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Messages - neur0breed

#1
Mods / Re: [Mod Request] Washing mod
February 04, 2017, 12:29:08 AM
Where/how do you wash them, custom workstation, or are there resources needed to do it?
#2
Mods / Re: Breakdowns
January 26, 2017, 12:38:53 PM
https://ludeon.com/forums/index.php?topic=16120.0

The "Fluffy's Breakdowns" mod might be something you're interested in, in changes the breakdown system. With it stuff wears down over time and there is a new job to repair/upkeep.
#3
Mods / Re: What would make the game easier to mod?
January 26, 2017, 07:58:19 AM
Quote from: Goldenpotatoes on January 24, 2017, 09:31:46 PM
I noticed that linkableFacilities, the building comp that controls what said building can link to, requires the base object to reference what can link to it. Current issue with this setup is that any mod that wants to add onto this feature needs to override whatever is there first, at least with vanilla methods.

Wouldn't it make more sense for the linking object to have a list of objects it can affect, rather than having the base object have a list of objects that can affect it? It would definitely make it more mod-friendly when it comes to compatibility. For example, in a vanilla scenario, the vitals monitor would have the listing to say it can attach to the bed, rather than the bed having a list saying the vitals monitor can attach to it.

I believe you can have the linking object have the list, pretty sure it works both ways, just like recipes. Both the recipe, and the workbench can have the recipe in the XML, it just depends on how you want that implemented.
#4
Not sure if this was happening to anyone else, or just me, but the backpack(s) and tactical bags were not actually increasing the bulk of the people who put them on, I ended up going through the code and found that while the Offset is calculated in whether the bag can be picked up, the function to update the inventory doesn't care about it.

If it helps I fixed it by puttingthe following directly after line 156, in the CompInventory.cs file(within the "Add Apparel" if statement):
"apparelWeight -= thing.def.equippedStatOffsets.GetStatOffsetFromList(CR_StatDefOf.CarryWeight);
apparelBulk -= thing.def.equippedStatOffsets.GetStatOffsetFromList(CR_StatDefOf.CarryBulk);"

#5
Mod bugs / Re: Moods disappear
January 21, 2017, 02:31:13 PM
Fixed it!!

So, I have no idea what caused it, but I figured out that if you go into your save file and delete what in the "<memories>" to </memories>" section of each of the affected pawns, they go back to normal... I think it resets recent events, but it's better than pawns whose food, rest, joy, and mood are frozen...
#6
Mod bugs / Re: Moods disappear
January 21, 2017, 01:26:14 PM
Same thing just happened to me, it only happens on a few pawns, I've been digging around trying to figure out what it is... I think it may have been caused by combat realism, but I can't find a way to fix it.

Error(Anna is one of the pawns affected, new pawns seem to operate fine):

Exception ticking Anna: System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
  at System.Collections.Generic.List`1[RimWorld.ThoughtStage].get_Item (Int32 index) [0x00000] in <filename unknown>:0
  at RimWorld.Thought.get_CurStage () [0x00000] in <filename unknown>:0
  at RimWorld.Thought.MoodOffset () [0x00000] in <filename unknown>:0
  at RimWorld.Thought_Memory.MoodOffset () [0x00000] in <filename unknown>:0
  at RimWorld.ThoughtHandler.MoodOffsetOfThoughtGroup (RimWorld.Thought groupFirst) [0x00000] in <filename unknown>:0
  at RimWorld.ThoughtHandler.TotalMood () [0x00000] in <filename unknown>:0
  at RimWorld.Need_Mood.get_CurInstantLevel () [0x00000] in <filename unknown>:0
  at RimWorld.Need_Seeker.NeedInterval () [0x00000] in <filename unknown>:0
  at RimWorld.Need_Mood.NeedInterval () [0x00000] in <filename unknown>:0
  at RimWorld.Pawn_NeedsTracker.NeedsTrackerTick () [0x00000] in <filename unknown>:0
  at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0

My mods:
-Core
-Combat Realism
-HugsLib
-PowerCell
-Expanded Traits
-RT Fuse
-RT Quantum Storage
-RT Power Switch
-AdditionalLighting
-SS Battery Fuse
-SS Bigger Batteries
-QualityBuilder
-Pests
-Mending
-Expanded Prosthetics and Organ Engineering
-Mad Skills
-Hospitality A16
-Less Arbitrary Surgery
-Componentsx10
-Iron Dan For 0.16
-Vegetable Garden