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#1
Releases / Re: [1.0] TD Enhancement Pack
June 11, 2019, 06:29:19 PM
Downloaded latest version from https://github.com/alextd/RimWorld-EnhancementPack ("Clone or download" since I see no other way to download it) but Mod Manager says it has no version # and debug log shows:

Could not find a type named TD_Enhancement_Pack.Designator_AddMatch_Growing
Verse.Log:Error(String, Boolean)
Verse.ParseHelper:FromString(String, Type)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlToObject:ListFromXml(XmlNode)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlLoader:DefFromNode(XmlNode, LoadableXmlAsset)
Verse.LoadedModManager:ParseAndProcessXML(XmlDocument, Dictionary`2)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Could not find type named TD_Enhancement_Pack.ThinkNode_ConditionalCanDoDraftedConstantThinkTreeJobNow from node <li Class="TD_Enhancement_Pack.ThinkNode_ConditionalCanDoDraftedConstantThinkTreeJobNow"><subNodes><!-- Flee explosion --><li Class="JobGiver_FleePotentialExplosion" /></subNodes></li>
Verse.Log:Error(String, Boolean)
Verse.DirectXmlToObject:ClassTypeOf(XmlNode)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlToObject:ListFromXml(XmlNode)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlLoader:DefFromNode(XmlNode, LoadableXmlAsset)
Verse.LoadedModManager:ParseAndProcessXML(XmlDocument, Dictionary`2)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Exception loading list from XML: System.MissingMethodException: Cannot create an abstract class 'Verse.AI.ThinkNode'.
  at System.Activator.CheckAbstractType (System.Type type) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type) [0x00000] in <filename unknown>:0
  at Verse.DirectXmlToObject.ObjectFromXml[ThinkNode] (System.Xml.XmlNode xmlRoot, Boolean doPostLoad) [0x00000] in <filename unknown>:0
  at Verse.DirectXmlToObject.ListFromXml[ThinkNode] (System.Xml.XmlNode listRootNode) [0x00000] in <filename unknown>:0
XML:
<subNodes><li Class="TD_Enhancement_Pack.ThinkNode_ConditionalCanDoDraftedConstantThinkTreeJobNow"><subNodes><!-- Flee explosion --><li Class="JobGiver_FleePotentialExplosion" /></subNodes></li><li Class="ThinkNode_ConditionalCanDoConstantThinkTreeJobNow"><subNodes><!-- Flee explosion --><li Class="JobGiver_FleePotentialExplosion" /><!-- Join auto joinable caravan --><li Class="ThinkNode_Subtree"><treeDef>JoinAutoJoinableCaravan</treeDef></li><!-- Hostility response --><li Class="JobGiver_ConfigurableHostilityResponse" /><!-- Lord directives --><li Class="ThinkNode_Subtree"><treeDef>LordDutyConstant</treeDef></li></subNodes></li></subNodes>
Verse.Log:Error(String, Boolean)
Verse.DirectXmlToObject:ListFromXml(XmlNode)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlLoader:DefFromNode(XmlNode, LoadableXmlAsset)
Verse.LoadedModManager:ParseAndProcessXML(XmlDocument, Dictionary`2)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Could not find a type named TD_Enhancement_Pack.TransferableComparer_ValuePerMass
Verse.Log:Error(String, Boolean)
Verse.ParseHelper:FromString(String, Type)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlLoader:DefFromNode(XmlNode, LoadableXmlAsset)
Verse.LoadedModManager:ParseAndProcessXML(XmlDocument, Dictionary`2)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()


Not sure if these are TD Enhancement Pack related (this log format is HORRIBLE):

Unable to parse version string on mod  from Anonymous "Unknown"
Verse.Log:Error(String, Boolean)
Verse.ModMetaDataInternal:TryParseVersion(String, Boolean)
Verse.ModMetaDataInternal:TryParseSupportedVersions(Boolean)
Verse.ModMetaData:Init()
Verse.ModMetaData:.ctor(String)
Verse.ModLister:RebuildModList()
Verse.Steam.WorkshopItems:RebuildItemsList()
Verse.Steam.WorkshopItems:.cctor()
Verse.ModLister:RebuildModList()
Verse.ModLister:RebuildModList()
Verse.ModLister:.cctor()
Verse.<>c__Iterator0:MoveNext()
Verse.<>c__Iterator0:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
Verse.LoadedModManager:InitializeMods()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

DesignationCategoryDefZone could not instantiate special designator from class .
Exception:
System.ArgumentNullException: Argument cannot be null.
Parameter name: type
  at System.Activator.CheckType (System.Type type) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type) [0x00000] in <filename unknown>:0
  at Verse.DesignationCategoryDef.ResolveDesignators () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.DesignationCategoryDef:ResolveDesignators()
Verse.DesignationCategoryDef:<ResolveReferences>m__0()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()
#2
RimWorld's item scale is WAY off.

Why do walls take up a complete 1x1 square (1m x 1m)? Real-world exterior walls are about 6.5" (0.1651m) thick. Also, why no angled walls to reduce the aliased/stairstepped look? (Found Corners but it conflicts with another mod.) Better yet, walls should automatically fill in the gaps when built corner-to-corner (which I do extensively to gain more space).

Workbenches are way too big and the research ones are just ridiculously off-scale at 2x3 (should be 1x2) and hi-tech is 2x5 (should be 1x3). Better yet, modular research workbenches (like Modular Tables and Tables+) where each section costs the same resources to build yet adds to research speed. This way the "main chair module" could be anywhere (another annoyance with >1x1 RimWorld furniture) and workbenches could be configured/shaped however the player wants (corners, L, T, H, etc).

The multi-analyzer is WAY too big (should be 1x1 vs. 2x2).

Power switches should easily be wall-mountable and 1/8th their current size (even thinner and smaller than Wall Light). There's Izzyssentials Switch but it hasn't been updated since A16.

Some mods give smaller workbenches but they have their annoyances. Small Workbenches (not updated to 1.0) reduces the size of workbenches to 1x2 but, oddly, take longer to build, and must be researched first. Since when does something SMALLER take LONGER to build? Dumb.

Tiny Workbenches adds 1x1 workbenches that take longer to build, have work speed penalities, and aren't as durable as vanilla workbenches. As with the previous mod, this is all stupid but then I think a 1x1 square workbench looks stupid anyway so I won't be using this mod.

At least there are smaller storage objects (too many to list), [WD] Small Solar Panels, Small Comms Console, etc. but I'd like to have more smaller objects so I can build more compactly/tightly.

I'd like real-world-scale-looking objects. Any mods that do this without stupid penalities/restrictions?
#3
Outdated / Re: [A16] Miniaturisation Overloaded
April 14, 2017, 11:55:37 AM
Anyone? Anyone? Beuler? Beuler?
#4
Any plans for an A16 update for closeable vents?
#5
Outdated / Re: [A16] Miniaturisation Overloaded
April 12, 2017, 03:28:40 AM
Trying to make this work with Dubs Bad Hygiene, which it seems to but then if I try to load a saved game after moving one of these objects (have tried shower and toilet), the game won't load and crashes. Any ideas? Here's the XML:

<?xml version="1.0" encoding="utf-8" ?>
<Defs>
    <Miniaturisation.MiniaturisationDef>
        <defName>MiniaturisationDubsBadHygiene</defName>
        <requiredMod>Dubs Bad Hygiene</requiredMod>
        <targetsDefNames>
            <li>Basin</li>
            <li>BasinStuff</li>
            <li>Bathtub</li>
            <li>BathtubStuff</li>
            <li>PitLatrine</li>
            <li>SewageTreatment</li>
            <li>Shower</li>
            <li>ShowerStuff</li>
            <li>Terlet</li>
            <li>TerletStuff</li>
            <li>WashBucket</li>
        </targetsDefNames>
    </Miniaturisation.MiniaturisationDef>   
</Defs>