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Author Topic: [1.0] XND's RimWorld Mods - Updated 2019-10-06  (Read 173911 times)

XeoNovaDan

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Re: [1.0] XND's RimWorld Mods - Updated 2018-11-27
« Reply #225 on: November 27, 2018, 08:17:29 AM »

Fix is now up. Thanks for the report and very helpful HugsLib log!
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Hjkma

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Re: [1.0] XND's RimWorld Mods - Updated 2018-11-27
« Reply #226 on: November 27, 2018, 09:39:03 AM »

Hi, I installed a new update (1.1.1) and I still get red errors in the log. Here they are:
Code: [Select]
XML error: Could not find parent node named "MendBase" for node "RecipeDef". Full node: <RecipeDef ParentName="MendBase"><defName>MendIndustrialSurvivalTool</defName><label>repair modern tool</label><description>Repair tool.</description><jobString>Repairing.</jobString><workAmount>100</workAmount><effectWorking>Smith</effectWorking><soundWorking>Recipe_Smith</soundWorking><ingredients><li><filter><categories><li>SurvivalToolsIndustrial</li></categories></filter><count>1</count></li></ingredients><fixedIngredientFilter><allowedHitPointsPercents><min>0</min><max>0.99</max></allowedHitPointsPercents><categories><li>SurvivalToolsIndustrial</li></categories></fixedIngredientFilter><skillRequirements><Crafting>6</Crafting></skillRequirements></RecipeDef>
Verse.Log:Error(String, Boolean)
Verse.XmlInheritance:GetBestParentFor(XmlInheritanceNode, String)
Verse.XmlInheritance:ResolveParentsAndChildNodesLinks()
Verse.XmlInheritance:Resolve()
Verse.LoadedModManager:ParseAndProcessXML(XmlDocument, Dictionary`2)
LoadOnDemand.PatchOperationLoadOnDemand:LoadDefs(ModContentPack, String)
LoadOnDemand.PatchOperationLoadOnDemand:Complete(String)
Verse.LoadedModManager:ClearCachedPatches()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

XML error: Could not find parent node named "MendBase" for node "RecipeDef". Full node: <RecipeDef ParentName="MendBase"><defName>MendSpacerSurvivalTool</defName><label>repair advanced tool</label><description>Repair tool.</description><jobString>Repairing.</jobString><workAmount>200</workAmount><effectWorking>Smith</effectWorking><soundWorking>Recipe_Smith</soundWorking><ingredients><li><filter><categories><li>SurvivalToolsSpacer</li></categories></filter><count>1</count></li></ingredients><fixedIngredientFilter><allowedHitPointsPercents><min>0</min><max>0.99</max></allowedHitPointsPercents><categories><li>SurvivalToolsSpacer</li></categories></fixedIngredientFilter><skillRequirements><Crafting>8</Crafting></skillRequirements></RecipeDef>
Verse.Log:Error(String, Boolean)
Verse.XmlInheritance:GetBestParentFor(XmlInheritanceNode, String)
Verse.XmlInheritance:ResolveParentsAndChildNodesLinks()
Verse.XmlInheritance:Resolve()
Verse.LoadedModManager:ParseAndProcessXML(XmlDocument, Dictionary`2)
LoadOnDemand.PatchOperationLoadOnDemand:LoadDefs(ModContentPack, String)
LoadOnDemand.PatchOperationLoadOnDemand:Complete(String)
Verse.LoadedModManager:ClearCachedPatches()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

SeedsPlease :: LoadingOnDemand CrustyPeanutsRimCuisine
Verse.Log:Message(String, Boolean)
LoadOnDemand.PatchOperationLoadOnDemand:Complete(String)
Verse.LoadedModManager:ClearCachedPatches()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

XML error: Could not find parent node named "MendBase" for node "RecipeDef". Full node: <RecipeDef ParentName="MendBase"><defName>MendNeolithicSurvivalTool</defName><label>repair basic tool</label><description>Repair tool.</description><jobString>Repairing.</jobString><workAmount>50</workAmount><effectWorking>Smith</effectWorking><soundWorking>Recipe_Smith</soundWorking><ingredients><li><filter><categories><li>SurvivalToolsNeolithic</li></categories></filter><count>1</count></li></ingredients><fixedIngredientFilter><allowedHitPointsPercents><min>0</min><max>0.99</max></allowedHitPointsPercents><categories><li>SurvivalToolsNeolithic</li></categories></fixedIngredientFilter><skillRequirements><Crafting>4</Crafting></skillRequirements></RecipeDef>
Verse.Log:Error(String, Boolean)
Verse.XmlInheritance:GetBestParentFor(XmlInheritanceNode, String)
Verse.XmlInheritance:ResolveParentsAndChildNodesLinks()
Verse.XmlInheritance:Resolve()
Verse.LoadedModManager:ParseAndProcessXML(XmlDocument, Dictionary`2)
LoadOnDemand.PatchOperationLoadOnDemand:LoadDefs(ModContentPack, String)
LoadOnDemand.PatchOperationLoadOnDemand:Complete(String)
Verse.LoadedModManager:ClearCachedPatches()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

XML error: Could not find parent node named "MendBase" for node "RecipeDef". Full node: <RecipeDef ParentName="MendBase"><defName>MendIndustrialSurvivalTool</defName><label>repair modern tool</label><description>Repair tool.</description><jobString>Repairing.</jobString><workAmount>100</workAmount><effectWorking>Smith</effectWorking><soundWorking>Recipe_Smith</soundWorking><ingredients><li><filter><categories><li>SurvivalToolsIndustrial</li></categories></filter><count>1</count></li></ingredients><fixedIngredientFilter><allowedHitPointsPercents><min>0</min><max>0.99</max></allowedHitPointsPercents><categories><li>SurvivalToolsIndustrial</li></categories></fixedIngredientFilter><skillRequirements><Crafting>6</Crafting></skillRequirements></RecipeDef>
Verse.Log:Error(String, Boolean)
Verse.XmlInheritance:GetBestParentFor(XmlInheritanceNode, String)
Verse.XmlInheritance:ResolveParentsAndChildNodesLinks()
Verse.XmlInheritance:Resolve()
Verse.LoadedModManager:ParseAndProcessXML(XmlDocument, Dictionary`2)
LoadOnDemand.PatchOperationLoadOnDemand:LoadDefs(ModContentPack, String)
LoadOnDemand.PatchOperationLoadOnDemand:Complete(String)
Verse.LoadedModManager:ClearCachedPatches()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

XML error: Could not find parent node named "MendBase" for node "RecipeDef". Full node: <RecipeDef ParentName="MendBase"><defName>MendSpacerSurvivalTool</defName><label>repair advanced tool</label><description>Repair tool.</description><jobString>Repairing.</jobString><workAmount>200</workAmount><effectWorking>Smith</effectWorking><soundWorking>Recipe_Smith</soundWorking><ingredients><li><filter><categories><li>SurvivalToolsSpacer</li></categories></filter><count>1</count></li></ingredients><fixedIngredientFilter><allowedHitPointsPercents><min>0</min><max>0.99</max></allowedHitPointsPercents><categories><li>SurvivalToolsSpacer</li></categories></fixedIngredientFilter><skillRequirements><Crafting>8</Crafting></skillRequirements></RecipeDef>
Verse.Log:Error(String, Boolean)
Verse.XmlInheritance:GetBestParentFor(XmlInheritanceNode, String)
Verse.XmlInheritance:ResolveParentsAndChildNodesLinks()
Verse.XmlInheritance:Resolve()
Verse.LoadedModManager:ParseAndProcessXML(XmlDocument, Dictionary`2)
LoadOnDemand.PatchOperationLoadOnDemand:LoadDefs(ModContentPack, String)
LoadOnDemand.PatchOperationLoadOnDemand:Complete(String)
Verse.LoadedModManager:ClearCachedPatches()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
My mod list:
Code: [Select]
    <li>ModCheck</li>
    <li>Core</li>
    <li>HugsLib</li>
    <li>JecsTools-1.1.0.13</li>
    <li>ModManager</li>
    <li>Miscellaneous_Core</li>
    <li>Miscellaneous_Robots</li>
    <li>Robots_PlusPlus_Misc_Robots_Xtension</li>
    <li>RimFridge</li>
    <li>TechAdvancing</li>
    <li>Wall Light</li>
    <li>AdjustablePredatorCount</li>
    <li>AnimalTab</li>
    <li>Blueprints</li>
    <li>Children</li>
    <li>MarvsClearTheStockpiles</li>
    <li>MarvsCombatReadinessCheck</li>
    <li>Death Rattle</li>
    <li>DefensivePositions</li>
    <li>DoorsExpanded</li>
    <li>Dubs Bad Hygiene</li>
    <li>ED-Embrasures</li>
    <li>ExpandedProsthetics&amp;OrganEngineering</li>
    <li>GeneticallyEngineeredPlants</li>
    <li>MedicalTab</li>
    <li>SYR_MetallicBatteries</li>
    <li>Miscellaneous_Incidents</li>
    <li>Miscellaneous_MAI</li>
    <li>Miscellaneous_TrainingFacility</li>
    <li>Miscellaneous_TurretBase</li>
    <li>Moody</li>
    <li>MoreTraitSlots</li>
    <li>Pharmacist</li>
    <li>Plant Growth Sync</li>
    <li>MarvsPleaseHaulPerishables</li>
    <li>PrisonLabor</li>
    <li>QualityBuilder</li>
    <li>RunandHide</li>
    <li>SYR_SetUpCamp</li>
    <li>SimpleSidearms</li>
    <li>SmartMedicine - Release</li>
    <li>MarvsSnowClearanceSanity</li>
    <li>MarvsSometimesRaidsGoWrong</li>
    <li>BirdsAndBees</li>
    <li>MarvsUghYouGotMe</li>
    <li>WorkTab</li>
    <li>GiddyUpCore-1.1.1</li>
    <li>battlemounts-1.1.2</li>
    <li>GiddyUpCaravan-1.1.1</li>
    <li>WhatTheHack-1.1.2</li>
    <li>GiddyUpMechanoids-1.1.1</li>
    <li>GiddyUpRideAndRoll-1.1.0</li>
    <li>RF - Pawns are Capable!</li>
    <li>AllowTool</li>
    <li>RF - Rational Romance</li>
    <li>RF - Rim Disorders</li>
    <li>RF - Rumor Has It</li>
    <li>Replace Stuff - Release</li>
    <li>Room Food - Release</li>
    <li>Share The Load - Release</li>
    <li>DeepRim</li>
    <li>TD Enhancement Pack - Release</li>
    <li>RimHUD</li>
    <li>MoreMechanoids-release-Steam</li>
    <li>TurretExtensions</li>
    <li>TETurretExpansion</li>
    <li>Definitely More Cannons</li>
    <li>Definitely More Cannons - Turret Extension Patch</li>
    <li>CentralizedClimateControl</li>
    <li>Chemicals_Neutroamine</li>
    <li>RW_ColonistBarKF-A18</li>
    <li>Complex Jobs</li>
    <li>Crash_Landing</li>
    <li>DeCore</li>
    <li>LT-DoorMat</li>
    <li>Dubs_Rimkit</li>
    <li>Expanded_Incidents</li>
    <li>Faction_Control</li>
    <li>Farmable_Neutroamine</li>
    <li>FuckFriendlyFire</li>
    <li>Genetic_Rim</li>
    <li>GlitterTech</li>
    <li>Craftable Glitterworld Medicine</li>
    <li>Incident_Person_Stat</li>
    <li>Mechalit Core 1.0</li>
    <li>Mechalit Equipment + Faction 1.0</li>
    <li>Mechanite_Augmentation</li>
    <li>MechanoidsExtraordinaire_v.1.3_RW1.0</li>
    <li>More_Faction_Interaction</li>
    <li>Narco-Drug</li>
    <li>No_Water_No_Life</li>
    <li>Quarry</li>
    <li>RedistHeat</li>
    <li>Rimatomics</li>
    <li>Rimefeller</li>
    <li>RimQuest</li>
    <li>Achtung</li>
    <li>advanced_powergeneration</li>
    <li>AlphaAnimals-1.08</li>
    <li>AnimalCollabProj</li>
    <li>Avoid_Friendly_Fire</li>
    <li>Barbe_Wire</li>
    <li>Better_Workbench_Management</li>
    <li>BetterMiniMap-1.0.1</li>
    <li>Camping_Stuff</li>
    <li>Careful_Raids</li>
    <li>Colony_Leadership</li>
    <li>Concrete_Walls</li>
    <li>Craftable Drugs +Glit Med</li>
    <li>Damage_Indicators</li>
    <li>DE_Surgeries</li>
    <li>Deadly_Vanilla_Weapon_Tweaks</li>
    <li>DeadMansClothing</li>
    <li>Dire_Raids</li>
    <li>MarvsDisasters</li>
    <li>Fast regen 1.0</li>
    <li>Fences_And_Floors</li>
    <li>HeatMap</li>
    <li>Horses</li>
    <li>Industrial_Rollers</li>
    <li>Industrialisation</li>
    <li>Just Ignore Me Passing</li>
    <li>Locks</li>
    <li>Mass_Cooking</li>
    <li>MedicalAlertsForAnimals</li>
    <li>MendAndRecycle-master</li>
    <li>More_Linkables</li>
    <li>More_Trade_Ships</li>
    <li>More_Vanilla_Turrets</li>
    <li>No_Death_Cooties_On_Armour</li>
    <li>Packed_Lunches</li>
    <li>Predator_Hunt_Alert</li>
    <li>Prisoner_Outfit</li>
    <li>ProperShotguns</li>
    <li>Rain_Washes_Away_Filth</li>
    <li>RelationsTab</li>
    <li>Reverse_commands</li>
    <li>RunAndGun-1.1.0</li>
    <li>SameSpot</li>
    <li>SeasonalWeather</li>
    <li>Selectable_Turret_Target</li>
    <li>Shear_Those_Corpses_ACP</li>
    <li>Shear_Those_Corpses</li>
    <li>Shoo</li>
    <li>Simple Stockpile Presets</li>
    <li>Smokeleaf_Industry</li>
    <li>Snowy_Trees</li>
    <li>Batteries</li>
    <li>Lightning_Rod</li>
    <li>SS No Rogue Robots</li>
    <li>Researchable_Stat_Upgrades</li>
    <li>Supply_and_Demand</li>
    <li>SurvivalTools</li>
    <li>tables_plus</li>
    <li>Tech_Raiding</li>
    <li>Thanks For All The Fish</li>
    <li>Trading_Spot</li>
    <li>Turn It On and Off v1.3 [1.0]</li>
    <li>UseThatSniperScope</li>
    <li>Vanilla Bionics Expansion</li>
    <li>Various_Space_Ship_Chunk</li>
    <li>Wandering_Caravans</li>
    <li>Wild_Animal_Sex</li>
    <li>Animals_Logic</li>
    <li>Equipment-Deterioration-master</li>
    <li>Gas_Traps</li>
    <li>Hardworking animals 1.0</li>
    <li>LessArbitrarySurgery</li>
    <li>More_Pack_Animals</li>
    <li>Weapon Stats</li>
    <li>AreaUnlocker</li>
    <li>Dubs Mint Menus</li>
    <li>Frontline_Bunkers</li>
    <li>Frontline_Trenches</li>
    <li>Furnace</li>
    <li>Grenade_Fix</li>
    <li>MoreHarvestDesignators-1.0</li>
    <li>Meals On Wheels - Release</li>
    <li>MapReroll</li>
    <li>RimCuisine</li>
    <li>RT_Fuse-1.0-1.2.1</li>
    <li>Realistic Rooms</li>
    <li>Realistic Darkness</li>
    <li>Mining Priority - Release</li>
    <li>RimWorld_WhileYoureUp-master</li>
    <li>Hospitality</li>
    <li>PickUpAndHaul</li>
    <li>ColonyManager</li>
    <li>Psychology</li>
    <li>ResearchPal</li>
    <li>EdB Prepare Carefully</li>
    <li>TraderDismissal</li>
    <li>Rimfire 2.5</li>
    <li>[1.0] RPG Style Inventory [V2.2]</li>
    <li>WM_Hydroponics_with_lamps</li>
    <li>RF - Wild Cultivation</li>
    <li>RimWorld-SeedsPlease-master</li>
    <li>DeepOreIdentifier</li>
    <li>Spotted.2.0</li>
    <li>HelpTab</li>
    <li>Jelly_Farm</li>
    <li>MemorableAuroras</li>
    <li>WatermillTweaks</li>
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XeoNovaDan

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Re: [1.0] XND's RimWorld Mods - Updated 2018-11-27
« Reply #227 on: November 27, 2018, 10:16:21 AM »

@Hjkma - Seems like you're not using the latest version of MendAndRecycle which is what adds MendBase, since the updated patch for this with MendAndRecycle is specifically for that version. Thanks anyway :)

In other news, Targeting Modes has now been updated to v1.1.5, with the most notable change being that there's now a significant bonus on hitting targeted body parts against downed opponents, as per Namsan's suggestion. Guaranteeing hits is unfortunately basically impossible with the current way that Targeting Modes works, but a 7.5x likelihood increase seems to hold up just as well in practice.
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Hjkma

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Re: [1.0] XND's RimWorld Mods - Updated 2018-11-27
« Reply #228 on: November 27, 2018, 11:04:52 AM »

XeoNovaDan, yes, the problem was solved by updating the mod MendAndRecycle, thank you for help!

Also very many thanks for your wonderful mods!
« Last Edit: November 27, 2018, 11:10:14 AM by Hjkma »
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XeoNovaDan

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Re: [1.0] XND's RimWorld Mods - Updated 2018-11-28
« Reply #229 on: November 28, 2018, 02:40:04 AM »

Survival Tools has been updated to v1.1.2

Changelog:

Added support for the following mods:
 * Vegetable Garden
 * Expanded Woodworking (+ VGP patch)

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crusader2010

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Re: [1.0] XND's RimWorld Mods - Updated 2018-11-28
« Reply #230 on: November 29, 2018, 03:12:02 PM »

Hey there. Me again  ::)

The bug with the non-upgrading turrets is happening again, on version 1.0.
Got 2 turrets - one got upgraded, the other is unable to (even though it has the required materials delivered; right clicking on it with a pawn does nothing).
There are no errors in the log related to this. Use WinRar to open the archives.

Saved game:  click here
My mods: click here

Second bug: if you try to reinstall a turret with the required materials for upgrading delivered, after reinstalling, it doesn't show up with the upgrading icon over it. But the materials are there and they get counted properly after clicking the upgrade button. I think it would be better if, before/after reinstalling the turret, those materials actually drop on the ground.

Thanks!

EDIT: I think I found something. The turret that doesn't get upgraded actually had the last Component. After I built another Component, the pawns upgraded it. So there must be something wrong with the counting of required materials.
« Last Edit: November 29, 2018, 03:45:38 PM by crusader2010 »
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My mod pack: {A13} Mod Mega Pack

onerous1

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Re: [1.0] XND's RimWorld Mods - Updated 2018-12-05
« Reply #231 on: December 28, 2018, 02:30:12 PM »

I believe there is a mod conflict between Survival Tools and Seeds Please. Normally with Seeds Please, seeds will drop from cut trees even when they are not in a growing zone. With Survival Tools installed the only way to receive seeds from pine, oak, etc trees is to first create a growing zone and then cut the trees down. That way I receive both wood and seeds for replanting.

Is there a way to have both mods be compatible? It's not the biggest deal. It would be nice to not have to make a growing zone every time I cut trees in order to receive the seeds. Thank you for taking the time.
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XeoNovaDan

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Re: [1.0] XND's RimWorld Mods - Updated 2018-12-05
« Reply #232 on: December 29, 2018, 05:39:44 AM »

@onerous1 - Ah, this could theoretically be because SeedsPlease may modify the plant harvesting JobDriver and Survival Tools effectively makes its own JobDriver (a copypaste of the vanilla one though tweaked to use Tree Felling Speed instead of Plant Harvesting Speed). This may not actually be that difficult to fix.
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temple_wing

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Re: [1.0] XND's RimWorld Mods - Updated 2019-01-08
« Reply #233 on: January 16, 2019, 09:27:28 AM »

Survival tools:
I suggest different ingredient for handle part and header part. I like "Ore processing" mod, by installing that mod, steel becomes expensive. So if you can make "iron hammer" to use steel on header only, it will be nice.
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Tenshi~Akari

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Re: [1.0] XND's RimWorld Mods - Updated 2019-01-08
« Reply #234 on: January 24, 2019, 06:21:57 PM »

I seem to have this issue of pawns entering a never-ending cycle of mending Glitterworld Multitools. No red errors pop up, but after completely mending the tool 100%, they drop it and pick it back up again, wash, rinse, repeat. I've looked in the error logs, but the only thing that keeps coming up is this white text when the pawn begins the mending job:

Code: [Select]
> workCycleProgress=200 costHitPointsPerCycle10
Verse.Log:Message(String, Boolean)
MendAndRecycle.JobDriver_Mend:<DoBill>b__5_0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath(LocalTargetInfo, PathEndMode)
Verse.AI.<GotoThing>c__AnonStorey0:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath(LocalTargetInfo, PathEndMode)
Verse.AI.<GotoThing>c__AnonStorey0:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch2(Object)
Verse.TickList:Tick_Patch2(Object)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Otherwise, mending works fine with all the other types of tools. It's just I noticed one of my pawns had been missing for a while, and sure enough, they were still caught at that table in that loop. I have both recent versions of Mending & Survival Tools, by the way.
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pinpi

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Re: [1.0] XND's RimWorld Mods - Updated 2019-01-08
« Reply #235 on: February 08, 2019, 10:56:11 PM »

Hi! Ecstatic to see that this got a release. Have you considered adding kitchen and cleaning tools? (for meidos, haha) Maybe ahead of the current scope of the mod, but needing some basic tools to cook at all (like pans/pots to make more advanced meals (say, for example, roasting food straight on the stove could only make a Simple Meal), maybe a knifeblock that speeds up cooking by a minor rate). Maybe also a broom and mop required for cleaning filth and puddles respectively. What do you think?

Also, the functions of "wood axe" and "axe" are reversed for me... Is this a mistake or is it a bug on my side?
« Last Edit: February 09, 2019, 11:08:31 AM by 中村ジロ »
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SergeMalbret

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Re: [1.0] XND's RimWorld Mods - Updated 2019-01-08
« Reply #236 on: March 18, 2019, 12:50:25 AM »

A couple of small suggestions for adjusting for Survival Tools materials:

Silver is very soft irl, so it seems weird for it to have the same diggingSpeed as plasteel. I would suggest making silver no better than marble. So something like:
  digging speed: 1.00 -> 0.70
  mining yield: 1.00 -> 0.85
  construction speed: 1.00 -> 0.70

Similarly, gold is also soft, yet currently outperforms plasteel. I would making it no better than slate, e.g.:
  digging speed: 1.10 -> 0.70
  mining yield: 1.10 -> 0.90
  construction speed: 1.10 -> 0.70

And while Jade is fairly hard, it is still just a stone, so it outperforming plasteel feels weird. I would suggest making it only slightly better than granite, with something like:
  digging speed: 1.10 -> 0.80
  construction speed: 1.00 -> 0.80
  wearfactor: 1.00 -> 1.30
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broccoli

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Re: [1.0] XND's RimWorld Mods - Updated 2019-01-08
« Reply #237 on: April 08, 2019, 04:47:31 AM »

I really like the mod "Visible Pants", but there seems to be an issue: when a pawn wears a shirt with no pants, it looks like vanilla (shirt covers the whole body like a dress). I tried editing some shirt textures to make them shorter, and it works well when combined with your mod and Detailed Body Textures. It would also be nice if the pants were rendered beneath the shirt.
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account13123

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Re: [1.0] XND's RimWorld Mods - Updated 2019-01-08
« Reply #238 on: May 21, 2019, 04:11:06 PM »

I found an incompatibility with another mod. When using this with Misc. TurretBase, that mod's turrets miss every shot and throw the below red error into the log most times they shoot at a pawn:

Code: [Select]
Exception ticking Bullet_BoltActionRifle121403: System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
at System.Collections.Generic.List`1<Verse.VerbProperties>.get_Item (int) <0x00083>
at TargetingModes.TargetingModesUtility.CanUseTargetingModes (Verse.ThingDef,Verse.Thing) <0x001aa>
at TargetingModes.TargetingModesUtility.ResolvePrioritizedPart (Verse.BodyPartRecord,Verse.DamageInfo,Verse.Pawn) <0x00093>
at TargetingModes.HarmonyPatches.Postfix_ChooseHitPart (Verse.BodyPartRecord&,Verse.DamageInfo,Verse.Pawn) <0x00046>

This happens regardless of which of the two mods is on top of the other. Uninstalling Targeting Modes removed the issue.
« Last Edit: May 21, 2019, 04:18:14 PM by account13123 »
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XeoNovaDan

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[1.0] Carpenter Tables v1.2.1 (2019-07-18)
« Reply #239 on: July 12, 2019, 08:20:20 PM »



Multilingual Support
中文 - HawnHan
日本語 - Proxyer

Compatibility
Should be safely addable to ongoing savegames. If removed from ongoing savegames, errors will be thrown if carpenter tables were present, though there should be no lasting effects.

Appropriate buildings (buildable and minifiable) from other mods will automatically be made producible at carpenter tables without any additional patching required. Haven't been able to test with Zetrith's Multiplayer but should theoretically work. If using MinifyEverything, place this mod below that one in the load order.

If you find any bugs, please link me to a full output log and give some basic information on how you triggered the bug; this is vital information for me to be able to fix said bugs.

Download
GitHub (source)
Steam


Back to my other mods

Overview
This mod, as its name suggests, adds a carpenter's table to the game. Carpenter tables are where your constructors can produce buildings that are 'minifiable'; buildings such as turrets and beds can be created at a carpenter's table for instance, but not other buildings such as walls or doors - unless you use MinifyEverything of course!

It is also worth noting that carpenter tables do not replace the traditional way of creating furniture in RimWorld; it is still possible to build furniture the good old-fashioned way - though there is an option in the mod's settings to change this (though disabled by default).

The benefits of being able to produce furniture at a carpenter's table as opposed to traditionally placing blueprints include:
  • Having better control over who can make certain furniture without having to micromanage your builders, thus allowing for better quality control (much like QualityBuilder)
  • Carpenter tables benefit from tool cabinets like many other workbenches, thus working at carpenter tables can be quicker than building normally
  • Much less clicking when making lots of furniture at once, as well as not having to look for a big area to place the blueprints

A demonstration of the better quality control offered by using a carpenter's table:





I highly recommend using Dubs Mint Menus with this mod since the carpenter's table will naturally have a lot of bills (especially with loads of furniture mods) and Mint Menus makes that a lot more manageable, and you can also search for furniture by their categories as shown in the thumbnail. If not using Dubs Mint Menus, the bill list is still ordered alphabetically in a bid to make everything easier to find.

Of course, just like when traditionally building furniture, producing furniture at a carpenter's table uses the 'work to build' stats of furniture and its materials. It is also still possible for colonists to fail construction projects at carpenter tables.

Powered by the Harmony Patch Library.

Credits
Mods featured in the thumbnail:

Brrainz for his fantastic Harmony Patch Library.
Marnador for their great work with their RimWorld-styled font.

License
You may use this mod in your mod packs, and you may also derive from the mod. All that I ask is that you please let me know, and give me credit and provide a link to this page.
« Last Edit: July 18, 2019, 06:17:21 AM by XeoNovaDan »
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