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Messages - diablz

#1
hello, why isnt the starting error being fixed? It sure have associated problems on game

Couldn't relax research project coordinates apart after 200 passes.
Verse.Log:Error(String)
Verse.ResearchProjectDef:GenerateNonOverlappingCoordinates()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__735()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()
#2
Quote from: JABBA2000 on January 08, 2017, 11:57:31 AM
I was looking for a mod like this. I found it but im 2 years into my colony now. Do i need to start a new game?


yes you probably will because of the new minables generation
#3
i get this when i open the game

Couldn't relax research project coordinates apart after 200 passes.
Verse.Log:Error(String)
Verse.ResearchProjectDef:GenerateNonOverlappingCoordinates()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__735()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()


how can i fix that?
#4
Help / Re: Changing vanilla production (HELP)
January 06, 2017, 09:56:29 AM
Quote from: sulusdacor on January 05, 2017, 05:31:32 PM
QuoteI am currently changing some of the vanilla production, like deep-drill.
I am changing the original XML file to a different type of resources needed to build, and i am getting an unexpected error that i cannot find a way to solve...
i hope that you mean you made an own mod folder and copied the files there. for the folder structure, just look at any mod/core and you get the general idea what the structure/naming should be.


thank you i will look into that

For you error, missing thingclass. means the game does not know what kinda of object your deepdrill is. every thing ingame get's a certain thingclass. the thingclass is determined in the code of the game and definies some properties, how the object "acts", what textures you can use, what xml lines you can use and more. the vanilla deep drill has his thingclass determined in the abstract  BuildingBase (xml file with similar name in core/defs/thingdef_buildings folder). you need to define the abstracts you use for your mod in the xml files of your mod. so either you forgot the abstract or you might have the abstract but forgot to tell the deep drill def section to use the abstract as parent. to solve just add the abstract to you files or the missing xml line. or you could copie the abstract lines in your deep drill section. abstract are basiclly just a way to "save" work/ have a framework for similar objects.
#5
Help / Changing vanilla production (HELP)
January 05, 2017, 02:01:08 PM
I am currently changing some of the vanilla production, like deep-drill.
I am changing the original XML file to a different type of resources needed to build, and i am getting an unexpected error that i cannot find a way to solve...

this one:

This happens only in certain item not all of them, i would like to know what can i do to stop this from happening

Please guide me :P
#6
Quote from: ilawz on January 05, 2017, 06:24:29 AM
Isn't this from sky's hardcore sk modpack? I remember seeing the wires and steel bars etc in that modpack

Some of the textures are yes, i tried contacting the creator for permission, got no reply, anyway i think i saw a permession somewhere to use them
#7
Quote from: Hydromancerx on January 05, 2017, 06:40:20 AM
Can you make a version that doesn't alter the core files?

I will do it soon, may be incompatible whit prepare carefully mod at the start of the game, i will lock into it
#8
Quote from: skullywag on January 03, 2017, 10:20:48 AM
No, there is NEVER (ok almost never) a need to change the core files directly, please post the issues you had and we can help you address those issues.

The problem is that when i start a game whit the ship chunks file modded i got no generation of pawns, it starts empty, always empty unless there is no ship chunks in the map.

The other problem, but a small one is that i cannot create different Parent name=building base, it says that one is already exists in this mod, like the vanilla buildings file.

Thank you in advance for any help that you can provide

I would add images to explain it better, but i am on my phone, i will update when i have my pc.


#9
Quote from: alsoandanswer on January 03, 2017, 11:42:18 AM
can we have pictures please?

I will add pictures soon, i am still doing some changes, and i got little time today, sorry i will as soon as i can
#10
Quote from: Hydromancerx on January 02, 2017, 09:09:50 PM
Nice! A bunch of this stuff i need due to other mods not being updated (ex Copper, Glass and Aluminum).

EDIT: Oh you edit base game files. :( I don't want to mess those up. You should make it all modular.

You can, just dont add them, the diference is that you will not have the new items on the vanilla productions, including them in the mod generated some random bugs that i could not solve, just by the change of the game files directly
#11
Quote from: SmartererThanYou on January 02, 2017, 06:58:38 PM
Quote from: diablz on January 02, 2017, 03:07:00 PM
Adds a variety of items for construction in vanilla production

items:

-Mechanisms
-Electronic components
-Bio Micro Chips
- Micro Chips
-Intergrated Circuits
-Copper
-Iron
-Aluminium
-Sand (for glass making)
-Coal
-Charcoal
An more items, iron, cooper, aluminium and coal are minable and can be smelted into bars

I am still doing some changes on the costs of the buildings as i play whit it, and i will add some others mods modificated whit this new items

Just wanted to know what do you guys think, please let me know, its my first mod so if anything is wrong let me know :)

Thank you

License:

You can include this mod in your mod pack or make a derivative of it just let me know.
You can include it in a modpack.

Download here: https://www.dropbox.com/s/sz83pw62e32dblj/Rimworld%202.0.rar?dl=0

Update: charcoal is now craftable, there was some kind of error in it

You have a few spelling mistakes in this post  ;D

I am sorry for that, my English are not that good, and firefox says that everything is ok:P
#12
Yes it will, and more real
#13
It is try it :P

No it does not need a new save, it will work whit old saves, but the mining nodes may not be very well generated, haven't tried it that way, i would try it but i dont have any save that i can load whit this, just started out in alpha 16 ^^

make a copy of your save and try it an please let me know :)

Just be reminded that you will need a fresh core folder if you remove this mod, if you open up the gave and there is a lot of red errors, just replace the core folder everything will be fine :)
#14
I figured it out

On the xml file there a line:

<statFactors>
        <MaxHitPoints>1.2</MaxHitPoints>
        <Beauty>1</Beauty>
</statFactors>

the 1.2 are 120% of the building maxhp, so i just chose the percentage i want and it changes, pretty easy and i was doing so hard stuff

example: if the maxhp is 350, 0.2 is 70
#15
Outdated / Re: [A16] Mod Announcements Thread
January 02, 2017, 04:02:08 PM
Rimworld 2.0 adds new items for construction making it more real

https://ludeon.com/forums/index.php?topic=29045.0