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 - cuproPanda

#151
Updated Cupro's Drinks to 17.20, adding an insertion hook for dismar's Vegetable Garden mod. This will allow Vegetable Garden to patch Drinks recipes allowing more ingredients and new sodas!

Quote from: Love on May 25, 2017, 08:18:08 PM
Cupro's Stones still lists this as an instruction: "If using Fluffy's Stuffed Floors or a similar mod, delete this mod's DesignationCategoryDefs folder and TerrainDefs folder."

That's because I can't change my own code using a patch if another mod is present (I don't think). The way I understand it, I can check if something exists, then apply changes there.
#152
Mods are updated. I added two new types of rooms - library and zen garden. Library is tied to reading books and triggers a thought, while zen garden is just a room definition. I added patches to mods that needed it, so no more addons are needed. I also adjusted the way PlantWithSecondarys grow, so the latex/fruit actually grows in the time defined, not the parent's time. Stone defs were updated to include descriptions and stats, balanced against vanilla stone stats. Other minor tweaks were also done.

The features are all added now, and the mods should pretty much be complete unless a bug is found!

There is still an issue with pawns facing the wrong direction when looking out a window, but the alternative is to detour the game's base code, something I'd rather not do. I'll look into setting the rotation manually, but I might resort to the detour.
#153
Quote from: Love on May 25, 2017, 07:19:22 PM
Quote from: cuproPanda on May 25, 2017, 02:40:27 PM
I just realized all I did for Cupro's Stones was add names and colors, without changing descriptions or stats. Here I thought I spent some time editing the stats and balancing them, but I didn't. I'll spend my time tonight fixing that. Sorry for my laziness, everyone  :-\

Honestly the main reason I haven't dipped my toe into the minor mods has a lot to do with the special instructions, like deleting certain directories if you use certain mods or patching one minor mod over another - makes it sort of a pain to update when necessary, and I have my updating process basically streamlined at this point.

If you could use the new patching system to make those hurdles unnecessary I'd super appreciate it.

They either already do or they will in the next update. I added patches sometime last night, but I don't remember if it was before or after the release. I'm almost done with today's stuff, and then the mods are done!
#154
Quote from: AdamM88 on May 25, 2017, 06:45:24 PM
Hello!
Would you please upload this mod to Steam Workshop?
No. I don't like that steam forces users to use the newest version of mods because some changes may break saves. Plus, that's twice the work of uploading and checking comments
#155
I just realized all I did for Cupro's Stones was add names and colors, without changing descriptions or stats. Here I thought I spent some time editing the stats and balancing them, but I didn't. I'll spend my time tonight fixing that. Sorry for my laziness, everyone  :-\
#156
Mods have all been updated to the official version of A17!

Fences were removed from Powerless, and windows were added. Windows can be built into a wall and allow light in. Colonists can look out of the windows to get joy. The way pawns face is still buggy, but the windows work.

Minor improvements to the mods, changing small things in the defs. Cupro's Alloys recipes work now, and it adds a metals category for easier sorting.

I still have a few features I'd like to add before the mods are completely finished, but it'll take a few days, I'm going to be busy this week.
#157
Quote from: ZackWake on May 24, 2017, 05:04:31 PM
I'm not sure if it's just me. But when I mine certain objects for CAL (Alloys) Like lead for some reason leaves behind a place holder. I can give the mod list and also give it a shot with that as the only mods if you need it.

If the placeholder is a big magenta [X], I know about it and fixed it. The mods will be updated later tonight. If you see silver, that's just a feature of mining galena ore.

Quote from: Love on May 24, 2017, 06:26:59 PM
I found the culprit, did a save with only Expanded Power and the suspected mod conflict. It's Wild Cultivation, available here: https://ludeon.com/forums/index.php?topic=32192.0

here is the entirety of the source code:

namespace RWC_Code {

[StaticConstructorOnStartup]
internal static class RWC_Initializer {
static RWC_Initializer() {
HarmonyInstance harmony = HarmonyInstance.Create("net.rainbeau.rimworld.mod.wildcultivation");
harmony.Patch(AccessTools.Method(typeof(Designator_ZoneAdd_Growing), "CanDesignateCell"), new HarmonyMethod(typeof(Designator_ZoneAdd_Growing_RWC), "CanDesignateCellPrefix"), null);
harmony.Patch(AccessTools.Method(typeof(Designator_ZoneAdd_Growing), "CanDesignateCell"), null, new HarmonyMethod(typeof(Designator_ZoneAdd_Growing_RWC), "CanDesignateCellPostfix"));
LongEventHandler.QueueLongEvent(Setup, "LibraryStartup", false, null);
}
public static void Setup() {
ThingDef.Named("PlantWildCotton").plant.harvestedThingDef = ThingDefOf.PlantCotton.plant.harvestedThingDef;
ThingDef.Named("PlantWildCotton").plant.harvestYield = ThingDefOf.PlantCotton.plant.harvestYield;
ThingDef.Named("PlantWildDevilstrand").plant.harvestedThingDef = ThingDefOf.PlantDevilstrand.plant.harvestedThingDef;
ThingDef.Named("PlantWildDevilstrand").plant.harvestYield = ThingDefOf.PlantDevilstrand.plant.harvestYield;
}
}

[DefOf]
public static class ThingDefOf {
public static ThingDef PlantCotton;
public static ThingDef PlantDevilstrand;
public static ThingDef PlantPotato;
}

public static class Designator_ZoneAdd_Growing_RWC {
public static bool CanDesignateCellPrefix(ref float __state) {
__state = ThingDefOf.PlantPotato.plant.fertilityMin;
ThingDefOf.PlantPotato.plant.fertilityMin = 0.01f;
return true;
}
public static void CanDesignateCellPostfix(ref float __state) {
ThingDefOf.PlantPotato.plant.fertilityMin = __state;
}
}

}


It could also be the patch file

<Patch>

<Operation Class="PatchOperationAdd">
<xpath>//ThingDef[defName = "PlantAgave"]/plant</xpath>
<value>
<fertilitySensitivity>0.75</fertilitySensitivity>
<growDays>6</growDays>
<harvestYield>7</harvestYield>
<harvestWork>350</harvestWork>
<sowMinSkill>6</sowMinSkill>
<sowWork>450</sowWork>
<sowTags>
<li>Ground</li>
<li>Hydroponic</li>
</sowTags>
<wildClusterSizeRange>
<min>3</min>
<max>5</max>
</wildClusterSizeRange>
</value>
</Operation>

<Operation Class="PatchOperationAdd">
<xpath>//ThingDef[defName = "PlantGrass"]/plant</xpath>
<value>
<sowTags>
<li>Ground</li>
</sowTags>
<reproduceMtbDays>2</reproduceMtbDays>
</value>
</Operation>

<Operation Class="PatchOperationAdd">
<xpath>//ThingDef[defName = "PlantTallGrass"]/plant</xpath>
<value>
<sowTags>
<li>Ground</li>
</sowTags>
</value>
</Operation>

</Patch>


I don't see a specific reason why what you posted would cause an error, but I'll look into that mod and see if there's something I can work around to stop the errors. Thank you :)
#158
Quote from: Love on May 24, 2017, 01:17:09 PM
Just had it happen again on a brand new game.

I tested the save you sent me and had the error pop up, but once the tree was removed no more errors occurred. 4x speed for 7 days, then 2x speed for 5 days on a new world with no errors. With 30+ trees on the map, it's not an issue with the code since there would be more than just a single error, and NRE errors show up every time. The only thing I can think is that there's either an issue somewhere in the 50 mods you're using(altering the map, plants, or seasons maybe), or it was a random fluke. If you can narrow down the issue more, I'll be more than happy to try to fix it, but I can't find anything wrong here.
#159
Love, I'm not able to reproduce this issue. I tried destroying the trees in a number of ways, triggering toxic fallout, boxing them indoors for days, etc. and I'm not getting any errors. The tree inherits from Plant, and gets destroyed in the same manner, so I don't know what you mean by it doesn't have a fallback. Are you using any other mods?  Can you provide me with steps to reproduce this? It would be a big help to me later, since everything looks to be working as it should. I don't know why this issue is happening :(
#160
Help / Re: New A17 Mod Features
May 24, 2017, 09:56:26 AM
Ah, see I was using success never, then inverting it in the sequence. Going off of the tutorial posted I was under the impression PatchOperation_Sequence was the way to go for this sort of thing; I figured it'd throw an NRE if I just assumed nodes were present. I see now :)
#161
Quote from: Love on May 24, 2017, 05:27:55 AM
With some help from spdskatr from the modding discord I know what's happening now.

The tree is taking damage.



When it destroys itself, it doesn't have a fallback. That's throwing the exception.

I'm going to be busy most of the day, but when I get back home I'll have a look at this. The tree shouldn't be taking damage since it's only 56% grown - clearly not dying from age. Strange. I'll get on it though, thank you for the information :)
#162
Help / Re: New A17 Mod Features
May 23, 2017, 04:33:42 PM
I feel like the PatchOperations could use a couple more features.

Success SilentFail: doesn't spit out an error if the operation failed. This would be handy for checking if a mod has added a def, and if so replacing values - otherwise no big deal, just fail silently.

PatchOperation_Sequence: some way for the PatchOperation_Test to break/continue the list of operations. Like in the above example, test if there is a ThingDef with DefName "JumboDoor", and if one isn't found, don't do the following operations in the list.

What I am envisioning is something like this:

<Operation Class="PatchOperationSequence">
<success>SilentFail</success>
<Operations>
<li Class="PatchOperationTest">
<xpath>//ThingDef[defName="JumboDoor"]</xpath>
                                <success>Continue</success>
</li>
<li Class="PatchOperationReplace">
<xpath>//ThingDef[defName="JumboDoor"]/costList</xpath>
<value>
<costList>
<ReinforcedSteel>50</ReinforcedSteel>
</costList>
</value>
</li>
</Operations>
</Operation>


In this hypothetical, the mod which has the patch file adds ReinforcedSteel. If there is another mod (by the same person maybe) that adds a JumboDoor, this mod makes the cost use ReinforcedSteel instead of the original cost. If not, no error is thrown and the player doesn't have to wonder why their error log is flooded with errors upon activating a mod.

That said, the new patching system is absolutely wonderful and it's a great feature! :)
#163
Mods have all been updated for 0.17.1546!

Powerless hide beds now have quality and can be minified, something that was incorrectly changed when updating the xml bases.
Expanded Power/Cupro's Alloys copper and lead spawn twice as much when mined, now around normal ore spawn rates.
Zen Garden scenic bench gets added beauty from water and rivers, and cherry trees can be chopped for cherry wood.
Quarry gets stone types based on cells built upon, not entire map. Quarry is also ugly now, because it's a big ugly hole in the ground.
#164
Quote from: Love on May 23, 2017, 11:36:02 AM
Got an error on a new game. Not sure why, it just happened out of nowhere.

Exception ticking EXP_PlantTreeRubber45238: System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.GenLocalDate.Season (Verse.Map map) [0x00000] in <filename unknown>:0
  at RimWorld.PlantWithSecondary.get_GrowsThisSeason () [0x00000] in <filename unknown>:0
  at RimWorld.PlantWithSecondary.TickLong () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


RimWorld has been updated again. I'll get the new versions out and verify that method hasn't changed.
#165
Minor update to Powerless, hide beds now show up under furniture tab