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Messages - mcduff

#16
Unfinished / Re: [WIP] Deep Storage (functional)
February 19, 2019, 08:46:13 AM
I meant using two kinds of stuff in a thing.

At present a thing can only have one kind of stuff plus extra fixed ingredients.

I'm talking about having different parts of a thing made out of different stuff.

(I think we were originally talking about it in relation to flak armor, so you could make it out of leather and wood or devistrand and plasteel. Pretty sure the answer was "too much work.")
#17
Releases / Re: [1.0] Simplified Leather
February 19, 2019, 08:30:33 AM
Can you not add a material category? "shelly" alongside woody and metallic?
#18
I absolutely love the self-indulgent whining of posts like this. They're so delightfully unaware of how neckbeardy they sound.
#19
Hi, just wondering how the "animal control" section of this works alongside the "Hunt For Me"/"Kill For Me" mods? Anyone tried running them side by side?
#20
Releases / Re: [1.0] Simplified Leather
February 19, 2019, 06:42:22 AM
Looking at the git, this adds separate recipes for plate armor and helmets made out of shell. Is there a reason these materials can't just be added to the existing recipe?
#21
Unfinished / Re: [1.0] Prison Labor
February 19, 2019, 05:06:33 AM
Two questions.

I have prison outfits (https://steamcommunity.com/sharedfiles/filedetails/?id=1507216525) and have put a single prisoner orange jumpsuit in each bedroom, but so far nobody seems to be putting them on. Is there something I'm missing?

Also, I have "cleaning areas" loaded but it's not making any difference - looking through this I see that there was a historic incompatibility with this mod, should I just disable cleaning areas?
#22
Unfinished / Re: [WIP] Deep Storage (functional)
February 19, 2019, 04:44:03 AM
QuoteAs far as I know,you cannot both allow wood-or-metal and allow fabric-of-choice at the same time
If anyone ever works out how to do this it would be amazing, but I think it's something that Tynan would have to put in the base game.
#23
It's a regular minified item but I can't find it. I can see it in the database but it won't show me where it is.
#24
Exception drawing MinifiedThing2024234: System.NullReferenceException: Object reference not set to an instance of an object
  at DubsBadHygiene.Building_Valve.get_Graphic () [0x00000] in <filename unknown>:0
  at RimWorld.MinifiedThing.get_Graphic () [0x00000] in <filename unknown>:0
  at RimWorld.MinifiedThing.DrawAt (Vector3 drawLoc, Boolean flip) [0x00000] in <filename unknown>:0
  at Verse.Thing.Draw () [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.Draw () [0x00000] in <filename unknown>:0
  at Verse.DynamicDrawManager.DrawDynamicThings () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

I have a kind of orphaned object that's bugging out and slowing down the game. If I search for a valve in my inventory I just see a blank line. Also if I'm selling/trading it stops at the line that this valve is on until I scroll past it, then draws the rest of it.

I'd like to just get rid of this or delete it but I don't know how. Any ideas?
#25
Thank you! I knew it would be something ridiculous like that but I couldn't see it for looking.
#26
This is my full "patch.xml" file

<?xml version="1.0" encoding="utf-8"?>

<Patch>

  <Operation Class="PatchOperationReplace">
    <xpath>*/ThingDef[defname = "Apparel_PlateArmor"]/apparel/layers</xpath>
    <value>
      <layers>
        <li>Middle</li>
      </layers>
    </value>
  </Operation>
 
    <Operation Class="PatchOperationReplace">
    <xpath>*/ThingDef[defname = "Apparel_PowerArmor"]/apparel/layers</xpath>
    <value>
      <layers>
        <li>Middle</li>
      </layers>
    </value>
  </Operation>
 

</Patch>
#27
I've tried Def, /Def, */, and anything else I can think of.

This is what shows up in the error log. It doesn't seem helpful.

[One-Layer Armour] Patch operation Verse.PatchOperationReplace(*/ThingDef[defname = "Apparel_PlateArmor"]/apparel/layers) failed
file: /Users/xxxx/Library/Application Support/Steam/steamapps/common/RimWorld/RimWorldMac.app/Mods/Armourpatch/Patches/patch.xml
Verse.Log:Error(String, Boolean)
Verse.PatchOperation:Complete(String)
Verse.LoadedModManager:ClearCachedPatches()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

#28
Hi, I'm slowly losing my mind over something which feels like it should be incredibly simple and yet does not work.

It's just an experiment to see if I can get pawns to be able to wear parkas over armor, for obvious reasons. All I'm doing is taking out "shell" from the layers so they appear on the middle layer only.

If I edit the code directly it works, but I can't seem to make a patch that does it.

  <Operation Class="PatchOperationReplace">
    <xpath>Defs/ThingDef[defname = "Apparel_PlateArmor"]/apparel/layers</xpath>
    <value>
      <layers>
        <li>Middle</li>
      </layers>
    </value>
  </Operation>


This errors out - what obvious, simple thing am I missing??
#29
Unfinished / Re: [WIP] Deep Storage (functional)
February 14, 2019, 06:30:53 AM
Have just switched to this mod from Extended Storage because that mod was throwing up loads of errors with Robots++. Whatever the difference is, this works much more smoothly and I prefer storing multiple stacks with a time delay rather than being restricted to only storing one item per storage unit. Much less micromanagey.

It would be nice to store wool on pallets though.
#30
Great looking mod. For your next trick - make it work with Simple Sidearms!