[A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!

Started by skullywag, June 29, 2015, 06:29:18 PM

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skullywag

I done derped. Pushed another version, please redownload, I pushed a dev version by mistake. 1.9 should be good. Im using it in my game now.
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

bolbies


DariusWolfe

FWIW, I've been using the Lights mod without issue for a while; Everything, including the path lights seems to work just fine. It could probably use a quick scan for errors, and just be updated to A17 as-is.

When using vents/coolers w/ smoothed stone walls, the placement works fine; No error message. Below is the contents of the Buildings.xml file from the defs folder of dburgdorf's "Smooth Stone Walls" for A17.

<?xml version="1.0" encoding="utf-8" ?>
<ThingDefs>

<ThingDef Name="RSSW_BuildingBase" Abstract="True">
<category>Building</category>
<thingClass>Building</thingClass>
<soundImpactDefault>BulletImpactMetal</soundImpactDefault>
<selectable>true</selectable>
<drawerType>MapMeshAndRealTime</drawerType>
<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
<repairEffect>Repair</repairEffect>
<leaveResourcesWhenKilled>true</leaveResourcesWhenKilled>
<filthLeaving>BuildingRubble</filthLeaving>
<statBases>
<SellPriceFactor>0.70</SellPriceFactor>
</statBases>
</ThingDef>

<ThingDef ParentName="RSSW_BuildingBase">
<defName>InvisiColumn</defName>
<label>invisicolumn</label>
<thingClass>Building</thingClass>
<category>Building</category>
<description>There's nothing to see here!</description>
<graphicData>
<texPath>InvisiColumn</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<passability>Standable</passability>
<fillPercent>0</fillPercent>
<tickerType>Never</tickerType>
<rotatable>false</rotatable>
<selectable>true</selectable>
<terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded>
<holdsRoof>true</holdsRoof>
<blockLight>false</blockLight>
<specialDisplayRadius>5.9</specialDisplayRadius>
</ThingDef>

<ThingDef ParentName="RSSW_BuildingBase" Name="RSSW_WallSmoothed">
<defName>SmoothedWall</defName>
<label>smoothed stone wall</label>
<description>A natural stone wall that's been smoothed to make it more attractive.</description>
<thingClass>Building</thingClass>
<saveCompressible>false</saveCompressible>
<category>Building</category>
<graphicData>
<texPath>Walls/Wall_Atlas_Smooth</texPath>
<graphicClass>Graphic_Single</graphicClass>
<linkType>CornerFiller</linkType>
<linkFlags>
<li>Wall</li>
<li>Rock</li>
</linkFlags>
<damageData>
<cornerTL>Damage/Corner</cornerTL>
<cornerTR>Damage/Corner</cornerTR>
<cornerBL>Damage/Corner</cornerBL>
<cornerBR>Damage/Corner</cornerBR>
<edgeTop>Damage/Edge</edgeTop>
<edgeBot>Damage/Edge</edgeBot>
<edgeLeft>Damage/Edge</edgeLeft>
<edgeRight>Damage/Edge</edgeRight>
</damageData>
</graphicData>
<blueprintGraphicData>
<texPath>Things/Building/Linked/Wall_Blueprint_Atlas</texPath>
</blueprintGraphicData>
<uiIconPath>Things/Building/Linked/WallSmooth_MenuIcon</uiIconPath>
<statBases>
<MaxHitPoints>450</MaxHitPoints>
<WorkToBuild>150</WorkToBuild>
<Flammability>0.0</Flammability>
</statBases>
<costStuffCount>5</costStuffCount>
<leaveResourcesWhenKilled>false</leaveResourcesWhenKilled>
<altitudeLayer>Building</altitudeLayer>
<passability>Impassable</passability>
<blockWind>true</blockWind>
<castEdgeShadows>true</castEdgeShadows>
<fillPercent>1</fillPercent>
<coversFloor>true</coversFloor>
<placingDraggableDimensions>1</placingDraggableDimensions>
<tickerType>Never</tickerType>
<rotatable>false</rotatable>
<selectable>true</selectable>
<neverMultiSelect>true</neverMultiSelect>
<terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded>
<holdsRoof>true</holdsRoof>
<designationCategory></designationCategory>
<staticSunShadowHeight>1.0</staticSunShadowHeight>
<blockLight>true</blockLight>
<canOverlapZones>false</canOverlapZones>
<stuffCategories>
<li>Metallic</li>
<li>Woody</li>
<li>Stony</li>
</stuffCategories>
<building>
<isInert>true</isInert>
<ignoreNeedsPower>true</ignoreNeedsPower>
</building>
<damageMultipliers>
<li>
<damageDef>Bomb</damageDef>
<multiplier>2</multiplier>
</li>
</damageMultipliers>
<designationHotKey></designationHotKey>
<tradeability>Never</tradeability>
</ThingDef>

<ThingDef ParentName="RSSW_WallSmoothed" Name="RSSW_WallEtched">
<defName>EtchedWall</defName>
<label>etched stone wall</label>
<description>A natural stone wall that's been smoothed and etched with a "brick" pattern.</description>
<graphicData>
<texPath>Walls/Wall_Atlas_Bricks</texPath>
</graphicData>
</ThingDef>

<!-- Poor Art -->

<ThingDef ParentName="RSSW_WallSmoothed" Name="RSSW_WallEtchedAtom">
<defName>EtchedWallAtom</defName>
<label>etched stone wall (decorated)</label>
<description>A natural stone wall that's been smoothed and etched with a "brick" pattern. It also features a picture of an atom. Or perhaps it's a star system. It's a bit hard to tell. Was the artist a physicist or an astronomer?</description>
<graphicData>
<texPath>Walls/Wall_Atlas_Bricks_Atom</texPath>
</graphicData>
<statBases>
<Beauty>0.2</Beauty>
</statBases>
</ThingDef>

<ThingDef ParentName="RSSW_WallSmoothed" Name="RSSW_WallEtchedBeer">
<defName>EtchedWallBeer</defName>
<label>etched stone wall (decorated)</label>
<description>A natural stone wall that's been smoothed and etched with a "brick" pattern and with the image of a mug of beer.</description>
<graphicData>
<texPath>Walls/Wall_Atlas_Bricks_Beer</texPath>
</graphicData>
<statBases>
<Beauty>0.2</Beauty>
</statBases>
</ThingDef>

<ThingDef ParentName="RSSW_WallSmoothed" Name="RSSW_WallEtchedCheese">
<defName>EtchedWallCheese</defName>
<label>etched stone wall (decorated)</label>
<description>A natural stone wall that's been smoothed and etched with a "brick" pattern... and, for some reason, with a picture of cheese.</description>
<graphicData>
<texPath>Walls/Wall_Atlas_Bricks_Cheese</texPath>
</graphicData>
<statBases>
<Beauty>0.2</Beauty>
</statBases>
</ThingDef>

<ThingDef ParentName="RSSW_WallSmoothed" Name="RSSW_WallEtchedDoor">
<defName>EtchedWallDoor</defName>
<label>etched stone wall (decorated)</label>
<description>A natural stone wall that's been smoothed and etched with a "brick" pattern... and with a life-sized picture of a door. Fortunately, it's not a very convincing depiction, so no one's likely to actually walk into the wall.</description>
<graphicData>
<texPath>Walls/Wall_Atlas_Bricks_Door</texPath>
</graphicData>
<statBases>
<Beauty>0.2</Beauty>
</statBases>
</ThingDef>

<ThingDef ParentName="RSSW_WallSmoothed" Name="RSSW_WallEtchedShovel">
<defName>EtchedWallShovel</defName>
<label>etched stone wall (decorated)</label>
<description>A natural stone wall that's been smoothed and etched with a "brick" pattern. For reasons known only to the artist, the wall also features the etched image of a shovel. It's a beautiful shovel, to be sure, but still... it's a shovel.</description>
<graphicData>
<texPath>Walls/Wall_Atlas_Bricks_Shovel</texPath>
</graphicData>
<statBases>
<Beauty>0.2</Beauty>
</statBases>
</ThingDef>

<!-- Mediocre Art -->

<ThingDef ParentName="RSSW_WallSmoothed" Name="RSSW_WallEtchedBoomalope">
<defName>EtchedWallBoomalope</defName>
<label>etched stone wall (decorated)</label>
<description>A natural stone wall that's been smoothed and etched with a "brick" pattern, and with a picture of a boomalope.</description>
<graphicData>
<texPath>Walls/Wall_Atlas_Bricks_Boomalope</texPath>
</graphicData>
<statBases>
<Beauty>0.4</Beauty>
</statBases>
</ThingDef>

<ThingDef ParentName="RSSW_WallSmoothed" Name="RSSW_WallEtchedForest">
<defName>EtchedWallForest</defName>
<label>etched stone wall (decorated)</label>
<description>A natural stone wall that's been smoothed and etched with a "brick" pattern, and also with a basic forest landscape.</description>
<graphicData>
<texPath>Walls/Wall_Atlas_Bricks_Forest</texPath>
</graphicData>
<statBases>
<Beauty>0.4</Beauty>
</statBases>
</ThingDef>

<ThingDef ParentName="RSSW_WallSmoothed" Name="RSSW_WallEtchedHouse">
<defName>EtchedWallHouse</defName>
<label>etched stone wall (decorated)</label>
<description>A natural stone wall that's been smoothed and etched with a "brick" pattern. The wall also features a picture of someone's home, complete with a picket fence.</description>
<graphicData>
<texPath>Walls/Wall_Atlas_Bricks_House</texPath>
</graphicData>
<statBases>
<Beauty>0.4</Beauty>
</statBases>
</ThingDef>

<ThingDef ParentName="RSSW_WallSmoothed" Name="RSSW_WallEtchedPlanet">
<defName>EtchedWallPlanet</defName>
<label>etched stone wall (decorated)</label>
<description>A natural stone wall that's been smoothed and etched with a "brick" pattern. In addition, the wall boasts the etched image of a planet. Perhaps it's the one on which you live?</description>
<graphicData>
<texPath>Walls/Wall_Atlas_Bricks_Planet</texPath>
</graphicData>
<statBases>
<Beauty>0.4</Beauty>
</statBases>
</ThingDef>

<ThingDef ParentName="RSSW_WallSmoothed" Name="RSSW_WallEtchedRocket">
<defName>EtchedWallRocket</defName>
<label>etched stone wall (decorated)</label>
<description>A natural stone wall that's been smoothed and etched with a "brick" pattern. The artist also carved the image of a rocket. It's a rather crude design, though, suggestive more of primitive fantasies of space travel than of actual interstellar vessels.</description>
<graphicData>
<texPath>Walls/Wall_Atlas_Bricks_Rocket</texPath>
</graphicData>
<statBases>
<Beauty>0.4</Beauty>
</statBases>
</ThingDef>

<!-- Quality Art -->

<ThingDef ParentName="RSSW_WallSmoothed" Name="RSSW_WallEtchedGerbils">
<defName>EtchedWallGerbils</defName>
<label>etched stone wall (decorated)</label>
<description>A natural stone wall that's been smoothed and etched with a "brick" pattern. It also features gerbils. The picture is surprisingly good, and is titled, "Gerbils Standing in a Defiant Stance Against the Harshness of the Sea on a Backdrop of Gloom Forests and Love."</description>
<graphicData>
<texPath>Walls/Wall_Atlas_Bricks_Gerbils</texPath>
</graphicData>
<statBases>
<Beauty>0.6</Beauty>
</statBases>
</ThingDef>

<ThingDef ParentName="RSSW_WallSmoothed" Name="RSSW_WallEtchedIsland">
<defName>EtchedWallIsland</defName>
<label>etched stone wall (decorated)</label>
<description>A natural stone wall that's been smoothed and etched with a "brick" pattern. Also etched into the wall is the image of a deserted tropical island.</description>
<graphicData>
<texPath>Walls/Wall_Atlas_Bricks_Island</texPath>
</graphicData>
<statBases>
<Beauty>0.6</Beauty>
</statBases>
</ThingDef>

<ThingDef ParentName="RSSW_WallSmoothed" Name="RSSW_WallEtchedMan">
<defName>EtchedWallMan</defName>
<label>etched stone wall (decorated)</label>
<description>A natural stone wall that's been smoothed and etched with a "brick" pattern, as well as with the portrait of a man.</description>
<graphicData>
<texPath>Walls/Wall_Atlas_Bricks_Man</texPath>
</graphicData>
<statBases>
<Beauty>0.6</Beauty>
</statBases>
</ThingDef>

<ThingDef ParentName="RSSW_WallSmoothed" Name="RSSW_WallEtchedRose">
<defName>EtchedWallRose</defName>
<label>etched stone wall (decorated)</label>
<description>A natural stone wall that's been smoothed and etched with a "brick" pattern. Also etched into the wall is the beautiful image of a single rose.</description>
<graphicData>
<texPath>Walls/Wall_Atlas_Bricks_Rose</texPath>
</graphicData>
<statBases>
<Beauty>0.6</Beauty>
</statBases>
</ThingDef>

<ThingDef ParentName="RSSW_WallSmoothed" Name="RSSW_WallEtchedWoman">
<defName>EtchedWallWoman</defName>
<label>etched stone wall (decorated)</label>
<description>A natural stone wall that's been smoothed and etched with a "brick" pattern. The wall also features the portrait of a woman.</description>
<graphicData>
<texPath>Walls/Wall_Atlas_Bricks_Woman</texPath>
</graphicData>
<statBases>
<Beauty>0.6</Beauty>
</statBases>
</ThingDef>

</ThingDefs>

Tenshi~Akari

Quote from: skullywag on June 25, 2017, 08:25:38 AM
huh, thats weird, so the code in my mod is working fine, can you post the def for one of the custom walls here?

Here's the one for mine, it's sort of based off of the core code & tutorials I've read. (Still kinda in testing phase & still quite the total n00b at this modding deal so...)

<?xml version="1.0" encoding="utf-8" ?>
<Buildings>

  <!--========================= Base =============================-->

<ThingDef Name="CrystalBuildingBase" Abstract="True">
        <category>Building</category>
    <thingClass>Building</thingClass>
    <soundImpactDefault>BulletImpactMetal</soundImpactDefault>
    <selectable>true</selectable>
    <drawerType>MapMeshAndRealTime</drawerType>
    <terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
    <repairEffect>Repair</repairEffect>
    <leaveResourcesWhenKilled>true</leaveResourcesWhenKilled>
    <filthLeaving>BrokenCrystal</filthLeaving>
<statBases>
<SellPriceFactor>0.70</SellPriceFactor>
</statBases>

</ThingDef>

  <!--========================= Crystal Wall =============================-->

<ThingDef ParentName="CrystalBuildingBase">

    <defName>CrystalWall</defName>
    <label>crystal wall</label>
    <description>An impassable wall. The crystaline surface gives off a faint glow. Capable of holding up a roof.</description>
    <graphicData>
      <texPath>Things/Building/Structures/CrystalWall</texPath>
      <graphicClass>Graphic_Appearances</graphicClass>
<linkType>CornerFiller</linkType>
      <linkFlags>
        <li>Wall</li>
      </linkFlags>
      <damageData>
        <cornerTL>Damage/Corner</cornerTL>
        <cornerTR>Damage/Corner</cornerTR>
        <cornerBL>Damage/Corner</cornerBL>
        <cornerBR>Damage/Corner</cornerBR>
        <edgeTop>Damage/Edge</edgeTop>
        <edgeBot>Damage/Edge</edgeBot>
        <edgeLeft>Damage/Edge</edgeLeft>
        <edgeRight>Damage/Edge</edgeRight>
      </damageData>
    </graphicData>
    <uiIconPath>Things/Building/Structures/CrystalWall/CrystalWall_MenuIcon</uiIconPath>
    <statBases>
      <MaxHitPoints>1200</MaxHitPoints>
      <WorkToBuild>3120</WorkToBuild>
      <Flammability>0</Flammability>
    </statBases>
<blueprintGraphicData>
      <texPath>Things/Building/Linked/Wall_Blueprint_Atlas</texPath>
    </blueprintGraphicData>
    <altitudeLayer>Building</altitudeLayer>
    <passability>Impassable</passability>
    <blockWind>true</blockWind>
    <castEdgeShadows>true</castEdgeShadows>
    <fillPercent>1</fillPercent>
    <coversFloor>true</coversFloor>
    <placingDraggableDimensions>1</placingDraggableDimensions>
    <tickerType>Never</tickerType>
    <rotatable>false</rotatable>
    <selectable>true</selectable>
    <neverMultiSelect>true</neverMultiSelect>
    <terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded>
    <holdsRoof>true</holdsRoof>
    <designationCategory>Structure</designationCategory>
    <staticSunShadowHeight>1.0</staticSunShadowHeight>
    <blockLight>false</blockLight>
    <canOverlapZones>false</canOverlapZones>
    <stuffCategories/>
    <costList>
      <Jade>120</Jade>
    </costList>
    <leaveResourcesWhenKilled>true</leaveResourcesWhenKilled>
    <comps>
<li Class="CompProperties_Glower">
        <glowRadius>3.5</glowRadius>       
        <glowColor>(217,210,208,0)</glowColor>     
        </li>         
    </comps>
    <building>
<isInert>true</isInert>
            <ignoreNeedsPower>true</ignoreNeedsPower>
    </building>
    <researchPrerequisites>
      <li>Stonecutting</li>
    </researchPrerequisites>

  </ThingDef>

</Buildings>

benmandude

Quote from: Tenshi~Akari on June 25, 2017, 08:04:02 AM
Quote from: skullywag on June 25, 2017, 02:20:02 AM
Do you get a message when attempting to put it on custom walls? as in is the placement working? is it simply the building of them that isnt done?

No red errors or yellow messages whatsoever from what I can see in the debug log, the blueprints will place just fine, but the pawns never go to build them on those walls. Even when I try to a pawn to prioritize construction for the vents & coolers, there's no menu that comes up when I right-click the blueprint either.

I'm having the same issue. I'm using god mode to install the vents and coolers at the moment.

skullywag

Why would a pawn not be able to build the vent though, i mean its on the cell, the float menu options should fire, disregarding that its on a custom wall why does that function of vanilla not work. Think I need to speak to Zorba about this one, seems odd to me.
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

jts1702

My sickbay is still longing for that dermal regenerator to work - it's a central feature, the room would look monotonous without it, and my colonists would forever be scarred!

SuedKAT

Quote from: benmandude on June 26, 2017, 01:35:12 AM
Quote from: Tenshi~Akari on June 25, 2017, 08:04:02 AM
Quote from: skullywag on June 25, 2017, 02:20:02 AM
Do you get a message when attempting to put it on custom walls? as in is the placement working? is it simply the building of them that isnt done?

No red errors or yellow messages whatsoever from what I can see in the debug log, the blueprints will place just fine, but the pawns never go to build them on those walls. Even when I try to a pawn to prioritize construction for the vents & coolers, there's no menu that comes up when I right-click the blueprint either.

I'm having the same issue. I'm using god mode to install the vents and coolers at the moment.

Having the same issue and have solved it the same way, don't mind using god mode though since I hate the standard design and the fact that it takes up an entire wall. I'm using the walls from DDA Security and More.

benmandude

Quote from: skullywag on June 26, 2017, 09:32:48 AM
Why would a pawn not be able to build the vent though, i mean its on the cell, the float menu options should fire, disregarding that its on a custom wall why does that function of vanilla not work. Think I need to speak to Zorba about this one, seems odd to me.

Mine was on a regular wall, forgot to mention that.

skullywag

Wait your guys had issues building it on a regular wall? from vanilla? ive been playing for hours and havent hit this issue, ill need a modlist or something to help further.
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

Tenshi~Akari

I've been trying to think of possible reasons why the vents/coolers aren't doing right on custom walls, because it's really weird that this happens, considering every other mod I have that has furniture/item placement on walls, custom or vanilla, actually works and builds just fine. Like the bookshelf from Clutter Furniture, the Change Mirror in the Change Dresser mod, SS clock, and the windows and more recently the dartboard & paintings in Additional Joy Objects...

(It's "more recent" because all through A16, that mod also had issues placing the included objects on custom walls, but the issue has been fixed for A17 since cuproPanda updated it himself this time. Only thing different between that and this issue was that errors were thrown & the AJO wall objects were instantly nixxed completely by the game after placement.)

Was going to see if there was something notably different that could give a clue, but I can't C# for the life of me, nor do I have a proper editor to look if I actually could tell if there was something. I barely have a full enough grasp of xml as is.  :P

(EDIT: And just to clarify on my part again, benmandude seems to have a slightly different twist on his end with them not working with vanilla walls apparently? Yet the coolers/vents work as intended on vanilla/regular walls in my game. It's just additional mods that added new walls seem to hold the construction of them hostage when they're placed on those is all & trying to figure out the culprit, if it's a missing line of code, a tag, whatever is keeping it from working fully like it should.)

SuedKAT

Quote from: skullywag on June 26, 2017, 06:37:05 PM
Wait your guys had issues building it on a regular wall? from vanilla? ive been playing for hours and havent hit this issue, ill need a modlist or something to help further.

I have no issues with standard/vanilla walls, I will however still post my mod list since it's "extensive" so it hopefully can be easier to track down the issue:

https://s21.postimg.org/q4sc70a53/image.png
https://s12.postimg.org/z2qxkqnyl/image.png
https://s24.postimg.org/d1k310isl/image.png
https://s12.postimg.org/9dldbl3rh/image.png
https://s7.postimg.org/cd31yeijv/image.png
https://s24.postimg.org/l4tvkxrv9/image.png
https://s11.postimg.org/k1rt7r5xv/image.png
https://s23.postimg.org/p878b9f57/image.png

Edit: The pics are posted in correct order, so that's my load order.

MrZero

Hey, your cooler mod is giving me this error

"Exception printing Vent138402 at (144, 0, 167): System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.Printer_Plane.PrintPlane (Verse.SectionLayer layer, Vector3 center, Vector2 size, UnityEngine.Material mat, Single rot, Boolean flipUv, UnityEngine.Vector2[] uvs, UnityEngine.Color32[] colors, Single topVerticesAltitudeBias) [0x00000] in <filename unknown>:0
  at Verse.Graphic.Print (Verse.SectionLayer layer, Verse.Thing thing) [0x00000] in <filename unknown>:0
  at Verse.Thing.Print (Verse.SectionLayer layer) [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.Print (Verse.SectionLayer layer) [0x00000] in <filename unknown>:0
  at Verse.SectionLayer_ThingsGeneral.TakePrintFrom (Verse.Thing t) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.SectionLayer_ThingsGeneral:TakePrintFrom(Thing)
Verse.SectionLayer_Things:Regenerate()
Verse.Section:RegenerateLayers(MapMeshFlag)
Verse.MapDrawer:TryUpdateSection(Section)
Verse.MapDrawer:MapMeshDrawerUpdate_First()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()"

This is my log
https://gist.github.com/0d2543635b808235752a2611e5c998c1

faltonico

@SuedKAT
Use the ModsConfig.xml file to share your mod list and order easily. It is wherever you have your "Config" folder.

SuedKAT

Quote from: faltonico on June 27, 2017, 04:20:36 AM
@SuedKAT
Use the ModsConfig.xml file to share your mod list and order easily. It is wherever you have your "Config" folder.
I feel that the pictures are easier, but sure:


  <activeMods>
    <li>Core</li>
    <li>818773962</li>
    <li>RuntimeGC</li>
    <li>852998459</li>
    <li>946390822</li>
    <li>761421485</li>
    <li>789311421</li>
    <li>708455313</li>
    <li>725153576</li>
    <li>759219409</li>
    <li>715565817</li>
    <li>773918229</li>
    <li>754637870</li>
    <li>848972794</li>
    <li>845898290</li>
    <li>935982361</li>
    <li>935358085</li>
    <li>934555481</li>
    <li>930207055</li>
    <li>954490820</li>
    <li>933216311</li>
    <li>776679895</li>
    <li>832245101</li>
    <li>781383672</li>
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