Show Posts - Spdskatr
Ludeon Forums

Ludeon Forums

  • August 16, 2018, 06:32:12 AM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  

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.

Messages - Spdskatr

Pages: [1] 2 3 ... 25
1
Releases / Re: [1.0-B18] Spdskatr's mods | We Factorio now? (20 Jun)
« on: August 15, 2018, 03:56:31 AM »
What happened to Researchable Stat Upgrades on steam? It just disappeared.
I grabbed the most recent off github and it works but I'm just wondering why the removal.
Oops, my bad! It's back up now.

2
Releases / Re: [1.0-B18] Spdskatr's mods | We Factorio now? (20 Jun)
« on: July 30, 2018, 04:59:29 AM »
Using 1.0 RimFactory and I can't find the option to build reinforced crates, despite having researched them. God mode shows the option.

Ah, good catch! It's been fixed now on both github and steam.
First off, love many of your mods.

Secondly, is there any way you can make the storage zones able to be renamed for the harvesters?

Thirdly, would it be possible to direct output (wool/milk) to a specific spot (preferably one spot outside the range of the harvester)?

I use Industrial Rollers and would love to be able to make the operations more automated.
Please clarify "storage zone" crates and my other storage buildings are rename-able already, and so are stockpiles.
If I'm not mistaken, Industrial rollers has a growing zone puller device already, it should work with that.

3
Off-Topic / Re: Count to 9000 before Tynan posts!
« on: July 13, 2018, 04:19:43 AM »
8 2 2 1

4
Bugs / Re: [1.0.1958] Bills tab bug
« on: July 13, 2018, 04:17:53 AM »
Hi,
since you use mods, you should try if this still happen without mods.
But i think it is mod related, and if you can idenfy the mod, report it at the proper mod topic.


I am a modder myself and I'm pretty sure my installed mods have nothing to do with the problem. Anyway, I disabled all my mods, and created a brand new colony to test this. The bug is still present in build 1.0.1962 rev1188

5
Bugs / [1.0.1962] Bills tab bug
« on: July 08, 2018, 07:31:38 AM »
Circumstances: I wanted to view the info for a bill.

What happened/how to replicate: In the electric smithy's bills tab, I clicked on "Add bill". In the drop down menu, I clicked on the info button for the bill "make mace". An info card popped up, but the debug log showed "StatRequest for null def."

Code: [Select]
StatRequest for null def.
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
RimWorld.StatRequest:For(BuildableDef, ThingDef, QualityCategory) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Utility\Stats\StatRequest.cs:58)
RimWorld.StatsReportUtility:DrawStatsReport(Rect, Def, ThingDef) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Dialogs\PortablePanes\StatsReportUtility.cs:45)
Verse.Dialog_InfoCard:FillCard(Rect) (at C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\Dialog\DialogsVarious\Dialog_InfoCard.cs:189)
Verse.Dialog_InfoCard:DoWindowContents(Rect) (at C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\Dialog\DialogsVarious\Dialog_InfoCard.cs:166)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32) (at C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\Window.cs:202)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle) (at C:\buildslave\unity\build\Runtime\IMGUI\Managed\GUI.cs:1817)

6
Releases / Re: ModSync RW
« on: June 24, 2018, 08:05:05 AM »
Nice work Kiame. I'm gonna join in the ModSync party in 1.0 as well. Making it decentralised and friendly to modders should help bring more modders in.

7
Off-Topic / Re: Count to 9000 before Tynan posts!
« on: June 20, 2018, 07:36:48 AM »
8140

Remember when I was here?

8
Releases / Re: [B18] Spdskatr's mods | We Factorio now? (11 Jan)
« on: June 10, 2018, 07:34:49 AM »
Will the bug for SS damage indicators be fixed where if you shoot a pawn (like say a mechanoid scyther with a sniper rifle) it will sometimes instead say the remaining HP left on a limb instead of the damage actually done by the shot? I'll snipe an undamaged scyther and it will pop up the number "2". I look at the scyther's body part HP and I'll see the number 2 on the remaining HP of a 30 total HP body part. It should have said 28. Is this a bug or a "feature"?
Sadly, I have no idea how that would happen. I use this mod in a lot of my games and it has never appeared that way. Does it only happen sometimes or have you found a way to replicate the bug?

9
Do I win something?



EDIT: Help me please I code on a bright background

10
Releases / Re: [B18] Spdskatr's mods | We Factorio now? (11 Jan)
« on: March 22, 2018, 09:54:39 PM »
Do the products rot in these industrial storages? Or these work like fridge also?
The industrial storage unit does not function like a fridge.

11
Help / Re: Making InspirationHandler less random
« on: March 08, 2018, 08:38:02 PM »
There's been a complication.

Could not execute post-long-event action. Exception: System.TypeInitializationException: An exception was thrown by the type initializer for NinjaMode.NinjaModeInit ---> System.ArgumentException: No target method specified for class NinjaMode.Pawn_DraftController_Drafted_Patch

This, despite the fact I've clearly denoted the Drafted accessor in Pawn_DraftController.

    [HarmonyPatch(typeof(Pawn_DraftController), "Drafted")]
    public static class Pawn_DraftController_Drafted_Patch
    {
        static void Postfix(Pawn_DraftController __instance)
        {
            Log.Message("NinjaMode");
            Messages.Message(
                "NinjaMode_TestMessage".Translate(new object[] { __instance.pawn.NameStringShort }),
                MessageTypeDefOf.PositiveEvent);
        }


Does this mean accessors are off the table as targets of Harmony?

Try use get_Drafted.

Getters have method signature get_PropertyName. Guess what signature setters have.

12
Releases / Re: No More Random Skills
« on: March 04, 2018, 12:26:32 AM »
OwO

Nice

13
Releases / Re: [B18] Spdskatr's mods | Tornado stoppers (11 Jan)
« on: March 01, 2018, 08:27:26 PM »
I finally completed the research to unlock the universal autoassembler! I love the recipe downloading.

In A17, back when SAL assemblers were attached to workbenches,  I often preprocessed food ingredients for Vegetable Garden recipes, making cheese, flour, and the like en masse night and day. That's why I was rather disappointed the self-cooker has such a limited repertoire. Obviously I could build an autoassembler in place of a self-cooker, but before I do that, is there a way to expand the functionality of the self-cooker, perhaps through XML tweaks?

The recipe is actually defined through the <recipes> tag. You can actually add/remove any recipe you want.

14
Releases / Re: [B18] Spdskatr's mods | Tornado stoppers (11 Jan)
« on: February 18, 2018, 04:53:12 AM »
About Damage Indicators, What the colors means?

The colors are just a small visual indicator of the damage. Yellow for 10 to 29, Orange for 30 to 49, then red, then magenta, then cyan

15
Releases / Re: [B18] Spdskatr's mods | Tornado stoppers (11 Jan)
« on: January 18, 2018, 06:33:58 PM »
I think RW has a problem recognizing that you have the supplies required for making whatever if they exist in this kind of "pocket dimension" which you get with Quantum Storage and Mass Storage.

Ratys's QS works completely fine. I'm actually halfway through creating a storage solution that can hopefully replace the functionality of Mass Storage, as well as be tradeable if you place an orbital trade beacon nearby. It'll be part of Project RimFactory

Pages: [1] 2 3 ... 25