Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - delheit

#1
Outdated / Re: [A17d] Single Royal Bed
June 16, 2017, 12:27:01 AM
Quote from: daman2501 on June 16, 2017, 12:03:59 AM
Wow, Finally a MOD that does this. DOWNLOADING!!!

Yeah, I had this in part of a bigger bed pack in A15 but the graphic was screwed up and I didn't play much A16. But I am glad some people will find use for it. :) Now that it's updated.
#2
Outdated / Re: [A17d] Single Royal Bed
June 15, 2017, 10:13:44 PM
Quote from: Kizitk on June 15, 2017, 04:53:17 PM
Quote from: delheit on June 15, 2017, 03:57:07 PM
Quote from: Kizitk on June 15, 2017, 08:49:03 AM
Hey, pretty good, i'm gonna try right now!

edit: It works fine, i'm glad i can give my single colonist a decent place to sleep

Thanks and also thanks for letting me know it worked.

I am also hoping it will work with the Hospitality mod, since it now works with all beds. It could be fun to build little hotel rooms with single royal beds for guests. But I haven't tested it because on my current playthrough I'm not using Hospitality.
Just tried with the hospitality mod and it works fine :)

Awesome, thanks kizitk!
#3
Outdated / Re: [A17d] Single Royal Bed
June 15, 2017, 03:57:07 PM
Quote from: Kizitk on June 15, 2017, 08:49:03 AM
Hey, pretty good, i'm gonna try right now!

edit: It works fine, i'm glad i can give my single colonist a decent place to sleep

Thanks and also thanks for letting me know it worked.

I am also hoping it will work with the Hospitality mod, since it now works with all beds. It could be fun to build little hotel rooms with single royal beds for guests. But I haven't tested it because on my current playthrough I'm not using Hospitality.
#4
Quote from: Thirite on June 15, 2017, 07:30:30 AM
Put this in a Patches folder within a mod folder and you're good to go.

<?xml version="1.0" encoding="utf-8" ?>
<Patch>
  <Operation Class="PatchOperationReplace">
    <xpath>/MentalBreakDef/MentalBreakDef[defName = "Berserk"]/baseCommonality</xpath>
    <value>0.5</value> <!-- or whatever you want. Base is 1.5 -->
  </Operation>

</Patch>


Awesome thanks Thirite
#5
I looked around at the files but I'm not sure how to do this. However I would recommend the more mental breaks mod here If you haven't heard of it. It lowers the chances of berserk and adds some other mental interesting breaks. But if you only want berserk lowered maybe  the author of more mental breaks can tell us how to.

If this is all old news to you sorry, just trying to be helpful.
#6
Outdated / Re: A17d Single Royal Bed
June 15, 2017, 05:53:17 AM
thx
#7
Outdated / Re: [A17] Mod Announcements Thread
June 15, 2017, 05:50:58 AM
Single Royal Bed

Adds one bed that matches the royal bed. Vanilla Friendly.
#8
Outdated / [A17d] Single Royal Bed
June 15, 2017, 05:49:05 AM
Single Royal Bed.
Vanilla Friendly.
Matching Artwork. (Improved since last version.)

DropBox

Screenshot shows comparison to vanilla royal bed.

#9
Stean Page and Git Hug...

On purpose or typo?
#10
I assume the walls are hollow if they are a meter think but yea you pointed out exactly what my mind struggles with..
#11
Quote from: AngleWyrm on June 09, 2017, 02:28:41 PM

Attached is a mini-mod called testing which is just an easy drop-in for mucking about with xmls and patching.


Cool code, helped me learn more about something else I was attempting.
#12
Quote from: Sixdd on June 09, 2017, 05:02:46 AM
Yeah don't use the // instead try this

<xpath>*/ThingDef[defName = "Wall"]/costStuffCount</xpath>

The * at the beginning tells it to check all root tags where as the // tells it to check EVERY tag, even non root tags.

EDIT: To elaborate more, anywhere you place a * it will match "anything"

Thank You, */ThingDef is also working, so I guess it should save on performance compared to //ThingDef I can't help but wonder what the correct path is though. :)

Quote from: skullywag on June 09, 2017, 05:52:48 AM
Yep as sixdd has rightly stated, we as people that know the structure of the xml should never have a need for //

however in terms of your second patch costStuffCount doesnt exist on mineableSteel does it? thats what you are adding.

Yea <costStuffCount>5</costStuffCount> is in the Buildings_Structure file under Wall and it later has the stuff categories Woody, Metallic and Stony. All I did was change the 5 to a 10. And it is working in game now with // or */ as above. I was even able to build the walls. (I hope I don't sound like I am arguing, I know your way more experienced then me.)


Update: Oh wait I think I see where the confusion was there. The first example is in fact mineable steel and I change the yield but in the second example I am only changing the cost of building a regular wood wall.
Quote[defName = "Wall"]
Thanks but no that's not what the issue is, The cost to build em is working. :) I just don't know the exactly correct xpath to standard walls.

I guess I will use */ for now until I can find the exact path.
#13
Help / Re: help with xpath error
June 09, 2017, 12:26:28 AM
Quote from: milon on June 08, 2017, 08:27:33 PM
I haven't gotten into this yet, but skullywag has created a help thread here:
https://ludeon.com/forums/index.php?topic=33186.0

Thanks i asked over there as well and with an example that is similar but working.


Quote from: kaptain_kavern on June 08, 2017, 10:13:13 PM
You have not used the correct parent node.

Xpath should start by Buildings/ThingDef/....

Thanks, I'm not sure if i did it wrong but just replacing ThingDefs with Buildings didn't get it working. Tried a few similar things as well /Buildings/ThingDef/

Sorry i am completely new to xpath not xml necessarily but this part totally new.


Update: I got it to work but I think in the inefficient way.

<xpath>//ThingDef[defName = "Wall"]/costStuffCount</xpath>
#14
I hope you can help I can't figure out what's wrong.

This works fine
<Operation Class="PatchOperationReplace">
    <xpath>/ThingDefs/ThingDef[defName = "MineableSteel"]/building/mineableYield</xpath>
    <value>
                <mineableYield>40</mineableYield>
    </value>
</Operation>


But this does not
<Operation Class="PatchOperationReplace">
    <xpath>/ThingDefs/ThingDef[defName = "Wall"]/costStuffCount</xpath>
    <value>
                <costStuffCount>10</costStuffCount>
    </value>
</Operation>


I get this error on the second one.

QuotePatch operation Verse.PatchOperationReplace(/ThingDefs/ThingDef[defName = "Wall"]/costStuffCount) failed

I have tried changing some things around like ThingDefs to Buildings or ThingDefs_Buildings but honestly both examples look so similar I am surprised it's not working the way it is.

Thank You

Update: I got it to work but I think I'm not suppose to do it this way.

<xpath>//ThingDef[defName = "Wall"]/costStuffCount</xpath>
#15
Help / help with xpath error
June 08, 2017, 06:03:30 PM
Not sure why this isnt working

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

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

<Patch>

<Operation Class="PatchOperationReplace">
    <xpath>/ThingDefs/ThingDef[defName = "Wall"]/costStuffCount</xpath>
    <value>
                <costStuffCount>10</costStuffCount>
    </value>
</Operation>

</Patch>


gives me

Patch operation Verse.PatchOperationReplace(/ThingDefs/ThingDef[defName = "Wall"]/costStuffCount) failed