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Messages - dnks

Pages: 1 [2] 3
16
Outdated / Re: [A16] SeedsPlease! Balance (for Vanilla & Vegetable Garden)
« on: February 18, 2017, 01:55:27 PM »
One more mod to mention – Expanded Woodworking. As far as it changes trees, we need to figure out their compatibility.
I think it might work straight out of the bat, could be loaded before or after. Expanded Woodworking should not modify anything SeedPlease messes with, I will download and check it out.

Edit: I understood your request about Expanded Woodworking a bit late, a patch to modify the work bench and make it Woodworking compatible was made.

17
Outdated / Re: [A16] Expanded Woodworking
« on: February 18, 2017, 01:46:14 PM »
Could you make a patch for SeedsPlease? I guess, it's the great game changer – as great as VG.
Oh you meant the bench isn't working because it asks for wood, I thought you asking for a patch for SeedsPlease was about trees and seeds. Here, I should've thought about that. Add it after all the SeedsPlease files.

18
Help / A question regarding seasons
« on: February 18, 2017, 09:29:20 AM »
I've searched in the Core folder for any info on the seasons, but it seems that seasons aren't coded into the game like many other values (at least I couldn't find it). I also checked in Source but didn't see anything either, so I'm guessing it's in a .dll or .asset file or somewhere...

If I wanted to modify how seasons work (their length, temperature, visual effects...) how would I go about it? Has anyone made changes like this before?

19
Outdated / Re: [A16] SeedsPlease! Balance (for Vanilla & Vegetable Garden)
« on: February 17, 2017, 05:32:54 PM »
For whatever reason I no longer have the error with your newest version.

EDIT: However i'm not getting any wood from cutting trees, only seeds
Oh god this is like error after error, alright, I already solved the same mistake for the rice, will upload 0.3c with the fix soon

20
Outdated / Re: [A16] SeedsPlease! Balance (for Vanilla & Vegetable Garden)
« on: February 17, 2017, 12:53:10 PM »
I've managed the problem. Don't know what was it. Just kept cutting bunches of mods until the very last VG/SeedPlease set left. Then I've doublechecked your mod, unpacked it one more time (the first time I did it was right too, but – just to be sure). Now it's gone, as some other errors despite of the same load order. Thanks, now it's time to test it out.

But you were able to reload all your old mods back? If not, when you have more free time, may I ask you to spend a little time turning them on to see which one is creating the error?
I was also thinking that maybe the fact that my vegetable garden and seeds are waaay up in the mod loading list may have something to do with it :)
Well, cheers man, rice has a bug that I'm trying to fix right now, just so you know

Edit: Rice plant fixed in v0.3b

21
Outdated / Re: [A16] SeedsPlease! Balance (for Vanilla & Vegetable Garden)
« on: February 17, 2017, 07:04:18 AM »
The problem is still persist. By the way there's another one addon you didn't mention in your list – it's SeedsPlease VG+. But I've tried to turn it off and it didn't help.

Why do I not get the error, thats's so weird.
You don't need VG+, that one adds missing vegetable garden plant seeds and I added them as well.

Edit: Also, can you leave all the other mods and just turn off my patch? Does the error stop at that point?
Edit Edit: I am unable to recreate the error. I deleted all my mod files and unsubscribed from the ones I had in steam. I re installed all of them manually one by one, after loading, no issues regarding SeedSmokeleaf or SeedPsychoid. I need help here, don't know what's going wrong.
Here's my log, I can't recreate that error: https://gist.github.com/0d576a06e05cb5d23f2ef1b95dc5054a

22
Outdated / Re: [A16] SeedsPlease! Balance (for Vanilla & Vegetable Garden)
« on: February 16, 2017, 10:16:47 PM »
Thanks! This is much needed.

But I'm also getting a screen full of error messages regarding drugs, mainly.

Wow, I have no idea what my game has different, I don't get any errors regarding the seeds for smokeleaf and psychoid, I will try to rewrite those two from scratch.
Before I uploaded v03 I deleted all the mods, downloaded them fresh and tried again, no error regarding seeds.

EDIT: v0.3a no longer overrides SeedSmokeleaf and SeedPsychoid and rewrites them entirely instead, hopefully the error spam is gone, everything should work out with the mods in the right order.

23
Outdated / Re: [A16] SeedsPlease! Balance (for Vanilla & Vegetable Garden)
« on: February 16, 2017, 10:14:01 PM »
upd: v0.3 fixed seedplant, but the other two still persist.

Which two? The SeedSmokeleaf and SeedPsychoid error?
Did you delete the folder completely and then added it from scratch? I updated the order in which the mods are loaded as well, did you also check that?

24
Outdated / Re: [A16] SeedsPlease! Balance (for Vanilla & Vegetable Garden)
« on: February 16, 2017, 09:02:45 PM »
The flowers were the ones causing the trouble, I was trying to override something that I had just created or something like that, I will look into it and find a way to fix it in the future.

Please delete the SeedsPlease! Rebalanced folder completely and use this one: https://drive.google.com/open?id=0B9F0MoDWyq7-MGxBRGlQTGJSVGc

As for the order, I tried several positions. The first one worked and this one worked, I think this one is the safest bet. http://imgur.com/a/JqmbL

25
Outdated / Re: [A16] SeedsPlease! Balance (for Vanilla & Vegetable Garden)
« on: February 16, 2017, 08:44:27 PM »
Wow I feel really bad, my game loaded without troubles. I'm checking right now to figure out what the problem is, maybe I did something on the override that's messing with another mod, I doubt it but I'll check.
Try changing the other of the mods for a bit, just make sure my patch is at the end of the 4.

EDIT: Found the error, will reupload in a minute, sorry guys

26
Outdated / Re: [A16] SeedsPlease! Balance (for Vanilla & Vegetable Garden)
« on: February 16, 2017, 08:29:30 PM »
With the load order you suggest i'm getting this.

https://gist.github.com/5942818f823cbe4ceb2342e69f89f94f

Granted it could be a conflict with another mod, but it was not there prior to installing your balance patch and I can not for the life of me figure out the issue.

EDIT: Ignore that log, I assumed it was only going to copy the errors I wanted not the whole log. Ill screenshot it or something.

In anycase thanks fro making the patch, hopefully I can get this sorted.

It says here: TraderKinds_Orbital_Misc.xml, if I'm not wrong, that one specific error is not mine because my file is not named that way, I might be wrong, but that name reminds me of Combat Realism for a reason.

And I hate to be right, but yeah, just checked combat realism folder: http://imgur.com/1tTiGZb

This is what the top most of my mod list looks like and I have maybe like 5 mods less than you right now: http://imgur.com/a/QP0KV

EDIT: Aaah, now I see the error in the picture, the definition for the smokeleaf and others is failing for some reason, but that was implemented in SeedPlease! or SeedPleae! VG Addon, I just borrowed the name, try loading it without the patch and let me know

27
Outdated / Re: [A16] SeedsPlease! Balance (for Vanilla & Vegetable Garden)
« on: February 16, 2017, 08:16:47 PM »
Sounds awesome. Especially the new greenhouse trader – we need it so much.
Glad you liked it, if you're gonna test it any time soon, be sure to let me know if the balancing worked out for you!

28
Outdated / [A16] SeedsPlease! Balance (for Vanilla & Vegetable Garden)
« on: February 16, 2017, 07:46:56 PM »

    sorry about the size image, I was too lazy to resize.


    What is this mod all about?
    Well to start off, this is just a patch, I liked the seeds mod a lot but found it was unfair here and there, especially when the game constantly uses blight and cold snaps and you run out of seeds, which are super hard to find, cost a lot of money and the extraction bill most of the time set you behind on seeds instead of helping you make your garden bigger. The original mod's intention is to add immersion, this patch adds a little bit of “realism”, or at least uses the mechanic of the original mod in a way that it feels like you can grow and scale with time.
    It also adds a new trader, the "GreenHouse Trader" in both Caravan and Orbital Trader form, they sell raw foods for you to cook or extract seeds from, buy seeds and a couple of barn animals.


    How did you even reach this super arbitrary numbers?
    I did a little bit of simple math (and arbitrary numbers) to find better values for seeds and extraction rates, you can find the spreadsheet here with all the values.
    If you think the balancing is bad/wrong/could be better, please do leave your suggestions here and I will get to them. If you check the spreadsheet you can see some “Hardcore” values, I am thinking about a harder version at some point, but I don’t think it will be necessary.


    Requirements
    This mod has some requirements, you must have HugsLib installed (I think it's best to load this one right after core since it's a very popular lib) and then Vegetable Garden, Mod Friendly Overrides (MFO), SeedsPlease! and SeedsPlease! Vegetable Garden Addon and load them in that order before this patch. You can find all three in the original SeedsPlease! thread.



    Notes and things you should know beforehand
    • As a general rule of thumb, a little less than the harvest of 3 plants will allow you to extract 4 seeds. That means, if you buy or start off with 3 potato seeds, once you harvest the potatoes there is a chance for seeds to drop, and then the raw potatoes you get will be enough to extract 4 seeds using the workbench, this allows you to grow the number of seeds you have over time and you can actively maintain your seed stock in case your growing zones are affected.
    • It’s not necessary, but I recommend getting the Pests mod that changes the blight function into something more manageable.
    • If it gets too hard to micromanage, cheat a little and get PlantSaver for Vegetable Garden (load before seeds and after VG)
    • Flowers need seeds and you can’t extract them, which means you have to actively invest to get the beauty improvement.
    • If you are in a map where little wood grows and need wood, I recommend planting Cecropia Trees for starting off and then moving on to Oak or Teak (they take longer to grow but yield a lot more wood per seed).
    • Psychoid, Smokeleaf, Tobacco, Healroot, Aloe and Neutro require seeds just like all the other plants and you can extract seeds as well, meaning that you can run your drug cartel if you wish to.
    • This mod does NOT patch any of the starting scenarios, if you are planning on growing food at the very start of the game, get EDB’s Plan Carefully and make sure to get a few seeds (about 10 to 15 seeds of potatoes, rice, corn and some seeds for aloe and healroot are the essentials, tree seeds if you need wood).
    • Yes, this mod will add something else to worry about and make the game harder, if you are looking for easier, don’t get any of the seeds mods and continue to let your colonists spawn gigantic plant fields (which will turn into economic growth and money) out of thin air.
    • You don't need to start a new game, but if you save after you've added these mods, you won't be able to play again without them without editing the save and deleting all references to the new things definitions.


    Known Bugs
    • Users are having errors regarding SeedSmokeleaf and SeedPsychoid, I haven't been able to reproduce the error in order to fix it. It might be related to incompatibility with other mods or mod load order, try to put HugsLib, Vegetable Garden, Override, SeedsPlease, SeedsPleaseVGAddon and SeedsPlease! Rebalance higher up the load list.
    • "Hash collision between YYY and ZZZ: both have short hash ######" this is a known bug, should not cause any real issues and will be maybe fixed in A17

    Credits where due!
    I only sat down and fixed a couple of numbers for a few hours, most credits go to notfood for maintaining the SeedsPlease! Mod and giving us the awesome MFO (if anyone out there is planning on making patches, MFO should be your go to tool), and all the people mentioned in the original thread's credits.


    Download!
    As an alternative, you can download this pack that contains Vegetable Garden 5.3, FMOverride and all the SeedsPlease files, including this patch. HugsLib is not included.

    NOTE: This download is only for those NOT running Vegetable Garden! If you have it, ignore this download link


    Compatibility & Patches

    Changelog
    [/list]
    Code: [Select]
    • v0.1 - All VG missing seeds were added and the values were updated. Sadly, I had issues with overrides and some errors popped up relating the flower seeds. Errors regarding SeedSmokeleaf and SeedPsychoid appear but can't recreate them.
    • v0.2 - Flowers were removed and most of the overrides were rewritten, some overrides were deleted and a complete rewrite of certain seeds and extraction bills were made. Errors regarding SeedSmokeleaf and SeedPsychoid persist, but can't recreate them.
    • v0.3 - Flowers readded, more bills and seeds were rewritten completely. Errors regarding SeedSmokeleaf and SeedPsychoid persist.
    • v0.3a - A small bug regarding the Rice Plant showed up. It seems like the errors regarding SeedSmokeleaf and eedPsychoid might have to do with mod incompatibility or mod load error.
    • v0.3b - Rice Plant fixed, no news regarding SeedSmokeleaf and SeedPsychoid so far.
    • v0.3c - Trees not dropping wood fixed. Seems like SeedSmokeleaf and SeedPsychoid bug is gone.

    29
    Help / Re: Changing Trader Stock
    « on: February 15, 2017, 09:28:00 PM »
    There's a mod called Friendly Overrides, it helps to do exactly that, here's the wiki to it: https://github.com/notfood/RimWorld-MFO/wiki

    You should be able to find the mod on the forums, SeedsPlease! uses it, you could download it and check the Override folder for some examples, since it changes the traders.

    30
    Help / Re: Plants which produce two seperate items possible?
    « on: February 14, 2017, 09:45:39 PM »
    Take a look at SeedsPlease! mod, when you harvest a plant there's a chance it will produce a seed, it is possible

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