So I thought it might just be an issue with a mod (Vegetable Garden Tools) but after eliminating mods that might be conflicting I found that many of the floor construction options are simply missing from the build menu. It's effecting mods apparently but it's not just limited to mods. I verified the file integrity of the game and they were still missing. I uninstalled, made sure there was nothing left in the steamapps\common\RimWorld directory that could mess with the game and there was nothing there. I reinstalled and started up a fresh save with no mods active and still they're missing from the build options. The floors are still in the game, I took a screencap of what I placed down with the debug menu attached to this post. It's just that I can't make build plans for them or some floors introduced into other mods. I'm not a stranger to modding RimWorld but I must admit I'm at a loss as to what could be causing this. Anybody have any idea? I'm not running the DLC but that shouldn't be an issue, right? It's not a gamekiller or anything but I just wanted to see if anybody could so this.
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.
Pages1
#2
Releases / WardenWires [1.0]
February 26, 2019, 02:24:37 AM
Featuring:
WardenWires introduces four new types of implants that make controlling prisoners and troublemaker colonists easier. It also can be used as a method to ensure that prisoners that you release won't be able to do much damage if they decide to disregard the courtesy and attack you later.
- The Wimpwire simulates the wimp trait in its host.
- The Wrackwire makes its host extremely prone to mental breaks.
- The Wraithwire makes its host fatigue quickly.
- The Suchong Subroutine makes its host practically unable to do any real harm in combat - unless of course they have a rocket launcher. Even then they may end up helping you instead of harming you.
Uses surgery values from the base game - may be altered for balance in future patches.
Compatibility:
- Is intended for version 1.0.1972
- Relies on no other mods
- Compatible with EPOE and A Dog Said, otherwise conflict may occur
- Compatible with ongoing saves
Bugs:
-No known bugs. Report any encountered here, on Reddit (/u/IllCaesar) or on Twitter (@IllCaesar) and they will be examined.
Future features:
- Planned additions to make dealing with drug withdrawls more managable - no more cutting off legs.
- Possible positive additions to animals
- Possible positive additions to colonists
Credits:
- Thanks to Mehni for helping me when I got stumpon on a minor issue
License:
- Use partial or entire code freely in other mods as long as you provide credit
[attachment deleted due to age]
WardenWires introduces four new types of implants that make controlling prisoners and troublemaker colonists easier. It also can be used as a method to ensure that prisoners that you release won't be able to do much damage if they decide to disregard the courtesy and attack you later.
- The Wimpwire simulates the wimp trait in its host.
- The Wrackwire makes its host extremely prone to mental breaks.
- The Wraithwire makes its host fatigue quickly.
- The Suchong Subroutine makes its host practically unable to do any real harm in combat - unless of course they have a rocket launcher. Even then they may end up helping you instead of harming you.
Uses surgery values from the base game - may be altered for balance in future patches.
Compatibility:
- Is intended for version 1.0.1972
- Relies on no other mods
- Compatible with EPOE and A Dog Said, otherwise conflict may occur
- Compatible with ongoing saves
Bugs:
-No known bugs. Report any encountered here, on Reddit (/u/IllCaesar) or on Twitter (@IllCaesar) and they will be examined.
Future features:
- Planned additions to make dealing with drug withdrawls more managable - no more cutting off legs.
- Possible positive additions to animals
- Possible positive additions to colonists
Credits:
- Thanks to Mehni for helping me when I got stumpon on a minor issue
License:
- Use partial or entire code freely in other mods as long as you provide credit
[attachment deleted due to age]
#3
Help / Need use a hand in figuring out figuring out surgery bills
February 25, 2019, 01:18:04 AM
So I'm not a stranger to modding Rimworld or anything. I've got plenty on my current version, I've made tweaks to mods from others to account for version updates, and I've even added content directly into the core files like creating Thrumbo Wool. I have a decent idea of how things work. I'm working on a current mod that I want to release, a set of brain implants along the lines of the joywire and painstopper, and I've gotten most of the implants to work as intended, testing them with the debugger, and am finding workarounds for the rest. The only issue is that I can't get the bill to appear in the Operations tab. I've cross-referenced it with the Core files as well as the files from other mods like EPOE and A Dog Said and I just can't find any reason why it wouldn't be working. I'm hoping a fresh pair of eyes might help.
Here's what I've got in my RecipeDefs file. I cut it down to just one of the implants for the sake of brevity.
Any insight would be appreciated.
Here's what I've got in my RecipeDefs file. I cut it down to just one of the implants for the sake of brevity.
Code Select
<Defs>
<RecipeDef Abstract="True" Name="SurgeryFlesh">
<effectWorking>Surgery</effectWorking>
<soundWorking>Recipe_Surgery</soundWorking>
<workSpeedStat>MedicalOperationSpeed</workSpeedStat>
<workSkill>Medicine</workSkill>
<workSkillLearnFactor>16</workSkillLearnFactor>
</RecipeDef>
<RecipeDef ParentName="SurgeryFlesh">
<defName>InstallWimpwire</defName>
<label>install wimpwire</label>
<description>Installs Wimpwire.</description>
<workerClass>Recipe_InstallImplant</workerClass>
<jobString>Installing wimpwire.</jobString>
<workAmount>3300</workAmount>
<surgerySuccessChanceFactor>0.90</surgerySuccessChanceFactor>
<deathOnFailedSurgeryChance>0.05</deathOnFailedSurgeryChance>
<skillRequirements>
<Medicine>8</Medicine>
</skillRequirements>
<ingredients>
<li>
<filter>
<categories>
<li>Medicine</li>
</categories>
</filter>
<count>3</count>
</li>
<li>
<filter>
<thingDefs>
<li>Wimpwire</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<fixedIngredientFilter>
<categories>
<li>Medicine</li>
</categories>
<thingDefs>
<li>Wimpwire</li>
</thingDefs>
</fixedIngredientFilter>
<appliedOnFixedBodyParts>
<li>Brain</li>
</appliedOnFixedBodyParts>
<addsHediff>Wimpwire</addsHediff>
</RecipeDef>
</Defs>
Any insight would be appreciated.
Pages1