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Messages - Spdskatr

#16
Quote from: ssateneth on June 09, 2018, 07:48:53 PM
Will the bug for SS damage indicators be fixed where if you shoot a pawn (like say a mechanoid scyther with a sniper rifle) it will sometimes instead say the remaining HP left on a limb instead of the damage actually done by the shot? I'll snipe an undamaged scyther and it will pop up the number "2". I look at the scyther's body part HP and I'll see the number 2 on the remaining HP of a 30 total HP body part. It should have said 28. Is this a bug or a "feature"?
Sadly, I have no idea how that would happen. I use this mod in a lot of my games and it has never appeared that way. Does it only happen sometimes or have you found a way to replicate the bug?
#17
Do I win something?



EDIT: Help me please I code on a bright background
#18
Quote from: bullet on March 22, 2018, 06:06:44 PM
Do the products rot in these industrial storages? Or these work like fridge also?
The industrial storage unit does not function like a fridge.
#19
Help / Re: Making InspirationHandler less random
March 08, 2018, 08:38:02 PM
Quote from: Ian_Suffix on March 08, 2018, 08:23:43 PM
There's been a complication.

Could not execute post-long-event action. Exception: System.TypeInitializationException: An exception was thrown by the type initializer for NinjaMode.NinjaModeInit ---> System.ArgumentException: No target method specified for class NinjaMode.Pawn_DraftController_Drafted_Patch

This, despite the fact I've clearly denoted the Drafted accessor in Pawn_DraftController.

    [HarmonyPatch(typeof(Pawn_DraftController), "Drafted")]
    public static class Pawn_DraftController_Drafted_Patch
    {
        static void Postfix(Pawn_DraftController __instance)
        {
            Log.Message("NinjaMode");
            Messages.Message(
                "NinjaMode_TestMessage".Translate(new object[] { __instance.pawn.NameStringShort }),
                MessageTypeDefOf.PositiveEvent);
        }


Does this mean accessors are off the table as targets of Harmony?

Try use get_Drafted.

Getters have method signature get_PropertyName. Guess what signature setters have.
#20
Outdated / Re: No More Random Skills
March 04, 2018, 12:26:32 AM
OwO

Nice
#21
Quote from: Ian_Suffix on March 01, 2018, 05:35:15 AM
I finally completed the research to unlock the universal autoassembler! I love the recipe downloading.

In A17, back when SAL assemblers were attached to workbenches,  I often preprocessed food ingredients for Vegetable Garden recipes, making cheese, flour, and the like en masse night and day. That's why I was rather disappointed the self-cooker has such a limited repertoire. Obviously I could build an autoassembler in place of a self-cooker, but before I do that, is there a way to expand the functionality of the self-cooker, perhaps through XML tweaks?

The recipe is actually defined through the <recipes> tag. You can actually add/remove any recipe you want.
#22
Quote from: Saberwulfy on February 17, 2018, 12:04:22 PM
About Damage Indicators, What the colors means?

The colors are just a small visual indicator of the damage. Yellow for 10 to 29, Orange for 30 to 49, then red, then magenta, then cyan
#23
Quote from: Harry_Dicks on January 18, 2018, 01:14:27 PM
I think RW has a problem recognizing that you have the supplies required for making whatever if they exist in this kind of "pocket dimension" which you get with Quantum Storage and Mass Storage.

Ratys's QS works completely fine. I'm actually halfway through creating a storage solution that can hopefully replace the functionality of Mass Storage, as well as be tradeable if you place an orbital trade beacon nearby. It'll be part of Project RimFactory
#24
Quote from: Harry_Dicks on January 16, 2018, 11:45:38 AM
Ok, I think I'm getting it. So if there were multiple <li></li>s within the verbs for the thingdef, I would use index to designate which one I'm making the modification to?

I definitely appreciate the help you are giving me. Sorry if I'm not knowledgeable about all of these terms and stuff, this is all new to me. If I keep asking silly things, though, you don't worry about having to keep helping me ::)

Another question, say if I want a single research to make the turret shoot 4 bullets AND increase range, would I have it like this?

<researchMods>
            <li Class="ResearchableStatUpgrades.ResearchMod_EditVerbProperties">
                <def>Gun_TurretImprovised</def>
                <index>0</index>
                <fieldName>burstShotCount</fieldName>
                <value>4</value>
            </li>
    <li Class="ResearchableStatUpgrades.ResearchMod_EditVerbProperties">
                <def>Gun_TurretImprovised</def>
                <index>0</index>
                <fieldName>range</fieldName>
                <value>30</value>
            </li>
        </researchMods>

I don't see anything wrong with it, the only way to know for certain is to try it though.
#25
Quote from: Harry_Dicks on January 15, 2018, 07:45:15 PM
I'm sorry friend, but I still don't understand this one part, "index: the index of the <li> you want to change in <verbs>" what is this "index?" I apologize but I'm not a programmer. Could I just leave that as 0? Say I want to make an upgrade to change chemfuel generators to make their fuel consumption lower, would the index still be 0 for that researchdef?

This class is made especially for editing things inside <verbs><li>. This includes weapon properties.
The index is basically the order something is in a list, where the first item would have index 0, second item 1, third item 2 etc.

If you wanted to change the fuel consumption for a chemfuel generator, the information is inside <comps><li>, which means you have to use Class="ResearchableStatUpgrades.ResearchMod_EditCompProperties". You can see how I used it in the ScannerEfficiency def.
#26
Quote from: Harry_Dicks on January 15, 2018, 01:48:51 PM
Hey I think I've got some dumb questions for you, I hope you don't mind :) I want to customize Researchable Stat Upgrades for myself. I was looking at the one that makes turrets shoot 4 instead of 3 bullets. It has this under the research project def:
<researchMods>
            <li Class="ResearchableStatUpgrades.ResearchMod_EditVerbProperties">
                <def>Gun_TurretImprovised</def>
                <index>0</index>
                <fieldName>burstShotCount</fieldName>
                <value>4</value>
            </li>
        </researchMods>

I was wondering if I could use that same class with some new research project defs, and then I can use the lines below it to identify whatever def I want to modify, with the modification being fieldName and value, correct? What does index do? I know I would need to add them into this mod, because that class is contained within the assemblies, yeah?
I'll give you a quick guide:
def: the defName of the ThingDef you want to change
index: the index of the <li> you want to change in <verbs>
fieldName: the name of the field
value: the value you want to change it to
#27
Quote from: Harry_Dicks on January 13, 2018, 06:26:49 PM
Hi Spdskatr, I was curious if there might be something up with Researchable Stat Upgrades. I ask because, every time I get a error like the following, it is where someone forgot to put a <thingClass>Building</thingClass> in their defs.
Exception editing stack counts for ThingDef "SRV_StumpChair": System.NullReferenceException: Object reference not set to an instance of an object
  at ResearchableStatUpgrades.RSUUtil.IsInst (System.Type t, System.Type a) [0x00000] in <filename unknown>:0
  at ResearchableStatUpgrades.RSUUtil+<>c__DisplayClass9_0.<IsInst>b__0 (System.Type t2) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.Any[Type] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0
  at ResearchableStatUpgrades.RSUUtil.IsInst (System.Type t, System.Type[] types) [0x00000] in <filename unknown>:0
  at ResearchableStatUpgrades.WorldComponent_StackCountEditManager.RefreshStackCountEdits () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
ResearchableStatUpgrades.WorldComponent_StackCountEditManager:RefreshStackCountEdits()
ResearchableStatUpgrades.WorldComponent_StackCountEditManager:ExposeData()
Verse.CrossRefHandler:ResolveAllCrossReferences()
Verse.ScribeLoader:FinalizeLoading()
Verse.Game:LoadGame()
Verse.SavedGameLoader:LoadGameFromSaveFile(String)
Verse.Root_Play:<Start>m__0()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()


However, I had this issue with Albion's Sparkling Worlds items. I posted there and asked him, and he was able to properly diagnose the problem. However he told me, "I'm 99% confident it is because the Research stat upgrade mod doesn't catch some exceptions." I figured I would post here as well so you could see this, I don't know if it is actually anything broken with your mod or not, because I don't know what that means ::) I was also just curious as to why your mod name shows up whenever someone else's mod is messing up.

I know where the exception happened, but this kind of problem almost never arises in game as thingClass is almost always included :P

Expect a fix on github and steam in the next hour or so
#28
Weather Disruptor



Information
The weather disruptor is very easy to unlock in research (microelectronics basics), but is quite expensive to build. It takes 500 steel, 1 orbital power beam targeter and 15 components.

It takes 15 days at 2000W full power to charge up. It can also break down, but this will not affect the charge progress.

The "activate" button causes the weather disruptor to strike any random tornado on the map. This strike does not cause fires or harm colonists.

P.S.
Nobody knows how power beams can stop tornadoes.They just do. This violates all known laws of meteorology and physics. Ancient artifacts really like doing that don't they?

FAQ
Does this require a new colony to work? No.
Can I remove this off existing saves? Remove all weather disruptors off the map.

Credits:
Art for weather disruptor by Storm
Japanese translation: Proxyer

Download - GitHub(A18) - Steam
#29
Quote from: Harry_Dicks on January 02, 2018, 04:00:58 PM
Hi Speedskater, I love your mods, thanks for all of the hard work! I just have a couple of quick things:

1-In the OP you have MassStorage as A17, but the post for it says there is a B18 version. Just thought you might like to know as I never bothered to check to see if you had a B18 version until I checked the actual post for that mod.

2-Will ResearchableStatUpgrades for B18 ever be posted on GitHub or anywhere besides Steam? I saw on Steam it is updated to B18, but I would rather get the official version from you than what someone else posted on here.

3-In MassStorage, how many different types of items can each device hold? Or is it just 1 type of item per device? Also, is there a distance limit on how far it can reach in the storage zone to pull items into itself? Hypothetically, could you just have a 1 cell wide storage zone stretching from the MassStorage unit to say a far off mine on the other side of the map, and it could still pull the resources automatically? Or say you had a storage zone just covering the whole map for 1 type of resource, would 1 storage device then be able to pull all of that resource scattered throughout the map to itself? I understand the potential for abuse, but was curious if there was an sort of arbitrary limit to the pull distance.

Sorry about all of the questions, but MassStorage is looking like it's right up my alley, especially since the author of Quantum Storage said there aren't even plans for a B18 release. :'(
1- Fixed.
2- Fixed.
3- It only holds 1 type of item. Be warned that items stored internally can't be traded
#30
Summary

Day 1
We've got some pretty good foundations here at the second colony. Let's continue to build the walls, but FOR GOODNESS SAKE NOT IN WOOD!
We'll keep the already built wood walls. I think we need to put all these stone chunks to good use...
...BUT WAIT! A manhunter pack! Oh no... What is it this time? Wargs? Elephants!??!?

...oh.

Stupid feral rabbits. We only sustained minor injuries, all is fine.

An infection. Dangit Cass! Why!
You know what, maybe we should just build it out of wood for the time being. This will be annoying...
Day 2
Oh, this place doesn't have food either. Welp
Hah, short circuit on the other map. Watch the world burn...

Nothing much happened today, except for food.
Day 3
Oh, a good thing for once. Phew.

Henriette the master chef

Progress:

Day 4

Oh dang it, not you again. Ignore her. We still have 8 hours of sleep to get.
Ok, fine. Let's deal with it.

Body got completely shot off. Serves you right, bunny.
Progress:

Day 5
Restarting our growing. Cass has given us a silent period it seems.

I jinxed it. Should we get an extra colonist? Hell yeah!

... You have no weapons, and you're naked. Why Cass? Why?


Seems to have a pretty god set of traits though. We'll take it! You'll be our fearsome wood-log-wielder.
Day 6
Here they come!

Oh you son of a... They took the refugee. I hope those cowards don't come back.

Damages:

Day 7
We've been staying up all night to put out these flames. Raiders ruined our rice patch :(


Oops, I forgot to build a roof over my battery. Now that's gone too.
Day 8
Nothing much happened today either.

Start of day

End of day
Day 9
All the cats are dying LOL

Day 10
Oh phew, friendly people! They're coming to trade, it seems.

Chicken eggs are a good source of nutrition. We also need a few components for our nutrient paste.

We now have a working cooler system.

In goes the nutrient paste!

Solar flare... Not like we have anything useful running. :P
Progress:

Day 11
Hopefully we can continue work on the nutrient paste dispenser if no one raids us firs-

I swear Cass, you're literally just trolling me right now.

There. All dead.
5 seconds later...


We got 3 shots on the buck. Hopefully we can camp here until he dies.

Buck is dead. Phew, that was close!
Day 12
Progress:

Day 13
Cargo pods! oh, how bri-

Oh well, some you win...
Meanwhile, in the cat side of things...

Yipee! Our nutrient paste dispenser is done!

LOL, manhunting cats just appeared in the other map.

Day 14
Now we've got our food shortage sorted, let's get some smokeleaf plantations going.

Speaking of plantations, our rice patch has finally started yielding food!

Progress:

Day 15
Alright, last day of my run.

At 3 a.m. in the morning, a wild boar decides to go mad.

They made the wrong decision.
The last thing I'm going to do for the colony is start building the outer perimeter.

Also, I've made an area called "ores" highlighting all the ores I could see on the map.

Progress: