I know for sure if you have more than one node directly under ThingDef it will throw it. Li doesn't appear to throw it.
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#107
Bugs / Re: Game reading contents of <!--Comments-->
September 06, 2016, 05:31:56 AM
In none of the def blocks do you have more than one comment.
#108
Ideas / Re: Send out your own trade Caravan
September 06, 2016, 05:13:47 AM
I will say that I am working on a mod that has some of these features.
#109
Bugs / Re: Game reading contents of <!--Comments-->
September 06, 2016, 05:06:30 AM
How to reproduce:
1 - Download my Core Driller mod.
2 - Launch game.
3 - Turn on Dev mode if it isn't already.
4 - Activate my mod.
5 - Close game.
6 - Open the Buildings_Production_CoreDriller.xml file in my mod's defs.
7 - Make the following change:
8 - Save that file.
9 - Launch game again.
10 -

This only happens if you comment the lines individually. If you comment the lines together in one comment, it doesn't happen.
1 - Download my Core Driller mod.
2 - Launch game.
3 - Turn on Dev mode if it isn't already.
4 - Activate my mod.
5 - Close game.
6 - Open the Buildings_Production_CoreDriller.xml file in my mod's defs.
7 - Make the following change:
Code Select
<?xml version="1.0" encoding="utf-8" ?>
<ThingDefs>
<ThingDef ParentName="BuildingBase">
<defName>CoreDrill</defName>
<ThingClass>Building_WorkTable</ThingClass>
<label>core drill</label>
<description>A ultra deep-crust drilling rig for extracting minerals from deep under the surface.</description>
<size>(3,3)</size>
<altitudeLayer>Building</altitudeLayer>
<passability>PassThroughOnly</passability>
<pathCost>70</pathCost>
<fillPercent>0.5</fillPercent>
<!-- <interactionCellOffset>(0,0,-1)</interactionCellOffset> -->
<!-- <hasInteractionCell>true</hasInteractionCell> -->
<designationCategory>Production</designationCategory>
<rotatable>true</rotatable>
<costList>
<Steel>2000</Steel>
<Component>10</Component>
<Plasteel>400</Plasteel>
</costList>
<researchPrerequisites>
<li>DeepDrilling</li>
</researchPrerequisites>
<statBases>
<MaxHitPoints>140</MaxHitPoints>
<WorkToMake>5000</WorkToMake>
<Flammability>1.0</Flammability>
<Beauty>-25</Beauty>
</statBases>
<comps>
<li Class="CompProperties_Power">
<compClass>CompPowerTrader</compClass>
<startElectricalFires>false</startElectricalFires>
<basePowerConsumption>2500</basePowerConsumption>
</li>
<li Class="CompProperties_Flickable"/>
<li Class="CompProperties_Breakdownable"/>
</comps>
<graphicData>
<graphicClass>Graphic_Single</graphicClass>
<texPath>Things/Building/Production/DeepDrill</texPath>
<drawSize>(4,4)</drawSize>
<drawRotated>false</drawRotated>
</graphicData>
<recipes>
<li>MiningDeepSteel</li>
<li>MiningDeepPlasteel</li>
<li>MiningDeepUranium</li>
<li>MiningDeepSilver</li>
<li>MiningDeepGold</li>
<li>MiningDeepJade</li>
</recipes>
<inspectorTabs>
<li>ITab_Bills</li>
</inspectorTabs>
</ThingDef>
</ThingDefs>
8 - Save that file.
9 - Launch game again.
10 -

This only happens if you comment the lines individually. If you comment the lines together in one comment, it doesn't happen.
#110
Outdated / Re: [A15] Trading Spot (UD: 9/3/16) - Control where Traders Loiter
September 06, 2016, 04:56:05 AMQuote from: AstroChimp on September 04, 2016, 05:00:04 PM
Let me start by apologizing for the size of the message because of the quotes. I'm kinda new to Forums and such. Weird, I know. And still trying to figure out this whole quote thing.
And don't worry, Theubie. You weren't offensive at all, you were quite nice taking your time to discuss that whole ordeal. Some modersheresimply ignore those kind of posts.
Anyway, thanks for your additions, especially Core Miner. Which I can't think of a playthrough without it anymore.And if you ever need like a "beta tester" for any of your other mods, just let me know.
Walls of text do not bother me.

If I take the time to make something and release it, I want people to use it. If people take the time to install and use something I make, they have the right to talk about it. My time is as valuable as the next guy, so I try to give anyone who wants to talk about/discuss/critique my work my full attention. Guess it's just the work ethic that was instilled in me by my parents.
And I will probably take you up on the offer soon. The next mod I'm working on isn't anywhere NEAR close to being usable, but here is a teaser image:

#111
Bugs / Re: Game reading contents of <!--Comments-->
September 06, 2016, 02:50:33 AM
The XML parser that Tynan wrote/uses does indeed read commented out lines like the rest. It seems to throw it into the def you see referenced rather than throw it away completely.
Moral of the story: Don't use more than 1 comment in your XML. (Learned that just the hard way just like you did)
Moral of the story: Don't use more than 1 comment in your XML. (Learned that just the hard way just like you did)
#112
Help / Re: Pawns not using new cooking station
September 04, 2016, 03:17:00 PM
Can not reproduce your issue. installed your mod (complained about bamboo but ran ok). Installed a small fueled fireplace. Spawned some 'taters. Set the bill for a simple meal. Told a colonist to cook. Boom. One simple meal.
Crazy question: you try using your mod on a new colony yet?
Crazy question: you try using your mod on a new colony yet?
#113
Outdated / Re: [A15] Trading Spot (UD: 9/3/16) - Control where Traders Loiter
September 04, 2016, 01:47:24 PM
Shouldn't interfere with any mods, really. Unless they change the Toil names for traders.
#114
Mods / Re: Need a reminder of a mod I used to use in a10
September 04, 2016, 11:05:23 AM
Also sounds a little bit like Cybernetic Storm.
#115
Releases / Re: [A15] Faction Discovery (v1.15a - updated 29.08.2016)
September 04, 2016, 10:16:17 AMQuote from: Orion on September 04, 2016, 10:07:12 AM
Always blame the hippies...
One of the few universal truths in life.
#116
Help / Re: Pawns not using new cooking station
September 04, 2016, 09:25:44 AM
I think it's the thingclass for the base building. Try this:
Change
To
The campfire uses Building_WorkTable and it's still able to push heat just fine.
Update: Then again, looking at the actual assemblies that doesn't look like it should work at all. *scratching my head* Think you could zip up the whole mod? I'll be happy to play around with it and see if I can figure it out.
Change
Code Select
<ThingClass>Building_WorkTable_HeatPush</ThingClass>To
Code Select
<ThingClass>Building_WorkTable</ThingClass>The campfire uses Building_WorkTable and it's still able to push heat just fine.
Update: Then again, looking at the actual assemblies that doesn't look like it should work at all. *scratching my head* Think you could zip up the whole mod? I'll be happy to play around with it and see if I can figure it out.
#117
Help / Re: Pawns not using new cooking station
September 04, 2016, 09:21:02 AM
Are you getting the bills on the fireplaces themselves? Are they coming up correct when you select either of the simple meal or pemmican?
#118
Outdated / Re: [A15] Trading Spot (UD: 9/3/16) - Control where Traders Loiter
September 04, 2016, 08:38:28 AMQuote from: AstroChimp on September 04, 2016, 06:07:21 AM
Someone posted on reddit a twitch stream of a guy doing this exactly this. He would call 6 to 10 caravans at once and "harvest" them all. The silver alone would amount to 19k.
But I agree with you. I mean, there's tons of other exploits out there if someone wants to do something like it. Not saying your mod is the cause of the issue. Perhaps, this discussion(the exploitable caravan thingy) is better suited at general discussion. Anyway, thank you for this mod. It helps a lot with "friendly fire".
I finished writing and posted this mod after a nearly 48 hour insomnia period. I'm sure I came off as a jerk and felt offense when none was meant towards me. I am in the wrong for my part and I'm a big enough man (literally...I am huge. I'm like a shaved Grizzly bear who can code) to admit when I am wrong.
In the end, it's a single player game. No leaderboard or prizes or direct competition. If someone wants to exploit anything, they can. I just make the mods that make my game play more fun, and hopefully someone else finds them useful.
#119
General Discussion / Re: How to hack Malaria away?
September 04, 2016, 08:33:29 AM
I said I wasn't getting into it. I don't care what you or anyone thinks about how the game should or shouldn't be played. They asked a question. Only one person really came close to answering the question they asked, but didn't actually answer THE question they asked. I answered the exact question.
I could care less what anyone wants to do with a game that is both as configurable and modifiable as this. It's single player. Play how you want to play. You paid for it.
I could care less what anyone wants to do with a game that is both as configurable and modifiable as this. It's single player. Play how you want to play. You paid for it.
#120
Mods / Re: I know C#, but I'm artistically handicapped. Any ideas?
September 04, 2016, 03:17:41 AM
Do what I did:
- Marry a graphic designer.
- Then, have her not have time to help you with graphics.
- Make your own crappy graphics and release your mods with them.
- Include in your FAQ: Why do the graphics look so...bad? A: I'm a developer, not a designer. If you want to make something that looks awesome, send it to me and if it's good I'll use it and give you credit for it. Otherwise, just have a giggle at my MSPaint skills and enjoy the mod.
And if you ever need like a "beta tester" for any of your other mods, just let me know.