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Messages - moumix

#1
So, I had a code that was like this for a custom <ToughtDef>:


   <defName>CustomThought</defName>
   [...]
   <requiredTraits>
      <li>Trait1</li>
      <li>Trait2</li>
   </requiredTraits>


But now in my code, Trait1 is part of a "spectrum" trait, with different degrees, and only the negative degree (-1) should have the ThoughtDef. Trait2 is still a standalone trait, with no degrees. As a workaround for now, I duplicated my ThoughtDef and made one for each, like this:


<ThoughtDef>
   <defName>CustomThoughtTrait1</defName>
   [...]
   <requiredTraits>
      <li>Trait1</li>
   </requiredTraits>
   <requiredTraitsDegree>-1</requiredTraitsDegree>
   [...]
</ThoughtDef>

<ThoughtDef>
   <defName>CustomThoughtTrait2</defName>
   [...]
   <requiredTraits>
      <li>Trait2</li>
   </requiredTraits>
   [...]
</ThoughtDef>


Is it the best/only way to make that work, or is it possible to have both a standalone trait and a specific degree for another trait in the same ThoughtDef?



Second question about a similar thing, is it possible to have several different degrees in the tag "<requiredTraitsDegree>"? Like this for example:


   <requiredTraits>
      <li>Trait1</li>
   </requiredTraits>
   <requiredTraitsDegree>
      <li>-2</li>
      <li>-1</li>
   </requiredTraitsDegree>
#2
So, I didn't even know it was an old version. After checking Github again, for the file at the top of the page, it is described as: "Added Power Armor AddOn". The word "Addon" made me think it was just an addon to the main mod (the one I downloaded, version 1.1), that's why I took the second file. :)

Now that I know that the newest version is the top file, I'll update to it ^_^
#3
Quote from: 1000101 on August 05, 2016, 06:36:00 AM
The issue is that this mod has multiple DLLs.  RW loads all DLLs in the mod directory, not just those in /Assemblies.

Go into the "source" directory and delete the "bin" and "obj" directories.  This resolves the issue.

Hey, thanks for that info, this fixed the issue indeed. I usually check the mods folder and delete any "source" folder, but it seems I forgot this time... :)

@Chaia: The file "ABC_Suit_1.1.rar" available on Github has a folder named "source" in it, which is the one I had to delete to solve that issue.
#4
So, there seems to be an incompatibility issue with this mod (Toxic Fallout Protection) and the mod "ED - Shields", but only if ED - Shields is loaded after Toxic Fallout Protection (not 100% sure of that, but I know I managed to load both mods without crashing without changing anything in them, and I'm crashing 100% if I put TFP before ED - Shields with no other mods except CCL).

I'm sorry I can't provide much more details than that, and I don't even know if the issue comes from you or the other mod, but wanted to share that information nevertheless. :)
#5
Outdated / Re: [A14] Colony Manager
July 31, 2016, 08:10:11 PM
Hey Fluffy,

I made a pull request on Github to add tech levels + gating to your researches for this mod. Feel free to take it, take part of it, or not care at all (although tech levels should definitely be added to avoid the "Undefined" tech level for basic managing software) ;)

#6
Hello,

I got this error with your "Replacement Organ Crafting" mod:


After looking into it, here is the snippet of code at lines 10 to 12:

<fixedBillGiverDefs>
<li>ReplacementOrganTable</lik>
</fixedBillGiverDefs>


The "</lik>" should be "</li>".

This is in the file "BaseWorkGivers.xml" in the "ReplacementOrganCrafting 1.3\Defs\WorkGiverDefs" directory. :)

Hope this helps :)
#7
Quote from: moumix on March 09, 2015, 12:48:11 PM
(...snip...)
I'm going to add those bugs on GitHub when I've had the chance to test them again in the updated version once I'm back home. ;) Should the compatibility bugs with other mods (pawn icons, shields if not vanilla) be entered there too?

Tested all my bug reports on the new version with a completely mod-free environment except for MD2, and ended up creating 5 new issues. ;) I didn't create one for the pawn icons mod compatibility issue though.

Hope it helps! :D
#8
Hello,

I really like this mod, even though I really need to stop having colonies with 90%+ droids... :D

Here are a few bugs that I've encountered though. I haven't updated to the latest version, so it seems at least two of those are fixed already:


Already fixed in version 5 it seems

  • Droids are renamed to their default name after loading a save, even if you renamed them.
  • All the droids have the Firefighting and Controlling abilities, yet none of them will automatically use them. You need to manually tell them to switch things or to fight fire tile by tile (Not fixed for controlling?)

Already entered on GitHub

  • Combat droids are *WAY* too effective, as they seem to instantly heal any damage that doesn't destroy a part in one hit.
  • Deep Storage Units are cool on paper, but the fact that items actually "disappear" when you place them in can be annoying as builders won't build something, thinking they lack the resources, even if there is enough in a deep storage unit. I think it has been reported earlier in the thread too, with suggestions to have a larger stack than normal instead of making items disappear (it works for items going out of an ore generator, for example :p). Also, it doesn't take into account the x20 for Silver, Gold and Uranium, so instead of putting 20+stacks of the stuff, you can only put 4 or 5 stacks in a DPU. (Only part of it is on GitHub)

Current bugs

  • Several droids other than the Builder droids have the "Construction" and "Repair" jobs available in the overview (it's just a display bug as they won't build or repair anyway) - I don't remember which droids exactly and can't launch the game right now :P
  • The Doctor droid doesn't do operation bills automatically, nor will it feed sick people automatically. You can force command him to do both those actions though.
  • Pawn status icons bug, as stated by previous posters.
  • If you draft some droids, they will automatically undraft after a while, and start wandering around (I've seen that with combat droids mainly, not sure it happens to *all* the droids) - this doesn't seem to be linked to their energy refill need as I had droids with 750/750 energy do that.
  • If you equip a shield on a droid, the health/gear tabs will disappear, as well as the command icons (draft, disable, etc...) - not sure it does that with the vanilla personal shield, but it does that with shields from other mods, let me know if you need more specifics on this, but I think this bug has been reported before in the thread.

I'm going to add those bugs on GitHub when I've had the chance to test them again in the updated version once I'm back home. ;) Should the compatibility bugs with other mods (pawn icons, shields if not vanilla) be entered there too?