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Messages - Neal Raven

#1
Nice  ;D
#2
Releases / Re: [B18]Mods Revived - hope all works fine?
January 25, 2018, 03:13:12 AM
Great work, happy to see one of my favorite mods from back in the days is returning.
Hope you can get the fissure generator and ore extractor working again too. Pretty neat for late game resource finding.
#3
Quote from: OvermindDL1 on September 25, 2015, 02:48:52 PM
When running the mod I am getting an exception thrown when loading RedistHeat for the textures:

Exception getting RedistHeat.Graphic_MultiDXT5 at Things/Building/AirNet/DuctOutlet: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. --> System.IO.DirectoryNotFoundException: Could not find a part of the path
"/home/ocerminddl1/Games/RimWorld/RimWorld914Linux/Mods/LT_RedistHeat/Textures\/Things/Building/AirNet/DuctOutlet_back.dds".

And etc...  I am curious why there is a \ in the path...
I symlinked the directory "Textures" to "Textures\" and that fixed it, but that pathing needs fixing.  ^.^

I'm having the same issue here, but on Win7.
Error also happens when I only load Core, CCL 0.12.3b and RedistHeat.
Folder structure seems to be in order as far as I can tell.
#4
Just a quick note, the url in the about-file is the link to your alien ants mod.
#5
Help / Re: pawns dont research on custom research bench
September 11, 2015, 08:32:46 AM
Okay, thanks for the answer. That's unfortunate, as I was kinda planning on overwriting the existing large table to have a faster research speed as a sort of upgrade/balancer...
#6
Help / pawns dont research on custom research bench
September 11, 2015, 07:18:46 AM
Hi folks,

I was trying to bring back the small research bench which was available in the Clutter mod in earlier alphas.
I was able to do this and can build it and it all looks find and everything.

The only issue is that my pawns just dont go to it to perform the research. I've included my XML below.
I'm not sure what I'm missing. All I did was basically copying the research table xml from the core mod and adjust the bare minimum needed. Would I need some other workgiver def or something?

For clarity: I tried setting all my pawns priorities to enable only research and a research project was active, all on a map with only my pawns and one or two of the small research benches, but still no research being done.

[attachment deleted due to age]
#7
Hmm, when I copied my folders to Temp and ran it there it didn't work either. But when I clean installed RW in my Temp, it did work on that one. So it's definetely something fishy going on in my proper installation files...

Edit: it's also not a symlink issue, as it was able to find my symlinked appdata folder as evidenced in the log:
RimSearch

Log Openned: 09:04:19 05-12-2015


Mod directory: Mods\

Building library...

Locating ModsConfig.xml...
   xml: C:\Users\[edited]\AppData\LocalLow\Ludeon Studios\RimWorld\Config\ModsConfig.xml...
Creating xml tree..

Mod: Core
   xml: Mods\Core\Defs\ResearchProjectDefs\ResearchProjects_Misc.xml...
Creating xml tree..
Importing xml...
   Imported
   xml: Mods\Core\Defs\ResearchProjectDefs\ResearchProjects_Ship.xml...
Creating xml tree..
Importing xml...
   Imported

Mod: EdBModOrder

Mod: EdBInterface

Mod: EdBPrepareCarefully

Mod: LessIncidentTrolling

Mod: Icons

Mod: GlitterTech

Mod: Apothecarius

Mod: ProjectArmory300

Mod: ERT 1.6- ResearchConsole

Mod: Clutter

Mod: Miscellaneous_HiRes

Mod: More Vanilla Turrets

Mod: Turret Collection

Mod: Turret Collection Overkill

Mod: Common

Mod: AutoHuntBeacon

Mod: VeinMiner

Mod: MoreHair

Mod: AnimuHair

Mod: MD2Base-6

Mod: MD2Droids-3

Mod: MD2Storage-3

Mod: MD2Fortifications-2

Mod: MD2Industry-5

Mod: MD2Manufacturing-9

Mod: MD2Power-3

Mod: ED-Core

Mod: ED-AutoLoader

Mod: ED-Plants24H

Mod: ED-DeepStrike

Mod: ED-Embrasures

Mod: ED-LaserDrill

Mod: ED-OmniGel

Mod: ED-PersonalNanoShields

Mod: ED-ReverseCycleCooler

Mod: ED-Shields

Mod: ED-Stargate

Mod: ED-Vent

Mod: M&Co. Common

Mod: M&Co. MMS

Mod: MedicineKitCrafting 1.3.5

Mod: Glassworks

Mod: FloorLights

Mod: CryptoHax

Mod: BionicReplacementsCrafting 1.0

Mod: Backstories-u2

Mod: Armor Crafting 1.0

Mod: AlphaMuffalo1.7

Mod: AdvancedLamps

Mod: MIRV Artillery 1.2.5

Mod: NeurotrainerCrafting 1.0

Mod: PowerSwitch

Mod: ReplacementOrganCrafting 1.0

Mod: RW_A2B-0.10.0

Mod: TilledSoil

Mod: Weapon Crafting 1.3.75

Mod: OmniStorage

Mod: OmniMedical

Mod: OmniLighting

Mod: OmniFactions

Mod: OmniJoy-Darts

Mod: NonLethals

Mod: M&Co. MiningHelmet

Mod: M&Co. AlertSpeaker

Mod: NanoFusionReactor

Scanning all research...
   Scanning for missing nodes...
   Building relationship tree...
   Calculating node depths...
   Adding bridges...
   Sorting nodes...
   Assigning node render placement...
   Done

Rendering Tree:
#8
But it's not a symlink actually. The folders are just ordinary folders, besides being monitored by dropbox. Asking the directory flagbit should still return true, I'd guess. (The appdata folder in there is symlinked though (as in, it's the destination for the actual symlink in my appdata folder, so I can sync my savedata. But I don't think this should matter much here.)
I'll try again later today by turning the dropbox.exe off instead of just pausing the sync-process.
#9
I always get "Could not locate game mods directory!" even though I placed the exe in the rimworld folder...
My rimworld folder is on dropbox though, could that have anything to do with it?

Here's my folder layout:
11/05/2015  11:13    <DIR>          .
11/05/2015  11:13    <DIR>          ..
06/05/2015  14:53    <DIR>          appdata
05/12/2014  21:17               673 Credits_FreeSounds.txt
11/05/2015  10:19    <DIR>          modpacks
11/05/2015  10:19    <DIR>          Mods
09/05/2015  02:02             1.451 psi-settings.cfg
05/12/2014  21:17               884 Readme_Modmaking.txt
22/04/2015  18:37             1.003 Readme_SaveFiles.txt
05/12/2014  21:17               290 Readme_Translations.txt
11/05/2015  01:40           257.024 RimSearch.exe
11/05/2015  11:13               202 RimSearch.log
23/04/2015  00:37        11.619.328 RimWorld785Win.exe
11/05/2015  07:54    <DIR>          RimWorld785Win_Data
23/04/2015  04:27        61.249.804 RimWorldAlpha10fWin.zip
23/04/2015  00:37    <DIR>          Source
10/05/2015  00:55           198.840 Stargate.xml
09/05/2015  02:30                69 StargateBackup.xml.bak
23/04/2015  00:37                18 Version.txt