[B18] cuproPanda's (Outdated) Mods

Started by cuproPanda, May 06, 2017, 05:29:32 PM

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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

DCDKCaju

Hi guys,

I don't know what to do anymore. Before the core game update, I used to use Cupro Alloys, which made it way harder to develop the colony because things like coolers and other eletronic stuff would require aluminium and copper. The problem is that now, with the update, I cannot seem to find a way to replicate this set up, and I have absolutely no idea of what I'm doing wrong. I have a lot of mods, but most of them are the same that I have used before. Is this something normal or eletronics should still require these materials? Also, maybe this is relevant, but I was using Industrialisation together with Cupro Alloys (I am still, but since Industrialisation is not updated, I tried taking it out of my load list to see if it made a difference, but it didn't alter the result).

Here's my loading list, Industrialisation and Cupro Alloys are in the bottom because I was trying to tamper with the order to see if anything happened.

         <li>Core</li>
         <li>EdB Prepare Carefully</li>
         <li>HugsLib</li>
         <li>JecsTools</li>
         <li>Nackblad Inc Rimhair</li>
         <li>Rimsenal - Rimhair</li>
         <li>Spoons Hair Mod</li>
         <li>Xeva's Rimhair</li>
         <li>Apparello 2</li>
         <li>Visible Pants</li>
         <li>Rimsenal</li>
         <li>Rimsenal - Storyteller pack</li>
         <li>Medieval Times</li>
         <li>Miscellaneous 'CORE'</li>
         <li>Misc. Training</li>
         <li>Misc. Weapon Repair</li>
         <li>Misc. Incidents</li>
         <li>Misc. Objects</li>
         <li>Misc. MapGenerator</li>
         <li>Expanded Prosthetics and Organ Engineering</li>
         <li>Glitter Tech (No Surgery)</li>
         <li>[A18] Balanced Neutroamine Production</li>
         <li>Thrumbo Extension</li>
         <li>Expanded Roofing</li>
         <li>GeneticRim b18</li>
         <li>Stack Merger</li>
         <li>Humanoid Alien Races 2.0</li>
         <li>Colony Manager</li>
         <li>Fluffy Breakdowns</li>
         <li>Medical Tab</li>
         <li>Miniaturisation</li>
         <li>Tilled Soil</li>
         <li>Work Tab</li>
         <li>[T] ExpandedCloth</li>
         <li>[T] ExpandedCrops</li>
         <li>SeedsPlease</li>
         <li>[T] MoreBedsCloth</li>
         <li>[T] MoreFloors</li>
         <li>Bo's Milkable Animals</li>
         <li>A Dog Said...</li>
         <li>LBE's A Dog Said Easy Patcher</li>
         <li>WhaleysDogs</li>
         <li>Narco-Drug Mod</li>
         <li>NW Sterile Wall B18</li>
         <li>WM Smarter food selection</li>
         <li>Storage Solutions</li>
         <li>HelpTab</li>
         <li>Animals Logic</li>
         <li>Notifications Archiver</li>
         <li>[RF] Smooth Stone Walls [b18]</li>
         <li>Dubs Bad Hygiene - BETA</li>
         <li>[KV] RimFridge - B18</li>
         <li>VGP Vegetable Garden</li>
         <li>Dirt Paths</li>
         <li>Fences And Floors</li>
         <li>Ceiling and Floor Lamps</li>
         <li>Simple sidearms</li>
         <li>Blueprints</li>
         <li>Animal Tab</li>
         <li>QualitySurgeon</li>
         <li>[KV] Refugee Stats - B18</li>
         <li>While You're Up</li>
         <li>Locks</li>
         <li>ElectricFence</li>
         <li>Animated Marshes</li>
         <li>Area Rugs B18</li>
         <li>CleaningArea</li>
         <li>LT-DoorMat</li>
         <li>Call of Cthulhu - Cosmic Horrors</li>
         <li>Call of Cthulhu - Industrial Age</li>
         <li>Rim of Madness - Arachnophobia</li>
         <li>Call of Cthulhu - Straitjackets</li>
         <li>GeneticRim Cosmic Horrors Patch</li>
         <li>[RF] Wild Cultivation [b18]</li>
         <li>[KV] Trading Spot - B18</li>
         <li>Megafauna</li>
         <li>PrisonExtensions</li>
         <li>Prison Labor</li>
         <li>H.P. Lovecraft Storyteller - Remastered</li>
         <li>Cocoa's Embrasures</li>
         <li>Neuter Animals</li>
         <li>LT-Gardening</li>
         <li>RunAndGun</li>
         <li>[RF] Basic Bridges [b18]</li>
         <li>[RF] Basic Bridges - Fishing Add-On [b18]</li>
         <li>Psychology</li>
         <li>ED-EnhancedOptions</li>
         <li>Harvest Organs Post Mortem - 2.0 [B18]</li>
         <li>Organized Research Tab</li>
         <li>Roof Support B18</li>
         <li>CrustyTextiles B18</li>
         <li>[RF] Fertile Fields [b18]</li>
         <li>Buildable Terrain B18</li>
         <li>More Furniture [B18]</li>
         <li>Misc. MAI</li>
         <li>Misc. Robots</li>
         <li>3DG's Weapons Pack 01</li>
         <li>3DG's Electroshock Pack</li>
         <li>RT's Weapon Pack B18</li>
         <li>Realistic Firearm Names</li>
         <li>Mass Graves</li>
         <li>20th Century Weapons Mod (20CWМ)</li>
         <li>Cyberpunk</li>
         <li>Weapon Tech B18</li>
         <li>WW1 Weapons Pack</li>
         <li>ED-Moat</li>
         <li>Quarry</li>
         <li>Animal Hide Working</li>
         <li>Stuffed Workbenches</li>
         <li>Glowstone</li>
         <li>Survivalist's Additions</li>
         <li>VGP Garden Drinks</li>
         <li>Zen Garden</li>
         <li>Additional Joy Objects</li>
         <li>Preset Filtered Zones</li>
         <li>Flags</li>
         <li>Bulk Stone Cutting</li>
         <li>Cupro's Stones</li>
         <li>Bulk Stone Cutting Cupro's Stone Patch</li>
         <li>Small Shelf</li>
         <li>Cupro's Drinks - Core</li>
         <li>Cupro's Drinks - Alcohol</li>
         <li>Cupro's Drinks - Soda</li>
         <li>Cupro's Drinks - Energy</li>
         <li>Increased Forest Density - Base Version V6 B18</li>
         <li>Realistic Darkness V4.95 B18</li>
         <li>Spidercamp's Dog Pack (B18)</li>
         <li>Cupro's Alloys</li>
         <li>Industrialisation</li>

Harry_Dicks

cupro I'm not sure how, but the Zen Garden bugs I was having went away. Maybe it was another mod or something conflicting. And I couldn't get by without my Zen Garden or Quarry, either! Anyway I have another question for you. Would it be possible to change any of the colors that the alloys use, with just an xml edit? I know the texture files for some things would have to be redone. I ask because, I think it would be really cool to have the sort of deep metallic red or blue colors, that I want to make statues out of, or special colored floors. Do you think it would be possible to have a simple custom metal or alloy of custom metals, that you can control their colors with RGB sliders in the mod options? You could name it whatever you want too, maybe! Anythingium is a beautiful metallic forest green, or whatever you wanted :P

cuproPanda

Quote from: Harry_Dicks on January 13, 2018, 04:22:57 PM
Exception editing stack counts for ThingDef "ZEN_ScenicBench": System.NullReferenceException: Object reference not set to an instance of an object
  at ResearchableStatUpgrades.RSUUtil.IsInst (System.Type t, System.Type a) [0x00000] in <filename unknown>:0
  at ResearchableStatUpgrades.RSUUtil+<>c__DisplayClass9_0.<IsInst>b__0 (System.Type t2) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.Any[Type] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0
  at ResearchableStatUpgrades.RSUUtil.IsInst (System.Type t, System.Type[] types) [0x00000] in <filename unknown>:0
  at ResearchableStatUpgrades.WorldComponent_StackCountEditManager.RefreshStackCountEdits () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
ResearchableStatUpgrades.WorldComponent_StackCountEditManager:RefreshStackCountEdits()
ResearchableStatUpgrades.WorldComponent_StackCountEditManager:ExposeData()
Verse.CrossRefHandler:ResolveAllCrossReferences()
Verse.ScribeLoader:FinalizeLoading()
Verse.Game:LoadGame()
Verse.SavedGameLoader:LoadGameFromSaveFile(String)
Verse.Root_Play:<Start>m__0()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()


Did you forget any of <thingClass>Building</thingClass> in the Zen Garden update? Luckily I was checking the OP of the thread, as I didn't know you had made updates for GlowStone and others. I'm going to try adding the thingClass in now to see if it fixes this errors.

EDIT: Looks like I've fixed it, I had to add <thingClass>Building</thingClass> in  Zen-Garden-18.05\Defs\ThingDefs_Objects\Objects.xml under ZenBase, RakedBase, and ZEN_ScenicBench. I saw you changed around your file/folder composition between versions. Did you redo your defs and forget it, I'm guessing?

EDIT2: You also forgot it for Simple Table and Stump Chair in Survivalist Additions. ;)

I didn't forget any of them, they all inherit the Building thingClass from their parent(s). The issue comes from other mods overriding the Core defs instead of making their own def that derives from the Core def, and that mod being loaded before mine. I don't understand why this is such an issue with the B18 release, 9/10 bug reports I get are due to mod conflicts. It must look like I'm constantly blaming other modders for the issues in my mods, and I hate it. The only real solution is to move my mod higher in the mod list - higher than whatever mod(s) is causing the issue.

Quote from: lunaticneko on January 14, 2018, 05:39:49 AM
I really love glowstones. Basically every base I have now use a lot of them.

Few suggestions if I may ask, could you add diagonal (1:1 and 1:2) and centered strip tiles for more intricate patterns and lettering? I have a few "ship" mods and want to make glowing hangar numbers, and also want to write a welcoming message on my killbox. Also, any plans to allow us to "dye" glowstones to make them shine in other colors?

Also, the big chandelier doesn't seem to be "HD." https://i.imgur.com/OFsfSIG.png

Actually, I'm wondering if it would be possible to have some kind of micro tile placement. The tiles are exactly 1/8 of a normal in-game tile/cell/etc., so a system that allows individual tiles to be placed would be really cool. Basically dividing the in-game tiles into a mini 8x8 placement grid. Then I would only need a square and a triangle, and all kinds of designs could be made. Don't get too excited, though; it will probably be way too much overhead. I'll probably fall back on simpler designs that can be rotated to be almost as good. Dyeing the strips is a great idea. Not sure if it could be done with a color slider to paint the tiles after being built (that would be ideal). At the least I could add a few basic colors to the build menu. I think for the chandeliers I forgot about the Glowstone ones when I updated the texture.

Quote from: Harry_Dicks on January 14, 2018, 01:33:30 PM
cupro do you know why I would be getting these, or anything I can do about them? Or would they be okay to ignore, it's just a graphic bug? Everything seems to look out with it the buildings.

EDIT: I had an idea. Hypothetically, how hard would this be: For your quarry settings, could you create a "profile" of how you want one quarry to work, and be able to save it among a list of different quarry profiles. And then when you select a quarry, you can apply whatever profile from your list that you want. For example, I want one quarry that was near all of the marble, to of course, be producing mostly marble. But I don't want it to be the same as one that will be used from the near a different hill, that will spit out all kinds of different metals.

BTW the new Quarry... [img]

[img]



Those would also fall under the aforementioned mod conflicts, which require the mod to be moved higher in the mod list. Probably for all the mods you are getting the warnings for, but I don't know for sure. In a future release I plan on splitting the resource/blocks gizmo into two gizmos that can be toggled. That way, if both are set to false, all you'll get is stone. If both are on, you'll get some resources, some blocks, and some chunks. That's pretty much the same thing, right?

Quote from: wwWraith on January 15, 2018, 04:56:47 AM
Adding <nurseable>true</nurseable> into <ingestible> section of AJO_SpectagoTea allows the pawns to drink it while relaxing socially, I think it's nice :)

Really? I figured that allowed them to bypass the Drug Policy if they needed it for addiction. Or allowing the "for addiction" option to be checked. That's pretty cool! It shouldn't be considered a drug, but it helps prevent colonists from drinking all the teas as soon as they're made
Quote from: DCDKCaju on January 15, 2018, 06:57:56 PM
Hi guys,

I don't know what to do anymore. Before the core game update, I used to use Cupro Alloys, which made it way harder to develop the colony because things like coolers and other eletronic stuff would require aluminium and copper. The problem is that now, with the update, I cannot seem to find a way to replicate this set up, and I have absolutely no idea of what I'm doing wrong. I have a lot of mods, but most of them are the same that I have used before. Is this something normal or eletronics should still require these materials? Also, maybe this is relevant, but I was using Industrialisation together with Cupro Alloys (I am still, but since Industrialisation is not updated, I tried taking it out of my load list to see if it made a difference, but it didn't alter the result).

Here's my loading list, Industrialisation and Cupro Alloys are in the bottom because I was trying to tamper with the order to see if anything happened.

[modlist]


Alloys never did anything more than add metals to the game. Expanded Power (still in the OP post) added those features, but it was one of the mods that didn't make it for B18. There is just too much that needs to be done for that mod for me to update it, and there's a lot I wanted to change for it

Quote from: Harry_Dicks on January 16, 2018, 03:10:36 AM
cupro I'm not sure how, but the Zen Garden bugs I was having went away. Maybe it was another mod or something conflicting. And I couldn't get by without my Zen Garden or Quarry, either! Anyway I have another question for you. Would it be possible to change any of the colors that the alloys use, with just an xml edit? I know the texture files for some things would have to be redone. I ask because, I think it would be really cool to have the sort of deep metallic red or blue colors, that I want to make statues out of, or special colored floors. Do you think it would be possible to have a simple custom metal or alloy of custom metals, that you can control their colors with RGB sliders in the mod options? You could name it whatever you want too, maybe! Anythingium is a beautiful metallic forest green, or whatever you wanted :P

Let's hope the mod in question was updated to not cause issues. That's one less mod to cause me a headache! The alloy colors can be changed in XML currently, and the textures are all greyscale, which means the color you set is the color you'll get. Mod options is possible, but it sounds rather complicated. I'd need to do each metal and alloy, and fitting it in the options menu complicates it. I could probably have a scrolling list and a button which opens a color wheel, we'll see. I never really thought about adding it before, but my time playing modded Minecraft has taught me that there is a big difference in metal color preference. Most IRL metals are almost identical in color, but for games the colors have to be exaggerated a bit to tell them apart. Surely some people won't be happy with my colors, or think that Anythingium (nice name btw) should be just a bit more [color]
cuproPanda's Mods: Survivalist's Additions, Additional Joy Objects, Cupro's Drinks, Quarry, Cupro's Stones, Zen Garden, Cupro's Alloys, Preset Filtered Zones, & more!

Harry_Dicks

#453
cupro thank you so much for taking the time to answer everyone, and welcome back! As you can see we all miss you dearly ;) About the alloy, really I would be happy with just one or two custom alloys that you could setup in the mod options, maybe before starting your game. And this might sound dumb, but could they have a "metallic" look as well in the color? I'm not sure if that is possible. Also about the different colored glowstone, if you were to consider pushing forward with it, I think would be one of the hands down coolest aesthetic mods in the entire freaking game. I want glowstone statues in every bedroom. Grand glowstone sculptures in my foyers and lobbies. Large glowstone sculptures in my hallways and randomly throughout the base. Glowstone... weapons. MMmmfppphfhhh! Puh-puh please daddy cupro, make it happen? ;D Glowstone generators! Glowstone air purifiers (adds cleanliness,) glowstone TABLES AND CHAIRS!!!

Can you even do something like glowstone like that? Let it have it's own "stuff" category or whatever it was called? Like metallic, stony, etc. I would even go through all of my files to add in glowstone to what my furniture and other things could be made out of, if that were a possibility. Glowstone... power armor! I think it would be really awesome if you had an entire glowstone industry of stuff. Maybe a workbench that convert mined glowstone into glowstone of different colors, so that you don't have a crap ton of different colored stuff in all of your stockpiles.

EDIT: Also, about you missing <thingClass>Building</thingClass>, you mean that other mods are not using their own abstract building base, which causes core overwrites, which makes it look like you are causing the error? Am I kinda/sorta/maybe getting it? ;D

tmo97

I love your alloys mod.

I have criticism too.
Copper shouldn't be just worse, neither should tin. They have everything at about 80%, this is just disappointing, and it doesn't balance it, ffs I know what you're thinking.
For some reason you think zinc is a good knife material. Can you remove this nonsense part?
Base the blunt damage off of relative densities, base the sharp damage off of hardness.
Bismuth is absolutely beautiful, but pawns still think their room is terrible even when I give them a TABLE made out of it. A TABLE OUT OF BISMUTH SHOULD MAKE THEM DROOL!

The utility alloys don't really stand out. For what would I use plumchalcum?

Another thing. Why isn't plumchalcum, which contains lead, bad for you? Oh man, you got lead poisoning, better eat a copper ingot.

I wish rimworld was less nonsensical about requiring steel for a workbench. I have 4000 copper and 8000+ uranium, but I can't chop up my meats and I gotta wreck the map's mountains for steel.

I'd like you to add some reactions between the metals, say, be able to consume copper and zinc for thermite, to make explosives, or wall melters, or you know, any other idea that instantly pops up when you download this potentially even more awesome mod.

Mucky

#455
Hey cuproPanda,

sadly ZenGarden mostly doesn't work for me. I can lay out the unraked tiles but can't rake them, if I do the task gets done and nothing happens. Same if I place objects like the Hedge. Tried it with dev mode to check whats causing it and got this error.

QuoteArgument cannot be null.
Parameter name: type
  at System.Activator.CheckType (System.Type type) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type) [0x00000] in <filename unknown>:0
  at Verse.ThingMaker.MakeThing (Verse.ThingDef def, Verse.ThingDef stuff) [0x00000] in <filename unknown>:0
  at RimWorld.Designator_Build.DesignateSingleCell (IntVec3 c) [0x00000] in <filename unknown>:0
  at Verse.Designator.DesignateMultiCell (IEnumerable`1 cells) [0x00000] in <filename unknown>:0
  at Verse.DesignatorManager.ProcessInputEvents () [0x00000] in <filename unknown>:0
  at RimWorld.MapInterface.HandleMapClicks () [0x00000] in <filename unknown>:0
  at RimWorld.UIRoot_Play.UIRootOnGUI () [0x00000] in <filename unknown>:0
  at Verse.Root.OnGUI () [0x00000] in <filename unknown>:0

Am I missing something?  ???

edit: Moved your Mod up - fixed my problem, sorry overlooked the answer somehow. Thanks for your Mods and the work you put in them. Really appreciate it :)

ridjack

Can something be done with burlap? My colonists seem to ALWAYS prefer grabbing burlap apparel over almost anything else, and then they have a mood debuff that I might not notice for quite awhile. A couple of games have gotten to the point that I've had my colonists equip burlap apparel, run outside with it and then drop it all in a pile for me to blow it up with grenades.

Even just removing burlap apparel from raiders/visitors/wanderers/etc would be enough to make me stop randomly yelling about burlap and scaring my poor wife.

Thanks! Your mods have been in every playthrough since I found them several versions ago, and I always look for them when a new version is out.

Absle

Would you ever consider updating the mudbricks feature you had in the old corePanda mod? I know it's not really what you're working on right now, and I don't know if you're even interested in that kind of mod anymore or how easy/hard bringing that mod up to B18 would be, but you're the only one that I've found to make a mudbrick mod and I really loved playing with it, especially for tribal playthroughs.

Love all your mods by the way, so whatever you decide to work on next thank you so much for sharing with us!

lllMWNlll

About Stones.

The catapults of Medieval Times, uses chunks to throw rocks like mortar shells.

But they only using vanilla chunks. There is a way somehow make a patch for including those various stones to be use has ammo?

Canute

Cupro,
a comment about the glowstones.
When you place some glowstone furniture together, their light add up. it become that bright you could think you watching into the sun.
But it is still 50% light.

Harry_Dicks

#460
I found a mod that adds in saphire, emerald, ruby, etc. But I know you are very professional and will make things beautiful and balanced. But I was wondering if you ever plan to add anything that will bring these sorts of colors to the game? If that is not your wish I understand, but I doubt that I am alone in wishing that you might have some more vibrant colors in your selections ;) I don't think bloat is ever a good thing, which is why your stones mod is great that you can toggle certain stones off. I think that would be a great addition to your Alloys mod as well, because I want to use that mod as well, but I think that I do not want all of the metals and alloys turned on, it is too many for me.

Finally, what do you think about have some RGB sliders for what color you want your glowstone to be? Or maybe, we have 3 kinds of glowstone and we can have whatever colors we wanted for each of them? :) I really, really want to make glowstone weapons. I might even start "trying" to make my own textures for them.

EDIT: I'm also having an issue with Quarry. When loading up RW and I don't have certain mods loaded, that have a resource that was set to be mine-able by Quarry so that it is in it's config file, I keep getting red errors. However, they are followed by statements saying that Quarry will fix itself, but it doesn't happen. I am not 100% sure, but I want to say I think it has worked sometime in the past, but now it just seems finicky.


Aberoux

I have been coming across a persistent problem with the alcohol part of your drinks mod.
Making the alcohol prerequisites are fine (for example corn wort), pawns loading them into the correct fermenting barrels and the fermenting process also work. However, when the alcohol has finished fermenting the pawns never seem to unload the finished product (in this case whiskey). When I try to make a pawn prioritise collecting from the barrel, they ignore the command and continue with what they where doing.

I have tried changing the load order of my mods and the problem still occurs. I have turned on debug mode and this is the code which resulted:

TryMakePreToilReservations() returned false right after TryTakeOrderedJob(). This should have been checked before. job=CPD_TakeAlcoholOutOfAlcoholBarrel (Job_917) A=Thing_CPD_WhiskeyBarrel42498
Verse.Log:Warning(String)
Verse.AI.Pawn_JobTracker:TryTakeOrderedJob(Job, JobTag)
Verse.AI.Pawn_JobTracker:TryTakeOrderedJobPrioritizedWork(Job, WorkGiver, IntVec3)
RimWorld.<AddUndraftedOrders>c__AnonStorey14:<>m__0()
Verse.FloatMenuOption:Chosen(Boolean)
Verse.FloatMenuOption:DoGUI(Rect, Boolean)
Verse.FloatMenu:DoWindowContents(Rect)
Verse.FloatMenuMap:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)

I have no idea what is causing the problem. This error happens to all types of the alcohol your mod has added. Fermenting vanilla beer works fine.

cuproPanda

Quote from: Harry_Dicks on January 18, 2018, 06:53:09 PM
cupro thank you so much for taking the time to answer everyone, and welcome back! As you can see we all miss you dearly ;) About the alloy, really I would be happy with just one or two custom alloys that you could setup in the mod options, maybe before starting your game. And this might sound dumb, but could they have a "metallic" look as well in the color? I'm not sure if that is possible. Also about the different colored glowstone, if you were to consider pushing forward with it, I think would be one of the hands down coolest aesthetic mods in the entire freaking game. I want glowstone statues in every bedroom. Grand glowstone sculptures in my foyers and lobbies. Large glowstone sculptures in my hallways and randomly throughout the base. Glowstone... weapons. MMmmfppphfhhh! Puh-puh please daddy cupro, make it happen? ;D Glowstone generators! Glowstone air purifiers (adds cleanliness,) glowstone TABLES AND CHAIRS!!!

Can you even do something like glowstone like that? Let it have it's own "stuff" category or whatever it was called? Like metallic, stony, etc. I would even go through all of my files to add in glowstone to what my furniture and other things could be made out of, if that were a possibility. Glowstone... power armor! I think it would be really awesome if you had an entire glowstone industry of stuff. Maybe a workbench that convert mined glowstone into glowstone of different colors, so that you don't have a crap ton of different colored stuff in all of your stockpiles.

EDIT: Also, about you missing <thingClass>Building</thingClass>, you mean that other mods are not using their own abstract building base, which causes core overwrites, which makes it look like you are causing the error? Am I kinda/sorta/maybe getting it? ;D

I would really like to make glowstone into its own stuff, but with the glowing aspect, I doubt I can. The statues work because they are custom sculptures that have the glowing component, but adding it every time something is made with glowstone would just be asking for bugs, if it is even possible. As for the <thingClass> issue, that's exactly what has been happening unfortunately

Quote from: tmo97 on January 19, 2018, 03:08:26 PM
I love your alloys mod.

I have criticism too.
Copper shouldn't be just worse, neither should tin. They have everything at about 80%, this is just disappointing, and it doesn't balance it, ffs I know what you're thinking.
For some reason you think zinc is a good knife material. Can you remove this nonsense part?
Base the blunt damage off of relative densities, base the sharp damage off of hardness.
Bismuth is absolutely beautiful, but pawns still think their room is terrible even when I give them a TABLE made out of it. A TABLE OUT OF BISMUTH SHOULD MAKE THEM DROOL!

The utility alloys don't really stand out. For what would I use plumchalcum?

Another thing. Why isn't plumchalcum, which contains lead, bad for you? Oh man, you got lead poisoning, better eat a copper ingot.

I wish rimworld was less nonsensical about requiring steel for a workbench. I have 4000 copper and 8000+ uranium, but I can't chop up my meats and I gotta wreck the map's mountains for steel.

I'd like you to add some reactions between the metals, say, be able to consume copper and zinc for thermite, to make explosives, or wall melters, or you know, any other idea that instantly pops up when you download this potentially even more awesome mod.

I tried to base the metals off of real life stats, but when the game doesn't do that it then becomes a question of whether I want to overhaul the metal stats for the base game, or adhere to them and be "vanilla-friendly" as much as I can. I chose the latter. I tried to make the metals unique where I could - lead is obviously poisonous, zinc fragments rather easily unless alloyed, so it's better for stabbing weapons, etc. Alloys are pretty much just there for color options, since there isn't a whole lot I can do as far as making them useful. Make vanilla buildings require the materials? That's great and all, but now I have to also plan on making patches for a bunch of mods. It's doable, sure, but not with the current amount of time I can devote to modding. I wanted to do a lot more with this mod, but in the end I just didn't have the time.

Quote from: ridjack on January 19, 2018, 11:08:48 PM
Can something be done with burlap? My colonists seem to ALWAYS prefer grabbing burlap apparel over almost anything else, and then they have a mood debuff that I might not notice for quite awhile. A couple of games have gotten to the point that I've had my colonists equip burlap apparel, run outside with it and then drop it all in a pile for me to blow it up with grenades.

Even just removing burlap apparel from raiders/visitors/wanderers/etc would be enough to make me stop randomly yelling about burlap and scaring my poor wife.

Thanks! Your mods have been in every playthrough since I found them several versions ago, and I always look for them when a new version is out.

Burlap is definitely in need of a debuff. I thought it would have been fine with the small mood loss, but I didn't realise that you can't restrict it at all. Hopefully I can just strip out the code without causing any errors, and replace it with material that is just weaker against damage.

Quote from: Absle on January 20, 2018, 10:24:02 AM
Would you ever consider updating the mudbricks feature you had in the old corePanda mod? I know it's not really what you're working on right now, and I don't know if you're even interested in that kind of mod anymore or how easy/hard bringing that mod up to B18 would be, but you're the only one that I've found to make a mudbrick mod and I really loved playing with it, especially for tribal playthroughs.

Love all your mods by the way, so whatever you decide to work on next thank you so much for sharing with us!

I wanted to add it to Survivalist's Additions, but with the extra resources needed it just seemed bloated. I could patch it back in if mods are installed that use dirt/sand/etc., though

Quote from: lllMWNlll on January 20, 2018, 08:06:55 PM
About Stones.

The catapults of Medieval Times, uses chunks to throw rocks like mortar shells.

But they only using vanilla chunks. There is a way somehow make a patch for including those various stones to be use has ammo?

I can do that.

Quote from: Canute on January 24, 2018, 09:14:19 AM
Cupro,
a comment about the glowstones.
When you place some glowstone furniture together, their light add up. it become that bright you could think you watching into the sun.
But it is still 50% light.


That's caused by the game's lighting engine. I had a similar problem with my Windows mod that caused really bad flickering. Unfortunately there isn't much I can do about it.

Quote from: Harry_Dicks on January 28, 2018, 10:49:12 PM
I found a mod that adds in saphire, emerald, ruby, etc. But I know you are very professional and will make things beautiful and balanced. But I was wondering if you ever plan to add anything that will bring these sorts of colors to the game? If that is not your wish I understand, but I doubt that I am alone in wishing that you might have some more vibrant colors in your selections ;) I don't think bloat is ever a good thing, which is why your stones mod is great that you can toggle certain stones off. I think that would be a great addition to your Alloys mod as well, because I want to use that mod as well, but I think that I do not want all of the metals and alloys turned on, it is too many for me.

Finally, what do you think about have some RGB sliders for what color you want your glowstone to be? Or maybe, we have 3 kinds of glowstone and we can have whatever colors we wanted for each of them? :) I really, really want to make glowstone weapons. I might even start "trying" to make my own textures for them.

EDIT: I'm also having an issue with Quarry. When loading up RW and I don't have certain mods loaded, that have a resource that was set to be mine-able by Quarry so that it is in it's config file, I keep getting red errors. However, they are followed by statements saying that Quarry will fix itself, but it doesn't happen. I am not 100% sure, but I want to say I think it has worked sometime in the past, but now it just seems finicky.



I'm pretty much at the limit for resource additions, but I might add more alloys which could use those colors. The Alloys mod is going to be modular like my Drinks mod, which will allow the same functionality I was aiming for before. The reason it works for Stones, but not Alloys is that Stones still has all of those stone types available, they just don't spawn in the map and are thus very hard to come by. If I do the same for Alloys, raiders will still spawn with the new metal weapons a lot of the time, which defeats the purpose of toggling them off in the first place. For the Quarry issue, that error is normal, but should be taken care of before it shows up. It's just bad coding on my part. From my testing, it seems like the errors on startup are the only errors you'll get since the error is corrected right after being logged.

Quote from: Aberoux on January 30, 2018, 02:57:37 PM
I have been coming across a persistent problem with the alcohol part of your drinks mod.
Making the alcohol prerequisites are fine (for example corn wort), pawns loading them into the correct fermenting barrels and the fermenting process also work. However, when the alcohol has finished fermenting the pawns never seem to unload the finished product (in this case whiskey). When I try to make a pawn prioritise collecting from the barrel, they ignore the command and continue with what they where doing.

I have tried changing the load order of my mods and the problem still occurs. I have turned on debug mode and this is the code which resulted:

TryMakePreToilReservations() returned false right after TryTakeOrderedJob(). This should have been checked before. job=CPD_TakeAlcoholOutOfAlcoholBarrel (Job_917) A=Thing_CPD_WhiskeyBarrel42498
Verse.Log:Warning(String)
Verse.AI.Pawn_JobTracker:TryTakeOrderedJob(Job, JobTag)
Verse.AI.Pawn_JobTracker:TryTakeOrderedJobPrioritizedWork(Job, WorkGiver, IntVec3)
RimWorld.<AddUndraftedOrders>c__AnonStorey14:<>m__0()
Verse.FloatMenuOption:Chosen(Boolean)
Verse.FloatMenuOption:DoGUI(Rect, Boolean)
Verse.FloatMenu:DoWindowContents(Rect)
Verse.FloatMenuMap:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)

I have no idea what is causing the problem. This error happens to all types of the alcohol your mod has added. Fermenting vanilla beer works fine.

This was a problem from a while ago, but I thought I fixed it. I'll go over the code again, I might be mistaken
cuproPanda's Mods: Survivalist's Additions, Additional Joy Objects, Cupro's Drinks, Quarry, Cupro's Stones, Zen Garden, Cupro's Alloys, Preset Filtered Zones, & more!

Kori

Hello Cupro.

I just wanted to build medium glowstone chandeliers (zinc), but whenever the building process is finished the blueprint just disappears and I get nothing but this log error:

Exception ticking Arseny: System.ArgumentNullException: Argument cannot be null.
Parameter name: type
at System.Activator.CheckType (System.Type) <0x0005d>
at System.Activator.CreateInstance (System.Type,bool) <0x00013>
at System.Activator.CreateInstance (System.Type) <0x00012>
at Verse.ThingMaker.MakeThing (Verse.ThingDef,Verse.ThingDef) <0x00214>
at RimWorld.Frame.CompleteConstruction (Verse.Pawn) <0x002f3>
at RimWorld.JobDriver_ConstructFinishFrame/<MakeNewToils>c__Iterator0/<MakeNewToils>c__AnonStorey1.<>m__1 () <0x001ef>
at (wrapper dynamic-method) Verse.AI.JobDriver.DriverTick_Patch1 (object) <0x002ba>
at Verse.AI.Pawn_JobTracker.JobTrackerTick () <0x00242>
at Verse.Pawn.Tick () <0x00155>
at Verse.TickList.Tick () <0x002c6>


Same for large steel chandelier.

Canute

Try to move the mod a bit more down at the modlist.
I got once massive trouble too. Some kind of modconflict.