Combined storage added! Yay! Anyone would have found the error I made ages ago, but yeah... That's just how these things go, right? ^^;
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#2
Outdated / Re: [Mod] (Alpha 5C) Simple Storage v0.1.0
July 31, 2014, 02:46:12 AM
Small status update given, will try to work on it as much as I can in my limited free time these days!
Calling out to any artists interested in making art (even anything simple) to match this game's art style, as my white+black square does not cut it for a mod and my art skills are not sufficient enough to provide, I don't want to have to drop this mod because I can't find any art
Calling out to any artists interested in making art (even anything simple) to match this game's art style, as my white+black square does not cut it for a mod and my art skills are not sufficient enough to provide, I don't want to have to drop this mod because I can't find any art
#3
Outdated / Re: [Mod] (Alpha 5C) Containers (chests)
July 29, 2014, 09:45:23 AMQuote from: Jerethi50 on July 28, 2014, 01:21:33 PM
When you get this fleshed out a bit more, I would love to add this to All In One Mod, if that is OK with you., Ill keep an eye on it.
That would be cool

I still need to do art on it though, I am still using the art of the mod I based this on...
Once I get that sorted and finish up the combined storage functionality I'd be honored to have it added to a pack

Quote from: Evul on July 28, 2014, 11:55:12 AM
I will move this to the release section.
Thanks

#4
Outdated / Re: [Mod] (Alpha 5) Containers (chests)
July 19, 2014, 02:52:47 PM
I have updated the mod's download. I have changed the texture of the main chest, but it looks horrible.
Now I am making other chests to be added to this mod.
Afterward I will add begin with connected storage. Meaning chests of one type will connect their inventories, I am still thinking of whether this should increase the total storage above the sum of their individual storages. Meaning it would be 3 for 1 chest, 7 for 2 chests, 12 for 3 chests, 16 for 4 chests, for example or just 3xamountofchests
If anyone else has any ideas for this mod, please tell me
Now I am making other chests to be added to this mod.
Afterward I will add begin with connected storage. Meaning chests of one type will connect their inventories, I am still thinking of whether this should increase the total storage above the sum of their individual storages. Meaning it would be 3 for 1 chest, 7 for 2 chests, 12 for 3 chests, 16 for 4 chests, for example or just 3xamountofchests
If anyone else has any ideas for this mod, please tell me

#5
Help / Re: [Question] Reading Error Logs
July 17, 2014, 03:23:33 AMQuote from: Haplo on July 17, 2014, 01:03:47 AM
You need to store the Def for creation, the Label for showing what you have (can maybe come instead from the def) and the stack size. Read the data to your storage list and destroy the original.
For creation you need the Def to spawn the item and then add the stack size to it. And voila you have made the nano storage code
That's what I was afraid of. I felt guilty just copy-pasting any code, so I wrote sort of my own version where I thought I could do things somewhat differently, to learn from the code, rather than blindly copying it, since I would have to read it and figure out exactly what it did and why it did what it did. I think I have misunderstood certain parts of the code and in doing so have borked it xD
This evening I intend to try to fix what I borked. Thanks for the advice, I'll take that with me when looking at the code

#6
Help / Re: [Question] Reading Error Logs
July 16, 2014, 07:15:58 PMQuote from: Haplo on July 16, 2014, 03:43:26 PM
Hmm, normally your code does look good so far.
I recommend just one thing: Please switch your target framework to .Net 3.5
Right now it is .Net 4.5 and I think that this is may be your main problem..
Wow, I tried that and it works! Thanks a lot

Now I have to figure out what's going wrong here, I have tried to put my own twist on what your mod does, to see what I can do with it, but I think I didn't quite understand what it should do to get the result I want to have. So now it only shows 1 item and nothing is added to the inventory. I'll try to find out what is happening here

Thanks again very much for the advice and for letting me use your mod to get into modding. I hope I'll be able to make something original when I finish this

#7
Help / Re: [Question] Reading Error Logs
July 15, 2014, 07:27:32 PMQuote from: superpirson on July 15, 2014, 11:11:09 AM
The filename and line number data is stored in the .pdb file, to see that, you need to load the pdb.
What is this enumeration code doing? Are you linking something? Are you using a hopper? Need more background.
When I add the pdb file, the game will not even start. Or would I need to load it in another way?
The entire mod directory I'm using temporary textures 'borrowed' from the mod I used for information when making this mod. The "Miscellaneous Mod Pack"'s "NanoStorage" by Haplo. While developing and testing, I'm using these textures, when I finish, I'm changing them to original textures.
If you need more information, please ask.
#8
Help / Re: [Question] Reading Error Logs
July 15, 2014, 01:10:13 AMQuote from: RawCode on July 14, 2014, 09:18:34 PM
you shoud post your dll\defs or add debugging messages to your code and detect exact location of issue self.
also complete stacktrace will be usefull
ThreadID is NATIVE method, you can find it inside native classes or native assemblies.
actual issue triggered at spawn stage
I will type the 'full' stack trace when I try again this evening. But the only things I did not type from the console were filename and line number because it was al unknown file at line 0.
With it going wrong on spawn stage, do you mean at the SpawnSetup () method?
I can post my dll and defs this evening too. When I get home again. (In 11 ish hours)
#9
Help / Re: [Question] Reading Error Logs
July 14, 2014, 07:48:03 PM
My error message right now is that it can't find the method "get_CurrentManagedThreadId" (the __DynamicallyInvokable get-method)
It's throwing a MissingMethodException for this method.
The stackTrace is:
System.Environment.get_CurrentManagedThreadId
at Mod.BuildingName.AllSlotCells ()
at RimWorld.SlotGroup.get_Cells ()
at RimWorld.SlotGroup+<GetEnumerator>c__Iterator72.MoveNext ()
at RimWorld.SlotGroupManager.AddGroup (Rimworld.SlotGroup newGroup)
at RimWorld.SlotGroup..ctor (SlotGroupParent parent)
at Mod.BuildingName.SpawnSetup ()
at Verse.GenSpawn.Spawn (Verse.Thing newThing, IntVec3 loc, IntRot rot)
at RimWorld.Frame.CompleteConstruction ()
at RimWorldJobDriver_ConstructFinishFrame+<MakeNewToils>c__Iterator18.<>m__3D ()
at Verse.AI.JobDriver.DriverTick ()
The Trace it shows on the right when I click on the Console message:
Verse.Log:Error(String)
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList.SingleTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdated()
Verse.Map:MapUpdate()
VerseBase.RootMap:Update()
I've looked at the AllSlotCells function.
I yield this.position (an IntVec3) and then yield break, to break it out of the foreach, looping through the SlotGroup's cells.
It's throwing a MissingMethodException for this method.
The stackTrace is:
System.Environment.get_CurrentManagedThreadId
at Mod.BuildingName.AllSlotCells ()
at RimWorld.SlotGroup.get_Cells ()
at RimWorld.SlotGroup+<GetEnumerator>c__Iterator72.MoveNext ()
at RimWorld.SlotGroupManager.AddGroup (Rimworld.SlotGroup newGroup)
at RimWorld.SlotGroup..ctor (SlotGroupParent parent)
at Mod.BuildingName.SpawnSetup ()
at Verse.GenSpawn.Spawn (Verse.Thing newThing, IntVec3 loc, IntRot rot)
at RimWorld.Frame.CompleteConstruction ()
at RimWorldJobDriver_ConstructFinishFrame+<MakeNewToils>c__Iterator18.<>m__3D ()
at Verse.AI.JobDriver.DriverTick ()
The Trace it shows on the right when I click on the Console message:
Verse.Log:Error(String)
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList.SingleTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdated()
Verse.Map:MapUpdate()
VerseBase.RootMap:Update()
I've looked at the AllSlotCells function.
I yield this.position (an IntVec3) and then yield break, to break it out of the foreach, looping through the SlotGroup's cells.
#10
Help / Re: [Question] Reading Error Logs
July 14, 2014, 12:52:00 PMQuote from: superpirson on July 14, 2014, 12:43:46 PM
the .pdb file should NOT cause the game to crash, in fact, it should really help in debugging. (it's basically a list of where everything is in your code, so when you have a problem the game can tell you where that problem came from)
If I add the file to the Assemblies folder, the game does not start, if I don't add it, it starts and I can start up a map. There are still some more messages, but at least now I sort of know where to look. With the ingame console.
#11
Help / Re: [Question] Reading Error Logs
July 14, 2014, 12:36:07 PMQuote from: superpirson on July 14, 2014, 12:32:26 PM
I cannot read the log file. could you try and re-upload/paste as text?
what Evul is asking is what you are adding in your "assemblies" folder.
if that folder contains more than your assembly, such as things like system.dll, that could screw things up.
Well derp, I added the pdb file... I removed that and now it startd up.
Now I'm going to test if things work.
I feel stupid... Lol
Output Log anyway

#12
Help / Re: [Question] Reading Error Logs
July 14, 2014, 12:22:19 PMQuote from: Evul on July 14, 2014, 12:20:47 PM
Non platform assembly: data-0B935300 (this message is harmless)
Crash!!!
As i understand from your text you are writing a dll mod am i right?
And if so have you made the game files as assembly for your mod dll?
Good point... I believe so? I added the files to my visual studio project to be able to use autocomplete, I guess I may have missed something then. Let me check that again.
Edit:
I have added the dlls as 'Reference' to the project in Visual Studio. Is that what you mean?
#13
Help / Re: [Question] Reading Error Logs
July 14, 2014, 12:13:05 PMQuote from: superpirson on July 14, 2014, 12:05:29 PM
Could you post the error log.
Also, again, do you know about the in-game console. It won't help you now, but it will be hugely important in a bit.
Ah, I know about it, I saw it when I first loaded my mod, in the top left, if we are on the same page.
Otherwise, probably not?
Output log file
#14
Help / Re: [Question] Reading Error Logs
July 14, 2014, 12:02:02 PMQuote from: superpirson on July 14, 2014, 11:51:42 AMI have one dll. I have made my mod looking at other mods for information.
The game crashes when you start it, as in you never see the menue?
First off, what does your mod look like? Are there many Assemblies, and do they add a lot? What I would recomend is downloading another mod as a reference, and looking at that mod's source code. As far as I know, Def errors should never cause the game to fail loading into the main menu, though they can cause problems once you start a game.
Do you know about the in-game console?
I have a few textures, I can see them all loaded in the log.
I do not get to the menu at all, it pops up a messagebox saying the game has crashed, referencing the error logs.
#15
Help / [Question] Reading Error Logs
July 14, 2014, 11:04:00 AM
I am making a mod, but the game now crashes when I start it up. Now I don't mind this at all, since I've apparently done something wrong in either my code or my defs.
But I can't figure out exactly where I made a mistake.
Does anyone have any tips or information on how I should read this file?
I have tried to figure out where I should look at this file to find out where in code it crashed, what file was missing or what invalid value caused it.
But I can't figure out exactly where I made a mistake.
Does anyone have any tips or information on how I should read this file?
I have tried to figure out where I should look at this file to find out where in code it crashed, what file was missing or what invalid value caused it.
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