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Messages - Kopp

#16
Hello,
While having the same problem I stumbled across this thread.
It seems like the mod causing this error is "Advanced Biomes (Continued)".
I reported the error to the mod author (Mlie).

Edit:
Since Mlie said he cant reproduce the error but it happens every time I try it with only "Advanced Biomes (Continued)" loaded I wanted to ask if someone else could test it.
Generate a new world. Spawn a caravan. Force the ambush event.
Maybe it is a problem on my side. But I verified my game files, unsubscribed/resubscribed, tried older versions of the mod. So I have no idea what should be wrong on my side.
Thanks in advance!
#17
Releases / Re: [1.1][1.2] RimStory (updated)
October 19, 2020, 12:11:44 PM
Hello m1st4x,

thanks for the update. Writing my own entries sounds pretty nice!
But it seems like the new version is missing its Assemblies folder.
Red error on startup and ingame the gui won't open.

Greetings!
#18
Hello K4nna,

For patching "WaterShallowBase" I think you have to use "@Name" instead of "defName":
<xpath>/Defs/TerrainDef[@Name = "WaterShallowBase"]/affordances</xpath>

For your third patch... It should get the affordances from its parent.
Anyway... Did you try:
<li Class="PatchOperationAdd">
            <xpath>/Defs/TerrainDef[defName = "WaterShallow"]</xpath>
            <value>
               <affordances>
                  <li>MyCustomAffordance</li>
               </affordances>
            </value>
         </li>

Greetings!
#19
Hmm...
I tried it. The specific bones I patched had a beauty stat afterwards.

Edit: You could try to remove "<success>Always</success>".
Any errors on your side?
#20
Hello Lime_time,

where do you got the "mod ID" from?
In the about.xml of the mod there is a "packageId".
That is the wrong one in this case.
Use  <name>THIS</name>.

Greetings
#21
Wow, thanks for your detailed answer.
It is now fully understandable for me why it works the way it does.
I am a bit sorry that it didnt came to my mind checking what happens with the data stored in the xml.
Thanks for your patience and your time Tragix!
#22
Help / Re: Patch to Change a Label?
September 26, 2020, 06:59:25 AM
Hello Kuratheris,

I think I tried to do the same thing a while ago.
It did not work and it took me a while to understand what might gone wrong.

In my case the mod had a "Languages" folder.
After changing the LanguageData in the specific file it worked.
But I could not figure out if it is possible with xpathing.
I did it "by hand" in the end.

Greetings
#23
Hey Vakari,
I think this works... At least for your beauty problem.

         <li Class="PatchOperationAdd">
               <xpath>/Defs/ThingDef[defName="AB_GallatrossBones"]/statBases</xpath>
               <value>
               <Beauty>100</Beauty>
               </value>
            </li>      

Greetz
#24
Hello Tragix,

thanks for your wonderful explanation!
As english is not my native language maybe I could not get my problem to the point or I am not able to fully understand your answer.
Thanks for your patience :)

In your first sentence you said "mustBeWildToSow is true, then the plant must be present in the map biome in order to be planted."
(This is exactly what I did presume but what is obviously not the case. That is my whole problem.)

Line 3 of your table says: We have no research needed. "mustBeWildToSow" is true. The plant is not present in the specific biome. I can plant the plant (in the specific biome).
That is complementary to your first sentence, is it?

I will post a xml from alpha biomes at the end to have a example.
The parents (PlantBase and PlantBaseNonEdible)  do not specify one of the relevant things.

Here we have no sowResearchPrerequisites.
We have   <mustBeWildToSow>true</mustBeWildToSow>.
The plant only gets added to grow wild in a specific biome. (Mycotic jungle)

But the plant can be grown in every biome.
So in this case the <mustBeWildToSow>true</mustBeWildToSow> does not do anything.
Is this intended?

*\Steam\steamapps\workshop\content\294100\1841354677\1.2\Defs\ThingDefs_Plants\Plants_Mycotic.xml

   <ThingDef Name="AB_CavePlantBase" ParentName="PlantBase" Abstract="True">
      <plant>
         <neverBlightable>true</neverBlightable>
         <wildOrder>1</wildOrder>
         <wildEqualLocalDistribution>false</wildEqualLocalDistribution>
      </plant>
   </ThingDef>


   <ThingDef ParentName="AB_CavePlantBase">
      <defName>AB_Glowstool</defName>
      <label>glowstool</label>
      <description>*</description>
      <descriptionHyperlinks>
         <ThingDef>RawFungus</ThingDef>
      </descriptionHyperlinks>
      <statBases>
         <MaxHitPoints>100</MaxHitPoints>
         <Beauty>2</Beauty>
         <Nutrition>0.35</Nutrition>
      </statBases>
      <graphicData>
         <texPath>Things/Plant/Glowstool</texPath>
         <graphicClass>Graphic_Random</graphicClass>
      </graphicData>
      <selectable>true</selectable>
      <neverMultiSelect>false</neverMultiSelect>
      <pathCost>10</pathCost>
      <ingestible />
      <plant>
         <fertilityMin>0.95</fertilityMin>
         <fertilitySensitivity>0.15</fertilitySensitivity>
         <growDays>10</growDays>
         <dieIfLeafless>true</dieIfLeafless>
         <harvestYield>10</harvestYield>
         <harvestTag>Standard</harvestTag>
         <harvestedThingDef>RawFungus</harvestedThingDef>
         <maxMeshCount>4</maxMeshCount>
         <neverBlightable>true</neverBlightable>
         <visualSizeRange>0.4~0.7</visualSizeRange>
         <topWindExposure>0.05</topWindExposure>
         <wildClusterRadius>3</wildClusterRadius>
         <wildClusterWeight>5</wildClusterWeight>
          <mustBeWildToSow>true</mustBeWildToSow>
         <purpose>Food</purpose>
         <sowTags>
            <li>Ground</li>

         </sowTags>
      </plant>

   </ThingDef>
#25
Hello ladies and gentleman,

I did quite a lot of xpathing the last days/weeks to balance my modlist.

One thing I do not understand is the relation between plant/mustBeWildToSow and plant/sowResearchPrerequisites.
Biomes! Islands adds the pineapple plant which can be grown everywhere. I tried to change that and added the mustBeWildToSow tag.
But it did not work. Only after adding the sowResearchPrerequisites tag it worked.

The same thing the other way around happened with "glowstool" mushroom from alpha biomes.
In its xml it says "mustBeWildToSow true" but it can be grown in every biome.
I locked it behind a research and afterwards I could only grow it in a biome where it is domestic.

Sooo... Am I missing something? Any idea how I can get the pineapples to only be growable in certain biomes without the need of a research?

Have a nice day!

#26
Releases / Re: [1.2] Children and Pregnancy - v3.4.0
September 20, 2020, 06:18:05 AM
Hello Tragix,

I think I have the same problem as HohenHeizen and just wanted to report it.
https://gist.github.com/HugsLibRecordKeeper/0c5136b5322d6730ba99afb0f390d5dc
A raider should fire at some insects but refuses to and the error pops up.
*Using 3.5.1 or 3.4.0

I tried using a old version (3.3.2) and the problem does not occur.

Thanks for your wonderful mod :)
#27
Don't know what i tested yesterday but it seems to work fine. Shame on me.
If I add the two diseases (ebola, covid) per devmode (hediff) they are spreading.
I hope they will appear naturally then it works as it is supposed to.

As for the red errors:
They are just small config errors and don't stop the mod(s) from working.
To make them disappear add a description line to the five xmls where the description is missing.
The fix the modDependencies error which appears two times (covid mod) delete line 20 and 21 in its about.xml .
#28
Hello Canute,
i am not able to find this mod (or Kenshis Covid-Mod) at the workshop.
Even communicable diseases, which is a dependency for this ebola-mod, only has a link to the forum...
But thanks for your reply!
#29
Hey there,
thanks for the effort making this mod (and Covid).
I am not able to make it work on RW1.2, do you mind telling me if it should work and in case it is not even updating it?