I don't know of any other mods that do this with a drug XML so I can't say for sure. Right now I can definitely say if a mod drug (has CompProperties_Drug) has the rottable comp it doesn't work.
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#392
Mod bugs / Re: [A15] CompProperties_Rottable Not Working
October 03, 2016, 08:31:15 AM
Yes to both questions (I tested it myself, tested again just now + reported by a Steam user). I suspect this is because it's a drug, but I'm not sure.
#393
Mod bugs / [A15] CompProperties_Rottable Not Working
October 03, 2016, 07:38:47 AM
Bug description: in Hot Coffee (made by Toasty with collaboration from me) we implemented a rottable comp in our coffee XML.
Expected behaviour: it's expected that coffee, after production, remains fresh for 12 hours and then disappears according to this code:
Current behaviour: Coffee will never rot. It is constantly in a state of "spoils in X hours/days".
This behaviour is independent of mod lists. It is the same if you have 50 mods or just Hot Coffee installed.
Current version of Hot Coffee (direct download)
Expected behaviour: it's expected that coffee, after production, remains fresh for 12 hours and then disappears according to this code:
Code Select
<comps>
<li Class="CompProperties_Rottable">
<daysToRotStart>0.5</daysToRotStart>
<rotDestroys>true</rotDestroys>
</li>
</comps>Current behaviour: Coffee will never rot. It is constantly in a state of "spoils in X hours/days".
This behaviour is independent of mod lists. It is the same if you have 50 mods or just Hot Coffee installed.
Current version of Hot Coffee (direct download)
#394
Outdated / Re: [A15] Better Pathfinding
October 03, 2016, 05:55:02 AM
Been waiting for this ever since you posted your attempt on Reddit
#395
Mods / Re: What would make the game easier to mod?
October 02, 2016, 04:55:56 PMQuote from: TrueDestroyer on October 02, 2016, 04:43:30 PM
I'd like to see trap damage types moved to xml defs, can't find it there - especially this <trapDamageCategory>Sharp</trapDamageCategory> - to define other classes like "sharp" there. Allowing poison traps, or traps that deal certain damage type like weapon projectiles. Or maybe the structure is different, and shouldn't be used like this?
trapDamageCategory is based on DamageArmorCategory, so basically you would like a DamageCategoryDef I think rather than just trap damage.
#396
Support / Re: 15c no steam, XML errors on startup
October 02, 2016, 06:36:44 AM
Glad it was that simple. :X It really didn't seem like a typical RimWorld-specific bug (guess 5 years of being an IT technician has its benefits, you recognise patterns).
#397
Mods / Re: Timer Switches
October 02, 2016, 06:34:50 AM
Looks really nice. I looked at it in-game, very slick. My only question is why the font on the On/Off designators looks so weird.
#398
Support / Re: 15c no steam, XML errors on startup
October 02, 2016, 06:14:17 AM
These are all due to ConceptDefs missing or been unreachable. Are you sure your Core folder in RimWorld/Mods is OK? Do you have read/write access to the entire thing?
#399
Help / Re: Is it possible to remove/stop hardcoded rain event from happening?
October 02, 2016, 04:57:15 AM
You can set RainDisableTicksAfterConditionEnds if you use a map condition like flash storm, not sure about weathers.
Small edit: the WeatherDecider uses ticksWhenRainAllowedAgain but I think you need a small DLL mod for that.
Small edit: the WeatherDecider uses ticksWhenRainAllowedAgain but I think you need a small DLL mod for that.
#400
General Discussion / Re: Bionic eye replacement- Patient in bed 2 seasons so far
October 01, 2016, 02:21:14 PM
I think this is a vanilla bug in A15. If I recall correctly, people are fixing it right now by damaging the pawn (either via dev mode or having a colonist punch them somehow) and rescuing them.
I think it's a problem with anesthesia in the current alpha.
I think it's a problem with anesthesia in the current alpha.
#401
Help / Re: Remove hediff on drug consumption
October 01, 2016, 01:33:32 PM
Can you post the drug XML you were using when you made that edit?
#402
Help / Re: [RESOLVED] Elegant way to add a new designator into the Orders menu?
September 30, 2016, 04:02:52 PM
Isn't Mod Friendly Overrides the most elegant solution so far?
#403
Outdated / Re: [A15] Jecrell's Tobacco and Cigarettes V1.2
September 30, 2016, 11:13:28 AM
You're missing <?xml version="1.0" encoding="utf-8" ?> in the cigar XML. I don't know if that causes issues or not, but I've never made an XML without it.
You're also missing all the bases you're using with your drugs. This is not a huge deal, but you should have them included in your mod. I think you can just copy the DrugBases.xml into your Defs/Drugs folder.
You're also missing all the bases you're using with your drugs. This is not a huge deal, but you should have them included in your mod. I think you can just copy the DrugBases.xml into your Defs/Drugs folder.
#404
Outdated / Re: [A13] No Diseases Mod
September 30, 2016, 06:40:37 AM
No, that requires CCL and C# knowledge. I believe it will be updated by Latta when CCL is updated.
#405
Outdated / Re: [A15] Right Tool For The Job v1.16
September 30, 2016, 04:56:54 AM
IMO having a system where you have a primary slot (weapon), utility slot (personal shield etc.) and tool slot would be fine. I don't know how much that messes with vanilla, though, and it probably makes some mods incompatible by nature.