an offer of help

Started by skullywag, February 24, 2015, 04:21:35 AM

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skullywag

To all modders who are updating a mod or dont have the time to update. Im offering my services to help in this regard. Feel free to post questions in this thread or simply send me your mod (whatever the state) and ill have a go at updating it. No hidden agendas, the mod is yours, all source code will be provided. Just trying to help with the process. Only modders need reply I dont want any "please update this old mod but its not mine" posts. I want to help active modders to help them (and myself) improve.
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

Shinzy

Well if youuuu don't mind getting a quick dip at something very very simple ;D
there's the thingamajigs https://ludeon.com/forums/index.php?topic=6482.msg63158#msg63158

the rest of my mods have quite a bit of need for balance/etc changes and the like
so I'd need to update all those myself
but this one! if you wanan have jolly good fun with some of the lowest tier of modding apery!

skullywag

Leave it with me. Ill start when im home tonight.
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

skullywag

Here you go, did a little test, can see stats changing on equip, ive added the art stuff to the weapons, if you dont want it just remove it from the base equipment def. Still laughing at the descriptions.....

[attachment deleted due to age]
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

Shinzy

Quote from: skullywag on February 24, 2015, 02:48:45 PM
Here you go, did a little test, can see stats changing on equip, ive added the art stuff to the weapons, if you dont want it just remove it from the base equipment def. Still laughing at the descriptions.....

ooh! thanks that was lot faster than I expected and the arts were a must addition so good job! =P (thanks!)

general222291

Uhh, I need help! Because this is my first time modding and I have little coding experience, I am running into a lot of trouble. My WIP only uses XML at the minute, and gives me a headache. I can send you an attachment, debug log and more info if you are interested, it would be a huge help!

Mods:
Wandering Caravans [A15]

skullywag

upload it here, ill happily take a look.
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

general222291

Wow, that was quick  :o

This is what the item is meant to do in the HediffDefs def:

Energized - increase movement speed by 30% (and some pain)
Zooming - increase movement speed by 50% (and some pain)
Slightly overdosed - increase movement speed by 100% and decrease consciousness by -10% (and some pain)
Overdosed - increase movement speed by 130% and decrease consciousness by -40% (and some pain)
Dangerously overdosed - increase movement speed by 150% and decrease consciousness by -50% (and some pain)

These don't even show up on colonist health when the item is taken :(

The Thought def has all the thoughts and descriptions in it, it just doesn't show up when the colonist takes the item :(

The item and its texture work fine (apart from it is large, I will fix that).

Debug log:

XML error: <label>Dangerously Overdosed</lable> doesn't correspond to any field in type ThoughtStage. (yellow)

XML Verse.HediffActivityModifier defines the same field twice: activity. Whole XML: (red)

XML Verse.HediffActivityModifier defines the same field twice: offset. Whole XML: (red)

XML Verse.HediffActivityModifier defines the same field twice: activity. Whole XML: (red)

XML error: <label>Dangerously Overdosed</lable> doesn't correspond to any field in type HediffSeverityStage. (yellow)

XML Verse.HediffActivityModifier defines the same field twice: activity. Whole XML: (red)

Could not resolve cross-reference: No RimWorld.ThoughtDef named Extract 42 found to give to Verse.HediffDef Extract 42a (red)

Could not resolve cross-reference: No Verse.HediffDef named Extract 42 found to give to RimWorld.IngestibleHediffGiver Rimworld.IngerstibleHediffGiver (red)

Cannot call ItemFromXMLFile with resolveCrossRefs=true while loading is already in progress. (red)

Could not resolve cross-reference: No RimWorld.ThoughtDef named Extract 42 found to give to Verse.HediffDef Extract 42a (red)

Could not resolve cross-reference: No Verse.HediffDef named Extract 42 found to give to RimWorld.IngestibleHediffGiver Rimworld.IngerstibleHediffGiver (red)

Cannot call ItemFromXMLFile with resolveCrossRefs=true while loading is already in progress. (red)

Could not resolve cross-reference: No RimWorld.ThoughtDef named Extract 42 found to give to Verse.HediffDef Extract 42a (red)

Could not resolve cross-reference: No Verse.HediffDef named Extract 42 found to give to RimWorld.IngestibleHediffGiver Rimworld.IngerstibleHediffGiver (red)

Cannot call ItemFromXMLFile with resolveCrossRefs=true while loading is already in progress. (red)



If you don't mind, please include what you changed for future modding!
Sorry for being a terrible modder :P

[attachment deleted due to age]
Mods:
Wandering Caravans [A15]

Igabod

#8
I just did a test run of my Xtra Plants mod and realized that my wine isn't getting used, even when I force colonists into a binge. Would you mind taking a look at it and telling me what I messed up? I might be able to figure it out on my own through experimentation but I figure you might be able to help me speed up the process so I can get it fixed before any of my users even notice.

[edit to add] Here is a LINK to it just to make things easier.

skullywag

Quote from: general223 on February 24, 2015, 05:20:23 PM
Wow, that was quick  :o

This is what the item is meant to do in the HediffDefs def:

Energized - increase movement speed by 30% (and some pain)
Zooming - increase movement speed by 50% (and some pain)
Slightly overdosed - increase movement speed by 100% and decrease consciousness by -10% (and some pain)
Overdosed - increase movement speed by 130% and decrease consciousness by -40% (and some pain)
Dangerously overdosed - increase movement speed by 150% and decrease consciousness by -50% (and some pain)

These don't even show up on colonist health when the item is taken :(

The Thought def has all the thoughts and descriptions in it, it just doesn't show up when the colonist takes the item :(

The item and its texture work fine (apart from it is large, I will fix that).

Debug log:

XML error: <label>Dangerously Overdosed</lable> doesn't correspond to any field in type ThoughtStage. (yellow)

XML Verse.HediffActivityModifier defines the same field twice: activity. Whole XML: (red)

XML Verse.HediffActivityModifier defines the same field twice: offset. Whole XML: (red)

XML Verse.HediffActivityModifier defines the same field twice: activity. Whole XML: (red)

XML error: <label>Dangerously Overdosed</lable> doesn't correspond to any field in type HediffSeverityStage. (yellow)

XML Verse.HediffActivityModifier defines the same field twice: activity. Whole XML: (red)

Could not resolve cross-reference: No RimWorld.ThoughtDef named Extract 42 found to give to Verse.HediffDef Extract 42a (red)

Could not resolve cross-reference: No Verse.HediffDef named Extract 42 found to give to RimWorld.IngestibleHediffGiver Rimworld.IngerstibleHediffGiver (red)

Cannot call ItemFromXMLFile with resolveCrossRefs=true while loading is already in progress. (red)

Could not resolve cross-reference: No RimWorld.ThoughtDef named Extract 42 found to give to Verse.HediffDef Extract 42a (red)

Could not resolve cross-reference: No Verse.HediffDef named Extract 42 found to give to RimWorld.IngestibleHediffGiver Rimworld.IngerstibleHediffGiver (red)

Cannot call ItemFromXMLFile with resolveCrossRefs=true while loading is already in progress. (red)

Could not resolve cross-reference: No RimWorld.ThoughtDef named Extract 42 found to give to Verse.HediffDef Extract 42a (red)

Could not resolve cross-reference: No Verse.HediffDef named Extract 42 found to give to RimWorld.IngestibleHediffGiver Rimworld.IngerstibleHediffGiver (red)

Cannot call ItemFromXMLFile with resolveCrossRefs=true while loading is already in progress. (red)



If you don't mind, please include what you changed for future modding!
Sorry for being a terrible modder :P

try fixing the typo on "lable", also your <thought> is not pointing at your thoughtdef, fix those and see what you get.
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

skullywag

Quote from: Igabod on February 24, 2015, 05:30:53 PM
I just did a test run of my Xtra Plants mod and realized that my wine isn't getting used, even when I force colonists into a binge. Would you mind taking a look at it and telling me what I messed up? I might be able to figure it out on my own through experimentation but I figure you might be able to help me speed up the process so I can get it fixed before any of my users even notice.

[edit to add] Here is a LINK to it just to make things easier.

public class BrokenStateWorker_Binging : BrokenStateWorker
{
public override bool StateCanOccur(Pawn pawn)
{
if (pawn.Faction != Faction.OfColony)
{
return false;
}
List<Thing> list = Find.ListerThings.ThingsOfDef(ThingDefOf.Beer);
return list != null && list.Count > 0;
}
}


you see what i see? explains the binge not working, have you tried them on nothing but your wine to see if they consume it.
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

Shinzy

Quote from: skullywag on February 24, 2015, 06:45:41 PM
Quote from: Igabod on February 24, 2015, 05:30:53 PM
I just did a test run of my Xtra Plants mod and realized that my wine isn't getting used, even when I force colonists into a binge. Would you mind taking a look at it and telling me what I messed up? I might be able to figure it out on my own through experimentation but I figure you might be able to help me speed up the process so I can get it fixed before any of my users even notice.

[edit to add] Here is a LINK to it just to make things easier.

public class BrokenStateWorker_Binging : BrokenStateWorker
{
public override bool StateCanOccur(Pawn pawn)
{
if (pawn.Faction != Faction.OfColony)
{
return false;
}
List<Thing> list = Find.ListerThings.ThingsOfDef(ThingDefOf.Beer);
return list != null && list.Count > 0;
}
}


you see what i see?

I think so, Brain! but how are we going to retrieve the toilet flush after it's been attached to the monkey?
Sorry I couldn't help myself

skullywag

Quote from: Shinzy on February 24, 2015, 06:47:01 PM
Quote from: skullywag on February 24, 2015, 06:45:41 PM
Quote from: Igabod on February 24, 2015, 05:30:53 PM
I just did a test run of my Xtra Plants mod and realized that my wine isn't getting used, even when I force colonists into a binge. Would you mind taking a look at it and telling me what I messed up? I might be able to figure it out on my own through experimentation but I figure you might be able to help me speed up the process so I can get it fixed before any of my users even notice.

[edit to add] Here is a LINK to it just to make things easier.

public class BrokenStateWorker_Binging : BrokenStateWorker
{
public override bool StateCanOccur(Pawn pawn)
{
if (pawn.Faction != Faction.OfColony)
{
return false;
}
List<Thing> list = Find.ListerThings.ThingsOfDef(ThingDefOf.Beer);
return list != null && list.Count > 0;
}
}


you see what i see?

I think so, Brain! but how are we going to retrieve the toilet flush after it's been attached to the monkey?

the same thing we do every night, try to eat pie with our eyebrows.
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

Igabod

I did test it first with beer before I tried my wine. Forcing a binge on the colonist made them run for the beer instantly. When I removed the beer from the map and had only wine available to them they just wandered around for a moment and then went to sleep. And no, I don't see what you see apparently.

skullywag

Binging only works with beer. They wont go for anything else without a dll mod to make them. Your wine is only food basically so if its of lower quality than anything else available they wont touch it. As far as i can tell anyway.
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?