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Messages - admiralKew

#1
Quote from: Sixdd on July 18, 2017, 07:18:27 AM
I'm actually thinking of doing a "Medieval Times Stuffified" as a separate mod since MT changes so much. I may not though, just kicking ideas around right now.
I did have a little idea for a companion mod:

Stuffified Construction: Laminated Wood

What the mod changes:
   - Adds 1 medieval-level research: laminated wood
   - laminated wood unlocks a recipe that takes one or more types of wood to output 'woodlog', where in basic Stuffified Construction it would be 'synthwood', this mod makes it 'laminated wood' or even 'synthwood laminate'
   - The synthwood research tree might not even have to be removed. It could simply be stated in the researc description that the synthwood tree is genetically modified to produce wood that has the same properties as the laminate.

I figure that it'd be a quick and easy way to ensure compatibility with mods that direct their recipes and construction lists to 'woodlog' without removing the new woods, and enhancing the number of options available.

Will SC also become compatible with Expanded Woodworking, by the way? An unofficial A17 patch has been rolled out.
#2
Outdated / Re: [A17] TiberiumRim v1.3 - It evolves!
July 19, 2017, 01:12:03 AM
Canonically, there isn't any way to cure Tiberium poisoning once it's entered the bloodstream. You could amputate an infested limb, and that might stop it from spreading, but if little particles are already in the blood, then it's all over.
#3
Quote from: Sixdd on July 17, 2017, 08:08:21 PM
I've never actually used either of those so it may take quite some time before they get done. Thanks again for the patches, it really helps.

You're welcome! I really like the amount of options and resources to manage that it adds.

Anyway, regarding the issue with CE and MT, I figure that the easiest way to resolve the need synthwood with these in the early game is to add a strand of synthwood that grows in the wild in small patches.

Another quick and easy solution would be to simply redefine Oakwood or Poplarwood as 'WoodLog' instead.
#4
Quote from: Sixdd on July 14, 2017, 06:11:19 AM
Thanks for doing these, I'll add them to the next patch.

It's no problem! Though I have to warn you that CE and Medieval Times will require extensive patching, and I may not be able to work on them myself anymore.
#5
Help / Need help with recipes
July 17, 2017, 02:26:44 AM
I'm working on a patch for Stuffified Construction and Combat Extended. Stuffified Construction adds multiple types of wood, while changing the 'WoodLog' resource to be the output of 'Synthwood' harvest.

That makes it so that you need to research hydroponics, and then Synthwood in order to craft arrows.

The patch I'm working on should allow players to use these new wood types to craft arrows.

Here is the recipedef for CE's 'make great arrows' recipe. I need to change the requirements from 'woodlog' to the new 'Woody' category, but I have no idea how to set that up.

<RecipeDef ParentName="AmmoRecipeNeolithicBase">
    <defName>MakeAmmo_GreatArrow_Stone</defName>
    <label>make stone great arrows x10</label>
    <description>Craft 10 stone great arrows.</description>
    <jobString>Making stone great arrows.</jobString>
    <ingredients>
      <li>
        <filter>
          <thingDefs>
            <li>WoodLog</li>
          </thingDefs>
        </filter>
        <count>2</count>
      </li>
    </ingredients>
    <fixedIngredientFilter>
      <thingDefs>
        <li>WoodLog</li>
      </thingDefs>
    </fixedIngredientFilter>
    <products>
      <Ammo_GreatArrow_Stone>10</Ammo_GreatArrow_Stone>
    </products>
  </RecipeDef>
#6
It works for me. Load Misc MapGenerator before RF - Configurable Maps.
#7
Quote from: kyle1847 on July 13, 2017, 10:32:59 PM
@Mufflamingo I'll be taking that kidney now :)

Medieval Times + Combat Extended Compatibility Mod: http://steamcommunity.com/sharedfiles/filedetails/?id=975316762

The item stats need more balancing, but I'll be updating them over time as I get player feedback.

Any chance you could make a non-steam link? Thanks, by the way!
#8
Created two more patches. One for Powerless, that allows you to use its own brand of charcoal, and the other for BlackFuel, which allows you to use mineable coal in fueled generators.

EDIT: Don't use these! I messed something up while making the patches. Still fixing it.

EDIT 2: Ok, fixed the patches.

[attachment deleted by admin due to age]
#9
@dburgdorf, do you think that perhaps deconstructing poured concrete floors and walls, as well as reinforced concrete should output crushed rocks?

Also, I'm not yet 100% familiar with the tech tree, but I think that you should be able to make crushed rocks at the stonecutter's bench, so if there's another bench added that allows that, feel free to disregard my $0.02!
#10
Outdated / Re: [A17] cuproPanda's Mods (08 Jul 17)
July 11, 2017, 10:13:51 AM
Thanks! It works perfectly now.
#11
My issue was fixed by updating Expanded Power to a later version.

In any case, I made a quick Stuffified Construction patch for Seeds Please. I attached it in this post.

[attachment deleted by admin due to age]
#12
For the reworked turret textures, perhaps these would be good inspiration? Of note would be the gun shields on the ship, bulkier bases and turrets, and slightly 'techy' extensions like a targeting computer or optics.





On another note, this pops up as a yellow error when loading with devmode turned on:

Could not resolve cross-reference: No Verse.SoundDef named 50mm found to give to CombatExtended.VerbPropertiesCE VerbProperties(50mm cannon) (using undefined sound instead)

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not resolve cross-reference: No Verse.SoundDef named 75mm found to give to CombatExtended.VerbPropertiesCE VerbProperties(75mm cannon) (using undefined sound instead)

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not resolve cross-reference: No Verse.SoundDef named 105mm found to give to CombatExtended.VerbPropertiesCE VerbProperties(105mm gun) (using undefined sound instead)
#13
Outdated / Re: [A17] cuproPanda's Mods (08 Jul 17)
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>
#14
Hi there! There's apparently a conflict with Stuffified Construction and cuproPanda's Expanded Power.


[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>
#15
Wouldn't minifying a structure allow it to be used as an ingredient in a recipe? I figure that if the 90mm Flak can be produced as a minified turret in the machining bench, so too can the minified version be used.

I'll see if I can knock together an experiment later.