Correct
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#167
Help / Re: Items that a trader-type will purchase?
February 05, 2019, 04:50:05 AMQuote from: AileTheAlien on February 04, 2019, 09:48:40 PM
Do traders / settlements just buy anything that they sell?
Yup.
If you want them to only buy something, just add the purchasable good to the stockgenerator with a negative min/max countrange. Or leave blank.
#168
Help / Re: targetVersion vs. supportedVersion Error Messages
February 04, 2019, 03:37:26 PM
<targetVersion> in mod About.xml is deprecated! Use <supportedVersions> tag instead. (example: <supportedVersions><li>1.0</li></supportedVersions>)
Versions. Plural. As in "supports multiple versionssssssssssssssss"
Versions. Plural. As in "supports multiple versionssssssssssssssss"
#169
Help / Re: xpath conditional statement... need help
February 04, 2019, 03:35:32 PM
Post the entire xml, from <Patch> to </Patch>
#170
Bugs / Re: Too many good (blue) events
February 03, 2019, 10:58:40 AMQuote from: FallenBR on February 03, 2019, 10:20:31 AM
Hello people!
Hi!
Quote from: FallenBR on February 03, 2019, 10:20:31 AM
The fact is: im not using any mod that increase any event frequency rate. I use mods that create another events (like more faction interaction, larger outposts, misc events, rimquest), but no one says that increase the chance of events up.
Debug log: https://git.io/fhS2Q
Thanks for the log. That generally helps to narrow down any problem.
More Faction Interaction does say it increases the rate of events:
Quoteand I have it on good authority (i.e. me) that the arrival of traders is one of those events too.
Adds more interaction with and between factions, bringing the world to life.
Meaningful faction relations
- ...
- ...
- Increased rate of world events
Fortunately it also has settings to diminish the rate of events it adds.
#171
General Discussion / Re: Merge two save game ? (One to save colony, another to import it)
February 01, 2019, 06:06:07 AM
It's possible to do so manually, but it's not for the faint of heart. There are a lot of cross-references to resolve, which requires a decent amount of knowledge of RimWorld's inner workings. Or just a bunch of perseverance, really.
#172
Help / Re: XPATH surgery - Need help with xpath? post here.
January 31, 2019, 04:53:18 AM
Defs/BodyDef[defName="Human"]/corePart/parts/li[def="Neck"]/parts/li[def="Head"]/parts/li[def="Nose"]/groups
Defs/BodyDef[defName="Human"]/corePart/parts//li[def="Nose"]/groups
* is a wildcard that only skips a single node. // is a wildcard that looks in all nodes. Note that // is a LOT slower for general searches. In this case, since you're already a few nodes deep, the performance cost doesn't have that much impact.
For using text, the syntax is text() = "sometext". See also https://gist.github.com/Lanilor/e36af29ce5ce725b9b29768c63b00ef2#some-more-selectors and whatever other documentation you can find.
Xpath isn't a mystical art; it's a well documented standard that's been around since 1999. The more you read and learn about it, the more the mysticism disappears.
Defs/BodyDef[defName="Human"]/corePart/parts//li[def="Nose"]/groups
* is a wildcard that only skips a single node. // is a wildcard that looks in all nodes. Note that // is a LOT slower for general searches. In this case, since you're already a few nodes deep, the performance cost doesn't have that much impact.
For using text, the syntax is text() = "sometext". See also https://gist.github.com/Lanilor/e36af29ce5ce725b9b29768c63b00ef2#some-more-selectors and whatever other documentation you can find.
Xpath isn't a mystical art; it's a well documented standard that's been around since 1999. The more you read and learn about it, the more the mysticism disappears.
#173
Help / Re: xpath conditional statement... need help
January 31, 2019, 03:33:12 AM
You've got a patchOperationReplace there. XML is case sensitive.
#174
Tools / Re: [Tool] AllYourBase - Detects misusage and overwrites of vanilla bases
January 30, 2019, 09:48:15 AM
I originally made this tool after seeing the same issues again and again in the troubleshooting channel on the discord. It has been out for a while and feedback has been positive, so I decided to put it on the forums as well.
FAQ:
Q: What's the difference between this and the "rimworld mod conflict checker"?
A: If you overwrite a single Def, that's one Def and not much of a compatibility problem. If you overwrite BuildingBase, that's a few hundred Defs and a headache to track down.
Q: Your tool broke my mods!
A: Suck it up. No support.
Removing the overwrite of an abstract def might break the one mod that depends on the badly overwritten abstract, but may fix a hundred others.
Q: I get a message about a broken Chemical Def.
A: Oh yeah. I chucked that one in after seeing an issue relating to that pop up frequently too. It's a nasty error that breaks worldgen.
Q: What's the real problem with overwriting Abstracts? I've done it for years.
A: Get with the times. Most nefarious example I've seen was a mod redefining a Hediff as a ThingDef. Broke all well-behaved bionics mod that came after it.
Q: What if I really need to overwrite a Base?
A: Use xpath to change the single value, or define your own base with a unique name.
FAQ:
Q: What's the difference between this and the "rimworld mod conflict checker"?
A: If you overwrite a single Def, that's one Def and not much of a compatibility problem. If you overwrite BuildingBase, that's a few hundred Defs and a headache to track down.
Q: Your tool broke my mods!
A: Suck it up. No support.
Removing the overwrite of an abstract def might break the one mod that depends on the badly overwritten abstract, but may fix a hundred others.
Q: I get a message about a broken Chemical Def.
A: Oh yeah. I chucked that one in after seeing an issue relating to that pop up frequently too. It's a nasty error that breaks worldgen.
Q: What's the real problem with overwriting Abstracts? I've done it for years.
A: Get with the times. Most nefarious example I've seen was a mod redefining a Hediff as a ThingDef. Broke all well-behaved bionics mod that came after it.
Q: What if I really need to overwrite a Base?
A: Use xpath to change the single value, or define your own base with a unique name.
#175
Tools / [Tool] AllYourBase - Detects misusage and overwrites of vanilla bases
January 30, 2019, 09:36:07 AM
Why?
Overwriting (abstract) bases was all the rage back in A13. Some modders haven't caught on that this is now a really bad idea that causes weird and hard to detect issues. For more info: https://spdskatr.github.io/RWModdingResources/abstracts
Installation instructions:
Usage:
Load order is irrelevant. AllYourBase will spit out yellow warnings with the exact mod, XML node and file that misbehaves.
If you enable Verbose Logging, AllYourBase will attempt to fix overwrites. Sometimes this makes it worse. Use Steam's handy Verify File Integrity if that happens.
It's recommend toyell at educate the author of the offending mod.
Overwriting (abstract) bases was all the rage back in A13. Some modders haven't caught on that this is now a really bad idea that causes weird and hard to detect issues. For more info: https://spdskatr.github.io/RWModdingResources/abstracts
Installation instructions:
- Download from https://github.com/RimWorld-CCL-Reborn/AllYourBase
- Install as you would install any other mod
- Load order is irrelevant
Usage:
Load order is irrelevant. AllYourBase will spit out yellow warnings with the exact mod, XML node and file that misbehaves.
If you enable Verbose Logging, AllYourBase will attempt to fix overwrites. Sometimes this makes it worse. Use Steam's handy Verify File Integrity if that happens.
It's recommend to
#176
Help / Re: Bed that acts like the Enertron from Chrono Trigger?
January 29, 2019, 05:09:34 AM
Not that I see, though they can only get those thoughts once a day. Again, Toils_LayDown. Grab your decompiler and take a look.
A non-exhaustive list of things that matter:
- Does the pawn have a mood need? (For humans: almost certainly yes)
- The thingClass has to be a Building_Bed or subclass thereof. (previously established)
- The bed has to be assigned to/owned by/claimed by the person sleeping in it.
- The bed is not for prisoners.
- The sleeping pawn isn't ascetic.
- The role of the room (barracks or bedroom).
- The role of the bed (i.e. non-prisoner, non-medical).
A non-exhaustive list of things that matter:
- Does the pawn have a mood need? (For humans: almost certainly yes)
- The thingClass has to be a Building_Bed or subclass thereof. (previously established)
- The bed has to be assigned to/owned by/claimed by the person sleeping in it.
- The bed is not for prisoners.
- The sleeping pawn isn't ascetic.
- The role of the room (barracks or bedroom).
- The role of the bed (i.e. non-prisoner, non-medical).
#177
Mods / Re: Trying to find a way to disable mechanoid EMP immunity
January 28, 2019, 11:35:46 AM
No problem.
I'm familiar with dnSpy, but still prefer ILSpy. The latest version of it is very good. Maybe a more spartan/utilitarian UI, but I prefer it.
I'm familiar with dnSpy, but still prefer ILSpy. The latest version of it is very good. Maybe a more spartan/utilitarian UI, but I prefer it.
#178
Help / Re: Bed that acts like the Enertron from Chrono Trigger?
January 28, 2019, 09:32:34 AMCode Select
//RimWorld.Toils_LayDown.ApplyBedThoughts
if (building_Bed == null || building_Bed.CostListAdjusted().Count == 0)
{
actor.needs.mood.thoughts.memories.TryGainMemory(ThoughtDefOf.SleptOnGround);
}It also can't be free. Add a costlist
#179
Releases / Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
January 28, 2019, 05:22:28 AM
I'm currently inclined to agree with Kori, also because it's the simplest approach to dealing with it.
CE's also is still be under active development to squash all the post-release bugs that pop up. If Pick Up and Haul breaks CE (or vice versa) I'll maybe have a look once it calmed down in a week or two.
CE's also is still be under active development to squash all the post-release bugs that pop up. If Pick Up and Haul breaks CE (or vice versa) I'll maybe have a look once it calmed down in a week or two.
#180
Help / Re: Patching ThingDef after CE - Patching Operation Failed
January 28, 2019, 03:42:32 AM
Looks like you extrapolated from PatchOperationMakeGunCECompatible, or whatever it's called?
That PatchOperation takes some... liberties. What you see there absolutely does not reflect what the XML for a CE compatible gun ends up looking like.
https://github.com/NoImageAvailable/CombatExtendedGuns/blob/master/Defs/ThingDefs/Weapons_CE_Guns.xml
That's what the XML for a CE-compatible gun ends up looking like. Extrapolating from there, I end up with something like
That's probably not entirely correct, but should provide you enough of a handhold to get closer.
That PatchOperation takes some... liberties. What you see there absolutely does not reflect what the XML for a CE compatible gun ends up looking like.
https://github.com/NoImageAvailable/CombatExtendedGuns/blob/master/Defs/ThingDefs/Weapons_CE_Guns.xml
That's what the XML for a CE-compatible gun ends up looking like. Extrapolating from there, I end up with something like
Code Select
/Defs/ThingDef[defName = "Gun_Revolver"]/verbs/li[@Class = "CombatExtended.VerbPropertiesCE"]/defaultProjectileThat's probably not entirely correct, but should provide you enough of a handhold to get closer.