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Messages - demeggy

#16
Unfinished / Re: [A17] [WIP] Jurassic Rimworld
August 12, 2017, 04:40:07 PM
Yessss -- I've been itching for the pre-release :) Will have a play now and let you know how I find it.

Edit: First couple of bugs on load order, trying with Realistic Darkness and Blueprints:

RimWorld 0.17.1557 rev1153
Verse.Log:Message(String)
RimWorld.VersionControl:LogVersionNumber()
Verse.Root:CheckGlobalInit()
Verse.Root:Start()
Verse.Root_Entry:Start()

Exception reading Race_TyrannosaurusReconstruct.xml as XML: System.Xml.XmlException: 'tradeTags' is expected  Line 91, position 6.
  at Mono.Xml2.XmlTextReader.Expect (System.String expected) [0x00000] in <filename unknown>:0
  at Mono.Xml2.XmlTextReader.ReadEndTag () [0x00000] in <filename unknown>:0
  at Mono.Xml2.XmlTextReader.ReadContent () [0x00000] in <filename unknown>:0
  at Mono.Xml2.XmlTextReader.ReadContent () [0x00000] in <filename unknown>:0
  at Mono.Xml2.XmlTextReader.Read () [0x00000] in <filename unknown>:0
  at System.Xml.XmlTextReader.Read () [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.ReadNodeCore (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.ReadNodeCore (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.ReadNodeCore (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.ReadNodeCore (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.ReadNode (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.Load (System.Xml.XmlReader xmlReader) [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.LoadXml (System.String xml) [0x00000] in <filename unknown>:0
  at Verse.LoadableXmlAsset..ctor (System.String name, System.String fullFolderPath, System.String contents) [0x00000] in <filename unknown>:0
Verse.Log:Warning(String)
Verse.LoadableXmlAsset:.ctor(String, String, String)
Verse.<XmlAssetsInModFolder>c__Iterator224:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

Exception reading JurassicRimworld_TraderKinds_Caravan_Outlander.xml as XML: System.Xml.XmlException: 'stockGenerators' is expected  Line 58, position 5.
  at Mono.Xml2.XmlTextReader.Expect (System.String expected) [0x00000] in <filename unknown>:0
  at Mono.Xml2.XmlTextReader.ReadEndTag () [0x00000] in <filename unknown>:0
  at Mono.Xml2.XmlTextReader.ReadContent () [0x00000] in <filename unknown>:0
  at Mono.Xml2.XmlTextReader.ReadContent () [0x00000] in <filename unknown>:0
  at Mono.Xml2.XmlTextReader.Read () [0x00000] in <filename unknown>:0
  at System.Xml.XmlTextReader.Read () [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.ReadNodeCore (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.ReadNodeCore (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.ReadNodeCore (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.ReadNodeCore (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.ReadNode (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.Load (System.Xml.XmlReader xmlReader) [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.LoadXml (System.String xml) [0x00000] in <filename unknown>:0
  at Verse.LoadableXmlAsset..ctor (System.String name, System.String fullFolderPath, System.String contents) [0x00000] in <filename unknown>:0
Verse.Log:Warning(String)
Verse.LoadableXmlAsset:.ctor(String, String, String)
Verse.<XmlAssetsInModFolder>c__Iterator224:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

Exception reading JurassicRimworld_TraderKinds_Orbital_Misc.xml as XML: System.Xml.XmlException: 'stockGenerators' is expected  Line 60, position 6.
  at Mono.Xml2.XmlTextReader.Expect (System.String expected) [0x00000] in <filename unknown>:0
  at Mono.Xml2.XmlTextReader.ReadEndTag () [0x00000] in <filename unknown>:0
  at Mono.Xml2.XmlTextReader.ReadContent () [0x00000] in <filename unknown>:0
  at Mono.Xml2.XmlTextReader.ReadContent () [0x00000] in <filename unknown>:0
  at Mono.Xml2.XmlTextReader.Read () [0x00000] in <filename unknown>:0
  at System.Xml.XmlTextReader.Read () [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.ReadNodeCore (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.ReadNodeCore (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.ReadNodeCore (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.ReadNodeCore (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.ReadNode (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.Load (System.Xml.XmlReader xmlReader) [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.LoadXml (System.String xml) [0x00000] in <filename unknown>:0
  at Verse.LoadableXmlAsset..ctor (System.String name, System.String fullFolderPath, System.String contents) [0x00000] in <filename unknown>:0
Verse.Log:Warning(String)
Verse.LoadableXmlAsset:.ctor(String, String, String)
Verse.<XmlAssetsInModFolder>c__Iterator224:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

Caught exception while loading play data but there are active mods other than Core. Resetting mods config and trying again.
The exception was: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.PatchOperationReplace.ApplyWorker (System.Xml.XmlDocument xml) [0x00000] in <filename unknown>:0
  at Verse.PatchOperation.Apply (System.Xml.XmlDocument xml) [0x00000] in <filename unknown>:0
  at Verse.ModContentPack.LoadDefs (IEnumerable`1 patches) [0x00000] in <filename unknown>:0
  at Verse.LoadedModManager.LoadAllActiveMods () [0x00000] in <filename unknown>:0
  at Verse.PlayDataLoader.DoPlayLoad () [0x00000] in <filename unknown>:0
  at Verse.PlayDataLoader.LoadAllPlayData (Boolean recovering) [0x00000] in <filename unknown>:0
Verse.Log:Warning(String)
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

Successfully recovered from errors and loaded play data.
Verse.Log:Message(String)
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

Loaded file (Scenario) is from version 0.17.1546 rev887, we are running version 0.17.1557 rev1153.
Verse.Log:Warning(String)
Verse.ScribeMetaHeaderUtility:LoadGameDataHeader(ScribeHeaderMode, Boolean)
Verse.GameDataSaveLoader:TryLoadScenario(String, ScenarioCategory, Scenario&)
RimWorld.ScenarioFiles:RecacheData()
RimWorld.ScenarioLister:RecacheData()
RimWorld.ScenarioLister:RecacheIfDirty()
RimWorld.<ScenariosInCategory>c__Iterator128:MoveNext()
System.Linq.Enumerable:FirstOrDefault(IEnumerable`1)
RimWorld.Page_SelectScenario:EnsureValidSelection()
RimWorld.Page_SelectScenario:PreOpen()
Verse.WindowStack:Add(Window)
RimWorld.MainMenuDrawer:<DoMainMenuControls>m__5FF()
Verse.ListableOption:DrawOption(Vector2, Single)
Verse.OptionListingUtility:DrawOptionListing(Rect, List`1)
RimWorld.MainMenuDrawer:DoMainMenuControls(Rect, Boolean)
RimWorld.MainMenuDrawer:MainMenuOnGUI()
Verse.UIRoot_Entry:DoMainMenu()
Verse.UIRoot_Entry:UIRootOnGUI()
Verse.Root:OnGUI()

Loaded file (Scenario) is from version 0.16.1393 rev536, we are running version 0.17.1557 rev1153.
Verse.Log:Warning(String)
Verse.ScribeMetaHeaderUtility:LoadGameDataHeader(ScribeHeaderMode, Boolean)
Verse.GameDataSaveLoader:TryLoadScenario(String, ScenarioCategory, Scenario&)
RimWorld.ScenarioFiles:RecacheData()
RimWorld.ScenarioLister:RecacheData()
RimWorld.ScenarioLister:RecacheIfDirty()
RimWorld.<ScenariosInCategory>c__Iterator128:MoveNext()
System.Linq.Enumerable:FirstOrDefault(IEnumerable`1)
RimWorld.Page_SelectScenario:EnsureValidSelection()
RimWorld.Page_SelectScenario:PreOpen()
Verse.WindowStack:Add(Window)
RimWorld.MainMenuDrawer:<DoMainMenuControls>m__5FF()
Verse.ListableOption:DrawOption(Vector2, Single)
Verse.OptionListingUtility:DrawOptionListing(Rect, List`1)
RimWorld.MainMenuDrawer:DoMainMenuControls(Rect, Boolean)
RimWorld.MainMenuDrawer:MainMenuOnGUI()
Verse.UIRoot_Entry:DoMainMenu()
Verse.UIRoot_Entry:UIRootOnGUI()
Verse.Root:OnGUI()

Could not load reference to Verse.ThingDef named Gun_E-11Blaster
Verse.Log:Error(String)
Verse.ScribeExtractor:DefFromNode(XmlNode)
Verse.Scribe_Defs:Look(ThingDef&, String)
RimWorld.ScenPart_ThingCount:ExposeData()
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Collections:Look(List`1&, Boolean, String, LookMode, Object[])
Verse.Scribe_Collections:Look(List`1&, String, LookMode, Object[])
RimWorld.Scenario:ExposeData()
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Deep:Look(Scenario&, Boolean, String, Object[])
Verse.Scribe_Deep:Look(Scenario&, String, Object[])
Verse.GameDataSaveLoader:TryLoadScenario(String, ScenarioCategory, Scenario&)
RimWorld.ScenarioFiles:RecacheData()
RimWorld.ScenarioLister:RecacheData()
RimWorld.ScenarioLister:RecacheIfDirty()
RimWorld.<ScenariosInCategory>c__Iterator128:MoveNext()
System.Linq.Enumerable:FirstOrDefault(IEnumerable`1)
RimWorld.Page_SelectScenario:EnsureValidSelection()
RimWorld.Page_SelectScenario:PreOpen()
Verse.WindowStack:Add(Window)
RimWorld.MainMenuDrawer:<DoMainMenuControls>m__5FF()
Verse.ListableOption:DrawOption(Vector2, Single)
Verse.OptionListingUtility:DrawOptionListing(Rect, List`1)
RimWorld.MainMenuDrawer:DoMainMenuControls(Rect, Boolean)
RimWorld.MainMenuDrawer:MainMenuOnGUI()
Verse.UIRoot_Entry:DoMainMenu()
Verse.UIRoot_Entry:UIRootOnGUI()
Verse.Root:OnGUI()

Could not load reference to Verse.ThingDef named Gun_DL44Blaster
Verse.Log:Error(String)
Verse.ScribeExtractor:DefFromNode(XmlNode)
Verse.Scribe_Defs:Look(ThingDef&, String)
RimWorld.ScenPart_ThingCount:ExposeData()
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Collections:Look(List`1&, Boolean, String, LookMode, Object[])
Verse.Scribe_Collections:Look(List`1&, String, LookMode, Object[])
RimWorld.Scenario:ExposeData()
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Deep:Look(Scenario&, Boolean, String, Object[])
Verse.Scribe_Deep:Look(Scenario&, String, Object[])
Verse.GameDataSaveLoader:TryLoadScenario(String, ScenarioCategory, Scenario&)
RimWorld.ScenarioFiles:RecacheData()
RimWorld.ScenarioLister:RecacheData()
RimWorld.ScenarioLister:RecacheIfDirty()
RimWorld.<ScenariosInCategory>c__Iterator128:MoveNext()
System.Linq.Enumerable:FirstOrDefault(IEnumerable`1)
RimWorld.Page_SelectScenario:EnsureValidSelection()
RimWorld.Page_SelectScenario:PreOpen()
Verse.WindowStack:Add(Window)
RimWorld.MainMenuDrawer:<DoMainMenuControls>m__5FF()
Verse.ListableOption:DrawOption(Vector2, Single)
Verse.OptionListingUtility:DrawOptionListing(Rect, List`1)
RimWorld.MainMenuDrawer:DoMainMenuControls(Rect, Boolean)
RimWorld.MainMenuDrawer:MainMenuOnGUI()
Verse.UIRoot_Entry:DoMainMenu()
Verse.UIRoot_Entry:UIRootOnGUI()
Verse.Root:OnGUI()
#17
Unfinished / Re: [A17] [WIP] Jurassic Rimworld
August 10, 2017, 12:58:55 PM
Wahhhhey! Parasaurolophus! My favourites! As per usual, outstanding job. Will look into that static/flying movement query for you this eve
#18
Unfinished / Re: [A17] [WIP] Jurassic Rimworld
August 09, 2017, 01:40:27 PM
Quote from: Serpyderpy on August 09, 2017, 11:10:01 AM
We have confirmation from BookBurner that their electric fence mod can be integrated into this mod! Thank you ever so much!

Although if anyone could help on a certain thing, I'd appreciate it. Back in A16 I used a certain meerkat mod that added in the aforementioned animal, but gave it seperate graphic classes for when it moves and when it stood still. Ideally with flying critters, aka pterosaurs, I would like something similar, so that when it moves it appears to glide, and it lands when stood still, but it seems the mod does not work with A17. Would anyone be able to help see if it's possible to update it to A17? It is C# so I'm slightly intimidated, haha.

demeggy where are you

Will have a look at the .dll bud
#19
Unfinished / Re: [A17] [WIP] Jurassic Rimworld
August 06, 2017, 05:53:53 AM
Quote from: Serpyderpy on August 05, 2017, 06:21:05 PM
Quote from: TREH on August 03, 2017, 03:01:22 AM
Can't help but think the feeders should be connected to some sort of central device with a hopper. At least for the meat, fish, grubs, it could work like aquaculture...

Never thought about that, but I did want the feeders to eliminate any hassle. Not really sure what you'd put into the feeder to begin with, will have to think about it.

QuoteIf Rikiki permits it, I'd suggest using his laser fence in all honesty bud. It looks a lot more efficient than my wobbly piece of crap, and would only really need a couple of .png changes from yourself for the Fence pylons and the 'Wires'.

I will ask! I appreciate you trying to help, though, will definitely give you credit for the idea.

Pre-release is coming up soon, boys and girls, just need to finish the dinosaur art!

Np - if there's anything else I can do from a .dll POV, let me know! Can't wait for the pre-release
#20
Unfinished / Re: [A17] [WIP] Jurassic Rimworld
August 05, 2017, 10:29:11 AM
If Rikiki permits it, I'd suggest using his laser fence in all honesty bud. It looks a lot more efficient than my wobbly piece of crap, and would only really need a couple of .png changes from yourself for the Fence pylons and the 'Wires'.
#21
Unfinished / Re: [A17] [WIP] Jurassic Rimworld
August 02, 2017, 02:49:45 PM
Quote from: SpaceDorf on August 01, 2017, 03:59:36 PM
Have you looked at MiningCo's ( Rikiki ) Laser Fence ?
It could help.

Cheers bud, I'll give it a look over!
#22
Unfinished / Re: [A17] [WIP] Jurassic Rimworld
August 01, 2017, 03:03:52 PM
Daaaw - looks beaut, can't wait to see it in action. I've not had a chance to hit up any more of the fence stuff, but I'll be on it over the next few days.
#23
Unfinished / Re: [A17] [WIP] Jurassic Rimworld
July 29, 2017, 07:22:31 AM
Quote from: Serpyderpy on July 28, 2017, 07:30:37 PM
Quote from: demeggy on July 28, 2017, 01:27:18 PM
The fence itself just needs one set of power to run, BUT, you're right... it should cost PER tile... makes sense that longer stretches of fence cost more power. I'll look into it.

That's alright, my dude, take all the time you need. I really appreciate you doing this!

Np - just noticed your avatar - is that from your Rexy pawn tex? :D
#24
Unfinished / Re: [A17] [WIP] Jurassic Rimworld
July 28, 2017, 01:27:18 PM
Quote from: Serpyderpy on July 26, 2017, 02:50:52 PM
Quote from: demeggy on July 26, 2017, 02:28:12 PM
Aye, that sounds pretty awesome.

At the moment, the fence will only damage pawns that attack them - I'm planning on trying to get it to repel them backwards 'ala 'Tim Toast'. Any requests on power consumption? It simply needs to be connected to the power grid at the mo.

That sounds great, man! If it's per fence piece I'm not sure what might be a good number. Maybe 5w per fence? Because that's a nice rounded number and it seem somewhat fair, it doesn't sound like a lot but obviously it'll add up, with the bigger the fence perimeter the more power it'll consume.

edit: I now have the image of Tim bloody repelling off the fence playing over and over in my head
sweet lemon tea it shouldn't be that funny

The fence itself just needs one set of power to run, BUT, you're right... it should cost PER tile... makes sense that longer stretches of fence cost more power. I'll look into it.
#25
Outdated / Re: [A17] Space Worms 0.1 (Beta)
July 28, 2017, 05:45:29 AM
Cheers all. Ill be working on it some more this weekend, ironing out some quirks and throwing a few new ideas in.

Quote from: SpaceDorf on July 25, 2017, 02:41:46 PM
Quote from: Exoray on July 25, 2017, 02:37:27 PM
Quote from: SpaceDorf on July 25, 2017, 02:09:23 PM
Any known incompabilities so far ?

I play with 20 - 40 mods and it works like a charm

I put a 2 before those numbers ... then we are talking

@demeggy .. I found the first thing that annoyed me .. put a folder in your zip file .. extracting ten mods and seeing about, defs, textures in between not knowing which one it is .. not funny.
Gold Star for everything else, Naming Versioning and Idea :)

Cheers :) not sure what you mean on the folder though!
#26
Unfinished / Re: [A17] [WIP] Jurassic Rimworld
July 26, 2017, 02:28:12 PM
Quote from: Serpyderpy on July 26, 2017, 01:39:29 PM
Duuuude, that would be sick. Thank you! I still need to grab the graphics for the fences (I can't seem to extract the fence model and texture from JPOG very well so I'll need to find something else as reference) but I was thinking of concrete fences and then, of course, the electric fence. Maybe an aviary fence and roof too for the flying buggers. I know they can't fly out but muh immersion.

Aye, that sounds pretty awesome.

At the moment, the fence will only damage pawns that attack them - I'm planning on trying to get it to repel them backwards 'ala 'Tim Toast'. Any requests on power consumption? It simply needs to be connected to the power grid at the mo.
#27
Unfinished / Re: [A17] [WIP] Jurassic Rimworld
July 26, 2017, 01:02:13 PM
Drool... so I'm cobbling together an electric fence system for you... it's done in c# so requires a .dll, but you're more than welcome to it if I get it up and running properly.
#28
Unfinished / Re: [A17] [WIP] Jurassic Rimworld
July 25, 2017, 12:44:05 PM
Bingo :)
#29
Unfinished / Re: [A17] [WIP] Jurassic Rimworld
July 24, 2017, 05:54:44 PM
Now either I'm being slow (likely), or I cant actually see any link between your recipe, the bench, and the DoBillsReconstructDNA work_giver.

The error is related to the DoBillsReconstructDNA - and the fact it cant find the right objectref. I've had this before, be buggered sideways if I can remember what it was though.
#30
Unfinished / Re: [A17] [WIP] Jurassic Rimworld
July 23, 2017, 04:56:27 AM
Quote from: kaptain_kavern on July 22, 2017, 07:36:57 PM
Hey, you're welcome mate, my pleasure. The more mods we have the more I'm happy ;-)

I'm a big fan of Jurassic Park myself (more the two books by M. Crichton than the films, but as someone born in the 80's, I've seen the first movie as a child and had my "dinomania period" after ^^)

_______________

Regarding the previously discussed mechanics, that seems doable with XML only, if you'd ask me ;)

Modded "ore", modded building (made like the multi-analyzer) that require "amber" to be construct. This building unlock a (or several) research projects. Those projects unlocks recipe that produce fertilized eggs :p



As a bonus : you can also have a look at the XML code for hive. You'll find that they have a function (I'm not sure but I think it is a <comps>) made to just "spawn" a Thingdef every x ticks if you want to have a building that spawn eggs ;-pt

Genius. An automated hatchery! Could be a research tree jobby