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Topics - Sixdd

#1
Bugs / [1.1] Patch-only mod not loading
February 18, 2020, 08:57:08 AM
I mentioned this in the 1.1 update announcement thread. The atached mod is intended to simply change the flammability of steel, plasteel and uranium to be 0.0 but instead throws this error.

Mod Metal Ain't Flammable did not load any content. Following load folders were used:
  - F:\SteamLibrary\steamapps\common\RimWorld\Mods\TheModInQuestion\1.1
  - F:\SteamLibrary\steamapps\common\RimWorld\Mods\TheModInQuestion
Verse.Log:Error(String, Boolean)
Verse.<>c:<LoadModContent>b__10_1()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Entry:Update()
#2
Help / A second pair of eyes needed [xpath]
December 17, 2019, 06:07:21 AM
So I've done some modding before and even worked with xpath patches in the past but now I think I may be a bit rusty. I've checked the xpaths and this should work but I cannot for the life of me get it to work at all.
<?xml version="1.0" encoding="utf-8" ?>
<Patch>

<Operation Class="PatchOperationSequence">
<success>Always</success>
<operations>
<li Class="PatchOperationTest">
<xpath>Defs/ThingDefs[defName = "AEXP_WalrusTusk"]</xpath>
</li>
<li Class="PatchOperationAdd">
<xpath>Defs/RecipeDef[defName = "carve_ivory_figures"]/ingredients/li/filter/thingDefs</xpath>
<value>
<li>AEXP_WalrusTusk</li>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>Defs/RecipeDef[defName = "carve_ivory_figures"]/fixedIngredientFilter/thingDefs</xpath>
<value>
<li>AEXP_WalrusTusk</li>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>Defs/RecipeDef[defName = "carve_ivory_figures"]/defaultIngredientFilter/thingDefs</xpath>
<value>
<li>AEXP_WalrusTusk</li>
</value>
</li>
</operations>
</Operation>

</Patch>



Basically I've updated the B19 mod "Ivory and Jade Carving" so that more people can enjoy it. The patch is to add another mods animal horns to the recipe but I've tweaked and changed it in every way possible but just cannot get it to work. Any help is super appreciated.
#3
So in the screenshot, I'm working on a modpack and specifically the research tree. The problem is that the research between Vitals Monitor and Glitterworld Medicine is somehow invisible and can't be clicked on, but yet the Glitterworld Meds still points to it like it's there.



Here is the ResearchDef

<ResearchProjectDef>
<defName>NeuralImplants</defName>
<label>Nerve Staples</label>
<description>Allows the production of nerve staples from plasteel microcomponents.</description>
<baseCost>5000</baseCost>
<techLevel>Spacer</techLevel>
<prerequisites>
<li>VitalsMonitor</li>
<li>EnergizedComponents</li>
</prerequisites>
<requiredResearchBuilding>HiTechResearchBench</requiredResearchBuilding>
<requiredResearchFacilities>
<li>MultiAnalyzer</li>
</requiredResearchFacilities>
<tab>MedicalTech</tab>
<researchViewX>7</researchViewX>
<researchViewY>4</researchViewY>
</ResearchProjectDef>


Any ideas?
#4
So I'm not sure what is wrong exactly but I'm trying to add compatibility into one of my mods and I've hit a brick wall. I'm trying to add recipes to my Industrial Drill Rig building but when I try to add the recipes into the list I get an error saying PatchOperationSequence failed. I know what that means but I can't for the life of me figure out why it is happening.

Here is the GitHub for the project.

This is Resolved now.
#5
Help / Probably a simple issue with xpath
June 07, 2017, 12:33:31 PM
Hey all, I'm having a hard time getting what I thought was a simple xpath operation to work. code below:
<Operation Class="PatchOperationInsert">
<xpath>*/ThingDef[defName="Campfire"]/comps/li[@Class="CompProperties_Refuelable"]/fuelFilter/thingDefs/li</xpath>
<value>
<li>WoodBirch</li>
<li>WoodCecropia</li>
<li>WoodOak</li>
<li>WoodPine</li>
<li>WoodPoplar</li>
<li>WoodSaguaro</li>
<li>WoodTeak</li>
<li>WoodEbony</li>
<li>WoodAmaranth</li>
<li>WoodWillow</li>
<li>WoodMaple</li>
<li>WoodCherry</li>
<li>WoodCamellia</li>
<li>WoodAcacia</li>
<li>WoodPalm</li>
</value>
</Operation>

<Operation Class="PatchOperationSequence">
<success>Always</success>
<Operations>
<li Class="PatchOperationTest">
<xpath>*/ThingDef[defName="Bamboo"]</xpath>
<!-- <success>Invert</success> -->
</li>
<li Class="PatchOperationInsert">
<xpath>*/ThingDef[defName="Campfire"]/comps/li[@Class="CompProperties_Refuelable"]/fuelFilter/thingDefs/li</xpath>
<value>
<li>Bamboo</li>
</value>
</li>
<li Class="PatchOperationInsert">
<xpath>*/ThingDef[defName="FueledStove"]/comps/li[@Class="CompProperties_Refuelable"]/fuelFilter/thingDefs/li</xpath>
<value>
<li>Bamboo</li>
</value>
</li>
</Operations>
</Operation>


Now the problem with this is that when I try to refuel the campfire it says it's lacking ingredients, but if I have bamboo it refuels just fine. I tried with every wood type and bamboo is the only one registering in the list. Is this an Insert operation quirk or did I miss something totally obvious?

~Six


EDIT: I decided to try using Add operations again and it works now. The odd thing is though that one of my colonists is refusing to refuel the campfire, even though he isn't incapable of anything, where the other three can all refuel just fine. Not sure where the problem is but I'll reply here if I figure it out.
#6

~Sixs' Mods~
This thread will be updated as new updates are available
Mod Name Version Number Release Date       
Right Tool for the Job: Rebalanced0.18.1.0November 21st, 2017
Organic Plasteel0.18.1.0November 21st, 2017
Make Early Components0.18.1.0November 22nd, 2017
Stuffified Construction0.17.1.10July 17th, 2017
Cheap Lamps0.17.1.3July 17th, 2017
Industrial Drill Rig0.17.1.11August 8th, 2017
Passive Coolers Refuelable0.18.1.0November 21st, 2017
Toolmetrics: Reorganized0.18.0.1February 28th, 2018





       News:       I am now back to work on modding!

I have decided that I am giving full permission to anyone who wants to fork my mods and continue them. My only requirements are that you credit me, change the name of the mod for your version and follow the MIT License.

~Six
                            
#7
~Right Tool For The Job: Rebalanced~
Updated December 28th, 2017

~I did not make this mod, I only updated it to Alpha 17 and made some minor changes to costs and stat bonuses.~

Description:

This mod adds 3 types of tools to the game to speed up specific areas of a colonists work speed. Pickaxes to
make a colonist mine faster, Axes to make a colonist chop down trees faster, and Hammers to make colonists
build faster. There are advanced versions of these 3 tools that further increase the speed at which a colonist
completes those tasks. (Drill, Chainsaw, Auto-hammer)

Tribal tools increase the colonists efficiency in the skill by 15%
Normal tools increase the colonists efficiency in the skill by 30%
Advanced tools increase the colonists efficiency in the skill by 90%

There are also 2 types of "clothing" that increase a colonists global work speed.
The Toolbelt gives an 80% increase to all three skills work speed.
The Advanced Toolbelt gives a 180% increase to all three skills work speed.

Tribal tools are made of stone chunks and wood. Normal tools are made from Steel and Wood. Advanced tools are made from Plasteel and Steel.
The Toolbelt and Advanced Toolbelt are made from the 3 tools of their type. (Normal or Advanced.)
Toolbelts are belt accessories and can be worn with all clothes.

These are all made at the 'Tool Construction Table' which requires Electricity research.

All tools and the toolbelts can be traded with traders.

Safe to add mid-game.
NOT safe to remove mid-game!


Mod Team
ItchyFlea: {Original Mod}
Shinzy: Artwork
Thundercraft: Original Rebalanced Fork
Sixdd: Current Maintainer
Dellamorte: Compatibility Patching
Proxyer: Japanese Translation

Download: v0.18.1.3
This mod now includes ModCheck, no extra download neccesary!



{Old versions can be found on GitHub}

ChangeLog:
For changelogs visit {GitHub}.

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

Please report any bugs you find in this thread.

#8
Help / Help with a patch not working please
May 30, 2017, 10:55:29 AM
So I'm in the process of making a modpack and I'm working on patches to make things all nice and working together and such but I ran into a problem. Everything in this patch works fine except the FueledSmithy and Forge fuelFilter changes.
<?xml version="1.0" encoding="utf-8" ?>
<Patch>

<Operation Class="PatchOperationReplace">
<xpath>/Resources/ThingDef[defName="Bamboo"]/thingCategories</xpath>
<value>
<thingCategories>
<li>WoodLogs</li>
</thingCategories>
</value>
</Operation>

<Operation Class="PatchOperationReplace">
<xpath>*/ThingDef[defName="Campfire"]/comps/li[@Class="CompProperties_Refuelable"]/fuelFilter/thingDefs/li</xpath>
<value>
<li>WoodLog</li>
<li>WoodBirch</li>
<li>WoodCecropia</li>
<li>WoodOak</li>
<li>WoodPine</li>
<li>WoodPoplar</li>
<li>WoodSaguaro</li>
<li>WoodTeak</li>
<li>WoodEbony</li>
<li>WoodAmaranth</li>
<li>WoodWillow</li>
<li>WoodMaple</li>
<li>VG_IronwoodLog</li>
<li>WoodCherry</li>
<li>WoodCamellia</li>
<li>WoodAcacia</li>
<li>WoodPalm</li>
</value>
</Operation>

<Operation Class="PatchOperationReplace">
<xpath>*/ThingDef[defName="FueledStove"]/comps/li[@Class="CompProperties_Refuelable"]/fuelFilter/thingDefs/li</xpath>
<value>
<li>WoodLog</li>
<li>WoodBirch</li>
<li>WoodCecropia</li>
<li>WoodOak</li>
<li>WoodPine</li>
<li>WoodPoplar</li>
<li>WoodSaguaro</li>
<li>WoodTeak</li>
<li>WoodEbony</li>
<li>WoodAmaranth</li>
<li>WoodWillow</li>
<li>WoodMaple</li>
<li>VG_IronwoodLog</li>
<li>WoodCherry</li>
<li>WoodCamellia</li>
<li>WoodAcacia</li>
<li>WoodPalm</li>
</value>
</Operation>

<Operation Class="PatchOperationReplace">

<!--  This works fine  -->
<xpath>*/ThingDef[defName="FueledGenerator"]/comps/li[@Class="CompProperties_Refuelable"]/fuelFilter/thingDefs/li</xpath>
<value>
<li>Charcoal</li>
<li>Chemfuel</li>
<li>VG_Biofuel</li>
</value>
</Operation>

<!--  This fails  -->
<Operation Class="PatchOperationReplace">
<xpath>*/ThingDef[defName="FueledSmithy"]/comps/li[@Class="CompProperties_Refuelable"]/fuelFilter/thingDefs/li</xpath>
<value>
<li>Charcoal</li>
<li>Chemfuel</li>
<li>VG_Biofuel</li>
</value>
</Operation>

<!--  This fails  -->
<Operation Class="PatchOperationReplace">
<xpath>*/ThingDef[defName="Forge"]/comps/li[@Class="CompProperties_Refuelable"]/fuelFilter/thingDefs/li</xpath>
<value>
<li>Charcoal</li>
<li>Chemfuel</li>
<li>VG_Biofuel</li>
</value>
</Operation>

</Patch>


I'd appreciate any help
#9
Help / Help with an odd error
May 29, 2017, 10:39:24 PM
So I've been making a few things lately which has been going well until today. I'm now getting this odd error when I place a power related object. The thing is it doesn't always happen when placing the same thing so I haven't been able to narrow it down to what is actually causing the problem. If anyone has any advice I'd appreciate it. The most recent output from the log is below, it spams it constantly until you either pause the game or close it. Also when this happens the graphics seem to go all blank and you just see the flat background color, almost like it unloads the map.

Tried to register trasmitter InsulatedConduit5780 at (29, 0, 25), but there is already a power net here. There can't be two transmitters on the same cell.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

InvalidCastException: Cannot cast from source type to destination type.
  at RimWorld.PowerConnectionMaker+<PotentialConnectorsForTransmitter>c__IteratorB6.MoveNext () [0x00000] in <filename unknown>:0
  at RimWorld.PowerConnectionMaker.ConnectAllConnectorsToTransmitter (RimWorld.CompPower newTransmitter) [0x00000] in <filename unknown>:0
  at RimWorld.PowerNetManager.TryCreateNetAt (IntVec3 cell) [0x00000] in <filename unknown>:0
  at RimWorld.PowerNetManager.UpdatePowerNetsAndConnections_First () [0x00000] in <filename unknown>:0
  at Verse.Map.MapUpdate () [0x00000] in <filename unknown>:0
  at Verse.Game.UpdatePlay () [0x00000] in <filename unknown>:0
  at Verse.Root_Play.Update () [0x00000] in <filename unknown>:0


EDIT: I just got the same error when placing a vanilla power conduit.

EDIT Again: Well I seem to have fixed it, sadly I'm not sure what the problem was except that I was using the HugsLib quickstart map feature to quickly generate a map. No other idea what it could have been.
#10
So I've got a desire to learn the codebase and an idea for a simple mod to start with. The problem is that I'm not sure where to start. I've already read every guide I could find here in the help section but still I'm not quite sure how to do what I'm aiming for.

Basically I want to create a storage building that can hold a custom amount of items, with storage presets on the mod options menu. I've already experimented a bit with this idea but I'm basically stumbling in the dark till I get some help. Any help is very appreciated.

~Six
#11
Mods / [Request][A17] Empty Research Tab Remover
May 27, 2017, 07:08:38 PM
Hey all, I'm looking for a mod to be made for modpack makers.

Basically I want it to look at all ResearchTabDefs and if there is no research project assigned to it just disable that tab. The scenario is this, I'm making a modpack and want to completely overhaul the research tree. I can reassign the research projects to the new tabs that I created but I'd rather not have to manually remove the old tabs, so things are less messy to work with.

If nobody wants to take this on thats fine, I can just do things the quick and dirty way :p

~Six