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Topics - Deathawaits4

#1
Help / Wiered Patching issue
March 06, 2021, 11:40:56 AM
Hello guys,

I created a patch for VGP to change the parent of a thingdef to a custom one, now for some reason when i patch it and my patch is loaded AFTER VGP, im getting errors that the parent cannot be found. This does not really make sense to me as xml patches are usually applied after all the defs are loaded. Means, i have to load my patch before any of the affected mods which is kinda weired.. Any ideas why this is happening? <li Class="PatchOperationAttributeSet">
<xpath>/Defs/ThingDef[@ParentName="VG_RawFruitBase"]</xpath>
<attribute>ParentName</attribute>
<value>Organize_RawFruitBase</value>
</li>
#2
Help / Help with a little mod (commissioned)
October 18, 2020, 02:48:12 PM
Hello,

i would like to ask the modding community for a simple mod or rather codebase. I want a floor mod, that makes use of electricity e.g movement speed is slower when the floor is unpowered and faster with power. I guess this is something very simple to do but i currently have nothing set up - no visual studio, no harmony and also i would have to read into patching first. So does someone want to create me a small mod (no art or anything) that does what i need? Of course i will compensate your time for it. Best case scenario: Have a function that can be added via xml making the floor use electricity and another xml node (e.g UnpoweredMovementSpeed) That then updates the movement speed of the floor tile when there is no power available. If someone is interested in helping, hit me up :)
#3
Mods / How to keep performance going?(modding)
August 08, 2018, 12:41:54 PM
So i am working on a mod, that lets people teleport/fly with planes/drive/walk to new player colonies. Infact this is a toned down feature of having multiple colonies, in order to save performance. So what this does is, you can build 3 outposts or so, but only get the normal amount of pawns. These outposts are fully integrated with eachother, making flight between these possible as a way of fast travel. What i want to do is give a feeling of econonomy, having a outpost for food production, using A.I to automate some aspects of transportation between colonys and give ways for pawns to really fast travel between them when the right technology level is reached. IMO this is a strain on RAM, but since 1.0 introduced 64 bit version, this shouldnt be a problem anymore.

So now is my question, what are the most performance heavy parts i should try to avoid? I already have plans on keeping this as performance friendly as possible. This should only increase the building space alot, while keeping the GPU strain as low as possible. But since a new map is generated, tree growth, animals and all such things will be simulated aswell and i dont know how high the strain is when having multiple maps. Any tipps?
#4
Help / Remove the shooting stat from Autoturrets
March 13, 2018, 08:08:06 PM
I tried to create a 100% accuracy turret, but the game just won't let me for whatever stupid reason. Basically i know the problem, the game forces a default shooting skill on every Autoturret(no logic in that). We can define the accuracy of that turret but it doesn't matter because the game forces that level 8 shooting skill on it and with the post processing curve the turret gets useless and i mean utterly useless.

Does anyone know a way of fixing this?
#5
Help / Modcheck xpath help
March 11, 2018, 03:46:55 PM
So im trying to get accustomed to modcheck and damn it is frustrating. After getting the normal implementation of xpath to work without that much problems im now on the rim of madness(pun). Well the thing is, something that should work, doesn't.

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

<Patch>
   <Operation Class="PatchOperationSequence">
      <success>Always</success>
      <operations>
         <li Class="ModCheck.isModLoaded">
            <modName>Core</modName>
            <yourMod>Surgery Fixes</yourMod>
            <customMessageSuccess>ettrerterte</customMessageSuccess>
         </li>
         
         <li Class="PatchOperationSequence">
         <success>Always</success>
      <operations>
         <li Class="PatchOperationReplace">
            <xpath>/Defs/ThingDef[defName = "Gun_Autopistol"]/verbs/li/warmupTime</xpath>
            <value>
               <warmupTime>6</warmupTime>
            </value>
         </li>
      </operations>
         </li>
      </operations>
   </Operation>
</Patch>

The normal implementation of adding a new warmupTime to the pistol works. But this here does not.. It gives me the Message, that it succesfully  found both mods, but it just wont use my xpath for what ever reason.
#6
Help / Pawn base values.
March 10, 2018, 05:04:36 PM
Hi, im creating some basic stats for a alien race. Now the Alien Framework lets us define alot of stats with ease like mining base speed, research base speed and so on. Now does every stat reference from the base "1"? So are normal colonists defined with the value "1"? just asking because i need to have a value to work with
#7
Help / Xpath not working
March 10, 2018, 02:41:14 PM
I read every guide, i tried a 1000 things and nothing worked. I am trying to replace some stuff from the orassans mod but it wont work no matter what i try. It works with the vanilla items but not with mod things.

this is my test xpath:

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

<Patch>
<Operation Class="PatchOperationReplace">
     <xpath>/Defs/HediffDef[defName = "PlasteelClaws"]/comps/li/verbs/li/meleeDamageBaseAmount</xpath>
     <value>
      <meleeDamageBaseAmount>500</meleeDamageBaseAmount>
     </value>
</Operation>
</Patch>

If i test the xpath online it shows the right value, but if i go ingame its like i did nothing what so ever. Damage didnt change nothing. And i just cant figure out what in the world is wrong.

I tried changing the line to: <xpath>/Defs/Hediffs/HediffDef[defName = "PlasteelClaws"]/comps/li/verbs/li/meleeDamageBaseAmount</xpath>

But it didnt work either. Someone notice the error? also my console doesnt throw any errors.
#8
Hei, so everytime i load a save i get this error instantly after i load and every time a "dark young" from cosmic horrors mod spawns. I dont know why the error comes up, but it seems he cant load some kind of texture. This error just occured randomly and persisted. Also to note, that the "dark young" spawns completely normal, does exactly what it should do and the texture looks normal.

Failed to find any texture while constructing Multi(initPath=Pawn/CosmicHorrors/CallOfCthulhu_DarkYoungPack, color=RGBA(1.000, 1.000, 1.000, 1.000), colorTwo=RGBA(1.000, 1.000, 1.000, 1.000))
Verse.Log:Error(String)
Verse.Graphic_Multi:Init(GraphicRequest)
Verse.GraphicDatabase:GetInner(GraphicRequest)
Verse.GraphicDatabase:Get(String, Shader, Vector2, Color)
RW_FacialStuff.Detouring._PawnGraphicSet:ResolveAllGraphics()
Verse.Pawn_AgeTracker:<RecalculateLifeStageIndex>m__7C6()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Play:Update()


I dont like error messages in my game (i already fixed 4, this is the last one). Anyone have an idea? already reinstalled the mod, looked for missing textures, errors in xml, cant find any.
#9
Hei guys, so i just had something realy sick happen to me. I started my custom scenario with "the gifted girl". Basically it was a 15 yo girl with her brother escaping a slave ship, landing on a tundra. She has 0 points in every stat, but has the trait fast learner, very beautifull and strong minded. She has 150% learning efficieny in everything, thats why the gifted girl. Now i had some mod factions and stuff installed and i mostly had some guys with sticks and bows attack me, but then 1 year later 2 guys with hightech gear came and downed her and a other guy taking them with them. 1 season after, i got the massage that the old leader of said faction died and THE GIRL THEY KIDNAPPED is the new leader.. Thats like wow, how can something like this happen in a video game. I want her back in my colony and not beeing the leader of some stupid merc faction :( is there any way to get her back :'(
#10
Support / Phoebe has no permadeath mode
January 20, 2017, 11:51:31 PM
Hei so i had a issue that came up where phoebe and random guy had no permadeath option anymore, i used tons of mods. I uninstalled every mod and stopped them from downloading. So now i have a complete fresh install and random guy has perma death, but phoebe does not. I installed the game 5 times, deleting every trace of it reinstalling it and still no luck. Its realy annoying, since i have to download every mod again, but i would realy like to have this problem resolved, because thats ruining my day pretty badly.

Thank you for the help
#11
Basically, im searching for a mod, that lets you amputate limbs that are not damaged. It kind blows that i cant punish my Prison breakers accordingly. So i want to remove a limb.. 1 or 2 or 3.. dunno. and when they are willing to join my colony, ill give them back their legs :D Any suggestions epoe doesnt work, it does, but i cant remove limbs. If there is no other way, ill modify it myself, but someone has to give me a basic understanding on how to do this. :D