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Messages - skullywag

#5401
Help / Help with Pawns
September 13, 2014, 06:55:12 PM
I think ive got most of the XML modding down and have moved into some light DLL work without issue but pawns....oh god...no matter which way i do things i end up with the same result:

NullReferenceException: Object reference not set to an instance of an object
  at Verse.Pawn.AddAndRemoveComponentsAsAppropriate () [0x00000] in <filename unknown>:0

  at Verse.PawnGenerator.GeneratePawn (Verse.PawnKindDef kindDef, RimWorld.Faction faction) [0x00000] in <filename unknown>:0

  at Verse.Dialog_DebugActionsMenu+<DoListingItems>c__AnonStorey1EE.<>m__2C6 () [0x00000] in <filename unknown>:0

  at Verse.DebugTool.DebugToolOnGUI () [0x00000] in <filename unknown>:0

  at Verse.DebugTools.DebugToolsOnGUI () [0x00000] in <filename unknown>:0

  at RimWorld.UIMapRoot.UIRootOnGUI () [0x00000] in <filename unknown>:0

  at VerseBase.Root.OnGUI () [0x00000] in <filename unknown>:0


Every time.

Ive tried using the pawn generator in a DLL, ive stripped it right back now and just have a the race def and the pawnkind and I still get the above....am i missing something obvious?
#5402
Help / Requested amount buying for non-trading ThingDef
September 13, 2014, 09:48:56 AM
Ive done some reading and this generally means that Tynan hasnt got around to making this thing sellable in traders yet, however:

http://ludeon.com/forums/index.php?topic=4661.msg45049#msg45049

he states here that weapons are tradeable, but im getting this message with custom guns, is it possible yet to sell custom weapons via trader?
#5403
you are correct, i have spotted this error while playing myself but have no clue what ive done to break, I have a copy here with BRAND NEW trader defs (im not overwriting the core ones anymore..derrr) but it still wont allow me to buy anything, its better as I can now exit out of the screen for instance but the game goes all colourful when i try to drag to buy. Something about the Commodity is wrong and I cannot work it out.

Yes of course ill start using Version numbering, I have all my repos and stuff set up now, before I was just messing about so wasnt sure Id even be updating them after the first few days, but im really getting into this.

Ive asked over in the help forum to see if its even possible in A6.

Ill update this version once I get an answer, ill mark this as do not download for now.
#5404
Bugs / Re: comms station not working
September 12, 2014, 12:52:28 PM
Does it have power?

Make sure you dont have the colonist drafted.
#5405
Ideas / The UI and space
September 12, 2014, 12:50:50 PM
This is really a question to Tynan more than it is a suggestion.

As im finding myself modding the hell out of your game (which is already awesome btw) im finding my UI getting more and more cluttered with items/buildings.

For example just adding a new spectrum of lights all but makes the ui in furniture massive.

Are there any plans to address this as im guessing you are not done adding items to the vanilla game yourself so will hit this point as well...or have you planned for this maybe..

Something like a sub category button on items with multiple types would help, so as an example my lights problem. Click "furniture" click the "lamps" sub category. Pick your light from the 10+ lights. There are probably flaws with this i havent taken into account however.

If this has been discussed and addressed before i apologise and will kindly do one. :)

Keep up the stellar work.
#5406
Help / Re: Problem with Hoppers
September 12, 2014, 03:43:55 AM
Sorry yeah thats actually code from the wood tweaks mod not mine. Im doing exactly what you state above but am having issues when "sharing" a hopper. That code was the only code i could find doing similar things. Ill do some more tests and see if i cant find a reproducable error, its probably me if what you said about tick handling is true.

As an example i have 2 buildings that need items in hoppers to produce power when i put 1 item in the hopper one of them takes the item but they both produce power. Ive probably got a logic error somewhere.
#5407
Help / Problem with Hoppers
September 11, 2014, 03:32:14 PM
How are we dealing with hoppers when they are placed between 2 buildings that can use their inv?

Am i right in thinking currently if building 1 grabs the item from the hopper while building 2 has finished its check to see if theres an item there but hasnt grabbed it yet, itll barf.

Consider this:

private Thing StuffInHopper
        {
            get
            {
                ThingDef thingDef = ThingDef.Named("Hopper");
                Thing result;
                foreach (IntVec3 current in GenAdj.AdjacentSquaresCardinal(this))
                {
                    Thing thing = null;
                    Thing thing2 = null;
                    foreach (Thing current2 in Find.ThingGrid.ThingsAt(current))
                    {
                        if (current2.def == ThingDef.Named("Stuff"))
                        {
                            thing = current2;
                        }
                        if (current2.def == thingDef)
                        {
                            thing2 = current2;
                        }
                    }
                    if (thing != null && thing2 != null)
                    {
                        result = thing;
                        return result;
                    }
                }
                result = null;
                return result;
            }
        }


If 2 buildings were running that in their class and in tick were doing:

do
                    {
                        int num3 = Mathf.Min(StuffInHopper.stackCount, num);
                        num2 += num3;
                        list.Add(StuffInHopper.def);
                        StuffInHopper.SplitOff(num3);
                        if (num2 >= num)
                        {
                            break;
                        }
                        StuffInHopper= this.StuffInHopper;
                    }
                    while (StuffInHopper!= null);


Thats gonna barf right? so can we tell buildings to reserve items in hoppers even if its only for a few ticks?
#5408
Help / Re: if mod exists
September 10, 2014, 03:45:36 AM
Im cool with it in the dll so thanks for the example. Wondering how hard it would be to add the functionality to the xml now though...doesnt seem difficult but ive said that before..
#5409
Help / if mod exists
September 10, 2014, 02:45:42 AM
Hi there, is there any way to do a "if such and such mod exists" in any way. For example i have 2 mods moreWeapons and moreTurrets the weapon mod has a flamethrower in it, right now if i wanted to use said flamethrower in the turret mod for a recipe I have to add the thingdef etc to it as well. What id like is almost like the research dependency but for mods. So if weapon mod exists then you can build this turret, if not its not available.
#5410
Outdated / Re: [MOD] (Alpha 4F) Mechatronics (v0.1.4)
September 09, 2014, 07:55:11 PM
Ok i have the mod loading and can spawn a centipede but it errors like mad, ive uploaded it over on the help thread, if anyone want to continue what ive done, its a problem in the DLL now something in the tick handler is very wrong and im not sure I can fix that bit.
#5411
Help / Re: Help updating mod
September 09, 2014, 07:37:28 PM
Well that got all the errors, however the mod goes nuts when loaded, lots of red yellow green blue colours!!

Fancy taking a quick peak as I feel ive done most of what I can achieve. It at least doesnt crash on adding it now (just cant play the game lol)

Had to split the zip due to file sizes.

hmm actually might have been a bad save. Seems to work ok on a new world. Now to test it.

Ok spawning in a centipede from the mod and errors galore, debug time.

[attachment deleted by admin: too old]
#5412
Bugs / Re: [M|0.6.532] graphical glitches
September 09, 2014, 07:17:56 PM
yeah thats roofs, use the remove roof zone tool to confirm it, if it goes away its a roof.
#5413
Help / Re: Help updating mod
September 09, 2014, 07:14:38 PM
Those work so its just the heal one left...
#5414
Outdated / Re: [MOD] (Alpha 6) More Turrets
September 09, 2014, 07:11:40 PM
Updated, now contains flamethrower turret, had to copy the gun and the trader defs and stuff from my more weapons mod, not sure how they will play with each other (they should overwrite each other i feel).

Stun turret coming next.
#5415
Help / Re: Help updating mod
September 09, 2014, 06:47:21 PM
Quote from: Haplo on September 09, 2014, 06:36:49 PM
For your explosion part, you can use it like this:

GenExplosion.DoExplosion(Position, 1.9f, DamageTypeDefOf.Bomb, this);


And for the psychology part:

psychology.mood.CurLevel = 100.0f;


Does the mood 1 replace all 3 of the others then? wasnt around for when it was happiness, loyalty etc..

Ill add these now and see what happens. Thanks muchly.