[b18] BookBurner's mods (electric fence, chemical waste disposal, dickbutt)

Started by BookBurner, August 20, 2017, 03:54:11 AM

Previous topic - Next topic

blizzardwolf420

oooooo this is neat time to make a POW camp lol. illl test this with rimatomics and see just how powerfull i can make it lol.

Canute

Hi,
i finaly tryed out your chemical waste disposal mod.
For a pure XML mod, great idea.
But overall not the best solution.
- The workbench got a quality, not realy needed. And i think it should need some power need, special since it is glowing (ok it comes maybe from chemical light).
- 1 item to get 1 chemical doesn't matter if 1 piece of meat or 1 doomsday launcher.
You need to differ that more.
Food/corpse: with nutri : 5 nutri -> 1 chemical
Anorganic: with kg, 5kg -> chemical

- With B18 and chemfuel generator maybe you should remove your chemical generator and patch the chemfuel generator to use chemicals too. Or maybe improve the convert ratio of chemfuel 20 to 2 isn't worth it.

But i think some things, special the chemical production isn't easyly to improve with pure XML or would require alot of recipes.
Currently it is better to salvage/smelt stuff and convert resources into chemicals.
1 chunk give 1 chemical, 1 chunk give 20 blocks that give 20 chemical.

billyma6

Hey, so I loaded up a world with plasma fences already set up, and this error showed up.

Could not get load IDs list. We're asking for something which was never added during LoadingVars. pathRelToParent=/testees, parent=Plasma_fence2543442
Verse.Log:Error(String)
Verse.LoadIDsWantedBank:TakeList(String, IExposable)
Verse.CrossRefHandler:TakeResolvedRefList(String, IExposable)
Verse.CrossRefHandler:TakeResolvedRefList(String)
Verse.Scribe_Collections:Look(List`1&, Boolean, String, LookMode, Object[])
Verse.Scribe_Collections:Look(List`1&, String, LookMode, Object[])
ElectricFence.Building_p_fence: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()

For some reason it won't let me publish logs so :\

Canute

billyma6,
hugslib got updated because of the publishing logs.
And there is still the original rimworld output_log.txt :-)

SunSeeker