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Topics - PartyCowboy

#1
Help / The limits of Rimworld
August 09, 2019, 05:38:02 AM
Hi, I've been working on a mod lately to lock every item in Rimworld behind a tech for a true "start with nothing' start. I've finished the Core module (basically it only does the base game) but of course I play with about 130 mods. All those mods add various stuff as well, and for the sake of immersion and completeness, I made separate patch-mods for groups of mods, based on the content that they add (so a patch-mod for apparel mods, one for building mods etc.). Of course, I created and tested a mod and its patch individually.

Now, the thing is, two days ago I finished my little project and tried loading the whole batch in one go. The result of that was Rimworld showing me those three little dots it shows you when it is loading something for more than a couple of hours. And believe me, I had it running all night, just to see if it would do something. But alas, it wouldn't even go to the main menu!

I had no idea what the issue could be, so I downloaded the mod StartupImpact to see what was going on, and tested each patch mod individually again. And afterwards I tested multiple groups. I found out that the total patch time is not the sum of its parts; its way more! Yet, it only refuses to load the main menu when I have all my mods loaded, five of the seven patch mods active and add one of two: the building mods patch or the industry mods patch (or both, but that's obvious I think)

Discouraged, I did not know what was going on. In hopes of more info I downloaded the mod BetterLoading, which shows you the various sections of loading that Rimworld does. And what happened was somewhat within my expectations, but still a bit disheartening: it is the fourth loading beam that goes full, and then progress stops; Rimworld is waiting for patches to be applied.

Glad that my theory was correct, although still not closer to the heart of the problem, I came up with a new theory: it could be a hardware issue, because I'm playing on a mac-mini from late 2012, which is somewhat old. To test this latest theory of mine I installed Steam and Rimworld and all the mods on the other mac, which is from late 2015, and started it up with the working bits (so no building or industry patch mod). It started in about 40% of the time it took my mac-mini (50 s total with 30 s for mods instead of 120 s total with 70 s for mods), so that was great news! Excited, I tested it with the whole list of mods and added the Industry mods patch mod, only to have my hopes dashed: Rimworld stopped at the fourth beam once again.

So my question and plea to you, the wonderful modding community of Rimworld, is the following:
Do those of you who are more experienced in modding have any idea what is going on? Because I do not...

Thank you.



The list of mods I'm using can be found here
#2
Hi, I'm trying to make a patch for Vegetable Garden that changes the researchPrerequisite for the RecipeDef "VG_MakebulkPemmican", but it doesn't work, any way I tried.

Here's the code I tried using:
<!--Reaaally weird thing. I had to remove it first, before inserting the one of my own, which is exactly the same, but with a different researchPrerequisite...
    <li Class="PatchOperationReplace">
    <xpath>*/RecipeDef[defName = "VG_MakebulkPemmican"]/researchPrerequisite</xpath>
    <value>
    <researchPrerequisite>TS_PrimitiveCooking</researchPrerequisite>
    </value>
    </li>-->
<li Class="PatchOperationRemove">
<xpath>*/RecipeDef[defName = "VG_MakebulkPemmican"]</xpath>
</li>
<li Class="PatchOperationInsert">
<xpath>*/RecipeDef</xpath>
<value>
    <RecipeDef Name="MakePemmican">
      <defName>VG_MakebulkPemmican</defName>
      <label>make bulk pemmican</label>
      <description>Make pemmican, a preserved combination of meat and plant food. It doesn't taste amazing, but lasts a year without refrigeration.</description>
      <jobString>Making pemmican.</jobString>
      <workAmount>1800</workAmount>
      <workSpeedStat>CookSpeed</workSpeedStat>
      <requiredGiverWorkType>Cooking</requiredGiverWorkType>
      <effectWorking>Cook</effectWorking>
      <soundWorking>Recipe_CookMeal</soundWorking>
      <allowMixingIngredients>true</allowMixingIngredients>
      <ingredientValueGetterClass>IngredientValueGetter_Nutrition</ingredientValueGetterClass>
      <ingredients>
        <li>
          <filter>
            <categories>
              <li>MeatRaw</li>
            </categories>
          </filter>
          <count>1</count>
        </li>
        <li>
          <filter>
            <categories>
              <li>PlantFoodRaw</li>
            </categories>
          </filter>
          <count>1</count>
        </li>
      </ingredients>
      <products>
        <Pemmican>64</Pemmican>
      </products>
      <fixedIngredientFilter>
        <categories>
          <li>FoodRaw</li>
        </categories>
        <disallowedCategories>
          <li>AnimalProductRaw</li>
        </disallowedCategories>
        <specialFiltersToDisallow>
          <li>AllowPlantFood</li>
        </specialFiltersToDisallow>
      </fixedIngredientFilter>
      <defaultIngredientFilter>
        <categories>
          <li>FoodRaw</li>
        </categories>
        <disallowedThingDefs>
          <li>Meat_Human</li>
          <li>Meat_Megaspider</li>
        </disallowedThingDefs>
      </defaultIngredientFilter>
      <workSkill>Cooking</workSkill>
      <researchPrerequisite>TS_PrimitiveCooking</researchPrerequisite>
    <recipeUsers>
           <li>ElectricStove</li>
      <li>FueledStove</li>
        </recipeUsers>
  </RecipeDef>
</value>
</li>
<!--End of weird bit and it still doesn't work :(-->


As you can see, I first tried doing it with a PatchOperationReplace, but this error popped up:
Could not resolve cross-reference: No Verse.ResearchProjectDef named Pemmican found to give to Verse.RecipeDef VG_MakebulkPemmican

Then I tried doing it the roundabout way by first removing it, then putting it back in, except with the researchPrerequisite changed, but then the same error popped up again!

I am baffled as to why it won't work, since I've done it dozens of times for other mods...
I appreciate any and all who have a solution for this.
Thanks
#3
Hello, I'm trying to make a patch for my mod Thinking Spot to lock the mud moat of More Vanilla Turrets 1.0 behind a tech with defName TS_BasicTraps, but the error in the title shows up.

The Operation I made currently looks like this:
<?xml version="1.0" encoding="utf-8" ?>

<Patch>

<Operation Class="PatchOperationFindMod">
<mods>
<li>More Vanilla Turrets 1.0</li>
</mods>
<match Class="PatchOperationAdd">
<xpath>*/TerrainDef[defName = "MudMoat"]</xpath>
<value>
<researchPrerequisites>
<li>TS_BasicTraps</li>
</researchPrerequisites>
</value>
</match>
</Operation>

</Patch>


I already made Thinking Spot patches for 5 other mods using the PatchOperationFindMod and this is the only one that does not want to work (despite copying the <name> from the about file of More Vanilla Turrets).

If anybody could tell me what's going on, I'd greatly appreciate it.
Thanks.
#4
Mods / Pawns won't work on workstation
August 20, 2016, 01:02:06 PM
Okay, so i've been starting modding lately and I already had some trouble with previews and stuff, but now that i wanted to add a workstation for my mod and it gives no errors when booting up RimWorld. But when I started testing the recipes and wanted to put a pawn on that, I couldn't. Can someone please look through my code and see what i did wrong? The 'Parentname="BenchBase"' is the one from the 'Core' mod.

Thanks.

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#5
Mods / Help! I can't include a Preview.png
August 19, 2016, 10:23:25 AM
I have been working on a mod and I wanted to include a Preview.png, so I took a screenshot and named it Preview in png format. Then I put it in the About folder and fired the game back up to see if it worked. Turns out: no. I cut the picture untill it was 323x227 (I included it below).
I tried it on both OSX and Windows and it doesn't work. I also tried it with a Preview.png from another mod and that also wouldn't work.
Is there a special piece of xml code I need in order for this to work? The other mods I checked didn't have any special code.

Also how can you put a thumbnail for your mod on steam?
Thanks



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