[A12d] Community Core Library (v0.12.3b)

Started by 1000101, June 29, 2015, 04:18:48 PM

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Kulverstukass

Quote from: enslavedeagle on September 15, 2015, 01:51:23 PM
Hey,

When I placed a cooking stove in a new world and a new colony, it disappeared right after a colonist finished building it.

I'm running CCL v0.12.2 on RimWorld v0.12.914.
Gotta check, if .dll of CCL tweaks (if there should be one) still in "Assemblies" folder in mod's folder.
Had same problem with another mod some time ago, it was the answer.
Keep calm and become one with Russia, da?

1000101

#91
The Vanilla Tweaks contains no dll, it is strictly xml.  CCL is doing nothing to anything (geothermal) and the VTs change the cookstove to add CompPowerLowIdleDraw.  If the cookstove is doing other strange things, it's some other strange mod.
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1000101

#92
Alpha 12 Update 2b

Many minor bug fixes, removes Xerigium research requirements.  Additional functions for C#.

See the commit log for full details.

Download link in OP.
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jerome736


cucumpear

Quote from: jerome736 on September 22, 2015, 10:19:45 PM
Thanks for the Xerigium change!

Seconded, because I ended up using the exploit a lot where I could select Xerigium at the very beginning of the game if I paused quickly enough.  :P
This person might poke around in Def folders more than is healthy.
https://github.com/cucumpear

1000101

Quote from: lautnitha on September 23, 2015, 12:57:43 AM
Quote from: jerome736 on September 22, 2015, 10:19:45 PM
Thanks for the Xerigium change!

Seconded, because I ended up using the exploit a lot where I could select Xerigium at the very beginning of the game if I paused quickly enough.  :P

Cheater!  ;P

As I said before, I was on the fence about it.  I had it in for testing but forgot to remove it for an actual release.  :)
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njb013

#96
I get a series of errors every time I load (but not create) a colony. I'm pretty sure it's a problem with this mod and not the others. The amount of RimWorld.faction errors varies from colony to colony; this has only one, but I have another with around ten.

http://puu.sh/kvQgp/edea1eb066.jpg
Disabling the vanilla changes mod did not fix the problem.

1000101

CCL does nothing with factions.  If you could attach your full log, that would be helpful.

You can find your log (on Windows) in the "_Data" directory.  It will be called "output_log.txt"
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njb013

I redownloaded the mods I was using and everything works again. Not sure what caused the issue, but sorry for thinking it was your mod.

Loki88

Okay I was hoping to be able to figure this out w/o having to bug you but it seems I'm still a Derp :( Is there a functionality within CCL to allow a building to create a zone around itself such as what trade beacons and sunlamps do?

I just want to know if I can define within my sunlamp's .xml file to let it create growing zone with a radius of "x" so to speak.

I will keep poking around in the modders' resources but my brain doesn't want to co-operate right now.

1000101

#100
There is no "create zone x in radius y" method in CCL.  The radius which the sunlamp uses for creating the grow zone is it's specialDisplayRadius.  This is the radius which is "fully lit".

As to adding a general purpose comp to CCL which one could specify the zone and radius as well as the icon and text for the gizmo is possible too I suppose...
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Loki88

Quote from: 1000101 on October 10, 2015, 03:00:02 PM
There is no "create zone x in radius y" method in CCL.  The radius which the sunlamp uses for creating the grow zone is it's specialDisplayRadius.  This is the radius which is "fully lit".

As to adding a general purpose comp to CCL which one could specify the zone and radius as well as the icon and text for the gizmo is possible too I suppose...

Don't worry about it if it's a pain in the butt. I was more or less just asking if I was missing something.

1000101

Not so much a pain in the but as just not previously considered.
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Loki88

It's not something that can be used by a ton of things minus grow lights and trade beacons. Perhaps dumping stock piles for crematoriums, but that's a whole other ball of wax since they don't have a display radius. Hmmmm. Either way CCL has gotta be the most useful thing to happen to RimWorld modding. I appreciate all your hard work making this beast!

TLHeart

#104
just a confusion from the front page, proper refrigeration only works if vanilla tweaks is used, but it is listed as if it is part of the core program... without vanilla tweaks, the refrigeration code does not work in game.

edit: now I am confused, started a new colony and built a food storage tray without vanilla tweaks, and it says refrigerated.