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Topics - Spdskatr

Pages: [1]
(NOTE: This guide was extracted from my Modding Resources GitHub page. I guess I should make another post about it, meh)

Working with C# RimWorld Mods on Arch Linux

Everything in this setup WorksOnMyMachine™, so I can’t guarantee if it works on yours. A bit of ArchWiki and Google-fu might help solve any problems.

  • Set up MonoDevelop
  • Install MonoDevelop via Flatpak
  • Set up ILSpy
  • Download Zhentar’s patch of ILSpy here
  • Install WINE, Winetricks and samba
  • winetricks dotnet40

Set up MonoDevelop
Install MonoDevelop
You can always get MonoDevelop via the AUR, but various community members have reported it to be somewhat buggy (citation needed).

I installed MonoDevelop via flatpak:

Code: [Select]
# Omit --user to install system-wide, needs root privileges for obvious reasons
$ flatpak install --user --from

Once installed, run:

Code: [Select]
$ flatpak run com.xamarin.MonoDevelop

to start MonoDevelop.

MonoDevelop should be able to open .sln files made with Visual Studio with no problems whatsoever.

ArchWiki: Flatpak, Mono

Set up ILSpy
Getting a decompiler to work on Linux is hard, especially since there are no decompilers that have been built for Linux (as of November 2018). You can, however, run ILSpy under Wine.

Installing WINE and Winetricks
Follow the instructions on the ArchWiki.

Get ILSpy
You can get a release of ILSpy for Windows from the main repository, or Zhentar’s fork that implements better decompilation of iterators.

Configuring WINE with Winetricks
You will need to install .NET Framework 4.0 to run ILSpy. Use this command to install .NET 4.0:

Code: [Select]
$ winetricks dotnet40

Make sure you also have the samba package installed from the official repositories to avoid the problem described in the section "ntlm_auth code vomit".

Once you have done both of these, try launching ILSpy with wine /path/to/ILSpy.exe.

ArchWiki: Wine, Samba

ntlm_auth code vomit
If you see something like this when you try to start up ILSpy:

Code: [Select]
System.Runtime.InteropServices.COMException: Unknown authentication source.
(Exception from HRESULT: 0x800706D3)

Chances are you’ll probably also find a log message along the lines of:

Code: [Select]
0009:err:winediag:SECUR32_initNTLMSP ntlm_auth was not found or is outdated. Make sure that ntlm_auth >= 3.0.25 is in your path. Usually, you can find it in the winbind package of your distribution.

For Arch, you will need to install the samba package.

Bugs / [1.0.1962] Bills tab bug
« on: July 08, 2018, 07:31:38 AM »
Circumstances: I wanted to view the info for a bill.

What happened/how to replicate: In the electric smithy's bills tab, I clicked on "Add bill". In the drop down menu, I clicked on the info button for the bill "make mace". An info card popped up, but the debug log showed "StatRequest for null def."

Code: [Select]
StatRequest for null def.
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
RimWorld.StatRequest:For(BuildableDef, ThingDef, QualityCategory) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Utility\Stats\StatRequest.cs:58)
RimWorld.StatsReportUtility:DrawStatsReport(Rect, Def, ThingDef) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Dialogs\PortablePanes\StatsReportUtility.cs:45)
Verse.Dialog_InfoCard:FillCard(Rect) (at C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\Dialog\DialogsVarious\Dialog_InfoCard.cs:189)
Verse.Dialog_InfoCard:DoWindowContents(Rect) (at C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\Dialog\DialogsVarious\Dialog_InfoCard.cs:166)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32) (at C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\Window.cs:202)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle) (at C:\buildslave\unity\build\Runtime\IMGUI\Managed\GUI.cs:1817)

Unfinished / [A17][2 mods now] Project RimFactory
« on: April 07, 2017, 06:26:09 AM »
This is an obsolete thread. All further discussion has been moved to

The mod download link can be found here.

This project first started as Project S.A.L.: Station Automation and Logistics, but I'm expanding the borders and making a mod list for all things automation. In this mod list I mostly rely on earlygame Factorio as an idea source.


I will include a lot of images with the Industrial Rollers mod in it. historic_os has made a mod that I will most definitely build on in the coming months. Good job :) Also forgive me for using an outdated version :P

1. S.A.L.: Station Automation and Logistics

S.A.L, formerly Project S.A.L, adds a building that can automatically craft items at any workbench. It takes the bills from the workbench in front of it and produces the products. The auto-assembler can also make art, but be warned, machines have no taste for art. I might add a few industrial roller addons in here, or in another mod.

How to use: Place building facing workbench (white arrow) on workbench's interaction cell. After it is built, you can configure its input and output cells. It will automatically start doing bills from the work table. Both auto-crafter and auto-cooker's jobs are interchangeable, one just has a higher skill than the other.

This mod is customisable, skill levels can be edited in the defs. I would highly recommend any xml modders to help balance this mod

Industrial Rollers isn't required for this mod to work. However, adding it will probably increase the usefulness. Doesn't require Factory Framework.

For more information visit the steam link I so kindly provided :3 (non-steam users can read extra info I posted as well)
Github link (A17)
Steam link (Still A16. Will be until A17 officially releases)
Github(All earlier releases)

Ideas going forward
  • Auto-drill, functions differently to deep drill such that it searches for drill sites deeper below the surface if pre-existing ones are depleted
  • Industrial roller addons (smart item holders, underground/quantum rail)
  • "Exponential" power generators that produce more power depending on amount of fuel it has to allow a balanced way to produce a ridiculous amount of power
  • Hopefully make this a modpack, might add some other mods in the mix as well
  • Refined chemfuel - chemfuel 100 times more potent and 150 times more power
  • By historic_os:
  • Meat grinder and veggie mixer
  • Fueler

Mods / [Mod Request/Humor] Chickenator
« on: March 15, 2017, 06:11:37 AM »
Do you hate your computer freezing when you reach chicken critical mass



The Chickenator is a 5x5 machine that can store as many chickens as you wish. All chickens in the machine tick as a whole, so it vastly reduces your frame rate.

You can use the chickenator to automatically butcher chickens to get more meat, or to get some of their delish eggs :)

Best of all, the chickens in the chickenator are fed using pure electricity!

Watch your chicken count grow exponentially while not worrying about your computer complaining.

Get the Chickenator today!


Small print

Spdskatr industries is not responsible for:

Your power running out;

Any black holes formed due to the concentration of too many chickens in one place;

A giant super hyper ultra (insert word here)nova that destroys the fabric of the 9 cardinal dimensions and causes an energy shockwave travelling from your residing rimworld at the speed of faster than light;

Your eardrums bursting due to too many chickens in the chickenator;

An avalanche of meat that you can't even sell fast enough to budding Phi players, even for free;

As above, but for eggs;

Any events relating to chicken uprisings;

Any mutant or fractional chickens due to insufficient power or solar flare stunting chicken's growth (eg. my pet chicken "Chicken 1872667.66666666667");

Any cases of animal cruelty;

Read more in comments below;

Feel free to participate

General Discussion / Thrumbo vs Short Bow (No killbox)
« on: March 15, 2017, 04:51:30 AM »

I'm here to share how Thrumbos can be cheesed using little resources; a door, a few chunks and walls. I'm just here to raise awareness for it and possibly share some laughs. Yes, it's worse than a killbox.

I know I posted this a month or 2 ago on "Exploit strategies" but I feel like it will gain more attention here.

Enjoy :)

P.S. There are still quite a few flaws:
  • Colonists might go on a mental break because they're too tired/hungry.
  • Don't let random colonists wander around the nearby area to "clean blood"
I've also seen that the thrumbo will sometimes lose interest after a 7-8 hours of going back and forth. I guess that's a plus, it will bleed to death by itself and you can let your colonist get some sleep

Releases / [B19-B18] Spdskatr's mods | We Factorio now? (20 Jun)
« on: February 25, 2017, 08:36:57 PM »
So uh... hey
This will be where I will release all my future mods, as well as showcase some of the mods I made already. So without further ado
Spdskatr's Mods

Project RimFactory
Project RimFactoryAutomation, yes.B18 (B19 public beta is out!)
Quality of Life
Damage IndicatorsDamage indicators! They show damage taken.B19
Bigger BatteriesA simple xml mod that adds some compact but harder to build batteries in the game.B19
Bigger FusesAn extension mod of RT Fuse that accommodates for the massive explosion you get when 256000 watt days of power collapse on top of a single conduit. Requires RT Fuse to be loaded before this mod.B19
Lightning RodHarness the power of lightning! Also acts as a counter to thunderstorms, flashstorms and mechanoid bosses that shoot lightning bolts out of nowhere :DB19
Weather DisruptorBuilding that can use orbital beams to stop tornadoes. The tornado incident has been disabled in B19 - the mod will be discontinued in B19.B18
ClocksJust a little mod that adds clocks to display time in 12h format - as well as being more accurateB18
No Rogue RobotsJust a fix to stop pawns with mechanoid flesh type that aren't even from the mechanoid faction spawning in ancient dangers. Useful for the Raiderpede mod!B19
Raiders Can SwimWith this mod, raiders can swim through deep water! But that means your colonists can as well...B18
Researchable Stat UpgradesAdds stat upgrades that can be researched.B19
(WIP) PlasticA long term project to add a variety of plastics to the game. More content coming soon! maybe?A16
Mass StorageAn endgame storage solution for storing up to 2147483647 items of the same kind.B18
Factory FrameworkFramework mod to pull my factory machinery mods together with respect to compatibility. I'm planning on deprecating this in A17.A16
Animal StationsAdds animal stations that can take care of your animals by automatically shearing wool / harvesting milk. Double as feeding boxes.A17
S.A.L.: Station Automation and LogisticsS.A.L, formerly Project S.A.L, adds a building that can automatically craft items at any workbench. It takes the bills from the workbench in front of it and produces the products.A17
Cultivator ToolsAutomatic crop cultivation! Plant growth enhancement solutions!A17

I'll probably be checking this thread most often, so it would be best to put your bug reports, requests, community chest cards etc. here so that I can reply as soon as possible.

Releases / [A17-B19] Lightning Rod - There's unlimited power in the sky
« on: February 11, 2017, 06:43:52 AM »
SS Lightning Rod - V.1.1.0
(Zeon not included.)
The Spdskatr Department for Countering Zeon is back with another of their latest gadgets. This lightning rod will teach any Zeus impersonator that science will always conquer all, including their so-called "godly" lightning powers.

Adds a lightning rod that can attract lightning strikes to its pole using an ion beam emitter, and harvests part of its power. Unlock it with Machining research. It is located in the "Misc" tab.

Of course, every design has its imitations. The lightning rod can only recover so fast, and too much lightning hitting the one rod will overwhelm it.

The lightning rod has 3 modes:
  • Power Saving Mode: Will not consume power, but only has a 1 in 4 chance of attracting a lightning bolt and cools down 50% slower.
  • Normal Mode: Normal(750W) power consumption and cooldown, attracts lightning bolts 100% of the time. Still has a 25% chance to attract a bolt when overwhelmed
  • Fast Cooldown Mode: Cools down 4x as fast as normal but consumes 3x as much power. Still has a 25% chance to attract a bolt when overwhelmed

Base power generation (per lightning strike):
ModePower Production (discharging), (inactive)Duration of dischargePower gain per strike
Power Save7000W discharging, 0W inactive2000 ticks466.67 Wd
Normal Mode6250W discharging, -750W inactive1000 ticks208.33 Wd
Fast Cooldown4750W discharging, -2250W inactive250 ticks39.58 Wd

Mod conflicts: Mod now uses Harmony prefix patching for detours at WeatherEvent_LightningStrike.FireEvent(). There should be less mod conflicts, unless another mod still uses old-style "Hooks" detours.

Licensing can be found with the Github link. Rule of thumb is don't do anything stupid.

Download: Github(B19) - Steam Workshop - GitHub Release(All previous versions)

Unfinished / [A16][WIP] Plastics - V.1.1 out!
« on: January 04, 2017, 09:31:50 PM »
Hey! I'm just working on a mod about the production of various plastics and I feel it isn't fleshed out enough. So I'm going to publish my work in progress, and then continue working on it as well as incorporating as many of you guys' suggestions into this as possible.

Code: [Select]
SS Plastics - Started Jan 4
-Make plastics from chemfuel, and then further refine them into different types each with their strengths and weaknesses...
-Plastics:Raw material to make other types of plastic.
-HDPE: Tough and heavy duty. A bit stronger than steel due to its mass.
-Polystyrene: Extremely soft but very easy to make. Can be used for partitions, inner walls etc.
-Packaged survival meals: Make packaged survival meals from polystyrene, a bit of HDPE and a fine meal.
-Plastic sterile tiles: Faster to build but less cleanliness than normal sterile tiles.
-Plastic temporary flooring: Very cheap to build, replacement for concrete. (Change?)
-Synthread production and recycling: Make and recycle synthread from plastics.

-Kevlar, kevlar armor (and bullet/grenade-proof walls)
-Polystyrene padded body armor
-Plastic plants
-Polystyrene-padded walls that cost a bit less resources
-Transport pods that use plastic

V.1.2 (Under development)
-Spacer research
-PXL, used to make plasteel and to speed up refining
-Plasteel production from PXL and steel
-A new resource that will disintegrate after 12 hours, very expensive to make.
+Much more

On the to-do list:
-Ultra tech synthetic items

-Make a flashy banner

Dropbox download - V.1.0
Dropbox download - V.1.1

Feel free to post more ideas in the comments!

Releases / [B19] Bigger Batteries and Fuses - What it says on the tin
« on: January 01, 2017, 10:09:59 PM »
SS Bigger Batteries

Bigger batteries. Simples. Use them for mass storage of power, as a large power source, or just to show off your colony. Be aware of short circuits.

Download - Dropbox(A16) - Dropbox(A17) - Dropbox(B18) - Dropbox(B19) - Steam Workshop


This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.

[attachment deleted by admin due to age]

Bugs / (A16) Hydroponics English translation file
« on: December 22, 2016, 06:30:21 PM »
Very easy to replicate. Put hydroponics basin in a very cold area and click on it...
EDIT: Enable Dev mode

Translation file missing?

Stories / Easter Egg!...?NOPE
« on: December 19, 2016, 04:22:27 AM »
Maybe? It only works when dev mode is enabled. And also temperature has to be low enough that plants can't grow. Edit: A16 Unstable

See the bottom left corner.

(sorry for the bad image quality the original file was too large to upload)

Edit: Pseudolocalization gone wrong? Reported as a bug.

[attachment deleted by admin due to age]

General Discussion / [A15 Modded] Devilspawn - Devmode Chicken test
« on: December 18, 2016, 05:52:06 AM »
So I created a colony to try and safely breed chickens (I used a ton of mods)...

First, I set up my colony using god mode and created a tiny animal pen. After I was happy with my colony, I executed the event: "farm animals wander in" with chickens.

The first screenshot was 1 season after the 6 chickens joined the colony. There were ~70 chickens at that time.

(Picture didn't work look at attachment)

Unfortunately, I did not know that I had over 100 eggs in my stockpiles, so after just a few more days my chickens reached over 300. So I activated my Fluffy manager...

(Pictures didn't work look at attachment)

..Yeah. And there's STILL 100 eggs in stockpiles.

Mission Status: FAILED.

[attachment deleted by admin due to age]

Mods / [Mod Request] Taking notes? Calculators?
« on: December 06, 2016, 01:15:36 AM »
DISCLAIMER: I am so lazy that I don't wanna use pen and paper.
DISCLAIMER2:I know ~> 0 about modding

I'm probably an absolute peabrain and this has probably been mentioned before but...


I kinda want a "notes" tab on the bottom menu so that I could take down general notes about the world that would be stored with the save data. That's it. This is just so I can take down technical stuff about my colony, as well as provide some kind of "Welcome" message if I share my map with someone else.

For example, if I calculated how long my batteries would take to charge up, I would want to store this information with my save data so that when I come on 3 weeks later, I could recall the value.

EDIT:I wouldn't mind an in-game item like a "sign" or a "plaque" that lets the player write things on it.


This is totally optional, but if there could be a very simple in-game calculator that could do basic arithmetic then that would save people a lot of work(not really tbh I just use calc.exe) trying to figure out sums in their head.

What do you guys think?

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