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

Topics - toric

#1
Help / Does workGiverDef support multiple workType nodes
February 24, 2018, 06:28:23 PM
If I want to give a workgiver to multiple worktypes, do I have to to duplicate it, or is there anyway I can simply add a new node to the already existing def?
#2
YAPM attempts to fix some of the more annoying things in the work priorities, without cluttering the menu and making yourself wonder why 'refining' is meaningfully separate from 'smelting'. I aim to only add new categories where the default behavior causes undesirable behavior.

There are some things in the rimworld work priorities list that simply don't make sense. I'm tired of having my fueled generators run out of fuel simply because hauling isn't a top priority, and I want to rearm my traps immediately after a raid without also having everyone hauling stuff like mad. And just because I'm not interested in talking to prisoners right now doesn't mean I don't want to feed them!

Downloads
GitLab: https://gitlab.com/Toric/yet_another_priorites_mod/tags
GitHub: https://github.com/TheToric/yet_another_priorites_mod/releases
Steam Workshop: When I figure it out.

Currently this mod:
-renames the flicker work category to maintenance, which (still) flicks switches, refuels stoves, and rearm traps.

-Adds the 'tending' category. They pretty much feed everyone.

-makes the plant cutting job show growing as a relevant skill. growing does affect the speed of plant cutting.

Future plans:
TODO
-Make it so the tending category doesn't 'steal' jobs from other categories. I have no problem if my doctor is feeding my patients if he doesn't have anything else to do.
-Compatibility with allowtool (move priority haul to maintenance?)(would enable people who can do hauling to haul urgently. thats a problem.)
-Separate out crafting based on the research/medicine skill versus the crafting skill.
-Move all brewing to the cooking worktype?
-open to sugestions.
#3
Would anyone have any idea what this error means:
Exception reading WorkTypes.xml as XML: System.Xml.XmlException: expected '>' (3E) but found '+' (2B)  Line 1, position 4.
line 1 is just the xml declaration thingy, like so:
<?xml version="1.0" encoding="utf-8" ?>

It is copied directly from defs in the core mod, and seems to be the only error in the file.

My full log, in case it helps.

Unexpected culture: . Resetting to en-US.
Verse.Log:Warning(String)
Verse.Root:CheckGlobalInit()
Verse.Root:Start()
Verse.Root_Entry:Start()

Command line arguments: -logfile /tmp/rimworld_log
Verse.Log:Message(String)
Verse.Root:CheckGlobalInit()
Verse.Root:Start()
Verse.Root_Entry:Start()

RimWorld 0.18.1722 rev1210
Verse.Log:Message(String)
RimWorld.VersionControl:LogVersionNumber()
Verse.Root:CheckGlobalInit()
Verse.Root:Start()
Verse.Root_Entry:Start()

Exception reading WorkTypes.xml as XML: System.Xml.XmlException: expected '>' (3E) but found '+' (2B)  Line 1, position 4.
  at Mono.Xml2.XmlTextReader.Expect (Int32 expected) [0x00000] in <filename unknown>:0
  at Mono.Xml2.XmlTextReader.ReadStartTag () [0x00000] in <filename unknown>:0
  at Mono.Xml2.XmlTextReader.ReadContent () [0x00000] in <filename unknown>:0
  at Mono.Xml2.XmlTextReader.Read () [0x00000] in <filename unknown>:0
  at System.Xml.XmlTextReader.Read () [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.ReadNodeCore (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.ReadNode (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.Load (System.Xml.XmlReader xmlReader) [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.LoadXml (System.String xml) [0x00000] in <filename unknown>:0
  at Verse.LoadableXmlAsset..ctor (System.String name, System.String fullFolderPath, System.String contents) [0x00000] in <filename unknown>:0
Verse.Log:Warning(String)
Verse.LoadableXmlAsset:.ctor(String, String, String)
Verse.<XmlAssetsInModFolder>c__Iterator0:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Caught exception while loading play data but there are active mods other than Core. Resetting mods config and trying again.
The exception was: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.PatchOperationReplace.ApplyWorker (System.Xml.XmlDocument xml) [0x00000] in <filename unknown>:0
  at Verse.PatchOperation.Apply (System.Xml.XmlDocument xml) [0x00000] in <filename unknown>:0
  at Verse.ModContentPack.LoadDefs (IEnumerable`1 patches) [0x00000] in <filename unknown>:0
  at Verse.LoadedModManager.LoadAllActiveMods () [0x00000] in <filename unknown>:0
  at Verse.PlayDataLoader.DoPlayLoad () [0x00000] in <filename unknown>:0
  at Verse.PlayDataLoader.LoadAllPlayData (Boolean recovering) [0x00000] in <filename unknown>:0
Verse.Log:Warning(String)
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Successfully recovered from errors and loaded play data.
Verse.Log:Message(String)
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
#4
General Discussion / a15 deep drilling?
August 18, 2016, 07:51:57 PM
anyone know how mutch materials they will provide? are they limited, or are they infinite?
#5
the twi i know of for modding are monodeveop and possibly Xcode. does anyone have experience with using either of these for rim world? which would you say is better?

also, anything for decompiling code so i can look at the core dlls and other models code? (to learn from, not copy, of course...)
#6
essentially, i want to add a research that will change one stat or another of a certain thing upon completion. I've been looking through the files, specifically at the nutrient paste dispenser and the gun turret, to try to figure out how to do this. the nutrient paste dispenser, nor its research has nothing that seems like it would decrease the amount of food needed for a nutrient paste meal. in gun turret cooling, the only thing i could find was  <specialAction>ResearchModsSpecial.GunTurretCooling</specialAction> in the researchedef, and i could not find where it pointed to. any help?
#7
Ideas / more intuitive hydroponics and growth.
December 04, 2015, 03:53:46 PM
i remember  a comment by tynan stating that he had put the resting period for plants into the game to prevent sun lamps from being OP. i personally think that while the resting period may be realistic, it is extremely unintuitive. another little niggle i have is that hydroponics have very little use, unless you are miles deep in a mountain, as otherwise you can simply roof off dirt and use sun lamps.

a solution to both of these problems would be to remove the sun lamp, the plant resting period, and making hydroponics make their own light for the plants. (maybe a purplish glow, as that is the frequency used by IRL indoor farms.) of course, this could come with an increase in hydroponics power consumption. this means that, while you could grow plants with soil at night, you would have to use normal lamps, and accept the lower growth rate. if you really want to grow plants indoors, you must use hydroponics, as that is what they are meant for. any thoughts on this idea?

(also, would anyone be interested in modding this in as a proof of concept? I'm still struggling with xml modding.)
#8
currently, there is no advantage for having hydroponics instead of soil in an enclosed building... i was wondering if it would be feasible to remove the rest period of plants in hydroponics, in order to make them viable again.
#9
Mods / set default permission status to unforbidden?
November 10, 2015, 11:29:34 PM
in short,  i would like to go from items being automatically forbidden to being unforbidden by default. if i really don't want colonists to gather a cargo pod, i forbid them. currently, if i want them to gather battlefield loot of a cargo drop (which is almost always the case) i have to unforbid them. would it be possible to change this default status via a mod? (I'm only just learning the xml stuff, and i doubt this would be in there...
#10
in short,  i would like to go from items being automatically forbidden to being unforbidden by default. if i really don't want colonists to gather a cargo pod, i forbid them. currently, if i want them to gather battlefield loot of a cargo drop (which is almost always the case) i have to unforbid them. could we add an option to change the default?
#11
says it all in the title, really. it would be great if the animals would not go forbidden if they have the hunter tag, so i don have to make the home zone extend beyond my walls too far.
#12
General Discussion / lat game plasteel?
November 08, 2015, 06:28:37 PM
how you you usually go about getting your late game plasteel? do you just wait for traders? is there a better way?