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Messages - Leucetius

Tools / Re: RimWorld Manager (Mods+Modpacks)
July 26, 2015, 06:42:33 AM
Wow how could I possibly missed this thread???

There I am, thinking about writing a mod manager and here you are doing one :)

May I add the ideas I had for my own? Do with these as you like

- for modpacks the manager reads special config files. In these the modpack author writes a download link to one or as many files as he likes (the order in the file is the download and install order to ensure overwriting is correct). This is especially great for these packs with multiple configurations. You no longer have to download 4+ infividual files, merge them manually and choose the correct modconfig - as the numerous posts in the release area shows this is to error prone. You load one config, fire up the manager and load this config. Done.
- version checking. Mods which supply a modconfig - easy. For those who don't - yeah. Either config file (point 1) or filename or ... bad luck maybe ...
- high goal: read the xml's for added stuff and do a compatibility check
- high goal: modpack creator. Throw mods (and modpacks) together and create a new modpack. When the point above is realized check for compatibilty beforehand
- updater. self explanatory

And for me the example was the Kerbal Mod Manager. Never played Minecraft. The one of the X-series is very well done, too.
That would be a very complicated thing to do. During runtime you have no easy way to check what other mods are running and wjat kind of ressources (or everything for that matter) they add to the game and react accordingly.

Two things might be a good:
1) A used ressource list (with the id's used) so a) another modder knows which id NOT to use to ensure compatibilty b) another modder knows which id TO USE to ensure compatibility. This sentence makes totally sence ;)
2) A mod installer. That's something I have in the back of my head and actually made a few scribbles in my notepad here and there. But at the moment I'm working nighttimes and just can't push me to the computer for work at days.
The problem is not the 10% as such but that the bot has a job choice before reaching that level but not during a job. Increasing the limit to 20% would've limited the problem only to those really long jobs that run through 20% droid power but wouldn't have solve it.
The root of this evil - as recognized by a few, you included - is, that once a job is started the bot tries to finish it. No matter what. That is because the stock jobgiver/driver_work don't know a "critical energy" interupt-condition.
Added a self-preservation routine to the MD2Droids. It fires under the following conditions:
- droid not drafted (player controlled)
- power below 10%
- not charging or on its way to a chargepad (should be clear :) )
- chargepad available

What does your droid do? Simply dropping whatever it's doing at the moment and running for the nearest chargepad.

Commit awaits pull by mipen and then he surely will release the new dll (nothing else changed - was savegame friendly in my tests)
Just wanted to say "Thank you". Like - only that :D
Okay 1.8c seems to be dated 08/07 - that's two days before I updated SeedsPlease. If you didn't replace the dll (you mention trying to update it, did you revert to the one included with the modpack?) that rules my suggestion out.

To the update itself: I think I have to be more clear with what I'm saying ^^ Not your fault but mine alone - I'm not a native speaker and not everything in my brain translates into read-between-lines-stuff...
First things first (and that's to everybody): trying to update mods included in modpacks on your own won't work in most cases. That's unless you're deep into the matter and know what you're doing. That isn't meant as insulting or something like that but simply as the truth. Both - skyarkhangel and Ninefinger do ALOT more than simply throwing mods together and reupload them. They modify most if not all of the included mods to be compatible with eachother or (for the likes of seedsplease which adds content) extend the functionality to other mods. For example: seedsPlease in it's original form only includes the vanilla plants. As you already found out simply replacing the version in this modpack with the standalone version won't work because then you're missing all the plants that are introduced by other mods - and that leads to the errormessages you got. That's also the reason why loadorder is so damn important.

Second: Please try to reproduce the situation that led to the error, go into it, and then upload the output-log.txt. This includes a errorstack which helps us to find the bug.
It just means he's trying to convince a prisoner of the norbal race. Doesn't necessarily mean, it's connected with the Norbal mod - but doesn't rule Hospitality as the culprit out either. Please send me your ull output_log.txt per PN or at least, when posting another screenshot of the errormessages, click one of them so that the errorstack is show at the bottom.
Quote from: Alexw1984 on July 12, 2015, 02:35:36 PM
hi Everyone,

Can anyone help with the below problem - suddenly whenever I use the Comms Console for trade, or try to trade with a trader I get the below error and nothing happens - I guess it's something to do with SeedsPlease but I'm a bi stumped as to what needs fixing exactly. 

I've looked in the file Thing_PlantSeedsitem.cs and found the CanStackWith IF lines - but I don't what is wrong with it...  Anyone else had this problem or know how to sort it?

JobDriver threw exception in initAction. Pawn=Porter, Job=UseCommsConsole A=CommsConsole693463, Exception: System.NullReferenceException: Object reference not set to an instance of an object

  at SeedsPlease.Thing_PlantSeedsItem.CanStackWith (Verse.Thing other) [0x00000] in <filename unknown>:0

  at RimWorld.TradeUtility.TradeAsOne (Verse.Thing A, Verse.Thing B) [0x00000] in <filename unknown>:0

  at RimWorld.TradeUtility.TradeAsOne (Verse.Thing t, RimWorld.Tradeable trad) [0x00000] in <filename unknown>:0

  at RimWorld.TradeDeal.TradeableMatching (Verse.Thing thing) [0x00000] in <filename unknown>:0

  at RimWorld.TradeDeal.AddTradeableFor (Verse.Thing t, Transactor trans) [0x00000] in <filename unknown>:0

  at RimWorld.TradeDeal.AddAllTradeables () [0x00000] in <filename unknown>:0

  at RimWorld.TradeDeal.Reset () [0x00000] in <filename unknown>:0

  at RimWorld.TradeDeal..ctor () [0x00000] in <filename unknown>:0

  at RimWorld.TradeSession.SetupWith (RimWorld.TradeShip newTrader, Verse.Pawn newPlayerNegotiator) [0x00000] in <filename unknown>:0

  at RimWorld.TradeShip.TryOpenComms (Verse.Pawn negotiator) [0x00000] in <filename unknown>:0

  at Hospitality.JobDriver_UseCommsConsole.UseConsole (TargetInfo targetA) [0x00000] in <filename unknown>:0

  at Hospitality.JobDriver_UseCommsConsole.<MakeNewToils>b__1 () [0x00000] in <filename unknown>:0

  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0

Did you initially started your colony without the SeedsPlease update done by me (which removed the genome from the seeds) and then did the update? I guess the game tries to stack seeds with different genomes.
Do you have created the "Make Biomatter" bill? The OrganVet is no stockpile for corpses but a production table. Like a crematory with usable endproduct
These are 9 links to the 9 modules in the Alpha 11b version updated by me.

Disclaimer: This is not a prescribed load order! Base goes first, followed by Backstories (not linked - get the A11 version from the original thread then the rest. Although Backstories is A11 version (no source provided and I definetly aren't gonna recompile and recreated that) it seems to work. I won't guarantee the same thing for the usermade backstories as I did not test them.
Quote from: Vas on July 10, 2015, 02:50:36 PM
Just a random thought, you could always add a UI screen option or something, for choosing a difficulty.  And set variables instead so "Repgained per talk = %var1%" and then make var1 change based on "Easy, Medium, Hard, Very Hard, Is This Mod Even Installed?!(super hard)"  So like 3, 2, 1, 0.5, 0.1 :P  Just throwing out another idea that could be possible.

I'll try an DL this soon, my net is REALLY bad right now.

Also possible (and quite easy) : let the storyteller difficulty influence the relationship impact. Orion: you know where to put THAT ;)

And: thank you for crediting me so heavily :D
1) Did you created a savegame with mods activated and now try to load it without mods? That will most likely not work. In many cases you even have to create a whole new world when you changed, added or removed mods
2) Did you remove the "Mod" folder 'Core'? So is your mod folder totally empty? If so: you deleted a big part of the main game and have to reinstall.

Forked the Source and recompiled against Alpha 11b. A few method calls had to be changed - nothing big. Tried all components and everything seems to work. Wait. - nearly everything. I didn't try to repair a droid with a defect foot.
Outdated / Re: [A10] Seeds Please! (V1.1)
July 10, 2015, 11:18:46 AM
Only in the *.dll

There was no need to shuffle things in the xml around as the genome was already defined in the Plants_Cultivated.xml from the beginning. The Items_Custom_Seeds.xml only defines which plant grows out of which seed and the market value of each seedpack.

BUT (as I think this is were your question is heading): i don't guarantee savegame compatibility. It might work as it simply isn't relevant if seeds have a genome or not but I don't know what happens if the game tries to stack seeds with different genomes. To be safe: debug-delete all your seeds and debug-add new ones.