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Messages - JinxVanAshke

#1
Releases / Re: [A17] Dinosauria: A Rimworld Mod / v1.2
January 01, 2018, 10:37:17 PM
Quote from: crusader2010 on December 31, 2017, 07:47:23 PM
With help from a fellow modder, I managed to get rid of the last two errors too. Reuploaded the new version here:
https://mega.nz/#!cMVCkaKK!jWZpJyGD0tLaME_szV9mtpHT2zsNki0IICwYhWQD7JA

@JinxVanAshke: still looking into how I was getting the errors (each time Rimworld started) and you were not. It doesn't make sense, yet.

So to add to the oddness. I was still using my original file since I got no errors. I downloaded the Giddy-up caravan mod. (Already was using the Core and battle mounts.) Once I activated that, console full of red errors.
#2
Releases / Re: [A17] Dinosauria: A Rimworld Mod / v1.2
December 30, 2017, 04:56:15 PM
Sweet let me know what you find so I can fix my own if it is hiding a problem I am just not seeing. Just talking about this for a minute is learning me gewd, I know I am making progress when I got what you were talking about, previously my brain would step outside to have a smoke on this subject. The most I ever did before was modify a ini file. Now I am trying to learn how to do this so I can make my own reverse filtering system for stockpiles...and failing so far but...I am making the game do stuff as I fail so it progress through failure.
#3
Releases / Re: [B18] sd Mods - mostly stuff
December 30, 2017, 04:51:32 PM
So not sure where I got this from originally...I thought this thread but erm as far as my limited knowledge this adds Rimkea furniture linkable as well. If I got this wrong don't hesitate to correct me. If it is useful then hurrah I helped.

I am NOT the author of this. If someone claims it as their own work and tells me to remove it, I certainly will.

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#4
Releases / Re: [A17] Dinosauria: A Rimworld Mod / v1.2
December 30, 2017, 04:17:24 PM
Quote from: crusader2010 on December 30, 2017, 03:04:25 PM

I'm not sure how you're not getting at least one console error (the one related to the tag <hatcherDaysToHatch> which changed in the Rimworld base code to <hatcherDaystoHatch>, resulting in an XML error that the tags are not case sensitive). The other errors I'm not sure about, as I have over 100 mods installed (there might be some additional checks somewhere). Could you provide your ModConfig.xml?

PS: thanks for the ADS patch! :)

Sure, you know I have not had a dino long enough in game for them to actually lay and hatch an egg, it is possible I will get errors then but on load up I get none and in-game I get none, well sometimes a workgiver error but that is another mod (I think WhileyourUp) and it rarely fires. Anyway here is my modconfig.xml hope it helps. It sounds like something similar to the error that was making the patch file. It was originally written as <xpath>/RecipeDefs/RecipeDef and I had to change it to <xpath>Defs/RecipeDef. I also tried to make it work with the Modcheck patcher, again using the code from the megafauna patcher as a reference so that it was just part the Dinosauria mod but, I was unable to make that work properly, maybe something has to be added to the Dinosauria mod to make it work.

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#5
Releases / Re: [A17] Dinosauria: A Rimworld Mod / v1.2
December 30, 2017, 11:31:45 AM
Quote from: Harry_Dicks on December 29, 2017, 03:11:57 PM
I've checked and it is actually allowed for someone to post the real B18 version from Steam onto here if the mod author has gone missing in action. So please, anyone with the Steam version - send a link our way! ;D

My internet is shoddy but, if I won't get into trouble I will upload the B18 version and the  A dog said patch in a bit. I am kind of proud of myself I had to actually rewrite the a dog said patch myself a bit, I know nothing about it at all but the ADS patch was failing to load so I compared it to the Megafauna ADS patch and fixed what was different until the Dino ADS patch worked. I get no errors myself with any of this.

If the original owner requests me to remove these I will.

Dinosaria Unofficial
Dinosauria ADS patch Unofficial
#6
Releases / Re: [B18] [KV] Infinite Storage [ModSync]
December 29, 2017, 02:06:13 AM
It is no worries mate. Once I started reading what he was doing myself, I was thinking it would be unlikely. I really appreciate you trying and if you have not heard often enough--An honest to goodness thank you for all the mods you make, I am pretty sure I have everyone you make downloaded and in use and enjoy my game more because of it.
#7
Releases / Re: [B18] [KV] Infinite Storage [ModSync]
December 29, 2017, 01:22:46 AM
Quote from: Kiame on December 28, 2017, 03:29:25 PM
ok i had enabled AS and didnt see any difference - no multi-select for floors for instance. Let me try w/ stuffed floors too

I really appreciate you going to all the effort to look into this.
#8
Releases / Re: [B18] [KV] Infinite Storage [ModSync]
December 28, 2017, 12:26:23 PM
Quote from: Kiame on December 27, 2017, 11:07:00 PM

I took a look at architecture sense and if i understand it correctly, it's not a mod for end users but instead for use by modders who will include that in their mods. In short, though, it did not consolidate floors into a single button to click from which the material can be selected. I did some searching for a mod that does that but no luck (heck i'd like to use it if it exists). If you know what mod it is that does that could you let me know?

Thanks

So how I  understand and have used Arch sense is like a Framework, like Misc. Core, Or Alien Framework etc. I will attach a screenshot so you can see the difference. With Architect sense installed and it puts all my floors into one Button and makes the floor design the selectable and when you pick that every item in your stockpile it can be built out of is selectable if you don't have it in your stockpile it doesn't show up as an item. I use it in Tandom with Stuffed floors and it then takes all the items from Ext Woodworking, Veg Garden, and so forth and Stuffed Floors lets the floors be made out of...stuff and A.S. lets the Architect tab display it all. Or at least that is what Fluffy's Stuffed Floors tells me to do. Stuffed Floors says...it adds a custom FloorDefType that derives from TerrainDef to allow modders to create floors by setting a texture. But you have to use that one and Architect together. I wonder if that is causing the problem.


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#9
Releases / Re: [B18] [KV] Infinite Storage [ModSync]
December 27, 2017, 03:03:06 PM
Quote from: Kiame on December 27, 2017, 02:53:29 PM
@Canute - No plans to have any attachments. That'll stay exclusive with the other mods  :)

@JinxVanAshke
As Canute was saying, i'm basically having to reinvent how RW handles items stored in infinite storage. There are a large number of paths through which pawns find and use items and when I make those items not exists I need to add paths in the logic to check the infinite storages for the items. It'll never be perfect but hopefully i can cover enough cases where it's seldom anyone will have to directly micro-manage the storage.

I'll take a look at architect sense and see how it's determining what's available. It it's using the base game's code it should have worked with inf storage, the fact it's not working makes me worried it will be difficult to integrate. I'll take a look in either case.

You humble me with your quick responses. If it doesn't work it is no worries. I already have a workaround with an alternate storage pile and priorities so they just move what I want next to where I want. I used to do it back in the day before the Haulers haul to craft spots mod. Makes things get built quickly anyway. Just an extra step that, I feel like you are trying to eliminate some of the micromanagement processes...You know this is just an idea out of ignorance...but the automation factory mods have a stockpile setup around some of the automated equipment. Is there is a chance that having a default stockpile that pulls to and from the storage box itself would make things integrate easier? Again I don't know jack just a thought.
#10
Releases / Re: [B18] Psychology (2017-12-25)
December 27, 2017, 02:52:42 PM
Quote from: crusader2010 on December 27, 2017, 11:16:51 AM
So, is anyone using Psychology, Hospitality, Prepare Carefully, Rainbeau's Consolidated Traits and Rainbeau's More Trait Slots successfully (i.e. in a way that the mods complement each other and that all traits are available from Prepare carefully)?

If yes, could you please post your load order? :)

Thanks!

The entire list is long but out of the ones you asked I have it
Hospitality
PC
CT
MT
Psychology

and I am pretty sure I get all the options.
#11
So I have a request if it is not too much out of line. Is it possible to somehow link the visual and item displaying of this your really awesome rack mod with this type of mods functionality ( https://ludeon.com/forums/index.php?topic=37698.0 ) or even maybe the two can point to each other somehow? So that we are using your racks and the items we want to pull out of them are displayed on the shelves. I really like your shelving method, however with many mods filtering items becomes something of a nightmare especially late game and I feel the two combined would be awesome sauce.

Barring that is there perhaps a way that the filters can be set up so that once you some things on it, you could click a button to, only allow these items in the storage perhaps? The problem isn't so much that as the rest of the storage spaces that you have to then track down and uncheck. I know I know lazy persons problem and it can be done but, it can get tedious.
#12
Releases / Re: [B18] [KV] Infinite Storage [ModSync]
December 27, 2017, 11:27:49 AM
I did lower the range I am not sure why they are not pulling from the storage, I had a previous save game in which I was using it the same way and they were pulling from the box for stoneworking. If I was JUST going to use the box for storage of chunks I had lowered the energy requirements to be tolerable for that purpose. Though to be sure energy is only an issue early on once I research Solar Roofs a few Orassan power relays, energy is not a problem.

Note I wasn't complaining or telling him "FIX IT!!" (sorry if it came across that way.) just noting what I was experiencing. Storage is a tricky task and I have tried many of the various storage mods available and this is the closest to doing it the way I would like. To me the ideal would be a combination of what this mod is going for combined with the As Simple as Rack mod https://ludeon.com/forums/index.php?topic=23205.60 and instead of dropping on the floor items would pull to the shelving locations for pawns to use. It would be visually and functionally be what I would want. I wish I had the knowhow to combine them myself and make it work.
#13
Releases / Re: [B18] [KV] Infinite Storage [ModSync]
December 27, 2017, 11:02:44 AM
Quote from: Kiame on December 27, 2017, 12:24:12 AM
What exactly is the problem?
Is it when clicking the button to build a floor type that options are not available?
Is it once the flooring has been placed and you right click to tell a pawn to start building that it says no materials found?
Is it once the flooring is down no materials are spawning from the infinite storage?

Just tested w/ Expanded Woodworking and I was able to lay floors just fine. I did notice the icon was red (meaning i didn't have any but i knew i did) which i can look into. I ignored that and was able to lay the flooring and the pawns quickly completed laying the new floors.

Ok I have narrowed down the problem I think to Architect sense. It merges all floors together and when it THINKS you don't have an item in storage to make it, it flat out just doesn't appear as an option to select or lay the floor.

To give a direct example. If all my stuff is in a normal storage and I select Mosaic Parquet it gives me a list of woods in my storage I can build the floor with. When I put them into the infinite storage box, those options go away till I can't put down any floor at all. It does the same for Stone and Metal floors and textiles and carpets.

Which...to go further while they will pull things for some jobs out of the storage, I was using it for chunks thinking I could at least have those cleaned up and off the floor, I had it right next to the stoneworking bench and he was still walking across the map to pick up rocks from the ground. And thirdly whenever medications are put into either the Infinite Storage or the Bodyparts storage box, Operations no longer see medicines in order to select those as jobs.
#14
Releases / Re: [B18] [KV] Infinite Storage [ModSync]
December 26, 2017, 11:20:03 PM
So I am having a few issues with this mod and by extension the textiles storage. It is not recognizing wood or stones to build floors. That is when I go to designate a floor to be built it says I have none available. Could it be load order? I have things like extended woodworking, cupro's stones along with architect sense and more floors...well those and like 150 others. It is not even universal across all items. It will pull cupro metals and vanilla metals just fine but nothing from extended woodworking. Do you need my log to help me with this one or maybe should I put this mod before all of those? I don't get any red errors thrown at me at all.
#15
Releases / Re: [B18] Equiums Horse Race mod
December 14, 2017, 12:21:10 AM
So the medieval mod that adds hands and shoes they wear...all of them...at once. Also tool belts. It is an easy fix to disallow those items from their wardrobe and make them a special outfit. I wish I had taken a screenshot my one Equium was wearing 10 tool belts 15 hand wraps and 18 tribal boots.

https://ludeon.com/forums/index.php?topic=22316.0 This mod and

https://ludeon.com/forums/index.php?topic=33092.0 this one.