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Messages - Dr_Zhivago

#211
Help / Cannot Upgrade Bookracks
April 12, 2017, 10:09:00 AM
I'm not sure if this is the right place to post about my problem, if not, direct me to where I should. Anyway, here's the issue.

I am trying to get bookracks to be upgradable. Currently with the mod edits I have, I can build bookracks out of "Metallic, Woody, and Stony" categories. However when I try to upgrade the bookracks into higher tiers, I cannot. I get many red error logs saying things along the lines of "Cannot get AdjustedCostList for AJO_Bookshelf with null Stuff."



Hugs Link: https://gist.github.com/HugsLibRecordKeeper/4c7817042371ebeedf0d87f627141af6

Error logs start with the line- MakeThing error: AJO_Bookshelf_Frame is not madeFromStuff but stuff=WoodLog. Setting to null.


Mod Load Order:
Core
Additional Joy Objects
Vegetable Garden
Expanded Woodworking
Expanded Woodworking VG
BookCaseEdit

Download link to used mods- https://drive.google.com/open?id=0B1hjdEsj-26sdGM2a1BIRGROWkk


Edit: A separate issue is getting a texture for the upgrade button. What code I need to do that I'm not sure of. But mainly I need to get the button working.
#212
Quote from: Ruisuki on April 11, 2017, 02:10:29 PM
^wouldnt hauling hysterics help with that?

I'll give it a look. Haven't tried it. I just edited the files myself to include those lines though.

Edit: Looked at it. My problem is not about refilling so much as that I don't want the storage containers to be filled with random junk, directly after it is built. So basically I want it to be built with everything being "red x" and then check mark the items I want in it, after it is built.
#213
Not sure if you look at steam so I'll post this here too.

Could you consider amending your xml defs and adding something like this?

<defaultStorageSettings>
<priority>Important</priority>
</defaultStorageSettings>

Underneath the "fixed storage settings" in the defs. So that way once the storage rack is built, haulers won't immediately fill it with assorted items?
#214
Outdated / Re: [A16] Psychology (2017-3-29)
April 10, 2017, 07:13:55 AM
Quote from: Linq on April 10, 2017, 01:42:59 AM
You can also edit their psyche from the save file, but beware that their personality may be altered if you add Psychology features to them. It's more than just sexuality (though I find the "my straight character might suddenly be gay!" panic to be a curiously common concern)

Is there an easy way of editing their psyche profile? Namely the sexuality thing is what bothers me. When you have the starting colonists in a relationship yet one of them is homosexual or something. I tried going through the save file and searching for "kinsey" but there's a lot of code before and after the lines...

So basically I'm asking how to find the sexuality rating, and how to know whose sexuality you're changing, within the save file.
#215
Quote from: Ruisuki on April 09, 2017, 09:54:03 PM
I thought jacob hadnt solved the lighting problem yet? As in, no light actually gets in through the windows? I remember reading he would get around to it when he had the time youre saying thats happened already?

Only natural light does not pass through the glass
#216
Quote from: Miguelh1020 on April 09, 2017, 09:10:14 AM
Is this still working? Or is just me who doesn't work? Skills keep degrading.
It tells me, this mod was not made for this version of Rimworld. It seems I have Rimworld version 0.16.1393, as I can see in a notepad

Which version of the mod did you download?
#217
Quote from: Ruisuki on April 09, 2017, 05:07:16 AM
windows are walls? So its not its own separate object?

Right. The windows replace the wall. If you click on the window structure (which is shown in your screenshot) you can choose what type of glass you want, and then place it on the wall tile you want it in. The wall tile is deconstructed and becomes the window.

Additionally the glassworks TV is under "Joy" objects
#218
Quote from: Jaxxa on March 04, 2017, 07:58:55 PM
Just Updated:

  • ED-Embrasures
  • ED-Plant24H
  • ED-SafeTraps
  • ED-TurretControl

The only change for Embrasures is information about the "I've Got You In My Sights" mod https://ludeon.com/forums/index.php?topic=30573.0


So will we no longer need "I've Got You In My Sights"? Embrasures will not act as walls anymore?
#219
Quote from: Orion on April 06, 2017, 05:33:08 PM
@bob112: Look, there's a real easy solution here. Just upload your debug log somewhere and I'll take a look at it.
@Dr_Zhivago: No problem! It's not every day I get the solution spoon fed. Usually I have to dig it up myself, and I'm not always inclined to do that.

May have spoken too soon... Still getting the same error log when loading the mod BEFORE Psychology. However when I load the mod AFTER Psychology, the error log is now gone... Even though your note says to load Psychology after Hospitality. Was that a mistake?

https://gist.github.com/HugsLibRecordKeeper/99767263c1399e97fe14833cd4c22ff9

Error log starts with :

[HugsLib] Exception during DetourMethodByAttribute: System.Exception: Failed to detour method Pawn_RelationsTracker.Notify_RescuedBy to _Pawn_RelationsTracker._Notify_RescuedBy (assembly: Psychology) ---> System.Exception: method was already detoured to Hospitality.Detouring.Pawn_RelationsTracker.Notify_RescuedBy.
#220
Appreciation for resolving the conflicts with Psychology. Even if it wasn't a real issue, it's nice to not have the red error logs. Cheers!
#221
Outdated / Re: [A16] Realistic Starvation
April 05, 2017, 05:31:24 PM
Quote from: XeoNovaDan on April 05, 2017, 05:27:42 PM
Could you please do a manual installation version? Maybe something like Dropbox

Click the link called "Download Link"
#222
New update causes an error log with "Psychology"

[HugsLib] Exception during DetourMethodByAttribute: System.Exception: Failed to detour method Pawn_RelationsTracker.Notify_RescuedBy to Pawn_RelationsTracker.Notify_RescuedBy (assembly: Hospitality) ---> System.Exception: method was already detoured to Psychology.Detour._Pawn_RelationsTracker._Notify_RescuedBy.
  at HugsLib.Source.Detour.DetourProvider.CompatibleDetourWithExceptions (System.Reflection.MethodInfo source, System.Reflection.MethodInfo destination) [0x00000] in <filename unknown>:0
  at HugsLib.Source.Detour.Helpers.DetourMethodByAttribute (System.Reflection.MemberInfo info, System.Attribute attrib) [0x00000] in <filename unknown>:0
  --- End of inner exception stack trace ---
  at HugsLib.Source.Detour.DetourProvider.ThrowClearerDetourException (System.Exception e, System.Reflection.MemberInfo sourceInfo, System.Reflection.MemberInfo targetInfo, System.String detourMode) [0x00000] in <filename unknown>:0
  at HugsLib.Source.Detour.Helpers.DetourMethodByAttribute (System.Reflection.MemberInfo info, System.Attribute attrib) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
HugsLib.Utils.ModLogger:ReportException(Exception, String, Boolean, String)
HugsLib.Source.Detour.Helpers:DetourMethodByAttribute(MemberInfo, Attribute)
HugsLib.Source.Attrib.AttributeDetector:CallHandlersForAttributes(List`1, Dictionary`2)
HugsLib.Source.Attrib.AttributeDetector:ProcessNewTypes()
HugsLib.HugsLibController:ProcessAttibutes()
HugsLib.HugsLibController:LoadReloadInitialize()
HugsLib.HugsLibController:Initalize()
HugsLib.Core.UnityProxyComponent:Start()
#223
Outdated / Re: [A16] Psychology (2017-3-29)
April 05, 2017, 11:55:22 AM
Getting an error log with Hospitality I believe.

[HugsLib] Exception during DetourMethodByAttribute: System.Exception: Failed to detour method Pawn_RelationsTracker.Notify_RescuedBy to Pawn_RelationsTracker.Notify_RescuedBy (assembly: Hospitality) ---> System.Exception: method was already detoured to Psychology.Detour._Pawn_RelationsTracker._Notify_RescuedBy.
  at HugsLib.Source.Detour.DetourProvider.CompatibleDetourWithExceptions (System.Reflection.MethodInfo source, System.Reflection.MethodInfo destination) [0x00000] in <filename unknown>:0
  at HugsLib.Source.Detour.Helpers.DetourMethodByAttribute (System.Reflection.MemberInfo info, System.Attribute attrib) [0x00000] in <filename unknown>:0
  --- End of inner exception stack trace ---
  at HugsLib.Source.Detour.DetourProvider.ThrowClearerDetourException (System.Exception e, System.Reflection.MemberInfo sourceInfo, System.Reflection.MemberInfo targetInfo, System.String detourMode) [0x00000] in <filename unknown>:0
  at HugsLib.Source.Detour.Helpers.DetourMethodByAttribute (System.Reflection.MemberInfo info, System.Attribute attrib) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
HugsLib.Utils.ModLogger:ReportException(Exception, String, Boolean, String)
HugsLib.Source.Detour.Helpers:DetourMethodByAttribute(MemberInfo, Attribute)
HugsLib.Source.Attrib.AttributeDetector:CallHandlersForAttributes(List`1, Dictionary`2)
HugsLib.Source.Attrib.AttributeDetector:ProcessNewTypes()
HugsLib.HugsLibController:ProcessAttibutes()
HugsLib.HugsLibController:LoadReloadInitialize()
HugsLib.HugsLibController:Initalize()
HugsLib.Core.UnityProxyComponent:Start()
#224
I put this on steam already, but just incase people don't want it from there... Here's another addon for A16 Industrialisation.

[attachment deleted by admin due to age]
#225
Does anyone know how to get the bookcases to work with the mod "Expanded Woodworking"?

Even if you change the defs to allow the bookcases to be built with the new wood types, there is still an error with upgrading them.