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 - SheiFoxy

#1
Help / Workshop Failed Upload: Invalid Param?
May 12, 2018, 10:50:41 PM
Hi!
I'm trying to upload my two new mod versions, and I'm getting an error on each.
Workshop Upload Failed. Reason: Invalid Param.

I absolutely have the correct About Info and I have no idea what could be causing this.
Google has failed to give me answers.
Any help appreciated.
#2
Help / Modding Carry Capacity in Traits?
May 07, 2018, 09:39:25 PM
Hey! I'm working on a traits mod and I'm looking for a way to add increased (or decreased) carry weight to a trait. (Example: A "wimpy" trait or "strongback" trait.)

I can't find an example in the traits to use for which key to call.

I'm still looking, but searching and Googling so far have failed. Hoping someone knows!

Thanks!

SheiFoxy
#3
Mod bugs / Map Load Error?
July 02, 2017, 04:24:54 AM
So I was hoping someone can help me make sense of this output log. I don't have a clue how to actually figure out what an exception LINKS to. We mod our games, so I never know how to figure out which mod is causing the error. If the exception just told us which directory the file referred from, it would help so much in decyphering these output logs. https://pastebin.com/JaefkE9m

Anyway, could anyone help me figure this out so I can help my wifey save her game? We were celebrating our 18th anniversary with some mutual gaming after dinner and she ran into this issue after trying to add a new mod. Turned out all her saves from today won't load (mod was turned on, attempted, turned off, game still won't load, so we checked backwards through loads that had never had that mod turned on until one loaded.) and she's worried she's going to lose her whole colony.
Could anyone help me out here? Thank you!

#4
Mods / Stay in A16?
May 13, 2017, 04:57:09 AM
So if I wanna stay in A16 for a while until mods are updated and stuff...
How?

I know how to set the beta. I read to keep your mods, just move them into the mods folder.
Only, when I do that, 1. I get a black screen, or if I do it while the game is running and hit mods, 2. It never loads then crashes when I click again.

Anyone know why? Or how to properly move over steam workshop mods to the mods folder so they won't autoupdate on me?
#5
Help / Why would my code throw these errors?
May 09, 2017, 08:39:03 PM
Hey guys, still a new modder here.
I'm working on my mod Sensible Stone and Steel which rebalances the hardness, work to build, flammability of stuff.
I'm currently getting a few errors like the following:
XML error: Could not register node named "UglyRockBase" in mod Sensible Stone and Steel because this name is already used in this mod.
Verse.Log:Error(String)
Verse.XmlInheritance:TryRegister(XmlNode, ModContentPack)
Verse.XmlInheritance:TryRegisterAllFrom(LoadableXmlAsset, ModContentPack)
Verse.ModContentPack:LoadDefs()
Verse.ModContentPack:ReloadAllContent()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__735()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()


I have no idea what this means. Can anyone help me understand it?
I actually pulled out all the unnecessary strings in my code so I was only editing the sections my mod pertained to.
Do I need to undo that and include the (untouched by my mod) chunk bases and such?
Even though that reduces compatibility with other mods?

Any help appreciated.
#6
Help / Work Amounts
May 08, 2017, 05:38:38 AM
This is driving me crazy. Trying to mod the amount of work it takes to build certain things (granite wall) for example, and I'm running into an issue with the numbers. They don't make a lick of sense to me. :)
Can anyone help me understand how the work amount numbers actually work? I found that if I compare them as ratios, the math doesn't hold up, and if I reduce them to the numbers I want in game, I don't get the result expected. If I reduce them too low, in fact, it breaks the game. I know there's gotta be some math here I'm missing so I hope someone understands this better than I do!
#7
Help / Tattered Apparel drivers
May 08, 2017, 05:36:56 AM
Anyone know where I can find the numbers behind what qualifies as tattered or worn-out apparel?
I want to mod/rebalance the numbers and I'm having trouble finding anything but the thought defs.
Any clue?
#8
Mods / [Mod Request] Tick All
May 02, 2017, 08:24:46 PM
For someone more skilled than me, an idea:
Tick all on/off boxes everywhere it'd be useful. In the storage/bill menus, even in the mod list would be nice.

Just to avoid a lot of clicking unnecessarily.

Oh, and while we're at that, how about an expand/collapse all on the storage/bills menu where it lists all items. That'd be super useful.

:)
#9
Mods / Modding dlls?
May 01, 2017, 12:08:13 AM
Could anyone point me to any guides or tutorials to understand how to open the .dll files and actually read them?

I am trying to learn more how to mod this game, and I don't know where to start with dlls.
I am doing xml tweaks and want to learn more there too, but I don't know how to open a dll to read it.

Any help appreciated. Thanks!