Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - skullywag

#196
Can you attach your mod as it is now, im thinking this is something in the file itself (whitespace or dodgy char encoding or something)
#197
ok so after using this in a CE playthrough, I have a few things to report:

Seriously, I have read the points above and yes thats all valid, the issue isnt so much that theres too many traits to cover the incapabilities its that they take up space the good traits normally would. I have 20 guys in my colony, I dont have any traits that I would class as good, no sanguines, no fast walkers, none with faster work speeds, no green thumbs. I even for the 1st game in forever have literally nobody good at crafting (everyone on 3 skill no passion, bar 2 of my starters i rolled specifically to battle this issue). No idea why this is the case bar terribad RNG possibly.

The other issue i have is that im finding myself simply avoiding the work they dont want to do anyway due to the penalties involved, in a pinch it might be useful but day to day im doing exactly what i did in the vanilla trait game.

I like the idea of the mod, but due to restrictions from the base game my personal feeling is that it doesnt work...for me...which annoys me, cuz i want it to work. :)
#198
Just so we are clear isnt that ill with a capital I.
#199
I know some people have tgier own personal mods that simply adds a recioe that takes any leather stuff and outputs either cloth or another type of fabric. Simple enough mod to make if you want a crack at it. Simply add a recipe that takes say 10 leather stuff and outputs 10 (or whatever) cloth. Add the tailor table to the recipe via recipeUsers xml node.
#200
It depends if you are targetting one def then yes use the wrapper the file your targetted def is in is using.

/Defs/ThingDef
/BuildableDef/ThingDef

Etc

If you are hunting every file and they have different starting wrappers then you can use the wildcard,  // should never be used.
#201
Ok im just gonna clarify those reading at this point. If im understanding the problem right you want to use stuff to make the WehrUniform on any other thing in the game this is doable as you have seen, you simply add the shader to graphic_single and add a mask texture. However, for apparel there is a second draw method that draws the worn graphic, this does not use a shader you can set therefore this is impossible without c# modding. To make the WehrUniform work you would have to switch to using a costlist as others have suggested.
#202
if you go to my github for extended storage and download master (hit the clone or download button on the main screen), that has the fix for that. Ill roll a release later once ive messed with some other stuff.
#203
so if you have <thingClass> in a def you dont need to have it in the "parent" or the base abstract (theyre the same thing), the point in an abstract is so you dont have to make a FULL def each time, for example lets say you are making a load of items and they all have the same HitPoints, you would put that in the parent abstract and NOT put it in the defs, they would inherit that value. Make sense?
#204
I dun typoed. Meant "any xml element" :D
#205
Check you havent got conduit or anything in the same cell as the storage building.
#206
I have had this report a couple of times, personally ive never seen it and I know others havent.

Can i ask a favour of the people with this error, can you:

1. Enable dev mode.
2. Start a new map with all your mods enabled.
3. God mode build a storage building (pallet, food bin etc)
4. dev mod spawn some stuff to fill the building and let your pawns fill it.
5. save your game
6. Load your game, it should error and truncate the stack if this error is reproducable.
7. exit back to menu
8. turn off all your mods bar Extended Storage
9. load the same saved game, it will moan but should load ok
10. tell me if it errored the same.
#207
Juts so you are clear one 1 point the "bases" are inherited and then overriden by duplicate entries in the def using them. You dont need any xml element in both.
#208
if youre using graphic_single you need the shader added:

<ShaderType>CutoutComplex</ShaderType>

inside the graphicData section.
#209
Another way to do this would be to change the shader and use a mask texture. Mask the texture so nothing is effected by "stuff", you can then keep the stuff type recipe so it can be made of whatever but the image will always be the colour you made it.
#210
Click pawn, right click muffalo (or whatever), if its in there inv, open gear tab and click drop next to relevant food stuff.

Does that not work?