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

Messages - Tyolan

#1
Releases / Re: [1.0] Static Quality Plus 1.0
November 30, 2018, 07:18:09 PM
Quote from: crusader2010 on November 29, 2018, 02:09:45 PM
Hello. Getting the following error whenever a certain pawn tries to craft anything (he's also a Druid class, from "A Rimworld of Magic" mod, but not sure it has anything to do with this).

Instead of getting a message like "Rennie has created a prosthetic hand" i get something along the lines of "{WORKER_labelShort} has created a {CRAFTED_labelShort}.", plus the error below.

Any ideas on how to fix it?


Exception translating '{WORKER_labelShort} has created a {CRAFTED_labelShort}.': System.FormatException: Input string was not in a correct format.
  at System.String.ParseFormatSpecifier (System.String str, System.Int32& ptr, System.Int32& n, System.Int32& width, System.Boolean& left_align, System.String& format) [0x00000] in <filename unknown>:0
  at System.String.FormatHelper (System.Text.StringBuilder result, IFormatProvider provider, System.String format, System.Object[] args) [0x00000] in <filename unknown>:0
  at System.String.Format (IFormatProvider provider, System.String format, System.Object[] args) [0x00000] in <filename unknown>:0
  at System.String.Format (System.String format, System.Object[] args) [0x00000] in <filename unknown>:0
  at Verse.Translator.Translate (System.String key, System.Object[] args) [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.Log:ErrorOnce(String, Int32, Boolean)
Verse.Translator:Translate(String, Object[])
static_quality_plus._QualityUtility:_SendCraftNotification(Thing, Pawn)
RimWorld.Frame:CompleteConstruction(Pawn)
RimWorld.<MakeNewToils>c__AnonStorey1:<>m__1()
Verse.AI.JobDriver:DriverTick_Patch1(Object)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick_Patch2(Object)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


I have the exact same problem but with Masterwork/Legendary quality items only. And I don't have Rim of Magic mod.
#2
Releases / Re: [1.0] Colorful Traits
November 26, 2018, 08:35:31 AM
Seems to work fine for me. Thx.  ;)
#3
Question for the "Etched Stone Walls" mod:

Is it possible to add the alternative/reverse option to smooth manually built stone walls and tiles? I like the smooth aspect better that the built one.

Thx.
#4
Quote from: Granitecosmos on March 22, 2017, 06:15:00 AM
Quote from: Tyolan on March 21, 2017, 10:02:23 AM
Is there a way to color each tier of the Modular Power Armor with a different color without create new textures? Like for example using the "compcolor" attribute?

Sure. Feel free to post what colour you want to see for the tiers. I'll see what I can do. Just make sure it's not the same as the vanilla variants.
I don't understand what is the link with the vanilla variants but may be you could try: 1=white;2=orange;3=red;4=blue;5=black. Just an idea. The question was principally to know if is doable without creating new textures. Thx.
#5
Quote from: Robloxsina66 on March 22, 2017, 07:49:58 AM
i always wonder in modular power armor mod can you wear multiple things like in hardcore sk?
I don't think so. All part of the modular armor use almost all body parts.
#6
Is there a way to color each tier of the Modular Power Armor with a different color without create new textures? Like for example using the "compcolor" attribute?
#7
Releases / Re: [A16] Static Quality Plus A16.1.2
March 19, 2017, 08:37:18 AM
New bug with Neurotrainer. Same bug with or without daily xp cap activated.
See Before http://imgur.com/tptfSDg and After http://imgur.com/qJ9gASw.

With the mode deactivated, everything works fine: http://imgur.com/l0ZySYx.

For information, the Rimworld wiki said (http://rimworldwiki.com/wiki/Neurotrainer): "The daily max learning and "too smart" traits do not affect experience gain and the neutrotrainer will not count against daily XP gain".
#8
I tested Modular Power Armor mod. Everything works fine for me. I crafted Tier 1 and it was long like OP said! I can't imagine how long will be Tier 5! Thx OP good mod.
#9
Outdated / Re: [A16] Organized Research Tab
March 13, 2017, 03:10:09 PM
Great idea. Could save a lot of time when trying some mod packs.
Despite not perfect for me, you can look what the mod does here: http://imgur.com/a/V3GSE. There is no bugs, but it's far more complicated to read than the original in my opinion. Good for research that are already mess up i think.
#10
Releases / Re: [A16] Stack XXL
March 10, 2017, 05:22:47 AM
Custom new values (XL and XXL) seems to not work for me. I choose XL=4 and XXL=8 but all my stuffs are stacked by 750 (=10). I'm the only one?
#11
So i need to learn how to do a code injection with a dll? I have some skills in programming, do you think it will be hard?
#12
<ThingDef ParentName="BuildingBase">
    <defName>OrbitalTradeBeacon</defName>
    <label>orbital trade beacon</label>
    <thingClass>Building_OrbitalTradeBeacon</thingClass>
    <graphicData>
      <texPath>Things/Building/Misc/DropBeacon</texPath>
      <graphicClass>Graphic_Single</graphicClass>
      <shadowData>
        <volume>(0.3, 0.4, 0.3)</volume>
        <offset>(0,0,-0.1)</offset>
      </shadowData>
      <damageData>
        <rect>(0.2,0.2,0.6,0.6)</rect>
      </damageData>
    </graphicData>
    <altitudeLayer>Building</altitudeLayer>
    <statBases>
      <MaxHitPoints>75</MaxHitPoints>
      <WorkToBuild>1300</WorkToBuild>
      <Flammability>1.0</Flammability>
    </statBases>
    <description>Required for orbital trading. You can only sell goods that are near an orbital trade beacon. Can be placed indoors.</description>
    <drawerType>MapMeshAndRealTime</drawerType>
    <drawPlaceWorkersWhileSelected>true</drawPlaceWorkersWhileSelected>
    <fillPercent>0.15</fillPercent>
    <costList>
      <Steel>50</Steel>
      <Component>1</Component>
    </costList>
    <comps>
      <li Class="CompProperties_Power">
        <compClass>CompPowerTrader</compClass>
        <basePowerConsumption>40</basePowerConsumption>
        <shortCircuitInRain>false</shortCircuitInRain>
      </li>
      <li Class="CompProperties_Flickable"/>
      <li Class="CompProperties_Breakdownable"/>
    </comps>
<building>
<ai_chillDestination>false</ai_chillDestination>
</building>
    <leaveResourcesWhenKilled>false</leaveResourcesWhenKilled>
    <pathCost>8</pathCost>
    <designationCategory>Misc</designationCategory>
    <rotatable>false</rotatable>
    <placeWorkers>
      <li>PlaceWorker_ShowTradeBeaconRadius</li>
    </placeWorkers>
    <designationHotKey>Misc2</designationHotKey>
    <researchPrerequisites>
      <li>MicroelectronicsBasics</li>
    </researchPrerequisites>
  </ThingDef>
#13
I would like to create a small mod to increase a little the Orbital Trade Beacon radius. I know the beacon information are in "Buildings_Misc.xml" but i can't find a way to change the radius. The only attribute linked to the radius seems to be "PlaceWorker_ShowTradeBeaconRadius". But i don't know how to change it.

Any suggestion? Thx a lot.
#14
Outdated / Re: [A16] Make Components x10
January 15, 2017, 08:18:39 AM
I don't understand your work amount value. In my game (vanilla) the value is 150 for 1 component not 9000.
Can you explain plz?
#15
I can't reproduce the bug, despite the order i load the mods... May be it was an event of an other mod or just when i build a new timed switch. I suspect "RT_PowerSwitch" (which don't works very well).

Thx again.