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Messages - cuproPanda

#1
Outdated / Re: [B18] cuproPanda's (Outdated) Mods
February 05, 2019, 04:56:24 PM
Quote from: mcduff on February 05, 2019, 10:23:31 AM
Here's a question:

I love love love the smoker and the fact that it uses the brewing "fill and forget" mechanism rather than requiring a pawn to constantly work it.

However, it is somewhat annoying that I can't set a filter for what kinds of meat get smoked. For eg, if I have "dried meat" from another mod I don't want to smoke that, and I don't want to smoke insect meat either.

In the source this seems to be the line for inputs:
public ThingRequest InputRequest {
      get { return ThingRequest.ForGroup(ThingRequestGroup.FoodSourceNotPlantOrTree); }
}


Does anyone have any idea how to exclude certain things from this? Would it be a case of having to write patches for other mods?

The Smoker, Charcoal Pit, etc. were all left in an unfinished state, which is why the food selection is so broad. You would have to edit the source code in order to change what is accepted (specifically ItemValidator at line 243).

It might be easier for anyone updating the mod to just revert those stations back to using bills. I was going to make them work similar to the Universal Fermenter in B18 but never had the time to finish.
#2
Outdated / Re: [B18] cuproPanda's (Outdated) Mods
December 06, 2018, 08:25:38 AM
Quote from: publicuser on December 02, 2018, 04:16:24 AM
Has Additional Joy Objects updated to 1.0?

I didn't see any updated to the full 1.0 version when I started building my rec room, but I got a B19 version by dninemfive here that hasn't given me any issues so far other than RimColony being worth $2. I'm using RimWriter for all book making, which is more refined than what I did for books.
#3
Outdated / Re: [B18] cuproPanda's Mods (10 Jan 18)
November 08, 2018, 11:49:13 PM
Quote from: kooky112 on October 15, 2018, 10:59:56 AM
Quote from: cuproPanda on October 10, 2018, 04:20:53 PM
So for some reason I can't post if I quote people? In response to zmadz (and others):
I was considering taking a week or two and updating all of my mods once 1.0 dropped, but I've been out of the modding scene for so long now that wouldn't be possible for me. I would have to relearn most of the codebase, as well as all of the little quirks that cause issues when modding make modding so fun. I shot myself in the foot a little because I was making exploratory mods - seeing what parts of the game I could tinker with and going from there. That means each mod is likely tied into multiple different parts of the game, which increases the time I'd need to spend relearning systems, interactions, etc.. I could update a mod or two, but I wouldn't be able to give them the same level of commitment they originally had, and I wouldn't be able to continually support bugs for those mods.

To summarize: There will not be any updates from me for B19, 1.0, and probably any post-1.0 versions. I encourage anyone who is a modder or wants to try modding to visit my GitHub, grab a mod, and tinker around with it. By all means, release an update! Make a new thread for the mod if you'd like! I'll be playing the game again sometime, and you better believe I want to play with my mods - I made them for a reason! ;)

I totally understand that one Cupro, I have ONE mod for Don't Starve Together that is my baby. Luckily the game hasn't changed too much in what most of my mod does but there is a part everyone keeps complaining about.

Anyway back to the subject at hand. I have a couple of coding friends I could put you in touch with that might be able to help you? I know staying away from coding for so long rusts those gears, but having someone there to refresh your memory isn't always a bad thing either. I have to do that for my own mod from time to time.

The issue isn't that I've been away from coding (my GitHub is more active than ever before), it's that I've been working on my own game, which takes up all of my time, energy, creativity, sanity, etc.

Except for this week. This week is a relaxing trip through the Mega Man Legacy Collections before I buy 11  ;D

I appreciate the offer, though  :)
#4
Outdated / Re: [B18] cuproPanda's Mods (10 Jan 18)
October 10, 2018, 04:20:53 PM
So for some reason I can't post if I quote people? In response to zmadz (and others):
I was considering taking a week or two and updating all of my mods once 1.0 dropped, but I've been out of the modding scene for so long now that wouldn't be possible for me. I would have to relearn most of the codebase, as well as all of the little quirks that cause issues when modding make modding so fun. I shot myself in the foot a little because I was making exploratory mods - seeing what parts of the game I could tinker with and going from there. That means each mod is likely tied into multiple different parts of the game, which increases the time I'd need to spend relearning systems, interactions, etc.. I could update a mod or two, but I wouldn't be able to give them the same level of commitment they originally had, and I wouldn't be able to continually support bugs for those mods.

To summarize: There will not be any updates from me for B19, 1.0, and probably any post-1.0 versions. I encourage anyone who is a modder or wants to try modding to visit my GitHub, grab a mod, and tinker around with it. By all means, release an update! Make a new thread for the mod if you'd like! I'll be playing the game again sometime, and you better believe I want to play with my mods - I made them for a reason! ;)
#5
Outdated / Re: [B18] cuproPanda's Mods (10 Jan 18)
August 30, 2018, 08:33:55 AM
Quote from: TheWhiteCrayon on August 18, 2018, 10:59:37 PM
I'm not sure what is to be expected about the internal growable light and how large the radius should be.

I'm pretty sure my original intention was for each window to allow a 3x3 growing area. As for the radius, you have to put in a value and test it in-game until you get it right for each direction the window is facing. Thankfully once the radius works for one direction it should work for the others too. The main issue came from when one 3x3 growing area overlapped another, or when any light overlapped another (possibly when their combined values exceeded 100%). It was a headache, and I'm convinced I was trying to do something the game just wasn't designed for - be it the "fault" of Unity or RimWorld. However, sun lamps can be close to each other without issues, so maybe there is a way to do it right that I continuously missed...
#6
Outdated / Re: [B18] cuproPanda's Mods (10 Jan 18)
February 12, 2018, 08:24:38 PM
I'll still be around. You might even see something from me in the future, unrelated to RimWorld. That's a little bit of wishful thinking on my part, but who knows?
#7
Outdated / Re: [B18] cuproPanda's Mods (10 Jan 18)
February 12, 2018, 03:32:49 PM
It is time that I must unfortunately announce the retirement of my mods. I simply don't have the time to dedicate to the mods anymore, and I won't be getting any extra free time in the foreseeable future. It has been a blast making mods for this game, and I really wish I could keep doing it. I hope everyone continues to enjoy this amazing game for a long time to come! I know I have :)
#8
Outdated / Re: [B18] cuproPanda's Mods (10 Jan 18)
January 31, 2018, 05:20:17 PM
Quote from: Harry_Dicks on January 18, 2018, 06:53:09 PM
cupro thank you so much for taking the time to answer everyone, and welcome back! As you can see we all miss you dearly ;) About the alloy, really I would be happy with just one or two custom alloys that you could setup in the mod options, maybe before starting your game. And this might sound dumb, but could they have a "metallic" look as well in the color? I'm not sure if that is possible. Also about the different colored glowstone, if you were to consider pushing forward with it, I think would be one of the hands down coolest aesthetic mods in the entire freaking game. I want glowstone statues in every bedroom. Grand glowstone sculptures in my foyers and lobbies. Large glowstone sculptures in my hallways and randomly throughout the base. Glowstone... weapons. MMmmfppphfhhh! Puh-puh please daddy cupro, make it happen? ;D Glowstone generators! Glowstone air purifiers (adds cleanliness,) glowstone TABLES AND CHAIRS!!!

Can you even do something like glowstone like that? Let it have it's own "stuff" category or whatever it was called? Like metallic, stony, etc. I would even go through all of my files to add in glowstone to what my furniture and other things could be made out of, if that were a possibility. Glowstone... power armor! I think it would be really awesome if you had an entire glowstone industry of stuff. Maybe a workbench that convert mined glowstone into glowstone of different colors, so that you don't have a crap ton of different colored stuff in all of your stockpiles.

EDIT: Also, about you missing <thingClass>Building</thingClass>, you mean that other mods are not using their own abstract building base, which causes core overwrites, which makes it look like you are causing the error? Am I kinda/sorta/maybe getting it? ;D

I would really like to make glowstone into its own stuff, but with the glowing aspect, I doubt I can. The statues work because they are custom sculptures that have the glowing component, but adding it every time something is made with glowstone would just be asking for bugs, if it is even possible. As for the <thingClass> issue, that's exactly what has been happening unfortunately

Quote from: tmo97 on January 19, 2018, 03:08:26 PM
I love your alloys mod.

I have criticism too.
Copper shouldn't be just worse, neither should tin. They have everything at about 80%, this is just disappointing, and it doesn't balance it, ffs I know what you're thinking.
For some reason you think zinc is a good knife material. Can you remove this nonsense part?
Base the blunt damage off of relative densities, base the sharp damage off of hardness.
Bismuth is absolutely beautiful, but pawns still think their room is terrible even when I give them a TABLE made out of it. A TABLE OUT OF BISMUTH SHOULD MAKE THEM DROOL!

The utility alloys don't really stand out. For what would I use plumchalcum?

Another thing. Why isn't plumchalcum, which contains lead, bad for you? Oh man, you got lead poisoning, better eat a copper ingot.

I wish rimworld was less nonsensical about requiring steel for a workbench. I have 4000 copper and 8000+ uranium, but I can't chop up my meats and I gotta wreck the map's mountains for steel.

I'd like you to add some reactions between the metals, say, be able to consume copper and zinc for thermite, to make explosives, or wall melters, or you know, any other idea that instantly pops up when you download this potentially even more awesome mod.

I tried to base the metals off of real life stats, but when the game doesn't do that it then becomes a question of whether I want to overhaul the metal stats for the base game, or adhere to them and be "vanilla-friendly" as much as I can. I chose the latter. I tried to make the metals unique where I could - lead is obviously poisonous, zinc fragments rather easily unless alloyed, so it's better for stabbing weapons, etc. Alloys are pretty much just there for color options, since there isn't a whole lot I can do as far as making them useful. Make vanilla buildings require the materials? That's great and all, but now I have to also plan on making patches for a bunch of mods. It's doable, sure, but not with the current amount of time I can devote to modding. I wanted to do a lot more with this mod, but in the end I just didn't have the time.

Quote from: ridjack on January 19, 2018, 11:08:48 PM
Can something be done with burlap? My colonists seem to ALWAYS prefer grabbing burlap apparel over almost anything else, and then they have a mood debuff that I might not notice for quite awhile. A couple of games have gotten to the point that I've had my colonists equip burlap apparel, run outside with it and then drop it all in a pile for me to blow it up with grenades.

Even just removing burlap apparel from raiders/visitors/wanderers/etc would be enough to make me stop randomly yelling about burlap and scaring my poor wife.

Thanks! Your mods have been in every playthrough since I found them several versions ago, and I always look for them when a new version is out.

Burlap is definitely in need of a debuff. I thought it would have been fine with the small mood loss, but I didn't realise that you can't restrict it at all. Hopefully I can just strip out the code without causing any errors, and replace it with material that is just weaker against damage.

Quote from: Absle on January 20, 2018, 10:24:02 AM
Would you ever consider updating the mudbricks feature you had in the old corePanda mod? I know it's not really what you're working on right now, and I don't know if you're even interested in that kind of mod anymore or how easy/hard bringing that mod up to B18 would be, but you're the only one that I've found to make a mudbrick mod and I really loved playing with it, especially for tribal playthroughs.

Love all your mods by the way, so whatever you decide to work on next thank you so much for sharing with us!

I wanted to add it to Survivalist's Additions, but with the extra resources needed it just seemed bloated. I could patch it back in if mods are installed that use dirt/sand/etc., though

Quote from: lllMWNlll on January 20, 2018, 08:06:55 PM
About Stones.

The catapults of Medieval Times, uses chunks to throw rocks like mortar shells.

But they only using vanilla chunks. There is a way somehow make a patch for including those various stones to be use has ammo?

I can do that.

Quote from: Canute on January 24, 2018, 09:14:19 AM
Cupro,
a comment about the glowstones.
When you place some glowstone furniture together, their light add up. it become that bright you could think you watching into the sun.
But it is still 50% light.


That's caused by the game's lighting engine. I had a similar problem with my Windows mod that caused really bad flickering. Unfortunately there isn't much I can do about it.

Quote from: Harry_Dicks on January 28, 2018, 10:49:12 PM
I found a mod that adds in saphire, emerald, ruby, etc. But I know you are very professional and will make things beautiful and balanced. But I was wondering if you ever plan to add anything that will bring these sorts of colors to the game? If that is not your wish I understand, but I doubt that I am alone in wishing that you might have some more vibrant colors in your selections ;) I don't think bloat is ever a good thing, which is why your stones mod is great that you can toggle certain stones off. I think that would be a great addition to your Alloys mod as well, because I want to use that mod as well, but I think that I do not want all of the metals and alloys turned on, it is too many for me.

Finally, what do you think about have some RGB sliders for what color you want your glowstone to be? Or maybe, we have 3 kinds of glowstone and we can have whatever colors we wanted for each of them? :) I really, really want to make glowstone weapons. I might even start "trying" to make my own textures for them.

EDIT: I'm also having an issue with Quarry. When loading up RW and I don't have certain mods loaded, that have a resource that was set to be mine-able by Quarry so that it is in it's config file, I keep getting red errors. However, they are followed by statements saying that Quarry will fix itself, but it doesn't happen. I am not 100% sure, but I want to say I think it has worked sometime in the past, but now it just seems finicky.



I'm pretty much at the limit for resource additions, but I might add more alloys which could use those colors. The Alloys mod is going to be modular like my Drinks mod, which will allow the same functionality I was aiming for before. The reason it works for Stones, but not Alloys is that Stones still has all of those stone types available, they just don't spawn in the map and are thus very hard to come by. If I do the same for Alloys, raiders will still spawn with the new metal weapons a lot of the time, which defeats the purpose of toggling them off in the first place. For the Quarry issue, that error is normal, but should be taken care of before it shows up. It's just bad coding on my part. From my testing, it seems like the errors on startup are the only errors you'll get since the error is corrected right after being logged.

Quote from: Aberoux on January 30, 2018, 02:57:37 PM
I have been coming across a persistent problem with the alcohol part of your drinks mod.
Making the alcohol prerequisites are fine (for example corn wort), pawns loading them into the correct fermenting barrels and the fermenting process also work. However, when the alcohol has finished fermenting the pawns never seem to unload the finished product (in this case whiskey). When I try to make a pawn prioritise collecting from the barrel, they ignore the command and continue with what they where doing.

I have tried changing the load order of my mods and the problem still occurs. I have turned on debug mode and this is the code which resulted:

TryMakePreToilReservations() returned false right after TryTakeOrderedJob(). This should have been checked before. job=CPD_TakeAlcoholOutOfAlcoholBarrel (Job_917) A=Thing_CPD_WhiskeyBarrel42498
Verse.Log:Warning(String)
Verse.AI.Pawn_JobTracker:TryTakeOrderedJob(Job, JobTag)
Verse.AI.Pawn_JobTracker:TryTakeOrderedJobPrioritizedWork(Job, WorkGiver, IntVec3)
RimWorld.<AddUndraftedOrders>c__AnonStorey14:<>m__0()
Verse.FloatMenuOption:Chosen(Boolean)
Verse.FloatMenuOption:DoGUI(Rect, Boolean)
Verse.FloatMenu:DoWindowContents(Rect)
Verse.FloatMenuMap:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)

I have no idea what is causing the problem. This error happens to all types of the alcohol your mod has added. Fermenting vanilla beer works fine.

This was a problem from a while ago, but I thought I fixed it. I'll go over the code again, I might be mistaken
#9
Outdated / Re: [B18] cuproPanda's Mods (10 Jan 18)
January 18, 2018, 04:31:49 PM
Quote from: Harry_Dicks on January 13, 2018, 04:22:57 PM
Exception editing stack counts for ThingDef "ZEN_ScenicBench": System.NullReferenceException: Object reference not set to an instance of an object
  at ResearchableStatUpgrades.RSUUtil.IsInst (System.Type t, System.Type a) [0x00000] in <filename unknown>:0
  at ResearchableStatUpgrades.RSUUtil+<>c__DisplayClass9_0.<IsInst>b__0 (System.Type t2) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.Any[Type] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0
  at ResearchableStatUpgrades.RSUUtil.IsInst (System.Type t, System.Type[] types) [0x00000] in <filename unknown>:0
  at ResearchableStatUpgrades.WorldComponent_StackCountEditManager.RefreshStackCountEdits () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
ResearchableStatUpgrades.WorldComponent_StackCountEditManager:RefreshStackCountEdits()
ResearchableStatUpgrades.WorldComponent_StackCountEditManager:ExposeData()
Verse.CrossRefHandler:ResolveAllCrossReferences()
Verse.ScribeLoader:FinalizeLoading()
Verse.Game:LoadGame()
Verse.SavedGameLoader:LoadGameFromSaveFile(String)
Verse.Root_Play:<Start>m__0()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()


Did you forget any of <thingClass>Building</thingClass> in the Zen Garden update? Luckily I was checking the OP of the thread, as I didn't know you had made updates for GlowStone and others. I'm going to try adding the thingClass in now to see if it fixes this errors.

EDIT: Looks like I've fixed it, I had to add <thingClass>Building</thingClass> in  Zen-Garden-18.05\Defs\ThingDefs_Objects\Objects.xml under ZenBase, RakedBase, and ZEN_ScenicBench. I saw you changed around your file/folder composition between versions. Did you redo your defs and forget it, I'm guessing?

EDIT2: You also forgot it for Simple Table and Stump Chair in Survivalist Additions. ;)

I didn't forget any of them, they all inherit the Building thingClass from their parent(s). The issue comes from other mods overriding the Core defs instead of making their own def that derives from the Core def, and that mod being loaded before mine. I don't understand why this is such an issue with the B18 release, 9/10 bug reports I get are due to mod conflicts. It must look like I'm constantly blaming other modders for the issues in my mods, and I hate it. The only real solution is to move my mod higher in the mod list - higher than whatever mod(s) is causing the issue.

Quote from: lunaticneko on January 14, 2018, 05:39:49 AM
I really love glowstones. Basically every base I have now use a lot of them.

Few suggestions if I may ask, could you add diagonal (1:1 and 1:2) and centered strip tiles for more intricate patterns and lettering? I have a few "ship" mods and want to make glowing hangar numbers, and also want to write a welcoming message on my killbox. Also, any plans to allow us to "dye" glowstones to make them shine in other colors?

Also, the big chandelier doesn't seem to be "HD." https://i.imgur.com/OFsfSIG.png

Actually, I'm wondering if it would be possible to have some kind of micro tile placement. The tiles are exactly 1/8 of a normal in-game tile/cell/etc., so a system that allows individual tiles to be placed would be really cool. Basically dividing the in-game tiles into a mini 8x8 placement grid. Then I would only need a square and a triangle, and all kinds of designs could be made. Don't get too excited, though; it will probably be way too much overhead. I'll probably fall back on simpler designs that can be rotated to be almost as good. Dyeing the strips is a great idea. Not sure if it could be done with a color slider to paint the tiles after being built (that would be ideal). At the least I could add a few basic colors to the build menu. I think for the chandeliers I forgot about the Glowstone ones when I updated the texture.

Quote from: Harry_Dicks on January 14, 2018, 01:33:30 PM
cupro do you know why I would be getting these, or anything I can do about them? Or would they be okay to ignore, it's just a graphic bug? Everything seems to look out with it the buildings.

EDIT: I had an idea. Hypothetically, how hard would this be: For your quarry settings, could you create a "profile" of how you want one quarry to work, and be able to save it among a list of different quarry profiles. And then when you select a quarry, you can apply whatever profile from your list that you want. For example, I want one quarry that was near all of the marble, to of course, be producing mostly marble. But I don't want it to be the same as one that will be used from the near a different hill, that will spit out all kinds of different metals.

BTW the new Quarry... [img]

[img]



Those would also fall under the aforementioned mod conflicts, which require the mod to be moved higher in the mod list. Probably for all the mods you are getting the warnings for, but I don't know for sure. In a future release I plan on splitting the resource/blocks gizmo into two gizmos that can be toggled. That way, if both are set to false, all you'll get is stone. If both are on, you'll get some resources, some blocks, and some chunks. That's pretty much the same thing, right?

Quote from: wwWraith on January 15, 2018, 04:56:47 AM
Adding <nurseable>true</nurseable> into <ingestible> section of AJO_SpectagoTea allows the pawns to drink it while relaxing socially, I think it's nice :)

Really? I figured that allowed them to bypass the Drug Policy if they needed it for addiction. Or allowing the "for addiction" option to be checked. That's pretty cool! It shouldn't be considered a drug, but it helps prevent colonists from drinking all the teas as soon as they're made
Quote from: DCDKCaju on January 15, 2018, 06:57:56 PM
Hi guys,

I don't know what to do anymore. Before the core game update, I used to use Cupro Alloys, which made it way harder to develop the colony because things like coolers and other eletronic stuff would require aluminium and copper. The problem is that now, with the update, I cannot seem to find a way to replicate this set up, and I have absolutely no idea of what I'm doing wrong. I have a lot of mods, but most of them are the same that I have used before. Is this something normal or eletronics should still require these materials? Also, maybe this is relevant, but I was using Industrialisation together with Cupro Alloys (I am still, but since Industrialisation is not updated, I tried taking it out of my load list to see if it made a difference, but it didn't alter the result).

Here's my loading list, Industrialisation and Cupro Alloys are in the bottom because I was trying to tamper with the order to see if anything happened.

[modlist]


Alloys never did anything more than add metals to the game. Expanded Power (still in the OP post) added those features, but it was one of the mods that didn't make it for B18. There is just too much that needs to be done for that mod for me to update it, and there's a lot I wanted to change for it

Quote from: Harry_Dicks on January 16, 2018, 03:10:36 AM
cupro I'm not sure how, but the Zen Garden bugs I was having went away. Maybe it was another mod or something conflicting. And I couldn't get by without my Zen Garden or Quarry, either! Anyway I have another question for you. Would it be possible to change any of the colors that the alloys use, with just an xml edit? I know the texture files for some things would have to be redone. I ask because, I think it would be really cool to have the sort of deep metallic red or blue colors, that I want to make statues out of, or special colored floors. Do you think it would be possible to have a simple custom metal or alloy of custom metals, that you can control their colors with RGB sliders in the mod options? You could name it whatever you want too, maybe! Anythingium is a beautiful metallic forest green, or whatever you wanted :P

Let's hope the mod in question was updated to not cause issues. That's one less mod to cause me a headache! The alloy colors can be changed in XML currently, and the textures are all greyscale, which means the color you set is the color you'll get. Mod options is possible, but it sounds rather complicated. I'd need to do each metal and alloy, and fitting it in the options menu complicates it. I could probably have a scrolling list and a button which opens a color wheel, we'll see. I never really thought about adding it before, but my time playing modded Minecraft has taught me that there is a big difference in metal color preference. Most IRL metals are almost identical in color, but for games the colors have to be exaggerated a bit to tell them apart. Surely some people won't be happy with my colors, or think that Anythingium (nice name btw) should be just a bit more [color]
#10
Outdated / Re: [B18] cuproPanda's Mods (10 Jan 18)
January 11, 2018, 09:37:50 PM
Quote from: Harry_Dicks on January 11, 2018, 12:39:18 PM
Hey curpo, I'm having any issue with your stones on the world map. I go into mod options, and select the only stones I want, but then when the world generates it will still have all of the possible stones from your mod. I tried making it so the limit is 5, in both your mod and Configurable Maps mod. I think the issue might be between these two mods. I've tried swapping both of them in the load order, but that doesn't help. Have you ever had any issues with this, or know where to turn next? It's not the worst thing in the world, but when I want only marble/slate, schist, syenite, andesite, and pegmatite, it really narrows down the landing sites I have available. Thank God for Prepare Landing, or I would never be able to find my specific sites.

Could I just remove some of the unwanted stone types from Various_Stone.xml to have only the kinds I want, do you think that might work?

You could remove the defs, but you have to make sure to remove all the defs in all locations. So for Gabbro you'd need to remove the terrains, rocks, blocks, chunks, and any references in the patches. If you have Zen Garden there are more patches in that mod for Stones. It would be best to try to get Configurable Maps working with this mod. I was able to do it, but I don't remember how exactly. Maps should have an area that lets you choose what stones spawn, but that might be a different mod like Prepare Landing. I only tested the two mods, I don't actually use them
#11
Outdated / Re: [B18] cuproPanda's Mods (02 Jan 18)
January 09, 2018, 12:12:32 PM
Quote from: Harry_Dicks on January 07, 2018, 01:49:30 PM
Why does my glowstone look like this on the edge?

Ugh that looks horrible. I know the atlases changed for A17, maybe that's an old texture that I forgot to update? Either way it should have more texture due to Cupro's Stones being active. I'll have to figure out where the problem is, it might be an old texture in Stones to blame.
#12
Outdated / Re: [B18] cuproPanda's Mods (02 Jan 17)
January 05, 2018, 03:56:06 PM
Quote from: notfood on January 02, 2018, 07:04:19 PM
Hi Cupro, happy new year! new bugs!

ValueForMineableOre is returning 0 for every ore in HardcoreSK except for components. Why could it be?
I suspect deepCommonality is 0, and results in that formula to output 0.

-edit- I confirm my suspicions. Error in the pack? Anyhow, I'm changing the method to suit the pack for now...



I adopted the code you currently have (mainly just cleaning up my clutter) but if you get a better method for assigning values, please let me know. I am horrible at giving the values. Steel is too common by default.

Quote from: Harry_Dicks on January 04, 2018, 11:46:24 AM
Hey Cupro, do you think there is any chance we could get those sliders to extend across the whole width of the mod options window? Or get a better way to fine tune the percentages for items to come out of the quarry? I ask because with such short sliders, it can get rather difficult trying to fine tune certain percents. Like if it only jumps between .3% and 1.2% or something like that, you know what I mean? Either way, if you can't do it, I love your mods and all of your hard work, thank you!

Full screen sliders is a good idea for the fine-tuning. It's not like I need that big empty space to the right. The jumping is a result of the percentage translation; you aren't actually moving the number from 0.3% to 0.4%, you are adjusting the number from 0-500, which updates all the percentages for the other entries. It's hard to explain, but it's the most elegant solution I found. More room will still make it easier to get the percentage you want, though.

Quote from: KocLobster on January 04, 2018, 01:03:40 PM
I've been using the Additional Joy Objects mod, and I'm really enjoying it so far. I haven't been able to figure out how to craft Painting Supplies, however. On the main post for this mod, it simply indicates that they can be obtained through crafting or trading. It gives no specifics on what items are needed to craft the painting supplies, or even what workbench is used to craft them. I've been unable to find this information out.

Can anyone clue me in to where exactly you can craft the painting supplies?

Cooking stoves are what you need - fueled or electric.

Quote from: Harry_Dicks on January 04, 2018, 01:24:11 PM
Quote from: KocLobster on January 04, 2018, 01:03:40 PM
I've been using the Additional Joy Objects mod, and I'm really enjoying it so far. I haven't been able to figure out how to craft Painting Supplies, however. On the main post for this mod, it simply indicates that they can be obtained through crafting or trading. It gives no specifics on what items are needed to craft the painting supplies, or even what workbench is used to craft them. I've been unable to find this information out.

Can anyone clue me in to where exactly you can craft the painting supplies?

Looking at recipes.xml, "Create paint by boiling petals of the spectago plant until the gum and pigments bind. Combine with eggs and other materials." is the description for it. It "looks" like you make them with spectago leaves and eggs at a stove, but I'm a dumb-dumb so don't trust me :)

Eggs are for the more efficient recipe, not the regular one. Close, though!

Quote from: KocLobster on January 04, 2018, 02:28:51 PM
Quote from: BlackSmokeDMax on January 04, 2018, 01:55:33 PM
Are you using the "HelpTab" mod? If so, just look it up in the in-game help and it should give you all the info you need... bench, materials, etc.

https://ludeon.com/forums/index.php?topic=33593.0
I do indeed use that mod, but there is no entry for painting supplies or any mention of its existence.

I may need to provide that info manually. I'll check the mod out and see if there's anything I can do. Haven't used it in a while but I probably should to clear up my own confusions.

Quote from: jpnm92 on January 04, 2018, 06:18:54 PM
Updated 02 Jan in 2017 btw.

Oh yeah, the year changed over  :o
#13
Outdated / Re: [B18] cuproPanda's Mods (30 Dec 17)
January 02, 2018, 01:22:15 PM
Quote from: Harry_Dicks on December 31, 2017, 12:22:22 PM
I just had to let you know how freaking awesome all of your mods are and how much I appreciate all of your hard work. I hope you have a great New Years!

Thank you very much and happy New Year! :)
#14
Outdated / Re: [B18] cuproPanda's Mods (22 Dec 17)
December 30, 2017, 03:34:48 PM
Quote from: examon on December 27, 2017, 08:40:38 PM
Can not take alcohol or mash from fermentation barrels, only yellow info.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

TryMakePreToilReservations() returned false right after TryTakeOrderedJob(). This should have been checked before. job=CPD_TakeAlcoholOutOfAlcoholBarrel (Job_2206181) A=Thing_CPD_NigoriBarrel203693

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

TryMakePreToilReservations() returned false for a non-queued job right after StartJob(). This should have been checked before. curJob=CPD_TakeAlcoholOutOfAlcoholBarrel (Job_2206220) A=Thing_CPD_WineBarrel203715

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

TryMakePreToilReservations() returned false for a non-queued job right after StartJob(). This should have been checked before. curJob=CPD_TakeAlcoholOutOfAlcoholBarrel (Job_2206242) A=Thing_CPD_WineBarrel203715

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

TryMakePreToilReservations() returned false right after TryTakeOrderedJob(). This should have been checked before. job=CPD_TakeAlcoholOutOfAlcoholBarrel (Job_2206244) A=Thing_CPD_NigoriBarrel203693


Update to the most recent version of Cupro's Drinks - Alcohol
#15
Outdated / Re: [B18] cuproPanda's Mods (21 Dec 17)
December 22, 2017, 12:39:12 PM
Quote from: Kelsin on December 22, 2017, 05:20:55 AM
Hej cupro! I have a bug - in cupro's alloys I have all new alloys and metals as a separate non-stackable item.
Could you fix this please?

I might have fixed it, but I don't know why you would be getting this issue. Everything in the code is how it should be and it doesn't look like it's possible for a mod to cause a conflict. Hopefully that fixes it, I'm leaving in about an hour to go on vacation =/