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Messages - Albion

#316
Help / Re: What am i doing wrong?
November 13, 2017, 11:33:29 AM
Himkey, my dear friend.... I just had a quick look through your PawnKindDef and quickly stumbled across the following:
<weaponTags>
    <li>Gun_AssaultRifle</li>
</weaponTags>

This was/is in your PawnKindDef for JayTrooper.
Gun_AssaultRifle is the defName for the Assault rifle. Not the weaponTag!!!
The game is expecting a weaponTag (like EliteGun as is the one for Assault rifles). When you give it an actual defName it doesn't know what you want from it and throws an exception resulting in the error you got. WeaponTags don't work like <apparelRequired> where you can actually force a pawn to have a specific apparel by stating the defName. You could also have used <apparelTags>, which work like weaponTags.
I'm guessing this also happens for another Def you got in the file. Namly the weaponTag "Gun_TAR" for the JayOfficer, although I can't be certain since this is not a Core weapon/weaponTag.
If you would have read my post from earlier more carefull I already hinted that the weaponTags might be wrong.
#317
Well they are common... If you play in a temperate biome that is.
If you play in somewhat hotter or colder biomes: no free boars for you.
Boars are quite balanced to dogs in my opinion. Yes they might be more common on most maps, yes they might deal more damage but they also fill your colony with filth and are about equal in all other regards.
But that's my opinion. If you want that to be changed put it up in a post in the suggestion subforum.
#318
Help / Re: What am i doing wrong?
November 13, 2017, 09:22:09 AM
Does the problem still exists if you remove the PawnKindDefs? Can you trim the PawnKindDefs so the exception doesn't show up anymore?
#319
Help / Re: What am i doing wrong?
November 13, 2017, 08:04:56 AM
If you would have used the search function or looked at the second page in the help forum you could have found my post from about a week ago where I had the same problem.
I can't help you with the missing ThoughtDefs but the problem with the missing textures is actually rooted in the exception thrown right before.
It hints at the PawnKindDefs so you should normally investigate there. However as I mentioned I already know the bug:
I'm guessing you are developing a mod for unstable A18 and you're comparing your mod to other faction mods from A17.
The problem is that with the switch to A18 the weaponTags for melee weapons got changed. In A17 the tag was simply "Melee" but that one doesn't exist anymore and that results in the exception.
What you have to do is remove the weapon tag and replace it with one of the new ones, which you can find by looking them up in the Core files and compare them to the tags there. I think one example is something like "NonNeolithicMelee".

Edit: looks like you solved it but I guess the problem is still what I described above only with another mod you were loading instead of your own.
#320
If you want to have realism you should technically remove advanced intelligence from all animals. Yes, dogs are smarter than most but could you really train them to haul large chunks of stuff for you? Are they really able to carry a passed out man to the nearest hospital bed?
I think not.
In game design realism occasionally gets sacrificed for stuff that is balanced and useful.
What I'm saying is: boars might not be that smart in real life but it's okay in game terms. I personally prefer to breed dogs anyway once I'm able to buy some from a trader. They don't produce filth like boars do and therefore don't increase the workload for cleaners and they produce about as rapidly as boars once you have a few of them.
As soon as I have a decent dog farm my boars all go into the meatgrinder or are sacrificed on the next incoming raids.
#321
General Discussion / Re: When's the next wipe expected?
November 12, 2017, 07:01:47 AM
It may be that this time around your Savegames won't break. In the past at least this was not the case and you had to start from scratch or backpatch the game to the previous version.
If you're using mods by the way: they WILL break. Not all of them but I guess >80% will need maintenance by their creator because of various changes to the core game code.

Also there is kind of a way to not have a complete wipe and still enjoy the new features: Dev mode and God mode.
Just install the prepare carefully mod and create all your current colonists as the new colonists. Start the game and once you made landfall you can use the God mode to recreate your colony and the dev tool to spawn all the stuff you had.
Suddenly you got your old colony back.
It'll take some time and work but this will work with every patch even if it it would normally break your Savegames.
#322
Help / Re: Would my mod be possible?
November 11, 2017, 08:51:04 PM
Honestly? This will be a beast to code.
Not impossible but it'll take you several months even if you are a programming god.

You should probably start by creating the items you want to use by creating the xml defs for them. Those will keep you busy the first weekend I guess.

What will cost most of the time is the logic for the pawns/players and the game itself. You'll probably have to create a new job worker and a think tree for the pawns to follow during the game.
You'll also need functions to represent the game and the way scoring etc works. Have fun with that because I'm not even sure where to start with that.

Those were the first few thoughts I had in regards to this. If you have any further specific questions feel free to ask them.

It all basically boils down to this: nothing is impossible it's just a question of time, skill and commitment. However any functionality that is not already implemented in some way or deviation will increase development time by weeks or months since it has to be coded from scratch.
#323
The best way is probably to set up a git repository and have one dedicated guy upload stuff on the workshop.
At least the other authors can edit the texts and are tagged as developers when they respond or post in the comments.

If the original author leaves the project though your only chance is re-uploading as you already did apparently.
#324
Mods / Re: Power Pack Mod [A17]
November 07, 2017, 06:00:45 AM
Hey. Looks like you managed to finish your mod. Great.
Sorry to be the bad guy again but mod releases are usually posted in either the unfinished or the release subforum.
#325
General Discussion / Re: When's the next wipe expected?
November 07, 2017, 05:54:53 AM
As mentioned by Bozobub you can continue playing with the older version by backpatching or just downloading the old version.
However once the unstable version is released it usually took about 3-4 weeks for the stable version to be released. Since the unstable version was released 2 weeks ago you can do the math yourself  ;)
#326
Help / Re: Question on modding plant behavior
November 06, 2017, 05:04:30 PM
Honestly just wait for A18. There will be mushrooms implemented which actually require 0 light and once light level rises they actually start to die.
You could easily do the light thing by just creating your own "mushroom" or at least look at the .xml files they use.
As Varisha already mentioned the key there are these two tags:
<growMinGlow>0</growMinGlow>
<growOptimalGlow>0</growOptimalGlow>


Regarding the Hydroponics: normal plants like rice have <sowTags>. Specifically <li>Ground</li> and <li>Hydroponic</li>. If you only use the last one your plant can only be planted in Hydroponics.
#327
Mods / Re: Spawning Item Help
November 06, 2017, 01:47:12 PM
First up this is a post for the Help subforum not the general Mods forum.

Secondly this will definitely require C# coding on your part.
I'm not exactly sure on how to do it but it is possible. For reference look at how a destroyed/removed geothermal generator is replaced by a steam gyser. Also a lot of times before an explosion chemfuel puddles will be spawned at the explosions location.

On the other hand wouldn't it be easier to just use another functionality or add one yourself? From what I gather you want to have some kind of charged battery and want to decharge it somehow to maybe make it rechargeable later. Maybe make a variant of the normal battery or an alternative power generator or something. It kind of depends on what you actually want to achieve.
#328
From what I gathered is the major problem that the game naturally doesn't allow for more than 5 non-hidden factions to be generated.
You therefore either have to patch the requiredCountAtgameStart tag, somehow overwrite the faction generation function or have your new factions spawn as hidden factions (which probably doesn't help).

I presonally recommend to just increase the requiredCountAtgameStart tag and live with it not being random.
You can also suggest/request ludeon studios to have the maximum faction counter be a xml tag in a def somewhere so modders can increase it.
Or have them increase it dynamically anyway depending on the number of possible factions at game start.
Here you could suggest/request it LINK.
#329
Just as an fyi for everybody else who may or may not be reading this:
Hiztaar did send me his files and looking through them I finally realized that his custom race was missing a <intelligence> tag.
Adding this resolved the error and the raids now happen as intended.
#330
I'm not exactly sure but it looks like the storyteller is having issues creating the raid alert. Do you have labels and plural labels for your faction and pawnKindDefs?
Compare them to the original defs and check if you have a value for all the different tags they use.