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Messages - WolfgangPolska

#61
Releases / Re: [1.0]Rimworld Ore Processing
December 29, 2018, 07:32:56 AM
Quote from: vovik on December 24, 2018, 04:55:33 PM
i didnt find the ability to modify map gen with pure xml, i didnt try to mod that, so id propose to build mining node out of few chunks and some resources, and name it mining well + hediffs for crampled space mood debuff (which is negated by undergrounder).

Wow, I'm thankful for feedback vovik. I was thinking abput adding custom hediff, such as "miners hunger" which would boost hunger by 200%, reflecting the increased calories dependecy.
I thought about further balancing mining wells, by adding mining vents(something like steam geysers, which would apear randomly on map), and you could build only one extraction type well on it, for example steel weel, for plasttel and steel, precious metals well for gold silver etc. na so on. Unfortunately I'm not much into C# coding, but I'm trying to figure out ways to incorporate that ideas to game.
#62
Releases / Re: [1.0]Rimworld Ore Processing
December 09, 2018, 04:27:47 PM
Quote from: ClickedDaisy on December 09, 2018, 10:53:55 AM
Found an issue. To make uranium it uses iron chunks instead of uranium chunks.

Yeah sorry, I have overlooked that.
Please download again and reinstall.
I have also ajusted few values so mining operation gives more xp for miners, but node building and mining takes much more time, so you might want to employ only the experienced miners.
#63
Releases / Re: [1.0]Rimworld Ore Processing
December 08, 2018, 07:19:49 AM
More detailed description and picture with facilities and ore chunks added.
#64
Releases / Re: [1.0]Rimworld Ore Processing
December 07, 2018, 03:37:53 PM
Quote from: ClickedDaisy on December 07, 2018, 03:10:11 PM
Immediate issue. When launching the game with the mod it says it is not made for this version, I have the latest version of the game.

It was made for 1.0, should work without problems, it is matter of version I have put in about.xml, and really doesnt matter much.
#65
RIMWORLD ORE PROCESSING MOD

Introduction
This mod aims to make mining more tedious, by forcing player to smelt ores in order to make use of mined stuff on the map. It also adds quarries mining wells, where said ores can be mined, so you won't run out of metal ever again.
Features
Mineables yield ores instead of processed metals in brand new fueled smelters.  I have added adobe bricks, if you dont have metal source and 50 stone blocks for first smelter. Now u can make adobe bricks with diggable stuff and some sun.
Mod also adds mining platform where you can mine those ore chunks if none of ores are present on the map, they need to be put on mining holes though, and mining single chunk still takes up quite a lot of time. Experienced miners can even dig gold or uranium! I may increase work thereshold even further to nerf getting metals and resources out of thin air.(Now places suitable for mining are generated randomly on the map.)



Known Issues
As I am begginer in modding, some problems may occur during your playthrough, if they do so, report them in this topic, so I can take a look at them.
Download
My GitHub, yay
https://github.com/WolfgangPolska/Rimworld_OreProcessing
And release:
https://github.com/WolfgangPolska/Rimworld_OreProcessing/releases/tag/v1.96
Future plans

  • Add Hediffs to pawns working at quarries to further nerf the metal mining
  • More smelting facilities, and extensive tech chain required to smelt ores
  • I hope to devise more features in future
Help
I would much appreciate any feedback regarding rimworld modding, and if someone was to retexture the whole thing, he(or she) should feel free to do so, and I will include graphics in this mod, as well as credits for their author.
Credits
-sma342 for better textures (check out his work!).
-Vovik for fixing dumb mistakes of mine.
#66
Help / Re: Tips for making textures[fixed]
December 02, 2018, 02:29:02 PM
Apparently the issue was indeed in textpath, so therefore it is fixed now.
#67
Help / Adding things to be generated on map
November 29, 2018, 05:20:29 AM
Lets say I would add floor called "ore pocket" for example, what should I do for it to generate near vanilla stone floors?
#68
Help / Re: Tips for making textures
November 21, 2018, 11:20:41 AM
Quote from: N7Huntsman on November 14, 2018, 07:03:37 PM
Can you upload the mod itself somewhere so people can glance through it and try to troubleshoot it? If you're doing something as simple as workshop and you're throwing that many errors, you've probably got at least a few significant formatting errors people are going to struggle to guess at from the errors alone.
Yeah, here it is, it is very much WIP, since I have been unable to make textures I have put my attention elsewhere for a while.
https://drive.google.com/open?id=1DkJqcAeCRKArWFsQN2bxVjLsH2tqcwMl

[attachment deleted due to age]
#69
Help / Re: Tips for making textures
November 09, 2018, 11:52:55 AM
Here is an error log when i try to place the workshop itself, game wont even let me do that.
RimWorld 1.0.2059 rev1005
Verse.Log:Message(String, Boolean)
RimWorld.VersionControl:LogVersionNumber()
Verse.Root:CheckGlobalInit()
Verse.Root:Start()
Verse.Root_Entry:Start()

Exception reading recipes_mining.xml as XML: System.Xml.XmlException: Document element did not appear.  Line 1, position 1.
  at Mono.Xml2.XmlTextReader.Read () [0x00000] in <filename unknown>:0
  at System.Xml.XmlTextReader.Read () [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.ReadNodeCore (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.ReadNode (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.Load (System.Xml.XmlReader xmlReader) [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.LoadXml (System.String xml) [0x00000] in <filename unknown>:0
  at Verse.LoadableXmlAsset..ctor (System.String name, System.String fullFolderPath, System.String contents) [0x00000] in <filename unknown>:0
Verse.Log:Warning(String, Boolean)
Verse.LoadableXmlAsset:.ctor(String, String, String)
Verse.<XmlAssetsInModFolder>c__Iterator0:MoveNext()
Verse.<LoadDefs>c__Iterator0:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:AddRange(IEnumerable`1)
Verse.LoadedModManager:LoadModXML()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

D:\64 Bit\Mods\Rimworld ore processing mod\Defs\ThingDefs_Recipes/recipes_mining.xml: unknown parse failure
Verse.Log:Error(String, Boolean)
Verse.LoadedModManager:CombineIntoUnifiedXML(List`1, Dictionary`2)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Could not find a type named Gsingle
Verse.Log:Error(String, Boolean)
Verse.ParseHelper:FromString(String, Type)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlLoader:DefFromNode(XmlNode, LoadableXmlAsset)
Verse.LoadedModManager:ParseAndProcessXML(XmlDocument, Dictionary`2)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Attempt to use string thingdefs to refer to field thingDefs in type Verse.ThingFilter; xml tags are now case-sensitive. XML: <filter><thingdefs><li>CoalOre</li></thingdefs></filter>
Verse.Log:Error(String, Boolean)
Verse.DirectXmlToObject:GetFieldInfoForType(Type, String, XmlNode)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlToObject:ListFromXml(XmlNode)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlLoader:DefFromNode(XmlNode, LoadableXmlAsset)
Verse.LoadedModManager:ParseAndProcessXML(XmlDocument, Dictionary`2)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Could not resolve cross-reference to Verse.RecipeDef named MineIron (wanter=recipes)
Verse.Log:Error(String, Boolean)
Verse.DirectXmlCrossRefLoader:TryResolveDef(String, FailMode, Object)
Verse.WantedRefForList`1:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Cannot call ItemFromXmlFile with resolveCrossRefs=true while loading is already in progress.
Verse.Log:Error(String, Boolean)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
RimWorld.PlayerKnowledgeDatabase:ReloadAndRebind()
RimWorld.PlayerKnowledgeDatabase:.cctor()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Could not resolve cross-reference to Verse.RecipeDef named MineIron (wanter=recipes)
Verse.Log:Error(String, Boolean)
Verse.DirectXmlCrossRefLoader:TryResolveDef(String, FailMode, Object)
Verse.WantedRefForList`1:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
RimWorld.PlayerKnowledgeDatabase:ReloadAndRebind()
RimWorld.PlayerKnowledgeDatabase:.cctor()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Cannot call ItemFromXmlFile with resolveCrossRefs=true while loading is already in progress.
Verse.Log:Error(String, Boolean)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
RimWorld.PlayerKnowledgeDatabase:ReloadAndRebind()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Could not resolve cross-reference to Verse.RecipeDef named MineIron (wanter=recipes)
Verse.Log:Error(String, Boolean)
Verse.DirectXmlCrossRefLoader:TryResolveDef(String, FailMode, Object)
Verse.WantedRefForList`1:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
RimWorld.PlayerKnowledgeDatabase:ReloadAndRebind()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Config error in MiningNodeIron: graphicClass is null
Verse.Log:Error(String, Boolean)
Verse.DefDatabase`1:ErrorCheckAllDefs()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Config error in Blueprint_MiningNodeIron: graphicClass is null
Verse.Log:Error(String, Boolean)
Verse.DefDatabase`1:ErrorCheckAllDefs()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Cannot call ItemFromXmlFile with resolveCrossRefs=true while loading is already in progress.
Verse.Log:Error(String, Boolean)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
Verse.KeyPrefs:Init()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Could not resolve cross-reference to Verse.RecipeDef named MineIron (wanter=recipes)
Verse.Log:Error(String, Boolean)
Verse.DirectXmlCrossRefLoader:TryResolveDef(String, FailMode, Object)
Verse.WantedRefForList`1:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
Verse.KeyPrefs:Init()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Initializing new game with mods Core, Rimworld ore processing mod
Verse.Log:Message(String, Boolean)
Verse.Game:InitNewGame()
Verse.Root_Play:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Exception in UIRootUpdate: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.GhostUtility.GhostGraphicFor (Verse.Graphic baseGraphic, Verse.ThingDef thingDef, Color ghostCol) [0x00000] in <filename unknown>:0
  at Verse.GhostDrawer.DrawGhostThing (IntVec3 center, Rot4 rot, Verse.ThingDef thingDef, Verse.Graphic baseGraphic, Color ghostCol, AltitudeLayer drawAltitude) [0x00000] in <filename unknown>:0
  at RimWorld.Designator_Place.DrawGhost (Color ghostCol) [0x00000] in <filename unknown>:0
  at RimWorld.Designator_Place.SelectedUpdate () [0x00000] in <filename unknown>:0
  at RimWorld.Designator_Build.SelectedUpdate () [0x00000] in <filename unknown>:0
  at Verse.DesignatorManager.DesignatorManagerUpdate () [0x00000] in <filename unknown>:0
  at RimWorld.MapInterface.MapInterfaceUpdate () [0x00000] in <filename unknown>:0
  at RimWorld.UIRoot_Play.UIRootUpdate () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
RimWorld.UIRoot_Play:UIRootUpdate()
Verse.Root:Update()
Verse.Root_Play:Update()
#70
Help / Re: Tips for making textures
November 09, 2018, 11:50:20 AM
Despite fixing the texpath, and changing the graphic type to GraphicSingle another error is still popping.
I can't figure out how the texutres work honestly. Is there a possibilty that the png file is the issue?
#71
Help / Re: Tips for making textures
October 29, 2018, 03:27:15 PM
Quote from: N7Huntsman on October 28, 2018, 02:27:45 PM
What is is exactly that you're making? A piece of furniture? Apparel?

I'm making a workshop, a something one could call a mining node.
#72
Help / Re: Tips for making textures
October 28, 2018, 12:35:28 PM
Yeah i have those defined, but i'm struggling to find out how to name different sides
#73
Help / Re: Tips for making textures
October 25, 2018, 04:13:30 PM
I'm afraid I cant quite understand what do you mean.
I'm struggling with assigning  textures for workshops from my mod
#74
Help / Tips for making textures
October 24, 2018, 11:10:27 AM
Guys do you have any tips on making texutres for things? I mean mostly items and workshops, despite proper texture path my mods wont load them and I get the "unity2d.engine could not  load textures for XXX". What factors to consider and how i should be naming the files?
#75
Help / Re: Patching Operation Failed
October 22, 2018, 03:10:42 AM
@swampslug Thank you very much! I'm totally green in that field and tutorails are scarce so it  is more of a trail and error here