rig-Stuffified-Alloys-Edition</li>
    <li>StuffedFloors</li>
    <li>STN-17.23</li>
    <li>QRY-17.38</li>
    <li>StackMerger</li>
    <li>CyberneticStorm&amp;EPOECompat</li>
    <li>Clutter Hands</li>
    <li>Clutter Laser Rifle</li>
    <li>BionicReplacementsCrafting</li>
  </activeMods>
</ModsConfigData>


So I guess for now it can be chalked up to just the wrong mod in the wrong place in the mod order. Probably the ones now toward the end of the mod list. I suspect it is due to one of those last few mods having previously been before one of the storage mods, mainly Extended Storage which is now 'before' all of the mods now at the end of the list. Still doing a little testing. Trying to purposely break it now to find the possible cause. (now if only it didn't take 10 minutes to 'restart' the game after each time I change the mod load order...)

Edit 5:
Well, it seems the issue is indeed fixed. I played a while with no issues, beyond the fact I ran out of stockpile space for all the copper, aluminum and lead that was laying about...  ::)
So off to sort out another bug from another mod (which is luckily the only mod that apparently has anything to do with the other bug I found last night...)
Title: Re: [A17] cuproPanda's Mods (08 Jul 17)
Post by: admiralKew on July 10, 2017, 09:25:21 AM
Hi there! There's apparently a conflict with Stuffified Construction and Expanded Power. I've already reported this in Stuffified Construction's mod thread, but I felt I should also post it here.


[Stuffified Construction] Patch operation Verse.PatchOperationReplace(*/ThingDef[DefName="ElectricTailoringBench"]/CostList) failed
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
[Stuffified Construction] Patch operation Verse.PatchOperationReplace(*/ThingDef[DefName="ElectricSmithy"]/CostList) failed
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
[Stuffified Construction] Patch operation Verse.PatchOperationReplace(*/ThingDef[DefName="TableMachining"]/CostList) failed
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
[Stuffified Construction] Patch operation Verse.PatchOperationReplace(*/ThingDef[defName="ElectricStove"]/CostList) failed
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
[Stuffified Construction] Patch operation Verse.PatchOperationReplace(*/ThingDef[DefName="Brewery"]/CostList) failed
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
[Stuffified Construction] Patch operation Verse.PatchOperationReplace(*/ThingDef[DefName="ElectricSmelter"]/CostList) failed
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)


This appears on load, and switching those two mods around results in much the same thing except with [Expanded Power] Patch Operation instead!

Here is my load order:

<activeMods>
    <li>Core</li>
    <li>HugsLib</li>
    <li>JecsTools-1.0.4.10</li>
    <li>AlienRaces-2.1.5</li>
    <li>EdBPrepareCarefully</li>
    <li>CombatExtended</li>
    <li>StorageSearch-0.17.1</li>
    <li>ExpandedProsthetics&amp;OrganEngineering</li>
    <li>Diseases overhauled v1.0.0</li>
    <li>A_Dog_Said-A17</li>
    <li>DESurgeries</li>
    <li>RF - Editable Backstories - Base</li>
    <li>RuntimeGC</li>
    <li>ArchitectSense</li>
    <li>ResearchPal</li>
    <li>HelpTab</li>
    <li>CombatExtended_BackpackPatch</li>
    <li>A17b - Combat Extended Artillery</li>
    <li>Miscellaneous_Core</li>
    <li>Miscellaneous_MapGenerator</li>
    <li>Miscellaneous_MapGenerator_FactionBase</li>
    <li>Miscellaneous_Incidents</li>
    <li>Miscellaneous_WeaponRepair</li>
    <li>Miscellaneous_TrainingFacility</li>
    <li>CombatExtended Guns</li>
    <li>20th CWM CE v4</li>
    <li>[A17] Hand 'n' Footwear</li>
    <li>[A17] Vanilla-Friendly Weapon Expansion</li>
    <li>[A17] HnF - VFWE Patch</li>
    <li>Bridges</li>
    <li>sd_bridges</li>
    <li>RF - Configurable Maps</li>
    <li>RF - Fertile Fields</li>
    <li>RF - Concrete</li>
    <li>RF - Basic Bridges</li>
    <li>RF - Smooth Stone Walls</li>
    <li>RF - Wild Cultivation</li>
    <li>TiberiumRim 1.4</li>
    <li>T-ExpandedCloth</li>
    <li>T-MoreBedsCloth</li>
    <li>T-MiscStuff</li>
    <li>TropiCKAPP</li>
    <li>Blueprints</li>
    <li>BirdsAndBees</li>
    <li>MedicalTab</li>
    <li>ColonyManager</li>
    <li>Recycle</li>
    <li>Rimworld_IndustrialRoller</li>
    <li>S.A.L.-Station-Automation-and-Logistics--master</li>
    <li>Right-Tool-for-the-Job-Rebalanced</li>
    <li>ApparelloA17</li>
    <li>Clutter Furniture</li>
    <li>Rimsenal</li>
    <li>Rimsenal_Vanilla</li>
    <li>Rimsenal_Federation</li>
    <li>Rimsenal_Feral</li>
    <li>Rimsenal_Security</li>
    <li>GlitterTech-0.17.1546</li>
    <li>TribalBeds[A17]</li>
    <li>TribalProduction[A17]</li>
    <li>TribalJoy [A17]</li>
    <li>TribalRaiders REB Version</li>
    <li>QRY-17.32</li>
    <li>POW-17.28</li>
    <li>EXP-17.18</li>
    <li>AJO-17.11</li>
    <li>FZN-17.02</li>
    <li>WIN-17.04</li>
    <li>STN-17.23</li>
    <li>CAL-17.08</li>
    <li>Stuffified-Construction-0.17.1.8</li>
    <li>Make-Early-Components-Stuffified-Alloys-0.17.1.5</li>
    <li>ExtendedStorage-ExtendedStorage2.1</li>
    <li>Kitchen-Counter-0.17</li>
    <li>BetterVents-BetterVents1.4</li>
    <li>LaserWeapons-LaserWeapons1.7</li>
    <li>Rimsenal_Hair</li>
    <li>NackbladIncRimhair</li>
    <li>ShowHair</li>
    <li>ReconAndDiscovery</li>
    <li>RumoursAndDeceptionA17</li>
    <li>Psychology</li>
    <li>ExpandedIncidents</li>
    <li>RimFridge</li>
    <li>AnimalHideWorking</li>
    <li>LDAreaRugs A17</li>
    <li>Animal Feed Trough A17 [V.G.]</li>
    <li>Barn Stall A17</li>
    <li>High Caliber</li>
    <li>Nandonalt - Set-up Camp</li>
    <li>Nandonalt - Colony Leadership</li>
    <li>MF A17</li>
    <li>KK_AsSimpleAsRack</li>
    <li>Hospitality</li>
    <li>BlackFuel</li>
    <li>FashionRIMsta -A17</li>
    <li>Dubs Bad Hygiene</li>
    <li>Diesel_Generator</li>
    <li>Travel-Rations--MREs-1.1</li>
    <li>ResearchableStatUpgrades-master</li>
    <li>PawnsAreCapable</li>
    <li>LT-DoorMat_1.0.7</li>
    <li>WM Revamped Ponics</li>
    <li>Vegetable Garden 5.4</li>
    <li>more factions</li>
    <li>LED-Lights-Extended-1.1</li>
    <li>Fences And Floors</li>
    <li>Realistic Night &amp; Weather Lighter V</li>
    <li>Miscellany</li>
    <li>Turret Collection</li>
    <li>MassGraves-0.17.1.0</li>
    <li>RedistHeat</li>
    <li>BetterCoolers-BetterCoolers1.4</li>
    <li>AnimalCollabProjectA17-master</li>
    <li>ADogSaid-CK_APP-PATCH</li>
    <li>Alpha Muffalo A17</li>
    <li>Mamuffalo V1.04 A17</li>
    <li>Pygmy-Muffalos-1.1.1543</li>
    <li>Wall_Torch A17</li>
    <li>[Cab]Beat The Meat</li>
    <li>Mending</li>
    <li>FishIndustry</li>
    <li>MiningCo. SpotlightTurret</li>
    <li>MBS Spotlights</li>
    <li>ImprovedWorkbenches</li>
    <li>StuffedFloors</li>
    <li>SeedsPlease</li>
    <li>SeedsPlease-VG</li>
    <li>PlantSaverVeggieGarden</li>
    <li>AllowTool</li>
    <li>StackMerger</li>
    <li>QualityBuilder</li>
    <li>Miniaturisation</li>
    <li>Hand Me That Brick</li>
    <li>Notifications Archiver</li>
    <li>Refactored Work Priorities</li>
    <li>WorkTab</li>
    <li>static_quality_plus_A17.1</li>
    <li>Rim.AcEnhancedCrafting</li>
    <li>MoreConsumables</li>
    <li>ChangeDresser</li>
    <li>ElectricStoneCutting_v1.02</li>
    <li>QOLTweaksPack-1.0.2</li>
    <li>TechAdvancing</li>
    <li>TableDiner Configurable</li>
  </activeMods>
Title: Re: [A17] cuproPanda's Mods (08 Jul 17)
Post by: cuproPanda on July 10, 2017, 07:13:19 PM
Quote from: admiralKew on July 10, 2017, 09:25:21 AM
Hi there! There's apparently a conflict with Stuffified Construction and Expanded Power. I've already reported this in Stuffified Construction's mod thread, but I felt I should also post it here.


[Stuffified Construction] Patch operation Verse.PatchOperationReplace(*/ThingDef[DefName="ElectricTailoringBench"]/CostList) failed
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
[Stuffified Construction] Patch operation Verse.PatchOperationReplace(*/ThingDef[DefName="ElectricSmithy"]/CostList) failed
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
[Stuffified Construction] Patch operation Verse.PatchOperationReplace(*/ThingDef[DefName="TableMachining"]/CostList) failed
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
[Stuffified Construction] Patch operation Verse.PatchOperationReplace(*/ThingDef[defName="ElectricStove"]/CostList) failed
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
[Stuffified Construction] Patch operation Verse.PatchOperationReplace(*/ThingDef[DefName="Brewery"]/CostList) failed
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
[Stuffified Construction] Patch operation Verse.PatchOperationReplace(*/ThingDef[DefName="ElectricSmelter"]/CostList) failed
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)


This appears on load, and switching those two mods around results in much the same thing except with [Expanded Power] Patch Operation instead!

Here is my load order:

<activeMods>
    <li>Core</li>
    <li>HugsLib</li>
    <li>JecsTools-1.0.4.10</li>
    <li>AlienRaces-2.1.5</li>
    <li>EdBPrepareCarefully</li>
    <li>CombatExtended</li>
    <li>StorageSearch-0.17.1</li>
    <li>ExpandedProsthetics&amp;OrganEngineering</li>
    <li>Diseases overhauled v1.0.0</li>
    <li>A_Dog_Said-A17</li>
    <li>DESurgeries</li>
    <li>RF - Editable Backstories - Base</li>
    <li>RuntimeGC</li>
    <li>ArchitectSense</li>
    <li>ResearchPal</li>
    <li>HelpTab</li>
    <li>CombatExtended_BackpackPatch</li>
    <li>A17b - Combat Extended Artillery</li>
    <li>Miscellaneous_Core</li>
    <li>Miscellaneous_MapGenerator</li>
    <li>Miscellaneous_MapGenerator_FactionBase</li>
    <li>Miscellaneous_Incidents</li>
    <li>Miscellaneous_WeaponRepair</li>
    <li>Miscellaneous_TrainingFacility</li>
    <li>CombatExtended Guns</li>
    <li>20th CWM CE v4</li>
    <li>[A17] Hand 'n' Footwear</li>
    <li>[A17] Vanilla-Friendly Weapon Expansion</li>
    <li>[A17] HnF - VFWE Patch</li>
    <li>Bridges</li>
    <li>sd_bridges</li>
    <li>RF - Configurable Maps</li>
    <li>RF - Fertile Fields</li>
    <li>RF - Concrete</li>
    <li>RF - Basic Bridges</li>
    <li>RF - Smooth Stone Walls</li>
    <li>RF - Wild Cultivation</li>
    <li>TiberiumRim 1.4</li>
    <li>T-ExpandedCloth</li>
    <li>T-MoreBedsCloth</li>
    <li>T-MiscStuff</li>
    <li>TropiCKAPP</li>
    <li>Blueprints</li>
    <li>BirdsAndBees</li>
    <li>MedicalTab</li>
    <li>ColonyManager</li>
    <li>Recycle</li>
    <li>Rimworld_IndustrialRoller</li>
    <li>S.A.L.-Station-Automation-and-Logistics--master</li>
    <li>Right-Tool-for-the-Job-Rebalanced</li>
    <li>ApparelloA17</li>
    <li>Clutter Furniture</li>
    <li>Rimsenal</li>
    <li>Rimsenal_Vanilla</li>
    <li>Rimsenal_Federation</li>
    <li>Rimsenal_Feral</li>
    <li>Rimsenal_Security</li>
    <li>GlitterTech-0.17.1546</li>
    <li>TribalBeds[A17]</li>
    <li>TribalProduction[A17]</li>
    <li>TribalJoy [A17]</li>
    <li>TribalRaiders REB Version</li>
    <li>QRY-17.32</li>
    <li>POW-17.28</li>
    <li>EXP-17.18</li>
    <li>AJO-17.11</li>
    <li>FZN-17.02</li>
    <li>WIN-17.04</li>
    <li>STN-17.23</li>
    <li>CAL-17.08</li>
    <li>Stuffified-Construction-0.17.1.8</li>
    <li>Make-Early-Components-Stuffified-Alloys-0.17.1.5</li>
    <li>ExtendedStorage-ExtendedStorage2.1</li>
    <li>Kitchen-Counter-0.17</li>
    <li>BetterVents-BetterVents1.4</li>
    <li>LaserWeapons-LaserWeapons1.7</li>
    <li>Rimsenal_Hair</li>
    <li>NackbladIncRimhair</li>
    <li>ShowHair</li>
    <li>ReconAndDiscovery</li>
    <li>RumoursAndDeceptionA17</li>
    <li>Psychology</li>
    <li>ExpandedIncidents</li>
    <li>RimFridge</li>
    <li>AnimalHideWorking</li>
    <li>LDAreaRugs A17</li>
    <li>Animal Feed Trough A17 [V.G.]</li>
    <li>Barn Stall A17</li>
    <li>High Caliber</li>
    <li>Nandonalt - Set-up Camp</li>
    <li>Nandonalt - Colony Leadership</li>
    <li>MF A17</li>
    <li>KK_AsSimpleAsRack</li>
    <li>Hospitality</li>
    <li>BlackFuel</li>
    <li>FashionRIMsta -A17</li>
    <li>Dubs Bad Hygiene</li>
    <li>Diesel_Generator</li>
    <li>Travel-Rations--MREs-1.1</li>
    <li>ResearchableStatUpgrades-master</li>
    <li>PawnsAreCapable</li>
    <li>LT-DoorMat_1.0.7</li>
    <li>WM Revamped Ponics</li>
    <li>Vegetable Garden 5.4</li>
    <li>more factions</li>
    <li>LED-Lights-Extended-1.1</li>
    <li>Fences And Floors</li>
    <li>Realistic Night &amp; Weather Lighter V</li>
    <li>Miscellany</li>
    <li>Turret Collection</li>
    <li>MassGraves-0.17.1.0</li>
    <li>RedistHeat</li>
    <li>BetterCoolers-BetterCoolers1.4</li>
    <li>AnimalCollabProjectA17-master</li>
    <li>ADogSaid-CK_APP-PATCH</li>
    <li>Alpha Muffalo A17</li>
    <li>Mamuffalo V1.04 A17</li>
    <li>Pygmy-Muffalos-1.1.1543</li>
    <li>Wall_Torch A17</li>
    <li>[Cab]Beat The Meat</li>
    <li>Mending</li>
    <li>FishIndustry</li>
    <li>MiningCo. SpotlightTurret</li>
    <li>MBS Spotlights</li>
    <li>ImprovedWorkbenches</li>
    <li>StuffedFloors</li>
    <li>SeedsPlease</li>
    <li>SeedsPlease-VG</li>
    <li>PlantSaverVeggieGarden</li>
    <li>AllowTool</li>
    <li>StackMerger</li>
    <li>QualityBuilder</li>
    <li>Miniaturisation</li>
    <li>Hand Me That Brick</li>
    <li>Notifications Archiver</li>
    <li>Refactored Work Priorities</li>
    <li>WorkTab</li>
    <li>static_quality_plus_A17.1</li>
    <li>Rim.AcEnhancedCrafting</li>
    <li>MoreConsumables</li>
    <li>ChangeDresser</li>
    <li>ElectricStoneCutting_v1.02</li>
    <li>QOLTweaksPack-1.0.2</li>
    <li>TechAdvancing</li>
    <li>TableDiner Configurable</li>
  </activeMods>


Update EXP to 17.19. I corrected the capitalization in that release
Title: Re: [A17] cuproPanda's Mods (08 Jul 17)
Post by: admiralKew on July 11, 2017, 10:13:51 AM
Thanks! It works perfectly now.
Title: Re: [A17] cuproPanda's Mods (08 Jul 17)
Post by: ololo86 on July 11, 2017, 01:09:26 PM
hello,
have a question about mod with windows

If there are two or more windows side by side, then 100% of the lighting gives only one window:

(https://preview.ibb.co/i14OLF/1.jpg) (https://ibb.co/hzMg7v)
(https://preview.ibb.co/noE17v/2.jpg) (https://ibb.co/jrmsEa)


it is normal, or issue?

Title: Re: [A17] cuproPanda's Mods (08 Jul 17)
Post by: cuproPanda on July 11, 2017, 08:13:34 PM
Quote from: ololo86 on July 11, 2017, 01:09:26 PM
hello,
have a question about mod with windows

If there are two or more windows side by side, then 100% of the lighting gives only one window:

(https://preview.ibb.co/i14OLF/1.jpg) (https://ibb.co/hzMg7v)
(https://preview.ibb.co/noE17v/2.jpg) (https://ibb.co/jrmsEa)


it is normal, or issue?

It's caused by the game's lighting calculation. Give the windows a gap of 1 or 3 and they will work right. A gap of 2 seems to cause that issue sometimes.
Title: Re: [A17] cuproPanda's Mods (08 Jul 17)
Post by: faltonico on July 11, 2017, 08:27:21 PM
Hello!
Can you make it so the windows can only be used for joy when they cannot go outside? (when incapacitated or when there is a toxic fallout for instance) it is kind of silly when they look outside as a joy source and the next minute go out of the room.
Title: Re: [A17] cuproPanda's Mods (08 Jul 17)
Post by: cuproPanda on July 11, 2017, 08:36:06 PM
Quote from: faltonico on July 11, 2017, 08:27:21 PM
Hello!
Can you make it so the windows can only be used for joy when they cannot go outside? (when incapacitated or when there is a toxic fallout for instance) it is kind of silly when they look outside as a joy source and the next minute go out of the room.

I'm not sure if I can or not. I know there's a way to check if a certain area is forbidden, so I should be able to
Title: Re: [A17] cuproPanda's Mods (08 Jul 17)
Post by: wwWraith on July 12, 2017, 03:12:58 AM
Quote from: faltonico on July 11, 2017, 08:27:21 PM
Hello!
Can you make it so the windows can only be used for joy when they cannot go outside? (when incapacitated or when there is a toxic fallout for instance) it is kind of silly when they look outside as a joy source and the next minute go out of the room.

I can't agree that this is silly :) Sometimes you enjoy looking through the window even while nothing prevents you to go outside.
Title: Re: [A17] cuproPanda's Mods (08 Jul 17)
Post by: Canute on July 12, 2017, 03:32:04 AM
Not to speak, looking through a window should increase Cabin fever, since you see the outside but can't go out. Special when the outside is more beautyful then the inside. :-)

Title: Re: [A17] cuproPanda's Mods (08 Jul 17)
Post by: wwWraith on July 12, 2017, 06:44:09 AM
Quote from: Canute on July 12, 2017, 03:32:04 AM
Not to speak, looking through a window should increase Cabin fever, since you see the outside but can't go out. Special when the outside is more beautyful then the inside. :-)

Indeed it should decrease Cabin fever (but not eliminate it completely), because your field of view isn't limited by just 4 walls :) Or would you prefer to live in a room without any windows?
Title: Re: [A17] cuproPanda's Mods (08 Jul 17)
Post by: JustALittleCrazyTalk on July 13, 2017, 11:32:36 PM
Where does 'fused quartz' come from?  ???
Title: Re: [A17] cuproPanda's Mods (08 Jul 17)
Post by: timeandtherani on July 14, 2017, 12:41:53 AM
My paintings are popping off the walls! Vanilla walls. When I mark a painting for installation, someone installs the painting, it disappears from the wall and ends up back in my storehouse. Eeeep!
Title: Re: [A17] cuproPanda's Mods (08 Jul 17)
Post by: cuproPanda on July 16, 2017, 05:06:23 AM
Quote from: JustALittleCrazyTalk on July 13, 2017, 11:32:36 PM
Where does 'fused quartz' come from?  ???

It comes from the Expanded Power mod, and is made in the electric smelter using quartz, which can be mined like ores. Does that answer what you were asking?

Quote from: timeandtherani on July 14, 2017, 12:41:53 AM
My paintings are popping off the walls! Vanilla walls. When I mark a painting for installation, someone installs the painting, it disappears from the wall and ends up back in my storehouse. Eeeep!

Make sure you are using the newest version of Additional Joy Objects (available from main post). If that doesn't fix it, let me know. I had issues with it in the past, but I'm pretty sure I fixed it. The system for detecting walls is rather complex/delicate, so it very well could still be a bug. I'm in the process of moving, so it will take some time before I'm able to fix it if it's still bugged.
Title: Re: [A17] cuproPanda's Mods (08 Jul 17)
Post by: Bowen on July 16, 2017, 04:16:02 PM
So, first off, thanks for your awesome mods.  I find a lot of fun with them.  I am curious though if there was ever going to be an A17 version of Ancient Amulets?  I am not sure why they weren't included (at first I thought, "I'll just be patient, Cupro is a busy panda after all."), but I used to have a lot of fun with them and would love to see that mod again.

Sincere Thanks,

Bowen
Title: Re: [A17] cuproPanda's Mods (08 Jul 17)
Post by: faltonico on July 16, 2017, 04:19:09 PM
Quote from: wwWraith on July 12, 2017, 03:12:58 AM
Quote from: faltonico on July 11, 2017, 08:27:21 PM
Hello!
Can you make it so the windows can only be used for joy when they cannot go outside? (when incapacitated or when there is a toxic fallout for instance) it is kind of silly when they look outside as a joy source and the next minute go out of the room.

I can't agree that this is silly :) Sometimes you enjoy looking through the window even while nothing prevents you to go outside.
I'm sorry but, if you are wandering outside and go inside only to get joy from the window and once finished you immediately go outside is how silliness is defined.
Title: Re: [A17] cuproPanda's Mods (08 Jul 17)
Post by: wwWraith on July 16, 2017, 05:49:28 PM
Quote from: faltonico on July 16, 2017, 04:19:09 PM
Quote from: wwWraith on July 12, 2017, 03:12:58 AM
Quote from: faltonico on July 11, 2017, 08:27:21 PM
Hello!
Can you make it so the windows can only be used for joy when they cannot go outside? (when incapacitated or when there is a toxic fallout for instance) it is kind of silly when they look outside as a joy source and the next minute go out of the room.

I can't agree that this is silly :) Sometimes you enjoy looking through the window even while nothing prevents you to go outside.
I'm sorry but, if you are wandering outside and go inside only to get joy from the window and once finished you immediately go outside is how silliness is defined.

This example is rather different from what was told about. Still I can think about some explanations of this behavior irl. Like I was tired of wind/temperature/insects/smell but wanted to look at the sunset. So maybe it would be good to consider this speific case and make a specific workaround, something like don't allow looking from the window when the pawn: is outside AND the weather is good (don't forget pluviophiles, nyctophobes, etc.) AND there are no animals or other potentially harmful things AND the beauty and comfort here is more than around the window AND they have no job to do indoors after they relaxed a bit AND so on... But would it be worth it?
Title: Re: [A17] cuproPanda's Mods (08 Jul 17)
Post by: faltonico on July 16, 2017, 06:20:26 PM
Quote from: wwWraith on July 16, 2017, 05:49:28 PM
Quote from: faltonico on July 16, 2017, 04:19:09 PM
Quote from: wwWraith on July 12, 2017, 03:12:58 AM
Quote from: faltonico on July 11, 2017, 08:27:21 PM
Hello!
Can you make it so the windows can only be used for joy when they cannot go outside? (when incapacitated or when there is a toxic fallout for instance) it is kind of silly when they look outside as a joy source and the next minute go out of the room.

I can't agree that this is silly :) Sometimes you enjoy looking through the window even while nothing prevents you to go outside.
I'm sorry but, if you are wandering outside and go inside only to get joy from the window and once finished you immediately go outside is how silliness is defined.

This example is rather different from what was told about. Still I can think about some explanations of this behavior irl. Like I was tired of wind/temperature/insects/smell but wanted to look at the sunset. So maybe it would be good to consider this speific case and make a specific workaround, something like don't allow looking from the window when the pawn: is outside AND the weather is good (don't forget pluviophiles, nyctophobes, etc.) AND there are no animals or other potentially harmful things AND the beauty and comfort here is more than around the window AND they have no job to do indoors after they relaxed a bit AND so on... But would it be worth it?
I thought all the nuances of that suggestion would be inferred from the first post.

Anyway @Cupro, you can disregard my suggestion altogether I would probably not use the mod, i will use clutter structures for that.
Title: Re: [A17] cuproPanda's Mods (08 Jul 17)
Post by: Napple on July 18, 2017, 07:54:55 PM
Are there going to be different flavor thoughts for the different sodas to encourage variety in making them?
Title: Re: [A17] cuproPanda's Mods (08 Jul 17)
Post by: cuproPanda on July 19, 2017, 11:00:08 PM
Quote from: Bowen on July 16, 2017, 04:16:02 PM
So, first off, thanks for your awesome mods.  I find a lot of fun with them.  I am curious though if there was ever going to be an A17 version of Ancient Amulets?  I am not sure why they weren't included (at first I thought, "I'll just be patient, Cupro is a busy panda after all."), but I used to have a lot of fun with them and would love to see that mod again.

Sincere Thanks,

Bowen

I didn't update the mod because they were so hard to get, most of the time once they were available I already had 3 people doing that specific job, and one was level 15 or so. I'll see what I can do for rebalancing the mod and making it better. Traders are much easier to modify, now, so I don't have to add new traders or override the Core. Time is an issue, though. Maybe an A18 release? I might even be able to add new amulets.

Quote from: Napple on July 18, 2017, 07:54:55 PM
Are there going to be different flavor thoughts for the different sodas to encourage variety in making them?

It's an interesting idea, but I'm not sure how it would be done in a way that isn't overly complicated or exploitative. The variety is mainly based on what crops are on hand - if you run low on agave, you can start making berry soda, for example. The game doesn't really have a "taste" system.
Title: Re: [A17] cuproPanda's Mods (08 Jul 17)
Post by: Bowen on July 20, 2017, 02:49:15 AM
Quote from: cuproPanda on July 19, 2017, 11:00:08 PM

I didn't update the mod because they were so hard to get, most of the time once they were available I already had 3 people doing that specific job, and one was level 15 or so. I'll see what I can do for rebalancing the mod and making it better. Traders are much easier to modify, now, so I don't have to add new traders or override the Core. Time is an issue, though. Maybe an A18 release? I might even be able to add new amulets.


Ah I see.  It's great to think that you will be working on it again despite your busy schedule.  Thanks for your consideration.  How goes the game you are working on?

Sincerely,

Bowen
Title: Re: [A17] cuproPanda's Mods (08 Jul 17)
Post by: cuproPanda on July 20, 2017, 08:33:20 PM
Quote from: Bowen on July 20, 2017, 02:49:15 AM
Quote from: cuproPanda on July 19, 2017, 11:00:08 PM

I didn't update the mod because they were so hard to get, most of the time once they were available I already had 3 people doing that specific job, and one was level 15 or so. I'll see what I can do for rebalancing the mod and making it better. Traders are much easier to modify, now, so I don't have to add new traders or override the Core. Time is an issue, though. Maybe an A18 release? I might even be able to add new amulets.


Ah I see.  It's great to think that you will be working on it again despite your busy schedule.  Thanks for your consideration.  How goes the game you are working on?

Sincerely,

Bowen

Progress on my game has been almost nonexistent these past few weeks, which is part of the reason I don't have time for mods. I have to get back to work! I have a huge task ahead of me that has helped me procrastinate, but I've been chipping away at it lately.
Title: Re: [A17] cuproPanda's Mods (08 Jul 17)
Post by: Bowen on July 23, 2017, 01:41:16 PM
Quote from: cuproPanda on July 20, 2017, 08:33:20 PM
Progress on my game has been almost nonexistent these past few weeks, which is part of the reason I don't have time for mods. I have to get back to work! I have a huge task ahead of me that has helped me procrastinate, but I've been chipping away at it lately.

Perfectly reasonable.  Good luck with keeping your priorities straight.  Anything we can do to support, please let us know, and thanks again for taking the time for these mods.

With Gratitude,

Bowen
Title: Re: [A17] cuproPanda's Mods (08 Jul 17)
Post by: KONO_DIO_DA on July 23, 2017, 08:06:29 PM
Regarding Daylight/Inverted Daylight Sensors:
(http://i.imgur.com/Seq4uUZ.png)

What am I doing wrong here?
I want the lamps on one side of the sensor to turn off during daylight hours.
The sensor is reading full light levels, but isn't switching off.
I made sure it wasn't some sort of issue with the skylight from another mod, but even with just a roofless tile above, it still doesn't perform as expected.
Title: Re: [A17] cuproPanda's Mods (08 Jul 17)
Post by: cuproPanda on July 24, 2017, 06:00:05 AM
Quote from: KONO_DIO_DA on July 23, 2017, 08:06:29 PM
Regarding Daylight/Inverted Daylight Sensors:
(http://i.imgur.com/Seq4uUZ.png)

What am I doing wrong here?
I want the lamps on one side of the sensor to turn off during daylight hours.
The sensor is reading full light levels, but isn't switching off.
I made sure it wasn't some sort of issue with the skylight from another mod, but even with just a roofless tile above, it still doesn't perform as expected.

Those are inverted sensors, which are the ones you need. Make sure there isn't actually a power conduit under the sensor, as that will bypass the sensor and always send full power. Also, it looks like that thing above the sensor is a battery.
Title: Re: [A17] cuproPanda's Mods (08 Jul 17)
Post by: KONO_DIO_DA on July 24, 2017, 02:19:58 PM
I eliminated the fuse to be sure, and double-checked the pre-existing conduits.
It appears the inverted sensor just isn't disconnecting, for some reason.

Nothing regarding it nor the mod in general appears in the debug log.
Thoughts?
Title: Re: [A17] cuproPanda's Mods (08 Jul 17)
Post by: LiteEmUp on July 26, 2017, 02:57:27 AM
is the rimpharma going to get an a17 version??

that would be great though coz my rimtizens are getting bored with smokeleaves.. they need new form of addiction lol
Title: Re: [A17] cuproPanda's Mods (08 Jul 17)
Post by: cuproPanda on July 26, 2017, 09:04:57 AM
Quote from: KONO_DIO_DA on July 24, 2017, 02:19:58 PM
I eliminated the fuse to be sure, and double-checked the pre-existing conduits.
It appears the inverted sensor just isn't disconnecting, for some reason.

Nothing regarding it nor the mod in general appears in the debug log.
Thoughts?

It might be from the skylight, since the sensor doesn't work when it is roofed. There weren't skylights when I first made the sensors

Quote from: LiteEmUp on July 26, 2017, 02:57:27 AM
is the rimpharma going to get an a17 version??

that would be great though coz my rimtizens are getting bored with smokeleaves.. they need new form of addiction lol

RimPharma hasn't been updated since the introduction of the vanilla drugs. The vanilla drugs pretty much cover everything that is needed. Also, there wouldn't have been any addiction drugs. There are mods that add other things like tobacco, which is relatively harmless and isn't too addictive. I also have Cupro's Drinks, which adds more alcohol, among other drinks :)
Title: Re: [A17] cuproPanda's Mods (08 Jul 17)
Post by: SalmonToastie on July 26, 2017, 09:35:32 PM
Yo cupro, great mods, really liking the additions you've made, just wondering one thing, the shemagh in the powerless mod covers both the eyes and the jaw, is there a way to edit this so it doesn't cover these at all?
Title: Re: [A17] cuproPanda's Mods (08 Jul 17)
Post by: cuproPanda on July 27, 2017, 07:45:49 AM
Quote from: SalmonToastie on July 26, 2017, 09:35:32 PM
Yo cupro, great mods, really liking the additions you've made, just wondering one thing, the shemagh in the powerless mod covers both the eyes and the jaw, is there a way to edit this so it doesn't cover these at all?

Unfortunately not. The apparel system is pretty generalized in terms of coverage. Since the shemagh is wrapped around the head, FullHead coverage makes the most sense (as opposed to Overhead which is for regular hats). Ideally we would have a way to list exactly what is covered by individual apparel, or make new apparel layers so apparel doesn't conflict. I'm guessing you have an apparel mod that adds some kind of glasses or goggles?
Title: Re: [A17] cuproPanda's Mods (08 Jul 17)
Post by: Frank2368 on August 01, 2017, 05:58:51 AM
Is it possible to add the ability to craft Perodyne?
Title: Re: [A17] cuproPanda's Mods (08 Jul 17)
Post by: cuproPanda on August 01, 2017, 04:03:32 PM
Quote from: Frank2368 on August 01, 2017, 05:58:51 AM
Is it possible to add the ability to craft Perodyne?

I couldn't think of a good recipe, but it's definitely possible. Maybe just neutromine for the recipe.
Title: Re: [A17] cuproPanda's Mods (08 Jul 17)
Post by: SalmonToastie on August 04, 2017, 04:59:54 AM
Yeah thats exactly it, the shemagh would've looked hella cool with some aviators, well anyways thanks for the reply, again, love the mods!

Salmon
Title: Re: [A17] cuproPanda's Mods (08 Jul 17)
Post by: Nezerathian on August 04, 2017, 01:05:26 PM
Hello. Can you make Spectago tea appear in drug policies so I can schedule drinking it for my colonists? It helps in being healthy so I want them to use it daily :)
Title: Re: [A17] cuproPanda's Mods (08 Jul 17)
Post by: SpaceDorf on August 04, 2017, 01:36:48 PM
Quote from: Nezerathian on August 04, 2017, 01:05:26 PM
Hello. Can you make Spectago tea appear in drug policies so I can schedule drinking it for my colonists? It helps in being healthy so I want them to use it daily :)

That would be incredible helpfull.
As additional benefit, my tamers would not use it anymore to tame animals ..
Title: Re: [A17] cuproPanda's Mods (08 Jul 17)
Post by: cuproPanda on August 05, 2017, 12:07:19 PM
Quote from: SpaceDorf on August 04, 2017, 01:36:48 PM
Quote from: Nezerathian on August 04, 2017, 01:05:26 PM
Hello. Can you make Spectago tea appear in drug policies so I can schedule drinking it for my colonists? It helps in being healthy so I want them to use it daily :)

That would be incredible helpfull.
As additional benefit, my tamers would not use it anymore to tame animals ..

I'm really against adding things to the drug policies since it makes teetotalers refuse to use them at all, but creating my own policies window was becoming a big challenge as well. I am unable to work on my mods until Monday, at which point I will see what I can do. There may be some way I can add drugs without them being forbidden by teetotalers, and I've just missed it. At the very least I should be able to add a Mod Config option to make it a drug for the players who want it to be shown in the policies menu.

As for the tamers, I thought that issue was solved back when alcohol was no longer used for taming. I'll have to take a look at the game's code. There may be a food type I can use to bypass that as well, regardless of whether the tea is a drug or not.
Title: Re: [A17] cuproPanda's Mods (08 Jul 17)
Post by: SpaceDorf on August 05, 2017, 12:28:09 PM
Quote from: cuproPanda on August 05, 2017, 12:07:19 PM

As for the tamers, I thought that issue was solved back when alcohol was no longer used for taming. I'll have to take a look at the game's code. There may be a food type I can use to bypass that as well, regardless of whether the tea is a drug or not.

I it is defined as basic food or meal at the moment, only the hediff makes it an alcohol .. so its fair game for everyone ..
also either spectago or hearth brew gave my poor baby a carcinoma ..

if you define it as a drink, as in your brewing mod should do the trick.
also you moved frass root and coffee beans to the plant matter section of the raw ressources, could you do the same for the rainbow leaves ?
Title: Re: [A17] cuproPanda's Mods (08 Jul 17)
Post by: kaptain_kavern on August 05, 2017, 05:39:43 PM
Also, petals are not properly "Plant matters", then don't even decay or rot. just to add :p

Still amongst the first mods I setup when starting a new game :p

Big up Panda
Title: Re: [A17] cuproPanda's Mods (08 Jul 17)
Post by: cuproPanda on August 05, 2017, 09:15:13 PM
Yeah, there's a lot I still have to do. I have fallen behind on updates due to moving and transitioning from my desktop to a new laptop, so I had to get everything set up. Expect an update no later than early Tuesday!
Title: Re: [A17] cuproPanda's Mods (07 Aug 17)
Post by: cuproPanda on August 07, 2017, 06:57:23 AM
Updated AJO: arcades have owners, tea is a drug, and I added leaves to plant matter category

If owners are set to an arcade, only those colonists will use the arcade. This can be used to maintain certain skills for certain colonists
Title: Re: [A17] cuproPanda's Mods (07 Aug 17)
Post by: Nezerathian on August 07, 2017, 09:03:00 AM
W8ing till it updates on steam :)
Title: Re: [A17] cuproPanda's Mods (07 Aug 17)
Post by: cuproPanda on August 07, 2017, 01:20:09 PM
Quote from: Nezerathian on August 07, 2017, 09:03:00 AM
W8ing till it updates on steam :)

Oh, whoops. I'll do that now!
Title: Re: [A17] cuproPanda's Mods (07 Aug 17)
Post by: shadowstitch on August 07, 2017, 02:02:21 PM
I know it's a big request, but I'm still holding my breath for adding sand-to-glass recipes.
I tried to do this, without even considering dig spots:

  • add a recipe for the stonecutting table to make sand from stone chunks
  • change the recipe for sandbags to use sand instead
  • add a recipe to make glass from sand at the furnace/smelter
  • change the recipe for windows and lights to use glass
But I'm just not familiar enough with the new xpathing/patching to even do a simple thing like this properly.
I'm not even sure adding a new resource like that can be done without a dll assembly. I'm just an amateur hedge modder.
Title: Re: [A17] cuproPanda's Mods (07 Aug 17)
Post by: miguelsz2 on August 07, 2017, 02:54:27 PM
The update to AJO borked saves as well as new games.
Title: Re: [A17] cuproPanda's Mods (07 Aug 17)
Post by: Vayeate on August 07, 2017, 03:37:34 PM
I cant load any saves after the latest AJO update on steam. Since its the only mod thats been updated since I last saved, the problem should be in there.
I attached the error log.
Maybe its something with making the spectago tea into a drug?

Update:
unsubscribing from the steam version and installing the previous version of AJO  manually wont fix the problem
A temporary workaround is replacing the files from the latest update manually with the ones from the previous version.
I dragged and dropped all the files into the folder and this lets me load the save again. The mod# for AJO is 936486725 if you need to find the right folder.


[attachment deleted by admin: too old]
Title: Re: [A17] cuproPanda's Mods (07 Aug 17)
Post by: LiteEmUp on August 07, 2017, 04:28:18 PM
its not just it borked saves, it also prevents you from selecting next when trying a new campaign...

waiting patiently for cupro to fix the problem :p
Title: Re: [A17] cuproPanda's Mods (07 Aug 17)
Post by: cuproPanda on August 07, 2017, 04:37:32 PM
I fixed the drug bug. Somehow it didn't show up when I was testing.

I can make an optional patch for making glass for the windows
Title: Re: [A17] cuproPanda's Mods (07 Aug 17)
Post by: LiteEmUp on August 07, 2017, 04:47:00 PM
still same problem... can't load my game or start a new campaign..



[attachment deleted by admin: too old]
Title: Re: [A17] cuproPanda's Mods (07 Aug 17)
Post by: cuproPanda on August 07, 2017, 04:50:24 PM
Quote from: LiteEmUp on August 07, 2017, 04:47:00 PM
still same problem... can't load my game or start a new campaign..

Restart the Steam client. It doesn't always update the mods right away, and restarting is the quickest way to force it to update
Title: Re: [A17] cuproPanda's Mods (07 Aug 17)
Post by: LiteEmUp on August 07, 2017, 05:26:34 PM
Quote from: cuproPanda on August 07, 2017, 04:50:24 PM
Quote from: LiteEmUp on August 07, 2017, 04:47:00 PM
still same problem... can't load my game or start a new campaign..

Restart the Steam client. It doesn't always update the mods right away, and restarting is the quickest way to force it to update
thnx for the tip lol..

everything is back to normal for now and can play again lol
Title: Re: [A17] cuproPanda's Mods (07 Aug 17)
Post by: dismar on August 07, 2017, 05:42:41 PM
heard something broke, just checking in!
Title: Re: [A17] cuproPanda's Mods (07 Aug 17)
Post by: Vayeate on August 07, 2017, 06:00:03 PM
Just tried the update and everything seems to be working again. Thanks for the quick fix, Cupro!
Title: Re: [A17] cuproPanda's Mods (07 Aug 17)
Post by: cuproPanda on August 07, 2017, 06:05:23 PM
Glad to hear it's working!

I just added a new mod: Flags!
Adds decorative flags for marking areas or displaying heraldry
It adds 13 dyed flags in various colors, 1 undyed flag, and 1 undyed RimWorld logo flag
Title: Re: [A17] cuproPanda's Mods (07 Aug 17)
Post by: kaptain_kavern on August 07, 2017, 08:28:20 PM
I've made a bit of support for some AJO users on Reddit also. Everything back to normal / Everyone liked the quick-fix  ;)

Good work
Title: Re: [A17] cuproPanda's Mods (07 Aug 17)
Post by: cuproPanda on August 08, 2017, 05:28:24 AM
Quote from: kaptain_kavern on August 07, 2017, 08:28:20 PM
I've made a bit of support for some AJO users on Reddit also. Everything back to normal / Everyone liked the quick-fix  ;)

Good work

Glad to hear it. Thank you for pitching in :)
Title: Re: [A17] cuproPanda's Mods (07 Aug 17)
Post by: Mufflamingo on August 08, 2017, 08:45:43 AM
Omg flags. Add banners too please. ;D
Title: Re: [A17] cuproPanda's Mods (08 Aug 17)
Post by: RetPaladinlol on August 09, 2017, 02:02:26 AM
The grill is not working for me on A17. Fuel says 25/25, I have tons of charcoal and it still says no fuel available.

edit: Working now, not sure what was wrong.
Title: Re: [A17] cuproPanda's Mods (08 Aug 17)
Post by: Sirsim on August 09, 2017, 09:46:34 AM
I replaced the old version of the mod (AOJ) with the new one and i am getting some errors when i load the game.

[attachment deleted by admin: too old]
Title: Re: [A17] cuproPanda's Mods (08 Aug 17)
Post by: kaptain_kavern on August 09, 2017, 10:08:53 AM
Looks like you have some duplicates. Are you sure you have totally erased the previous folder before "putting" the new updated one?
Title: Re: [A17] cuproPanda's Mods (08 Aug 17)
Post by: Sirsim on August 09, 2017, 10:14:20 AM
Quote from: kaptain_kavern on August 09, 2017, 10:08:53 AM
Looks like you have some duplicates. Are you sure you have totally erased the previous folder before "putting" the new updated one?

Yes, i deleted the old mod folder and moved the new one in.

Edit 1:
Deleted the mod, loaded the game (fine). Copied the mod again in the mod directory, loaded the game, activated the mod, loaded the game got the error again.
Title: Re: [A17] cuproPanda's Mods (08 Aug 17)
Post by: kaptain_kavern on August 09, 2017, 10:59:17 AM
Oh crap! Sorry it was really looking like a duplicates problems.

Is this on an ongoing play? Not with a new world?

If yes then maybe you have to remove all AJO buildings from your game before applying the updated mod again (and maybe re-spawn them with dev mode if you want). Panda explained this process on the steam workshop page comments to someone having kinda similar problems.
Title: Re: [A17] cuproPanda's Mods (08 Aug 17)
Post by: Sirsim on August 09, 2017, 11:15:02 AM
Quote from: kaptain_kavern on August 09, 2017, 10:59:17 AM
Oh crap! Sorry it was really looking like a duplicates problems.

Is this on an ongoing play? Not with a new world?

If yes then maybe you have to remove all AJO buildings from your game before applying the updated mod again (and maybe re-spawn them with dev mode if you want). Panda explained this process on the steam workshop page comments to someone having kinda similar problems.

I have an ongoing game yes but i get these errors when i load Rimworld not the specific game.
Title: Re: [A17] cuproPanda's Mods (08 Aug 17)
Post by: cuproPanda on August 09, 2017, 12:31:54 PM
I'm not sure what's causing this error. There are no duplicates in the files, I double checked. Even taking the inheritance into account, there is only 1 entry for the costs. The only thing that makes sense is that there is still a copy of the mod being loaded somehow.
Title: Re: [A17] cuproPanda's Mods (08 Aug 17)
Post by: kaptain_kavern on August 09, 2017, 01:33:47 PM
Double AJO mod folders in Rimworld/Mods maybe?

This or another mod is patching AJO modded objects(but I very doubt it's that), but after that I can't think of anything.

Edit: even more unlikely but happened to me. I once had copy/pasted some mod defs' in the Core files by error :-s
Title: Re: [A17] cuproPanda's Mods (08 Aug 17)
Post by: Sirsim on August 09, 2017, 03:12:45 PM
Quote from: cuproPanda on August 09, 2017, 12:31:54 PM
I'm not sure what's causing this error. There are no duplicates in the files, I double checked. Even taking the inheritance into account, there is only 1 entry for the costs. The only thing that makes sense is that there is still a copy of the mod being loaded somehow.

Quote from: kaptain_kavern on August 09, 2017, 01:33:47 PM
Double AJO mod folders in Rimworld/Mods maybe?

This or another mod is patching AJO modded objects(but I very doubt it's that), but after that I can't think of anything.

Another mod (if this is possible) must be responsible cause i loaded only AOJ and everything is fine. I am sure that AOJ loads once so now i guess i must try to find which one of the 112 mods is responsible. Weird is the fact that whatever does this, doesn't do it with previous version of AOJ. Even the load order is the same. Anyway thank you and kaptain_kavern for your time. I have a big night in front of me :D
Title: Re: [A17] cuproPanda's Mods (08 Aug 17)
Post by: SpaceDorf on August 09, 2017, 03:43:22 PM
You did notice that Cupro Changed the name of the Mod Folder within the last few updates ?

Check if you have AJO and Additional Joy Objects in your mod folder.

Also using ModListBackup should make it easier for you to search. It searches the mod name in the about file .. real easy to find duplicates in the modlist with that.

And did you install any "modpacks" recently ?
Title: Re: [A17] cuproPanda's Mods (08 Aug 17)
Post by: cuproPanda on August 09, 2017, 04:23:27 PM
It's AJO, by the way, not AOJ ;)

I doubt the renaming is an issue, because I only renamed the repositories on GitHub - the release folders have always been Additional-Joy-Objects-[Release number].

If you are using Steam mods and forum mods, make sure that you don't have two copies that way. The ID for AJO is 936486725
Title: Re: [A17] cuproPanda's Mods (08 Aug 17)
Post by: Sirsim on August 09, 2017, 04:34:04 PM
Quote from: cuproPanda on August 09, 2017, 04:23:27 PM
It's AJO, by the way, not AOJ ;)

I doubt the renaming is an issue, because I only renamed the repositories on GitHub - the release folders have always been Additional-Joy-Objects-[Release number].

If you are using Steam mods and forum mods, make sure that you don't have two copies that way. The ID for AJO is 936486725

Well i was lucky and with ModListBackup's help i found the cause of the problem. StuffifiedConstruction is the problem. Damn this is bad cause i really love this mod. I guess till something is changed i will use AJO v.17.11. I tried StuffifiedConstruction under and above AJO but problem remains. Weird that works fine with AJO 17.11. Thanks again.

Edit: No Steam mods, only forums.
Title: Re: [A17] cuproPanda's Mods (08 Aug 17)
Post by: SpaceDorf on August 09, 2017, 04:45:07 PM
Quote from: cuproPanda on August 09, 2017, 04:23:27 PM
I doubt the renaming is an issue, because I only renamed the repositories on GitHub - the release folders have always been Additional-Joy-Objects-[Release number].

Then I have myself to blame for mixing up release downloads and repository downloads :)
Title: Re: [A17] cuproPanda's Mods (08 Aug 17)
Post by: Tenshi~Akari on August 09, 2017, 05:35:20 PM
Love the flags, thanks for the addition of this! Will definitely be a good holdover since I had to put aside Faction Colors for the mod set I have currently.

However, I think after awhile, they eventually try to destroy the universe by dividing by zero...

Exception ticking FLG_Flag_Black1895261: System.DivideByZeroException: Division by zero
  at Verse.Gen.IsHashIntervalTick (Verse.Thing t, Int32 interval) [0x00000] in <filename unknown>:0
  at CuproFlags.Building_Flag.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Doesn't really do any visible damage... maybe a bit of tick lag, but the game still runs ok outside of that.
Title: Re: [A17] cuproPanda's Mods (08 Aug 17)
Post by: cuproPanda on August 09, 2017, 07:56:12 PM
Quote from: Tenshi~Akari on August 09, 2017, 05:35:20 PM
Love the flags, thanks for the addition of this! Will definitely be a good holdover since I had to put aside Faction Colors for the mod set I have currently.

However, I think after awhile, they eventually try to destroy the universe by dividing by zero...

Exception ticking FLG_Flag_Black1895261: System.DivideByZeroException: Division by zero
  at Verse.Gen.IsHashIntervalTick (Verse.Thing t, Int32 interval) [0x00000] in <filename unknown>:0
  at CuproFlags.Building_Flag.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Doesn't really do any visible damage... maybe a bit of tick lag, but the game still runs ok outside of that.

Not sure why that is happening, the value should always be between 5 and 15. I'm on it, though. I was just about to go to bed, so it'll be a while before I'm able to fix it, unfortunately.
Title: Re: [A17] cuproPanda's Mods (08 Aug 17)
Post by: kaptain_kavern on August 09, 2017, 08:50:24 PM
TIL: Pandas do hibernate :-D
Title: Re: [A17] cuproPanda's Mods (10 Aug 17)
Post by: cuproPanda on August 10, 2017, 04:47:51 PM
I fixed the flag ticking issue. It's a dirt simple fix for it, and will be updated in the future. The error is fixed, though.

Quote from: kaptain_kavern on August 09, 2017, 08:50:24 PM
TIL: Pandas do hibernate :-D

Entering hibernation now  ;)
Title: Re: [A17] cuproPanda's Mods (10 Aug 17)
Post by: Sirsim on August 11, 2017, 02:52:41 PM
Is there any possibility to check why the new version of AJO conflicts with StyffifiedConstruction? 17.11 version works fine.
Title: Re: [A17] cuproPanda's Mods (10 Aug 17)
Post by: cuproPanda on August 11, 2017, 08:12:11 PM
Quote from: Sirsim on August 11, 2017, 02:52:41 PM
Is there any possibility to check why the new version of AJO conflicts with StyffifiedConstruction? 17.11 version works fine.

From the Stuffied Construction page:
Quote from: Sixdd on August 08, 2017, 01:52:29 PM
Yeah sorry about that, the latest update to Additional Joy Objects broke Stuffified Construction. Luckily the fix is very easy, just open up the patches folder in Sutffified Construction and delete the file "Patches_AdditionalJoyObjects.xml". Thats all there is to it, that latest update basically does the same thing that that patch did anyway so nothing lost.

~Six
Title: Re: [A17] cuproPanda's Mods (10 Aug 17)
Post by: Chkoupinator on August 13, 2017, 10:10:29 AM
Hello!
I was using some of your mods with some other mods and I got these errors (coming from Additional Joy Objects and Expanded Power I assume) I don't really know how problematic are they and how I could fix them so I figured I should just give you the logs :

XML error: Duplicate XML node name stuffCategories in this XML block: <ThingDef ParentName="JoyTableBase"><costStuffCount>100</costStuffCount><stuffCategories><li>Woody</li></stuffCategories><defName>AJO_CardTable</defName><label>card table</label><description>A table specially made for playing a wide variety of card games. Suitable for 1-4 players </description><graphicData><texPath>Cupro/Object/Furniture/CardTable</texPath><shaderType>CutoutComplex</shaderType></graphicData><statBases><WorkToBuild>10000</WorkToBuild><Mass>7</Mass><Beauty>15</Beauty></statBases><stuffCategories><li>Woody</li></stuffCategories><costStuffCount>100</costStuffCount><costList><Cloth>10</Cloth></costList><designationCategory>Joy</designationCategory></ThingDef>

XML error: Duplicate XML node name costStuffCount in this XML block: <ThingDef ParentName="JoyTableBase"><costStuffCount>100</costStuffCount><stuffCategories><li>Woody</li></stuffCategories><defName>AJO_CardTable</defName><label>card table</label><description>A table specially made for playing a wide variety of card games. Suitable for 1-4 players </description><graphicData><texPath>Cupro/Object/Furniture/CardTable</texPath><shaderType>CutoutComplex</shaderType></graphicData><statBases><WorkToBuild>10000</WorkToBuild><Mass>7</Mass><Beauty>15</Beauty></statBases><stuffCategories><li>Woody</li></stuffCategories><costStuffCount>100</costStuffCount><costList><Cloth>10</Cloth></costList><designationCategory>Joy</designationCategory></ThingDef>

XML error: Duplicate XML node name costStuffCount in this XML block: <ThingDef ParentName="BookStorageBase"><costStuffCount>30</costStuffCount><stuffCategories><li>Woody</li></stuffCategories><defName>AJO_BookRack</defName><label>book rack</label><description>A small bookshelf with a few books. \nBoosts writing speed by 5% when placed near a writing table. Only one book rack can be linked to a single writing table.</description><graphicData><texPath>Cupro/Object/Furniture/BookRack/BookRack</texPath><shaderType>CutoutComplex</shaderType></graphicData><uiIconPath>Cupro/Object/Furniture/BookRack/BookRack_MenuIcon</uiIconPath><altitudeLayer>Building</altitudeLayer><pathCost>20</pathCost><fillPercent>0.2</fillPercent><statBases><MaxHitPoints>100</MaxHitPoints><WorkToBuild>500</WorkToBuild><Mass>12.5</Mass><MarketValue>75</MarketValue><Beauty>10</Beauty><EntertainmentStrengthFactor>0.8</EntertainmentStrengthFactor></statBases><costStuffCount>30</costStuffCount><costList><AJO_PileOfBooks>1</AJO_PileOfBooks></costList><comps><li Class="CompProperties_Facility"><statOffsets><WorkTableWorkSpeedFactor>0.05</WorkTableWorkSpeedFactor></statOffsets><maxSimultaneous>1</maxSimultaneous></li></comps></ThingDef>

XML error: Duplicate XML node name costStuffCount in this XML block: <ThingDef ParentName="BookStorageBase"><defName>AJO_Bookshelf</defName><label>bookshelf</label><description>A bookshelf with a variety of books. \nBoosts writing speed by 10% when placed near a writing table. Only two bookshelves can be linked to a single writing table.</description><graphicData><texPath>Cupro/Object/Furniture/Bookshelf/Bookshelf</texPath><shaderType>CutoutComplex</shaderType></graphicData><uiIconPath>Cupro/Object/Furniture/Bookshelf/Bookshelf_MenuIcon</uiIconPath><altitudeLayer>Building</altitudeLayer><pathCost>40</pathCost><fillPercent>0.4</fillPercent><statBases><MaxHitPoints>250</MaxHitPoints><WorkToBuild>1000</WorkToBuild><Mass>25</Mass><MarketValue>200</MarketValue><Beauty>25</Beauty><EntertainmentStrengthFactor>1</EntertainmentStrengthFactor></statBases><costStuffCount>60</costStuffCount><costList><AJO_PileOfBooks>3</AJO_PileOfBooks></costList><comps><li Class="CompProperties_Facility"><statOffsets><WorkTableWorkSpeedFactor>0.1</WorkTableWorkSpeedFactor></statOffsets><maxSimultaneous>2</maxSimultaneous></li></comps><stuffCategories><li>Woody</li></stuffCategories><costStuffCount>60</costStuffCount></ThingDef>

XML error: Duplicate XML node name costStuffCount in this XML block: <ThingDef ParentName="BookStorageBase"><defName>AJO_Bookcase</defName><label>bookcase</label><description>A bookcase with a wide variety of books. \nBoosts writing speed by 20% when placed near a writing table. Up to four bookcases can be linked to a single writing table.</description><graphicData><texPath>Cupro/Object/Furniture/Bookcase/Bookcase</texPath><shaderType>CutoutComplex</shaderType></graphicData><uiIconPath>Cupro/Object/Furniture/Bookcase/Bookcase_MenuIcon</uiIconPath><altitudeLayer>Pawn</altitudeLayer><pathCost>70</pathCost><fillPercent>0.75</fillPercent><statBases><MaxHitPoints>600</MaxHitPoints><WorkToBuild>2000</WorkToBuild><Mass>50</Mass><MarketValue>400</MarketValue><Beauty>50</Beauty><EntertainmentStrengthFactor>1.15</EntertainmentStrengthFactor></statBases><costStuffCount>100</costStuffCount><costList><AJO_PileOfBooks>5</AJO_PileOfBooks></costList><comps><li Class="CompProperties_Facility"><statOffsets><WorkTableWorkSpeedFactor>0.2</WorkTableWorkSpeedFactor></statOffsets><maxSimultaneous>4</maxSimultaneous></li><li><compClass>CompQuality</compClass></li><li Class="CompProperties_Art"><nameMaker>ArtName_Furniture</nameMaker><descriptionMaker>ArtDescription_Furniture</descriptionMaker><minQualityForArtistic>Superior</minQualityForArtistic></li></comps><inspectorTabs><li>ITab_Art</li></inspectorTabs><stuffCategories><li>Woody</li></stuffCategories><costStuffCount>100</costStuffCount></ThingDef>

[Expanded Power] Patch operation Verse.PatchOperationReplace(/ThingDefs/ThingDef[DefName="ElectricTailoringBench"]/CostList) failed

[Expanded Power] Patch operation Verse.PatchOperationReplace(/ThingDefs/ThingDef[DefName="ElectricSmithy"]/CostList) failed

[Expanded Power] Patch operation Verse.PatchOperationReplace(/ThingDefs/ThingDef[DefName="TableMachining"]/CostList) failed

[Expanded Power] Patch operation Verse.PatchOperationReplace(/ThingDefs/ThingDef[defName="ElectricStove"]/CostList) failed

[Expanded Power] Patch operation Verse.PatchOperationReplace(/ThingDefs/ThingDef[DefName="ElectricSmelter"]/CostList) failed


I really don't know what to do with this myself or how I could check if there are any mods that are causing problems with these two in particular. (Mainly because I can't seem to find a way to get the location of the /ThingDefs that failed every time there is one)

Edit : I fixed the first one by deleting the Stuffiffied patch for AJO (just like you said in the post above this one), I still get the Expanded Power fails though.

Edit 2: Okay I don't really know what I did exactly (I disabled some mods and reordered some more) but I don't have any errors any more. If anyone has the same error I can send you my mods order.
Title: Re: [A17] cuproPanda's Mods (25 Aug 17)
Post by: cuproPanda on August 25, 2017, 05:23:06 PM
Updated Quarry, allowing the full 0-100% ranges for junk and chunk chances. I also tweaked the code so regular stockpiles can be used if there are no platforms or if the platforms are full. Also, the resources folder button should work for Linux and Mac users, but I haven't been able to test it.
Title: Re: [A17] cuproPanda's Mods (25 Aug 17)
Post by: LiteEmUp on August 28, 2017, 08:09:12 PM
Suggestion for additional joy objects:
- musical instruments like piano, electric guitar, drum set.. musician like job where pawns play music instruments together for a concert

- writing table allows you to create "scripts".. and with actor like job, pawns can perform stage "acting" on a spot you can specify..

- writing table allows you to also create "one-liners".. and with comedian like job, pawns perform funny puns on specified spots..
Title: Re: [A17] cuproPanda's Mods (25 Aug 17)
Post by: SpaceDorf on August 29, 2017, 03:57:30 AM
Quote from: LiteEmUp on August 28, 2017, 08:09:12 PM
Suggestion for additional joy objects:
- musical instruments like piano, electric guitar, drum set.. musician like job where pawns play music instruments together for a concert

- writing table allows you to create "scripts".. and with actor like job, pawns can perform stage "acting" on a spot you can specify..

- writing table allows you to also create "one-liners".. and with comedian like job, pawns perform funny puns on specified spots..

Have you ever heard of a mod called Razzle Dazzle ?
Title: Re: [A17] cuproPanda's Mods (25 Aug 17)
Post by: shadowstitch on August 31, 2017, 01:21:21 AM
Hm. Learned the hard way that if you build a window, then build a block in front of it, the game goes bananas. Throws up red errors about the glower and won't ever let you remove the window even if you destroy or god mode delete the block...pretty gross. 

Also, is it just me and some weird mod conflict, or are the AJO arcade games actually generating electricity?
Mine are generating 5w at idle, and 200w when someone plays them!
Title: Re: [A17] cuproPanda's Mods (25 Aug 17)
Post by: cuproPanda on September 01, 2017, 02:08:09 PM
Quote from: shadowstitch on August 31, 2017, 01:21:21 AM
Hm. Learned the hard way that if you build a window, then build a block in front of it, the game goes bananas. Throws up red errors about the glower and won't ever let you remove the window even if you destroy or god mode delete the block...pretty gross. 

Also, is it just me and some weird mod conflict, or are the AJO arcade games actually generating electricity?
Mine are generating 5w at idle, and 200w when someone plays them!

Unfortunately, the windows are plagues with a few issues that are hard to find and fix. I have been trying to find solutions, but nothing is working. The arcades shouldn't be producing electricity - I most likely missed putting in a minus sign or something.
Title: Re: [A17] cuproPanda's Mods (25 Aug 17)
Post by: Canute on September 02, 2017, 03:35:57 AM
Maybe some new kind of joyobjects like treatmills that get powered by the user.  Or did you hear about the new kind of disco dance floor with pizo-powereffect which generate power while the people dance on it ? :-)

Maybe you need to assign people to 16h the day to joy activity, would be the ideal work for dumb labors and lordlings. Can pawn get an addiction to joy ? :-)
Title: Re: [A17] cuproPanda's Mods (25 Aug 17)
Post by: LiteEmUp on September 02, 2017, 07:50:24 AM
Quote from: SpaceDorf on August 29, 2017, 03:57:30 AM
Quote from: LiteEmUp on August 28, 2017, 08:09:12 PM
Suggestion for additional joy objects:
- musical instruments like piano, electric guitar, drum set.. musician like job where pawns play music instruments together for a concert

- writing table allows you to create "scripts".. and with actor like job, pawns can perform stage "acting" on a spot you can specify..

- writing table allows you to also create "one-liners".. and with comedian like job, pawns perform funny puns on specified spots..

Have you ever heard of a mod called Razzle Dazzle ?

yes i've heard about it.. and im very interested in adding it to my current campaign.. already subbed to it, but not yet activated it.. and the reason why are in the comments section on both the workshop and here in the forums..

well im very interested on that authors 4 mods(razzle, romance diversified, rumours, recon discovery) since all his mods seems to add alot of interesting flavor to the game...
unfortunately reading through the latest comments in workshop and here, it seems like razzle and recon has some bugs that close to being considered game-breaking(depends on your perspective)... and those alone is a deal breaker for me, even though i do really want to play his mods...
and likely the worst part is the author seems to have moved on to other things.. i just checked his steam profile and it seems he is no longer playing rimworld.. which means any big "bugs" from razzle and recon are likely not gonna get fixed, unless someone is willing to share fixes...
Title: Re: [A17] cuproPanda's Mods (25 Aug 17)
Post by: ALT-F4 on September 08, 2017, 02:36:24 AM
I'm not sure if I should double post, but as it says to please report any issues: Chocolate sodas are somehow incompatible with the small freezers from mrofa's clutter mod. They show up on the list of things allowed in the stockpile, but they are not kept refrigerated.
Title: Re: [A17] cuproPanda's Mods (25 Aug 17)
Post by: Tenshi~Akari on September 09, 2017, 10:14:21 AM
I think I'm realizing this a lot later than I should have, considering how long I've had this mod installed but... on my end, it seems the windows tank performance after a few are built, no matter what the map size is or how many pawns are spawned. :'( When unpaused, everything slows to a crawl & rubber banding is rampant if they're on the map. (Now that I think about it, I've had this issue happen as well with Dub's sky lights, but only when the map was near the area of which the skylights were placed. With the windows here, it seems to be no matter where I move on the map, the performance drop was evident.) 

Is it possible to have a non-lighting-dependent version for decorative purposes? I love the little aspect of my pawns enjoying the scenery, but it just seems my system can't handle but so many windows at a time for some reason. Most I can get is 5-6 before the lag really hits hard. And being the aesthetic buff that I am, I gotta have something to break up the monotony of the walls for my base setups.  :-[
Title: Re: [A17] cuproPanda's Mods (25 Aug 17)
Post by: Kori on September 18, 2017, 04:49:16 PM
Hello Cupro,

could you please add some kind of compatibility for Vegetable Garden to Zen Garden, so that you don't have 2 different kinds of cherries (and probably trees) anymore and cherry trees won't be available for planting until you have researched VG's Tier 3 Crops?
Title: Re: [A17] cuproPanda's Mods (25 Aug 17)
Post by: cuproPanda on September 20, 2017, 04:45:01 PM
Wow so many comments, and not a single email letting me know..

Quote from: ALT-F4 on September 08, 2017, 02:36:24 AM
I'm not sure if I should double post, but as it says to please report any issues: Chocolate sodas are somehow incompatible with the small freezers from mrofa's clutter mod. They show up on the list of things allowed in the stockpile, but they are not kept refrigerated.


This may be an issue with how mrofa coded the freezers, but I'll check on my side. The chocolate sodas are a bit unique, so it very well could be something on my end.

Quote from: Tenshi~Akari on September 09, 2017, 10:14:21 AM
I think I'm realizing this a lot later than I should have, considering how long I've had this mod installed but... on my end, it seems the windows tank performance after a few are built, no matter what the map size is or how many pawns are spawned. :'( When unpaused, everything slows to a crawl & rubber banding is rampant if they're on the map. (Now that I think about it, I've had this issue happen as well with Dub's sky lights, but only when the map was near the area of which the skylights were placed. With the windows here, it seems to be no matter where I move on the map, the performance drop was evident.) 

Is it possible to have a non-lighting-dependent version for decorative purposes? I love the little aspect of my pawns enjoying the scenery, but it just seems my system can't handle but so many windows at a time for some reason. Most I can get is 5-6 before the lag really hits hard. And being the aesthetic buff that I am, I gotta have something to break up the monotony of the walls for my base setups.  :-[

Windows are badly coded and in serious need of redoing. Decorative windows are a great idea. I don't like not having the light, but other people won't mind having the option.

Quote from: Kori on September 18, 2017, 04:49:16 PM
Hello Cupro,

could you please add some kind of compatibility for Vegetable Garden to Zen Garden, so that you don't have 2 different kinds of cherries (and probably trees) anymore and cherry trees won't be available for planting until you have researched VG's Tier 3 Crops?

Will do. I didn't realise there were cherries in VG
Title: Re: [A17] cuproPanda's Mods (25 Aug 17)
Post by: Kori on September 20, 2017, 06:00:07 PM
Quote from: cuproPanda on September 20, 2017, 04:45:01 PM
Quote from: Kori on September 18, 2017, 04:49:16 PM
Hello Cupro,

could you please add some kind of compatibility for Vegetable Garden to Zen Garden, so that you don't have 2 different kinds of cherries (and probably trees) anymore and cherry trees won't be available for planting until you have researched VG's Tier 3 Crops?

Will do. I didn't realise there were cherries in VG

Thank you very much! :)
Title: Re: [A17] cuproPanda's Mods (25 Aug 17)
Post by: malomaster on September 24, 2017, 07:47:15 AM
Hi. I have a question.
Will you update your old mod "Extra floors" for A17? Because I wanted that mod with new floors, but there are only version for A15.
Also I will be pleased if you also update your "Ancient amulets" mod for A17.
Title: Re: [A17] cuproPanda's Mods (25 Aug 17)
Post by: cuproPanda on September 24, 2017, 12:57:15 PM
Quote from: malomaster on September 24, 2017, 07:47:15 AM
Hi. I have a question.
Will you update your old mod "Extra floors" for A17? Because I wanted that mod with new floors, but there are only version for A15.
Also I will be pleased if you also update your "Ancient amulets" mod for A17.

Extra Floors is now part of Stuffed Floors (https://ludeon.com/forums/index.php?topic=16120.0), which also helps to sort the floors tab so it isn't as cluttered. As for Ancient Amulets, I have been thinking about redoing it for A18, but it will take a fair amount of work; I don't just want to update it, but add new features and balance it more.
Title: Re: [A17] cuproPanda's Mods (25 Aug 17)
Post by: faltonico on September 24, 2017, 11:18:17 PM
Please PLEASE use custom abstracts. It wont break saves if you update the mods with those fixes.

Not having the <DesignationCategory>Furniture</DesignationCategory> in the <ThingDef Name="FurnitureBase" ParentName="BuildingBase" Abstract="True"> is a pain in the arse.

Edit: scratch that T_T
Edit2: Scratch the latter... i changed the abstracts and the files that referenced them and i had no problems =D
Title: Re: [A17] cuproPanda's Mods (25 Aug 17)
Post by: Ncates1234 on September 27, 2017, 08:40:03 AM
But how do I disable "Quarry" from mining reinforced steel, plasteel etc and Hempoline from other mods? It is way too over powered to just mine a 10x more durable material from under ground at the same ratio. Or kind of silly to dig fuel made out of drugs from underground.
Title: Re: [A17] cuproPanda's Mods (25 Aug 17)
Post by: Canute on September 27, 2017, 09:18:08 AM
Quarry is designed to mine all mineable resources they appear on the map.
Sure hempoline and reinforced steel are synthic resource and shouldn't be mineable, but you need to address this issue at the proper mod.
There are ways to prevent them to be mineable so far i know.

And when you think you are geting to much resources out of the quarry, take a look at the ingame mod settings and lower the values.



Title: Re: [A17] cuproPanda's Mods (25 Aug 17)
Post by: Ncates1234 on September 27, 2017, 09:31:22 AM
Quote from: Canute on September 27, 2017, 09:18:08 AM
Quarry is designed to mine all mineable resources they appear on the map.
Sure hempoline and reinforced steel are synthic resource and shouldn't be mineable, but you need to address this issue at the proper mod.
There are ways to prevent them to be mineable so far i know.

And when you think you are geting to much resources out of the quarry, take a look at the ingame mod settings and lower the values.
Well, I'd like to know from the main mod developer as to how do disable the resources from other mods as they are most likely to know the fix. The speed of gathering is alright its just that when lets say you mine 22 plasteel, and reinforced mines 22 aswell, when the cost is 10x more.

The original reinforced version is the same price as simple resource thus I changed the price into 10x, still doesn't seem to work. Do I perhaps need to re-start the colony for it to take effect?
Title: Re: [A17] cuproPanda's Mods (25 Aug 17)
Post by: jay124 on October 17, 2017, 07:32:57 AM
After not being able to craft weapons from the alloys introduced by your CuproAlloys mod. I seem to have narrowed it down and it appears that the conflict is with CombatExtended enabled; they don't show up in the Bills dialogue. I tried loading CuproAlloys before and after CombatExtended, but they still don't show up. It appears that it still creates the Metals & Alloys category, but only shows the vanilla materials to be used for creating weapons. If there's more information I can provide, please let me know.

Without CE Enabled:
https://imgur.com/a/XZyS8

With CE Enabled:
https://imgur.com/a/fMqnH

Thanks!
Title: Re: [A17] cuproPanda's Mods (25 Aug 17)
Post by: cuproPanda on October 24, 2017, 04:27:33 PM
Quote from: Ncates1234 on September 27, 2017, 09:31:22 AM
Quote from: Canute on September 27, 2017, 09:18:08 AM
Quarry is designed to mine all mineable resources they appear on the map.
Sure hempoline and reinforced steel are synthic resource and shouldn't be mineable, but you need to address this issue at the proper mod.
There are ways to prevent them to be mineable so far i know.

And when you think you are geting to much resources out of the quarry, take a look at the ingame mod settings and lower the values.
Well, I'd like to know from the main mod developer as to how do disable the resources from other mods as they are most likely to know the fix. The speed of gathering is alright its just that when lets say you mine 22 plasteel, and reinforced mines 22 aswell, when the cost is 10x more.

The original reinforced version is the same price as simple resource thus I changed the price into 10x, still doesn't seem to work. Do I perhaps need to re-start the colony for it to take effect?

For now the only way is to edit the xml file to add resources, but make the probability number much lower. I'll add an option to disable the resources altogether for the A18 version

Quote from: jay124 on October 17, 2017, 07:32:57 AM
After not being able to craft weapons from the alloys introduced by your CuproAlloys mod. I seem to have narrowed it down and it appears that the conflict is with CombatExtended enabled; they don't show up in the Bills dialogue. I tried loading CuproAlloys before and after CombatExtended, but they still don't show up. It appears that it still creates the Metals & Alloys category, but only shows the vanilla materials to be used for creating weapons. If there's more information I can provide, please let me know.

Without CE Enabled:
https://imgur.com/a/XZyS8

With CE Enabled:
https://imgur.com/a/fMqnH

Thanks!


Interesting, especially since the new category is shown. I'll look into it, it may be something I have to make a patch to address.
Title: Re: [A17] cuproPanda's Mods (25 Aug 17)
Post by: jay124 on October 25, 2017, 04:38:19 PM
Quote from: cuproPanda on October 24, 2017, 04:27:33 PM

Interesting, especially since the new category is shown. I'll look into it, it may be something I have to make a patch to address.

Awesome! I look forward to being able play with this mod. I really like the new alloys it adds. Thanks for your hard work! :D
Title: Re: [A17] cuproPanda's Mods (25 Aug 17)
Post by: MusicManiac on November 07, 2017, 04:33:22 PM
Hi, great mods you have there. 1 question tho: what variable i need to edit and in which xml file to expand life of my quarry?
What I mean I want my quarry just to stay there for longer time, and not getting empty :)

Browsed all xmls, haven't found any variable that would represent it.
Title: Re: [A17] cuproPanda's Mods (25 Aug 17)
Post by: koni on November 07, 2017, 04:50:56 PM
If you have installed HugsLib go to options and under the mod settings you can change the number of how many times the quarry can get dug
Title: Re: [A17] cuproPanda's Mods (25 Aug 17)
Post by: cuproPanda on November 07, 2017, 06:11:25 PM
Actually, HugsLib isn't required. ModSettings show up in the base game under the Options menu
Title: Re: [A17] cuproPanda's Mods (25 Aug 17)
Post by: MusicManiac on November 08, 2017, 11:24:30 AM
OMG don't know how I was missing that all the time, thanks. Do I need to re-build my quarry or changes will take effect without it??
Title: Re: [A17] cuproPanda's Mods (25 Aug 17)
Post by: r3dm0nk on November 08, 2017, 11:57:58 AM
Hey cuproPanda. I have a question about mod Powerless!. Is there a way to use only few of the things it adds? Let's say I do like the batteries, solar panel and sunlight detector, but I do not like the rest of the features. How can I select which stuff I want to add to my game?
Cheers!
Title: Re: [A17] cuproPanda's Mods (25 Aug 17)
Post by: Canute on November 08, 2017, 12:21:34 PM
Quote from: MusicManiac on November 08, 2017, 11:24:30 AM
OMG don't know how I was missing that all the time, thanks. Do I need to re-build my quarry or changes will take effect without it??
You don't need to rebuild it.
Title: Re: [A17] cuproPanda's Mods (25 Aug 17)
Post by: MusicManiac on November 16, 2017, 08:12:06 AM
Quote from: r3dm0nk on November 08, 2017, 11:57:58 AM
Hey cuproPanda. I have a question about mod Powerless!. Is there a way to use only few of the things it adds? Let's say I do like the batteries, solar panel and sunlight detector, but I do not like the rest of the features. How can I select which stuff I want to add to my game?
Cheers!

You can try to edit files. I mean, I do edit some mods when I don't like them. But my skills only extended to the state of changing some basic things like cost of building, ect.
Title: Re: [A17] cuproPanda's Mods (25 Aug 17)
Post by: cuproPanda on November 17, 2017, 06:05:15 AM
Quote from: r3dm0nk on November 08, 2017, 11:57:58 AM
Hey cuproPanda. I have a question about mod Powerless!. Is there a way to use only few of the things it adds? Let's say I do like the batteries, solar panel and sunlight detector, but I do not like the rest of the features. How can I select which stuff I want to add to my game?
Cheers!

Those are actually from Expanded Power. You could try removing the parts you don't like, but a lot of that mod is tied into c# code, so I imagine there would be problems and errors of you did. Expanded Power won't be updated for A18, as there are other better mods that do the same thing - namely Power Logic, although that doesn't have the batteries or solars. I still want to make a mod for harder power gen, but I need to rework so much of the mod it will take some time. I'm falling behind on updating my mods as it is. I've only updated a few and most are small mods. I have next week off, so hopefully I can crank out the rest and start posting them
Title: Re: [A17] cuproPanda's Mods (25 Aug 17)
Post by: Kori on November 17, 2017, 09:12:00 AM
Quote from: cuproPanda on November 17, 2017, 06:05:15 AM
Expanded Power won't be updated for A18...

Oh no, does that mean no more copper, lead, quartz and rubber?  :o I really got used to these, even modified other mods so they use these resources as well...
Is there a way to keep at leat the resources in a separate mod maybe?
Title: Re: [A17] cuproPanda's Mods (25 Aug 17)
Post by: cuproPanda on November 17, 2017, 10:08:05 AM
Quote from: Kori on November 17, 2017, 09:12:00 AM
Quote from: cuproPanda on November 17, 2017, 06:05:15 AM
Expanded Power won't be updated for A18...

Oh no, does that mean no more copper, lead, quartz and rubber?  :o I really got used to these, even modified other mods so they use these resources as well...
Is there a way to keep at leat the resources in a separate mod maybe?

Well quartz and rubber are out, but copper and lead are already in Cupro's Alloys, which will be merged with Cupro's Stones to become Cupro's Minerals. Minerals will allow players to choose what stones and metals they want to have in the game, and adjust around those choices, as well as adding alloys for base metals that are either in the mod or that come from other mods (i.e. using Industrialisation's copper with or in place of Minerals' copper).

I did want to make a mod that made power gen harder to tech into, but also offered more rewarding options, but I don't think I will have the time to do it for A18. Rubber and quartz would most likely be in that mod, as it would be the continuation of Expanded Power, just more refined
Title: Re: [A17] cuproPanda's Mods (25 Aug 17)
Post by: Tsunamy on November 17, 2017, 01:27:29 PM
I love your mods but I won't be missing rubber and quartz. Looking forward to the update.
Title: Re: [A17] cuproPanda's Mods (25 Aug 17)
Post by: Kori on November 19, 2017, 08:15:23 AM
Quote from: cuproPanda on November 17, 2017, 10:08:05 AM
Well quartz and rubber are out, but copper and lead are already in Cupro's Alloys, which will be merged with Cupro's Stones to become Cupro's Minerals. Minerals will allow players to choose what stones and metals they want to have in the game, and adjust around those choices, as well as adding alloys for base metals that are either in the mod or that come from other mods (i.e. using Industrialisation's copper with or in place of Minerals' copper).

I did want to make a mod that made power gen harder to tech into, but also offered more rewarding options, but I don't think I will have the time to do it for A18. Rubber and quartz would most likely be in that mod, as it would be the continuation of Expanded Power, just more refined

Okay that sounds good. :) When the minerals mod also includes an option to make glass, it would be perfect!
Title: Re: [B18] cuproPanda's Mods (21 Nov 17)
Post by: cuproPanda on November 21, 2017, 03:03:24 PM
Beta 18 updates are starting! For now I only have Cupro's Drinks updated. The biggest change is that now everyone isn't forced to use the entire mod - only the parts that are wanted are downloaded
Title: Re: [B18] cuproPanda's Mods (21 Nov 17)
Post by: kaptain_kavern on November 21, 2017, 06:29:46 PM
Awesome!

Thank you
Title: Re: [B18] cuproPanda's Mods (21 Nov 17)
Post by: SpaceDorf on November 23, 2017, 03:53:08 AM
Quote from: kaptain_kavern on November 21, 2017, 06:29:46 PM
Awesome!

Thank you

What he said  ;D
Title: Re: [B18] cuproPanda's Mods (4 Dec 17)
Post by: cuproPanda on December 04, 2017, 09:35:58 PM
I'm almost completely done updating my mods! What a stressful update cycle this has been!
Title: Re: [B18] cuproPanda's Mods (4 Dec 17)
Post by: Canute on December 05, 2017, 03:03:02 AM
Thanks,
now you can enjoy the stressful chrismas cycle, i hope you allready got all needed gifts ! :-)
Title: Re: [B18] cuproPanda's Mods (4 Dec 17)
Post by: SpaceDorf on December 05, 2017, 03:16:27 AM
I am still suffering from X16 induced pftsd .
( post family trauma stress disorder ) :o
Title: Re: [B18] cuproPanda's Mods (4 Dec 17)
Post by: frenchiveruti on December 05, 2017, 09:23:34 AM
Hey Cupro thanks for the updates!
Will you consider adding Mod Sync Ninja to your mods in the future?
Title: Re: [B18] cuproPanda's Mods (4 Dec 17)
Post by: cuproPanda on December 05, 2017, 08:07:19 PM
Quote from: frenchiveruti on December 05, 2017, 09:23:34 AM
Hey Cupro thanks for the updates!
Will you consider adding Mod Sync Ninja to your mods in the future?

I'll look into it. There were issues with it in the past, but since it's back I'm sure they're fixed.
Title: Re: [B18] cuproPanda's Mods (4 Dec 17)
Post by: frenchiveruti on December 05, 2017, 10:37:08 PM
Quote from: cuproPanda on December 05, 2017, 08:07:19 PM
Quote from: frenchiveruti on December 05, 2017, 09:23:34 AM
Hey Cupro thanks for the updates!
Will you consider adding Mod Sync Ninja to your mods in the future?

I'll look into it. There were issues with it in the past, but since it's back I'm sure they're fixed.

Cool! Also there are now two persons working with it so I guess the issues will be solved sooner.
Title: Re: [B18] cuproPanda's Mods (5 Dec 17)
Post by: bigheadzach on December 06, 2017, 01:26:47 AM
In moving from 18.00 to 18.01 the SeedsPlease patch file in AJO  throws errors:

XML error: Could not find parent node named "ExtractSeed" for node "SeedsPlease.RecipeDef". Full node: <SeedsPlease.RecipeDef ParentName="ExtractSeed"><defName>AJO_ExtractSpectagoSeed</defName><label>extract spectago seeds</label><description>Extract seeds from spectago.</description><ingredients><li><filter><thingDefs><li>AJO_RainbowPetals</li></thingDefs></filter><count>9</count></li></ingredients><fixedIngredientFilter><thingDefs><li>AJO_RainbowPetals</li></thingDefs></fixedIngredientFilter><products><AJO_SeedSpectago>4</AJO_SeedSpectago></products></SeedsPlease.RecipeDef>
Verse.Log:Error(String)
Verse.XmlInheritance:GetBestParentFor(XmlInheritanceNode, String)
Verse.XmlInheritance:ResolveParentsAndChildNodesLinks()
Verse.XmlInheritance:Resolve()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

XML error: Could not find parent node named "SeedBase" for node "SeedsPlease.SeedDef". Full node: <SeedsPlease.SeedDef ParentName="SeedBase"><defName>AJO_SeedSpectago</defName><label>spectago seeds</label><plant>AJO_PlantOutdoorSpectago</plant></SeedsPlease.SeedDef>
Verse.Log:Error(String)
Verse.XmlInheritance:GetBestParentFor(XmlInheritanceNode, String)
Verse.XmlInheritance:ResolveParentsAndChildNodesLinks()
Verse.XmlInheritance:Resolve()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()


Given that the only change is Chinese Translations, i imagine it's not crucial that I update to 18.01
Title: Re: [B18] cuproPanda's Mods (5 Dec 17)
Post by: Iusticia on December 06, 2017, 02:09:02 AM
Hi,

Love the mods; they make the game so much more in depth, interesting, and life-like. I noticed a (possible) mod compatibility conflict with the "Industrial Rollers" mod; the "Puller" from this mod doesn't recognize the Preset Filtered Stockpiles (e.g. Meat Stockpile). The "Puller" recognizes the stockpile only when I recreate the stockpile using the vanilla stockpile option and copying the Preset Filtered Stockpile settings to the new stockpile.

Everything else works great. Thanks for B18 updates. Cheers!
Title: Re: [B18] cuproPanda's Mods (5 Dec 17)
Post by: JadeXyan on December 06, 2017, 05:50:33 AM
Hey, I'm either missing something or here to report a bug. Coffee shrubs (the ones grown on hydroponics) produce raw coffee beans which seem to have no use? Is there a way to roast these that I'm missing or are these leftovers from a past version that shouldn't be there?
Title: Re: [B18] cuproPanda's Mods (5 Dec 17)
Post by: cuproPanda on December 06, 2017, 05:59:27 AM
Quote from: bigheadzach on December 06, 2017, 01:26:47 AM
In moving from 18.00 to 18.01 the SeedsPlease patch file in AJO  throws errors:

XML error: Could not find parent node named "ExtractSeed" for node "SeedsPlease.RecipeDef". Full node: <SeedsPlease.RecipeDef ParentName="ExtractSeed"><defName>AJO_ExtractSpectagoSeed</defName><label>extract spectago seeds</label><description>Extract seeds from spectago.</description><ingredients><li><filter><thingDefs><li>AJO_RainbowPetals</li></thingDefs></filter><count>9</count></li></ingredients><fixedIngredientFilter><thingDefs><li>AJO_RainbowPetals</li></thingDefs></fixedIngredientFilter><products><AJO_SeedSpectago>4</AJO_SeedSpectago></products></SeedsPlease.RecipeDef>
Verse.Log:Error(String)
Verse.XmlInheritance:GetBestParentFor(XmlInheritanceNode, String)
Verse.XmlInheritance:ResolveParentsAndChildNodesLinks()
Verse.XmlInheritance:Resolve()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

XML error: Could not find parent node named "SeedBase" for node "SeedsPlease.SeedDef". Full node: <SeedsPlease.SeedDef ParentName="SeedBase"><defName>AJO_SeedSpectago</defName><label>spectago seeds</label><plant>AJO_PlantOutdoorSpectago</plant></SeedsPlease.SeedDef>
Verse.Log:Error(String)
Verse.XmlInheritance:GetBestParentFor(XmlInheritanceNode, String)
Verse.XmlInheritance:ResolveParentsAndChildNodesLinks()
Verse.XmlInheritance:Resolve()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()


Given that the only change is Chinese Translations, i imagine it's not crucial that I update to 18.01

Not sure why you are getting that error with 18.01 and not 18.00, since it's caused by not having SeedsPlease loaded before Additional Joy Objects. Everything looks fine on my end, at least. That reminds me, I have been meaning to add code to all of my mods to let players know if the mod order is wrong if my mod needs to be loaded after a different mod.

Quote from: Iusticia on December 06, 2017, 02:09:02 AM
Hi,

Love the mods; they make the game so much more in depth, interesting, and life-like. I noticed a (possible) mod compatibility conflict with the "Industrial Rollers" mod; the "Puller" from this mod doesn't recognize the Preset Filtered Stockpiles (e.g. Meat Stockpile). The "Puller" recognizes the stockpile only when I recreate the stockpile using the vanilla stockpile option and copying the Preset Filtered Stockpile settings to the new stockpile.

Everything else works great. Thanks for B18 updates. Cheers!

There isn't anything I can do about that currently since Industrial Rollers only searches for vanilla stockpiles or things based on vanilla stockpiles. Mine are a complete rewrite and not related to the vanilla stockpiles. In a future update I'll try to shrink down to only one stockpile with all the filters to choose from; with any luck I can put those into the vanilla stockpile as special filters and the issue will be resolved

Quote from: JadeXyan on December 06, 2017, 05:50:33 AM
Hey, I'm either missing something or here to report a bug. Coffee shrubs (the ones grown on hydroponics) produce raw coffee beans which seem to have no use? Is there a way to roast these that I'm missing or are these leftovers from a past version that shouldn't be there?

Whoa, are you serious?? I forgot to put in the recipe to roast the beans! Major fail on my part, sorry about that! Give me like 10 minutes, I'll update it
Title: Re: [B18] cuproPanda's Mods (6 Dec 17)
Post by: cuproPanda on December 06, 2017, 06:08:22 AM
Updated with the roasting recipe!
Title: Re: [B18] cuproPanda's Mods (5 Dec 17)
Post by: bigheadzach on December 06, 2017, 09:16:36 AM
Quote from: cuproPanda on December 06, 2017, 05:59:27 AM
Not sure why you are getting that error with 18.01 and not 18.00, since it's caused by not having SeedsPlease loaded before Additional Joy Objects. Everything looks fine on my end, at least. That reminds me, I have been meaning to add code to all of my mods to let players know if the mod order is wrong if my mod needs to be loaded after a different mod.

That is a possible big derp on my part. I'll go back through my list tonight and see if that's what caused it (making sure AJO runs late in the list, and after SeedsPlease in both versions). Thanks for being patient.
Title: Re: [B18] cuproPanda's Mods (6 Dec 17)
Post by: Old Marm on December 06, 2017, 10:32:08 AM
Thank you for updating your wonderful mods. I have noticed that my colonists do not drink the spectago tea of their own volition, nor do they take the drink to a table for consumption.  Your mods are wonderful, especially the pawn interactions with the items. 
Title: Re: [B18] cuproPanda's Mods (6 Dec 17)
Post by: deathstar on December 06, 2017, 11:19:02 AM
I'm a little behind on my mod knowledge since A16, are Cupro's Drink modules compatible with Vegetable Garden and the drinks added by it?
Title: Re: [B18] cuproPanda's Mods (6 Dec 17)
Post by: cuproPanda on December 06, 2017, 03:47:52 PM
Quote from: Old Marm on December 06, 2017, 10:32:08 AM
Thank you for updating your wonderful mods. I have noticed that my colonists do not drink the spectago tea of their own volition, nor do they take the drink to a table for consumption.  Your mods are wonderful, especially the pawn interactions with the items.

The tea is now considered a drug, so it can be used by the drug policies window. That way, you can limit the amount they drink per day and not have one colonist drinking all the tea right away. The lack of a table is a useful addition to B18, allowing some foods to be eaten that way without getting the negative mood. I figured for tea, it doesn't really matter if you are standing around, you can still drink.

Quote from: deathstar on December 06, 2017, 11:19:02 AM
I'm a little behind on my mod knowledge since A16, are Cupro's Drink modules compatible with Vegetable Garden and the drinks added by it?

They are both pretty much separate mods at this point. Syrup can be made using VGP fruits, and the other sodas are now a part of VGP. My sodas are for vanilla foods, and are probably overridden by the ones in VGP if both are installed. Both mods are compatible with or without each other
Title: Re: [B18] cuproPanda's Mods (7 Dec 17)
Post by: Sefiriot on December 07, 2017, 09:26:34 PM
Hey Cupro, starting a new game with Prepare Carefully and it threw these errors when I was selecting my starting gear. The error log before is for AJO_BookRack,, but the same errors also happen for AJO_Bookshelf and _AJO_Bookcase:

Prepare Carefully trying to calculate the cost of a ThingDef with null thingClass: AJO_BookRack
Verse.Log:Warning(String)
EdB.PrepareCarefully.CostCalculator:GetBaseThingCost(ThingDef, ThingDef)
EdB.PrepareCarefully.EquipmentDatabase:CreateEquipmentEntry(ThingDef, ThingDef, Gender, EquipmentType)
EdB.PrepareCarefully.EquipmentDatabase:CreateEquipmentEntry(ThingDef, ThingDef, EquipmentType)
EdB.PrepareCarefully.EquipmentDatabase:AddThingDef(ThingDef, EquipmentType)
EdB.PrepareCarefully.EquipmentDatabase:BuildEquipmentLists()
EdB.PrepareCarefully.EquipmentDatabase:.ctor()
EdB.PrepareCarefully.PrepareCarefully:Clear()
EdB.PrepareCarefully.PrepareCarefully:Initialize()
EdB.PrepareCarefully.HarmonyPatches:DoWindowContentsPostfix(Rect, Page_ConfigureStartingPawns)
RimWorld.Page_ConfigureStartingPawns:DoWindowContents_Patch1(Object, Rect)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)


Title: Re: [B18] cuproPanda's Mods (7 Dec 17)
Post by: Kelsin on December 10, 2017, 04:29:30 PM
Cupro, plz, tell us - how long we need to wait for Cupro Alloys? It's one of my favorite mods and I want to know - when it'l be for B18?
Title: Re: [B18] cuproPanda's Mods (7 Dec 17)
Post by: cuproPanda on December 11, 2017, 06:27:50 PM
Quote from: Sefiriot on December 07, 2017, 09:26:34 PM
Hey Cupro, starting a new game with Prepare Carefully and it threw these errors when I was selecting my starting gear. The error log before is for AJO_BookRack,, but the same errors also happen for AJO_Bookshelf and _AJO_Bookcase:

Prepare Carefully trying to calculate the cost of a ThingDef with null thingClass: AJO_BookRack
Verse.Log:Warning(String)
EdB.PrepareCarefully.CostCalculator:GetBaseThingCost(ThingDef, ThingDef)
EdB.PrepareCarefully.EquipmentDatabase:CreateEquipmentEntry(ThingDef, ThingDef, Gender, EquipmentType)
EdB.PrepareCarefully.EquipmentDatabase:CreateEquipmentEntry(ThingDef, ThingDef, EquipmentType)
EdB.PrepareCarefully.EquipmentDatabase:AddThingDef(ThingDef, EquipmentType)
EdB.PrepareCarefully.EquipmentDatabase:BuildEquipmentLists()
EdB.PrepareCarefully.EquipmentDatabase:.ctor()
EdB.PrepareCarefully.PrepareCarefully:Clear()
EdB.PrepareCarefully.PrepareCarefully:Initialize()
EdB.PrepareCarefully.HarmonyPatches:DoWindowContentsPostfix(Rect, Page_ConfigureStartingPawns)
RimWorld.Page_ConfigureStartingPawns:DoWindowContents_Patch1(Object, Rect)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)


Move AJO higher in the mod list, maybe right after Prepare Carefully. There is some mystery mod that is messing with the defs and nobody seems to know which one it is.

Quote from: Kelsin on December 10, 2017, 04:29:30 PM
Cupro, plz, tell us - how long we need to wait for Cupro Alloys? It's one of my favorite mods and I want to know - when it'l be for B18?

I'll have it ready sometime this week. Things have been quite hectic around here
Title: Re: [B18] cuproPanda's Mods (7 Dec 17)
Post by: catter on December 11, 2017, 08:33:30 PM
I wonder. I really like your mods, but I would like to suggest adding PC's/Laptops/Internet to the "Additional Joy Objects" mod. Now, how I see it is semi complicated like the "Additional Joy Objects" mod, but I think you can pull it off. Here is what I see:

Description:
This mod adds computers and internet to Rimworld.

Objects Added:
Personal Computer: A large electronic device that comes with a survival/strategy game (adds intellect and joy (same as arcades)), a retro game (adds to joy (same as arcades), but gets a tolerance more quickly than normal) and an operating system already installed on it. Has capacity to connect to the internet manually. Must be researched to build. Requires: 125 copper, 25 components, 25 steel, and 10 jade. Needs 200W/h of power to work. Cannot be minimized or reinstalled, it must be deconstructed. When connected to the internet, it will provide online skill books, research (2 times slower than a hi-tech research bench, but can be connected to a multi-analyzer), trade/communication to other world powers and trade ships, and joy (same type as arcades).
Laptop: A more mobile version of the personal computer, but only has the operating system and the survival/strategy game. Has capacity to connect to the internet via Ethernet or wireless. Must be researched to build. Requires: 150 copper, 25 components, 15 steel, and 5 jade. It can store 1000W of power and uses 100W/h. Can be minimized or reinstalled, but must have no power in the storage. Can do the same internet things as the personal computer, except research.
Router: A small device that can connect the internet to objects via wireless or Ethernet cable. Requires: 50 copper, 5 components, and 10 steel. Must be connected to a DSL cable to provide internet. Must be researched to build. Needs 15W/h in order to run. Can be minimized or reinstalled.
Ethernet Cable: A cable made to transfer internet from a router to a computer. Requires: 4 copper, and 1 rubber. Must be researched to build.
DSL Cable: Provides internet for routers from a distance away. This must be near the edge of the map or right next to a DSL Tower in order to provide internet. Requires: 5 copper, 5 steel, and 2 rubber. Must be researched in order to build. If near edge of map or a DSL Tower, the "Buying Internet" event will trigger.
DSL Tower: A tower made to capture internet from a large antenna (or dish, which ever works better for drawing). Must be researched in order to build. Requires: 10 copper, 100 steel, 25 components, and an orbital trade beacon (minimized). Needs 25W/h in order to provide internet.

Items Added:
Gaming Disk: Provides a few new games for your normal personal computer. Creates joy (same as arcade) and adds to skills slightly.

Emulator, Halva Life: Shooting
Emulator, Elder Scones: Melee
Emulator, The Zimz: Social
Emulator, Glutendogs: Animals
Emulator, Trauma Vendor: Medicine
Emulator, Cooking Baba: Cooking
Emulator, Rum Swirled: Construction
Emulator, Plants Vs. Salamis: Growing
Emulator, Speltunky: Mining
Emulator, Psycho Knots: Artistic
Emulator, MintCraft: Crafting
Emulator, Baguettris: Intellect
Cards, Doily's Book of Card Games: Social (2 times less than others)
Logic, Flinswiper: Intellect
Logic, Chess: Intellect (2 times less than others)

Skill Disk: Various disks provide XP for Intellect, Cooking, Construction, Growing, Mining, Crafting, Artistic, Medicine, and Animals.
Research Disk: Allows a personal computer to do research without the internet.
All disks have to be bought from an exotic or general trader of any sort. They also don't work on laptops, only personal computers.

Events Added:
Buying Internet: As you finish setting up your internet connection, you see a message. It reads: "You have just connected to an internet server. It isn't free to use this internet, so give over 50 silver per year to keep a good connection or else be without the benefits of the internet." You can either accept and every year the same message will pop up, or you can decline and not get any internet. To get the message again, if you decline, requires you to disconnect and reconnect your DSL Tower or to deconstruct and reconstruct a DSL Cable.

Research Added:
Computers: Allows you to build a personal computer. Requires integrated circuits. It's worth 750 research and requires a Hi-tech research bench. This is a Hi-tech research topic.
Mobile Computers: Allows you to build a laptop. Requires computers. It's worth 250 research and requires a Hi-tech research bench. This is a Hi-tech research topic.
Internet: Allows you to build a router and DSL Cable. Requires computers. It's worth 250 research and requires a Hi-tech research bench. This is a Hi-tech research topic.
Advanced DSL: Allows you to build a DSL tower. Requires internet. It's worth 200 research and requires a Hi-tech research bench. This is a Hi-tech research topic.

This whole mod requires "Additional Joy Objects" and "Expanded Power" in order to work.




If you think this is a good idea, please let me know. Otherwise ignore my idea and enjoy the compliment of how I thought you were a good enough modder to be suggested this idea.
Title: Re: [B18] cuproPanda's Mods (7 Dec 17)
Post by: cuproPanda on December 13, 2017, 08:24:44 AM
Quote from: catter on December 11, 2017, 08:33:30 PM
I wonder. I really like your mods, but I would like to suggest adding PC's/Laptops/Internet to the "Additional Joy Objects" mod. Now, how I see it is semi complicated like the "Additional Joy Objects" mod, but I think you can pull it off. Here is what I see:

Description:
This mod adds computers and internet to Rimworld.

Objects Added:
Personal Computer: A large electronic device that comes with a survival/strategy game (adds intellect and joy (same as arcades)), a retro game (adds to joy (same as arcades), but gets a tolerance more quickly than normal) and an operating system already installed on it. Has capacity to connect to the internet manually. Must be researched to build. Requires: 125 copper, 25 components, 25 steel, and 10 jade. Needs 200W/h of power to work. Cannot be minimized or reinstalled, it must be deconstructed. When connected to the internet, it will provide online skill books, research (2 times slower than a hi-tech research bench, but can be connected to a multi-analyzer), trade/communication to other world powers and trade ships, and joy (same type as arcades).
Laptop: A more mobile version of the personal computer, but only has the operating system and the survival/strategy game. Has capacity to connect to the internet via Ethernet or wireless. Must be researched to build. Requires: 150 copper, 25 components, 15 steel, and 5 jade. It can store 1000W of power and uses 100W/h. Can be minimized or reinstalled, but must have no power in the storage. Can do the same internet things as the personal computer, except research.
Router: A small device that can connect the internet to objects via wireless or Ethernet cable. Requires: 50 copper, 5 components, and 10 steel. Must be connected to a DSL cable to provide internet. Must be researched to build. Needs 15W/h in order to run. Can be minimized or reinstalled.
Ethernet Cable: A cable made to transfer internet from a router to a computer. Requires: 4 copper, and 1 rubber. Must be researched to build.
DSL Cable: Provides internet for routers from a distance away. This must be near the edge of the map or right next to a DSL Tower in order to provide internet. Requires: 5 copper, 5 steel, and 2 rubber. Must be researched in order to build. If near edge of map or a DSL Tower, the "Buying Internet" event will trigger.
DSL Tower: A tower made to capture internet from a large antenna (or dish, which ever works better for drawing). Must be researched in order to build. Requires: 10 copper, 100 steel, 25 components, and an orbital trade beacon (minimized). Needs 25W/h in order to provide internet.

Items Added:
Gaming Disk: Provides a few new games for your normal personal computer. Creates joy (same as arcade) and adds to skills slightly.

Emulator, Halva Life: Shooting
Emulator, Elder Scones: Melee
Emulator, The Zimz: Social
Emulator, Glutendogs: Animals
Emulator, Trauma Vendor: Medicine
Emulator, Cooking Baba: Cooking
Emulator, Rum Swirled: Construction
Emulator, Plants Vs. Salamis: Growing
Emulator, Speltunky: Mining
Emulator, Psycho Knots: Artistic
Emulator, MintCraft: Crafting
Emulator, Baguettris: Intellect
Cards, Doily's Book of Card Games: Social (2 times less than others)
Logic, Flinswiper: Intellect
Logic, Chess: Intellect (2 times less than others)

Skill Disk: Various disks provide XP for Intellect, Cooking, Construction, Growing, Mining, Crafting, Artistic, Medicine, and Animals.
Research Disk: Allows a personal computer to do research without the internet.
All disks have to be bought from an exotic or general trader of any sort. They also don't work on laptops, only personal computers.

Events Added:
Buying Internet: As you finish setting up your internet connection, you see a message. It reads: "You have just connected to an internet server. It isn't free to use this internet, so give over 50 silver per year to keep a good connection or else be without the benefits of the internet." You can either accept and every year the same message will pop up, or you can decline and not get any internet. To get the message again, if you decline, requires you to disconnect and reconnect your DSL Tower or to deconstruct and reconstruct a DSL Cable.

Research Added:
Computers: Allows you to build a personal computer. Requires integrated circuits. It's worth 750 research and requires a Hi-tech research bench. This is a Hi-tech research topic.
Mobile Computers: Allows you to build a laptop. Requires computers. It's worth 250 research and requires a Hi-tech research bench. This is a Hi-tech research topic.
Internet: Allows you to build a router and DSL Cable. Requires computers. It's worth 250 research and requires a Hi-tech research bench. This is a Hi-tech research topic.
Advanced DSL: Allows you to build a DSL tower. Requires internet. It's worth 200 research and requires a Hi-tech research bench. This is a Hi-tech research topic.

This whole mod requires "Additional Joy Objects" and "Expanded Power" in order to work.




If you think this is a good idea, please let me know. Otherwise ignore my idea and enjoy the compliment of how I thought you were a good enough modder to be suggested this idea.

This is a fantastic idea for a mod, but I just don't have the time to add another mod to my list. This would be a big mod that would take up even more of my updating time. That said, I would love to see it in the game. It is really well thought out and balanced
Title: Re: [B18] cuproPanda's Mods (15 Dec 17)
Post by: Old Marm on December 16, 2017, 09:34:51 AM
Thank you for the explanation about spectago tea.  I have allowed my colonists to drink it, and...they seem to enjoy it.  Look forward to it.  Insist upon it.  Won't start their day without it?  Thank you!
Title: Re: [B18] cuproPanda's Mods (15 Dec 17)
Post by: Old Marm on December 16, 2017, 09:38:20 AM
Your work is wonderful, and I know you are busy.  I would like to say that I hope you will update your window mod when you have the time.  The pawns stand at the window and look out, there is light enough to put a plant beside it.  These touches are a charming addition to gameplay.  Thanks, and best wishes.
Title: Re: [B18] cuproPanda's Mods (16 Dec 17)
Post by: Canute on December 16, 2017, 09:55:45 AM
Old Marm,
if you just want daylight behind the wall try
Dubs Skylight
https://ludeon.com/forums/index.php?topic=29043.0
until he update the window mod.
Title: Re: [B18] cuproPanda's Mods (16 Dec 17)
Post by: cuproPanda on December 16, 2017, 10:10:12 PM
Unfortunately I don't think Windows will be updated for B18. The lighting engine just isn't meant to be used the way I use it for the windows, and in the B18 version it's really bad and causes global flickering. I also recommend Dub's Skylight. It's a similar mod, but much simpler and doesn't have the same issues Windows has. I don't think it can be used to grow crops, but Windows didn't always work to allow that, either
Title: Re: [B18] cuproPanda's Mods (16 Dec 17)
Post by: wwWraith on December 17, 2017, 03:08:02 AM
Quote from: cuproPanda on December 16, 2017, 10:10:12 PM
I also recommend Dub's Skylight. It's a similar mod, but much simpler and doesn't have the same issues Windows has. I don't think it can be used to grow crops, but
I used it to grow crops at least in A16/17.

I have some issues with ZenGarden.
First, cherry/crabapple trees seem to never growing their fruits on my map probably because there is permanent summer.
Second, the stats of ebony and cherry wood look confusing: <MeleeWeapon_DamageMultiplier>8</MeleeWeapon_DamageMultiplier> and <MeleeWeapon_CooldownMultiplier>2.2</MeleeWeapon_CooldownMultiplier> in <statBases> but also <MeleeWeapon_CooldownMultiplier>0.85</MeleeWeapon_CooldownMultiplier> in <statFactors>. Shouldn't it be done just with recalculated [Sharp/Blunt]DamageMultiplier in <statBases> and MeleeWeapon_CooldownMultiplier in <statFactors>?
Title: Re: [B18] cuproPanda's Mods (16 Dec 17)
Post by: Harry_Dicks on December 17, 2017, 11:07:00 AM
Is there a changelog that gets posted anywhere? Curious about what got updated in Zen Garden and Quarry yesterday. Thanks!
Title: Re: [B18] cuproPanda's Mods (16 Dec 17)
Post by: cuproPanda on December 18, 2017, 04:22:21 AM
Quote from: wwWraith on December 17, 2017, 03:08:02 AM
Quote from: cuproPanda on December 16, 2017, 10:10:12 PM
I also recommend Dub's Skylight. It's a similar mod, but much simpler and doesn't have the same issues Windows has. I don't think it can be used to grow crops, but
I used it to grow crops at least in A16/17.

I have some issues with ZenGarden.
First, cherry/crabapple trees seem to never growing their fruits on my map probably because there is permanent summer.
Second, the stats of ebony and cherry wood look confusing: <MeleeWeapon_DamageMultiplier>8</MeleeWeapon_DamageMultiplier> and <MeleeWeapon_CooldownMultiplier>2.2</MeleeWeapon_CooldownMultiplier> in <statBases> but also <MeleeWeapon_CooldownMultiplier>0.85</MeleeWeapon_CooldownMultiplier> in <statFactors>. Shouldn't it be done just with recalculated [Sharp/Blunt]DamageMultiplier in <statBases> and MeleeWeapon_CooldownMultiplier in <statFactors>?

Permanent seasons isn't something I'd considered.. Interesting. Yeah the stats are way off, I need to fix that.

Quote from: Harry_Dicks on December 17, 2017, 11:07:00 AM
Is there a changelog that gets posted anywhere? Curious about what got updated in Zen Garden and Quarry yesterday. Thanks!

I have changelogs on GitHub (https://github.com/cuproPanda?tab=repositories) now. You can see exactly what was changed that way
Title: Re: [B18] cuproPanda's Mods (18 Dec 17)
Post by: Old Marm on December 18, 2017, 12:42:02 PM
Thanks for explaining about the difficulties in the window mod.  I just tried the Dubs skylight mod, which works very well for a greenhouse or indoor garden.  Your zen garden would work well with it.
Title: Re: [B18] cuproPanda's Mods (18 Dec 17)
Post by: jay124 on December 19, 2017, 02:28:03 AM
Hey Cupro, thanks for the update for B18!

I noticed that with Combat Extended, your alloys still aren't showing up, even though the categories are created. Would your mod require a patch to have them show up with Combat Extended?

https://i.imgur.com/F1MQ15m.jpg
Title: Re: [B18] cuproPanda's Mods (18 Dec 17)
Post by: cuproPanda on December 19, 2017, 12:33:29 PM
Quote from: jay124 on December 19, 2017, 02:28:03 AM
Hey Cupro, thanks for the update for B18!

I noticed that with Combat Extended, your alloys still aren't showing up, even though the categories are created. Would your mod require a patch to have them show up with Combat Extended?

https://i.imgur.com/F1MQ15m.jpg

I had that issue in the past and resolved it, I wonder why it's back.. I'll figure it out and fix it.
Title: Re: [B18] cuproPanda's Mods (19 Dec 17)
Post by: Harry_Dicks on December 19, 2017, 01:10:49 PM
Oooh I'm excited to have glowstone sculptures! Do they still emit a light? Would be cool to have them for a nightlight in pawn's bedrooms.
Title: Re: [B18] cuproPanda's Mods (19 Dec 17)
Post by: cuproPanda on December 19, 2017, 03:34:15 PM
Quote from: Harry_Dicks on December 19, 2017, 01:10:49 PM
Oooh I'm excited to have glowstone sculptures! Do they still emit a light? Would be cool to have them for a nightlight in pawn's bedrooms.

They sure do!

Quote from: jay124 on December 19, 2017, 02:28:03 AM
Hey Cupro, thanks for the update for B18!

I noticed that with Combat Extended, your alloys still aren't showing up, even though the categories are created. Would your mod require a patch to have them show up with Combat Extended?

https://i.imgur.com/F1MQ15m.jpg

Patch is up, resources are working :)
Title: Re: [B18] cuproPanda's Mods (19 Dec 17)
Post by: jay124 on December 19, 2017, 03:35:11 PM
Woo that was fast, thanks Cupro! :D
Title: Re: [B18] cuproPanda's Mods (19 Dec 17)
Post by: SalmonToastie on December 19, 2017, 06:33:30 PM
I posted this before, the shemagh in the powerless doesn't allow you to use stuff from other clothing mods like glasses, goggles etc, I didn't quite understand your reply, is there a way to alter it at all? Because one clothing mod, not sure what it was, has a desert head wrap which doesn't cover the whole head and allows eye wear. Sorry in advance for the same question.

Salmon
Title: Re: [B18] cuproPanda's Mods (19 Dec 17)
Post by: t465311 on December 20, 2017, 12:40:24 PM
Small suggestion to consider regarding the drinks mod:

When placing the CPD_Drinks category under Drugs, instead of Foods, the player can sell his drinks to merchants.

For those wishing to do this right now:
Look for Cupros-Drinks-Core-18.00\Defs\ThingCategoryDefs\ThingCategories.xml
Open it in a text editor and replace "Foods" with "Drugs".
Title: Re: [B18] cuproPanda's Mods (19 Dec 17)
Post by: cuproPanda on December 20, 2017, 05:00:32 PM
Quote from: SalmonToastie on December 19, 2017, 06:33:30 PM
I posted this before, the shemagh in the powerless doesn't allow you to use stuff from other clothing mods like glasses, goggles etc, I didn't quite understand your reply, is there a way to alter it at all? Because one clothing mod, not sure what it was, has a desert head wrap which doesn't cover the whole head and allows eye wear. Sorry in advance for the same question.

Salmon

Well if it's in Shinzy's or Spoon's mod it should be an easy fix. This might be a new feature, before it just wasn't possible to do. I'll definitely look into it though

Quote from: t465311 on December 20, 2017, 12:40:24 PM
Small suggestion to consider regarding the drinks mod:

When placing the CPD_Drinks category under Drugs, instead of Foods, the player can sell his drinks to merchants.

For those wishing to do this right now:
Look for Cupros-Drinks-Core-18.00\Defs\ThingCategoryDefs\ThingCategories.xml
Open it in a text editor and replace "Foods" with "Drugs".

They should be able to be sold without that, though. I'm hesitant to group anything with drugs due to the teetotalers refusing to eat/drink it, but the category should be fine. I'll try to get the trading to work properly first, though
Title: Re: [B18] cuproPanda's Mods (20 Dec 17)
Post by: SalmonToastie on December 21, 2017, 11:53:41 AM
Yeah mate, <bodyPartGroups>, you have Fullhead in the a17 mod where as the desert head wrap has Upperhead and Teeth. So I changed the FullHead to Upperhead and it allows me to use eye wear, didn't want to add anymore to it because I don't know how many spaces it needs, if there is a need for spaces xD. Photo from my phone I took cause I have no internet currently.

[attachment deleted by admin: too old]
Title: Re: [B18] cuproPanda's Mods (20 Dec 17)
Post by: Tenshi~Akari on December 21, 2017, 12:07:54 PM
Just getting in & starting to play with the updated quarry mod, but my miners keep red erroring once their bars fill up:


JobDriver threw exception in initAction. Pawn=5M, Job=QRY_MineQuarry (Job_403824) A=(251, 0, 264), Exception: System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
  at System.Collections.Generic.List`1[System.Single].get_Item (Int32 index) [0x00000] in <filename unknown>:0
  at Verse.DefMap`2[RimWorld.RecordDef,System.Single].get_Item (RimWorld.RecordDef def) [0x00000] in <filename unknown>:0
  at RimWorld.Pawn_RecordsTracker.Increment (RimWorld.RecordDef def) [0x00000] in <filename unknown>:0
  at Quarry.JobDriver_MineQuarry.<Collect>b__15_0 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0  lastJobGiver=RimWorld.JobGiver_Work, curJob.def=QRY_MineQuarry, curDriver=Quarry.JobDriver_MineQuarry
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:DriverTick_Patch1(Object)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [B18] cuproPanda's Mods (20 Dec 17)
Post by: Varisha on December 21, 2017, 03:09:04 PM
Hi cuproPanda,

i got a message in steam on my mod (ExtendedInspectData (https://ludeon.com/forums/index.php?topic=36614.0)) that my mod is not working with your preset zones. I looked at your code and got the reason for it.

You create your own zone class which is the base of all your subzones
class Zone_PresetStockpile : Zone, IStoreSettingsParent, ISlotGroupParent

I myself check for the following superclass to identify the needed handling "Zone_Stockpile" which is rimworld class for stockpile zones.
Zone_Stockpile selStockpileZone = ((ISelectable)Find.Selector.SelectedZone) as Zone_Stockpile;

My only question is if you can derive your Zone_PresetStockpile from Zone_Stockpile class? This would solve the issue from my point of view.
Do you think there is a way we can solve this?

Regards Vari
Title: Re: [B18] cuproPanda's Mods (20 Dec 17)
Post by: cuproPanda on December 21, 2017, 05:48:29 PM
Quote from: SalmonToastie on December 21, 2017, 11:53:41 AM
Yeah mate, <bodyPartGroups>, you have Fullhead in the a17 mod where as the desert head wrap has Upperhead and Teeth. So I changed the FullHead to Upperhead and it allows me to use eye wear, didn't want to add anymore to it because I don't know how many spaces it needs, if there is a need for spaces xD. Photo from my phone I took cause I have no internet currently.

Yeah, so I feel like an idiot now. I went back to my A15 copy and those body parts are there as well. I could've had this working properly the entire time it seems. I'll get it updated today with the correct parts.

Quote from: Tenshi~Akari on December 21, 2017, 12:07:54 PM
Just getting in & starting to play with the updated quarry mod, but my miners keep red erroring once their bars fill up:


JobDriver threw exception in initAction. Pawn=5M, Job=QRY_MineQuarry (Job_403824) A=(251, 0, 264), Exception: System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
  at System.Collections.Generic.List`1[System.Single].get_Item (Int32 index) [0x00000] in <filename unknown>:0
  at Verse.DefMap`2[RimWorld.RecordDef,System.Single].get_Item (RimWorld.RecordDef def) [0x00000] in <filename unknown>:0
  at RimWorld.Pawn_RecordsTracker.Increment (RimWorld.RecordDef def) [0x00000] in <filename unknown>:0
  at Quarry.JobDriver_MineQuarry.<Collect>b__15_0 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0  lastJobGiver=RimWorld.JobGiver_Work, curJob.def=QRY_MineQuarry, curDriver=Quarry.JobDriver_MineQuarry
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:DriverTick_Patch1(Object)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Update the mod to 18.14, I just fixed that issue.

Quote from: Varisha on December 21, 2017, 03:09:04 PM
Hi cuproPanda,

i got a message in steam on my mod (ExtendedInspectData (https://ludeon.com/forums/index.php?topic=36614.0)) that my mod is not working with your preset zones. I looked at your code and got the reason for it.

You create your own zone class which is the base of all your subzones
class Zone_PresetStockpile : Zone, IStoreSettingsParent, ISlotGroupParent

I myself check for the following superclass to identify the needed handling "Zone_Stockpile" which is rimworld class for stockpile zones.
Zone_Stockpile selStockpileZone = ((ISelectable)Find.Selector.SelectedZone) as Zone_Stockpile;

My only question is if you can derive your Zone_PresetStockpile from Zone_Stockpile class? This would solve the issue from my point of view.
Do you think there is a way we can solve this?

Regards Vari

From the looks of it you already got it working. Thanks again! It will have to be a new mod release for Steam, but I'm excited for it to work with the other mods now
Title: Re: [B18] cuproPanda's Mods (21 Dec 17)
Post by: Kelsin on December 22, 2017, 05:20:55 AM
Hej cupro! I have a bug - in cupro's alloys I have all new alloys and metals as a separate non-stackable item.
Could you fix this please?
Title: Re: [B18] cuproPanda's Mods (21 Dec 17)
Post by: SalmonToastie on December 22, 2017, 05:22:38 AM
Modding is so finnicky xD.
Title: Re: [B18] cuproPanda's Mods (21 Dec 17)
Post by: cuproPanda on December 22, 2017, 12:39:12 PM
Quote from: Kelsin on December 22, 2017, 05:20:55 AM
Hej cupro! I have a bug - in cupro's alloys I have all new alloys and metals as a separate non-stackable item.
Could you fix this please?

I might have fixed it, but I don't know why you would be getting this issue. Everything in the code is how it should be and it doesn't look like it's possible for a mod to cause a conflict. Hopefully that fixes it, I'm leaving in about an hour to go on vacation =/
Title: Re: [B18] cuproPanda's Mods (21 Dec 17)
Post by: Kelsin on December 22, 2017, 02:25:59 PM
Quote from: cuproPanda on December 22, 2017, 12:39:12 PM
I might have fixed it, but I don't know why you would be getting this issue. Everything in the code is how it should be and it doesn't look like it's possible for a mod to cause a conflict. Hopefully that fixes it, I'm leaving in about an hour to go on vacation =/
Thx and happy vacation! =)
Title: Re: [B18] cuproPanda's Mods (22 Dec 17)
Post by: examon on December 27, 2017, 08:40:38 PM
Can not take alcohol or mash from fermentation barrels, only yellow info.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

TryMakePreToilReservations() returned false right after TryTakeOrderedJob(). This should have been checked before. job=CPD_TakeAlcoholOutOfAlcoholBarrel (Job_2206181) A=Thing_CPD_NigoriBarrel203693

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

TryMakePreToilReservations() returned false for a non-queued job right after StartJob(). This should have been checked before. curJob=CPD_TakeAlcoholOutOfAlcoholBarrel (Job_2206220) A=Thing_CPD_WineBarrel203715

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

TryMakePreToilReservations() returned false for a non-queued job right after StartJob(). This should have been checked before. curJob=CPD_TakeAlcoholOutOfAlcoholBarrel (Job_2206242) A=Thing_CPD_WineBarrel203715

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

TryMakePreToilReservations() returned false right after TryTakeOrderedJob(). This should have been checked before. job=CPD_TakeAlcoholOutOfAlcoholBarrel (Job_2206244) A=Thing_CPD_NigoriBarrel203693
Title: Re: [B18] cuproPanda's Mods (22 Dec 17)
Post by: cuproPanda on December 30, 2017, 03:34:48 PM
Quote from: examon on December 27, 2017, 08:40:38 PM
Can not take alcohol or mash from fermentation barrels, only yellow info.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

TryMakePreToilReservations() returned false right after TryTakeOrderedJob(). This should have been checked before. job=CPD_TakeAlcoholOutOfAlcoholBarrel (Job_2206181) A=Thing_CPD_NigoriBarrel203693

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

TryMakePreToilReservations() returned false for a non-queued job right after StartJob(). This should have been checked before. curJob=CPD_TakeAlcoholOutOfAlcoholBarrel (Job_2206220) A=Thing_CPD_WineBarrel203715

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

TryMakePreToilReservations() returned false for a non-queued job right after StartJob(). This should have been checked before. curJob=CPD_TakeAlcoholOutOfAlcoholBarrel (Job_2206242) A=Thing_CPD_WineBarrel203715

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

TryMakePreToilReservations() returned false right after TryTakeOrderedJob(). This should have been checked before. job=CPD_TakeAlcoholOutOfAlcoholBarrel (Job_2206244) A=Thing_CPD_NigoriBarrel203693


Update to the most recent version of Cupro's Drinks - Alcohol
Title: Re: [A17] cuproPanda's Mods (6 May 17)
Post by: Hoggle on December 30, 2017, 11:31:11 PM
Quote from: cuproPanda on May 06, 2017, 05:30:17 PM
Additional Joy Objects

(https://github.com/cuproPanda/AJO/blob/master/About/Preview.png?raw=true)

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

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

Objects Added:
RimColony: A special board game purchased from traders. 1-4 players.

Book Storage: Book Rack, Bookshelf, and Bookcase. Different sized book storage for colonists to read books at.
Reading Table: A table for a colonist to read books at. Provides passive joy.
Writing Table: Used to craft and write books, as well as collate books into a Pile of Books
Easel: Can be used to craft paintings, and colonists can also doodle on it (meditative joy).
Painting: Provides beauty and joy for colonists. Be careful! An untalented artist can make an ugly painting!
Dartboard: Colonists will stand at a distance and throw darts at the board.

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

Author
cuproPanda

Known Issues/Conflicts

Please report any issues

How do I download this?? I dont see a button for it?

Thanks.
Title: Re: [A17] cuproPanda's Mods (6 May 17)
Post by: BlackSmokeDMax on December 31, 2017, 01:27:21 AM
Quote from: Hoggle on December 30, 2017, 11:31:11 PM

How do I download this?? I dont see a button for it?

Thanks.

Look for downloads in the chart in the very first post of this thread.
Title: Re: [B18] cuproPanda's Mods (30 Dec 17)
Post by: Canute on December 31, 2017, 04:19:01 AM
Click on the green number at the first post.
Title: Re: [B18] cuproPanda's Mods (30 Dec 17)
Post by: Harry_Dicks on December 31, 2017, 12:22:22 PM
I just had to let you know how freaking awesome all of your mods are and how much I appreciate all of your hard work. I hope you have a great New Years!
Title: Re: [B18] cuproPanda's Mods (30 Dec 17)
Post by: cuproPanda on January 02, 2018, 01:22:15 PM
Quote from: Harry_Dicks on December 31, 2017, 12:22:22 PM
I just had to let you know how freaking awesome all of your mods are and how much I appreciate all of your hard work. I hope you have a great New Years!

Thank you very much and happy New Year! :)
Title: Re: [B18] cuproPanda's Mods (02 Jan 17)
Post by: notfood on January 02, 2018, 07:04:19 PM
Hi Cupro, happy new year! new bugs!

ValueForMineableOre is returning 0 for every ore in HardcoreSK except for components. Why could it be?
I suspect deepCommonality is 0, and results in that formula to output 0.

-edit- I confirm my suspicions. Error in the pack? Anyhow, I'm changing the method to suit the pack for now...

(https://i.imgur.com/din9kIa.png)
Title: Re: [B18] cuproPanda's Mods (02 Jan 17)
Post by: Harry_Dicks on January 04, 2018, 11:46:24 AM
(https://i.imgur.com/din9kIa.png)

Hey Cupro, do you think there is any chance we could get those sliders to extend across the whole width of the mod options window? Or get a better way to fine tune the percentages for items to come out of the quarry? I ask because with such short sliders, it can get rather difficult trying to fine tune certain percents. Like if it only jumps between .3% and 1.2% or something like that, you know what I mean? Either way, if you can't do it, I love your mods and all of your hard work, thank you!
Title: Re: [B18] cuproPanda's Mods (02 Jan 17)
Post by: KocLobster on January 04, 2018, 01:03:40 PM
I've been using the Additional Joy Objects mod, and I'm really enjoying it so far. I haven't been able to figure out how to craft Painting Supplies, however. On the main post for this mod, it simply indicates that they can be obtained through crafting or trading. It gives no specifics on what items are needed to craft the painting supplies, or even what workbench is used to craft them. I've been unable to find this information out.

Can anyone clue me in to where exactly you can craft the painting supplies?
Title: Re: [B18] cuproPanda's Mods (02 Jan 17)
Post by: Harry_Dicks on January 04, 2018, 01:24:11 PM
Quote from: KocLobster on January 04, 2018, 01:03:40 PM
I've been using the Additional Joy Objects mod, and I'm really enjoying it so far. I haven't been able to figure out how to craft Painting Supplies, however. On the main post for this mod, it simply indicates that they can be obtained through crafting or trading. It gives no specifics on what items are needed to craft the painting supplies, or even what workbench is used to craft them. I've been unable to find this information out.

Can anyone clue me in to where exactly you can craft the painting supplies?

Looking at recipes.xml, "Create paint by boiling petals of the spectago plant until the gum and pigments bind. Combine with eggs and other materials." is the description for it. It "looks" like you make them with spectago leaves and eggs at a stove, but I'm a dumb-dumb so don't trust me :)
Title: Re: [B18] cuproPanda's Mods (02 Jan 17)
Post by: BlackSmokeDMax on January 04, 2018, 01:55:33 PM
Quote from: KocLobster on January 04, 2018, 01:03:40 PM
I've been using the Additional Joy Objects mod, and I'm really enjoying it so far. I haven't been able to figure out how to craft Painting Supplies, however. On the main post for this mod, it simply indicates that they can be obtained through crafting or trading. It gives no specifics on what items are needed to craft the painting supplies, or even what workbench is used to craft them. I've been unable to find this information out.

Can anyone clue me in to where exactly you can craft the painting supplies?

Are you using the "HelpTab" mod? If so, just look it up in the in-game help and it should give you all the info you need... bench, materials, etc.

https://ludeon.com/forums/index.php?topic=33593.0
Title: Re: [B18] cuproPanda's Mods (02 Jan 17)
Post by: KocLobster on January 04, 2018, 02:28:51 PM
Quote from: BlackSmokeDMax on January 04, 2018, 01:55:33 PM
Are you using the "HelpTab" mod? If so, just look it up in the in-game help and it should give you all the info you need... bench, materials, etc.

https://ludeon.com/forums/index.php?topic=33593.0
I do indeed use that mod, but there is no entry for painting supplies or any mention of its existence.

Quote from: Harry_Dicks on January 04, 2018, 01:24:11 PM
Looking at recipes.xml, "Create paint by boiling petals of the spectago plant until the gum and pigments bind. Combine with eggs and other materials." is the description for it. It "looks" like you make them with spectago leaves and eggs at a stove, but I'm a dumb-dumb so don't trust me :)
Thanks for the tip, I did not think of that or realize I could do that. Much appreciated!  :D
Title: Re: [B18] cuproPanda's Mods (02 Jan 17)
Post by: jpnm92 on January 04, 2018, 06:18:54 PM
Updated 02 Jan in 2017 btw.
Title: Re: [B18] cuproPanda's Mods (02 Jan 17)
Post by: cuproPanda on January 05, 2018, 03:56:06 PM
Quote from: notfood on January 02, 2018, 07:04:19 PM
Hi Cupro, happy new year! new bugs!

ValueForMineableOre is returning 0 for every ore in HardcoreSK except for components. Why could it be?
I suspect deepCommonality is 0, and results in that formula to output 0.

-edit- I confirm my suspicions. Error in the pack? Anyhow, I'm changing the method to suit the pack for now...

(https://i.imgur.com/din9kIa.png)

I adopted the code you currently have (mainly just cleaning up my clutter) but if you get a better method for assigning values, please let me know. I am horrible at giving the values. Steel is too common by default.

Quote from: Harry_Dicks on January 04, 2018, 11:46:24 AM
Hey Cupro, do you think there is any chance we could get those sliders to extend across the whole width of the mod options window? Or get a better way to fine tune the percentages for items to come out of the quarry? I ask because with such short sliders, it can get rather difficult trying to fine tune certain percents. Like if it only jumps between .3% and 1.2% or something like that, you know what I mean? Either way, if you can't do it, I love your mods and all of your hard work, thank you!

Full screen sliders is a good idea for the fine-tuning. It's not like I need that big empty space to the right. The jumping is a result of the percentage translation; you aren't actually moving the number from 0.3% to 0.4%, you are adjusting the number from 0-500, which updates all the percentages for the other entries. It's hard to explain, but it's the most elegant solution I found. More room will still make it easier to get the percentage you want, though.

Quote from: KocLobster on January 04, 2018, 01:03:40 PM
I've been using the Additional Joy Objects mod, and I'm really enjoying it so far. I haven't been able to figure out how to craft Painting Supplies, however. On the main post for this mod, it simply indicates that they can be obtained through crafting or trading. It gives no specifics on what items are needed to craft the painting supplies, or even what workbench is used to craft them. I've been unable to find this information out.

Can anyone clue me in to where exactly you can craft the painting supplies?

Cooking stoves are what you need - fueled or electric.

Quote from: Harry_Dicks on January 04, 2018, 01:24:11 PM
Quote from: KocLobster on January 04, 2018, 01:03:40 PM
I've been using the Additional Joy Objects mod, and I'm really enjoying it so far. I haven't been able to figure out how to craft Painting Supplies, however. On the main post for this mod, it simply indicates that they can be obtained through crafting or trading. It gives no specifics on what items are needed to craft the painting supplies, or even what workbench is used to craft them. I've been unable to find this information out.

Can anyone clue me in to where exactly you can craft the painting supplies?

Looking at recipes.xml, "Create paint by boiling petals of the spectago plant until the gum and pigments bind. Combine with eggs and other materials." is the description for it. It "looks" like you make them with spectago leaves and eggs at a stove, but I'm a dumb-dumb so don't trust me :)

Eggs are for the more efficient recipe, not the regular one. Close, though!

Quote from: KocLobster on January 04, 2018, 02:28:51 PM
Quote from: BlackSmokeDMax on January 04, 2018, 01:55:33 PM
Are you using the "HelpTab" mod? If so, just look it up in the in-game help and it should give you all the info you need... bench, materials, etc.

https://ludeon.com/forums/index.php?topic=33593.0
I do indeed use that mod, but there is no entry for painting supplies or any mention of its existence.

I may need to provide that info manually. I'll check the mod out and see if there's anything I can do. Haven't used it in a while but I probably should to clear up my own confusions.

Quote from: jpnm92 on January 04, 2018, 06:18:54 PM
Updated 02 Jan in 2017 btw.

Oh yeah, the year changed over  :o
Title: Re: [B18] cuproPanda's Mods (02 Jan 18)
Post by: notfood on January 05, 2018, 06:02:16 PM
Quote from: cuproPanda on January 05, 2018, 03:56:06 PM
I adopted the code you currently have (mainly just cleaning up my clutter) but if you get a better method for assigning values, please let me know. I am horrible at giving the values. Steel is too common by default.

We ended up giving deepCommonality to everything mineable. Yeah, I found your formula a bit odd and changed it slightly.
Title: Re: [B18] cuproPanda's Mods (02 Jan 18)
Post by: Harry_Dicks on January 07, 2018, 01:49:30 PM
Why does my glowstone look like this on the edge? (https://i.imgur.com/YqlM5N4.png)
Title: Re: [B18] cuproPanda's Mods (02 Jan 18)
Post by: SpaceDorf on January 08, 2018, 08:55:30 AM
Because it's glowstone ?

Would not make much sense if it did not glow...
Just like Blue Light (https://www.youtube.com/watch?v=SEz70ClCetM)
Title: Re: [B18] cuproPanda's Mods (02 Jan 18)
Post by: Harry_Dicks on January 08, 2018, 02:08:38 PM
Quote from: SpaceDorf on January 08, 2018, 08:55:30 AM
Because it's glowstone ?

Would not make much sense if it did not glow...
Just like Blue Light (https://www.youtube.com/watch?v=SEz70ClCetM)

No I meant how the edge of it is a straight line, and shouldn't it have contours or something, little dimples going in and out, to look like natural rock/dirt?
Title: Re: [B18] cuproPanda's Mods (02 Jan 18)
Post by: BlackSmokeDMax on January 08, 2018, 02:26:20 PM
Quote from: Harry_Dicks on January 08, 2018, 02:08:38 PM
Quote from: SpaceDorf on January 08, 2018, 08:55:30 AM
Because it's glowstone ?

Would not make much sense if it did not glow...
Just like Blue Light (https://www.youtube.com/watch?v=SEz70ClCetM)

No I meant how the edge of it is a straight line, and shouldn't it have contours or something, little dimples going in and out, to look like natural rock/dirt?

I think I see what you are getting at. There almost look like contours but they are black background rather than see through to the floors like the natural stone directly above. So it almost looks like you've built a glow stone wall rather than having natural glow stone to mine.
Title: Re: [B18] cuproPanda's Mods (02 Jan 18)
Post by: SpaceDorf on January 08, 2018, 04:45:26 PM
I see it too now, sorry for my stupid comment.
Title: Re: [B18] cuproPanda's Mods (02 Jan 18)
Post by: Harry_Dicks on January 08, 2018, 04:53:16 PM
Quote from: SpaceDorf on January 08, 2018, 04:45:26 PM
I see it too now, sorry for my stupid comment.

I should've warned you, it's contagious ::)
Title: Re: [B18] cuproPanda's Mods (02 Jan 18)
Post by: cuproPanda on January 09, 2018, 12:12:32 PM
Quote from: Harry_Dicks on January 07, 2018, 01:49:30 PM
Why does my glowstone look like this on the edge? (https://i.imgur.com/YqlM5N4.png)

Ugh that looks horrible. I know the atlases changed for A17, maybe that's an old texture that I forgot to update? Either way it should have more texture due to Cupro's Stones being active. I'll have to figure out where the problem is, it might be an old texture in Stones to blame.
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: Harry_Dicks on January 11, 2018, 12:39:18 PM
Hey curpo, I'm having any issue with your stones on the world map. I go into mod options, and select the only stones I want, but then when the world generates it will still have all of the possible stones from your mod. I tried making it so the limit is 5, in both your mod and Configurable Maps mod. I think the issue might be between these two mods. I've tried swapping both of them in the load order, but that doesn't help. Have you ever had any issues with this, or know where to turn next? It's not the worst thing in the world, but when I want only marble/slate, schist, syenite, andesite, and pegmatite, it really narrows down the landing sites I have available. Thank God for Prepare Landing, or I would never be able to find my specific sites.

Could I just remove some of the unwanted stone types from Various_Stone.xml to have only the kinds I want, do you think that might work?
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: cuproPanda on January 11, 2018, 09:37:50 PM
Quote from: Harry_Dicks on January 11, 2018, 12:39:18 PM
Hey curpo, I'm having any issue with your stones on the world map. I go into mod options, and select the only stones I want, but then when the world generates it will still have all of the possible stones from your mod. I tried making it so the limit is 5, in both your mod and Configurable Maps mod. I think the issue might be between these two mods. I've tried swapping both of them in the load order, but that doesn't help. Have you ever had any issues with this, or know where to turn next? It's not the worst thing in the world, but when I want only marble/slate, schist, syenite, andesite, and pegmatite, it really narrows down the landing sites I have available. Thank God for Prepare Landing, or I would never be able to find my specific sites.

Could I just remove some of the unwanted stone types from Various_Stone.xml to have only the kinds I want, do you think that might work?

You could remove the defs, but you have to make sure to remove all the defs in all locations. So for Gabbro you'd need to remove the terrains, rocks, blocks, chunks, and any references in the patches. If you have Zen Garden there are more patches in that mod for Stones. It would be best to try to get Configurable Maps working with this mod. I was able to do it, but I don't remember how exactly. Maps should have an area that lets you choose what stones spawn, but that might be a different mod like Prepare Landing. I only tested the two mods, I don't actually use them
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: Harry_Dicks on January 11, 2018, 09:50:39 PM
Prepare Landing is just a set of filters for the world map. Configurable maps has 6 sliders for rocks. 1 for each of the vanilla kind, and 1 for modded rocks. I don't know if the minimum setting on the sliders turns them off, though, because it still says very rare or something like that. So I'm able to virtually turn off those ones I don't want anyway, but not any specific modded ones. On that mod there is also the option for what "numerical range" of stone types you want in world gen. That's why I was thinking maybe it was one or two of you. I suppose I'll post on that thread as well.

EDIT: Now that I think about it more, I think Configurable Maps is the culprit, or could help. Because originally I still had sandstone, limestone, and granite sliders turned up a little, and they appeared in world gen. Then I turned the sliders low and they went away. Not sure if it was completely or not, but I didn't see any while browsing around. I think he will be able to add something for modded stones, just like he did for Faction Control, it just keeps adding adding additional pages to the mod options, depending on how many modded factions you have. I have 5 pages..  :-\
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: Harry_Dicks on January 13, 2018, 04:22:57 PM
Exception editing stack counts for ThingDef "ZEN_ScenicBench": 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()


Did you forget any of <thingClass>Building</thingClass> in the Zen Garden update? Luckily I was checking the OP of the thread, as I didn't know you had made updates for GlowStone and others. I'm going to try adding the thingClass in now to see if it fixes this errors.

EDIT: Looks like I've fixed it, I had to add <thingClass>Building</thingClass> in  Zen-Garden-18.05\Defs\ThingDefs_Objects\Objects.xml under ZenBase, RakedBase, and ZEN_ScenicBench. I saw you changed around your file/folder composition between versions. Did you redo your defs and forget it, I'm guessing?

EDIT2: You also forgot it for Simple Table and Stump Chair in Survivalist Additions. ;)
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: lunaticneko on January 14, 2018, 05:39:49 AM
I really love glowstones. Basically every base I have now use a lot of them.

Few suggestions if I may ask, could you add diagonal (1:1 and 1:2) and centered strip tiles for more intricate patterns and lettering? I have a few "ship" mods and want to make glowing hangar numbers, and also want to write a welcoming message on my killbox. Also, any plans to allow us to "dye" glowstones to make them shine in other colors?

Also, the big chandelier doesn't seem to be "HD." https://i.imgur.com/OFsfSIG.png
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: Harry_Dicks on January 14, 2018, 05:48:01 AM
Quote from: lunaticneko on January 14, 2018, 05:39:49 AM
I really love glowstones. Basically every base I have now use a lot of them.

Few suggestions if I may ask, could you add diagonal (1:1 and 1:2) and centered strip tiles for more intricate patterns and lettering? I have a few "ship" mods and want to make glowing hangar numbers, and also want to write a welcoming message on my killbox. Also, any plans to allow us to "dye" glowstones to make them shine in other colors?

Also, the big chandelier doesn't seem to be "HD." https://i.imgur.com/OFsfSIG.png

OMG! MULTI-COLORED GLOWSTONES!!!
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: Harry_Dicks on January 14, 2018, 01:33:30 PM
cupro do you know why I would be getting these, or anything I can do about them? Or would they be okay to ignore, it's just a graphic bug? Everything seems to look out with it the buildings.

EDIT: I had an idea. Hypothetically, how hard would this be: For your quarry settings, could you create a "profile" of how you want one quarry to work, and be able to save it among a list of different quarry profiles. And then when you select a quarry, you can apply whatever profile from your list that you want. For example, I want one quarry that was near all of the marble, to of course, be producing mostly marble. But I don't want it to be the same as one that will be used from the near a different hill, that will spit out all kinds of different metals.

BTW the new Quarry... (https://i.imgur.com/hxRWT0e.jpg)

(https://i.imgur.com/Vol06uC.png)

Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: wwWraith on January 15, 2018, 04:56:47 AM
Adding <nurseable>true</nurseable> into <ingestible> section of AJO_SpectagoTea allows the pawns to drink it while relaxing socially, I think it's nice :)
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: DCDKCaju on January 15, 2018, 06:57:56 PM
Hi guys,

I don't know what to do anymore. Before the core game update, I used to use Cupro Alloys, which made it way harder to develop the colony because things like coolers and other eletronic stuff would require aluminium and copper. The problem is that now, with the update, I cannot seem to find a way to replicate this set up, and I have absolutely no idea of what I'm doing wrong. I have a lot of mods, but most of them are the same that I have used before. Is this something normal or eletronics should still require these materials? Also, maybe this is relevant, but I was using Industrialisation together with Cupro Alloys (I am still, but since Industrialisation is not updated, I tried taking it out of my load list to see if it made a difference, but it didn't alter the result).

Here's my loading list, Industrialisation and Cupro Alloys are in the bottom because I was trying to tamper with the order to see if anything happened.

         <li>Core</li>
         <li>EdB Prepare Carefully</li>
         <li>HugsLib</li>
         <li>JecsTools</li>
         <li>Nackblad Inc Rimhair</li>
         <li>Rimsenal - Rimhair</li>
         <li>Spoons Hair Mod</li>
         <li>Xeva's Rimhair</li>
         <li>Apparello 2</li>
         <li>Visible Pants</li>
         <li>Rimsenal</li>
         <li>Rimsenal - Storyteller pack</li>
         <li>Medieval Times</li>
         <li>Miscellaneous 'CORE'</li>
         <li>Misc. Training</li>
         <li>Misc. Weapon Repair</li>
         <li>Misc. Incidents</li>
         <li>Misc. Objects</li>
         <li>Misc. MapGenerator</li>
         <li>Expanded Prosthetics and Organ Engineering</li>
         <li>Glitter Tech (No Surgery)</li>
         <li>[A18] Balanced Neutroamine Production</li>
         <li>Thrumbo Extension</li>
         <li>Expanded Roofing</li>
         <li>GeneticRim b18</li>
         <li>Stack Merger</li>
         <li>Humanoid Alien Races 2.0</li>
         <li>Colony Manager</li>
         <li>Fluffy Breakdowns</li>
         <li>Medical Tab</li>
         <li>Miniaturisation</li>
         <li>Tilled Soil</li>
         <li>Work Tab</li>
         <li>[T] ExpandedCloth</li>
         <li>[T] ExpandedCrops</li>
         <li>SeedsPlease</li>
         <li>[T] MoreBedsCloth</li>
         <li>[T] MoreFloors</li>
         <li>Bo's Milkable Animals</li>
         <li>A Dog Said...</li>
         <li>LBE's A Dog Said Easy Patcher</li>
         <li>WhaleysDogs</li>
         <li>Narco-Drug Mod</li>
         <li>NW Sterile Wall B18</li>
         <li>WM Smarter food selection</li>
         <li>Storage Solutions</li>
         <li>HelpTab</li>
         <li>Animals Logic</li>
         <li>Notifications Archiver</li>
         <li>[RF] Smooth Stone Walls [b18]</li>
         <li>Dubs Bad Hygiene - BETA</li>
         <li>[KV] RimFridge - B18</li>
         <li>VGP Vegetable Garden</li>
         <li>Dirt Paths</li>
         <li>Fences And Floors</li>
         <li>Ceiling and Floor Lamps</li>
         <li>Simple sidearms</li>
         <li>Blueprints</li>
         <li>Animal Tab</li>
         <li>QualitySurgeon</li>
         <li>[KV] Refugee Stats - B18</li>
         <li>While You're Up</li>
         <li>Locks</li>
         <li>ElectricFence</li>
         <li>Animated Marshes</li>
         <li>Area Rugs B18</li>
         <li>CleaningArea</li>
         <li>LT-DoorMat</li>
         <li>Call of Cthulhu - Cosmic Horrors</li>
         <li>Call of Cthulhu - Industrial Age</li>
         <li>Rim of Madness - Arachnophobia</li>
         <li>Call of Cthulhu - Straitjackets</li>
         <li>GeneticRim Cosmic Horrors Patch</li>
         <li>[RF] Wild Cultivation [b18]</li>
         <li>[KV] Trading Spot - B18</li>
         <li>Megafauna</li>
         <li>PrisonExtensions</li>
         <li>Prison Labor</li>
         <li>H.P. Lovecraft Storyteller - Remastered</li>
         <li>Cocoa's Embrasures</li>
         <li>Neuter Animals</li>
         <li>LT-Gardening</li>
         <li>RunAndGun</li>
         <li>[RF] Basic Bridges [b18]</li>
         <li>[RF] Basic Bridges - Fishing Add-On [b18]</li>
         <li>Psychology</li>
         <li>ED-EnhancedOptions</li>
         <li>Harvest Organs Post Mortem - 2.0 [B18]</li>
         <li>Organized Research Tab</li>
         <li>Roof Support B18</li>
         <li>CrustyTextiles B18</li>
         <li>[RF] Fertile Fields [b18]</li>
         <li>Buildable Terrain B18</li>
         <li>More Furniture [B18]</li>
         <li>Misc. MAI</li>
         <li>Misc. Robots</li>
         <li>3DG's Weapons Pack 01</li>
         <li>3DG's Electroshock Pack</li>
         <li>RT's Weapon Pack B18</li>
         <li>Realistic Firearm Names</li>
         <li>Mass Graves</li>
         <li>20th Century Weapons Mod (20CWÐœ)</li>
         <li>Cyberpunk</li>
         <li>Weapon Tech B18</li>
         <li>WW1 Weapons Pack</li>
         <li>ED-Moat</li>
         <li>Quarry</li>
         <li>Animal Hide Working</li>
         <li>Stuffed Workbenches</li>
         <li>Glowstone</li>
         <li>Survivalist's Additions</li>
         <li>VGP Garden Drinks</li>
         <li>Zen Garden</li>
         <li>Additional Joy Objects</li>
         <li>Preset Filtered Zones</li>
         <li>Flags</li>
         <li>Bulk Stone Cutting</li>
         <li>Cupro's Stones</li>
         <li>Bulk Stone Cutting Cupro's Stone Patch</li>
         <li>Small Shelf</li>
         <li>Cupro's Drinks - Core</li>
         <li>Cupro's Drinks - Alcohol</li>
         <li>Cupro's Drinks - Soda</li>
         <li>Cupro's Drinks - Energy</li>
         <li>Increased Forest Density - Base Version V6 B18</li>
         <li>Realistic Darkness V4.95 B18</li>
         <li>Spidercamp's Dog Pack (B18)</li>
         <li>Cupro's Alloys</li>
         <li>Industrialisation</li>
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: Harry_Dicks on January 16, 2018, 03:10:36 AM
cupro I'm not sure how, but the Zen Garden bugs I was having went away. Maybe it was another mod or something conflicting. And I couldn't get by without my Zen Garden or Quarry, either! Anyway I have another question for you. Would it be possible to change any of the colors that the alloys use, with just an xml edit? I know the texture files for some things would have to be redone. I ask because, I think it would be really cool to have the sort of deep metallic red or blue colors, that I want to make statues out of, or special colored floors. Do you think it would be possible to have a simple custom metal or alloy of custom metals, that you can control their colors with RGB sliders in the mod options? You could name it whatever you want too, maybe! Anythingium is a beautiful metallic forest green, or whatever you wanted :P
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: cuproPanda on January 18, 2018, 04:31:49 PM
Quote from: Harry_Dicks on January 13, 2018, 04:22:57 PM
Exception editing stack counts for ThingDef "ZEN_ScenicBench": 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()


Did you forget any of <thingClass>Building</thingClass> in the Zen Garden update? Luckily I was checking the OP of the thread, as I didn't know you had made updates for GlowStone and others. I'm going to try adding the thingClass in now to see if it fixes this errors.

EDIT: Looks like I've fixed it, I had to add <thingClass>Building</thingClass> in  Zen-Garden-18.05\Defs\ThingDefs_Objects\Objects.xml under ZenBase, RakedBase, and ZEN_ScenicBench. I saw you changed around your file/folder composition between versions. Did you redo your defs and forget it, I'm guessing?

EDIT2: You also forgot it for Simple Table and Stump Chair in Survivalist Additions. ;)

I didn't forget any of them, they all inherit the Building thingClass from their parent(s). The issue comes from other mods overriding the Core defs instead of making their own def that derives from the Core def, and that mod being loaded before mine. I don't understand why this is such an issue with the B18 release, 9/10 bug reports I get are due to mod conflicts. It must look like I'm constantly blaming other modders for the issues in my mods, and I hate it. The only real solution is to move my mod higher in the mod list - higher than whatever mod(s) is causing the issue.

Quote from: lunaticneko on January 14, 2018, 05:39:49 AM
I really love glowstones. Basically every base I have now use a lot of them.

Few suggestions if I may ask, could you add diagonal (1:1 and 1:2) and centered strip tiles for more intricate patterns and lettering? I have a few "ship" mods and want to make glowing hangar numbers, and also want to write a welcoming message on my killbox. Also, any plans to allow us to "dye" glowstones to make them shine in other colors?

Also, the big chandelier doesn't seem to be "HD." https://i.imgur.com/OFsfSIG.png

Actually, I'm wondering if it would be possible to have some kind of micro tile placement. The tiles are exactly 1/8 of a normal in-game tile/cell/etc., so a system that allows individual tiles to be placed would be really cool. Basically dividing the in-game tiles into a mini 8x8 placement grid. Then I would only need a square and a triangle, and all kinds of designs could be made. Don't get too excited, though; it will probably be way too much overhead. I'll probably fall back on simpler designs that can be rotated to be almost as good. Dyeing the strips is a great idea. Not sure if it could be done with a color slider to paint the tiles after being built (that would be ideal). At the least I could add a few basic colors to the build menu. I think for the chandeliers I forgot about the Glowstone ones when I updated the texture.

Quote from: Harry_Dicks on January 14, 2018, 01:33:30 PM
cupro do you know why I would be getting these, or anything I can do about them? Or would they be okay to ignore, it's just a graphic bug? Everything seems to look out with it the buildings.

EDIT: I had an idea. Hypothetically, how hard would this be: For your quarry settings, could you create a "profile" of how you want one quarry to work, and be able to save it among a list of different quarry profiles. And then when you select a quarry, you can apply whatever profile from your list that you want. For example, I want one quarry that was near all of the marble, to of course, be producing mostly marble. But I don't want it to be the same as one that will be used from the near a different hill, that will spit out all kinds of different metals.

BTW the new Quarry... [img]

[img]



Those would also fall under the aforementioned mod conflicts, which require the mod to be moved higher in the mod list. Probably for all the mods you are getting the warnings for, but I don't know for sure. In a future release I plan on splitting the resource/blocks gizmo into two gizmos that can be toggled. That way, if both are set to false, all you'll get is stone. If both are on, you'll get some resources, some blocks, and some chunks. That's pretty much the same thing, right?

Quote from: wwWraith on January 15, 2018, 04:56:47 AM
Adding <nurseable>true</nurseable> into <ingestible> section of AJO_SpectagoTea allows the pawns to drink it while relaxing socially, I think it's nice :)

Really? I figured that allowed them to bypass the Drug Policy if they needed it for addiction. Or allowing the "for addiction" option to be checked. That's pretty cool! It shouldn't be considered a drug, but it helps prevent colonists from drinking all the teas as soon as they're made
Quote from: DCDKCaju on January 15, 2018, 06:57:56 PM
Hi guys,

I don't know what to do anymore. Before the core game update, I used to use Cupro Alloys, which made it way harder to develop the colony because things like coolers and other eletronic stuff would require aluminium and copper. The problem is that now, with the update, I cannot seem to find a way to replicate this set up, and I have absolutely no idea of what I'm doing wrong. I have a lot of mods, but most of them are the same that I have used before. Is this something normal or eletronics should still require these materials? Also, maybe this is relevant, but I was using Industrialisation together with Cupro Alloys (I am still, but since Industrialisation is not updated, I tried taking it out of my load list to see if it made a difference, but it didn't alter the result).

Here's my loading list, Industrialisation and Cupro Alloys are in the bottom because I was trying to tamper with the order to see if anything happened.

[modlist]


Alloys never did anything more than add metals to the game. Expanded Power (still in the OP post) added those features, but it was one of the mods that didn't make it for B18. There is just too much that needs to be done for that mod for me to update it, and there's a lot I wanted to change for it

Quote from: Harry_Dicks on January 16, 2018, 03:10:36 AM
cupro I'm not sure how, but the Zen Garden bugs I was having went away. Maybe it was another mod or something conflicting. And I couldn't get by without my Zen Garden or Quarry, either! Anyway I have another question for you. Would it be possible to change any of the colors that the alloys use, with just an xml edit? I know the texture files for some things would have to be redone. I ask because, I think it would be really cool to have the sort of deep metallic red or blue colors, that I want to make statues out of, or special colored floors. Do you think it would be possible to have a simple custom metal or alloy of custom metals, that you can control their colors with RGB sliders in the mod options? You could name it whatever you want too, maybe! Anythingium is a beautiful metallic forest green, or whatever you wanted :P

Let's hope the mod in question was updated to not cause issues. That's one less mod to cause me a headache! The alloy colors can be changed in XML currently, and the textures are all greyscale, which means the color you set is the color you'll get. Mod options is possible, but it sounds rather complicated. I'd need to do each metal and alloy, and fitting it in the options menu complicates it. I could probably have a scrolling list and a button which opens a color wheel, we'll see. I never really thought about adding it before, but my time playing modded Minecraft has taught me that there is a big difference in metal color preference. Most IRL metals are almost identical in color, but for games the colors have to be exaggerated a bit to tell them apart. Surely some people won't be happy with my colors, or think that Anythingium (nice name btw) should be just a bit more [color]
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: Harry_Dicks on January 18, 2018, 06:53:09 PM
cupro thank you so much for taking the time to answer everyone, and welcome back! As you can see we all miss you dearly ;) About the alloy, really I would be happy with just one or two custom alloys that you could setup in the mod options, maybe before starting your game. And this might sound dumb, but could they have a "metallic" look as well in the color? I'm not sure if that is possible. Also about the different colored glowstone, if you were to consider pushing forward with it, I think would be one of the hands down coolest aesthetic mods in the entire freaking game. I want glowstone statues in every bedroom. Grand glowstone sculptures in my foyers and lobbies. Large glowstone sculptures in my hallways and randomly throughout the base. Glowstone... weapons. MMmmfppphfhhh! Puh-puh please daddy cupro, make it happen? ;D Glowstone generators! Glowstone air purifiers (adds cleanliness,) glowstone TABLES AND CHAIRS!!!

Can you even do something like glowstone like that? Let it have it's own "stuff" category or whatever it was called? Like metallic, stony, etc. I would even go through all of my files to add in glowstone to what my furniture and other things could be made out of, if that were a possibility. Glowstone... power armor! I think it would be really awesome if you had an entire glowstone industry of stuff. Maybe a workbench that convert mined glowstone into glowstone of different colors, so that you don't have a crap ton of different colored stuff in all of your stockpiles.

EDIT: Also, about you missing <thingClass>Building</thingClass>, you mean that other mods are not using their own abstract building base, which causes core overwrites, which makes it look like you are causing the error? Am I kinda/sorta/maybe getting it? ;D
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: tmo97 on January 19, 2018, 03:08:26 PM
I love your alloys mod.

I have criticism too.
Copper shouldn't be just worse, neither should tin. They have everything at about 80%, this is just disappointing, and it doesn't balance it, ffs I know what you're thinking.
For some reason you think zinc is a good knife material. Can you remove this nonsense part?
Base the blunt damage off of relative densities, base the sharp damage off of hardness.
Bismuth is absolutely beautiful, but pawns still think their room is terrible even when I give them a TABLE made out of it. A TABLE OUT OF BISMUTH SHOULD MAKE THEM DROOL!

The utility alloys don't really stand out. For what would I use plumchalcum?

Another thing. Why isn't plumchalcum, which contains lead, bad for you? Oh man, you got lead poisoning, better eat a copper ingot.

I wish rimworld was less nonsensical about requiring steel for a workbench. I have 4000 copper and 8000+ uranium, but I can't chop up my meats and I gotta wreck the map's mountains for steel.

I'd like you to add some reactions between the metals, say, be able to consume copper and zinc for thermite, to make explosives, or wall melters, or you know, any other idea that instantly pops up when you download this potentially even more awesome mod.
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: Mucky on January 19, 2018, 03:55:05 PM
Hey cuproPanda,

sadly ZenGarden mostly doesn't work for me. I can lay out the unraked tiles but can't rake them, if I do the task gets done and nothing happens. Same if I place objects like the Hedge. Tried it with dev mode to check whats causing it and got this error.

QuoteArgument cannot be null.
Parameter name: type
  at System.Activator.CheckType (System.Type type) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type) [0x00000] in <filename unknown>:0
  at Verse.ThingMaker.MakeThing (Verse.ThingDef def, Verse.ThingDef stuff) [0x00000] in <filename unknown>:0
  at RimWorld.Designator_Build.DesignateSingleCell (IntVec3 c) [0x00000] in <filename unknown>:0
  at Verse.Designator.DesignateMultiCell (IEnumerable`1 cells) [0x00000] in <filename unknown>:0
  at Verse.DesignatorManager.ProcessInputEvents () [0x00000] in <filename unknown>:0
  at RimWorld.MapInterface.HandleMapClicks () [0x00000] in <filename unknown>:0
  at RimWorld.UIRoot_Play.UIRootOnGUI () [0x00000] in <filename unknown>:0
  at Verse.Root.OnGUI () [0x00000] in <filename unknown>:0

Am I missing something?  ???

edit: Moved your Mod up - fixed my problem, sorry overlooked the answer somehow. Thanks for your Mods and the work you put in them. Really appreciate it :)
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: ridjack on January 19, 2018, 11:08:48 PM
Can something be done with burlap? My colonists seem to ALWAYS prefer grabbing burlap apparel over almost anything else, and then they have a mood debuff that I might not notice for quite awhile. A couple of games have gotten to the point that I've had my colonists equip burlap apparel, run outside with it and then drop it all in a pile for me to blow it up with grenades.

Even just removing burlap apparel from raiders/visitors/wanderers/etc would be enough to make me stop randomly yelling about burlap and scaring my poor wife.

Thanks! Your mods have been in every playthrough since I found them several versions ago, and I always look for them when a new version is out.
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: Absle on January 20, 2018, 10:24:02 AM
Would you ever consider updating the mudbricks feature you had in the old corePanda mod? I know it's not really what you're working on right now, and I don't know if you're even interested in that kind of mod anymore or how easy/hard bringing that mod up to B18 would be, but you're the only one that I've found to make a mudbrick mod and I really loved playing with it, especially for tribal playthroughs.

Love all your mods by the way, so whatever you decide to work on next thank you so much for sharing with us!
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: lllMWNlll on January 20, 2018, 08:06:55 PM
About Stones.

The catapults of Medieval Times, uses chunks to throw rocks like mortar shells.

But they only using vanilla chunks. There is a way somehow make a patch for including those various stones to be use has ammo?
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: Canute on January 24, 2018, 09:14:19 AM
Cupro,
a comment about the glowstones.
When you place some glowstone furniture together, their light add up. it become that bright you could think you watching into the sun.
But it is still 50% light.
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: Harry_Dicks on January 28, 2018, 10:49:12 PM
I found a mod that adds in saphire, emerald, ruby, etc. But I know you are very professional and will make things beautiful and balanced. But I was wondering if you ever plan to add anything that will bring these sorts of colors to the game? If that is not your wish I understand, but I doubt that I am alone in wishing that you might have some more vibrant colors in your selections ;) I don't think bloat is ever a good thing, which is why your stones mod is great that you can toggle certain stones off. I think that would be a great addition to your Alloys mod as well, because I want to use that mod as well, but I think that I do not want all of the metals and alloys turned on, it is too many for me.

Finally, what do you think about have some RGB sliders for what color you want your glowstone to be? Or maybe, we have 3 kinds of glowstone and we can have whatever colors we wanted for each of them? :) I really, really want to make glowstone weapons. I might even start "trying" to make my own textures for them.

EDIT: I'm also having an issue with Quarry. When loading up RW and I don't have certain mods loaded, that have a resource that was set to be mine-able by Quarry so that it is in it's config file, I keep getting red errors. However, they are followed by statements saying that Quarry will fix itself, but it doesn't happen. I am not 100% sure, but I want to say I think it has worked sometime in the past, but now it just seems finicky.

(https://i.imgur.com/5MGGF96.png)
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: Aberoux on January 30, 2018, 02:57:37 PM
I have been coming across a persistent problem with the alcohol part of your drinks mod.
Making the alcohol prerequisites are fine (for example corn wort), pawns loading them into the correct fermenting barrels and the fermenting process also work. However, when the alcohol has finished fermenting the pawns never seem to unload the finished product (in this case whiskey). When I try to make a pawn prioritise collecting from the barrel, they ignore the command and continue with what they where doing.

I have tried changing the load order of my mods and the problem still occurs. I have turned on debug mode and this is the code which resulted:

TryMakePreToilReservations() returned false right after TryTakeOrderedJob(). This should have been checked before. job=CPD_TakeAlcoholOutOfAlcoholBarrel (Job_917) A=Thing_CPD_WhiskeyBarrel42498
Verse.Log:Warning(String)
Verse.AI.Pawn_JobTracker:TryTakeOrderedJob(Job, JobTag)
Verse.AI.Pawn_JobTracker:TryTakeOrderedJobPrioritizedWork(Job, WorkGiver, IntVec3)
RimWorld.<AddUndraftedOrders>c__AnonStorey14:<>m__0()
Verse.FloatMenuOption:Chosen(Boolean)
Verse.FloatMenuOption:DoGUI(Rect, Boolean)
Verse.FloatMenu:DoWindowContents(Rect)
Verse.FloatMenuMap:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)

I have no idea what is causing the problem. This error happens to all types of the alcohol your mod has added. Fermenting vanilla beer works fine.
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: cuproPanda on January 31, 2018, 05:20:17 PM
Quote from: Harry_Dicks on January 18, 2018, 06:53:09 PM
cupro thank you so much for taking the time to answer everyone, and welcome back! As you can see we all miss you dearly ;) About the alloy, really I would be happy with just one or two custom alloys that you could setup in the mod options, maybe before starting your game. And this might sound dumb, but could they have a "metallic" look as well in the color? I'm not sure if that is possible. Also about the different colored glowstone, if you were to consider pushing forward with it, I think would be one of the hands down coolest aesthetic mods in the entire freaking game. I want glowstone statues in every bedroom. Grand glowstone sculptures in my foyers and lobbies. Large glowstone sculptures in my hallways and randomly throughout the base. Glowstone... weapons. MMmmfppphfhhh! Puh-puh please daddy cupro, make it happen? ;D Glowstone generators! Glowstone air purifiers (adds cleanliness,) glowstone TABLES AND CHAIRS!!!

Can you even do something like glowstone like that? Let it have it's own "stuff" category or whatever it was called? Like metallic, stony, etc. I would even go through all of my files to add in glowstone to what my furniture and other things could be made out of, if that were a possibility. Glowstone... power armor! I think it would be really awesome if you had an entire glowstone industry of stuff. Maybe a workbench that convert mined glowstone into glowstone of different colors, so that you don't have a crap ton of different colored stuff in all of your stockpiles.

EDIT: Also, about you missing <thingClass>Building</thingClass>, you mean that other mods are not using their own abstract building base, which causes core overwrites, which makes it look like you are causing the error? Am I kinda/sorta/maybe getting it? ;D

I would really like to make glowstone into its own stuff, but with the glowing aspect, I doubt I can. The statues work because they are custom sculptures that have the glowing component, but adding it every time something is made with glowstone would just be asking for bugs, if it is even possible. As for the <thingClass> issue, that's exactly what has been happening unfortunately

Quote from: tmo97 on January 19, 2018, 03:08:26 PM
I love your alloys mod.

I have criticism too.
Copper shouldn't be just worse, neither should tin. They have everything at about 80%, this is just disappointing, and it doesn't balance it, ffs I know what you're thinking.
For some reason you think zinc is a good knife material. Can you remove this nonsense part?
Base the blunt damage off of relative densities, base the sharp damage off of hardness.
Bismuth is absolutely beautiful, but pawns still think their room is terrible even when I give them a TABLE made out of it. A TABLE OUT OF BISMUTH SHOULD MAKE THEM DROOL!

The utility alloys don't really stand out. For what would I use plumchalcum?

Another thing. Why isn't plumchalcum, which contains lead, bad for you? Oh man, you got lead poisoning, better eat a copper ingot.

I wish rimworld was less nonsensical about requiring steel for a workbench. I have 4000 copper and 8000+ uranium, but I can't chop up my meats and I gotta wreck the map's mountains for steel.

I'd like you to add some reactions between the metals, say, be able to consume copper and zinc for thermite, to make explosives, or wall melters, or you know, any other idea that instantly pops up when you download this potentially even more awesome mod.

I tried to base the metals off of real life stats, but when the game doesn't do that it then becomes a question of whether I want to overhaul the metal stats for the base game, or adhere to them and be "vanilla-friendly" as much as I can. I chose the latter. I tried to make the metals unique where I could - lead is obviously poisonous, zinc fragments rather easily unless alloyed, so it's better for stabbing weapons, etc. Alloys are pretty much just there for color options, since there isn't a whole lot I can do as far as making them useful. Make vanilla buildings require the materials? That's great and all, but now I have to also plan on making patches for a bunch of mods. It's doable, sure, but not with the current amount of time I can devote to modding. I wanted to do a lot more with this mod, but in the end I just didn't have the time.

Quote from: ridjack on January 19, 2018, 11:08:48 PM
Can something be done with burlap? My colonists seem to ALWAYS prefer grabbing burlap apparel over almost anything else, and then they have a mood debuff that I might not notice for quite awhile. A couple of games have gotten to the point that I've had my colonists equip burlap apparel, run outside with it and then drop it all in a pile for me to blow it up with grenades.

Even just removing burlap apparel from raiders/visitors/wanderers/etc would be enough to make me stop randomly yelling about burlap and scaring my poor wife.

Thanks! Your mods have been in every playthrough since I found them several versions ago, and I always look for them when a new version is out.

Burlap is definitely in need of a debuff. I thought it would have been fine with the small mood loss, but I didn't realise that you can't restrict it at all. Hopefully I can just strip out the code without causing any errors, and replace it with material that is just weaker against damage.

Quote from: Absle on January 20, 2018, 10:24:02 AM
Would you ever consider updating the mudbricks feature you had in the old corePanda mod? I know it's not really what you're working on right now, and I don't know if you're even interested in that kind of mod anymore or how easy/hard bringing that mod up to B18 would be, but you're the only one that I've found to make a mudbrick mod and I really loved playing with it, especially for tribal playthroughs.

Love all your mods by the way, so whatever you decide to work on next thank you so much for sharing with us!

I wanted to add it to Survivalist's Additions, but with the extra resources needed it just seemed bloated. I could patch it back in if mods are installed that use dirt/sand/etc., though

Quote from: lllMWNlll on January 20, 2018, 08:06:55 PM
About Stones.

The catapults of Medieval Times, uses chunks to throw rocks like mortar shells.

But they only using vanilla chunks. There is a way somehow make a patch for including those various stones to be use has ammo?

I can do that.

Quote from: Canute on January 24, 2018, 09:14:19 AM
Cupro,
a comment about the glowstones.
When you place some glowstone furniture together, their light add up. it become that bright you could think you watching into the sun.
But it is still 50% light.


That's caused by the game's lighting engine. I had a similar problem with my Windows mod that caused really bad flickering. Unfortunately there isn't much I can do about it.

Quote from: Harry_Dicks on January 28, 2018, 10:49:12 PM
I found a mod that adds in saphire, emerald, ruby, etc. But I know you are very professional and will make things beautiful and balanced. But I was wondering if you ever plan to add anything that will bring these sorts of colors to the game? If that is not your wish I understand, but I doubt that I am alone in wishing that you might have some more vibrant colors in your selections ;) I don't think bloat is ever a good thing, which is why your stones mod is great that you can toggle certain stones off. I think that would be a great addition to your Alloys mod as well, because I want to use that mod as well, but I think that I do not want all of the metals and alloys turned on, it is too many for me.

Finally, what do you think about have some RGB sliders for what color you want your glowstone to be? Or maybe, we have 3 kinds of glowstone and we can have whatever colors we wanted for each of them? :) I really, really want to make glowstone weapons. I might even start "trying" to make my own textures for them.

EDIT: I'm also having an issue with Quarry. When loading up RW and I don't have certain mods loaded, that have a resource that was set to be mine-able by Quarry so that it is in it's config file, I keep getting red errors. However, they are followed by statements saying that Quarry will fix itself, but it doesn't happen. I am not 100% sure, but I want to say I think it has worked sometime in the past, but now it just seems finicky.

(https://i.imgur.com/5MGGF96.png)

I'm pretty much at the limit for resource additions, but I might add more alloys which could use those colors. The Alloys mod is going to be modular like my Drinks mod, which will allow the same functionality I was aiming for before. The reason it works for Stones, but not Alloys is that Stones still has all of those stone types available, they just don't spawn in the map and are thus very hard to come by. If I do the same for Alloys, raiders will still spawn with the new metal weapons a lot of the time, which defeats the purpose of toggling them off in the first place. For the Quarry issue, that error is normal, but should be taken care of before it shows up. It's just bad coding on my part. From my testing, it seems like the errors on startup are the only errors you'll get since the error is corrected right after being logged.

Quote from: Aberoux on January 30, 2018, 02:57:37 PM
I have been coming across a persistent problem with the alcohol part of your drinks mod.
Making the alcohol prerequisites are fine (for example corn wort), pawns loading them into the correct fermenting barrels and the fermenting process also work. However, when the alcohol has finished fermenting the pawns never seem to unload the finished product (in this case whiskey). When I try to make a pawn prioritise collecting from the barrel, they ignore the command and continue with what they where doing.

I have tried changing the load order of my mods and the problem still occurs. I have turned on debug mode and this is the code which resulted:

TryMakePreToilReservations() returned false right after TryTakeOrderedJob(). This should have been checked before. job=CPD_TakeAlcoholOutOfAlcoholBarrel (Job_917) A=Thing_CPD_WhiskeyBarrel42498
Verse.Log:Warning(String)
Verse.AI.Pawn_JobTracker:TryTakeOrderedJob(Job, JobTag)
Verse.AI.Pawn_JobTracker:TryTakeOrderedJobPrioritizedWork(Job, WorkGiver, IntVec3)
RimWorld.<AddUndraftedOrders>c__AnonStorey14:<>m__0()
Verse.FloatMenuOption:Chosen(Boolean)
Verse.FloatMenuOption:DoGUI(Rect, Boolean)
Verse.FloatMenu:DoWindowContents(Rect)
Verse.FloatMenuMap:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)

I have no idea what is causing the problem. This error happens to all types of the alcohol your mod has added. Fermenting vanilla beer works fine.

This was a problem from a while ago, but I thought I fixed it. I'll go over the code again, I might be mistaken
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: Kori on February 02, 2018, 07:47:22 AM
Hello Cupro.

I just wanted to build medium glowstone chandeliers (zinc), but whenever the building process is finished the blueprint just disappears and I get nothing but this log error:

Exception ticking Arseny: System.ArgumentNullException: Argument cannot be null.
Parameter name: type
at System.Activator.CheckType (System.Type) <0x0005d>
at System.Activator.CreateInstance (System.Type,bool) <0x00013>
at System.Activator.CreateInstance (System.Type) <0x00012>
at Verse.ThingMaker.MakeThing (Verse.ThingDef,Verse.ThingDef) <0x00214>
at RimWorld.Frame.CompleteConstruction (Verse.Pawn) <0x002f3>
at RimWorld.JobDriver_ConstructFinishFrame/<MakeNewToils>c__Iterator0/<MakeNewToils>c__AnonStorey1.<>m__1 () <0x001ef>
at (wrapper dynamic-method) Verse.AI.JobDriver.DriverTick_Patch1 (object) <0x002ba>
at Verse.AI.Pawn_JobTracker.JobTrackerTick () <0x00242>
at Verse.Pawn.Tick () <0x00155>
at Verse.TickList.Tick () <0x002c6>


Same for large steel chandelier.
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: Canute on February 02, 2018, 07:49:24 AM
Try to move the mod a bit more down at the modlist.
I got once massive trouble too. Some kind of modconflict.
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: Harry_Dicks on February 02, 2018, 09:54:12 AM
Quote from: Canute on February 02, 2018, 07:49:24 AM
Try to move the mod a bit more down at the modlist.
I got once massive trouble too. Some kind of modconflict.

I've had issues before that I posted on here, and I think one of the things it comes down to is if you have cupro's mods below any mods that redefine any core defs (which they shouldn't!) that will mess his mod up. I am 99% sure that all of the code on cupro's end should be correct, so my recommendation is actually putting them near the top.

That's one of the things I've been doing lately, especially after checking out all of the defs within a mod, kinda-sorta judging some of the mod's quality based on how nice the defs look. Anyway, if I feel like a mod and it's author are going to make legitimately correct code, that shouldn't ever interfere with other mods, I will put them near the top. Any mods that I think might be a little wonky and redefine some things that other mods need to depend on, they will go near the bottom. Of course, there is a lot of other nuance that goes into the order of my mod list, but that is just a sort of general rule that I've been following over the past month, and so far, it seems to have been working well.

On one of the recent pages I posted about how some of cupro's mods were giving me errors, but it actually isn't his mods, like I said I am 99% confident they are all correct. It's other mods that will mess something up, and they might even be working perfectly, but if you have cupro's mods loaded after these corrupting mods, then it will look like the issue is coming from cupro, but it really isn't.
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: Kori on February 02, 2018, 03:57:32 PM
Thank you for your help Canute and Harry, moving it near the top of my load order fixed it. :)
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: Kori on February 02, 2018, 09:15:52 PM
Quote from: Kori on February 02, 2018, 03:57:32 PM
Thank you for your help Canute and Harry, moving it near the top of my load order fixed it. :)

...and so did moving it near the bottom!  :o I don't get it...
Moreover when it was near the top, the chandeliers were working but didn't receive a quality rating. Now they do.
So when anyone else runs into this problem, moving it down in your load order seems to be the better choice. Same for Zen Garden.
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: Harry_Dicks on February 02, 2018, 10:06:48 PM
You build me up just to cut me down harder! ::)
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: JustALittleCrazyTalk on February 04, 2018, 06:10:25 PM
Quote from: tmo97 on January 19, 2018, 03:08:26 PM
I love your alloys mod.

I have criticism too.
Copper shouldn't be just worse, neither should tin. They have everything at about 80%, this is just disappointing, and it doesn't balance it, ffs I know what you're thinking.
For some reason you think zinc is a good knife material. Can you remove this nonsense part?
Base the blunt damage off of relative densities, base the sharp damage off of hardness.
Bismuth is absolutely beautiful, but pawns still think their room is terrible even when I give them a TABLE made out of it. A TABLE OUT OF BISMUTH SHOULD MAKE THEM DROOL!

The utility alloys don't really stand out. For what would I use plumchalcum?

Another thing. Why isn't plumchalcum, which contains lead, bad for you? Oh man, you got lead poisoning, better eat a copper ingot.

I wish rimworld was less nonsensical about requiring steel for a workbench. I have 4000 copper and 8000+ uranium, but I can't chop up my meats and I gotta wreck the map's mountains for steel.

I'd like you to add some reactions between the metals, say, be able to consume copper and zinc for thermite, to make explosives, or wall melters, or you know, any other idea that instantly pops up when you download this potentially even more awesome mod.

You can make bronze, then (at least in A17) turn the bronze into steel at a crafting spot in order to get around silly recipe requirements.
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: Absle on February 05, 2018, 01:14:41 PM
Quote from: cuproPanda on January 31, 2018, 05:20:17 PM
Quote from: Absle on January 20, 2018, 10:24:02 AM
Would you ever consider updating the mudbricks feature you had in the old corePanda mod? I know it's not really what you're working on right now, and I don't know if you're even interested in that kind of mod anymore or how easy/hard bringing that mod up to B18 would be, but you're the only one that I've found to make a mudbrick mod and I really loved playing with it, especially for tribal playthroughs.

Love all your mods by the way, so whatever you decide to work on next thank you so much for sharing with us!

I wanted to add it to Survivalist's Additions, but with the extra resources needed it just seemed bloated. I could patch it back in if mods are installed that use dirt/sand/etc., though

I would absolutely love that, thank you! I wouldn't even mind having the extra resources just for that though, would it be difficult to add it as an extension or separate module to the Survivalist's pack? I don't know of any mods that use dirt and sand as a separate resource already.
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: Kori on February 05, 2018, 02:04:58 PM
Is it by design that you always lose some meat due to rotting in the smoker, or am I doing something wrong?
I usually put it in there right after butchering and try to tend as soon as it it necessary. Still I always lose some meat.
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: wwWraith on February 05, 2018, 03:09:43 PM
Quote from: Absle on February 05, 2018, 01:14:41 PM
I don't know of any mods that use dirt and sand as a separate resource already.

Rainbeau's Fertile Fields (https://ludeon.com/forums/index.php?topic=36687.msg377660#msg377660)
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: shadowstitch on February 06, 2018, 02:55:32 AM
Is there any way to limit how many pawns can use a quarry at once?
I seem to recall older builds allowing just one miner at a time, one in each quadrant of the large quarry. But I tried using the mini quarry, and every time I unforbid it, it gets swarmed by pawns who really should have better things to do. Though they will obey other work priorities, anyone with mining priority will dogpile on the quarry and ignore all other mining tasks until I set it off limits again.
I'd really like to be able to limit the active participants somehow, without constantly forbidding the quarry, but I don't see any tunable options for it anywhere.

[attachment deleted due to age]
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: Canute on February 06, 2018, 03:26:09 AM
You can assign ownership at the quarry like for bed's.
That should solve your problem.
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: Harry_Dicks on February 06, 2018, 08:41:27 AM
Quote from: shadowstitch on February 06, 2018, 02:55:32 AM
Is there any way to limit how many pawns can use a quarry at once?
I seem to recall older builds allowing just one miner at a time, one in each quadrant of the large quarry. But I tried using the mini quarry, and every time I unforbid it, it gets swarmed by pawns who really should have better things to do. Though they will obey other work priorities, anyone with mining priority will dogpile on the quarry and ignore all other mining tasks until I set it off limits again.
I'd really like to be able to limit the active participants somehow, without constantly forbidding the quarry, but I don't see any tunable options for it anywhere.

Two things you can try:

Fluffy's WorkTab - This allows you to see every single little job within each job category. I can't recall if mining in a quarry is it's own job type, but if it is, you can use this differentiate between regular mining and quarry mining

Zone Restrictions - Simply restrict what colonists are allowed into what quarry based on what zones you have setup for them.
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: shadowstitch on February 06, 2018, 11:56:01 AM
No offense, but I wasn't asking for workarounds. I do not want to install other mods to partially address an issue with this one, and I do not want to manually restrict colonists by zone or ownership. I just want to limit how many pawns can freely choose to use the Quarry simultaneously.
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: Harry_Dicks on February 06, 2018, 12:01:47 PM
Quote from: shadowstitch on February 06, 2018, 11:56:01 AM
No offense, but I wasn't asking for workarounds. I do not want to install other mods to partially address an issue with this one, and I do not want to manually restrict colonists by zone or ownership.

None taken. Regardless of you asking for them or not, this shouldn't dissuade anyone from posting things like that in the future. Either way, if others might have an issue like yours in the future, and it never is addressed by a mod author, they may want to know about any possible workarounds that they have available to them. They could very well stumble across these solutions through either searches or reading through the pages on mod threads of what other people have done. Hell, I couldn't even begin to count the amount of useful stuff I have found out from other people posting useful information in threads that might not have been an exact 100% answer of what was being asked by someone.

Also, WorkTab mod is a must have for me. Especially when you have 50+ different crafting jobs, and tons more spread out through all of the vanilla categories. Plus, I don't think I've ever once seen in a release thread or mod description all of the additional work types that are added or what category they fall under for any new things added by a mod. Once you have so many mods that add in so many of their own custom work types, I think WorkTab is virtually the only solution for customizing sub jobs inside of these broad, large categories like crafting, doctoring, etc.
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: Canute on February 06, 2018, 12:19:01 PM
Quote from: shadowstitch on February 06, 2018, 11:56:01 AM
No offense, but I wasn't asking for workarounds. I do not want to install other mods to partially address an issue with this one, and I do not want to manually restrict colonists by zone or ownership. I just want to limit how many pawns can freely choose to use the Quarry simultaneously.
Sorry, there is no number limitation.
If you got 20 miner, all will work at the quarry.
To limit it, use the Set owner button. At this way you can select which miner should use the quarry and not the first x amount which awake at first during the day.
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: cuproPanda on February 12, 2018, 03:32:49 PM
It is time that I must unfortunately announce the retirement of my mods. I simply don't have the time to dedicate to the mods anymore, and I won't be getting any extra free time in the foreseeable future. It has been a blast making mods for this game, and I really wish I could keep doing it. I hope everyone continues to enjoy this amazing game for a long time to come! I know I have :)
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: Ruisuki on February 12, 2018, 03:40:12 PM
goodbye forever panda! You were a noble creature
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: Kori on February 12, 2018, 04:14:03 PM
  :(
Thank you for all the work and time you put into your mods, they add so much to the game!
I hope you will stick around, even if you don't mod anymore.
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: Canute on February 12, 2018, 05:11:15 PM
*open a Cupro soda and prost a farewell to cuproPanda*
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: cuproPanda on February 12, 2018, 08:24:38 PM
I'll still be around. You might even see something from me in the future, unrelated to RimWorld. That's a little bit of wishful thinking on my part, but who knows?
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: Harry_Dicks on February 12, 2018, 08:39:44 PM
cuproPanda thank you so much for all of your hard work, you really have added joy into my game, and therefore into my life. I'm sorry to see you retire from modding, but I hope whatever life throws you next will be even more rewarding. I'm sure I've bugged you with a hundred silly questions, but I am grateful for you taking the time to listen and answer them :)
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: Ruisuki on March 03, 2018, 07:20:52 PM
Did Cupro entrust the mod to anyone? Wondering if the disappearing bookshelves/rocks being replaced by books issue for additional joy objects mentioned in the steam page will eventually be addressed.
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: Harry_Dicks on March 03, 2018, 08:33:38 PM
cuproPanda has all of his work with licenses and you can see them posted in the OP. So anyone is free to do anything with any of his work, as far as I can tell. As long as you stay within the bounds of the license.

I remember I had actually modified his Glow Stones to be what I was calling "blood glow stones" because I had changed the color on everything to red with a red glow :P I also had changed around the water in Zen Garden so that it was red in the fountains and waterways, similar to blood. That was one of the first things that I actually modified for myself, and I thought it was so cool! ::)

Anyway, I had asked cupro if he cared if I released it, and he said of course not. Anyway, I doubt anyone would care for it, but if there are any major issues with some of these mods, I would hope that someone could come along to help fix them eventually.

Right now, the only mod of his I am using is Quarry. I really do love it, I think it's one of the most perfect mods for getting infinite (if you choose so!) resources over the course of the game. Especially because you can set it up to spit out whatever resources you want at whatever percentage you want as well. Also looks like it would be really great if you want to use the Prison Labor mod, that you could have your pawns watching over all of the prisoners as they toil away in the quarry, chain-gang style.
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: Canute on March 04, 2018, 04:12:18 AM
Good ole Lucky Luke comics when the Dalton's whack stone's at the prison ! :-))

Harry what do you think to add some glowing floor out of the glowstone dust/tile ?
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: Kori on March 04, 2018, 08:09:24 AM
Quote from: Ruisuki on March 03, 2018, 07:20:52 PM
Did Cupro entrust the mod to anyone? Wondering if the disappearing bookshelves/rocks being replaced by books issue for additional joy objects mentioned in the steam page will eventually be addressed.

Disappearing objects after construction can often be fixed by changing the load order, I had the same problem with the chandeliers from the glowstone mod.
This mod is close to the top of my load order and I can build bookshelves.
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: Harry_Dicks on March 04, 2018, 09:03:45 AM
Quote from: Canute on March 04, 2018, 04:12:18 AM
Good ole Lucky Luke comics when the Dalton's whack stone's at the prison ! :-))
That's too funny! On a random guess, Canute, are you from France or Denmark?

Quote from: Canute on March 04, 2018, 04:12:18 AM
Harry what do you think to add some glowing floor out of the glowstone dust/tile ?
It is very doable. If enough people would like it, then I could probably find the time to add it into the mod.

Are you thinking of making it similar in shape to those in the Floor Lights mod?

Quote from: Kori on March 04, 2018, 08:09:24 AM
Disappearing objects after construction can often be fixed by changing the load order, I had the same problem with the chandeliers from the glowstone mod.
This mod is close to the top of my load order and I can build bookshelves.
Here is my suspicion (of which I am about 98% confident) of what is happening. Also, this is after confirming with cuproPanda about what the issue is:
cuproPanda's mods are made correctly in the xml defs. He does not redefine any cores. However, there are certain modders who apparently refuse to want to do this for their own reasons, of which I would suggest it is for you, the player, to decide if this is beneficial or not. But, when other mods do this, and then they change something in the core defs and are loaded BEFORE other mods, then could make any of the mods loaded after it look like they are broken or not working properly. When really, those mods loaded after might have been made just fine and would be working fine, if it weren't for this other rogue mod loaded earlier in the load order.

The two solutions I have for this so far are: Playing with your load order, and if you don't want to have to spend an untold number of hours looking at mind-numbingly boring code looking for a needle in a haystack, then you will need to sort of "judge" some mod makers, and guess at whether they have made their code right, and then put the ones that you think would be more prone to problem causing at the bottom. Sometimes this is all it takes is putting the good bois up top, and the bad bois down at the bottom. They go to the back of the bus.

The other solution I have is: bisection. Constantly halving your mod list, and making mod list saves (via ModSwitch) until you can correct your problem, and then comparing your most recent working and not working mod lists, and narrowing down the possible culprits from there. I've had to do this before to rogue mods that were REDEFINING BUILDING BASE! I was beyond frustrated when I had to spent over an hour tracking this down. But how mad can I really be at a mod maker, who is making something for free for me to use?

The negative to the former method is that just because you've moved any mods causing issues to the end of your load order, where any issues they may have been causing can no longer be seen or at least are no longer apparent, doesn't mean we've necessarily fixed the underlying problem of a broken mod. That will require identifying the broken mod (possibly through bisection) and then fixing said mod. Whether this is through reporting it to the mod author, fixing it yourself, or both. Because if the mod is still broken, then any issues it was causing before, if it is never fixed, will still keep popping up later on for others, or even yourself if you forget that X mod has to be loaded in Y specific spot for there not to be any issues.
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: Canute on March 04, 2018, 09:11:35 AM
Quote from: Harry_Dicks on March 04, 2018, 09:03:45 AM
Quote from: Canute on March 04, 2018, 04:12:18 AM
Good ole Lucky Luke comics when the Dalton's whack stone's at the prison ! :-))
That's too funny! On a random guess, Canute, are you from France or Denmark?
Close, it's the one between them.

Quote
Quote from: Canute on March 04, 2018, 04:12:18 AM
Harry what do you think to add some glowing floor out of the glowstone dust/tile ?
It is very doable. If enough people would like it, then I could probably find the time to add it into the mod.

Are you thinking of making it similar in shape to those in the Floor Lights mod?
Basicly yes.
I like these glowstone corner, you can place. They are perfect to light out storage rooms. But i dislike that you can target them, even when raider don't attack them.
So i though about some pretty cheap floor and add some glowstone dust or tile into the recipe and give the floor a glowing.
The glowstone corners got a glow radius of 3, the floor just need to have 1 or 2.
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: Ruisuki on March 04, 2018, 01:15:11 PM
Quote from: Kori on March 04, 2018, 08:09:24 AM
Quote from: Ruisuki on March 03, 2018, 07:20:52 PM
Did Cupro entrust the mod to anyone? Wondering if the disappearing bookshelves/rocks being replaced by books issue for additional joy objects mentioned in the steam page will eventually be addressed.

Disappearing objects after construction can often be fixed by changing the load order, I had the same problem with the chandeliers from the glowstone mod.
This mod is close to the top of my load order and I can build bookshelves.
Good to hear. Does the same apply to the book/rock bug? Or was that one not widespread? If I get one of those bugs I'd probably just end up uninstalling the mod instead of going down the list of mods to track the incompatibility. Idk how many im running now but it takes quite a long time to load my games. I should probably add Runtimegc or some other with utility, oh no more mods! lol
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: Runelea on March 18, 2018, 10:07:07 PM
Just a heads up guys, the Survivalist mod is missing some of its textures. I've gone though backtracking to find a copy of the mod which still has the missing texutres so you guys can drag-drop them to fix ^_^ If you use release 18.08's Texture folder in place of 18.09's, problem solved.
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: sajberhippien on April 15, 2018, 09:59:02 AM
Hey, one thing I noted that is kinda weird is that when making homebrew games, it allows you to set an Art skill requirement, but the outpot has no quality and the bench can only be used to those assigned to crafting. Intentional?
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: tmo97 on June 02, 2018, 08:53:35 AM
I still frikin love your mod. It's the only one that adds metals like this. I'm still pumping malachite into people's foreheads :D Thanks so much for making it. I tried modding it but oh well. At least I saw my glitchy metal in knife form when a pawn came and robbed me of both the chance to get the knife and 400 gold because I forgot to get turrets up.

I don't want to beg but please add more metals to your mod.
I thought it was awesome that you added chromium as its own metal :D
Oh my god. I would love to see how you'd implement alkali metals such as potassium or sodium.
I'd say give it a huge flammability factor, but then it would just be a fuse, and then making weapons with it would still leave it lacking. What would be the characteristics in Rimworld?

I say make the metal very light, as in, copper is 9 times as dense as sodium in real life, and sodium is basically as dense as water! Isn't that awesome?!

It should burn in water, and since there's no such thing like that in rimworld -
wait. What if you can make sodium hydroxide as a throwable acid weapon? lol ik it's not an acid but it should corrode people like that. nvm im down to chemistry again and nobody wants it :(

Sodium. What if it's ore would BURN when you mined it? It would maybe burn the miners.
That would be insanely cool if you could mine dangerous stuff. I love world-interactive stuff.
You'd not get sodium metal. What if you got that sodium ore and then were able to split it into steel and sodium metal at a campfire, using some wood? Awesome.

Sodium. Low health. Extremely high flammability. Very low weight.
Goes to sodium ore, can be split into steel and sodium metal using wood at campfire.
Potassium. Very low health. Insane flammability. Extremely low weight.
Goes to potassium ore, can be split into wood and potassium using steel at campfire.

Fun little alchemy in the beginning.
20 sodium + 10 chemfuel = an explosion + scattered neutroamine?
TOO MANY IDEAS!

Anyway I wouldn't mind if you ignored all that and just read this:
-Sodium
-Potassium
-Tungsten
-Platinum (lvl 2 silver)
-Cadmium (lead but extremely toxic)
-Thallium (cadmium but worse)
-Thorium
-Americium
I would be so delighted if you cooperated with the rimatomics mod author and made it possible for americium to grow inbetween stacks of plutonium, or even as waste from the reactor.
Americium is basically steroid plutonium and emits a sickeningly strong neutron flux.

Unfiltered bla di bla. Hope you enjoy, sincerely. :)
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: Dash423 on June 23, 2018, 07:37:23 AM
Could anyone help me out here? I tried to use the alcohol mod for the first time (definitely have core loaded first) and I can't take items from the fermenting barrels. I get this error when I try to force a colonist to take from the vodka barrel (also happens with all the other barrels under Brewing), or when they try to queue the job themselves, which results in them "Standing".

Took out all other mods except Cupro's Drinks and still happens.

(edit to add: looking back, seems like other people are having this issue - not sure if it's been fixed, or how I would go about fixing it?)

TryMakePreToilReservations() returned false for a non-queued job right after StartJob(). This should have been checked before. curJob=CPD_TakeAlcoholOutOfAlcoholBarrel (Job_4544) A=Thing_CPD_VodkaBarrel62655
Verse.Log:Warning(String)
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

TryMakePreToilReservations() returned false right after TryTakeOrderedJob(). This should have been checked before. job=CPD_TakeAlcoholOutOfAlcoholBarrel (Job_4677) A=Thing_CPD_VodkaBarrel62655
Verse.Log:Warning(String)
Verse.AI.Pawn_JobTracker:TryTakeOrderedJob(Job, JobTag)
Verse.AI.Pawn_JobTracker:TryTakeOrderedJobPrioritizedWork(Job, WorkGiver, IntVec3)
RimWorld.<AddUndraftedOrders>c__AnonStorey14:<>m__0()
Verse.FloatMenuOption:Chosen(Boolean)
Verse.FloatMenuOption:DoGUI(Rect, Boolean)
Verse.FloatMenu:DoWindowContents(Rect)
Verse.FloatMenuMap:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)

TryMakePreToilReservations() returned false for a non-queued job right after StartJob(). This should have been checked before. curJob=CPD_TakeAlcoholOutOfAlcoholBarrel (Job_4781) A=Thing_CPD_VodkaBarrel62655
Verse.Log:Warning(String)
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

TryMakePreToilReservations() returned false for a non-queued job right after StartJob(). This should have been checked before. curJob=CPD_TakeAlcoholOutOfAlcoholBarrel (Job_4951) A=Thing_CPD_VodkaBarrel62655
Verse.Log:Warning(String)
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

TryMakePreToilReservations() returned false for a non-queued job right after StartJob(). This should have been checked before. curJob=CPD_TakeAlcoholOutOfAlcoholBarrel (Job_5088) A=Thing_CPD_VodkaBarrel62655
Verse.Log:Warning(String)
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: Anni on June 23, 2018, 11:25:36 AM
If Cupro is really gone and not updating his mods I hope someone else steps up and updates them. I consider Stones and Alloys for instance to be on my list of absolutely necessary mods
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: ChJees on June 25, 2018, 09:12:50 AM
I recently quite quickly ported Quarry to 1.0 Development version. Nothing changed aside from getting it to work.

https://www.dropbox.com/s/1mqy7bo7a4mpuw4/Quarry-1.0.0-06-26.zip?dl=0

https://www.dropbox.com/s/tydvpc1ewd11xn0/Quarry-1.0.0-src-06-26.zip?dl=0

The mod also includes the updated source :).
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: Churrus on June 26, 2018, 10:28:47 PM
Quote from: Dash423 on June 23, 2018, 07:37:23 AM
Could anyone help me out here? I tried to use the alcohol mod for the first time (definitely have core loaded first) and I can't take items from the fermenting barrels. I get this error when I try to force a colonist to take from the vodka barrel (also happens with all the other barrels under Brewing), or when they try to queue the job themselves, which results in them "Standing".

Took out all other mods except Cupro's Drinks and still happens.

(edit to add: looking back, seems like other people are having this issue - not sure if it's been fixed, or how I would go about fixing it?)

TryMakePreToilReservations() returned false for a non-queued job right after StartJob(). This should have been checked before. curJob=CPD_TakeAlcoholOutOfAlcoholBarrel (Job_4544) A=Thing_CPD_VodkaBarrel62655
Verse.Log:Warning(String)
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

TryMakePreToilReservations() returned false right after TryTakeOrderedJob(). This should have been checked before. job=CPD_TakeAlcoholOutOfAlcoholBarrel (Job_4677) A=Thing_CPD_VodkaBarrel62655
Verse.Log:Warning(String)
Verse.AI.Pawn_JobTracker:TryTakeOrderedJob(Job, JobTag)
Verse.AI.Pawn_JobTracker:TryTakeOrderedJobPrioritizedWork(Job, WorkGiver, IntVec3)
RimWorld.<AddUndraftedOrders>c__AnonStorey14:<>m__0()
Verse.FloatMenuOption:Chosen(Boolean)
Verse.FloatMenuOption:DoGUI(Rect, Boolean)
Verse.FloatMenu:DoWindowContents(Rect)
Verse.FloatMenuMap:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)

TryMakePreToilReservations() returned false for a non-queued job right after StartJob(). This should have been checked before. curJob=CPD_TakeAlcoholOutOfAlcoholBarrel (Job_4781) A=Thing_CPD_VodkaBarrel62655
Verse.Log:Warning(String)
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

TryMakePreToilReservations() returned false for a non-queued job right after StartJob(). This should have been checked before. curJob=CPD_TakeAlcoholOutOfAlcoholBarrel (Job_4951) A=Thing_CPD_VodkaBarrel62655
Verse.Log:Warning(String)
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

TryMakePreToilReservations() returned false for a non-queued job right after StartJob(). This should have been checked before. curJob=CPD_TakeAlcoholOutOfAlcoholBarrel (Job_5088) A=Thing_CPD_VodkaBarrel62655
Verse.Log:Warning(String)
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


The author actually posted an update to correct this on github, he made a commit, but no actual new "release":

https://github.com/cuproPanda/Cupros-Drinks-Alcohol/raw/35f2d83470f73c41e6f22c21e046cdcb40076323/Assemblies/CuprosDrinksAlcohol.dll

download that and overwrite it on the Assemblies folder of the alcohol mod and problem solved!
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: SamhainJack on June 27, 2018, 12:33:17 AM
Quote from: ChJees on June 25, 2018, 09:12:50 AM
I recently quite quickly ported Quarry to 1.0 Development version. Nothing changed aside from getting it to work.

https://www.dropbox.com/s/1mqy7bo7a4mpuw4/Quarry-1.0.0-06-26.zip?dl=0

https://www.dropbox.com/s/tydvpc1ewd11xn0/Quarry-1.0.0-src-06-26.zip?dl=0

The mod also includes the updated source :).

Thank you!
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: Mufflamingo on July 01, 2018, 08:30:50 AM
Hello may i ask id you will make a b18 or1. 0 version of your windows mod? Thanks!
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: temple_wing on July 11, 2018, 10:37:52 AM
could you please make your stone and alloy mod compatible with CombatExtended ?
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: TheWhiteCrayon on August 11, 2018, 07:23:45 AM
Hello,

I've published these on the Steam Workshop and thought they should be put here also

Quarry updated for B19: https://github.com/Benjamin-S/Quarry/releases (https://github.com/Benjamin-S/Quarry/releases)
Cupros-Stones updated for B19: https://github.com/Benjamin-S/Cupros-Stones/releases (https://github.com/Benjamin-S/Cupros-Stones/releases)
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: bigheadzach on August 13, 2018, 01:06:21 AM
Possible to extend JTZoneButtons' functionality to Preset Filtered Zones? Since they aren't vanilla that mod probably has no ability to discover them.
Title: Windows
Post by: Comrade Corwin on August 16, 2018, 11:42:06 AM
Is there anyone who can get the Windows mod up to date? Despite there being other mods that added windows, this was the only that was simple, aesthetically pleasing, and allowed outside light in like a real window.
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: Chaos17 on August 17, 2018, 04:33:33 AM
I also miss that window mode  :'(
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: Tsunamy on August 17, 2018, 05:17:52 AM
Here is the last working version of WindowMod with source code, compatible with B18. It was not made publicly available for the reasons given below:

Quote from: cuproPandaThe windows were flickering when placed near each other before, but I made the windows only work in a single direction (placing the light on the inside, not just putting it in the wall) and that fixed it as long as all light sources face into a room, but there is still an issue with the growing zones not working. I blame the lighting engine for that, but it's still really frustrating to have a simple feature not work no matter how hard I try. Once I'm done updating the other mods I'll check in on this mod and see if I can get it working to the point I can officially release it, but the way it is now I know people will complain about the windows not working properly

Given cuproPanda no longer has time to work on the mods and the game moving past B18 very soon, I figure he won't mind the code being released now so someone can try and fix it up like with his other mods.

https://my.pcloud.com/publink/show?code=XZBHjs7Zpsg649ga9umamw1GoYa9gyjRlrSy
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: rawrfisher on August 18, 2018, 11:26:27 AM
Am i the only one who lost all smoothed vanilla walls in the last update?
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: TheWhiteCrayon on August 18, 2018, 07:43:55 PM
Quote from: rawrfisher on August 18, 2018, 11:26:27 AM
Am i the only one who lost all smoothed vanilla walls in the last update?

Can you elaborate on that a bit further? Are you talking about B18 or Unstable branch (B19)?
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: MissQuinn122 on August 18, 2018, 08:25:37 PM
Quote from: Tsunamy on August 17, 2018, 05:17:52 AM
Here is the last working version of WindowMod with source code, compatible with B18. It was not made publicly available for the reasons given below:

Quote from: cuproPandaThe windows were flickering when placed near each other before, but I made the windows only work in a single direction (placing the light on the inside, not just putting it in the wall) and that fixed it as long as all light sources face into a room, but there is still an issue with the growing zones not working. I blame the lighting engine for that, but it's still really frustrating to have a simple feature not work no matter how hard I try. Once I'm done updating the other mods I'll check in on this mod and see if I can get it working to the point I can officially release it, but the way it is now I know people will complain about the windows not working properly

Given cuproPanda no longer has time to work on the mods and the game moving past B18 very soon, I figure he won't mind the code being released now so someone can try and fix it up like with his other mods.

https://my.pcloud.com/publink/show?code=XZBHjs7Zpsg649ga9umamw1GoYa9gyjRlrSy

So I gave your update a shot and it doesn't appear to actually... work.
Every time I construct a window into a wall, it doesn't build it. The pawn deconstructs the wall, brings over the steel, goes through the process of building it and then one it's complete there's a brief second where I can see the window, then nothing. The space is blank and I can construct something new there. I don't know if anyone else has had this issue or if it's just me but I thought I'd let you know.
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: Tsunamy on August 18, 2018, 08:32:07 PM
Quote from: MissQuinn122 on August 18, 2018, 08:25:37 PM
Quote from: Tsunamy on August 17, 2018, 05:17:52 AM
Here is the last working version of WindowMod with source code, compatible with B18. It was not made publicly available for the reasons given below:

Quote from: cuproPandaThe windows were flickering when placed near each other before, but I made the windows only work in a single direction (placing the light on the inside, not just putting it in the wall) and that fixed it as long as all light sources face into a room, but there is still an issue with the growing zones not working. I blame the lighting engine for that, but it's still really frustrating to have a simple feature not work no matter how hard I try. Once I'm done updating the other mods I'll check in on this mod and see if I can get it working to the point I can officially release it, but the way it is now I know people will complain about the windows not working properly

Given cuproPanda no longer has time to work on the mods and the game moving past B18 very soon, I figure he won't mind the code being released now so someone can try and fix it up like with his other mods.

https://my.pcloud.com/publink/show?code=XZBHjs7Zpsg649ga9umamw1GoYa9gyjRlrSy

So I gave your update a shot and it doesn't appear to actually... work.
Every time I construct a window into a wall, it doesn't build it. The pawn deconstructs the wall, brings over the steel, goes through the process of building it and then one it's complete there's a brief second where I can see the window, then nothing. The space is blank and I can construct something new there. I don't know if anyone else has had this issue or if it's just me but I thought I'd let you know.
On B18?

This isn't meant for release, it's buggy, I've released it because we're moving past B18 and cupro no longer has time to develop. I thought someone else could make use of the code, potentially.
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: MissQuinn122 on August 18, 2018, 08:49:37 PM
I figured that, I just assumed it would be in a state that's buggy, not non-functional. I just figured you or anyone else intending to work on it might like to know any current issues.
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: rawrfisher on August 18, 2018, 08:52:00 PM
Quote from: TheWhiteCrayon on August 18, 2018, 07:43:55 PM
Quote from: rawrfisher on August 18, 2018, 11:26:27 AM
Am i the only one who lost all smoothed vanilla walls in the last update?

Can you elaborate on that a bit further? Are you talking about B18 or Unstable branch (B19)?

I was asking it that way just in case it was limited to just me.  I loaded a save after one of the recent updates on b19 and any vanilla walls I had smoothed vanished.  The issue seems to have been some odd 1 off case limited to 1 save so don't worry about it.   Tho I could like the additional joy objects mod updated for unstable  8)
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: Tsunamy on August 18, 2018, 10:22:51 PM
Quote from: MissQuinn122 on August 18, 2018, 08:49:37 PM
I figured that, I just assumed it would be in a state that's buggy, not non-functional. I just figured you or anyone else intending to work on it might like to know any current issues.
Yeah, the building issue is odd. I don't know what's causing it. I think they were only really tested in dev mode with manual placement.

I would see if you can make them work without any other mods turned on. I do know I had them working fairly normally at some point, but it might've been an older build of WindowMod. I don't want to mess with my current B19 setup to go back and test this B18 thing.
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: rawrfisher on August 18, 2018, 10:58:15 PM
I always use the load modlist from save button in the loadscreen.  Lets me jump between versions
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: TheWhiteCrayon on August 18, 2018, 10:59:37 PM
Quote from: Tsunamy on August 18, 2018, 10:22:51 PM
Quote from: MissQuinn122 on August 18, 2018, 08:49:37 PM
I figured that, I just assumed it would be in a state that's buggy, not non-functional. I just figured you or anyone else intending to work on it might like to know any current issues.
Yeah, the building issue is odd. I don't know what's causing it. I think they were only really tested in dev mode with manual placement.

I would see if you can make them work without any other mods turned on. I do know I had them working fairly normally at some point, but it might've been an older build of WindowMod. I don't want to mess with my current B19 setup to go back and test this B18 thing.

There's a bit more to it than that. I'm working on a fix currently; it works but seeing as I never used the original mod I'm not sure what is to be expected about the internal growable light and how large the radius should be.
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: Tsunamy on August 18, 2018, 11:29:56 PM
Quote from: TheWhiteCrayon on August 18, 2018, 10:59:37 PM
Quote from: Tsunamy on August 18, 2018, 10:22:51 PM
Quote from: MissQuinn122 on August 18, 2018, 08:49:37 PM
I figured that, I just assumed it would be in a state that's buggy, not non-functional. I just figured you or anyone else intending to work on it might like to know any current issues.
Yeah, the building issue is odd. I don't know what's causing it. I think they were only really tested in dev mode with manual placement.

I would see if you can make them work without any other mods turned on. I do know I had them working fairly normally at some point, but it might've been an older build of WindowMod. I don't want to mess with my current B19 setup to go back and test this B18 thing.

There's a bit more to it than that. I'm working on a fix currently; it works but seeing as I never used the original mod I'm not sure what is to be expected about the internal growable light and how large the radius should be.

It's never fully worked, each workaround had its own problems. I think the 'Miscellaneous' mod had windows that could make things grow at one point, but paradoxically, you couldn't actually see the light shining through the windows.

I submitted a suggestion to at least improve the API to make this sort of thing possible in the 1.0 release but I have no idea if it was heeded.

I fear that to get this fully working you're going to need a lot of code reflection to use protected classes, which is a pain in the ass. There's not a lot of documentation on getting code reflection working properly.
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: TheWhiteCrayon on August 19, 2018, 02:54:27 AM
I've updated Windows to work here: https://github.com/Benjamin-S/Windows/releases/tag/B19

The inside brightness of the light is hit and miss; I'll keep working on it but feel free to test/use that for the mean time.
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: MissQuinn122 on August 19, 2018, 03:37:13 AM
Seems to be working so far, the joygiver actions don't seem to be working, but they DO let light in which seems to be the biggest priority. I mostly just ran a quick test to see if it would even load up, I'll give you more thorough details after a few hours of playtesting.
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: cuproPanda on August 30, 2018, 08:33:55 AM
Quote from: TheWhiteCrayon on August 18, 2018, 10:59:37 PM
I'm not sure what is to be expected about the internal growable light and how large the radius should be.

I'm pretty sure my original intention was for each window to allow a 3x3 growing area. As for the radius, you have to put in a value and test it in-game until you get it right for each direction the window is facing. Thankfully once the radius works for one direction it should work for the others too. The main issue came from when one 3x3 growing area overlapped another, or when any light overlapped another (possibly when their combined values exceeded 100%). It was a headache, and I'm convinced I was trying to do something the game just wasn't designed for - be it the "fault" of Unity or RimWorld. However, sun lamps can be close to each other without issues, so maybe there is a way to do it right that I continuously missed...
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: Tsunamy on August 30, 2018, 12:19:08 PM
I hope Additional Joy Recreation Objects gets an update. The Joy Recreation tab always feels so sparse without it.

Quote from: TheWhiteCrayon on August 19, 2018, 02:54:27 AM
I've updated Windows to work here: https://github.com/Benjamin-S/Windows/releases/tag/B19

The inside brightness of the light is hit and miss; I'll keep working on it but feel free to test/use that for the mean time.

I recommend releasing this on the Workshop as a beta for people to test.
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: Jake on September 02, 2018, 06:03:40 AM
Quote from: Tsunamy on August 30, 2018, 12:19:08 PMI hope Additional Joy Recreation Objects gets an update. The Joy Recreation tab always feels so sparse without it.
Theoretically, that one should be the easiest to update: Most of 0.19's changes are stuff that shouldn't affect it very much.
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: Tsunamy on September 02, 2018, 08:23:32 AM
Quote from: Jake on September 02, 2018, 06:03:40 AM
Quote from: Tsunamy on August 30, 2018, 12:19:08 PMI hope Additional Joy Recreation Objects gets an update. The Joy Recreation tab always feels so sparse without it.
Theoretically, that one should be the easiest to update: Most of 0.19's changes are stuff that shouldn't affect it very much.
Believe it or not it's actually one of the harder ones to update.
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: Jake on September 03, 2018, 04:09:23 PM
Quote from: Tsunamy on September 02, 2018, 08:23:32 AMBelieve it or not it's actually one of the harder ones to update.

Huh. Glad to hear it's in the works though: It's one of the last three or four of my favourite mods that haven't made the jump yet.
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: Modraneth on September 09, 2018, 08:42:57 AM
when can we expect a B19 release ?
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: EasilyConfused on September 23, 2018, 07:57:54 PM
Wanted to return to playing the game after a long hiatus and was really disappointed to see that Expanded Power was discontinued.  The game is so much less interesting without the need to use special metals for electronics.  Unless someone makes a similar mod, I'm not sure I'll ever play RimWorld again.
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: WolfgangPolska on October 03, 2018, 05:41:28 AM
Are your mods coming for b19?
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: kooky112 on October 03, 2018, 01:49:32 PM
Quote from: WolfgangPolska on October 03, 2018, 05:41:28 AM
Are your mods coming for b19?
Sadly he said on steam workshop he was moving on to bigger better things and would no longer be updating these mods :'(
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: BlackSmokeDMax on October 03, 2018, 02:26:24 PM
Quote from: WolfgangPolska on October 03, 2018, 05:41:28 AM
Are your mods coming for b19?

What kooky112 said in post above mine.

Also, in this thread go back a few pages and IIRC there were people posting updated versions of some of Cupro's mods. There should be links in there. They will not be able to change the thread title though so eventually (hopefully) new threads will be created for those mods updated by others.
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: zmadz on October 09, 2018, 12:23:14 PM
i am just 🤞he will revisit and drop a drop a surprise for us once 1.0 comes around in a week or so :)
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: cuproPanda on October 10, 2018, 04:20:53 PM
So for some reason I can't post if I quote people? In response to zmadz (and others):
I was considering taking a week or two and updating all of my mods once 1.0 dropped, but I've been out of the modding scene for so long now that wouldn't be possible for me. I would have to relearn most of the codebase, as well as all of the little quirks that cause issues when modding make modding so fun. I shot myself in the foot a little because I was making exploratory mods - seeing what parts of the game I could tinker with and going from there. That means each mod is likely tied into multiple different parts of the game, which increases the time I'd need to spend relearning systems, interactions, etc.. I could update a mod or two, but I wouldn't be able to give them the same level of commitment they originally had, and I wouldn't be able to continually support bugs for those mods.

To summarize: There will not be any updates from me for B19, 1.0, and probably any post-1.0 versions. I encourage anyone who is a modder or wants to try modding to visit my GitHub (https://github.com/cuproPanda?tab=repositories), grab a mod, and tinker around with it. By all means, release an update! Make a new thread for the mod if you'd like! I'll be playing the game again sometime, and you better believe I want to play with my mods - I made them for a reason! ;)
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: Ruisuki on October 10, 2018, 11:28:56 PM
Now we hold out for a hero to save us
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: kooky112 on October 15, 2018, 10:59:56 AM
Quote from: cuproPanda on October 10, 2018, 04:20:53 PM
So for some reason I can't post if I quote people? In response to zmadz (and others):
I was considering taking a week or two and updating all of my mods once 1.0 dropped, but I've been out of the modding scene for so long now that wouldn't be possible for me. I would have to relearn most of the codebase, as well as all of the little quirks that cause issues when modding make modding so fun. I shot myself in the foot a little because I was making exploratory mods - seeing what parts of the game I could tinker with and going from there. That means each mod is likely tied into multiple different parts of the game, which increases the time I'd need to spend relearning systems, interactions, etc.. I could update a mod or two, but I wouldn't be able to give them the same level of commitment they originally had, and I wouldn't be able to continually support bugs for those mods.

To summarize: There will not be any updates from me for B19, 1.0, and probably any post-1.0 versions. I encourage anyone who is a modder or wants to try modding to visit my GitHub (https://github.com/cuproPanda?tab=repositories), grab a mod, and tinker around with it. By all means, release an update! Make a new thread for the mod if you'd like! I'll be playing the game again sometime, and you better believe I want to play with my mods - I made them for a reason! ;)

I totally understand that one Cupro, I have ONE mod for Don't Starve Together that is my baby. Luckily the game hasn't changed too much in what most of my mod does but there is a part everyone keeps complaining about.

Anyway back to the subject at hand. I have a couple of coding friends I could put you in touch with that might be able to help you? I know staying away from coding for so long rusts those gears, but having someone there to refresh your memory isn't always a bad thing either. I have to do that for my own mod from time to time.
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: dismar on October 15, 2018, 11:14:28 PM
Quote from: cuproPanda on October 10, 2018, 04:20:53 PM
So for some reason I can't post if I quote people? In response to zmadz (and others):
I was considering taking a week or two and updating all of my mods once 1.0 dropped, but I've been out of the modding scene for so long now that wouldn't be possible for me. I would have to relearn most of the codebase, as well as all of the little quirks that cause issues when modding make modding so fun. I shot myself in the foot a little because I was making exploratory mods - seeing what parts of the game I could tinker with and going from there. That means each mod is likely tied into multiple different parts of the game, which increases the time I'd need to spend relearning systems, interactions, etc.. I could update a mod or two, but I wouldn't be able to give them the same level of commitment they originally had, and I wouldn't be able to continually support bugs for those mods.

To summarize: There will not be any updates from me for B19, 1.0, and probably any post-1.0 versions. I encourage anyone who is a modder or wants to try modding to visit my GitHub (https://github.com/cuproPanda?tab=repositories), grab a mod, and tinker around with it. By all means, release an update! Make a new thread for the mod if you'd like! I'll be playing the game again sometime, and you better believe I want to play with my mods - I made them for a reason! ;)

Some of his mods have been re-released on steam by other ppl.

I may bring back his drinks mod after 1.0 since it is what I based my mod on.

Quarry was release again on steam. That I know of..

I will begin reworking the Drinks mod this week! As my mods are on version 1.0 now.
Title: Re: [B18] cuproPanda's Mods (10 Jan 18)
Post by: cuproPanda on November 08, 2018, 11:49:13 PM
Quote from: kooky112 on October 15, 2018, 10:59:56 AM
Quote from: cuproPanda on October 10, 2018, 04:20:53 PM
So for some reason I can't post if I quote people? In response to zmadz (and others):
I was considering taking a week or two and updating all of my mods once 1.0 dropped, but I've been out of the modding scene for so long now that wouldn't be possible for me. I would have to relearn most of the codebase, as well as all of the little quirks that cause issues when modding make modding so fun. I shot myself in the foot a little because I was making exploratory mods - seeing what parts of the game I could tinker with and going from there. That means each mod is likely tied into multiple different parts of the game, which increases the time I'd need to spend relearning systems, interactions, etc.. I could update a mod or two, but I wouldn't be able to give them the same level of commitment they originally had, and I wouldn't be able to continually support bugs for those mods.

To summarize: There will not be any updates from me for B19, 1.0, and probably any post-1.0 versions. I encourage anyone who is a modder or wants to try modding to visit my GitHub (https://github.com/cuproPanda?tab=repositories), grab a mod, and tinker around with it. By all means, release an update! Make a new thread for the mod if you'd like! I'll be playing the game again sometime, and you better believe I want to play with my mods - I made them for a reason! ;)

I totally understand that one Cupro, I have ONE mod for Don't Starve Together that is my baby. Luckily the game hasn't changed too much in what most of my mod does but there is a part everyone keeps complaining about.

Anyway back to the subject at hand. I have a couple of coding friends I could put you in touch with that might be able to help you? I know staying away from coding for so long rusts those gears, but having someone there to refresh your memory isn't always a bad thing either. I have to do that for my own mod from time to time.

The issue isn't that I've been away from coding (my GitHub is more active than ever before), it's that I've been working on my own game, which takes up all of my time, energy, creativity, sanity, etc.

Except for this week. This week is a relaxing trip through the Mega Man Legacy Collections before I buy 11  ;D

I appreciate the offer, though  :)
Title: Re: [B18] cuproPanda's (Outdated) Mods
Post by: Ruisuki on November 13, 2018, 04:07:42 AM
question about quarry mod. It doesnt seem like its modular, is the quarry itself a fixed building/facility? If so, can anyone give me the exact dimensions? It looks 11x11 to me but the most space i have available is 11x8.
Title: Re: [B18] cuproPanda's (Outdated) Mods
Post by: Canute on November 13, 2018, 05:23:42 AM
The quarry mod got 2 size quarries.
12x12 and a mini-quarry 7x7 (i think).
And ofcourse you can edit the Defs/ThingDefs_Objects/Objects.xml to change the size at your own.

And if you look for the 1.0 version of quarry.
https://github.com/Benjamin-S/Quarry/releases
Title: Re: [B18] cuproPanda's (Outdated) Mods
Post by: Ruisuki on November 13, 2018, 04:12:04 PM
tyvm @canute.
Title: Re: [B18] cuproPanda's (Outdated) Mods
Post by: vandal on November 14, 2018, 01:40:13 AM
downloaded 19.02 friom https://github.com/Benjamin-S/Quarry/releases/tag/19.02 and getting a red message on the mod screen. I used god mode to see if the quarry showed up and I dont see it anywhere. Not even under production?
Title: Re: [B18] cuproPanda's (Outdated) Mods
Post by: Canute on November 14, 2018, 04:23:08 AM
And you use the 19.02 for your B18 colony ?
If you use Rimworld 1.0 why you don't use the quarry 1.0 ?
Title: Re: [B18] cuproPanda's (Outdated) Mods
Post by: vandal on November 14, 2018, 06:05:45 AM
i had a b19 save im trying to finish
Title: Re: [B18] cuproPanda's (Outdated) Mods
Post by: publicuser on December 02, 2018, 04:16:24 AM
Has Additional Joy Objects updated to 1.0?
Title: Re: [B18] cuproPanda's (Outdated) Mods
Post by: cuproPanda on December 06, 2018, 08:25:38 AM
Quote from: publicuser on December 02, 2018, 04:16:24 AM
Has Additional Joy Objects updated to 1.0?

I didn't see any updated to the full 1.0 version when I started building my rec room, but I got a B19 version by dninemfive here (https://steamcommunity.com/sharedfiles/filedetails/?id=1506934837) that hasn't given me any issues so far other than RimColony being worth $2. I'm using RimWriter (https://steamcommunity.com/sharedfiles/filedetails/?id=1521844535) for all book making, which is more refined than what I did for books.
Title: Re: [B18] cuproPanda's (Outdated) Mods
Post by: mcduff on February 05, 2019, 10:23:31 AM
Here's a question:

I love love love the smoker and the fact that it uses the brewing "fill and forget" mechanism rather than requiring a pawn to constantly work it.

However, it is somewhat annoying that I can't set a filter for what kinds of meat get smoked. For eg, if I have "dried meat" from another mod I don't want to smoke that, and I don't want to smoke insect meat either.

In the source this seems to be the line for inputs:
public ThingRequest InputRequest {
      get { return ThingRequest.ForGroup(ThingRequestGroup.FoodSourceNotPlantOrTree); }
}


Does anyone have any idea how to exclude certain things from this? Would it be a case of having to write patches for other mods?
Title: Re: [B18] cuproPanda's (Outdated) Mods
Post by: cuproPanda on February 05, 2019, 04:56:24 PM
Quote from: mcduff on February 05, 2019, 10:23:31 AM
Here's a question:

I love love love the smoker and the fact that it uses the brewing "fill and forget" mechanism rather than requiring a pawn to constantly work it.

However, it is somewhat annoying that I can't set a filter for what kinds of meat get smoked. For eg, if I have "dried meat" from another mod I don't want to smoke that, and I don't want to smoke insect meat either.

In the source this seems to be the line for inputs:
public ThingRequest InputRequest {
      get { return ThingRequest.ForGroup(ThingRequestGroup.FoodSourceNotPlantOrTree); }
}


Does anyone have any idea how to exclude certain things from this? Would it be a case of having to write patches for other mods?

The Smoker, Charcoal Pit, etc. were all left in an unfinished state, which is why the food selection is so broad. You would have to edit the source code in order to change what is accepted (specifically ItemValidator at line 243).

It might be easier for anyone updating the mod to just revert those stations back to using bills. I was going to make them work similar to the Universal Fermenter in B18 but never had the time to finish.
Title: Re: [B18] cuproPanda's (Outdated) Mods
Post by: mcduff on February 06, 2019, 06:10:06 PM
Quote from: cuproPanda on February 05, 2019, 04:56:24 PM
Quote from: mcduff on February 05, 2019, 10:23:31 AM
Here's a question:

I love love love the smoker and the fact that it uses the brewing "fill and forget" mechanism rather than requiring a pawn to constantly work it.

However, it is somewhat annoying that I can't set a filter for what kinds of meat get smoked. For eg, if I have "dried meat" from another mod I don't want to smoke that, and I don't want to smoke insect meat either.

In the source this seems to be the line for inputs:
public ThingRequest InputRequest {
      get { return ThingRequest.ForGroup(ThingRequestGroup.FoodSourceNotPlantOrTree); }
}


Does anyone have any idea how to exclude certain things from this? Would it be a case of having to write patches for other mods?

The Smoker, Charcoal Pit, etc. were all left in an unfinished state, which is why the food selection is so broad. You would have to edit the source code in order to change what is accepted (specifically ItemValidator at line 243).

It might be easier for anyone updating the mod to just revert those stations back to using bills. I was going to make them work similar to the Universal Fermenter in B18 but never had the time to finish.
That's probably beyond my modding ability... Anyone want $20 to do it?