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Messages - GrumpyProgrammer

#1
Getting two errors on startup:


[My Enemy is My Friend] Patch operation Verse.PatchOperationReplace(/Defs/QuestScriptDef/root[@Class="QuestNode_Sequence"]/nodes/li[@Class="QuestNode_Delay"]/node[@Class="QuestNode_Sequence"]/nodes/li[@Class="QuestNode_RandomNode"]/nodes/li[@Class="QuestNode_Sequence"]/nodes/li[@Class="QuestNode_GetFaction"]/mustBePermanentEnemy) failed
file: /media/DataDrive/Software/RimWorld/RimWorld1-1-2589Linux/Mods/My Enemy is My Friend/Patches/EnemyFriendNoDecay.xml

[My Enemy is My Friend] Patch operation Verse.PatchOperationReplace(/Defs/QuestScriptDef/root[@Class="QuestNode_Sequence"]/nodes/li[@Class="QuestNode_IsTrue"]/node[@Class="QuestNode_Sequence"]/nodes/li[@Class="QuestNode_Equal"]/node[@Class="QuestNode_GetFaction"]/mustBePermanentEnemy) failed
file: /media/DataDrive/Software/RimWorld/RimWorld1-1-2589Linux/Mods/My Enemy is My Friend/Patches/EnemyFriendNoDecay.xml


This is on a Linux system, Update 1.1.2589. I have a ton of mods enabled, though this error appears right after VGP patching (though what that could do with quests, I have no idea). I don't have any other mods that touch quests as far as I know.

I also tried it with just Harmony, Core, ModManager, and My Enemy is My Friend loaded. Same errors.
#2
Unfinished / Re: [WIP] Deep Storage (functional)
February 17, 2020, 10:25:17 AM
Quote from: LWM on February 16, 2020, 09:25:59 PM
Actually, I was planning to add the fleeces and raw cotton from Slight More Reaslistic Wool Production and ...whatever the cotton one is... to the hampers.  The ones from VGP would also go there, as well as in the pallets with bags.

Groovy! Glad to hear I wasn't barking up the wrong tree here.

Quote
I'm not 100% sure about Raw Flax, as that would probably be heavier than fibers, no?

Raw flax is really just bundles of straw, so I wouldn't think they would be appreciatively heavier or bulkier than cotton fibers. You get the strands from soaking them in water for a few hours and the strands are definitely like cotton fiber except longer (this processing step is not in VGP as far as I'm aware; it's assumed that the soaking happened between harvest and storage as going to a loom with raw flax produces cloth). However, if you think so, I can remove them from the list.

Quote
Anyway, feel free to send me the patch you have, or do a pull request on github, if you do that sort of thing?

I don't actually have a github account, so I don't think I can do a pull request. The patch is tiny, though (only 24 lines), so I could easily send the file through PM here if that's more convenient?
#3
Unfinished / Re: [WIP] Deep Storage (functional)
February 15, 2020, 11:14:39 PM
Wow, let me just say that this mod is awesome! It's exactly what I was looking for in a storage mod; now I can finally have closets that don't look like a teenager's bedroom. I've been using it for about  day or so and haven't encountered any conflicts that I noticed (and I use a lot of mods).

Great work, LWM!

EDIT: Oops, look like I spoke too soon. It wasn't a big problem, though; the raw form of VGP Garden Fabrics cloth plants (Cotton Fibre, Raw Flax, and Raw Devilstrand) weren't showing up as storable in a hamper.

I made a VGP Garden Fabrics compatibility patch and it works fine. Do you want it? It's easily done on your own (it's basically just the VGP Vegetable Garden patch, but with the variables changed), but I can send it to you if you'd rather not be bothered by such a tiny change.
#4
Getting a crash on DRM-free Rimworld on Linux using dry-run mode. Traceback:

Traceback (most recent call last):
  File "/media/DataDrive/Software/RimWorld/Mods/ModSort/master/rwms_sort.py", line 547, in <module>
    print_dry_run(modsconfigfile, doc, mod_data_full)
  File "/media/DataDrive/Software/RimWorld/Mods/ModSort/master/rwms_sort.py", line 53, in print_dry_run
    name = mod_data[mod][2]
KeyError: 'Dubs-Bad-Hygiene-2.5.950'


Not sure if it's related, but the Unknown Mods file doesn't match the detected unknown mods:

Detected:

Unknown ACTIVE mod ID Dubs-Bad-Hygiene-2.5.950 found..
Unknown ACTIVE mod ID Dubs-Mint-Menus-1.2.346 found..
Unknown ACTIVE mod ID Dubs-Mint-Minimap-1.1.109 found..
Unknown ACTIVE mod ID AnimalAlerts found..
Unknown ACTIVE mod ID Hospitality-1.0.23 found..
Unknown ACTIVE mod ID Rah's Bionics and Surgery Expansion 2.0 found..

Unknown Mods file:


{
"meta": {
  "contributor": "",
  "mods_known": 117,
  "mods_unknown": 2,
  "os": "linux",
  "rimworld_version": "1.0.2282 rev725",
  "rwms_version": "0.95.1.4",
  "time": "Sat Jan 11 20:16:21 2020"
},
"unknown": {
  "[T] ArtMyBed": [
   "not_categorized",
   "<RimWorld install directory>/Mods/T-ArtMyBed"
  ],
  "[XND] Animal Alerts": [
   "not_categorized",
   "<RimWorld install directory>/Mods/AnimalAlerts"
  ]
},
"version": 2
}


The file doesn't appear to be malformed, though, so maybe this is working as intended?
#5
I discovered an odd bug with Spacial Priorities. All grow zones after the first will have the same crop, regardless of what is chosen. This will not change even after deleting and re-establishing a grow zone. The only way to reset what is being grown is to delete all grow zones and then make a new one, which then becomes the only crop that will be grown.

Any crop zone can be set to other crops, but only the original set crop will actually be planted and harvested.

There are no errors in the error log. This happens even with only Core, HugsLib, ModSync, and Mod Manager as the other mods.
#6
Since you mentioned in the other thread about wanting testers, I thought I'd give it a go.

I've played for several hours now and have found no issues. The whole thing works as intended and is great! It provides a very nice, succinct graphical representation of how good the room is.

I really can't think of much in the way of enhancements, either. Maybe something that tells the player how far away they are from the next bar on the graph, so they know how much they need to improve a stat? That's all I have for suggestions.

Really, this mod is great! I highly recommend it to anyone.
#7
Releases / Re: [B18] Mining Priority
April 07, 2018, 05:42:38 PM
After a bit of testing, I've determined that Mining Priority is causing a crash in my game. It's fortunately very repeatable, but there doesn't seem to be anything in the rimworld_log file that seems relevant.

The crash happens whenever a game is loaded or when a new colony is created once the build map loads. I can provide a MOD list if needed.
#8
Outdated / Re: [B18] Custom Death Randomness
December 08, 2017, 05:40:51 PM
Groovy, thanks! I'll install and test.
#9
Outdated / Re: [B18] Custom Death Randomness
December 07, 2017, 08:20:20 PM
Can confirm that no files are listed on the moddb page.
#10
Quote-Occasionally you will end up with a pawn with a passion for a job or who has a high skill stat for a job but also has a trait that makes them hate it. I was going to try to fix it, then decided maybe they had bad experience or got burned out or just plain have no aptitude for their passion--just like people in real life.

It might be better in this case to just have the reduction in ability without the accompanying mood debuff. I mean, they're still doing what they love, they're just incompetent at it. Maybe have a 'lite' version of those traits? 'Inept at X', which has the corresponding skill debuff without the mood penalty? Then you can just have the code run through a check to see if a pawn has a passion and only allow the Inept traits.
#11
Outdated / Re: [A17] Everyone Can Do Everything!
June 12, 2017, 03:52:45 PM
Does this work like "Everyone Can Haul" in that if someone is physically incapable of doing the work, they still can't?

I'm speaking of someone without arms being able to haul or grow, for example.

QuoteWhat if there were some sort of swap, so that wherever someone has written 'Thou shalt not xyz' the story gets instead a nerf to xyz. Maybe -10 so that the result is almost always a starting level of skill-0 in the pertinent fields. That way a character could have a backstory and then adapt to their new environment.

I approve of this suggestion. It would also be neat if there was an option to also have backstories give mood buff/debufs on doing certain types of work (traits can do this, after all). This may be beyond the scope of the mod, but is something to think about.
#12
Quote from: deathstar on June 09, 2017, 07:56:17 AM
I have a suggestion to make... ever since the implementation of the Dead Man's Clothing debuff I wanted a way to clean clothes. Since this mod is all about hygiene and already includes a pumping and sewage system, I thought washing machines of some sort would be a really nice addition. There could even be a low-tech version which is just a washboard with a bucket, or just use the washing-bucket and add a bill to it to wash clothes. Perhaps this could take a lot of labour (since it's free otherwise) while the machine does it automatically over time?

Going a step further, maybe there is a positive moodlet for having freshly washed clothes, encouraging some rotation?

I like this a lot. Laundry as a way to remove the Dead Man's Clothes debuff and to provide a mood boost would be a nice addition. The big question would be how to make the Pawns take off their clothes to be washed; you wouldn't want them to do so if doing so would ruin their heat/cold resistance, for example. Maybe they will only remove clothes for washing if there are other non-dirty clothes available immediately in a stockpile? It would provide a reason for creating a larger cache of clothing other than for sale or when things get too worn.

As a side note, something I'd really like to see is some kind of clothing rack that can contain more than one garment at a time. This is outside the scope of Hygiene and Central heating, but it's still something that really annoys me. Closets have to be huge in Rimworld because only one article of clothing can fit on one square!
#13
Releases / Re: [A17] Misc. Robots++ / OmniBot
June 05, 2017, 09:18:03 PM
Quote from: alaestor on June 05, 2017, 08:17:51 PM
So, my question is; should I merge the OmniBot into R++? Doing so will make it much easier to make simple compatibility patches. I will likely not do so if they remain separate...

If it would make things easier on you to merge them, then I say do it. Those who do not want OmniBot can simply ignore it. Alternatively, you could add a mod settings field that just disables the OmniBot research for those who don't want it.
#14
BUG REPORT

Balancing Act seems to have some problem with Vegetable Garden. Whenever the two mods are loaded (and order does not seem to matter), the game panics and does the whole "Recovering from Incompatable or Corrupted Mods" thing. Confirmed with just Core, HugsLib, Vegetable Garden, and Balancing Act active. OS is Linux, Rimworld version is 17b (1557). I tried several times, moving Balancing Act lower in the mod order each time until just after Core. Every time, as long as Balancing Act and Vegetable Garden were loaded, the same error occurred.

Error message dump:

Quote
Exception reading Recipes_Production.xml as XML: System.Xml.XmlException: Multiple document element was detected.  Line 44, position 4.
  at Mono.Xml2.XmlTextReader.ReadStartTag () [0x00000] in <filename unknown>:0
  at Mono.Xml2.XmlTextReader.ReadContent () [0x00000] in <filename unknown>:0
  at Mono.Xml2.XmlTextReader.ReadContent () [0x00000] in <filename unknown>:0
  at Mono.Xml2.XmlTextReader.Read () [0x00000] in <filename unknown>:0
  at System.Xml.XmlTextReader.Read () [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.ReadNodeCore (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.ReadNode (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.Load (System.Xml.XmlReader xmlReader) [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.LoadXml (System.String xml) [0x00000] in <filename unknown>:0
  at Verse.LoadableXmlAsset..ctor (System.String name, System.String fullFolderPath, System.String contents) [0x00000] in <filename unknown>:0

(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Caught exception while loading play data but there are active mods other than Core. Resetting mods config and trying again.
The exception was: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.PatchOperationInsert.ApplyWorker (System.Xml.XmlDocument xml) [0x00000] in <filename unknown>:0
  at Verse.PatchOperation.Apply (System.Xml.XmlDocument xml) [0x00000] in <filename unknown>:0
  at Verse.ModContentPack.LoadDefs (IEnumerable`1 patches) [0x00000] in <filename unknown>:0
  at Verse.LoadedModManager.LoadAllActiveMods () [0x00000] in <filename unknown>:0
  at Verse.PlayDataLoader.DoPlayLoad () [0x00000] in <filename unknown>:0
  at Verse.PlayDataLoader.LoadAllPlayData (Boolean recovering) [0x00000] in <filename unknown>:0

(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Successfully recovered from errors and loaded play data.
#15
Quote from: dubwise56 on June 01, 2017, 05:23:42 PM
Thanks, I added white versions of everything because there isn't any stuff that can make things white and normally fixtures and pipes are white.

Fair enough. I was just curious.

Quote
And I added the sewage outlet so there is something that actually makes rivers useful, because right now they are pointless and you have no reason to settle next to one, i'll probably add the radial water terrain counter to it again so you can use oceans or lakes that have enough cells, the last version didn't even have them and all biomes have different challenges so now if you want easy sewage then now you can settle next to a river, i didn't really want you to be able to just dump sewage onto the ground or in a small pond because then you could smash 30 outlets down with the sewage just vanishing and not building up like in cities skylines, with a river it makes sense because of the running water.

Understood (and I did wonder why a big lake wasn't suitable for sewage disposal -- good to hear it might reappear in a later version). That's why I suggested some sort of open sewage pit for areas without running water; it'd be extra infrastructure you'd need to build and maintain if you settle in an area without a river. It might be an idea to add a negative thought if a pawn passes by a sewage pit or shallow water connected to a sewage pipe as a way to further make wanting to handle sewage better more attractive.

-15 Disgusted by Raw Sewage

Quote
As for cooling I could make a central air system just exactly the same as radiators but with the graphic replaced. To make things more technical I could split the pipes up into plumbing, heating, and air ducts. I could do other stuff like require heaters for hot showers and baths, could require a ground or river water pump for all the water.

I like spitting the three types of plumbing. As for showers and baths, maybe just have a negative thought when forced to use cold showers? -5 Cold Shower/Bath? It shouldn't completely negate the Squeaky Clean thought, but is still an impetuous to get a hot water system running.

Some sort of pumping mechanism to get water into the system would be nice as well. Maybe some kind of "catchment bucket" that fills based on rain as a low-tech measure of getting water?

Doing this would probably necessitate also adding water tanks of some type as well. So a full plumbing system would require at least: a means to gather water, a water tank to store it (this would be a cheaper version of the Hot Water Storage tank now used; maybe half the cost since it doesn't care about insulation to retain heat as much?), a fixture (sink/toilet/shower/etc) to use it, sewage handling to deal with waste water, and plumbing to tie it all together.

An advantage of the Sewage Treatment machine could be to recycle some or all of the waste water back into the system. If you really want to get crazy, you could have a machine that hooks up to the Sewage Treatment plant and produces sterilized fertilizer from it (which would be similar to Night Soil except without the sickness boost). Bonus points for Vegetable Garden integration if that mod is present and having the machine make VG fertilizer. This would make it worth using Sewage Treatment even on maps with a river.

Really, though, I don't know exactly how much work you want to put in the mod. It's great as it is!

QuoteNot sure how far to go with the detail because in MarsX i like to track every unit of air and water and humidity and so on.

Well, I personally like that kind of detail, but it might be good to put up a poll to see if people using your mod would prefer the more generalized mechanics that are now used.

As for pie-in-the-sky suggestions: would jacuzzis or pools be possible? They'd satisfy Joy and maybe give a thought. For added hilarity, have jacuzzis allow the Lovin' interaction.