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Messages - jptrrs

#1
Mods / Re: Updated Rimworld XML Auto-Documentation
February 03, 2022, 06:24:17 PM
How come no comments here?! This is great!
I've come to rely on this tool, and I was concerned it has become outdated. Glad you stepped in!
Many thanks.
#2
Many people reporting RimWorld suddenly turning a blind eye to all subscribed mods on the Steam workshop: https://steamcommunity.com/app/294100/discussions/0/3090011896377851866/

Attempted fixes that didn't work:
- Quitting steam and ending task in manager.
- Restarting computer.
- Selecting the latest beta version (1.2.2723).
- Selecting none for beta version.
- Clearing cache by going to Steam>Settings>Downloads> "Clear Download Cache" button
- Deleting "appworkshop_294100.acf" on the Steam\steamapps\workshop folder.

It seems it can only be solved by completely re-installing the game... I managed to skip having to re-download it by deleting BOTH appmanifest_294100.acf and appworkshop_294100.acf (at C:\Program Files (x86)\Steam\steamapps), which forces Steam to re-install while recognizing the existing files. But it still re-downloads all workshop content.

But then.... it happened again! Can someone take a look, please?


EDIT: Clearing cache by going to Steam>Settings>Downloads> "Clear Download Cache" button DOES work!

#3
Just wanted to express my gratitude for Drop All. Cannot play without it, and to discover it is still up-to-date after this long is amazing! Good job!
#4
Quote from: BasileusMaximos on June 26, 2020, 10:00:52 AM
How do you fulfill their recreational needs when they start to crawl? There is no option to force a pawn to take it to its crib and play with it.

I also would like to know that!
#5
QuoteWe miscommunicated a bit. The 1.0 folder will work, but not for textures. The old post is still accurate. We've updated the ModUpdating.txt today, releasing soon.

- Oh, I see. Thanks for clarifying!
It goes to show how much you care for the game community. I can only applaud!
#6
I'm confused about something regarding the new folder structure for mods.

The instructions on ModUpdate.txt says:
QuoteVersion 1.0 does not support the load folder system, it will always look for content in the mods root folder. You can make a mod that supports both 1.0 and newer versions by placing all base files(used by all versions) into the root folder, but defining LoadFodlers for newer versions.

But last year's v1.0.2150 update note says:
QuoteVersion-specific content should go in a folder named after the version being targeted. For example, if you make a folder called "1.0/Defs", version 1.0 of the game will load Defs only from that folder, while other versions of the game will load from "/Defs". (Note that if you add a version-specific folder like "1.0/Defs", the default "/Defs" folder will be ignored when playing on 1.0.)

So, if I put 1.0-specific stuff on a "1.0" folder, will it work or will it fail to load on the previous game version?!
#7
QuoteUI now looks sharp at UI scales over 1.0. Great for 4K monitors.

I loved this one!! Thanks!
#8
Quote from: NinjaSiren on August 17, 2019, 07:29:09 AM
An xpath question,
Can PatchOperationFindMod be ok and not show errors, when the mod to find is disabled or not-installed, and without using C#/Assembly codes?

I am the current modder for Yes, Vehicles and there's a guy that keeps pushing me to try running the game where there will be automated mod compatibility using xpath and XML xpath only with or without the mod installed or enabled.

Link of the Combat Extended patch

Yes. Lots of mods do that.
#9
That's what's wierd, I get SOME errors. Allow me explain the way his code works:
Those custom defs are used to generate some regular TerrainDefs based on what materials are in use. Say there's mod-created stone def, basalt for instance. It would be recognized as a new building material for a tiled stone floor, so Stuffed Floors would use his custom def as a base to generate a basalt stone floor. So, with those patches I wrote, the errors I get are saying things like: "basalt stone floor has no fertility rating", showing that info was really suppressed somehow. But the button to build the basalt stone floor remains active, and it can be built. Whereas if instead of trying to patch that def I simply delete it from the mod's xml files, that type of floor does vanish from the game. My conclusion is that there must be something wrong with my patch!
#10
Ok, so here's a though nut to crack.
I'm trying to use xml patch to remove some defs added by Fluffy's Stuffed Floors. He uses custom defs, like this one:

    <StuffedFloors.FloorTypeDef ParentName="StuffedFloorsWoodBasicBase">
    <defName>StuffedWoodFloorRoughHorizontal</defName>
    <label>rough horizontal planks</label>
    <description>A rough plank flooring.</description>
        <texturePath>Floors/Wood/WoodFloor2</texturePath>
        <obsoletes>
            <li>FloorWood1</li>
        </obsoletes>
    </StuffedFloors.FloorTypeDef>


I want to track and remove just some of them, but for the sake of clarity let's say I need all them gone. So I tried this, and it didn't work:

    <Operation Class="PatchOperationRemove">
        <xpath>/Defs/StuffedFloors.FloorTypeDef</xpath>
    </Operation>


also this:
    <Operation Class="PatchOperationRemove">
        <xpath>//StuffedFloors.FloorTypeDef</xpath>
    </Operation>


I figured RW could be hiding this custom defs somewhere, so I've been researching alternate methods to look for a xml node. I tried this as well, and it floped too:

<Operation Class="PatchOperationRemove">
<xpath>//[contains(local-name(),'StuffedFloors.FloorTypeDef')]</xpath>
</Operation>


Any thoughts?
#11
Tools / Re: [B18][Mod]SaveGamePatches
April 14, 2019, 12:28:45 PM
This is great! Any word on updates? Why not on Steam? I wish I could set this as a requisite to my own mod...
#12
Quote from: jamaicancastle on March 04, 2019, 11:49:56 PM
Perhaps the Terraforming transformations could show their products in icons, instead of just a shovel when they yield something? (I routinely forget that's what the shovel means.) So a transformation that yields say 3 piles of dirt would have three dirt icons on the button. FWIW this information is in the infobox that pops up when you hover over the button, but it's hard to see "at a glance" when you're considering different options.

While we're talking about Terraforming buttons, I'd really like a blanket "transform whatever to X" designator. So you'd drag say dirt over a bunch of mixed terrain and it would figure out "these tiles are gravel, put down gravel->dirt frames; these tiles are sand, put down sand->dirt; these tiles are dirt, do nothing".

Those are good ideas!
#13
Quote from: Orion on March 05, 2019, 04:49:28 AM
Hey,

I guess you'd have to patch Hospitality's method that creates the guest bed definitions and replace the bed class with yours.

I don't have much time to look into it, but I guess that should work.

Ok, good to know. I found out there is a tutorial on using Harmony to do this stuff and I'm trying it out then. I'll come back if I screw everything and need rescuing :-D
Thanks.
#14
Quote from: dburgdorf on December 09, 2018, 04:00:14 PM
Quote from: GileIG on December 09, 2018, 02:55:50 PMPerhaps it would be clearer if the buttons primarily described the resulting resource, but not a change in the type of soil :)

If the buttons "primarily described" the byproducts of the transformations instead of the transformations themselves, you'd end up with a lot of buttons uselessly labeled with names like "two piles of dirt."

I'm gonna have to agree with GileIG. I find myself constantly struggling to figure out what terraforming step is needed to get more clay or more sand, and the transformations themselves end up being the subproducts. Its much more difficult to figure it out from the various info panels. And you could easily have a series of buttons for "two piles of dirt": from soil, from marsh, etc, just like there is a button for each different material you can build a table from.
#15
Hi, Orion!
I'm developing a mod that adds a lot of functionality to the game beds, and I just realized it's completely incompatible with Hospitality. Since I can't even imagine playing without your mod, I need badly to make it work. Would you care to look into it and point what I could do to make it so?
It seems the issue is I'm relying on a new class for the beds, derived from Building_Beds, and with an attached comp. When your code swaps the bed for a Building_GuestBed (from what I could figure out from it) the new class and associated comps get wiped, causing a number of problems.
Anyway, I'd love to talk if you're available.
Thx!