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Messages - Primal Lord

#61
General Discussion / Re: Burning apparel in campfires
December 26, 2016, 10:25:51 PM
You can add it yourself, just go into RimWorld\Mods\Core\Defs\ThingDefs_Buildings, open Buildings_Temperature.xml, and paste <li>CremateCorpse</li> under campfires (the first thing in the fire) in the recipe section.
#62
General Discussion / XML for item qualities?
December 26, 2016, 10:21:58 PM
Hi there, i've been looking through rimworlds files for a bit now but can't seem to find an xml that has building modifiers for apparel / weapons / various things like chairs and beds (not to be confused with the modifiers for stats on apparel / weapons depending on quality). While searching on here for information i found this chart here: https://ludeon.com/forums/index.php?topic=26583.msg269092#msg269092, and just barely above 3% chance for legendary at level 20, which without mods or boosting the learning rate to gamebreaking proportions is pretty hard to maintain unless it's a dedicated and constantly working pawn, is nowhere near high enough in my opinion. Is this just hard coded into the game or did i just happen to scroll over it while looking through all the files?
(Between here and the mods section it seemed more appropriate to post here because while i will be modifying the game for personal use, i'm not actually making a mod out of it.)
#63
Releases / Re: [A15] Mending
December 26, 2016, 02:53:54 AM
Quote from: notfood on December 26, 2016, 02:40:22 AM
I don't understand what went wrong there.

The most likely thing i can think of was there was a left over registry file from A15 being loaded, it also solved a minor error i had with glitterworld and the loading time for the mods has drastically improved, i just thank you for the mod and for putting up with me here :p
#64
Releases / Re: [A15] Mending
December 26, 2016, 12:56:26 AM
Edit: Solved whatever the problem was, used a registry and junk file cleaner and now the errors are gone and everything works now! And sir let me tell you, for 5 and a half hours of trying to figure out what the heck was wrong..... your mod is completely worth it   :D
#65
Releases / Re: [A15] Mending
December 25, 2016, 10:43:14 PM
Quote from: notfood on December 25, 2016, 10:20:42 PM
You are using A15 version for A16. A16's version is only available in github right now.

actually i figured out i somehow deleted a file (had an empty recipe folder) to get that error, redownloaded from github and i have a new error, something about...Could not load reference to Verse.SpecialThingFilterDef named AllowUnroofed

sorry for the trouble >.<
re:edit: Yup, ok, problems on my end somewhere i'm thinking, just ignore me for now, probably modified something i shouldn't have somewhere
#66
Releases / Re: [A15] Mending
December 25, 2016, 09:54:12 PM
Hi there, i believe i'm having a different problem then those listed above, every time my Pawns try to access the mending table it produces this red error: Exception in SetupToils (pawn=Branden, job=Mend A=Thing_TableMending87971 B=Thing_Apparel_BasicShirt72841): System.MissingMethodException: Method not found: 'Verse.AI.Toils_Haul.StartCarryThing'.

which afterward causes 3 more errors where the game is trying to figure out what my pawn was trying to do, trying to force prioritize the mending table causes the game to freeze and crash instantly.

Edit: This is also using the current most up to date version availiable
Update: Problem persists for all 4 options on the mending table, and the recycling table causes a crash without even generating an error report
#67
Releases / Re: [A16][MODLIST] Glitter Tech
December 25, 2016, 05:21:04 PM
For someone so Lazy you sure want more work to do lol, in all seriousness though,
QuoteI suggested making ALL tiled soil construction work/resources cost to be high, since it provides hydroponics-level bonus to growth without any downsides for only 1 work point.

After my incorrectness in my last post you probably don't want my 2 cents lol, but i also want my voice heard so we can all be happy here. You also wanted to lower the fertility and such on tilled soil on top of raising construction cost, which from a balancing point of view i understand, however even hydroponics are just a more futuristic variant of tilling, which has existed as far back as 600 AD, so it makes sense for tilled soil to provide what bonuses it does.

However, i will agree that high work requirements are a fair balance for it as in reality it would take a whole season to till and plant the food (primarily wheat and rices) that would usually keep a nation fed until the next harvest.

So does roughly 15 days to plant a field large enough to grow 1 full rimworld year of rice for 5 rimpeople sound fair to you? (i realize no matter what we say the mod creator doesn't have to do anything, but if he/she/it/attack helicopter does, it would be optimal to have a consensus, and if i'm overstepping my bounds then by all means mod creator, tell me to stfu :p)

if so, at 0.05 nutrition and a 2.4 day grow period and ~6 crops per fully grown crop, it would take roughly... for a 1 season (15 rimDays) harvest for 1 rimYear (60 rimdays) of food, it would take 6.25 harvests of ~58 tiles  to feed 5 rimPeople(60 rimdays x 5 rimpeople = 300 simple meals a year). Basically equating out to 1 tile of tilled soil equaling 0.26 rimDays,  or ~6 rimHours of work to create.

Edit: Fixed math, i really should devmode before i say things lol
#68
While I'm not using your MoreFloors mod itself, I'd like to say thank you for those plasteel floors, looking through your code taught me a bit of new code to make those vanilla sterile floors ACTUALLY sterile lol.
#69
Releases / Re: [A15] Mending
December 24, 2016, 08:01:35 PM
Quote from: NixxNikoli on December 24, 2016, 07:52:24 PM
How do I disable the failure chances in the defs? Quite likely there's something I missed but they don't seem to be disabled by default.

Quote
Adds Chance of failure for mending. No real punishment other than a flat -50 hit points and a meaningless rename. Watch out, if your pawn is too unskilled, they may destroy your precious item. It can be configured under ChancesDef/Default.xml.

Literally taken straight from the GitHub description, just look for "[chances]" in the xml (Hint: There's 2 "[chances]" lists)

Edit: Stopped to consider maybe you did know where to look, but you were confused as to literally "How" to disable it, just change all the numbers between the listed qualities, ie awful, normal, good, etc, to 0.
#70
Releases / Re: [A16][MODLIST] Glitter Tech
December 24, 2016, 07:16:30 PM
Quote from: Lazybun on December 24, 2016, 07:58:06 AM
I really like tiled soil idea, but isnt it a bit too cheating? Soil on rock provides free alternative to hydroponics with ability to grow good stuff

You can't put soil on rock objects, at least not in the latest version, i went through a bunch of different biomes and found you can NOT put soil on: any stone including rough and smooth variants, sand, icesheets, water, or mud. while i didn't specifically test for marsh land i believe i couldn't place over that either but i may be wrong.

TLDR: Mod creator already thought your concerns through and adjusted accordingly

Edit: also in real life it actually is possible to put soil on rock, it's called sod.
Edit2: after messing around with soil and xml for a while longer i realized i made a mistake, normal soil can be placed on smoothed stone, just not tilled, but you can place tilled soil over the normal soil afterwards, so i see you have a valid point still.
My suggestion, keeping sod in mind, would be to make dirt a harvest-able resource to lay back down if possible (Skullywags natural floors did something similar with water back in A14), and +1 on your fertilizer idea.
#71
Thanks for such an awesome mod, unless it's already included and i just missed it, may i suggest some sort of "reflex booster", to decrease melee and ranged cooldowns? Especially melee since vanilla at least has careful shooter and it's counterpart who's name escapes me atm, that effect accuracy and cooldown on guns.

Quote from: Anxarcule on December 24, 2016, 06:34:20 PM
is there another mod that drastically reduces the surgery fail rate?

Not sure about mods, but if your confident enough that you wont mess up the xml you can go into the games install directory into RimWorld\Mods\Core\Defs\Stats, open up Stats_Pawns_WorkMedical.xml scroll down to surgery success rate (about the third one down, just read the descriptions and you'll find it), and increase the success rate for each level of skill to what you feel comfortable with. ps. level 0 is 0.05 which equals 5%, 0.5 equals 50%, and 5 would equal 500% success, so setting each level to 1 / 1.0 would be 100% success every time.

edit: pss. ALWAYS make a backup of any core files you decide to alter.
#72
Releases / Re: [A16][MODLIST] Glitter Tech
December 22, 2016, 07:56:01 PM
Hi there, I've been getting this red error while loading A16 Glitter Tech, it occurs when the mods are loaded, even when it's only core and Glitter Tech:

Quote
XML error: <autoFlee>false</autoFlee> doesn't correspond to any field in type FactionDef.
Verse.Log:Error(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:48)
Verse.XmlToObject:ObjectFromXml(XmlNode, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\XmlHandling\XmlToObject.cs:256)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object[]) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
Verse.<AllDefsFromAsset>c__Iterator1EC:MoveNext() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\XmlHandling\XmlLoader.cs:140)
Verse.ModContentPack:LoadDefs() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModContent\ModContentPack.cs:149)
Verse.ModContentPack:ReloadAllContent() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModContent\ModContentPack.cs:122)
Verse.LoadedModManager:LoadAllActiveMods() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\LoadedModManager.cs:44)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:93)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
RimWorld.<PostClose>c__AnonStorey3A5:<>m__52D() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Entry\Page_ModsConfig.cs:391)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:307)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__730() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:231)
#73
Releases / Re: [A16] Recycle
December 22, 2016, 07:23:04 PM
Hi there, since no one else has reported this yet there was probably something wrong on my end, but there was an error using the A16 mod release where the Molotov grenade had a "nullbase", i changed "<ThingDef ParentName="BaseWeapon">" in Weapons_Grenades.xml in the mod to "<ThingDef ParentName="BaseEquipment">" and the error stopped occurring. Not sure if this helps figure out the problem, but if anyone else has this error there's at least a temporary solution.
Edit: Reverted back to get the error log:
Quote
XML error: Could not find parent node named "BaseWeapon" for node "ThingDef". Full node: <ThingDef ParentName="BaseWeapon"><defName>Weapon_GrenadeMolotov</defName><label>molotov cocktails</label><description>Glass bottles filled with flammable liquid, with a burning cloth in the neck. A favorite weapon of hooligans and desperate warriors from rim to rim.</description><graphicData><texPath>Things/Item/Equipment/WeaponRanged/Molotov</texPath><graphicClass>Graphic_Single</graphicClass></graphicData><soundInteract>InteractMolotovCocktail</soundInteract><techLevel>Industrial</techLevel><statBases><MarketValue>200</MarketValue><Mass>1</Mass><RangedWeapon_Cooldown>2.66</RangedWeapon_Cooldown></statBases><weaponTags><li>GrenadeDestructive</li></weaponTags><thingCategories><li>Grenades</li></thingCategories><verbs><li><label>throw molotov</label><verbClass>Verb_LaunchProjectile</verbClass><hasStandardCommand>true</hasStandardCommand><range>12.9</range><forcedMissRadius>2.9</forcedMissRadius><warmupTime>1.5</warmupTime><noiseRadius>4</noiseRadius><ai_IsBuildingDestroyer>true</ai_IsBuildingDestroyer><ai_IsIncendiary>true</ai_IsIncendiary><soundCast>ThrowMolotovCocktail</soundCast><targetParams><canTargetLocations>true</canTargetLocations></targetParams><projectileDef>Proj_GrenadeMolotov</projectileDef></li></verbs><smeltProducts><Steel>10</Steel></smeltProducts></ThingDef>
Verse.Log:Error(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:48)
Verse.XmlInheritance:GetBestParentFor(XmlInheritanceNode, String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\XmlHandling\XmlInheritance.cs:280)
Verse.XmlInheritance:ResolveParentsAndChildNodesLinks() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\XmlHandling\XmlInheritance.cs:155)
Verse.XmlInheritance:Resolve() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\XmlHandling\XmlInheritance.cs:105)
Verse.ModContentPack:LoadDefs() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModContent\ModContentPack.cs:139)
Verse.ModContentPack:ReloadAllContent() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModContent\ModContentPack.cs:122)
Verse.LoadedModManager:LoadAllActiveMods() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\LoadedModManager.cs:44)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:93)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__732() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:48)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:307)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__730() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:231)