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Messages - Sixdd

#136
Yeah the drill is pretty OP, in the future the drill will require Chemfuel to operate.
#137
Yes, there is a new version up though that fixes the uranium drilling. Check the OP.
#138
Updates incoming:
Industrial Drill Rig
  Fixed the issue with the recipes on the drill not giving back the PDA. All editions now work as intended.

Stuffified Construction
  Fixed Passive Cooler and Campfire giving errors on startup.
  Fixed wrong thing categories being used.

Updates are being rolled out in a few minutes up now.
#139
Not quite sure I follow what you said there. The way it is supposed to work is the PDA is returned after drilling.
#140
New versions of Make Early Components are up. This should finally take care of the recipe issues. Use only one of the new versions at a time.
#141
New version of Industrial Drill Rig is up with the fix to craft the PDA.

New versions of Industrial Drill Rig are up. There are now four editions of the mod, use only one or it will probably break something. More info on the OP.

New versions are up, all four editions are working great now :D
#142
Quote from: lorebot on June 25, 2017, 06:44:19 AM
Does the mod still require a pawn to have hands to use the tools? I remember that being an issue with the original mod because even advanced arm replacements, such as bionic arms, don't have hands or fingers in the stats so the tools can't be used by pawns who've had both arms replaced even if they got super expensive bionics.

I don't honestly know, I haven't tested that yet. Though if it was a problem with previous versions you can expect it still exists in the current version. I don't really know how to fix that kind of thing either since I don't touch anything with bionics.
#143
Yeah, it's an error I fixed several times now but I've been having issues with my dev environment and now I have to set everything up again on windows because apparently my linux drive died on me. Thank goodness for GitHub is all I can say. I should have an update out tonight or tomorrow.
#144
Hmm... yeah guess I didn't think of that one. I never play the crashlanded scenario so I never ran into that problem. I'll make it so you can make the wire at the Anvil asap but windows ate my dev environment so it may take a little while.
#145
Yeah I think I can fix it by defining empty recipes in the mods main recipe file and just replace them, that should work. I'm taking a break right now, eyes were bugging out, but I'll let you all know the outcome.
#146
So I'm not sure what is wrong exactly but I'm trying to add compatibility into one of my mods and I've hit a brick wall. I'm trying to add recipes to my Industrial Drill Rig building but when I try to add the recipes into the list I get an error saying PatchOperationSequence failed. I know what that means but I can't for the life of me figure out why it is happening.

Here is the GitHub for the project.

This is Resolved now.
#147
Basically what I was trying to do is add a recipe if the condition is met. But yeah failed miserably is more like it.
#148
I have another probably obvious problem. I've been trying to figure this one out for a day now and no luck no matter what I try.
<Patch>

  <Operation Class="PatchOperationSequence">
    <!-- <success>Always</success> -->
    <Operations>
      <li Class="PatchOperationTest">
        <xpath>*/ThingDef[defName="Cinnabar"]</xpath>
      </li>
      <li Class="PatchOperationAdd">
        <xpath>RecipeDefs</xpath>
        <value>
          <RecipeDef ParentName="DrillMetalRecipeBase">
          <defName>DrillCinnabar</defName>
          <label>Extract Cinnabar</label>
          <workAmount>7200</workAmount>
            <products>
              <IndustrialPDA>1</IndustrialPDA>
              <Cinnabar>10</Cinnabar>
            </products>
          </RecipeDef>
        </value>
      </li>
    </Operations>
  </Operation>

</Patch>



When I try this I get an error but I feel like I've tried a dozen different ways to go about it and nothing has worked so far. The Parent is in the same mod so I thought I could reference it without issue. Any help is appreciated.

~Six
#149
Tools / Re: [Tool] (A17) Save Game Manager
June 22, 2017, 01:57:51 PM
Quote from: Redjordan on June 21, 2017, 01:04:59 PM
Quote from: Sixdd on June 19, 2017, 10:21:31 AM
I'm having some issues using this with wine as well, on linux though. For some reason when I open a save it just closes the editor.
I dont have a Linux-System around atm, so i can not say much about this.
It could be a problem with the savegame, could you provide me that savegame?

Sorry I don't have that save anymore. I don't have time to get a new save up but when I get the time I'll be back :)
#150
I'll look into it tonight.