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Messages - Varisha

#31
As a steam user and modder I go for "new workshop items per release". I can imagine there are many players who do not update automatically and prefer to stay with an old version if save games are not compatible or something is likely to break or so.
As i wrote my first mod i experienced that A17 version is not compatible to B18 version, so I was in need to prepare a second workshop item for players testing the unstable build already.
It is not much effort in my opinion and leaves the choice to the user. Any updates will be done only to the newest mod workshop item, in this case B18 until some ...19 is out.

Regards Vari
#32
Releases / Re: [A17][A18] ExtendedInspectData
November 20, 2017, 12:27:46 PM
Quote from: SpaceDorf on November 20, 2017, 04:52:41 AM
As for feature requests :

I would like a Ground Tile Information Box pinned next to the mouse cursor.
As technical solution I imagine this as a toggle button similar to the beauty overlay, which then displays the information from the lower left undisturbed by the architect menu.

A similiar Idea but completely different solution would be a soil/ground overlay. Color coded, like the roofed areas display but for soil. This could display the fertility, movement speed and ability to build upon.

Color for fertility from gray to dark green. ( gray, yellow, light green, green, dark green )
the speed percentage as number and a small red cross in a corner if the ground does not support buildings.

Hi,
thanks for the input. In my opinion this feature request is not in the scope of the original idea, so i will not include this. The mod is more about to show information for selected things and not for "mouse over" - information.

Regards Vari
#33
Mods / Re: Want to see YOUR mod in RimWorld?
November 14, 2017, 04:18:27 AM
Hi,

i suggest to include ExtendendInspectData - Mod.

Currently the inspect window contains quite less information especially for zones and multiple selections of items.
I added some basic information to the inspect window to fill this gap. You can see what is covered by now in the linked thread (includes screenshots).

Note:
I inherit from a Core-Class and replaced it via Patch-Operation. I reused the Core-behaviour except for the things I provide more details for.
Drop me a message for any question to this :)

There is still room for improvements or more extensions to other selections.

Regards Vari
#34
Releases / Re: [A17][B18] ExtendedInspectData
November 13, 2017, 11:31:13 AM
New Releases:

  • ExtendedInspectData [A17] (v1.1.17.6 not compatible to A18)
  • ExtendedInspectData [A18] (v1.1.18.3 not compatible to A17)

New Feature:
Single/Multiple selection of items to store things:
Adds a scrollable list of entries to the inspect window if one or more items are selected. The list contains an icon, the label and the total number of things stored in the selected item(s).

Changes:
- storage zones: Click on a list entry to select the corresponding items
- storage zones: items without icons are not longer shown at the end of the list, they are inserted according to their name (list is sorted by name).
- Renamed mod to "ExtendedInspectData" as it is handling zones and items to store things

Pictures:

Regards Vari
#35
I have thought of Avatar but this is against the technology and war topics ^^
#36
Damn, that was my plan to mod that next  :D
Now I need a new idea. But it looks really good. Nice work.
#37
Releases / Re: [A17][A18] ZoneInspectData (v1.0.17.3)
November 09, 2017, 05:02:24 PM
New Releases:

  • ZoneInspectData [A17] (v1.1.17.5 not compatible to A18)
  • ZoneInspectData [A18] (v1.1.18.2 not compatible to A17)

New Feature:
Multiple selection for farm zones:
The mod will display a scrollable list with single entries for each zone.
Each entry contains the name of the plant and the numerical values that are available below the graph for single selection.
It is possible to sort the list by harvestable or fully grown plants (descending only) and it is possible to click a single entry to select the corresponding zone.

Pictures:


Regards Vari
#38
Help / Re: Modding in A18
November 08, 2017, 06:27:28 AM
Can you show your xml please.
Are you sure this attribute is placed below <building> attribute in xml file?
Quote
<ThingDef> ...
    <building>
        <preventDeterioration>true</preventDeterioration>
#39
Help / Re: Mod list help
November 08, 2017, 05:37:19 AM
Again some errors in the log, much related to job topics. Could be the result that they maybe start and stop something, but this is just a guess.
As i have no idea what all the mods are doing and what could be a exact root cause for the logs here I cannot really help you.
And we dont know yet any specific scenario that is an issue from your point, so we dont know what to check in the logs.

Quote
Exception ticking ROMA_WebGiant810001: System.NullReferenceException: Object reference not set to an instance of an object
  at Arachnophobia.Building_Web.WebEffect (Verse.Pawn p) [0x00000] in <filename unknown>:0
  at Arachnophobia.Building_Web.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)

-------------

Could not reserve (115, 0, 143)/Ceiling for AJ doing job BuildRoof A=(115, 0, 143) B=(115, 0, 143)(curToil=0) for maxPawns 1 and stackCount -1. Existing reserver: Builder Bot (Tier 1) doing job BuildRoof A=(115, 0, 143) B=(115, 0, 143)(curToil=1)
Verse.Log:Error(String)
Verse.AI.ReservationManager:LogCouldNotReserveError(Pawn, LocalTargetInfo, Int32, Int32, ReservationLayerDef)
Verse.AI.ReservationManager:Reserve_Patch1(Object, Pawn, LocalTargetInfo, Int32, Int32, ReservationLayerDef)
Verse.AI.ReservationUtility:Reserve(Pawn, LocalTargetInfo, Int32, Int32, ReservationLayerDef)
Verse.AI.<Reserve>c__AnonStorey4F7:<>m__7DF()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()

-------------

JobDriver threw exception in initAction. Pawn=Emergency Responce Bot (Tier 1), Job=TendPatient A=Thing_Human19230 B=Thing_Medicine986826, Exception: System.NullReferenceException: Object reference not set to an instance of an object
at Psychology.Harmony.TendUtility_TendPatch.BleedingHeartThought (Verse.Pawn,Verse.Pawn) <0x00015>
at (wrapper dynamic-method) RimWorld.TendUtility.DoTend_Patch1 (Verse.Pawn,Verse.Pawn,RimWorld.Medicine) <0x004b6>
at RimWorld.Toils_Tend/<FinalizeTend>c__AnonStorey260.<>m__53 () <0x000e4>
at Verse.AI.JobDriver.TryActuallyStartNextToil () <0x002d9>
lastJobGiver=AIRobot.X2_JobGiver_Work, curJob.def=TendPatient, curDriver=RimWorld.JobDriver_TendPatient
Verse.Log:Error(String)

-------------

Could not reserve Thing_GDIConcreteFloor_Frame988481/ for AJ doing job FinishFrame A=Thing_GDIConcreteFloor_Frame988481(curToil=0) for maxPawns 1 and stackCount -1. Existing reserver: Lance doing job FinishFrame A=Thing_GDIConcreteFloor_Frame988481(curToil=1)
Verse.Log:Error(String)
Verse.AI.ReservationManager:LogCouldNotReserveError(Pawn, LocalTargetInfo, Int32, Int32, ReservationLayerDef)
Verse.AI.ReservationManager:Reserve_Patch1(Object, Pawn, LocalTargetInfo, Int32, Int32, ReservationLayerDef)
Verse.AI.ReservationUtility:Reserve(Pawn, LocalTargetInfo, Int32, Int32, ReservationLayerDef)
Verse.AI.<Reserve>c__AnonStorey4F7:<>m__7DF()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()

-------------

Could not reserve Thing_FilthDirt992523/ for Dwi doing job Clean(curToil=0) for maxPawns 1 and stackCount -1. Existing reserver: Hooke doing job Clean A=Thing_FilthDirt992523(curToil=3)
Verse.Log:Error(String)
Verse.AI.ReservationManager:LogCouldNotReserveError(Pawn, LocalTargetInfo, Int32, Int32, ReservationLayerDef)
Verse.AI.ReservationManager:Reserve_Patch1(Object, Pawn, LocalTargetInfo, Int32, Int32, ReservationLayerDef)
Verse.AI.ReservationUtility:Reserve(Pawn, LocalTargetInfo, Int32, Int32, ReservationLayerDef)
Verse.AI.<ReserveQueue>c__AnonStorey4F8:<>m__7E0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
#40
Ah now i got what you have in mind :)
Then i agree that you need to use harmony or replace the class.
#41
Help / Re: Mod list help
November 07, 2017, 06:25:33 PM
Not sure what is your issue in detail i found 2 things quite often in this log:

Quote
Could not get load IDs list. We're asking for something which was never added during LoadingVars. pathRelToParent=/testees, parent=Electric_fence384406
Verse.Log:Error(String)
Verse.LoadIDsWantedBank:TakeList(String, IExposable)
Verse.CrossRefHandler:TakeResolvedRefList(String, IExposable)
Verse.CrossRefHandler:TakeResolvedRefList(String)
Verse.Scribe_Collections:Look(List`1&, Boolean, String, LookMode, Object[])
Verse.Scribe_Collections:Look(List`1&, String, LookMode, Object[])
ElectricFence.Building_fence:ExposeData()
Verse.CrossRefHandler:ResolveAllCrossReferences()
Verse.ScribeLoader:FinalizeLoading()
Verse.Game:LoadGame()
Verse.SavedGameLoader:LoadGameFromSaveFile(String)

-----------------

Exception in Tick (pawn=Ric, job=Vomit A=(259, 0, 233), CurToil=0): System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.JobDriver_Vomit+<MakeNewToils>c__Iterator44.<>m__BE () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.DriverTick () [0x00000] in <filename unknown>:0  lastJobGiver=, curJob.def=Vomit, curDriver=RimWorld.JobDriver_Vomit
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
ZombieLand.Zombie:CustomTick()
ZombieLand.TickManager:ZombieTicking()
ZombieLand.Verse_TickManager_TickManagerUpdate_Patch:ZombieTick()
Verse.TickManager:TickManagerUpdate_Patch0(Object)
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

You can start to disable them maybe and check if there is still something wrong.
ElectricFences and Zombieland stuff
#42
Help / core graphics/textures
November 07, 2017, 06:17:14 PM
Hi all,
is there a way to get all core graphics and textures and there pathes? I found a download link in a sticky thread here but it does not even match the current icon pathes I use in my mod, so i assume this zip is outdate and folder structure is different now.
I want to reuse current icons and so on, but diving in the code just to search its usage and get the path is time consuming ^^
#43
Help / Re: Mod list help
November 07, 2017, 05:53:28 PM
Did you turn on Developer Mode and checked console for errors? If not, please do so and provide logs.
#44
Releases / Re: [A17][A18] ZoneInspectData
November 07, 2017, 10:35:46 AM
Quote from: Modo44 on November 07, 2017, 10:11:39 AM
OK, here's an obvious one: Base weapon stats. I would really like to see the accuracy, shots, damage, DPS, etc. at a glance when a weapon is selected. And if multiple are selected, why not show a simplified weapon stats list sorted by <player selected option>.

Added a "feature request" table in the second post keeping it up to date regarding details and implementation status
#45
Releases / Re: [A17][A18] ZoneInspectData
November 07, 2017, 08:07:10 AM
I see. If it is too much different things the option dialog would be good, i agree.

But before starting to add data for all selectable things and figure out on my own what makes sense or not I would like the community to tell me what would be a good extension.

It's not just a mod for me but for all of you, so help me with your ideas :D