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Messages - syntax1993

#1
Outdated / Re: [A14] Miniaturisation - Mod support
August 02, 2016, 01:58:40 AM
Quote from: notfood on July 31, 2016, 01:02:56 PM
I added a github repo: LINK

I made a tiny change in the MiniaturisationDef syntax, defNames is now targetsDefNames so it can't be confused with defName.

Publish it already! You don't need my permission to do that! :D

Get it out there, it's an awesome mod which (as mentioned above) is super easy to modify without even knowing how to mod.
#2
Outdated / Re: [A14] Miniaturisation - Mod support
July 31, 2016, 04:53:10 AM
This is great! I checked out the code and it's looking good! Once yours is up, I need to find a way to notify my currently subscribed people of this change, link to yours or something. We might also need to do this for the original mod (it would make a lot of sense).

This is really awesome. Thanks so much!

Will try it soon but I'm assuming it's working as expected.
#3
Outdated / Re: [A14] ADogSaid - EPOE workbenches
July 29, 2016, 05:45:21 PM
Quote from: spoonshortage on July 29, 2016, 11:04:44 AM
Quote from: Bucketsmith on July 29, 2016, 10:37:59 AM
Quote from: spoonshortage on July 29, 2016, 06:52:29 AM
We actually planned on making an EPOE compatible version, that basically works like this mod here, it makes our parts craftable on EPOE. That's why I was thanking Syntax1993 in my post bc he saved us a lot of work :) And for people who don't use it, there would be our vanilla way of crafting. Now regarding the tiers, it was quite intentional that we only had two different versions, simple and bionic. We feel that animals don't play THAT much of a big role to people so we kept it as simple and small (in quantity of parts) as possible. Simple, cheap parts for those who merely want to keep their pets alive, for moral reasons  ;D.. and those better bionic parts for the "wooot cuberdawgs!!!" people haha  ;D
BUT people complained even then about the quantity..thus our LITE version was born :) only the limbs. So yeah full integration with EPOE on a smaller, cheaper scale is great - but even more parts, I don't think that's a great idea. We already picked the most useful parts for animals that make sense, the rest would just be silly regarding the usefulnes of animals. :)

Aye but stats wise the bionics resemble the advanced bionics from EPOE, so it kind of skips a tier compared to EPOE.
It raises the question of "what should it cost" if a version was built that matches EPOE, beyond using its workbenches.

yes, like I said, I know it skips a tier, that's what I intended ;) I thought the bionic animal parts would be around normal human prosthetics, cost-wise. Its a balancing-act between usefulness for/of animals, and what people are still willing to "pay" so to speak for animal parts, whether they will still bother if its as expensive as advanced bionics is what I mean. Also I don't want it to be too expensive, because animals die so easily. But on the other hand if the bionics are not useful enough, people won't even bother with it. I hope you get what I mean :)

Yup that's what me and Bucketsmith discussed already. Animals are less useful thus the prosthetics should be cheaper. That's why right now, you pay the same amount for animal bionics (advanced-tier stats) as you would for human bionics (regular bionics stats). If I get enough feedback from players who woud like to change it, I might consider it.
To me it made a lot of sense to have the prices of the highest tier for animals equal to the prices of the middle tier for humans.
#4
Outdated / Re: [A14] Miniaturisation - Mod support
July 29, 2016, 05:42:00 PM
Quote from: kaptain_kavern on July 29, 2016, 11:38:16 AM
@syntax1993

Couldn't you add the tag in the abstract benchbase ? That way even Manager benches will be impacted

I probably could, although I need to take a look at which mods don't allow this. I've noticed that some mods don't have benchbase as parent type but rather some buildingbase if I recall correctly. I'll take a look at it as soon as I can.
#5
Outdated / Re: [A14] Miniaturisation - Mod support
July 29, 2016, 02:32:10 AM
Quote from: WolfKing on July 28, 2016, 06:26:36 PM
I'm not a 100% sure it's your mod, but, I keep getting these errors:

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Could not resolve cross-reference to Verse.RecipeDef named CreateJoywire

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Could not resolve cross-reference to Verse.RecipeDef named CreatePainstopper

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Cannot call ItemFromXmlFile with resolveCrossRefs=true while loading is already in progress.

I made sure before I posted that I had your latest update and I do. I have you mod after EPOE and both mods are very last in the mod order. When I take your mod out the errrors go away.

Any Ideas?

Are there any more errors? I'm looking at this part in the TableSynthetics workbench:

    <recipes>
        <li>CreateAIChip</li>
        <li>CreateJoywire</li>
        <li>CreatePainstopper</li>
        <li>CreateSyntheticLung</li>
        <li>CreateSyntheticHeart</li>
        <li>CreateSyntheticKidney</li>
        <li>CreateSyntheticStomach</li>
        <li>CreateSyntheticLiver</li>
    </recipes>


It would seem weird that it only throws errors on two of these items, which is why I'm asking.

The workbench contains the references to the recipes, and the recipes are defined in the EPOE mod (I downloaded the latest EPOE and checked whether something changed but not as far as I can see).

EDIT: Can you also make sure you're running the latest version (1.71) of EPOE? Perhaps also provide the other mods you are running.
#6
Outdated / Re: [A14] ADogSaid - EPOE workbenches
July 28, 2016, 03:41:27 PM
I wouldn't mind working together on some kind of solution. It's always nicer to have all the features you'd like in one mod without needing multiple mods from multiple authors.

Now let's all stop this before this gets locked down (if I don't do it myself). We all make mistakes, I'm not here to shit over people, most likely none of us are.
#7
Outdated / Re: [A14] ADogSaid - EPOE workbenches
July 28, 2016, 05:01:35 AM
Allright look. I do not mean to insult anyone, trigger anyone. I just wanted to have a way of creating the ADS items. I did see you guys were planning on making this, I saw that on the Steam Workshop page but I wanted a solution now. If you guys update your mod to where you can craft the items, no-one will want my mod anymore since it's already in there. That was also the point of this mod, provide a temporary way to craft the items, until a better solution is out there.

Whenever your solution is out there, no-one needs this mod anymore and we'll forget all about it. In the meanwhile this is a working solution that people can use while waiting on your update.
#8
Help / Existing defs, add a single xml tag
July 27, 2016, 03:51:13 PM
I'm in need of a way to add a single xml tag to an already existing def (mod or vanilla) without having to override them completely. Is this currently possible, if so, how?

Thanks so much.
Dieter
#9
Outdated / Re: [A14] ADogSaid - EPOE workbenches
July 27, 2016, 03:19:13 PM
Quote from: slimane on July 27, 2016, 02:40:44 PM
Very nice! Two of my favorite mods come as one! Just wondering if this is save game compatible (im using both ADogSaid and EPOE in the current game)

This is save game compatible. If you want to be 100% sure, make a backup of your savegame (C:\Users\YourName\AppData\LocalLow\Ludeon Studios\RimWorld\Saves) and try it out. The game doesn't easily mess up save files and doesn't overwrite a save if it fails to load or something so.
#10
Outdated / Re: [A14] ADogSaid - EPOE workbenches
July 27, 2016, 02:16:34 PM
Quote from: kaptain_kavern on July 27, 2016, 12:58:48 PM
Dude,we are working on a release to make the item to be craft able. But not on EPOE  workbenches ...

You know you could have asked or something ...

You can always use my recipes if you'd like. I just thought it made a lot more sense to use the existing workbenches as otherwise we'll have thousands of workbenches, where lots of them serve a similar purpose.

EDIT: You can just copy-paste my mod and use that in yours. I don't see why people would need multiple workbenches serving the same purpose. Simple Human Prosthetics Workbench, Simple Animal Prosthetics Workbench, ...

I just saved you guys a lot of time.
#11
Outdated / [A14] ADogSaid - EPOE workbenches
July 27, 2016, 11:52:41 AM
Attention: This mod should only be used with the NoCrafting version of A Dog Said if you want the animal parts to be on the same workbenches as EPOE.
Description:
This mod allows you to craft the prosthetics and bionics used in ADogSaid using the EPOE workbenches.
The following items can be crafted at the following workbenches:

       
  • Simple Prosthetic Workbench:

            
    • Simple Prosthetic Animal Leg
    • Simple Prosthetic Animal Arm
    • Simple Prosthetic Animal Jaw
    • Simple Prosthetic Animal Spine
    • Simple Prosthetic Animal Ear
  • Bionic Workbench

            
    • Bionic Animal Eye
    • Bionic Animal Leg
    • Bionic Animal Arm
    • Bionic Animal Jaw
    • Bionic Animal Spine
    • Bionic Animal Ear
  • Surrogate Organs Workbench

            
    • Animal Brain Stimulator
  • Synthetic Organs Workbench

            
    • Bionic Animal Heart
    • Bionic Animal Lung
It works exactly the same as EPOE. You craft Simple Prosthetics and make Bionic parts out of that. I might scale the resources a bit since Animals are a lot less useful so the cost of the parts should be less too. EDIT: I won't. The bionic parts in ADS are equally good as advanced bionics in EPOE so I think it balances eachother out (You don't want to spend as much on animals as you do on Humans + The animal parts are better).

This mod depends on ADogSaid and Expanded Prosthetics and Organ Engineering. Make sure these two mods are loaded BEFORE this mod. This is compatible with existing save games.

Download
Steam Workshop Mediafire

Changelog
[27/07/2016] - Changed heart and lung to be crafted on Synthetic Workbench
[27/07/2016] - Initial upload


License
Can modpack makers include your mod in their modpack? Yes. Check with the original modders first though.
Can other modders make derivative mods based on yours? Yes. Check with the original modders first though.

Credits
Modders
Expanded Prosthetics and Organ Engineering by Ykara
ADogSaid by Nattiejim

Inspiration
Bucketsmith
#12
Outdated / Re: [A14] Miniaturisation - Mod support
July 25, 2016, 04:16:01 PM
Quote from: kaptain_kavern on July 25, 2016, 03:29:10 PM
Yes you have to redefine it for each mods, right?

Yep. Will be trying to find a good solution in the future, but I don't want to make all items able to move. Moving a steel wall would be weird.
#13
Outdated / Re: [A14] Miniaturisation - Mod support
July 25, 2016, 01:44:42 PM
Quote from: skullywag on July 25, 2016, 12:56:00 PM
Can mods reference abstract classes in other mpds if loaded after? It only kind of works with some classes in core from what i know.

That's a good question... I wonder too.
#14
Quote from: kaptain_kavern on July 25, 2016, 11:27:37 AM
If you put the "<minifiedDef>MinifiedFurniture</minifiedDef>" in :

<ThingDef Name="BenchBase" ParentName="BuildingBase" Abstract="True">
    <castEdgeShadows>true</castEdgeShadows>
    <staticSunShadowHeight>0.20</staticSunShadowHeight>
  </ThingDef>


any benches (modded or not) that use ParentName="BenchBase" without redefine/overwrite the Parent class will inherit the minified tag.

That something i do in my computer, never wanna realease because of the already existing one. In fact that's how it's coded in vanilla for furnitures

  <ThingDef Name="FurnitureBase" ParentName="BuildingBase" Abstract="True">
    <comps>
      <li>
        <compClass>CompQuality</compClass>
      </li>
    </comps>
    <DesignationCategory>Furniture</DesignationCategory>
    <minifiedDef>MinifiedFurniture</minifiedDef>
    <tradeTags>
      <li>Furniture</li>
    </tradeTags>
  </ThingDef>


That way your mod can become the miniaturisation mod that handle modded stuff if loaded first ;)

On an other hand, i find it nice to see you "reduce" your mod in order to respect/credit the original modders. I'm sure you will find lots of ideas about things to mod (look here in the forum, people often request mods/suggest mod idea and some very old dead/abandoned mods just wait for someone to revive them :p )

Cheers

Thank you. The thing is, it works for the EPOE mod but I just added the Crafting Medicines and their workbench derives from their own BuildingBase. If only it would be consistent, this would indeed be a lot easier.

I've been looking into simply defining the Def and only overriding (or adding in this case) a single value but it seems it doesn't work that way. For some reason, it overrides the whole object.

I'll have a look at the suggestions, although I doubt I'll have the time or experience to make something (actually complex, not like this) myself.
#15
Quote from: Hargut on July 24, 2016, 04:58:42 PM
Hi,

whats the load order ?

I get some error messages about this mod. (not with the original one)

Try it now. I've updated it to be some sort of addon (you don't actually need the original mod, nothing I can do about that). This means you need the original mod to move vanilla workbenches and mine to move EPOE specific workbenches.