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Messages - Jamestec

#31
Outdated / Re: [A15] Where is Rich soil?
October 19, 2016, 02:52:11 AM
Can you put it on steam workshop?
#32
Quote from: Dingo on October 18, 2016, 01:53:12 AM
BetterHauling 1.4 throws an error "Could not find a type named JTBetterHauling.WorkGiver_HaulGeneralJT". I'm assuming you took it out of the assembly but left the def.

That is strange, I do have the defs I'm not currently using in Defs_NotUsed which shouldn't be loaded by RimWorld. I've checked  the Onedrive and steam version and they both only have ThinkTreeDefs folder in the Defs folder which is correct.

Did you get BetterHauling 1.4 through Onedrive or steam? and in the defs folder is there only ThinkTreeDefs?
If you got it from Onedrive, it might be a version which was accidental and I didn't replace it fast enough.
If you got it from steam, steam workshop update malfunction?

#33
Quote from: masterpain on October 17, 2016, 08:24:17 PM
Having trouble with CopyBills

Dont know if I'm doing this right but I cant get it to work. I assume this is like copying stockpile zones. Create bills on stonecutters table 1, hit "Copy Bills". Go to stonecutters table 2 and hit "Paste Bills" right? It does not work for me. I am able to copy and paste stockpile zones like normal but not Bills. Am I doing something wrong?

Attached is a special debug build of JTCopyBills. To help me help you, please do the following:
Download and extract the attached to:
C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods\
Start RimWorld, disable JTCopyBills and enable JTCopyBillsDebug, then close RimWorld (this is not optional). Start RimWorld again, load a save/new game (doesn't matter if it says mods changed), try to copy and paste bills, close RimWorld, then go to:
C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\output_log.txt
and attach that to a reply. Please note the log file resets each time you start RimWorld so don't start RimWorld again until you have either copied the log or attached it to a reply.


Edit: unrelated note - if you manually downloaded JTBetterHauling version 1.3 (look at mod description in-game), please get the latest 1.4, 1.3 can't prioritise with right-click properly.

[attachment deleted by admin - too old]
#34
Update JTBetterHauling; redone to reduce detours with XML.
Update JTReplaceWalls; placing walls and doors on mineable will cause mineable to automatically be set to be mined.

New joke mod JTBetterHaulingAnimals; Makes all the animals on the map instantly haul for you. Accidentally made this when redoing JTBetterhauling and thought it was pretty funny seeing a bunch of different animals compete to haul all the items for you.
#35
What is the best way of replacing JobGiver_Haul in Animal ThinkTreeDefs?

I have thought of the following options:

  • Do the detour thing with JobGiver_Haul.TryGiveJob(), the only method it has.
  • Do the detour thing with JobGiver_Haul.TryGiveJob(), BUT always give null job. Make a SubTree with insertTab Animal_PreWander to handle hauling.
  • Make a SubTree thing with insertTag Animal_PreMain, make its treeRoot class to always give true and then subNodes are the same thing following the modder hook Animal_PreMain in Animal ThinkTreeDefs until after <!-- Trained behavior: Haul--> and just replace the class in our SubTree. Look at my prototype here: http://pastebin.com/QVKYYyDn

Edit: alternatively to 3, do the same thing but make each a separate SubTree instead of subNodes.
#36
Use Zhentar's version of ILSpy: https://github.com/Zhentar/ILSpy/releases/
It's easier to read.

I use GetGizmos() in JTCopyBills, it's for the buttons that appear when you select the building, like Build Copy.
#37
Updated JTCopyBills; Version 1.4 fixes ingredients list being linked after pasting. I recommend updating to version 1.4 (latest as of 16/10/16). Pasting no longer removes old bills since deleting bills is easy. If you have Crafting Hysteresis, pasting vanilla bills will convert them to Crafting Hysteresis bills to aid using Crafting Hysteresis if you pick it up mid-game.

Updated JTReplaceWalls; previous update broke checking if not same stuff for walls, version 1.2 fixes this.

Since I didn't really announce this:
New mod JTBetterHauling; prioritises hauling degradable items based on areas. Mod description for further detail.
New mod JTMoreAreas; unlimited areas and GUI fix to work with more than 10 areas.
#38
Ok, some things to address things:

  • I have a discord account, username Jamestec, created last year (I keep my welcome and verification emails) when my clan in Warframe got one. Since the initial creation and login, I have not logged since, so if there are discord profiles, you will see my last long login was 1 year ago. If there's no such thing, maybe there's join logs or a welcome message for new users. I will login to discord to show that it's the first time I've been in that server if you want.
  • Why would I join discord? it's not even in the mods section. I know the existence of this other chat server for modders, but I never took interest because there's a Mods > Help section.
  • If you read the comments in my code and the message when the mod loads, I give credit where credit is due. There's literally no benefit for me in lying about that; I wouldn't be an ass just because, that would makes no sense.
  • I get my ideas from my own gameplay and reddit. Copying bills and replacing walls is something everyone who runs a successful colony encounters. Before I started work on JTCopyBills and JTReplaceWalls, I made sure that there wasn't a mod that did the same thing (why would I waste my time recreating a mod that's already out there), I googled rimworld copy bill and rimworld replace wall and the like on the forums; all the results were just suggestions dating back in a range of ~ a year

I only have 2 QoL mods (excluding JTBetterHauling), all the other mods are purely (minus some easy ones done on request) to shape the game into what I want to play; I'm interested in what other mods I apparently duplicated.
So are there 3 mods that replace walls? I gather DarkSlayerEX and erdelf are working together, but then "I did not actually know of Brit's version whatsoever".

To stop the overlapping of mods, this is my current mods idea list:

  • Seperate folders in save location for seperate colony - different versions? save previous version assembly, core and mods - switch between?
  • Find stockpile - seperate building with button for snap to a stockpile
  • Save stockpile settings in file that can be loaded - right click to load an option or right click select already loaded option?
  • Expand stockpile while you have it selected - button, reuse normal stockpile desig, but different place?
  • Better hauling - haul degradable items first, only within 50 cells
  • Connected building - builds connected buildings when force build 1 - force into build mode for a radius?
  • Easier build quality - possibility to always make legendary at certain skill level - with tools cabinet (like how you can 100% tend to wound)
  • AlternateIncapable - incapable is now same as no fire (learn 33%), but doubles joy depletion when doing
  • Walls give beauty - depending on stuff it's made of, dirt walls?
  • Save bill copy as template in file that can be loaded - like stockpiles, reverse bill expose?
  • Auto build walls after mining - allow placing blueprint over wild stone, assign mining to wild stone when done (just a button that places blueprint and mines at same time)
  • Remove 6 second steam workshop yes delay
  • Update steam workshop description to about description
  • Edit:
  • Mods mismatch - display new/old, which ones moved in order instead of dump
  • Build diagonally - look into drag
  • Better rescue - drag new path?
  • Multiplayer mod - pass user building clicks, force clicks and settings to host, host calculates everything, psuedo separate colonists - host would need to keep updating client with new map - probably local only
  • Butchering humanlike only for LoS
  • Reinstall group of building - need compat with CopyBills

The better hauling is done now and I'll probably take a break from modding since I haven't actually played RimWorld for a couple of days (just restarting it over and over and over). Detouring the way I am atm is the only way I know how to do it, so please share the better ways.
#39
Quote from: erdelf on October 13, 2016, 10:29:27 AM
Hey Jamestec,
since you are already reading in the discord server,
you could tell us your name and we would give you a modder rank there.
I don't know any discord server thingy.

Quote from: Dingo on October 13, 2016, 08:44:41 PM
Edit: just a thought, is it possible to update ReplaceWalls so you can designate walls on top of rocks? ex. Designate walls to be built on a row of raw marble -> marble is marked for mining -> marble is mined -> wall is built according to designation.
I'll look into it, probably take some time.

Also, updated JTReplaceWalls to also be able to replace doors in a similar manner.
#40
New mod JTReplaceWalls; no longer to do you have to deconstruct then construct to fireproof your walls.

Edit: small update to JTReplaceWalls - reduces reflection usage when not required. Updating not necessary unless you already play RimWorld at 5 fps and want them extra frames.
#41
You put it in the wrong place:
http://i.imgur.com/akp9FXW.png
Cut and paste it before </degreeDatas>.
#42
New mod JTCopyBills; copy bills from production tables.
#43
I have a question about Trading Spot.
How come you don't allow moving or placing new Trading Spots when there's a trader on the map?
Because in Tick() you do update Travel and DefendPoint destinations; I compiled my own version where you can move/place a trading spot and it works flawlessly with no errors and gets rid of bug 261. But I don't know much about reflection so yea.

Also your code to only allow one Trading Spot no longer works, I think
if (listerBuildings.allBuildingsColonist[i].Label == "trading spot")
should be
if (listerBuildings.allBuildingsColonist[i] is TradingSpot)
#44
Quote from: skullywag on October 04, 2016, 08:52:59 AM
Im helping someone with a crash they are having in the bug forums and while debugging we found that your mod doesnt have thingclass defined for the DeepDrill in your JTDrill5Eva, you have not defined a "buildingBase" in your mod, inheriting the abstract from core will not work correctly in every situation, to fix simply copy the buildingbase from core to your mod, see here for details:

https://ludeon.com/forums/index.php?topic=19499.0

Thanks for posting that, I never would have thought that would be the problem. Threads like that should be stickied.

Why does it work sometimes though?

Also, will edit this post when all my mods updated. JTDrill5Eva won't override DeepDrill def anymore, use this mod:
https://ludeon.com/forums/index.php?topic=22763.0
to have the same effect.

Edit: updated all my mods to now have abstract stuff. Steam workshop will automagically update, if you got it from Onedrive, you only have to update if you have problems.
#45
New mod JTBetterCrashedShips to satisfy your early plasteel need.
Why does it take plasteel to make advanced futuristic ships, but crashed parts yield none. Plasteel is suppose to be stronger than steel and components.