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RimWorld => Mods => Releases => Topic started by: Syrchalis on August 23, 2018, 08:49:56 PM

Title: [1.0][SYR] Syrchalis' Mods
Post by: Syrchalis on August 23, 2018, 08:49:56 PM
(https://i.imgur.com/GQvHUFl.png)
____________________________________________
(https://i.imgur.com/60aaiz1.png)
Mod
Steam
Github
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
(https://i.imgur.com/jy3Rhjy.png)
Blueberries
(https://i.imgur.com/kNpc385.png) (https://steamcommunity.com/sharedfiles/filedetails/?id=1488100231)
(https://i.imgur.com/AVEs6A1.png) (https://github.com/Syrchalis/Blueberries/releases)
(https://i.imgur.com/K7CIyPl.png)
Bullet Casings
(https://i.imgur.com/kNpc385.png) (https://steamcommunity.com/sharedfiles/filedetails/?id=1508411404)
(https://i.imgur.com/AVEs6A1.png) (https://github.com/Syrchalis/BulletCasings/releases/)
(https://i.imgur.com/otdnnIL.png)
Coffee & Tea
(https://i.imgur.com/kNpc385.png) (https://steamcommunity.com/sharedfiles/filedetails/?id=1485312620)
(https://i.imgur.com/AVEs6A1.png) (https://github.com/Syrchalis/CoffeeAndTea/releases)
(https://i.imgur.com/IwGUkRd.png)
Door Mats
(https://i.imgur.com/kNpc385.png) (https://steamcommunity.com/sharedfiles/filedetails/?id=1508778962)
(https://i.imgur.com/AVEs6A1.png) (https://github.com/Syrchalis/DoorMats/releases)
(https://i.imgur.com/GsuVwY0.png)
Glowing Healroot
(https://i.imgur.com/kNpc385.png) (https://steamcommunity.com/sharedfiles/filedetails/?id=1517921835)
(https://i.imgur.com/vzXYnoB.png) (https://www.dropbox.com/s/l58ljvyo25suci1/SYR_GlowingHealroot.7z?dl=0)
(https://i.imgur.com/DgEovdu.png)
Harvest Yield Patch
(https://i.imgur.com/kNpc385.png) (https://steamcommunity.com/sharedfiles/filedetails/?id=1461790308)
(https://i.imgur.com/AVEs6A1.png) (https://github.com/Syrchalis/HarvestYieldPatch/releases)
(https://i.imgur.com/Hb5a8Lc.png)
Individuality
(https://i.imgur.com/kNpc385.png) (https://steamcommunity.com/sharedfiles/filedetails/?id=1497105115)
(https://i.imgur.com/AVEs6A1.png) (https://github.com/Syrchalis/Individuality/releases)
(https://i.imgur.com/fHgJEAY.png)
Light Radius
(https://i.imgur.com/kNpc385.png) (https://steamcommunity.com/sharedfiles/filedetails/?id=1520756475)
(https://i.imgur.com/AVEs6A1.png) (https://github.com/Syrchalis/LightRadius/releases)
(https://i.imgur.com/hnHwJtx.png)
Metallic Batteries
(https://i.imgur.com/kNpc385.png) (https://steamcommunity.com/sharedfiles/filedetails/?id=1489425285)
(https://i.imgur.com/AVEs6A1.png) (https://github.com/Syrchalis/MetallicBatteries/releases)
(https://i.imgur.com/h7gSYXh.png)
Naga
(https://i.imgur.com/kNpc385.png) (https://steamcommunity.com/sharedfiles/filedetails/?id=1539971494)
(https://i.imgur.com/AVEs6A1.png) (https://github.com/Syrchalis/Naga/releases)
(https://i.imgur.com/MQV4Uoa.png)
Neuter
(https://i.imgur.com/kNpc385.png) (https://steamcommunity.com/sharedfiles/filedetails/?id=1501449584)
(https://i.imgur.com/AVEs6A1.png) (https://github.com/Syrchalis/Neuter/releases)
(https://i.imgur.com/92iz8oE.png)
Prosthetic Icons
(https://i.imgur.com/kNpc385.png) (https://steamcommunity.com/sharedfiles/filedetails/?id=1458250450)
(https://i.imgur.com/AVEs6A1.png) (https://github.com/Syrchalis/ProstheticIcons/releases)
(https://i.imgur.com/NtqKFNc.png)
Prosthetic Table
(https://i.imgur.com/kNpc385.png) (https://steamcommunity.com/sharedfiles/filedetails/?id=1473332565)
(https://i.imgur.com/AVEs6A1.png) (https://github.com/Syrchalis/ProstheticTable/releases)
(https://i.imgur.com/2MWxlPA.png)
Scar Removal
(https://i.imgur.com/kNpc385.png) (https://steamcommunity.com/sharedfiles/filedetails/?id=1507367510)
(https://i.imgur.com/AVEs6A1.png) (https://github.com/Syrchalis/ScarRemoval/releases)
(https://i.imgur.com/CBD46Tl.png)
Set Up Camp
(https://i.imgur.com/kNpc385.png) (https://steamcommunity.com/sharedfiles/filedetails/?id=1470065926)
(https://i.imgur.com/AVEs6A1.png) (https://github.com/Syrchalis/SetUpCamp/releases)
(https://i.imgur.com/22DQdbC.png)
Stone Rebalance
(https://i.imgur.com/kNpc385.png) (https://steamcommunity.com/sharedfiles/filedetails/?id=1544076093)
(https://i.imgur.com/AVEs6A1.png) (https://github.com/Syrchalis/StoneRebalance/releases)

If you use my mods, consider giving me something for my hard work:
(https://i.imgur.com/OoejLh9.png) (https://ko-fi.com/A0A0IJ2R)


All downloads are here in this list. Below are details on each mod and what they do.
Non-steam downloads are available on GitHub under releases. The buttons above link to that directly.


If you are reporting a bug, please copy/paste this form and replace the brackets:
Code: [Select]
[b]Mod:[/b] (the mod that is affected)
[b]Output log:[/b] (link to hugslib output log or pastebin or downloadlink etc.)
[b]Description:[/b] (try your best to describe the issue)
Title: Re: [0.19][SYR] Syrchalis' Mods
Post by: Syrchalis on August 23, 2018, 08:50:08 PM
(https://i.imgur.com/swM9zHZ.png)(https://i.imgur.com/IbpNVR0.png)

Adds blueberries, blueberry wine and bluciferum

(https://i.imgur.com/XcCqnCW.png)
Blueberry bushes need 12 days to grow and 8 days after harvest. They do not need to be replanted. They yield 8 blueberries on harvest. Fertility sensitivity is 125%, so try to find rich soil.

(https://i.imgur.com/7vjz9Rd.png)
Blueberries themselves can be eaten one at a time, at high speed. They never give food poisoning, but the nutrition is not better than the other crops, so they are bad as food, because they grow slowly. They will however grant the blueberry buff for 3 hours (stacking) so use them as tribals to help with diseases.

(https://i.imgur.com/NRuxOy3.png)
Blueberry wine acts mostly like beer, but gives more joy and makes a bit more drunk. It also grants a full day of the blueberry buff. It's luxury to use it as beer substitute, because it's main purpose is as trading good. You can earn twice as much with blueberry wine than with beer. However it needs twice the fermenting time, so make sure it doesn't get ruined by temperature.

(https://i.imgur.com/BkVntBu.png)
Bluciferum is made from four blueberries and one neutroamine. It gives the blueberry buff for a day as well as another buff that gives immunity gain speed. Side effect is tiredness.
IMPORTANT:
• Acts as 100% quality tend for muscle parasites and gut worms (even if they are already tended!)
• Use 3x to immediately say goodbye to muscle parasites and gut worms (or 1x good tend and 2x Bluciferum)
• Reduces the remaining duration of fibrous and sensory mechanites by 2 days
• Instantly cures food poisoning

Universal Fermenter
This mod comes with the mod "universal fermenter". The fermenting barrel gets replaced by a universal one which can ferment different things, depending on it's setting. However, this means if you add this to an existing save in which you have fermenting barrels, they might disappear - either way, you will need to reconstruct them, as your old ones will not be automatically replaced by the universal ones.
Originally Universal Fermenter (https://ludeon.com/forums/index.php?topic=33398.0) is made by Kubouch
Updated to 1.0 by me
Blueberry plant texture is from VG



(https://i.imgur.com/Tj8CYLS.png)(https://i.imgur.com/QpmFiTL.png)

Adds coffee and tea

They are plantable drugs, similar to smokeleaf and psychoid. They don't require research. Brewing tea or coffee can be done at a stove or campfire. They provide very different benefits and are mutually exclusive. Addiction to caffeine (from both) is a thing and not unlikely, but the downsides are much smaller than for other drugs and curing an addiction is also a lot easier.
   
(https://i.imgur.com/DGs4uph.png)
Coffee
• Restores rest
• Increases hunger rate
• Decreases tiredness rate
• Increased consciousness and work speed
• Tiny mood buff (+3)
• Increased effect after two cups
   
(https://i.imgur.com/Jrc8MX8.png)
Tea
• Restores a little food and rest
• Decreases hunger rate
• Increased learning speed
• Medium mood buff (+6)
   
The effects they grant are mutually exclusive. Drinking coffee will remove the tea effect and drinking tea will remove the coffee effect. Both bewerages grant joy in form of luxury, a new type of joy.

This mod comes with a small C# assembly that allows removal of hediffs by ingestion (interesting if you are a modder and want to use that class) and a patch to the way pawns act. They will avoid drinking tea if they have the coffee effect and vice versa.

Credits:
The original coffee/tea cup art is from vegetable garden. I modified them to be smaller and work with stack counts. They will probably be included in this form in the 1.0 version of vegetable garden.


(https://i.imgur.com/7g368lf.png)
You think you know what the stat "Plant Harvest Yield" does? Well, let me surprise you - it does NOT increase the amount you get when you harvest plants, like "Mining Yield" does for ores.

It merely gives you a chance to fail below 100%, above 100% you do not gain anything.

This changes now! This small C# patch makes Plant Harvest Yield work like Mining Yield. You cannot fail anymore when harvesting plants with <100%, instead you get less yield, and above 100% you get more.

Important: This mod removes the max values from all "yield" stats. This includes: MiningYield, AnimalGatherYield, PlantHarvestYield, ButcheryFleshEfficiency and ButcheryMechanoidEfficiency. Meaning those stats can now be more than 100%. If you don't wish this for any of these stats, go into HarvestYieldPatch/Patches/HarvestYieldXMLPatch.xml and remove the defNames of the stats you don't want edited.
Title: Re: [0.19][SYR] Syrchalis' Mods
Post by: Syrchalis on August 23, 2018, 08:50:21 PM
(https://i.imgur.com/KYJhsmN.png)
Adds new traits, rebalances vanilla traits and allows pawns to have randomized stats.
   
Pawns will now have a random body weight, random psychic sensitivity (replaces the corresponding traits), random confidence (chance they try to romance others) and a random sexuality (replaces gay trait) - the latter includes bisexual. Please do not request Kinsey Scale or more sexuality types.
Sexuality commonalities can be changed in the settings. Want everyone to be bi or gay? -> Settings!
   
Design goal is to make every trait have up- and downsides, but these do not need to be equal. There is still good and bad traits. You can find something positive about most traits and something negative about most traits. Some traits that are just slightly bad/good will not have an up/downside added (like kind, creepy breathing etc.).

Pyromaniac, Chemical Interest and Chemical Fascination have gotten a brand new mechanic: Random Inspirations. Pawns with these traits get inspirations regularly independent of their mood.

The new traits are mostly work-related traits that make pawns better in one area and worse in another. Generally the improvement is bigger than the penalty, so they can be considered good traits.

Details

Probably does not play well with Psychology, since it does many similar things.

Please do not ask for Prepare Carefully compatibility, it's a lot of work. Just accept that these things are random (for now).


(https://i.imgur.com/imTnRfg.png)
Adds batteries made of different metals with different stats.

(https://i.imgur.com/YFPbsXe.png) Steel battery
The vanilla battery, costs a bit more steel but only one component. Very cheap and effective.

(https://i.imgur.com/5ACtbeg.png)Silver battery
Improved version all around. Cheap and efficient, your go-to battery for the mid-game.

(https://i.imgur.com/TUPmdfn.png)Golden battery
Very high efficiency, medium capacity. Expensive, but doesn't waste energy. Does not short-circuit in rain.

(https://i.imgur.com/wU8zGZO.png)Plasteel battery
Medium efficiency, very high capacity. Expensive, but allows saving a lot of energy in a tiny space. Does not short-circuit in rain.

(https://i.imgur.com/g59UIb0.png)Uranium battery
High efficiency, high capacity. Expensive, grants both advantages of gold and plasteel batteries, albeit not as good as either in their respective areas. Does not short-circuit in rain.

(https://i.imgur.com/xdBbq2J.png)Advanced battery
Very high efficiency, very high capacity. Very expensive, ultimate battery. Does not short-circuit in rain and does never break down.


(https://i.imgur.com/HDi2ESs.png)
Adds icons to every vanilla prosthetic and implant. Also adds a special texture for stacks of implants in case you have a mod that allows you to stack them.

(https://i.imgur.com/FY4f2ru.png)(https://i.imgur.com/4RjfBjM.png)(https://i.imgur.com/xOVrWOd.png)(https://i.imgur.com/BOM9Z1Y.png)(https://i.imgur.com/0dyPpXr.png)

2.0 Update:
Patch Operations have been replaced by C# code that looks for key words and assigns textures and colors accordingly. This means that instead of relying on compatibility on the side of this mod it now relies on mods that add prosthetics to use the right words in their defnames.

The result is that basically any mod that adds any prosthetic is compatible now.

Modders: Look at Github for a guide to making your mod compatible.
Title: Re: [0.19][SYR] Syrchalis' Mods
Post by: Syrchalis on August 23, 2018, 08:50:33 PM
(https://i.imgur.com/niCiQvu.png)
Adds a single workbench for all prosthetics
Removes prosthetic recipes from the machining table and fabricator and puts them into a new workbench. Very useful to make your long list of bills less cluttered.

This is mainly an enhancement to vanilla, however it supports all mods that use the fabricator and machining table. For example [FSF] Vanilla Bionics Expansion (https://steamcommunity.com/sharedfiles/filedetails/?id=1419675146). Mods that have their own workbenches are generally not supported, mostly because there is no reason to.


(https://i.imgur.com/AqOnr2i.png)
Set up camp, once again!

For all your caravan managing needs, you can now set up camp anywhere. This let's you travel to hunt, forage and mine without having to 'settle' every time.

You can customize the possible size of the map, the duration you are allowed to stay, the time the tile is blocked after abandoning a camp and turn events on the camp map on/off.
   
It is recommended to use settings close to the default and not turn the map timer or the tile blocking off, as this makes the mod severely game-breaking in terms of balance. However, what you do is your choice - the option to turn these settings off is there for a reason.
(https://i.imgur.com/50VXXiv.png)

Should be safe to add to existing games!

Credits:
Originally by Nandonalt
Re-coded and improved by me
Assistance provided by spd, potatoclip (https://steamcommunity.com/id/spdskatr)
Title: Re: [0.19][SYR] Syrchalis' Mods
Post by: Syrchalis on August 23, 2018, 08:50:50 PM
Reserved
Title: Re: [0.19][SYR] Syrchalis' Mods
Post by: Syrchalis on August 23, 2018, 08:51:03 PM
Reserved
Title: Re: [0.19][SYR] Syrchalis' Mods
Post by: rawrfisher on August 23, 2018, 08:54:16 PM
Would I find blueberries in the grow zone right away or do I need to unlock em with a research. 
Either way I need to figure out why they arnt showing up
Title: Re: [0.19][SYR] Syrchalis' Mods
Post by: jc_smo on August 24, 2018, 01:13:38 AM
Any chance of having the "Harvest Yield Patch" running for older versions (the one I'm using and I stopped letting update is version 1.0.1972)?

If it had, it would be a wonder *-*
Title: Re: [0.19][SYR] Syrchalis' Mods
Post by: Syrchalis on August 27, 2018, 06:36:24 AM
@rawrfisher - blueberries don't require research, if they don't show up for you there might be an issue with another mod

I also want to remind everyone to update their mods, I changed a lot in the past two weeks and if you used the non-steam versions of my mods, make sure you have the newest version.

I might add ModSync support if I have some time for that.
Edit: I had time for it. All mods now with ModSync support.
Title: Re: [B19][SYR] Syrchalis' Mods
Post by: Syrchalis on August 29, 2018, 03:16:02 PM
Added Individuality (my new trait mod) to the list of mods.
Title: Re: [B19][SYR] Syrchalis' Mods
Post by: rawrfisher on August 29, 2018, 04:08:11 PM
I got em to work after reinstalling the mod.  I did get hit by an evil ass bug tho....
Was one of those rare offshoot bugs that are caused by something else conflicting.

Code: [Select]
Exception ticking Maddin (at (200, 0, 146)): System.NullReferenceException: Object reference not set to an instance of an object
at SyrTraits.InteractionWorker_RomanceAttemptPatch.RandomSelectionWeight_Method (Verse.Pawn,Verse.Pawn) <0x00154>
at SyrTraits.InteractionWorker_RomanceAttemptPatch.RandomSelectionWeight_Postfix (single&,Verse.Pawn,Verse.Pawn) <0x00013>
at (wrapper dynamic-method) RimWorld.InteractionWorker_RomanceAttempt.RandomSelectionWeight_Patch1 (object,Verse.Pawn,Verse.Pawn) <0x0032e>
at RimWorld.Pawn_InteractionsTracker/<TryInteractRandomly>c__AnonStorey0.<>m__0 (RimWorld.InteractionDef) <0x00032>
at Verse.GenCollection.TryRandomElementByWeight<RimWorld.InteractionDef> (System.Collections.Generic.IEnumerable`1<RimWorld.InteractionDef>,System.Func`2<RimWorld.InteractionDef, single>,RimWorld.InteractionDef&) <0x000a0>
at RimWorld.Pawn_InteractionsTracker.TryInteractRandomly () <0x001ac>
at (wrapper dynamic-method) RimWorld.Pawn_InteractionsTracker.InteractionsTrackerTick_Patch1 (object) <0x0013a>
at (wrapper dynamic-method) Verse.Pawn.Tick_Patch1 (object) <0x0024a>
at Verse.TickList.Tick () <0x002ee>

Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

https://git.io/fAZKP if you reconize any other errors on there let me know.  I'm always lookin to get all the red outta my log so I can go back to reading debug messages people forgot to remove

The problem with making a mod I like the idea of is I tend to show up with a bunch of errors that make no sense
Title: Re: [B19][SYR] Syrchalis' Mods
Post by: Syrchalis on August 29, 2018, 06:56:58 PM
Probably Androids.

My mod isn't really compatible with any Alien Races yet, although it does apply to them, because I coded it so it looks for Intelligence = Humanlike.
Title: Re: [B19][SYR] Syrchalis' Mods
Post by: rawrfisher on August 29, 2018, 06:59:05 PM
Probably Androids.

My mod isn't really compatible with any Alien Races yet, although it does apply to them, because I coded it so it looks for Intelligence = Humanlike.

I dont use the androids just the worker and battle droids from that mod.  The androids are kinda blegh to me.
Now that I think about it a bit I know what mods conflicting with it.  Its the same one that breaks events on me -_-
Orassans are an alien race I use for the pawns mostly lol

Doubt its relevent but 2 orassan trying to flirt causes the same error
Title: Re: [B19][SYR] Syrchalis' Mods
Post by: alexdgreat on August 30, 2018, 03:51:18 AM
Coffee & Tea looks very interesting. Two questions.
1. Are the any incidents with coffee & tea like with other drugs, such as binge or overdose?
2 Do the sims pawns know when it is best time to drink coffee, or the choice will be random, like with beer or joints?
Title: Re: [B19][SYR] Syrchalis' Mods
Post by: Syrchalis on August 30, 2018, 04:43:59 AM
Colonists can't binge on coffee/tea, but they can get addicted to caffeine. The addiction is weak, but it exists.

Best time? It's always the best time =p No, but they will avoid overwriting their buff, meaning if they have the coffee buff they will not drink tea so they don't overwrite the coffee buff and vice versa.
Title: Re: [B19][SYR] Syrchalis' Mods
Post by: Syrchalis on August 30, 2018, 01:16:33 PM
Updated Individuality to support most (if not all) Alien Races.

Androids -> Droids get assigned special values because they aren't similar to normal humanlikes. If any mod author wants special values they can tell me.
Title: Re: [B19][SYR] Syrchalis' Mods
Post by: Tibo on September 04, 2018, 04:22:35 AM
In the "Metallic Batteries", weight of batteries 1 kg, it's correct? In vanilla was 20.
Title: Re: [B19][SYR] Syrchalis' Mods
Post by: Syrchalis on September 04, 2018, 02:59:57 PM
Yes that's on purpose. If you have any mod that makes some more buildings minifiable then a lot of them will have a mass of 1kg (because that's the default value) - I wanted to have the batteries have the same, so they are easy to transport. Their "transportable finite energy source" aspect is too rarely used IMO.
Title: Re: [B19][SYR] Syrchalis' Mods
Post by: Syrchalis on September 23, 2018, 10:12:09 AM
Added all mods as non-steam download. Glowing healroot only as dropbox because I don't see a reason to add a XML-only mod as Github Repo.
Title: Re: [B19][SYR] Syrchalis' Mods
Post by: ultra4 on September 23, 2018, 01:42:10 PM
 ???    Light Radius has a funny bug, no error messages, but when running it removes the path line of a pawn's current task. (and it glitches HeatMap mod in a funny way)

tested it out, it's this mod, don't have a clue why
Title: Re: [B19][SYR] Syrchalis' Mods
Post by: Syrchalis on October 01, 2018, 08:18:28 PM
My two race mods are ready to be tested. They will not be on steam until I'm happy with their state. Anyone is welcome to test them out and tell me about bugs and other issues.

The races complement each other, so using them together is a good idea. Naga make great shooters and skilled crafters, while Thrumkin make great growers and brawlers. Please note while both can eat anything humans can they don't get the same nutrition from everything. Thrumkin can also eat hay and wood.

There is a ton of stuff to know about each race but I can't type it all up right now. I'll do so soon and definitely before release.

Thrumkin: https://github.com/Syrchalis/Thrumkin/releases
Naga: https://github.com/Syrchalis/Naga/releases
Title: Re: [B19][SYR] Syrchalis' Mods
Post by: temple_wing on October 02, 2018, 12:22:01 AM
Got a yellow:
Code: [Select]

Tried to use an uninitialized DefOf of type TraitDefOf. DefOfs are initialized right after all defs all loaded. Uninitialized DefOfs will return only nulls. (hint: don't use DefOfs as default field values in Defs, try to resolve them in ResolveReferences() instead)
Verse.Log:Warning(String, Boolean)
RimWorld.DefOfHelper:EnsureInitializedInCtor(Type)
RimWorld.TraitDefOf:.cctor()
System.RuntimeMethodHandle:GetFunctionPointer(IntPtr)
System.RuntimeMethodHandle:GetFunctionPointer()
Harmony.ILCopying.Memory:GetMethodStart(MethodBase, Exception&)
Harmony.ILCopying.Memory:DetourMethod(MethodBase, MethodBase)
Harmony.PatchFunctions:UpdateWrapper(MethodBase, PatchInfo, String)
Harmony.PatchProcessor:Patch()
Harmony.HarmonyInstance:<PatchAll>b__9_0(Type)
Harmony.CollectionExtensions:Do(IEnumerable`1, Action`1)
Harmony.HarmonyInstance:PatchAll(Assembly)
SyrTraits.SyrIndividuality:.ctor(ModContentPack)
System.Reflection.MonoCMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoCMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MonoCMethod:Invoke(BindingFlags, Binder, Object[], CultureInfo)
System.Activator:CreateInstance(Type, BindingFlags, Binder, Object[], CultureInfo, Object[])
System.Activator:CreateInstance(Type, Object[], Object[])
System.Activator:CreateInstance(Type, Object[])
Verse.LoadedModManager:CreateModClasses()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Title: Re: [B19][SYR] Syrchalis' Mods
Post by: Syrchalis on October 02, 2018, 05:29:43 AM
Yeah nothing I can do about that. If a harmony patch indirectly references a defof it throws this warning, even though it's not actually trying to use the defof.
Title: Re: [1.0][SYR] Syrchalis' Mods
Post by: Syrchalis on October 18, 2018, 08:08:27 AM
Steam Versions are updated to 1.0. I'll try to update the GitHub Versions today, no promises though.
Title: Re: [1.0][SYR] Syrchalis' Mods
Post by: crossomen on October 20, 2018, 08:36:35 AM
Steam Versions are updated to 1.0. I'll try to update the GitHub Versions today, no promises though.

Still waiting for 1.0 GitHub Versions of Metallic Batteries, Neuter, Prosthetic Icons, and Scar Removal, though.  :P
Title: Re: [1.0][SYR] Syrchalis' Mods
Post by: Syrchalis on October 21, 2018, 04:52:34 AM
Took forever and was a lot of work, but they should be all updated now. Stone Rebalance is now also available on Github.
Title: Re: [1.0][SYR] Syrchalis' Mods
Post by: crossomen on October 21, 2018, 06:25:17 AM
Thank you.
Title: Re: [1.0][SYR] Syrchalis' Mods
Post by: AwesomeMcAwesome on October 23, 2018, 10:21:22 AM
Is it possible to disable just the sexuality from the Individuality mod? The rebalanced traits I really, really like.

I'm not sure if the sexuality it overrides another mod which add sexuality preference but as traits despite it being loaded at lower order. It's weird seeing a pawn being straight according to Individuality but has the trait bisexual from this other mod. I know it's possible to save edit but it's getting rather tedious
Title: Re: [1.0][SYR] Syrchalis' Mods
Post by: bigheadzach on October 23, 2018, 04:29:28 PM
Individuality, Linq's Psychology, and Rainbeau's Rational Romance all deal with this concept.
Title: Re: [1.0][SYR] Syrchalis' Mods
Post by: Rakiya on October 29, 2018, 02:37:11 AM
First and foremost, thank you for making all of these amazing mods!
I've got quite a few of them installed in my game now, and I'm starting to worry I won't be able to enjoy the game without them anymore.

Unfortunately though, I've come up against an issue with your naga 1.1 mod. (Github)
Simply put, I'm getting quite a few purplish pink boxes.
Which I'm guessing is caused by missing textures?
I'm a complete dunce when it comes to modding and stuff, but after opening the files up and contrasting them with other mods, I can't seem to find a lot of the textures.

Texture > Things
Only seems to have; Building, Mote, and Naga.

While the ThingsWeapons_Naga.xml
Points to <texPath>Things/Weapon/NagaRevolver</texPath>
(Aka, I can seem to find a weapon folder)

Likewise, Race_Naga.xml points to
<texture>Things/Naga/Wounds/WoundNagaA</texture>
But the Naga folder doesn't seem to have a wounds folder?

Apologies if I'm just being stupid. As I said above, I'm not all too sure what I'm reading. Only thing I can say for sure is that the pink boxes are a thing for me. :/


Title: Re: [1.0][SYR] Syrchalis' Mods
Post by: Syrchalis on October 29, 2018, 12:38:57 PM
That's because you downloaded source.zip instead of naga.7z. I put it in bold letters so everyone sees it. Github isn't really happy with uploading like 200 textures, so there are missing a lot on it in the SOURCE. But in the Naga.7z I packed everything.
Title: Re: [1.0][SYR] Syrchalis' Mods
Post by: Szara on October 30, 2018, 09:44:38 PM
Hi Syrchalis,

I would like to include your updated version of Set Up Camp in the 1.0 version of the HCSK modpack, which had Nandonalt's original mod in it. Is this OK with you?

Also, is there a way to set it so that you can set up a camp adjacent to your colony?
Title: Re: [1.0][SYR] Syrchalis' Mods
Post by: Syrchalis on October 30, 2018, 10:10:59 PM
Not sure if that's possible, either way that wouldn't really make sense, so for balance purposes it's good that it's not possible.

You can include it in the modpack.
Title: Re: [1.0][SYR] Syrchalis' Mods
Post by: publicuser on November 09, 2018, 05:46:35 AM
Simplified Chinese translation of Set Up Camp by master_wu. In attachment
Title: Re: [1.0][SYR] Syrchalis' Mods
Post by: mantrasong on November 11, 2018, 10:45:45 AM
Do you think you could split Universal Fermenter back out into its own mod? I want to make use of your updated code in my Zen Garden update, but without having to depend on Blueberries.
Title: Re: [1.0][SYR] Syrchalis' Mods
Post by: ambivalence on December 20, 2018, 08:57:24 AM
got numbers of errors connected with blueberries (using SeedsPlease and VG, loaded after them).

couple of examples:

Code: [Select]
Could not resolve cross-reference to Verse.ThingDef named Rawblueberry (wanter=thingDefs)
Verse.Log:Error(String, Boolean)
Verse.DirectXmlCrossRefLoader:TryResolveDef(String, FailMode, Object)
Verse.WantedRefForList`1:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Code: [Select]
Could not resolve cross-reference: No Verse.ThingDef named Plantblueberry found to give to SeedsPlease.SeedDef Seed_Blueberry
Verse.Log:Error(String, Boolean)
Verse.WantedRefForObject:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Code: [Select]
Could not resolve cross-reference: No Verse.ThingDef named Plantblueberry found to give to SeedsPlease.SeedDef Seed_Blueberry
Verse.Log:Error(String, Boolean)
Verse.WantedRefForObject:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
PrisonLabor.PrisonLaborPrefs:Init()
PrisonLabor.Initialization:.cctor()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(IntPtr)
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(RuntimeTypeHandle)
Verse.StaticConstructorOnStartupUtility:CallAll()
Verse.PlayDataLoader:<DoPlayLoad>m__2()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()

full log (https://gist.github.com/HugsLibRecordKeeper/cd1b87d8d717bf56c3c7f43ddf2a3a6b). thanks for your mods.

upd: tried Coffee and Tea. seem like it has similar problems.

Code: [Select]
Could not resolve cross-reference to Verse.ThingDef named CPD_CoffeeBeans (wanter=thingDefs)
Verse.Log:Error(String, Boolean)
Verse.DirectXmlCrossRefLoader:TryResolveDef(String, FailMode, Object)
Verse.WantedRefForList`1:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

thanks for your mods, hope it's fixable.
Title: Re: [1.0][SYR] Syrchalis' Mods
Post by: notfood on December 20, 2018, 11:59:51 AM
Did you change anything? That error comes because you have somehow removed the Blueberries (Plantblueberry) from VGP.

Probably something patching it out. It has to patch the seeds and its recipe out too.
https://github.com/notfood/RimWorld-SeedsPlease/blob/master/Defs_OnDemand/VGPVegetableGarden/Items_Seeds_VegetableGarden.xml#L115-L122

-edit-
Upon further inspection. SyrBlueberries patch out the VGP blueberries. The error isn't harmful, you can safely ignore. If you want it gone just patch out the VGP seeds + recipe for PlantBlueberry too.
Title: Re: [1.0][SYR] Syrchalis' Mods
Post by: Beathrus on January 01, 2019, 12:20:41 PM
I can't find download links?
Title: Re: [1.0][SYR] Syrchalis' Mods
Post by: Canute on January 01, 2019, 01:10:55 PM
At the first posting, the icon below the Github open the release/download tab for each mod.
Realy hard to miss.

Title: Re: [1.0][SYR] Syrchalis' Mods
Post by: Beathrus on January 01, 2019, 01:26:31 PM
At the first posting, the icon below the Github open the release/download tab for each mod.
Realy hard to miss.

Really? Can you show me where I missed it?

Title: Re: [1.0][SYR] Syrchalis' Mods
Post by: Canute on January 01, 2019, 01:29:14 PM
Prolly your browser addon surpess them !
They are all imgur.com images.

Title: Re: [1.0][SYR] Syrchalis' Mods
Post by: Beathrus on January 01, 2019, 01:30:32 PM
Prolly your browser addon surpess them !

Then I must figure out what is suppressing what!
Title: Re: [1.0][SYR] Syrchalis' Mods
Post by: johnlier on February 16, 2019, 11:21:23 AM
Beautiful mods. Thank you!
Title: Re: [1.0][SYR] Syrchalis' Mods
Post by: Mosart on March 08, 2019, 12:39:51 PM
Are there prothesic icons will work wit EPOE?
Title: Re: [1.0][SYR] Syrchalis' Mods
Post by: Flimflamshabam on March 12, 2019, 11:42:00 PM
So is there a reason to use Neuter over Fluffy's Birds and Bees mod, which adds genitalia as a body part and an option to Neuter animals or colonists. I've used Fluffys mod alot in the past, but i've noticed a bug where after neutering animals they will continue to attempt mating but seem to get stuck doing it endlessly, because part efficency becomes 0%, i've tried posting it on Fluffy's mod page but yet to see a reply. So I've been looking for a possible alternative in the meanwhile.
Title: Re: [1.0][SYR] Syrchalis' Mods
Post by: Canute on March 13, 2019, 04:02:03 AM
You know there are serveral mods thats doing similar things. This is one example of it.
Neuter don't add any bodyparts, which is basicly more other mod friendly.

Title: Re: [1.0][SYR] Syrchalis' Mods
Post by: Syrchalis on May 16, 2019, 08:46:28 AM
Just mentioning here that I'm still active or semi-active (depending on my current schedule and desire to work on Rimworld mods).

I fixed several bugs and added new things. Naga food AI bug is fixed (they won't starve anymore), Naga should not be able to wear anything on their (non-existent) feet anymore and scarfs (that for whatever reason cover teeth?) should also work properly now, Doormats have had 1x3 mat and linked mats added, blueberries should be more compatible with other mods now, Individuality sexuality is working properly again (gay people are actually gay).
Title: Re: [1.0][SYR] Syrchalis' Mods
Post by: Kyna Tiona on June 06, 2019, 03:01:03 AM
So I'm liking both the naga and and the thrumkin. They look great, make the world feel bigger, and they're just enough different to be really interesting to have around and sometimes extremely useful, but not so much different that break anything. The naga are especially cool, both with having significantly different body parts than an unmodded human and their poison being really good for subduing targets for capture.

I am noticing a thing I would call a bug, though. My thrumkin are eating two or more persons' worth of food, as they do, but it nevertheless only fills up half their food bar. This results in them walking out, doing often literally one thing, then trudging back home with their slow walking speed to eat some more. I also notice that they eat a meal and then go back for more rather than simply carrying multiple meals to their table. Both of these problems together is really hurting their work efficiency. >_<
Title: Re: [1.0][SYR] Syrchalis' Mods
Post by: WolfgangPolska on June 06, 2019, 03:32:18 AM
Can u upload AK-47 mod here also, not only on steam workshop?
Title: Re: [1.0][SYR] Syrchalis' Mods
Post by: Kyna Tiona on June 12, 2019, 05:25:46 PM
Additional dietary weirdness with thrumkin: chowing down on wood, which debilitates them, when there is literally thousands of hay in storage. Really wish I could just forbid them from eating wood altogether, but I guess I understand why it doesn't show up in the diet menu. >_<

https://i.imgur.com/fa7Lf5n.png (https://i.imgur.com/fa7Lf5n.png)