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Messages - larSyn

#16
Releases / Re: [1.0] Smokeleaf Industry v1.13a
November 18, 2018, 12:36:43 PM
Updated to v1.13a.  See Changelog in OP for details.
#17
Releases / Re: [1.0] larSyn's Mini-Mods
October 28, 2018, 09:58:35 AM
Ancient Structures updated to v1.2a!
#18
Releases / Re: [1.0] Smokeleaf Industry v1.12a
October 25, 2018, 07:31:53 AM
Thanks for the feedback Slider.  I'll check into the planters and space buckets.  The buckets should have some value considering how quickly they can grow things.  I can add the pill effects to the description in the next update. 

I like your ideas for the edibles too.  I'll work on implementing that for the next update as well.   :)
#19
Releases / Re: [1.0] Smokeleaf Industry v1.12a
October 23, 2018, 08:28:19 AM
Quote from: Sliderpro on October 23, 2018, 07:40:05 AM
I am sorry, I am not a very clever person. But what is the point of smokeleaf consumables? they dont have a nutrient value! Basically its just.. recreation and x90% hunger rate and thats it?

No need to be sorry.  The consumables did have nutrient values in the beginning, but I had to remove them because animals would eat the stuff until they developed addictions and would vomit all over the place.  It was funny having dogs eating brownies at first, but that's not what I wanted them to do.  In the end the best solution I came up with was to have the consumables be drugs.  I tried a lot of different methods to fix it, including making them different food "desirability" levels, but the animals kept going for them.  If anyone knows a better way, I'm all ears.  I made them with the 90% hunger rate to kind of make it like the pawns are eating something to "hold them over" til it's time to eat for real. 

Also you are right about the Infused Medicine.  It is spacer/glitter tech. 
#20
Ancient Structures updated to 1.0!
#21
Releases / Re: [1.0] Smokeleaf Industry v1.12a
October 18, 2018, 10:45:16 AM
Updated to 1.0!  Congrats to Tynan for finishing this awesome game!

Quote from: Ruisuki on October 18, 2018, 03:48:58 AM
is infused medicine not intended to be used for operations? i spawned in a medicine since i wasnt able to remove a bionic spine elsewise.

Not sure.  It should work like every other medicine, but Tynan did change how the medicine is used.  I'll look into it today and see if there was a change.
#22
Thanks Nightinggale!  :)
#23
Releases / Re: [B19] Smokeleaf Industry v1.11
September 20, 2018, 07:07:41 AM
Quote from: Madman666 on September 18, 2018, 11:34:23 AM
Hurrray!!! Thanks a bunch, larSyn! Time to get stoned!

NP.  Sorry it took so long.   :)
#24
Ancient Structures updated to B19.

Better Looking Sandbags was added to vanilla.   ;D

RimTweaks will likely not see an update anytime soon.  There's a lot of patches that need to be rewritten and I don't have the time right now.  If there is still interest in it, I may make an update for 1.0.
#25
Releases / Re: [B19] Smokeleaf Industry v1.11
September 18, 2018, 11:05:08 AM
Updated to B19   :)
#26
Hey Nightinggale

I don't have a name for the new operation, but I wanted to ask if this new operation is more efficient than findFile?  Now that B19 is official I wanted to get to work on the updates for my mods that use Modcheck, and everything uses findFile.  I am just wondering if there is going to need to be significant changes to my patches, as there are a lot of them.

And, thanks for keeping modcheck going.  SI is pretty much designed to work with it now and I'd hate to rewrite all of it using the vanilla system.  :)

Edit:  I'm also getting an error anytime I use the .isModLoaded and .findFile together.  See the code below for how I had it written for B18 (this is how I was modifying my mods files in the presence of other mods)
<Operation Class="PatchOperationSequence">
<success>Always</success>
<operations>
<li Class="ModCheck.isModLoaded">
<modName>VGP Garden Gourmet</modName>
<yourMod>Smokeleaf Industry</yourMod>
</li>
                        <li Class="ModCheck.FindFile">
                                <modName>Smokeleaf Industry</modName>
                                <file>MSI_Items_Edibles.xml</file>
                        </li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "HempFlour"]/thingCategories</xpath>
<value>
<thingCategories>
<li>CookingSupplies</li>
</thingCategories>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "HempMilk"]/thingCategories</xpath>
<value>
<thingCategories>
<li>CookingSupplies</li>
</thingCategories>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "SmokeleafSeedOil"]/thingCategories</xpath>
<value>
<thingCategories>
<li>CookingSupplies</li>
</thingCategories>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "SmokeleafButter"]/thingCategories</xpath>
<value>
<thingCategories>
<li>CookingSupplies</li>
</thingCategories>
</value>
</li>
</operations>
</Operation>


Here's the error from the debug window:
[Smokeleaf Industry] Patch operation Verse.PatchOperationSequence(count=6) failed
file: C:\Games\Steam\steamapps\common\RimWorld\Mods\Smokeleaf_Industry\Patches\Vegetable Garden Patches\SmokeleafInd-VG_ediblesPatch.xml
Verse.Log:Error(String, Boolean)
Verse.PatchOperation:Complete(String)
Verse.PatchOperationSequence:Complete(String)
Verse.LoadedModManager:ClearCachedPatches()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()


Edit 2:  Also getting these two errors:
Error while instantiating a mod of type ModCheck.HarmonyStarter: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.MissingMethodException: Method not found: 'Verse.Log.Error'.
  at ModCheck.HarmonyStarter..ctor (Verse.ModContentPack content) [0x00000] in <filename unknown>:0
  at (wrapper managed-to-native) System.Reflection.MonoCMethod:InternalInvoke (object,object[],System.Exception&)
  at System.Reflection.MonoCMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
  --- End of inner exception stack trace ---
  at System.Reflection.MonoCMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
  at System.Reflection.MonoCMethod.Invoke (BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type, BindingFlags bindingAttr, System.Reflection.Binder binder, System.Object[] args, System.Globalization.CultureInfo culture, System.Object[] activationAttributes) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type, System.Object[] args, System.Object[] activationAttributes) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type, System.Object[] args) [0x00000] in <filename unknown>:0
  at Verse.LoadedModManager.CreateModClasses () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.LoadedModManager:CreateModClasses()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()


Error in patch.Apply(): System.MissingMethodException: Method not found: 'Verse.Log.Message'.
  at ModCheck.ModCheckLog.printLogMessages (Boolean success) [0x00000] in <filename unknown>:0
  at ModCheck.ModCheckBase.ApplyWorker (System.Xml.XmlDocument xml) [0x00000] in <filename unknown>:0
  at Verse.PatchOperation.Apply (System.Xml.XmlDocument xml) [0x00000] in <filename unknown>:0
  at Verse.PatchOperationSequence.ApplyWorker (System.Xml.XmlDocument xml) [0x00000] in <filename unknown>:0
  at Verse.PatchOperation.Apply (System.Xml.XmlDocument xml) [0x00000] in <filename unknown>:0
  at Verse.LoadedModManager.ApplyPatches (System.Xml.XmlDocument xmlDoc, System.Collections.Generic.Dictionary`2 assetlookup) [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.LoadedModManager:ApplyPatches(XmlDocument, Dictionary`2)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()




#27
Releases / Re: [B18] Smokeleaf Industry v1.10c
August 04, 2018, 08:34:41 PM
Quote from: Madman666 on August 03, 2018, 07:54:13 PM
Not a secret :P But damn, am i glad for ya! And for myself, cause your art for Rimworld looks absolutely fabulous. I am really looking forward to playing 1.0 stable with new art and smokeleaf industry now.

Thanks Madman!  :)  Glad you like it.
#28
Releases / Re: [B18] Smokeleaf Industry v1.10c
August 02, 2018, 11:08:36 AM
Quote from: Alenerel on August 02, 2018, 09:57:32 AM
Was it because I linked him that sandbag mod? Or did he know of it before?

I know its a long shot but Im curious...

Very well could have been because of you.  He contacted me on Steam out of the blue.  If it was because of you, many many thanks.  :)
#29
Releases / Re: [B18] Smokeleaf Industry v1.10c
August 02, 2018, 09:16:15 AM
Quote from: Madman666 on June 01, 2018, 06:13:10 AM
Well there s no rush - take your time! :)

Thanks Madman!  :)

Quote from: Ruisuki on July 27, 2018, 12:29:41 AM
Hey Iarsyn remember we were talking about the drug war mod you were planning before? Well Mehni just came out with his own mod to improve faction interaction(its even in the name!) and I thought you might wanna try it and maybe get some inspiration when you get back. Its 1.0 only though, but maybe it will be featured in a review before long

The cartel mod is about 90% complete.  I'll look into Mehni's mod before I release it.  I'm waiting on 1.0 to drop before I update everything/release new stuff.  Thanks for letting me know about it!  :)

And a little announcement of sorts.  The reason I haven't been able to mod much recently, is that I was hired by Tynan to do all the new artwork for 1.0 (he saw my sandbag re-texture and really liked it and the rest is history).  It's been a lot of work and a lot of fun.  I hope that everyone likes the new designs/artwork.  Its also why I'm listed as a dev now.  With the release inevitable, I should be able to get my mods updated soon.
#30
Releases / Re: [B18] Smokeleaf Industry v1.10c
May 31, 2018, 07:48:31 PM
Quote from: Madman666 on May 29, 2018, 01:55:59 PM
Yeah i can see this being an issue. Nanosheets also have a wild value, which causes a spike in wealth, which isn't a good thing at all.

Quote from: Kori on May 29, 2018, 02:53:42 PM
That's true.
The description for biocomposite says that it's a cheap alternative to metal, so I assume that having 300% of plasteel's value is only a typing error.  :D

Yeah I need to go through and make economic balances.  It's the last thing on the list for SI.  Been super busy though, and haven't had time do any modding.  I will get something done soon-ish.  I even have a Chinese translation, which was generously donated by a Steam user, that needs to be added in.  I have to do an update for Ancient Structures, too.