[1.1-1.2][MODLIST] Rikiki's MiningCo (05-04-2020)

Started by Rikiki, July 26, 2015, 08:14:29 AM

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Constance68W

Following for updates...

I miss the material scanner :/

Raf's

Any ETA on the Force Field mod? it's a must have for me... god damn triple rocket launchers.

Napple

Will you be updating M&Co outpost generator be updated for alpha 17?

Rikiki

MiningCo. mods are nearly ready but not the Outpost. As it is now handled in vanilla, I think it loses a bit of interest. But I will certainly put parts of it in small mods (SAM turret, anyone interrested? ;D).

juliriper

Great news Rikiki. waiting so much for force field and mineral sonar :)


Raf's

Quote from: Rikiki on June 08, 2017, 05:50:42 PM
Most MiningCo. mods are updated. Enjoy! :D
Holy crap thank you, you are a god this is the best looking shield mod i have ever seen and a must have for me.

Deathend

hello im trying to add cupro mods ores to the mobile mineral sonar but im kinda lost. I know where is the xml an the lines i need, but i dont know what i have to write there, can someone tell me what goes there or where to find it?

Spdskatr

Hi

I've used your laser fence mod for a while, until I stumbled upon a bug in the code that is causing errors. I've managed to track the stack trace down to a line of code and I have edited it, the problem stops happening. Here's the original code from Building_LaserFencePylon.cs:
public override void Destroy(DestroyMode mode = DestroyMode.Vanish)
        {
            base.Destroy(mode);

            for (int directionAsInt = 0; directionAsInt < 4; directionAsInt++)
            {
                if (this.linkedPylons[directionAsInt] != null)
                {
                    this.DisconnectFromPylon(new Rot4(directionAsInt));
                }
            }
        }

Here's my modified code:
public override void Destroy(DestroyMode mode = DestroyMode.Vanish)
        {
            for (int directionAsInt = 0; directionAsInt < 4; directionAsInt++)
            {
                if (this.linkedPylons[directionAsInt] != null)
                {
                    this.DisconnectFromPylon(new Rot4(directionAsInt));
                }
            }
            base.Destroy(mode);

        }

When the original snippet placed base.Destroy before the for loop, the Map accessor would be returning null, which causes a bit of havoc at DisconnectFromPylon -> at DeactivateFence, causing a NullReferenceException at GetThingList(Map).

The bug happens when a laser pylon is destroyed, and its lingering effect can be felt even after they are destroyed, meaning you have to reload the save.
My mods

If 666 is evil, does that make 25.8069758011 the root of all evil?

Rikiki

@Deathend: look for the ores defs you want to add in CuproPanda's folder (something like <DefName>CopperOre</DefName>) then add it to the MMS list. So your new line should look like <li>CopperOre</li>.

@Spfskatr: thanks mate for this report AND the analysis! ;D

Deathend

#310
tnx solved the ores, but today i got a bug, my scanners lost the 50 range when i loaded the game today, and yes i have the research to upgrade them.

note: reloaded the game and they turned to 50 again just because XD

note 2: the problem got back at loading and it seems what solves it is finishing any research.

Jan2607

Hey Rikiki, could you add the detection of geysirs to the MMS? That would be really nice :)

Rikiki

Quote from: Jan2607 on June 11, 2017, 02:54:36 PM
Hey Rikiki, could you add the detection of geysirs to the MMS? That would be really nice :)
You can just add this line to the MMS scannedThingDefs list:
<li>SteamGeyser</li>

wwWraith

Wouldn't it be more natural to make Mining helmet emit light all the time when the pawn is in the darkness and not drafted instead of only beneath mountains?
Think about it. Think around it. Perhaps you'll get some new good idea even if it would be completely different from my words.

Canute

"darkness and drafted" +500% headshot property ! :-)