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Messages - projecttemp

#1
Help / Re: [DLL] Updating mods
February 10, 2017, 08:55:54 PM
oh thank, i found that after a few more tries too.
#2
Help / Re: [DLL] Updating mods
February 06, 2017, 08:39:41 PM
Oh cool, thank you. For hostile i figure just to grab all pawns and check myself. Still haven't figure out how to restore body part yet.
#3
Help / [DLL] Updating mods
February 05, 2017, 08:21:24 AM
Hi guys, i am currently trying to update some of my personal mods and i ran into some problems with function names since i skipped a few version. It would be great if you guys can point me in the right direction.

1. All the function that requires map as parameter i can just used this.map or this.wearer.map right?

2. Faction.ofColony is Faction.ofPlayer now right?

3. What happened to HediffSet.RestorePart? How do i heal missing part now?

4. What happened to listerPawn.PawnsHostileToColony? I know is this.map.mapPawns now, but it lack any function to detect hostile.

5. How do i get the SoundInfo for the function PlayOneShot? Do i just make a new empty SoundInfo?

Thanks for the help in advance.
#4
Quote from: kaptain_kavern on July 17, 2015, 02:58:39 PM
Quote from: projecttemp on July 17, 2015, 02:51:38 PM
The injector building is a dummy building, it is not accessible by any mean in regular gameplay and even if you can access it, it doesn't use hp, so it can't be kill and even if you kill it, it will just respawn when u load a save. However it is a critical building needed for mod to function, so don't delete it.

Yeah i got that. What  i try to mean is : by reading comments in it, it looks like the variable should be changed or something like that
Oh, those comments :P. Those comments are there cuz the fusebox author copy pasta the injector from another mod. They also provides guidelines for people who wants to use the same method to inject into the game's source. Nothing important there.
#5
Quote from: kaptain_kavern on July 17, 2015, 01:43:51 PM
Yeah looking at the XMLs (diff between SK and Original) the only thing that jump at my eyes (besides tje obvious change in costlist) was the damage tag.

Now that you explain it's with the .dll i understand why i haven't understood before ^^

Can the problem came from the Injector.xml config?
The injector building is a dummy building, it is not accessible by any mean in regular gameplay and even if you can access it, it doesn't use hp, so it can't be kill and even if you kill it, it will just respawn when u load a save. However it is a critical building needed for mod to function, so don't delete it.

Quote from: Red Perversion on July 17, 2015, 02:33:06 PM
Hey guys, how do I place hoppers for the nutrient paste dispenser to work? No matter how I place it, it gives me "Need food hopper" error. Quite urgent, please assist.

Also, I wish you could change the materials of the items without having them so I can actually see what is required to build a WOODEN version of butcher table and not the VANCIDIUM one that seems to be there by default.
The hopper is a standalone build that needs to be built next to the dispenser like the steam generator and it's hopper.

The cost in wood parts is the same as the cost in vandicium parts.
#6
Quote from: Canute on July 17, 2015, 10:43:33 AM
1.9a:
The fusebox still get destroyed on a short-circuit. This don't happen at the regular mod.
Then i don't need to do that research when the cheaper makeshift fuse do the same job.
And the fusebox should withstand 3000W, i build 3 fusebox and 6 batteries. All 3 fusebox got destroyed after a short circuit.

i think the makeshift fuse are to expensive for something that get destroyed: I think the Elec. chips and synth material should be removed.

And the fusebox got a strange description:
This is cause by incorrectly installed mod that have translatable string, the easy fix for now is just to copy everything except the def and assemblies folders from the original fusebox mod into the fusebox_sk and override everything.

As it stand right now, the research descriptions are completely wrong, the amount they can withstand in the definition is 2000/800 respectively for fusebox/makeshift fuse.

I am not sure why they are getting destroy, but i think it might be because the when they block a surge, the dll damage the building using the damage type "Bomb" and the 2.5X multiplier cause it to be completely destroy instead of only 90% of it's hp. (Too lazy to check the source :P)


victim.TakeDamage(new DamageInfo(DamageDefOf.Bomb, Rand.Range(0, (int)Math.Floor(0.1f * victim.MaxHitPoints)), null, null, null));

Confirm damage type to be Bomb, the 2.5X multiplier will kill the fuse.
#7
Quote from: Uglyr on July 15, 2015, 01:51:37 PM
Quote from: Canute on July 15, 2015, 08:47:18 AM
DELETE all the previous mod out of the mod folder, before you unzip/copy the new ones.
Except "Core" of course. And if deleted don't forget to exctract it from game distrib.
the core needs to be deleted too and re extracted since this mod do modify the core a bit
#8
I actually fixed fishing industry already, let ke know if you want it in the pack
#9
Quote from: Dadidad on July 13, 2015, 10:53:57 AM
Hi I have problem with loading saved game.
before this 7 steps http://puu.sh/iXETG/f2fa1ab69a.png
I did that:
Quote from: projecttemp on July 12, 2015, 01:09:53 PM
This is cause by mod changes in a save file, the save file can still be save.

1. Find where your save files are saved(go google it, is not hard ot find)
2. Open the save file in some useful text editor(like notepad++, notepad is plain bad)
3. Selected everything in between <aiKingManager> and </aiKingManager>
4. Now delete those that you selected using delete key
5. Now copy this line <allSquadBrains /> into where you deleted the stuff
6. Final code should look like this
<aiKingManager>
<allSquadBrains />
</aiKingManager>

7. Save the file and load it
but now I get this error http://puu.sh/iXE4z/ee2aa8aae2.png
I did fresh install of Rimworld before installing this modpack created new world and colony.
If anyone could help me that would be great.

Looks like you disabled one fo the EDB mod or enabled anoher mod that caused it to not work check your mod list.
#10
Quote from: lunatikus on July 13, 2015, 03:29:26 PM
Quote from: Morlok on July 13, 2015, 09:58:36 AM
Quote from: lunatikus on July 13, 2015, 06:50:32 AM
100 gold for 1 vancidium craft with 1 gold taking from fissure? Are you kidding me?
???

P.S.: thanks a lot for awesome modpack!

I think the 100 gold pr vancidium is an error, in the Expanded Prosthetics and Organ Engineering mod, the modifier for gold have been changed from x20 to x1, so it would only cost 5 gold to craft one vacadium ore.

If you go to your mods folder Mods\EPOE_SK\Defs\RecipeDefs\Recipe_VancidiumRefinery.xml
You can edit it to only use 20 gold, just edit the 5 to a 1 (remember gold and silver need x20 the amount, so it would have been 100 and then 20 gold).

<li>
        <filter>
          <thingDefs>
            <li>Gold</li>
          </thingDefs>
        </filter>
        <count>5</count>
      </li>


thanks!   :D

The correct way to fix the gold problem is to go to you mod folder/Core_SK/Defs/ThingDefs, open Items_Resources.xml, find the resource "Gold" and set <smallVolume>true</smallVolume> to <smallVolume>false</smallVolume>. This way anything that now cost gold will no longer cost 20 times the amount. All recipe are created with this value off to begin with, it is probably an oversight that this got resetted to default value of true.
#11
Quote from: Dammster on July 12, 2015, 11:14:31 AM
Yes. It was a fresh install of Rimworld 11b, completely clean. Then I installed modpack. everything was running fine. I saved the colony, quit the game. I ran it an hour later and this happened.
This is cause by mod changes in a save file, the save file can still be save.

1. Find where your save files are saved(go google it, is not hard ot find)
2. Open the save file in some useful text editor(like notepad++, notepad is plain bad)
3. Selected everything in between <aiKingManager> and </aiKingManager>
4. Now delete those that you selected using delete key
5. Now copy this line <allSquadBrains /> into where you deleted the stuff
6. Final code should look like this
<aiKingManager>
<allSquadBrains />
</aiKingManager>

7. Save the file and load it
#12
Quote from: Morlok on July 11, 2015, 12:03:44 PM
In the latest two verions of the mod, I have been running into the error below, after playing for a long time...
It seems like its related to the amount of time the colonist have been with the colony/ingame.
As the bug can be "fixed" by killing off the colonist. Then after a short while it will happen to the next colonist that joined.

I currently use the SK Global Modpack 1.8c, with the exception of the seeds please mod.
Note: The bug seems to be related to the bug where rendering fires would cause problems, so may be a A11 bug not related to the mod, still hope that someone got a solution :)


Exception drawing Fischer: System.IndexOutOfRangeException: Array index is out of range.

  at Verse.RoofGrid.Roofed (IntVec3 c) [0x00000] in <filename unknown>:0
  at Verse.Graphic_Shadow.DrawWorker (Vector3 loc, Rot4 rot, Verse.ThingDef thingDef, Verse.Thing thing) [0x00000] in <filename unknown>:0
  at Verse.Graphic.Draw (Vector3 loc, Rot4 rot, Verse.Thing thing) [0x00000] in <filename unknown>:0
  at Verse.PawnRenderer.RenderPawnAt (Vector3 drawLoc, BodyDrawType bodyDrawType) [0x00000] in <filename unknown>:0
  at Verse.Pawn.DrawAt (Vector3 drawLoc) [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
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)


Edit:
Tried to figure out what was causing the problem and played around with the savegame data.
"Fixed" the problem, by editing out some missing bodyparts from the pawn. This fixed the issue for now.
Look like the issue may be related to adding to many implants to the pawn, this cause a lot of missing bodyparts (not shown in game, but still shown in save data), as example a leg will remove foot and toes.

Not sure if the out of range exception is related to the whole pawn or just the list of surgeries.

Example of data removed.

<li Class="Hediff_MissingPart">
<def>MissingBodyPart</def>
<creationTick>10228212</creationTick>
<partIndex>56</partIndex>
<lastInjury>SurgicalCut</lastInjury>
<isFresh>True</isFresh>
</li>
<li Class="Hediff_MissingPart">
<def>MissingBodyPart</def>
<creationTick>10228212</creationTick>
<partIndex>57</partIndex>
<lastInjury>SurgicalCut</lastInjury>
<isFresh>True</isFresh>
</li>
<li Class="Hediff_MissingPart">
<def>MissingBodyPart</def>
<creationTick>10228212</creationTick>
<partIndex>58</partIndex>
<lastInjury>SurgicalCut</lastInjury>
<isFresh>True</isFresh>
</li>

This is actually a bug cause by any pawn moving when it's total speed is greater than 21. Floor speed value affect this.
#13
Quote from: Kume on July 10, 2015, 01:17:34 AM
Is there a way to disable the combat realism mod? If I disrupt even a single mod in the load order, the debug log gives me a bunch of cross-reference errors and stuff. After that I have to reinstall everything. I tried editing the ModsConfig.xml too but I can't seem to get it to work.

I just don't enjoy constantly micromanaging to stop friendly fire.
I believe for this, you have to create your own mini-mod which override all the weapons in game with regular "shoot" verb instead of the "Combat_Realism.Verb_ShootXXXX". Combat realism is part of the core mods, so it cannot be disabled without going through a bunch of stuff.
#14
Quote from: Delekhan on July 09, 2015, 06:22:40 PM
I agree this modpack makes the game much deeper, more interesting, more engaging, and more fun for me. I prefer it over Ninefinger's modpack which is also good, but lacks the depth that this one has.

That said, this modpack still has a lot of bugs which are a problem, hope they are fixed soon :)
Thats why you should report the bug in here or through pms, it will help it get fix faster.
#15
Since i have been using your mod for a while, i guess i should point out some problems i found.

1. Certain work bench still have size of 1x1 when it is 1x3(specifically the EPOE ones)
2. Seeds are still kind of broken specifically when you save and load, the genome string disappeared(the data appeared to be intact)
3. Seeds genome are compared wrong, hence they do not stack ".genome.Equals(genome)". That there is not how you compared object, used the function it have ".genome.SameGenome(genome)"
4. Reinforce concrete cannot be made electrically?
5. Reinforce concrete should really be mixed in the concrete mixers
6. Certain plants still cannot be grown with seeds enabled, like watermelons
7. Strange artifact from misc gives error because it lack grenadier def
8. Shooting range require training bullet to be defined
9. Fish industry needs to be updated completely
10. Certain parts do not have their original beauty modifiers
11. Advance microchip appears to be way to cheap when buying, it require 5 electronic chips, yet it only cost little more than double cost of 1
12. You should make some icon for the new thingscatagories your created, they are all red crosses right now

Those are some of the things i found, i will let you know when i found more