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Messages - Sixdd

Pages: [1] 2 3 ... 17
1
General Discussion / Re: RimWorld 1.1 available on unstable Steam branch
« on: February 18, 2020, 08:58:40 AM »
@Tynan

Here is a link to the thread in the Bugs forum.
https://ludeon.com/forums/index.php?topic=50302.0

2
Bugs / [1.1] Patch-only mod not loading
« on: February 18, 2020, 08:57:08 AM »
I mentioned this in the 1.1 update announcement thread. The atached mod is intended to simply change the flammability of steel, plasteel and uranium to be 0.0 but instead throws this error.

Code: [Select]
Mod Metal Ain't Flammable did not load any content. Following load folders were used:
  - F:\SteamLibrary\steamapps\common\RimWorld\Mods\TheModInQuestion\1.1
  - F:\SteamLibrary\steamapps\common\RimWorld\Mods\TheModInQuestion
Verse.Log:Error(String, Boolean)
Verse.<>c:<LoadModContent>b__10_1()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Entry:Update()

3
General Discussion / Re: RimWorld 1.1 available on unstable Steam branch
« on: February 17, 2020, 11:35:24 PM »
I noticed in the hotfix today that Patches should load properly now but I have a small mod that is only a patch and an About.xml and it still isn't loading. Did anything change with patches loading?

4
Help / Re: A second pair of eyes needed [xpath]
« on: December 17, 2019, 06:32:16 PM »
Excellent suggestions, I'll see what the log says without the success line.

5
Help / A second pair of eyes needed [xpath]
« on: December 17, 2019, 06:07:21 AM »
So I've done some modding before and even worked with xpath patches in the past but now I think I may be a bit rusty. I've checked the xpaths and this should work but I cannot for the life of me get it to work at all.
Code: [Select]
<?xml version="1.0" encoding="utf-8" ?>
<Patch>

<Operation Class="PatchOperationSequence">
<success>Always</success>
<operations>
<li Class="PatchOperationTest">
<xpath>Defs/ThingDefs[defName = "AEXP_WalrusTusk"]</xpath>
</li>
<li Class="PatchOperationAdd">
<xpath>Defs/RecipeDef[defName = "carve_ivory_figures"]/ingredients/li/filter/thingDefs</xpath>
<value>
<li>AEXP_WalrusTusk</li>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>Defs/RecipeDef[defName = "carve_ivory_figures"]/fixedIngredientFilter/thingDefs</xpath>
<value>
<li>AEXP_WalrusTusk</li>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>Defs/RecipeDef[defName = "carve_ivory_figures"]/defaultIngredientFilter/thingDefs</xpath>
<value>
<li>AEXP_WalrusTusk</li>
</value>
</li>
</operations>
</Operation>

</Patch>


Basically I've updated the B19 mod "Ivory and Jade Carving" so that more people can enjoy it. The patch is to add another mods animal horns to the recipe but I've tweaked and changed it in every way possible but just cannot get it to work. Any help is super appreciated.

6
Releases / Re: [1.0] SimpleSidearms (1.3.2)
« on: February 14, 2019, 12:28:49 AM »
In my own experience the lightsabers mod doesn't work well with other inventory type mods. Also the lightsabers require you to toggle them with a button press so they don't work well for autonomous defense/offense anyway.

7
Outdated / Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
« on: February 09, 2019, 02:19:18 AM »
That works too :D

8
Outdated / Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
« on: February 08, 2019, 07:20:19 PM »
It isn't a permanent solution but I think you can land next to the quest tile and then go back to your ship when you are done. I don't know if this works for certain, but I think I remember someone else doing it this way.

9
Unfinished / Re: [WIP] Deep Storage (functional)
« on: February 07, 2019, 02:32:50 AM »
No sweat, nothing was lost.

10
Unfinished / Re: [WIP] Deep Storage (functional)
« on: February 06, 2019, 02:19:25 PM »
Should I avoid using weapon lockers for the time being? Or will the items inside the lockers be fine?

11
Unfinished / Re: [WIP] Deep Storage (functional)
« on: February 05, 2019, 05:44:27 PM »
Yay! Thank you :D :D :D My mighty bionic raccoon haulers give many thanks too :D

Not even kidding, I just backed up that version in three places :)

12
Unfinished / Re: [WIP] Deep Storage (functional)
« on: February 05, 2019, 02:00:15 PM »
Code: [Select]
Maybe someday I'll add an option for whether a given race can carry to DSUs.
Or, and this is just a friendly nudge, maybe make it not limited at all? If animals can be trained to haul then I feel like they should be able to haul to a DSU also, otherwise there's no point in investing resources in fancy storage when your well trained haulers can't even use them. I'm not trying to be mean or anything, it's just that this is one of my new favorite mods and this one hangup is the only thing keeping me from using it in full playthroughs instead of Stack XXL. I feel quite strongly about this but if it is going against your creative vision for the mod then I'll drop the subject.

13
Releases / Re: [1.0] SimpleSidearms (1.3.2)
« on: February 05, 2019, 01:03:12 AM »
I use this with Pick Up and Haul with weapon dropping disabled and I've had no issues whatsoever.

14
Unfinished / Re: [WIP] Deep Storage (functional)
« on: February 03, 2019, 02:10:20 PM »
I could be wrong but I think in rimworld terms "humanlike" just refers to the body type definition, so anything that uses the same body type should be compatible. Though I'll preach the virtues of Raccoon hauling armies for the rest of my days ;)

15
Unfinished / Re: [WIP] Deep Storage
« on: February 03, 2019, 02:21:01 AM »
I'll try out the update tonight. Is there a possibility to keep the "stack-based" storage as an option? Personally I don't like the mass determining the storage amount as it makes for "non-pretty" stacks and potentially unpredictable behavior as you then have to dig into the info of how much mass something has to determine how many a shelf can hold. If it isn't possible to have both I understand, just a request.

As far as the odd storing behavior I think it is just with "animal" type pawns. As far as I can recall Misc Robots and it's derivative mods treat the robots as if they are an animal so it'd be good if animals can haul to DSUs too. Plus it's great having an army of small rodents be able to deliver things from all over the map without bothering your colonists with it. I like doing the lone survivor style of playthrough so it works great for that :D

Hope you start feeling better, I've always tried tea with honey for sore throats and coughs, might give that a try.

Edit: Forgot to mention, the Big Shelf stores anything right? If so it would be a good replacement for the fabric hamper, so no need for that really unless someone wants it for the style/looks.

Edit2: So I looked into the xml and saw that only the weapon locker uses mass so ignore my previous comment, I just thought that you'd be changing everything to use mass instead of stacks but this looks good. I also like that you can have a minimum number of stacks allowed so you can always store at least two things, that makes sense to me since you wouldn't build a rack for just one item.

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