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Poll

Should Cupro's Drinks for A18 bring back the water system? This will include new features and integrations as well.

Yes!
- 37 (63.8%)
No!
- 12 (20.7%)
Either way is fine.
- 9 (15.5%)

Total Members Voted: 58


Pages: [1] 2 3 ... 25

Author Topic: [A17] cuproPanda's Mods (25 Aug 17)  (Read 87276 times)

cuproPanda

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[A17] cuproPanda's Mods (25 Aug 17)
« on: May 06, 2017, 05:29:32 PM »

cuproPanda's Mods

A10-A15 mods can be found here

Mods are now hosted on GitHub. Click on the mod's name to view its description post, or click on a version number below to download

MOD NAME/POST
CALLSIGN 
VERSION 
LATEST UPDATE
 
BRIEF DESCRIPTION
 
 
 
 
 
 
 
 
MAIN MODS
 
 
 
POW
25 Aug 17
 
Adds small features for a starting colony, or one without power.
EXP
20 Jun 17
 
Adds new power features and expands existing ones.
CPD
08 Jul 17
 
Adds the ability to brew a variety of drinks.
AJO
07 Aug 17
 
Adds new objects and activities that bring joy to colonists.
 
 
 
 
 
 
 
 
MICRO MODS
 
 
 
QRY
25 Aug 17
 
Adds a quarry for collecting resources in flat terrain.
STN
03 Jul 17
 
Adds 10 new types of stone
ZEN
20 Jun 17
 
Adds decorative garden stuff
CAL
18 Jun 17
 
Adds new metals and alloys.
WIN
13 Jun 17
 
Adds windows to the game, allowing sunlight to pass through walls.
FZN
24 Jun 17
 
Adds six new stockpile zones which are already filtered for storing various items.
FLG
10 Aug 17
 
Adds decorative flags for marking areas or displaying heraldry.




License:
All works that are not derivatives of RimWorld assets are licensed under a Creative Commons Public Domain 1.0 Universal License
All permissions granted
« Last Edit: August 25, 2017, 06:15:55 PM by cuproPanda »
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cuproPanda's Mods: Powerless | Expanded Power | Cupro's Drinks | Additional Joy Objects | Quarry | Cupro's Stones | Zen Garden | Cupro's Alloys
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cuproPanda

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Re: [A17] cuproPanda's Mods (6 May 17)
« Reply #1 on: May 06, 2017, 05:29:43 PM »

Powerless!




Description:
This mod adds small features for a starting colony, or one without power.

Using this mod, I like to go 6 months to a year before getting any power going!

Items Added:
Charcoal: Made in a charcoal pit. Used as fuel for the grill, smoker, and forge.
Grilled Meals: Come in three varieties: Meat, Veg, and Fine. Provide a small mood bonus, but are slightly more time consuming to make.
Smoked Meat: Like grilled meals, but last for 20 days before rotting.
Turnip: Yields both turnips and turnip greens. Turnips last for a long time, but the greens don't.
Cabbage: Able to survive winter temperatures.
Turnip Salad: 5 turnip greens can be combined with 5 vegetables to make a salad.
Cabbage Salad: 5 cabbage can be combined with 5 vegetables to make a salad.
Vinegar: Fermented berries provide a liquid for preserving vegetables.
Pickled Vegetables: By combining vinegar with turnips or cabbage, the food can be preserved to last indefinitely.
Shemagh: A large cloth wrapped around the head which can cover the face when needed. Helps insulate the wearer from the elements.
Glowstone: Rare rocks which radiate blue light. Can easily be found at night or bought from exotic goods traders - no hellish trek necessary for these glowstones.
Glowstone Dust: Powdered glowstone which can be used to make glowstone tiles, or forged into small glowstones.

Objects Added:
Grill: Alternative to the campfire for powerless meal production. Can be used to make 2 meals at a time.
Shelter Door: Quick to open, but quick to destroy. Can only be made out of wood.
Shelter Wall: Cheap and quick to build, but quick to destroy.
Shelter Heater: Cheap wood heater that lasts for a night.
Hide Bed: Better than a sleeping spot. Crafted using animal leathers, and color is determined by leather used. The pillow changes color to show if the bed is for colonists, prisoners, or medical.
Charcoal Pit: A pit dug into the ground for burning wood into charcoal.
Pylon: A simple structure for lighting paths.
Glowstone Lamp: A lamp supporting two large glowstones.
Smoker: Stone building that can be used to slowly cook meats, preserving them for a short period of time.
Forge: Allows crafting metal weapons using charcoal.
Bellows: Speeds up the crafting speed of the forge and charcoal pit.
Vinegar Barrel: Allows berries to be fermented into vinegar.
Camp Table: A lightweight table for making simple things like a shemagh, salads, or pickles.
Camp Butcher Table: A lightweight table for butchering animals.
Glowstone Chandelier: A chandelier hanging from the ceiling that provides light without needing to be powered.
Glowstone Tiles: Glowstone-plated steel panels used for lighting up hallways, paths, etc. Can be built on top of each other.

Credits
cuproPanda: Author
Shinzy: Shelter Wall texture

Known Issues/Conflicts
Window (flickering): On larger maps and/or on slower computers, the windows will flicker when updating. This is caused by a delay in the time the game takes to update glowing entities, which normally only turn on and off. Since the windows adjust their brightness and color, there may be a noticeable flicker as the game updates them. There doesn't seem any way to fix this besides playing on a smaller map.

Please report any issues
« Last Edit: June 13, 2017, 04:38:30 PM by cuproPanda »
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cuproPanda's Mods: Powerless | Expanded Power | Cupro's Drinks | Additional Joy Objects | Quarry | Cupro's Stones | Zen Garden | Cupro's Alloys
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cuproPanda

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Re: [A17] cuproPanda's Mods (6 May 17)
« Reply #2 on: May 06, 2017, 05:29:55 PM »

Expanded Power


Description:
Adds new power features and expands existing ones.

ItemsAdded:
Copper: Mineable ore
Lead: Mineable ore
Quartz: Mineable ore
Fused Quartz: Glass-like sheet of quartz
Raw Rubber: Harvested from rubber plants, can be baked into rubber.
Latex Bucket: Harvested from rubber trees, can be cooked into rubber.
Rubber: Baked from raw rubber or latex at stoves or the electric smelter.
Rubber wood: Similar to regular wood, but with a tan-white color.
Insulated cable: Used for making power related objects. Made at the smithing tables using lead, rubber, and copper.

Objects Added:
Diode: Allows power to flow in one direction. Can connect to a maximum of 3 anodes or 3 cathodes, with 4 maximum connections. See Diode Layout Examples
Anode: Accepts power from the power network. Power usage can be adjusted in increments of 50 from 0W to 500W. Place next to a diode to work
Cathode: Sends power to the power network. Can accept a maximum of 1500W input. Place next to a diode to work
Daylight Sensor: Allows power to flow through it while exposed to the sun.
Inverted Daylight Sensor: Allows power to flow through it while not exposed to the sun.
Insulated Battery: Isn't affected by rain or heat. Requires research
Enhanced Battery: Stores twice as much energy as a regular battery, and is 30% more efficient. Requires research
Rubber Plant: Grown to produce raw rubber.
Rubber Tree: Grown to produce latex and rubber wood. Grows in the wild in most biomes.
Buried Conduit: Is invisible, and has increased hitpoints. Requires research
Armored Conduit: Has even more increased hitpoints. Requires research
Enhanced Solar Panel: Produces up to 2500W of power. Requires research

Overrides Added:
(Overrides can be removed by deleting the Patches/Patches_VanillaOverrides_EXP file, or deleting entries from it)
Various Objects: Reduced vanilla costs and added CorePanda/ExpandedPower resources where they fit
Ship Parts: Give copper when killed/deconstructed
Power Conduit: Built using copper instead of steel. Changed graphic
Solar Generator: Uses CorePanda's CompSunlight. Requires copper
Components: Reduced crafting time for single component, recipe costs adjusted. Added recipe to make 5 components


Author
cuproPanda

Known Issues/Conflicts

Please report any issues
« Last Edit: June 13, 2017, 04:38:58 PM by cuproPanda »
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cuproPanda's Mods: Powerless | Expanded Power | Cupro's Drinks | Additional Joy Objects | Quarry | Cupro's Stones | Zen Garden | Cupro's Alloys
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cuproPanda

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Re: [A17] cuproPanda's Mods (6 May 17)
« Reply #3 on: May 06, 2017, 05:30:06 PM »

Cupro's Drinks



Description:
This mod adds the ability to brew sodas, coffee, and new types of alcohol.

Items Added:
Basics:
Syrup: Required sweetener for sodas. Requires 10 corn, agave, or berries. Bulk job available at the brewery.
Frass Root: A root crop used to make root beer. Cannot be used to make food.
Alcohol Crate: A crate for storing 75 bottles of alcohol - stacks up to 2 for easy storage. Can be created at and packed/unpacked at the Crafting Spot.
Decaf Coffee: A delicious preparation of roasted and ground coffee beans without caffeine. Pleasurable to drink.

Soda:
Agave Soda: Requires 20 Agave and 1 syrup; makes 6.
Berry Soda: Requires 20 Berries and 1 syrup; makes 6.
Root Beer: Requires 5 Wood, 10 Frass root, and 1 syrup; makes 6.
Chocolate Soda: Requires 2 chocolate, 3 milk, and 1 syrup; makes 6.

Alcohol Precursors:
Rice Mash: Milled, soaked, and cooked rice. Made at the brewery.
Undistilled Vodka: Fermented potato liquid. Made in the fermenting barrel.
Corn Wort: Wort made from corn. Made at the brewery.
Wine Must: Pressed fruit juice. Made at the brewery.
Smokeleaf Tincture: A tincture of vodka and smokeleaf leaves. Made at the brewery.

Alcohol:
Nigori: An alcoholic beverage made by fermenting rice mash.
Vodka: An alcoholic beverage distilled from undistilled vodka.
Whiskey: An alcoholic beverage made by fermenting corn wort.
Wine: An alcoholic beverage made by fermenting wine must.
Green Dragon: An alcoholic beverage made by aging smokeleaf tincture.

Energy:
Coffee: A delicious preparation of roasted and ground coffee beans. Pleasurable to drink, and it restores 10% rest. Colonists will automatically drink it if they are tired and have 4 or more hours to be awake.
Dead-eye Coffee: A strong preparation of roasted and ground coffee beans. Not pleasurable to drink, but it restores 20% rest. Colonists will automatically drink it if they are very tired and have 4 or more hours to be awake.
Thrumbo Energy: Energy drink to perk up colonists. Restores 30% of Rest, and colonists will automatically drink it if they are very tired and have 4 or more hours to be awake.
Koka: An uplifting soda popular throughout the galaxy. Cannot be crafted.
Peppi: A stronger version of Koka, Peppi is known for its stimulating properties. Restores 5% of Rest. Cannot be crafted.


Objects Added:
Fermenting Barrel: Allows alcohol brewing.
Coffee plant: A tree for growing coffee beans. Grows rarely in the wild in some biomes.


Author
cuproPanda

Known Issues/Conflicts

Please report any issues
« Last Edit: June 13, 2017, 04:42:31 PM by cuproPanda »
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cuproPanda's Mods: Powerless | Expanded Power | Cupro's Drinks | Additional Joy Objects | Quarry | Cupro's Stones | Zen Garden | Cupro's Alloys
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cuproPanda

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Re: [A17] cuproPanda's Mods (6 May 17)
« Reply #4 on: May 06, 2017, 05:30:17 PM »

Additional Joy Objects


Description:
This mod adds new objects and activities that bring joy to colonists: board games, arcades, paintings, bookcases, medicine, and more!

Items Added:
Pile of Books: Crafting ingredient for the Reading Table and Bookcases. Purchased from Joy Traders, Exotic Traders, and Bulk Goods Traders. Also made by combining 3 Written Books.
Painting Supplies: Crafting ingredient for the Easel. Crafted or purchased from Joy Traders, Exotic Traders, and Bulk Goods Traders
Spectago Tea: A simple cup of tea. Heats up quickly for enjoyment at any time.
Perodyne: Euphoric painkillers. Purchased from Joy Traders and Exotic Traders
Paper: Brewed from either wood of cloth. Used to make books. Crafted at the Brewery.
Blank Book: Used by an artist to write a book. Crafted at the Writing Desk or bought from exotic/joy traders.
Written Book: Can be sold for a high price. 3 can be crafted into a Pile of Books, which can be used for crafting.
Arcade Cartridges: Arcade games that can be loaded into empty arcade cabinets.

Objects Added:
Card Table: A table perfect for a colonists bedroom or for an entertainment room. 1-4 players.
RimColony: A special board game purchased from traders. 1-4 players.

Book Storage: Book Rack, Bookshelf, and Bookcase. Different sized book storage for colonists to read books at.
Reading Table: A table for a colonist to read books at. Provides passive joy.
Writing Table: Used to craft and write books, as well as collate books into a Pile of Books
Easel: Can be used to craft paintings, and colonists can also doodle on it (meditative joy).
Painting: Provides beauty and joy for colonists. Be careful! An untalented artist can make an ugly painting!
Dartboard: Colonists will stand at a distance and throw darts at the board.

Arcade Construction Table: A station for duplicating arcade cartridges, crafting empty arcades, and adding cartridges to empty arcades.
Arcades: Entertain colonists while giving a small amount of XP to the skill listed below.
Arcade, Halva Life: Shooting
Arcade, Elder Scones: Melee
Arcade, The Zimz: Social
Arcade, Glutendogs: Animals
Arcade, Trauma Vendor: Medicine
Arcade, Cooking Baba: Cooking
Arcade, Rum Swirled: Construction
Arcade, Plants Vs. Salamis: Growing
Arcade, Speltunky: Mining
Arcade, Psycho Knots: Artistic
Arcade, MintCraft: Crafting
Arcade, Baguettris: Itellect
All arcade cabinets are purchased from pleasure cruisers or exotic goods traders and consume 200W of power when in use.

Author
cuproPanda

Known Issues/Conflicts

Please report any issues
« Last Edit: June 13, 2017, 04:43:15 PM by cuproPanda »
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cuproPanda's Mods: Powerless | Expanded Power | Cupro's Drinks | Additional Joy Objects | Quarry | Cupro's Stones | Zen Garden | Cupro's Alloys
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cuproPanda

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Re: [A17] cuproPanda's Mods (6 May 17)
« Reply #5 on: May 06, 2017, 05:30:27 PM »

Micro Mods
Micro mods share the same post, scroll down to view more mods




Quarry


Description:
This mod adds a quarry for collecting rocks and resources in flat terrain.

Mineable Items:
Chunks (only the types available under where the quarry was built)

Any mineable item that isn't too expensive

Objects Added:
Quarry: A large pit dug into the ground for digging.
Quarry platform: A platform quarry workers will haul resources to. Must be placed next to a quarry, preferably near the ladders. Quarries can be linked to only one or two platforms.

Credits
cuproPanda: author
notfood: reworked code, inspiration for new features

Known Issues/Conflicts

Please report any issues





Cupro's Stones


Description:
Adds 10 new types of stone and updates the stone graphics for more realism.

New Stone Types:
Claystone
Andesite
Rhyolite
Gneiss
Quartzite
Schist
Gabbro
Diorite
Dunite
Pegmatite

Author
cuproPanda

Known Issues/Conflicts
Please report any issues





Zen Garden


Description:
This mod adds various zen and rock garden themed decorations.

Objects Added:
Border Path: A nice looking border for placing along important paths, hallways, farms, etc.
Border Pond: Similar to the border path, but with water
Border Path Pillar: A pillar made to fit along a border path or border pond. Can be used to support roofs.
Rough Gravel: Cheaper gravel flooring that cannot be raked. May be found in the world as paths
Gravel Floor: A simple gravel floor that can be raked into vertical, horizontal, or curved patterns - or left unraked
Stacked Rocks: A series of stacked rocks, available in two sizes.
Artificial Hedge: Decorative hedges. Colonists can pass through them.
Tall Hedge: A hedge grown for decorative purposes.
Dense Grass: Tall, thick grass grown to hide the dirt ground.
Half Wall: A simple stone half wall, can be built with or without powered lanterns.
Flower arch: Used to decorate paths or wedding spots. Vines grow when it's not too cold, and flowers bloom in the spring and summer seasons
Scenic Bench: Bench for colonists to sit at that gains beauty based on surroundings. Additional beauty is calculated for plants, water, and rivers.
Fountain: A decorative fountain of water, available in two sizes.
Standing Lantern: Decorative lantern for indoor areas.
Pedestal Lantern: Outdoors powered lantern for garden areas.
Cherry Tree: Colorful tree that grows cherries in the summer. Cherries can be harvested, or the tree can be cut down for cherry wood

Credits
cuproPanda: author
mrofa: fountain code allowing for more than 3 animation frames

Known Issues/Conflicts
Linking (graphical conflict): Any mod that uses the Custom4 or Custom5 linkFlags will allow Border Path/Pond to connect with things they shouldn't. This is purely an aesthetic issue, and from what I have seen, no mods use these linkFlags.

Please report any issues





Cupro's Alloys

Description:
Adds new mid-game/end-game alloyed metals for creating buildings, weapons, and art.

Items Added:
Base Metals:
Copper
Lead
Tin
Aluminum

Recipes make 10 ingots.

Utility Alloys:
Plumchalcum: 8 lead, 2 copper
Duralumin: 9 aluminum, 1 copper
Bronze: 9 copper, 1 tin
Hepatzion: 6 copper, 10 silver, 10 gold

Decorative Alloys:
Brass: 9 copper, 1 aluminum
Aurichalcum: 8 copper, 10 gold
Sterling Silver: 35 silver, 3 copper
Rose Gold: 35 gold, 3 copper
Electrum: 25 gold, 25 silver

Advanced Alloys:
Black Steel: 6 steel, 4 hepatzion
Plastin: 6 tin, 4 plasteel

Author
cuproPanda

Known Issues/Conflicts
Please report any issues





Windows

Description:
Adds windows to the game, allowing sunlight to pass through walls. Windows can provide enough sunlight to grow crops.

Credits
cuproPanda: author
notfood: special help getting the windows to work correctly. This mod probably wouldn't be released without their help!

Known Issues/Conflicts
Please report any issues




Preset Filtered Zones

Description:
Adds six new stockpile zones which are already filtered for storing Meals, Meat, Vegetables, Medicine, Joy, or Animals. Freezer creation is a breeze!

Author
cuproPanda

Known Issues/Conflicts
Please report any issues





Flags

Description:
Adds decorative flags for marking areas or displaying heraldry.

Credits
cuproPanda: author

Known Issues/Conflicts
Please report any issues
« Last Edit: August 07, 2017, 05:53:01 PM by cuproPanda »
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cuproPanda's Mods: Powerless | Expanded Power | Cupro's Drinks | Additional Joy Objects | Quarry | Cupro's Stones | Zen Garden | Cupro's Alloys
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Re: [A17] cuproPanda's Mods (6 May 17)
« Reply #6 on: May 07, 2017, 12:02:04 AM »

Just to make sure that I don't suck that much at searching stuff, there was no release of Powerless for A16 right? 
Also thanks for all your mods  :)
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cuproPanda

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Re: [A17] cuproPanda's Mods (6 May 17)
« Reply #7 on: May 07, 2017, 12:28:44 AM »

Just to make sure that I don't suck that much at searching stuff, there was no release of Powerless for A16 right? 
Also thanks for all your mods  :)
No, no A16 releases for any of my mods. I had a ton of personal stuff going on and couldn't devote any time to working on the mods. I hope to get the A17 versions updated as soon as possible, though!
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Re: [A17] cuproPanda's Mods (Added Quarry)(7 May 17)
« Reply #8 on: May 07, 2017, 12:31:53 PM »

Quarry has been updated to A17!
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Re: [A17] cuproPanda's Mods (Added Quarry)(7 May 17)
« Reply #9 on: May 07, 2017, 01:32:31 PM »

wb man, good to see you are back and well =]
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Re: [A17] cuproPanda's Mods (Added Drinks)(8 May 17)
« Reply #10 on: May 08, 2017, 04:20:27 PM »

Cupro's Drinks has been updated to A17, and Thrumbo Energy drinks can now be crafted using Ambrosia, unlocked after Wake-Up production at the drug lab. No more water needed for sodas!

wb man, good to see you are back and well =]

Thank you :)
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Re: [A17] cuproPanda's Mods (Added Drinks)(8 May 17)
« Reply #11 on: May 08, 2017, 05:48:00 PM »

Minor update for Cupro's Drinks - I forgot to add mass values for items.
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Re: [A17] cuproPanda's Mods (Added Drinks)(8 May 17)
« Reply #12 on: May 08, 2017, 07:51:17 PM »

Minor update for Cupro's Drinks - I forgot to add mass values for items.

'Lite Beer' from Cupro, it's really light!  ;)
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Re: [A17] cuproPanda's Mods (Added Joy Objects)(11 May 17)
« Reply #13 on: May 10, 2017, 11:58:29 PM »

Additional Joy Objects is updated to A17!
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Re: [A17] cuproPanda's Mods (Added Joy Objects)(11 May 17)
« Reply #14 on: May 12, 2017, 09:23:32 AM »

Tried to make Whiskey in A17, did barrel, % were going up but when it reached 100% barrel disappears and no whiskey for my colony :(.

EDIT:
Quote
Error on Vinegar barrel that pops out on Debug log:
"Inspect string for POW_VinegarBarrel2012183 contains empty lines.
Verse.Log:Error(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:48)
Verse.Log:ErrorOnce(String, Int32) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:60)
RimWorld.InspectPaneFiller:DrawInspectStringFor(ISelectable, Single&) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\Inspect\InspectPaneFiller.cs:206)
RimWorld.InspectPaneFiller:DoPaneContentsFor(ISelectable, Rect) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\Inspect\InspectPaneFiller.cs:56)
RimWorld.MainTabWindow_Inspect:DoPaneContents(Rect) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\MainTabWindows\MainTabWindow_Inspect.cs:97)
RimWorld.InspectPaneUtility:InspectPaneOnGUI(Rect, IInspectPane) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\Inspect\InspectPaneUtility.cs:182)
RimWorld.MainTabWindow_Inspect:DoWindowContents(Rect) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\MainTabWindows\MainTabWindow_Inspect.cs:82)
Verse.<WindowOnGUI>c__AnonStorey2C1:<>m__1B3(Int32) (at C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\Window.cs:192)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle) (at C:\buildslave\unity\build\Runtime\IMGUI\Managed\GUI.cs:1896)"
EDIT2:Another error.
Quote
Exception in CuprosDrinks.ThinkNode_ConditionalTired TryIssueJobPackage: System.MissingMethodException: Method not found: 'Verse.GenClosest.ClosestThingReachable'.
  at Verse.AI.ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00042] in C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ThinkNode_JobGiver.cs:33
  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00019] in C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Controls.cs:18
Verse.Log:Error(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:48)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Controls.cs:22)
RimWorld.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\AI\ThinkNodes\ThinkNodes_Conditionals.cs:27)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Controls.cs:18)
Verse.AI.ThinkNode_SubtreesByTag:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_SubtreesByTag.cs:46)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Controls.cs:18)
Verse.AI.Pawn_JobTracker:DetermineNextJob(ThinkTreeDef&) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:452)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:398)
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:297)
Verse.AI.Pawn_JobTracker:JobTrackerTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:105)
Verse.Pawn:Tick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Pawn\Pawn.cs:488)
Verse.TickList:Tick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickList.cs:126)
Verse.TickManager:DoSingleTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:276)
Verse.TickManager:TickManagerUpdate() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:243)
Verse.Game:UpdatePlay() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:495)
Verse.Root_Play:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:73)
« Last Edit: May 12, 2017, 12:00:43 PM by Nezerathian »
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