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Messages - macicka

#1
Outdated / Re: [B18] Advanced Cabinets
June 12, 2018, 05:00:28 PM
It should be fixed now....if the error still persists it could be some mod you have installed.
#2
Outdated / Re: [B18] Advanced Cabinets
June 07, 2018, 08:26:06 AM
Updated to beta 18!
#3
Outdated / Re: [A17] Advanced Cabinets
September 19, 2017, 01:22:13 PM
No and you never needed to....everything is done by patching, so to ensure everything works well, you need to load it last
#4
Outdated / Re: [A17] Advanced Cabinets
September 13, 2017, 08:13:44 AM
Quote from: Sixdd on September 10, 2017, 03:26:07 PM
@macicka If you add

<success>Always</success>

elements above <xpath> elements in the patch you can make it fail silently. This would stop the errors from showing in the log if it doesn't find anything with the xpath. Helps to prevent false positives, just remember to comment out the <success> tag when you are testing new things otherwise you won't see any errors if there are any. Other than that it looks great except that you would want to load it last in your order in order to allow the patch to patch everything properly. Definitely replacing More Linkables with this.

Thanks again, just updated the mod.
#5
Outdated / Re: [A17] Advanced Cabinets
September 11, 2017, 12:49:04 PM
Thanks for the tip, I will add it as soon as possible (vacation time :D).
And I am glad you like it :)
#6
Quote from: Warforyou on July 17, 2017, 05:26:07 PM
Quote from: gaultesian on July 13, 2017, 05:30:01 PM
Looks like I got this error in my latest game.  I researched all the requisite techs and when doing the bill order for the MAI, and it completes, the message that an enhanced MAI is posted, but it still remains dormant, and I do not get the MAI in my colonist list.  Here is the error:

Error while creating AIPawnE.
Cannot cast from source type to destination type.
STACK:
  at AIPawn.AIPawnGenerator.GeneratePawn (Verse.PawnGenerationRequest& request, Verse.Map map, Int32 tries) [0x00000] in <filename unknown>:0
  at AIPawn.AIPawnGenerator.GeneratePawn (System.String kindDefName, RimWorld.Faction faction, Verse.Map map, Gender gender) [0x00000] in <filename unknown>:0
  at AIPawn.Building_AIPawnCreator.CreateAIPawn (System.String pawnDefName, IntVec3 position, Verse.Map map, RimWorld.Faction faction, Gender gender) [0x00000] in <filename unknown>:0
  at AIPawn.Building_AIPawnCreator.CreateAIPawn (System.String pawnDefName, IntVec3 position, Verse.Map map, Gender gender) [0x00000] in <filename unknown>:0
  at AIPawn.Building_AIPawnCreator.Create () [0x00000] in <filename unknown>:0
  at AIPawn.Building_AIPawnCreatorEnhanced.Create () [0x00000] in <filename unknown>:0
  at AIPawn.Building_AIPawnCreator.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
AIPawn.Building_AIPawnCreator:Tick()
AIPawn.Building_AIPawnCreatorEnhanced:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

I have tested this error with the Psychology mod on and off (had to start a new game, otherwise it will give me a continuous error dialog when I inactivate it on a current game.  On a new game, without psychology on, the MAI work like a charm.  When psychology is activated, it will not allow the MAI to activate.

Cheers,

The same there for me.

EDIT

Nevermind, just updated Psychology and everything works perfect now!

I have the same problem, I tried to update psychology, tried different mod load order but nothing helped.
Anyone know what to do please??
Thanks
#7
Outdated / Re: [A17] Advanced Cabinets
August 05, 2017, 06:56:50 AM
Absolutely no problem :)
And one of the reasons I made it (or share it) was that I saw some posts about some kind of mod with cabinets that breaks saves (but as I said, I don't use steam so have no idea which mod was that). So you are really welcome, I am glad you like it :)
#8
Outdated / Re: [A17] Advanced Cabinets
August 05, 2017, 04:53:03 AM
I am sorry, but I have to inform you, I am not the guy :D I don't even have steam version of the game. I just saw that you and some others was looking for this kind of mod, same as me, so I tried to make it and it worked, so I just wanted to share.
#9
Outdated / [B18] Advanced Cabinets
August 04, 2017, 06:43:15 PM
Hello there!

Just my small personal mod that adds 3 new cabinets since there are no mods for that and I saw a lot of you asking about that kind of mod.
Cabinets have just recolored texture of vanilla cabinet.

Tool Cabinet Mk II:
Steel: 500
Component: 10
Research preq: Machining
Speed Factor: 15%
Max. simultaneous: 2

Tool Cabinet Mk III:
Steel: 600
Plastee: 100
Component: 15
Research preq: Machining, Macroelectronics Basics
Speed Factor: 20%
Max. simultaneous: 3

Tool Cabinet Mk IV:
Steel: 600
Plastee: 150
Gold: 50
Component: 20
Research preq: Multi-analyzer
Speed Factor: 35%
Max. simultaneous: 3

Don't really know if it's balanced or not, I tried to make it as balanced as I could. Should work with almost all workbenches even from other mods (they are working with Electric Stove and benches similar to that as well).

As far as I know it is compatible with every other mod (I am using about 150 mods and no conflicts) so you should be good, but keep it on the bottom of your modlist (load it last).
It is save compatible, of course if you wanna uninstall, first deconstruct all added cabinets in your save, then you can safely remove it.
You can do whatever you want with it, so just go for it :D
If you have any suggestions just tell me, I will try my best


June 12, 2018
xml change => changed root element from buildings to defs

June 7, 2018
Updated to beta 18!

September 10, 2017
Did little update based on @Sixdd advice. Everything works fine, no errors found. Also did few more tests with other mods, as long as Advanced Cabinets was on last positions everything went well.


For the Rim!

[attachment deleted by admin: too old]
#10
Help / Re: PlaceWorkers question/help
August 01, 2017, 08:03:29 AM
Okay I figured it out.
It seems like xpath is case sensitive and some workbenches have:

thingClass

and other:

ThingClass

Really unnoticeable.
Thanks for helping.
#11
Help / Re: PlaceWorkers question/help
August 01, 2017, 07:51:16 AM
Thanks, I just realized that 10 minutes ago, I am trying to patch all worktables, so I dont have to add it manually but, it works only with Component assembly bench....im trying to patch all worktables by thingClass


<xpath>*/ThingDef[thingClass = "Building_WorkTable"]/comps/li/linkableFacilities</xpath>


but as I said, it only works with Component assembly bench, am I targeting worktables right? Is it possible to target them by thing class?
#12
Help / Re: PlaceWorkers question/help
August 01, 2017, 04:44:03 AM
Okay I tried everything, I literally just copied the original cabinet and changed ONLY defName, still doesnt work, I tried to load the mod right after core, last, in the middle, still nothing. Tried with and without mods, nothing. I have no clue where the problem is.
#13
Help / PlaceWorkers question/help
July 30, 2017, 11:58:04 AM
Hello,

I tried to add new Tool Cabinet (just copied the original one and changed some stuff like build cost, speedFactor and maxSimultaneous), everything is working, I can place my new "Machine Cabinet" with changed build cost and speedFactor, but for some reason when its built, it doesn't do anything and it says inactive. Do I need to do something more? it really is just a copy of original with changed stuff. And when I'm placing it, it doesn't draw any lines to my workbenches (tried with original cabinet, it does). I think its something to do with placeWokers (its the only thing that makes sense). Does anyone knows where I am wrong??


My ThingsDef_Buildings_MM.xml


<?xml version="1.0" encoding="utf-8" ?>
<Buildings>

  <ThingDef ParentName="BuildingBase">
    <defName>MachineCabinet</defName>
    <label>machine cabinet</label>
    <graphicData>
      <texPath>Things/Building/Misc/ToolCabinet</texPath>
      <graphicClass>Graphic_Multi</graphicClass>
      <drawSize>(2,1)</drawSize>
      <color>(171,71,71)</color>
      <damageData>
        <cornerTL>Damage/Corner</cornerTL>
        <cornerTR>Damage/Corner</cornerTR>
        <cornerBL>Damage/Corner</cornerBL>
        <cornerBR>Damage/Corner</cornerBR>
      </damageData>
    </graphicData>
<researchPrerequisites><li>Machining</li></researchPrerequisites>
    <altitudeLayer>Building</altitudeLayer>
    <passability>PassThroughOnly</passability>
    <castEdgeShadows>true</castEdgeShadows>
    <staticSunShadowHeight>0.35</staticSunShadowHeight>
    <fillPercent>0.5</fillPercent>
    <canOverlapZones>false</canOverlapZones>
    <statBases>
      <MaxHitPoints>200</MaxHitPoints>
      <WorkToBuild>2500</WorkToBuild>
      <Mass>50</Mass>
      <Flammability>1.0</Flammability>
    </statBases>
    <description>Greatly increase work speed. One workbench can be linked to two of these.</description>
    <size>(2,1)</size>
    <costList>
      <Steel>500</Steel>
  <Plasteel>100</Plasteel>
  <Component>10</Component>
    </costList>
    <designationCategory>Misc</designationCategory>
    <minifiedDef>MinifiedFurniture</minifiedDef>
    <comps>
      <li Class="CompProperties_Facility">
        <statOffsets>
          <WorkTableWorkSpeedFactor>0.50</WorkTableWorkSpeedFactor>
        </statOffsets>
        <maxSimultaneous>4</maxSimultaneous>
      </li>
    </comps>
<placeWorkers>
<li>PlaceWorker_ShowFacilitiesConnections</li>
</placeWorkers>
  </ThingDef>
 
</Buildings>


Thanks for respones.