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Messages - PartyCowboy

#1
Releases / Re: [1.0]Ancient Rim (7th May 19)
August 25, 2019, 06:13:31 AM
I am currently running a game with this mod as the focus and am enjoying it so far, except for one issue: the shields are not able to be put in a storage zone or any other thing that uses the list of items. I believe they miss an xml tag to enable that.

I could fix it myself with some searching and maybe release a patch mod, but practically nobody will truly benefit from it and it will only clutter everybody's modlist.

I hope you can fix this issue, since it is annoying to have all the shields from raiders strewn around the map and having to resort to devmode to clean them up.

Thanks!
#2
Help / Re: The limits of Rimworld
August 12, 2019, 04:41:29 AM
It's aliveeee!!!! It works!

Lilwhitemouse, I thank you for your valiant efforts in helping me figure this problem out and your patience in getting me started on C#. I shall give you a big digital hug.
Razuhl, I thank you for providing the answer to this issue that has plagued me for some time and shall give you the most giant of digital hugs!

I thank you for all the efforts and the help you have provided me with during this second modding adventure of mine. Thank you lilwhitemouse and Razuhl.
#3
Help / Re: The limits of Rimworld
August 11, 2019, 12:05:54 PM
Razuhl, I'll immediately test that, after dinner. I have a fairly large hunch that you are right and that the answer was just in front of me, for all that time...
#4
Help / Re: The limits of Rimworld
August 11, 2019, 08:29:08 AM
Thank! I'll try that!

Edit: I put the file in a C# project and put the assembly in a mod folder, but it throws an error, saying that I'm missing an assembly for the System.Xml type or namespace. What did I miss? I put in the references to 0Harmony, Assembly-CSharp and UnityEngine assemblies...
#5
Help / Re: The limits of Rimworld
August 10, 2019, 02:43:19 PM
Okay, that's done. I followed all the steps using Visual Studio. Only took some time, because VS Mac's layout is a tad different than the one they used for the tutorial, but I made it work as it should. What's next doc?
#6
Help / Re: The limits of Rimworld
August 10, 2019, 04:08:37 AM
Yeah, I think so too, because when I load just one of the breaking modules without all the working modules, the sixth bar, where it says how many defs its creating from patched defs, increases from 8556 with all the mods and just the Core module, to 57083 with all the mods, the Core module and the breaking module.

But at the moment my Harmony skills are nonexistent. I'd love to learn though, I currently have the time for it.

What (preferably free) programs would I need to work with Harmony that work on mac? And are there any tutorials to get started? I'll look into it myself, but perhaps you have some tips?

Thanks!
#7
Help / Re: The limits of Rimworld
August 09, 2019, 02:11:30 PM
Okay, so test with the /Defs/etc clocked in at 00:01:50.14
The Defs/etc clocked in at 00:01:50.97

I do have one question though: in your README you said as the fourth point that */etc was only a 10% difference. Is that difference an acceleration or a deceleration? Because currently I'm using */etc as xpath, and now I'm wondering if maybe that's the problem...
Thanks!
#8
Help / Re: The limits of Rimworld
August 09, 2019, 01:41:41 PM
Okay, I'll do that test. And yes, it loads the fourth bar and then it just hangs there, only cmd + Q would get me out of it.
#9
Releases / Re: [1.0] Better Loading Mod
August 09, 2019, 01:21:21 PM
What do the numbers behind the 6th bar represent? I'm making a mod and it has patches for some other mods that make that number shoot up by 50000, so I'd like to know what it stands for, so I could maybe fix that, since it is quite a slow down to my loading time.
#10
Help / The limits of Rimworld
August 09, 2019, 05:38:02 AM
Hi, I've been working on a mod lately to lock every item in Rimworld behind a tech for a true "start with nothing' start. I've finished the Core module (basically it only does the base game) but of course I play with about 130 mods. All those mods add various stuff as well, and for the sake of immersion and completeness, I made separate patch-mods for groups of mods, based on the content that they add (so a patch-mod for apparel mods, one for building mods etc.). Of course, I created and tested a mod and its patch individually.

Now, the thing is, two days ago I finished my little project and tried loading the whole batch in one go. The result of that was Rimworld showing me those three little dots it shows you when it is loading something for more than a couple of hours. And believe me, I had it running all night, just to see if it would do something. But alas, it wouldn't even go to the main menu!

I had no idea what the issue could be, so I downloaded the mod StartupImpact to see what was going on, and tested each patch mod individually again. And afterwards I tested multiple groups. I found out that the total patch time is not the sum of its parts; its way more! Yet, it only refuses to load the main menu when I have all my mods loaded, five of the seven patch mods active and add one of two: the building mods patch or the industry mods patch (or both, but that's obvious I think)

Discouraged, I did not know what was going on. In hopes of more info I downloaded the mod BetterLoading, which shows you the various sections of loading that Rimworld does. And what happened was somewhat within my expectations, but still a bit disheartening: it is the fourth loading beam that goes full, and then progress stops; Rimworld is waiting for patches to be applied.

Glad that my theory was correct, although still not closer to the heart of the problem, I came up with a new theory: it could be a hardware issue, because I'm playing on a mac-mini from late 2012, which is somewhat old. To test this latest theory of mine I installed Steam and Rimworld and all the mods on the other mac, which is from late 2015, and started it up with the working bits (so no building or industry patch mod). It started in about 40% of the time it took my mac-mini (50 s total with 30 s for mods instead of 120 s total with 70 s for mods), so that was great news! Excited, I tested it with the whole list of mods and added the Industry mods patch mod, only to have my hopes dashed: Rimworld stopped at the fourth beam once again.

So my question and plea to you, the wonderful modding community of Rimworld, is the following:
Do those of you who are more experienced in modding have any idea what is going on? Because I do not...

Thank you.



The list of mods I'm using can be found here
#11
Okay, never mind. I screwed up my file structure...
#12
Hi, I'm trying to make a patch for Vegetable Garden that changes the researchPrerequisite for the RecipeDef "VG_MakebulkPemmican", but it doesn't work, any way I tried.

Here's the code I tried using:
<!--Reaaally weird thing. I had to remove it first, before inserting the one of my own, which is exactly the same, but with a different researchPrerequisite...
    <li Class="PatchOperationReplace">
    <xpath>*/RecipeDef[defName = "VG_MakebulkPemmican"]/researchPrerequisite</xpath>
    <value>
    <researchPrerequisite>TS_PrimitiveCooking</researchPrerequisite>
    </value>
    </li>-->
<li Class="PatchOperationRemove">
<xpath>*/RecipeDef[defName = "VG_MakebulkPemmican"]</xpath>
</li>
<li Class="PatchOperationInsert">
<xpath>*/RecipeDef</xpath>
<value>
    <RecipeDef Name="MakePemmican">
      <defName>VG_MakebulkPemmican</defName>
      <label>make bulk pemmican</label>
      <description>Make pemmican, a preserved combination of meat and plant food. It doesn't taste amazing, but lasts a year without refrigeration.</description>
      <jobString>Making pemmican.</jobString>
      <workAmount>1800</workAmount>
      <workSpeedStat>CookSpeed</workSpeedStat>
      <requiredGiverWorkType>Cooking</requiredGiverWorkType>
      <effectWorking>Cook</effectWorking>
      <soundWorking>Recipe_CookMeal</soundWorking>
      <allowMixingIngredients>true</allowMixingIngredients>
      <ingredientValueGetterClass>IngredientValueGetter_Nutrition</ingredientValueGetterClass>
      <ingredients>
        <li>
          <filter>
            <categories>
              <li>MeatRaw</li>
            </categories>
          </filter>
          <count>1</count>
        </li>
        <li>
          <filter>
            <categories>
              <li>PlantFoodRaw</li>
            </categories>
          </filter>
          <count>1</count>
        </li>
      </ingredients>
      <products>
        <Pemmican>64</Pemmican>
      </products>
      <fixedIngredientFilter>
        <categories>
          <li>FoodRaw</li>
        </categories>
        <disallowedCategories>
          <li>AnimalProductRaw</li>
        </disallowedCategories>
        <specialFiltersToDisallow>
          <li>AllowPlantFood</li>
        </specialFiltersToDisallow>
      </fixedIngredientFilter>
      <defaultIngredientFilter>
        <categories>
          <li>FoodRaw</li>
        </categories>
        <disallowedThingDefs>
          <li>Meat_Human</li>
          <li>Meat_Megaspider</li>
        </disallowedThingDefs>
      </defaultIngredientFilter>
      <workSkill>Cooking</workSkill>
      <researchPrerequisite>TS_PrimitiveCooking</researchPrerequisite>
    <recipeUsers>
           <li>ElectricStove</li>
      <li>FueledStove</li>
        </recipeUsers>
  </RecipeDef>
</value>
</li>
<!--End of weird bit and it still doesn't work :(-->


As you can see, I first tried doing it with a PatchOperationReplace, but this error popped up:
Could not resolve cross-reference: No Verse.ResearchProjectDef named Pemmican found to give to Verse.RecipeDef VG_MakebulkPemmican

Then I tried doing it the roundabout way by first removing it, then putting it back in, except with the researchPrerequisite changed, but then the same error popped up again!

I am baffled as to why it won't work, since I've done it dozens of times for other mods...
I appreciate any and all who have a solution for this.
Thanks
#13
That was indeed the issue. I kinda stared myself blind at it, so thank you for spotting it!
#14
Hello, I'm trying to make a patch for my mod Thinking Spot to lock the mud moat of More Vanilla Turrets 1.0 behind a tech with defName TS_BasicTraps, but the error in the title shows up.

The Operation I made currently looks like this:
<?xml version="1.0" encoding="utf-8" ?>

<Patch>

<Operation Class="PatchOperationFindMod">
<mods>
<li>More Vanilla Turrets 1.0</li>
</mods>
<match Class="PatchOperationAdd">
<xpath>*/TerrainDef[defName = "MudMoat"]</xpath>
<value>
<researchPrerequisites>
<li>TS_BasicTraps</li>
</researchPrerequisites>
</value>
</match>
</Operation>

</Patch>


I already made Thinking Spot patches for 5 other mods using the PatchOperationFindMod and this is the only one that does not want to work (despite copying the <name> from the about file of More Vanilla Turrets).

If anybody could tell me what's going on, I'd greatly appreciate it.
Thanks.
#15
Mods / Re: Pawns won't work on workstation
August 21, 2016, 03:02:38 AM
Oh. my. lord. That worked!
Thank you so much! I forgot that when you make a workbench, you have to tell people what they need to do, otherwise you just have a building to which you can set bills!

Thank you!!