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Author Topic: [B18] [KV] Textile Storage  (Read 12770 times)

Kiame

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Re: [B18] Textile Storage
« Reply #15 on: November 29, 2017, 11:17:23 AM »

I reuploaded the mod just in case I forgot to with the last round of changes. I was using it last night without a problem. I also see problems on the steam side. I'm wondering if there's now a conflict with another mod
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ZE

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Re: [B18] Textile Storage
« Reply #16 on: November 29, 2017, 11:22:05 AM »

just tried it myself, no other mods, yeah its textile storage, you uploaded a new one? lemme see

oh guess its still the same version, the most recent one has this problem, no other mods loaded
« Last Edit: November 29, 2017, 11:25:06 AM by ZE »
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Kiame

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Re: [B18] Textile Storage
« Reply #17 on: November 29, 2017, 11:31:01 AM »

... hmm. Let me try with no mods then. It's working with mods at least on my side

edit: It's broken in the case that no textile storage is built. I was playing in a game where one had already been built
« Last Edit: November 29, 2017, 12:28:20 PM by Kiame »
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Kiame

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Re: [B18] Textile Storage
« Reply #18 on: November 29, 2017, 12:26:25 PM »

Fix uploaded for the case of no textile storage preventing anything from being built.

Going to hang my head in shame and wear a dunce-cap in the corner...

Sorry everyone for all the trouble
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Canute

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Re: [B18] Textile Storage
« Reply #19 on: November 29, 2017, 04:00:45 PM »

No need to shame, don't forget this mod was a speed-hack/code (based on the suggestion at the other topic to the release here).
And for this fast work, you did excelent work, not to speak about the good support of squishing bugs.

Kiame

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Re: [B18] Textile Storage
« Reply #20 on: November 29, 2017, 04:28:39 PM »

Medicine production at drug tables should now work
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Kiame

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Re: [B18] Textile Storage
« Reply #21 on: November 29, 2017, 11:08:33 PM »

Fixed an issue where extra textiles would get spawned when crafting
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hardfreak

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Re: [B18] Textile Storage
« Reply #22 on: December 05, 2017, 01:17:12 AM »

Does this work with a17?
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Canute

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Re: [B18] Textile Storage
« Reply #23 on: December 05, 2017, 02:49:03 AM »

No, and there is no A17 release, since the first release of these mod is B18.

JinxVanAshke

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Re: [B18] Textile Storage
« Reply #24 on: December 09, 2017, 10:24:44 PM »

Hey man, I love your mods. Use almost all of them, quick question. I use your mods with the Rimfactory ones and the auto assemblers were not pulling from your containers. Not sure if a possible fix would be yours, his...or something I did wrong on my end and they should work together.

Thanks and once again you modders are so awesome.
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Kiame

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Re: [B18] Textile Storage
« Reply #25 on: December 10, 2017, 12:46:50 AM »

Yeah they currently are not communicating. This is on my todo list to look into. The 'fix' is on both of our sides.
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JinxVanAshke

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Re: [B18] Textile Storage
« Reply #26 on: December 10, 2017, 01:30:51 AM »

Yeah they currently are not communicating. This is on my todo list to look into. The 'fix' is on both of our sides.

Totally awesome, some zone management overcomes the issue for the most part. You do so much man. Thanks for all of it.
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Kiame

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Re: [B18] Textile Storage
« Reply #27 on: December 14, 2017, 04:17:30 PM »

Fixing an issue where this mod would cause Mac and Linux to crash
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Transcend

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Re: [B18] [KV] Textile Storage
« Reply #28 on: December 16, 2017, 01:07:26 AM »

Receiving these 3 errors (in sequence) quite often while trying to use this mod.
Code: [Select]
Spawning destroyed thing GenLeather207063 at (129, 0, 89). Correcting.
Verse.Log:Error(String)
Verse.Thing:SpawnSetup(Map, Boolean)
Verse.ThingWithComps:SpawnSetup(Map, Boolean)
Verse.GenSpawn:Spawn(Thing, IntVec3, Map, Rot4, Boolean)
Verse.GenSpawn:Spawn(Thing, IntVec3, Map)
Verse.GenPlace:TryPlaceDirect(Thing, IntVec3, Map, Thing&, Action`2)
Verse.GenPlace:TryPlaceThing(Thing, IntVec3, Map, ThingPlaceMode, Thing&, Action`2)
Verse.GenPlace:TryPlaceThing(Thing, IntVec3, Map, ThingPlaceMode, Action`2)
TextileStorage.BuildingUtil:DropSingleThing(Thing, Building, Map, Boolean)
TextileStorage.BuildingUtil:DropThing(Thing, Int32, Building_TextileStorage, Map, Boolean, List`1)
TextileStorage.Patch_WorkGiver_DoBill_TryFindBestBillIngredients:Postfix(Boolean&, Bill, Pawn, Thing, List`1)
RimWorld.WorkGiver_DoBill:TryFindBestBillIngredients_Patch1(Bill, Pawn, Thing, List`1)
RimWorld.WorkGiver_DoBill:StartOrResumeBillJob(Pawn, IBillGiver)
RimWorld.WorkGiver_DoBill:JobOnThing_Patch1(Object, Pawn, Thing, Boolean)
RimWorld.JobGiver_Work:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_PrioritySorter:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Tagger:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Subtree:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob(ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Code: [Select]
Couldn't add thing GenLeather207063 to spawned things.
Verse.Log:Error(String)
Verse.Thing:SpawnSetup(Map, Boolean)
Verse.ThingWithComps:SpawnSetup(Map, Boolean)
Verse.GenSpawn:Spawn(Thing, IntVec3, Map, Rot4, Boolean)
Verse.GenSpawn:Spawn(Thing, IntVec3, Map)
Verse.GenPlace:TryPlaceDirect(Thing, IntVec3, Map, Thing&, Action`2)
Verse.GenPlace:TryPlaceThing(Thing, IntVec3, Map, ThingPlaceMode, Thing&, Action`2)
Verse.GenPlace:TryPlaceThing(Thing, IntVec3, Map, ThingPlaceMode, Action`2)
TextileStorage.BuildingUtil:DropSingleThing(Thing, Building, Map, Boolean)
TextileStorage.BuildingUtil:DropThing(Thing, Int32, Building_TextileStorage, Map, Boolean, List`1)
TextileStorage.Patch_WorkGiver_DoBill_TryFindBestBillIngredients:Postfix(Boolean&, Bill, Pawn, Thing, List`1)
RimWorld.WorkGiver_DoBill:TryFindBestBillIngredients_Patch1(Bill, Pawn, Thing, List`1)
RimWorld.WorkGiver_DoBill:StartOrResumeBillJob(Pawn, IBillGiver)
RimWorld.WorkGiver_DoBill:JobOnThing_Patch1(Object, Pawn, Thing, Boolean)
RimWorld.JobGiver_Work:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_PrioritySorter:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Tagger:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Subtree:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob(ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Code: [Select]
Spawned thing with 0 stackCount: GenLeather207063
Verse.Log:Error(String)
Verse.GenSpawn:Spawn(Thing, IntVec3, Map, Rot4, Boolean)
Verse.GenSpawn:Spawn(Thing, IntVec3, Map)
Verse.GenPlace:TryPlaceDirect(Thing, IntVec3, Map, Thing&, Action`2)
Verse.GenPlace:TryPlaceThing(Thing, IntVec3, Map, ThingPlaceMode, Thing&, Action`2)
Verse.GenPlace:TryPlaceThing(Thing, IntVec3, Map, ThingPlaceMode, Action`2)
TextileStorage.BuildingUtil:DropSingleThing(Thing, Building, Map, Boolean)
TextileStorage.BuildingUtil:DropThing(Thing, Int32, Building_TextileStorage, Map, Boolean, List`1)
TextileStorage.Patch_WorkGiver_DoBill_TryFindBestBillIngredients:Postfix(Boolean&, Bill, Pawn, Thing, List`1)
RimWorld.WorkGiver_DoBill:TryFindBestBillIngredients_Patch1(Bill, Pawn, Thing, List`1)
RimWorld.WorkGiver_DoBill:StartOrResumeBillJob(Pawn, IBillGiver)
RimWorld.WorkGiver_DoBill:JobOnThing_Patch1(Object, Pawn, Thing, Boolean)
RimWorld.JobGiver_Work:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_PrioritySorter:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Tagger:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Subtree:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob(ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
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Sarge

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Re: [B18] Textile Storage
« Reply #29 on: December 16, 2017, 05:36:41 AM »

-snip-

1x1 cause I am not an artist and it's easier to hide that fact with smaller textures and not enlarged. It's easy enough to resize on your end if you want it bigger

-snip-

The last time I knew how to fiddle with stuff I was 16yo and using PCTools to mess with hexadecimal in DOS 3.1.

I have no idea how to make this bigger and for me too 1x1 for something like this is OP. Having a 20x20 hole in my map to try store mountains of textiles is also OP.

Would you mind considering increasing the size to something you deem 'balanced'?

Your mods are great and so is this one, don't let the art shit hold you back, someone arty would love to bail you out if it's such an eye-sore.

Playability over looks every day. Immersion is what unlocks the most powerful GPU.
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