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Messages - Antaios

#16
Releases / Re: [B19] Rainbeau's Mods
September 24, 2018, 12:15:36 AM
Hey Rainbeau, I'm getting the same patch operation failed on WaterShallow, WaterOceanShallow and Marsh as Tayen on steam is.

To be sure, I tried a brand new unzipped fresh copy of RW, 0.19.2009. It still shows up.

Gotta say I can't figure out why though, checking the defs, they exist, and they have no 'affordances' locally set, so that rules out the two ways I thought PatchOperationAdd could fail.

~~
Oh wait, hold on, it's been a while since I screwed around with patches. maybe it's because affordances doesnt exist.

Yeah. Changing the WaterShallow patch to (for example):
<Operation Class="PatchOperationAdd">
<xpath>*/TerrainDef[defName = "WaterShallow"]</xpath>
<value>
<affordances>
<li>RFF_WaterShallow</li>
</affordances>
</value>
</Operation>

Removes the related WaterShallow patch error.
#17
Quote from: Exende on September 22, 2018, 11:30:58 AM
when you say "BetterCoolers & BetterVents code merge", do you mean they are now one mod, or do you mean you are combining the code of two people, or are they just using the same algorithms?
I mean that they're now using the exact same dlls, and subsequently placeworkers, instead of separate ones. So the code of one will overwrite the other, instead of adding another copy of something that does the same thing.
#18
Quote from: Sixdd on August 16, 2018, 01:56:23 PM
I've got an issue with Better Coolers and Better Vents. I'm trying to place them over smoothed walls but it says "Must place on supporting structure", I've looked into it as much as I can but have come up with nothing, any help? Log is here if it helps: https://git.io/fNhTD

I've just updated BetterCoolers and BetterVents to B19!
Included I added a harmony patch that takes care of modded wall support, and smooth stone wall support!
BetterCoolers
BetterVents
#19
Sorry about the wait, I was on holiday.

Updated!
Table Diner:
Recompiled for B19, no significant changes.

Mod Medicine Patch:
Recompiled for B19, no significant changes.

BetterCoolers and BetterVents:
Added modded wall support! with a harmony patch.
some work to make them use less redundant code.
Recompiled for B19
Added ModSync support, for while I'm maintaining these.
Added support for smooth stone walls.
#20
Updated

Table Diner:
Fixed the error message spam in the world map screen. I have no idea why the world map calls the needs tab TabUpdate, but whatever, I added a check to cancel out when it does.

Mod Medicine Patch:
Fixed startup language error, vanilla updated the way it handles keyedreplacement language keys.
#21
Quote from: MisterLock on July 24, 2018, 08:03:36 PM
Should probably notify you, latest updates for 1.0 broke table dinner.
Thanks, I'll look into it soon.
#22
I've done an update for BetterCoolers and BetterVents for 1.0, as I did with B18. This time I've listed proper releases on Github.

Since the pull request for B18 never went through I'm assuming it never will, so I'll continue to leave links to the updated BetterCoolers and BetterVents on my mods thread aswell, unless told otherwise.
BetterCoolers
BetterVents
#23
Mods Updated!

Table Diner:
New Feature! Tables can now have radius set independently
New Feature! Pawns can now have radius set independently (Needs Tab - Let me know if this gets in the way of anything!)
The lowest radius of the three options is used. (Default, Table specific, Pawn specific)
ModSync support added.

Mod-Medicine-Patch:
Pharmacist patch is now included
I've included icons for the float menu entries in the "Assign" medicine menu, Thanks to Fluffy's Pharmacist for inspiration!
ModSync support added.

I've decided to also list the updates I did to Skullywag's BetterCoolers and BetterVents.
#24
Quote from: Boboid on June 30, 2018, 12:16:33 AM
I get that you dont like trade but.. mathematically it's efficient and effective.

I think the big difference here is there are people who don't want to run the trade caravans basically on cooldown - it feels gamey and tedious.
#25
Quote from: CraigDeVonne on June 26, 2018, 08:39:27 PM
Hello Ykara, I made an unofficial update for this.
If you don't want me to do so please let me know.
If you do mind I will remove and apologize.
I also don't mind if you use mine to help update this one.

At the very least, I think you should have waited until 1.0 was in stable.
A lot of mods aren't going to update until that is the case, and it's a bit of bad form to assume that a mod dev is absent based on the fact that they haven't updated to an unstable release that's only available via steam.

And that is not even to mention the significant changes this mod is likely to go through if it gets properly updated to 1.0 to integrate appropriately into the new vanilla bionics and prosthetics systems. An update to EPOE isn't going to be quick if it's done with the new prosthetics in mind.

Just food for thought.
#26
Quote from: Tynan on June 26, 2018, 08:24:39 AMin a RimWorld game it's entirely reasonable to never encounter a legendary. But if you do...
If you do you'll pay no more mind to it than any other piece of furniture or sculpture or whatever you make, because having one of such an item is reasonably insignificant in it's bonuses and effects.

It means nothing in terms of real game effects and just becomes a label you see sometimes, incredibly rarely.

It dangles like a carrot infront of every player, knowing it's there, it's possible - but when they get it, the one Legendary item they finally craft or get, what do they get?

A label, mostly. Maybe they can have one less piece of furniture in their rec room now, since the beauty is offset.

Decking out the entire colony with legendary beds is an event the colony specifically sets out to do. It takes days, and a ton of rebuilds, that builder works tirelessly to produce their best. Bedrooms are a mess, there's beds in the hallways and scrap wood everywhere. I'm much less likely to forget this, and I feel a lot more accomplishment for it, than if I got lucky on the rolls and managed to eek one out some day - promptly not knowing which pawn to give it to.

Having a crafter who practiced their craft for most of their life rightfully know their sh**, and create exceptional pieces of furniture for the entire colony? now that's interesting and meaningful. You'll remember that crafter, you'll be sad when you have to train up a new one (or you'll prepare an apprentice in advance).

Having one they're-currently-our-best crafter get lucky with an inspiration someday and create one legendary piece of furniture?
Eh, give it to Joe Shmuck, he's usually a bit sad, or sell it, it's worth a pretty penny.

Even if the bonus wasn't negligible enough that you'd need to outfit your entire colony with the item to make an impact, I always try to get rid of such one-shot items, one-use items, that one super crafted item. I'll be selling Legendaries frankly. I want a colony that doesn't depend on a random item I can't replace - the best way to ensure that, is to never use it in the first place.
#27
Quote from: ashaffee on June 25, 2018, 08:24:38 AM
The wake up early on for the crash landing is a great idea. Since it is suppose to be a easier training scenario. This teaches people the huge worth they have for many things and addiction can be managed. For my first 300 hours I just sold all my drugs. But go go juice and wake up is critical for some extreme scenarios and I believe it is what people are lacking when they complain it is too difficult for certain carvan missions.

As someone who sets everyone to 'no drugs', and deletes the other policies at the start of every game, I'm mostly indifferent to this wake-up.
I'll just add "Burn Wake-Up" to the list of drug stuff I do at the start of the game.
#28
Recompiled pharmacist patch for new Pharmacist version, no significant changes.
#29
Quote from: Kori on May 29, 2018, 04:16:04 PM
I still get these notifications whenever medicine is picked ;)
Notice: Modified by PharmMedicinePatch | Selected Medicine: Herbal medicine or worse, As opposed to: Herbal medicine or worse
Notice: Modified by PharmMedicinePatch | Selected Medicine: Doctor care, but no medicine, As opposed to: Doctor care, but no medicine
There should be some random lines before those messages aswell, from base Pharmacist.
It's some debug stuff I want to leave in as long as Fluffy has his lines in. So no-one ever looks at Pharmacist debug logs without knowing the patch is altering it's behaviour. I can remove it, and Fluffy has an issue on his github to remove his 'debug spam', I'll probably wait until he updates though. The log messages should be harmless, they're not errors, just 'info'.

Quote from: Kori on May 29, 2018, 04:16:04 PM
Is it possible that the patch or Pharmacist in general breaks the ability of non-colonist humans (prisoners with Prison Labor, guests with Hospitality..) to pick and use medicine?
When one of my prisoners tried to tend an injured colonist, I got the following error:

Notice: Modified by PharmMedicinePatch | Selected Medicine: Herbal medicine or worse, As opposed to: Herbal medicine or worse

Needed medicine  for Wolverine was dropped onto a reserved stack. Job will fail and try again, so ignore the error please.

JobDriver threw exception in initAction. Pawn=Wolverine, Job=TendPatient (Job_1209010) A=Thing_Human15994, Exception: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.AI.Toils_Haul+<CheckForGetOpportunityDuplicate>c__AnonStorey2.<>m__0 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0  lastJobGiver=PrisonLabor.JobGiver_Labor, curJob.def=TendPatient, curDriver=RimWorld.JobDriver_TendPatient


Prisoners seem to be completely unable to tend wounds now, they only feed the patients..  :(
I don't think this is Pharmacist's doing, it's done its work by that time.
It might be a conflict between smart medicine and prison labour. Smart medicine looks as if it intends for that error to pop up in the event medicine is dropped for tending and is 'forbidden', it may be that the prisoners consider it forbidden, and then prison labour is either not restarting the job, or the prisoners can't use medicine because the game considers it forbidden for them.
That's my best guess from ~10 minutes through the githubs & source.

I'd try making a backup of your save, then removing Pharmacist and seeing if it still happens, then remove smart medicine and check that aswell.
#30
Oops, My bad.

I forgot about my own index offset, so it was comparing the wrong medicines, and therefore reaching the wrong conclusions.
Updated, and it should be fixed now.