[A15/A14/A13] Aristocat's mods

Started by Aristocat, June 10, 2016, 04:28:00 AM

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123nick

i have a bug report, one of my doctors tried operating on a colonist but i got the message he failed catastrophically, and the pawn he was operating on just disapeared!  :o

here is the log of the thing that happened:

http://i.imgur.com/OiYnQJp.png

the second half of the trace:

http://i.imgur.com/jW9VbtN.png

i have a mod list:



      <li>Core</li>
         <li>Community Core Library</li>
         <li>Stonecutting Tweak v1.02</li>
         <li>P-Music</li>
         <li>Miscellaneous 'CORE'</li>
         <li>Misc. MapGenerator</li>
         <li>Misc. Incidents</li>
         <li>Misc. MAI</li>
         <li>Misc. Robots</li>
         <li>Misc. Training</li>
         <li>Misc. Objects</li>
         <li>PowerSwitch</li>
         <li>Rimsenal</li>
         <li>Rimsenal - Feral</li>
         <li>Rimsenal - Federation</li>
         <li>Rimsenal - Storyteller pack</li>
         <li>Rimsenal - Security pack</li>
         <li>Medieval Times</li>
         <li>Crystalloid</li>
         <li>Clutter Structures</li>
         <li>Clutter Furniture Module</li>
         <li>More Furniture</li>
         <li>3DG's Armour Pack 01</li>
         <li>3DG's Weapons Pack 01</li>
         <li>Allow Tool</li>
         <li>ESM - Mine Vein</li>
         <li>ESM - Mountain Temp</li>
         <li>ESM - Smooth Wall</li>
         <li>Rimfire 2.1</li>
         <li>High Caliber</li>
         <li>Industrialisation</li>
         <li>Infused</li>
         <li>Outfitter</li>
         <li>Outfitter - Infused</li>
         <li>Izzyssentials Core</li>
         <li>Izzyssentials Furniture</li>
         <li>Izzyssentials Lights</li>
         <li>Mechanite Augmentation</li>
         <li>Expanded Traits</li>
         <li>Right Tool For The Job v1.15b</li>
         <li>Colony Manager</li>
         <li>Medical Tab</li>
         <li>Animals Tab</li>
         <li>Follow Me!</li>
         <li>Work Tab</li>
         <li>Blueprints</li>
         <li>Area Unlocker</li>
         <li>Relations Tab</li>
         <li>Fluffy Breakdowns</li>
         <li>Animal Incest</li>
         <li>CorePanda</li>
         <li>Cupro's Alloys</li>
         <li>Powerless!</li>
         <li>RimPharma</li>
         <li>Expanded Power</li>
         <li>Ancient Amulets</li>
         <li>Extra Floors</li>
         <li>Dwarven Crafts</li>
         <li>Additional Joy Objects</li>
         <li>Cupro's Drinks</li>
         <li>Quarry</li>
         <li>Numbers</li>
         <li>Unifier </li>
         <li>RTGs v1.15</li>
         <li>ED-AutoLoader</li>
         <li>ED-SubspaceTransponder</li>
         <li>ED-ReinforcedStuff</li>
         <li>ED-SafeTraps</li>
         <li>ED-Plants24H</li>
         <li>Glitter Tech (No Surgery)</li>
         <li>Furnace</li>
         <li>Tilled Soil</li>
         <li>A.Expanded Prosthetics and Organ Engineering</li>
         <li>A.LT-A Dog Said...</li>
         <li>A.DE Surgeries</li>
         <li>Hospitality</li>
         <li>Capsule Power v1.02</li>
         <li>Animal Hide Working v2.10</li>
         <li>Medical Training v1.05b</li>
         <li>Log Walls v1.26</li>
         <li>More Trade Ships</li>
         <li>Fences v1.01</li>
         <li>Double Population</li>
         <li>[T] ExpandedCloth</li>
         <li>[T] MoreBedsCloth</li>
         <li>[T] MoreFloors</li>
         <li>[T] ExpandedCrops</li>
         <li>Area Rugs v1.04</li>
         <li>RedistHeat</li>
         <li>Enlighten</li>
         <li>LT-DoorMat</li>
         <li>Foam grenades</li>
         <li>Roof Support</li>
         <li>Apparello 2</li>
         <li>RoofBomb</li>
         <li>PowerCell</li>
         <li>ExtendedStorage</li>
         <li>PowerArmourMKII</li>
         <li>ArmourRepair</li>
         <li>Repair Workbench</li>
         <li>MedievalShields</li>
         <li>More Vanilla Turrets</li>
         <li>Turret Collection</li>
         <li>CR-Ivory Farming</li>
         <li>Miniaturisation</li>
         <li>GearTabFix</li>
         <li>Quicksaver</li>
         <li>Make it Harder, Better, Faster, Stronger </li>
         <li>Mad Skills - Tiered</li>
         <li>EdB Prepare Carefully</li>
         <li>Misc. Patch - Prepare Carefully</li>

CannibarRechter

Bug report.

Occasionally, while making a part (e.g., bionic leg, bionic arm), the colonist gets stuck making the part "forever". If you click on the unfinished part, you see that it has NEGATIVE work remaining. The negative number gets lower and lower, but never finishes. Does this mod have a ==0 check somewhere when it should have <=0 instead?
CR All Mods and Tools Download Link
CR Total Texture Overhaul : Gives RimWorld a Natural Feel
CR Moddable: make RimWorld more moddable.
CR CompFX: display dynamic effects over RimWorld objects

Cmoa666

Quote from: CannibarRechter on August 23, 2016, 12:49:13 PM
Bug report.

Occasionally, while making a part (e.g., bionic leg, bionic arm), the colonist gets stuck making the part "forever". If you click on the unfinished part, you see that it has NEGATIVE work remaining. The negative number gets lower and lower, but never finishes. Does this mod have a ==0 check somewhere when it should have <=0 instead?


No, it's just a vanilla bug. you must cancel the item/project (and lose 1/3 of the componnents, I think). Nothing can be done.

CannibarRechter

I was wondering that. Is it already filed against vanilla?
CR All Mods and Tools Download Link
CR Total Texture Overhaul : Gives RimWorld a Natural Feel
CR Moddable: make RimWorld more moddable.
CR CompFX: display dynamic effects over RimWorld objects

Cmoa666

I think the developper are already aware of the bug (present since a lot of version)

aslei

@aristocrat @tai
The issue mentioned with the incompatibility ironically isn't such.
There is literally 2 lines of code missing from A.DE in Recipes_Surgery.xml.
Line 396 need workamount insert and same again at line 441. (under defs "RepairClavicle" and "RepairSternum")

Magically MCM and stuff works fine after they're added.

I have no idea why they're missing or how - I'm just learning how the files are defined at the moment.

Aristocat

#96
Quote from: aslei on August 28, 2016, 09:34:40 AM
@aristocrat @tai
The issue mentioned with the incompatibility ironically isn't such.
There is literally 2 lines of code missing from A.DE in Recipes_Surgery.xml.
Line 396 need workamount insert and same again at line 441. (under defs "RepairClavicle" and "RepairSternum")

Magically MCM and stuff works fine after they're added.

I have no idea why they're missing or how - I'm just learning how the files are defined at the moment.

Oops... sorry. fixed in A15, it's not updated to A15 yet, however.

MercuryDoll

Tried this mod on A13, using the EPOE and ADS modules, several issues arose:
The modoptions became unavailable and it also disabled the minimap that came with the coremod.
Several research techs only needed 100 research, which felt kinda cheaty.
The brewing table broke, hops were used up but no beer was made, the error paused the game.

Aristocat

* Changes in 0.4

* Updated to A15!

* Improved Surgery and compatibility patches has been added to pack.

* Description :

- Failures no longer automatically destroy prosthetics/bionics/implants being installed. The item that was being installed will be returned, but with less health. This means that if you are installing an item that is worn out or damaged, failing too many times will destroy it.

- Failures no longer damage or remove random body parts, and will prioritize adding surgical cuts on body parts that are near the part being operated on.

- Minor failures now have a small chance to cause an infection on the body part being operated on. Major failures have a higher chance.

- No new features yet.

.

* Chemicals extraction & Neutroamine crafting has been added to pack.

* Description :

Enables the extraction of neutroglycering from Boomalopes and Boomrats that can be used to craft Neutroamine.

• Adds Item: Neutroglycerin
• Adds Recipe: Neutroamine (to Drug Lab)
• Adds Feature: Chemical extraction (from tamed Boomalopes and Boomrats)

Boomrats now drop two chemicals every two days.

.

Realistic Medical System has been added to pack.

* Description :

Bionics now take time to reach their full capacity, you now can't just install them and your colonists are immediately able to use them without any problems
Organ transplants are now rejected by the colonists body, meaning that you now have to treat them
[EPOE] Synthetic and surrogate organs only cause a rejection when you first install them, making them more cost efficient than natural organs in the long run

No new features yet.

.

Rim PhD has been added to pack.

Adds various new drugs and medicine. Feedback on balance and such would be very appriciated!

Every update requires you remake your drug policies for the new drugs to appear. I appologies for this inconvenience.

* Pepto : Helps cure Food Poisoning and Cryosickness
* Chloroform : Puts consumer to sleep. ( I will try and make opperations so you can use these drugs on other people at some point).
* Made custom assemblies for custom drugs and overdose effects.
* Suripu-Block : Prevents the Plague and Sleeping Sickness.
* Worm-Burn : Kills pesky Gut Worms.
* Isotono : Helps treat Carcinoma.
* Vitamin C : Boosts your immune system!
* Pain Away : Reduces pain, two pills recommended maximum per day.

* Sedate now require Chloroform(If you use Rim PhD. require Rim PhD to be loaded last.) I afraid this make sedate too hard to acuire.
* Crafting Chloroform require 2 neutroamine instead of 10. Also price has been decreased.
* Research cost for Simple Drug has been greatly decreased(2500 to 1000.).

.

* Added bone surgery and advanced bone surgery research. Fingers and toes require bone surgery and sternum, clavicle, rib cage and spine require advanced bone surgery research.
* Advanced prosthetics require plasteel and gold instead of silver(vancidium has been removed.).
* Fixed : Minimap bug, work amount has been properly set.
* Surgeries that require glitterworld medicine now has label.
* Sedate no longer require research.
* Sedate now require Chloroform(If you use Rim PhD. require Rim PhD to loaded last.) I afraid this make sedate too hard to acuire.
* Crafting Chloroform require 2 neutroamine instead of 10. Also price has been decreased.

To do list : Maybe make curing plague require Suripu-Block, gut worm require worm burn, mechanite-block to add or remove mechanite?

.

Full Features :

>*DESurgeries*

* New features in Medical Complication mod :

* Repair fingers and toes.
* Repair clavicle and sternum
* Cure sleeping sickness, gut worms, and muscle parasites.
* Cure malaria, plague, and flu.
* Cure or inject sensory and fibrous mechanites.
* Use glitterworld medicine to cure chronic diseases.
* Sedate patient. Increase immunity gaining speed. lasts around 3 days.
* All new surgeries require researched first and require skilled doctor.
* Increased surgery success chance.


*EPOE*

* New features in Medical Complication :

* All tables merged into one. Unlocks new recipes via researches. Old tables can still be unlocked with research.
* All workbenches can be moved.
* Removed vancidium and advanced component. Uses silver instead.
* Increased surgery success chance.
* Medicine and glitter medicines can be crafted.
* Price tweaks.
* Increased compatibility. Hopefully.
* Choppable limbs hasn't removed.

*ADogSaid*

* New features in Medical Complication :

* All animal prosthetics and organs are craftable in animal prosthetics workbench. Unlocks new recipes via researches.
* All workbenches can be moved.
* Animal bionic arm, leg, lung, heart and brain, everything is craftable.
* Paws, jaws, tusks etc can be repaired using plasteel, without using replacement.
* Inject medicine to put animal into sleep and increase immunity gaining speed.
* Use glitterworld medicine to cure chronic diseases.

All suggestions are welcome!

Adventurer

#99
My suggestion would be to rename the folders in a way so that the alphabetical order is also the recommended load order.

Tell me what you think of this. I just renamed the folders.

https://www.dropbox.com/s/97k6ilmjdu2smhp/Renamed%20Folders.zip?dl=0

Adventurer

Uh oh. There's a bug with Rim PhD. Getting this error at startup:

XML error: <thingDefs><li>Chloroform</li></thingDefs> doesn't correspond to any field in type RecipeDef.

Adventurer

#101
Another problem to report. There's an unresolved conflict between DE Surgeries and Rim PhD



Conflicting Mods: DE Surgeries  &  Rim Pharmaceutical Drugs
C:\Games\RimWorld A15c\Mods\AMC(2) DE Surgeries\Defs\RecipeDefs\Recipes_Surgery.xml
C:\Games\RimWorld A15c\Mods\AMC(2) Rim Pharmaceutical Drugs\Defs\RecipeDefs\Recipes_Surgery.xml
DE Surgeries                                       Load Position: 61  FileSize: 57016  Line: 1337  RootElement: RecipeDefs              Element: RecipeDef                                     defName: InjectMedicine                           
Rim Pharmaceutical Drugs                           Load Position: 65  FileSize: 1444   Line: 16    RootElement: RecipeDefs              Element: RecipeDef                                     defName: InjectMedicine




And just so you're aware, there is also a conflict between Chemicals & Neutroamine and Vegetable Garden (a very popular mod):



Conflicting Mods: Vegetable Garden    &  Chemicals & Neutroamine
C:\Games\RimWorld A15c\Mods\Vegetable Garden\Defs\ThingDefs\Items_Resources.xml
C:\Games\RimWorld A15c\Mods\AMC(2) Chemicals & Neutroamine\Defs\ThingDefs_Items\Items_Resource_Manufactured.xml
Vegetable Garden                                   Load Position: 56  FileSize: 16455  Line: 492   RootElement: Defs                    Element: ThingDef                                      defName: Neutroamine                               
Chemicals & Neutroamine                            Load Position: 60  FileSize: 1973   Line: 26    RootElement: Defs                    Element: ThingDef                                      defName: Neutroamine


Aristocat

Quote from: Adventurer on September 19, 2016, 10:25:16 AM
Uh oh. There's a bug with Rim PhD. Getting this error at startup:

XML error: <thingDefs><li>Chloroform</li></thingDefs> doesn't correspond to any field in type RecipeDef.

Sorry guys. I forgot to add a line on xml and sedate surgery was broken if you use Rim PhD. Fixed now.

Aristocat

#103
Quote from: Adventurer on September 19, 2016, 10:38:12 AM
Another problem to report. There's an unresolved conflict between DE Surgeries and Rim PhD



Conflicting Mods: DE Surgeries  &  Rim Pharmaceutical Drugs
C:\Games\RimWorld A15c\Mods\AMC(2) DE Surgeries\Defs\RecipeDefs\Recipes_Surgery.xml
C:\Games\RimWorld A15c\Mods\AMC(2) Rim Pharmaceutical Drugs\Defs\RecipeDefs\Recipes_Surgery.xml
DE Surgeries                                       Load Position: 61  FileSize: 57016  Line: 1337  RootElement: RecipeDefs              Element: RecipeDef                                     defName: InjectMedicine                           
Rim Pharmaceutical Drugs                           Load Position: 65  FileSize: 1444   Line: 16    RootElement: RecipeDefs              Element: RecipeDef                                     defName: InjectMedicine




And just so you're aware, there is also a conflict between Chemicals & Neutroamine and Vegetable Garden (a very popular mod):



Conflicting Mods: Vegetable Garden    &  Chemicals & Neutroamine
C:\Games\RimWorld A15c\Mods\Vegetable Garden\Defs\ThingDefs\Items_Resources.xml
C:\Games\RimWorld A15c\Mods\AMC(2) Chemicals & Neutroamine\Defs\ThingDefs_Items\Items_Resource_Manufactured.xml
Vegetable Garden                                   Load Position: 56  FileSize: 16455  Line: 492   RootElement: Defs                    Element: ThingDef                                      defName: Neutroamine                               
Chemicals & Neutroamine                            Load Position: 60  FileSize: 1973   Line: 26    RootElement: Defs                    Element: ThingDef                                      defName: Neutroamine



I think DESurgery and Rim PhD is not a conflict. DESurgery can sedate patient with just medicine. I made PhD require chloroform, so you need to load Rim PhD last so it works that way.

As for Vegetable Garden, I think it's originally had conflict but I think I can fix it.

Btw what program did you used to see these?

Adventurer

#104
It's a conflict by definition. If DE Surgeries is loaded last, you can only sedate with medicine. If Rim PhD is loaded last, you can only sedate with Chloroform.

This is why I'm saying there needs to be a defined load order... I updated my 'Renamed Folders.zip' thing. Integrated the 0.4.1 fix and I put DE Surgeries in the load order 1 slot.

Also, the program in question used to find conflicts is RCC

https://ludeon.com/forums/index.php?topic=25305.0