[1.0]Need help for Building Mod

Started by EF-HT, November 04, 2018, 10:01:40 PM

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EF-HT

Hi guys.
I haven't played this game for a few months. Several old versions of the homemade mod (B18 version) are not working properly in the current version (1.0).
So I compared other current versions of the mod and tried to upgrade it. But I didn't succeed.
The situation is probably like this:
When I tried to build a building (from Mod), the blueprint of the building appeared in the mouse position, and the UI of the game disappeared. I couldn't place the blueprint with the mouse, and I can't cancel the blueprint. At this time, I can only force the game to exit. Other operations No use.
Can someone give me some advice?
Greatful for any help.

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EF-HT

And i can upload code.If any one need.

AileTheAlien

If you uploaded your mod somewhere like Github, it would help, in tracking down what's going on. Also, any error logs, from the game, or when loading mods, would help.

EF-HT

Here that is. Intermediate  has other building and them work right,so i did not copy them.
<?xml version="1.0" encoding="utf-8"?>
<Defs>
  <ThingDef Name="BuildingBase" Abstract="True">
    <category>Building</category>
    <thingClass>Building</thingClass>
    <soundImpactDefault>BulletImpactMetal</soundImpactDefault>
    <selectable>true</selectable>
    <drawerType>MapMeshAndRealTime</drawerType>
    <terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
    <repairEffect>Repair</repairEffect>
    <leaveResourcesWhenKilled>true</leaveResourcesWhenKilled>
    <filthLeaving>BuildingRubble</filthLeaving>
    <tradeability>Sellable</tradeability>
    <statBases>
      <SellPriceFactor>0.01</SellPriceFactor>
    </statBases>
  </ThingDef> 
<ThingDef ParentName="BuildingBase">
    <defName>Z_ArcLamp</defName>
    <label>弧光灯</label>
    <description>通过特制的装置吸收周围环境的热能来发光,可以让植物生长。</description>
    <thingClass>Building_SunLamp</thingClass>
    <minifiedDef>MinifiedFurniture</minifiedDef>
    <altitudeLayer>Building</altitudeLayer>
    <passability>PassThroughOnly</passability>
    <category>Building</category>
    <selectable>true</selectable>
    <fillPercent>0.20</fillPercent>
    <pathCost>1</pathCost>
    <designationCategory>Furniture</designationCategory>
    <leaveResourcesWhenKilled>false</leaveResourcesWhenKilled>
    <graphicData>
      <texPath>Things/Building/Light/Z_ArcLamp</texPath>
      <graphicClass>Graphic_Single</graphicClass>
      <shadowData>
        <volume>(0.3, 0.6, 0.3)</volume>
        <offset>(0,0,-0.1)</offset>
      </shadowData>
      <damageData>
        <rect>(0.2,0.2,0.6,0.6)</rect>
      </damageData>
    </graphicData>
    <rotatable>false</rotatable>
    <blockLight>false</blockLight>
    <blockWind>true</blockWind>
    <holdsRoof>true</holdsRoof>
    <statBases>
      <MaxHitPoints>5000</MaxHitPoints>
      <WorkToBuild>1800</WorkToBuild>
      <Beauty>10</Beauty>
      <Mass>2</Mass>
    </statBases>
    <costList>
      <Component>1</Component>
    </costList>
    <tickerType>Normal</tickerType>
    <comps>
      <li Class="CompProperties_Flickable" />
      <li Class="CompProperties_Glower">
        <overlightRadius>100.0</overlightRadius>
        <glowRadius>200</glowRadius>
        <glowColor>(370,370,370,0)</glowColor>
      </li>
      <li Class="CompProperties_HeatPusher">
        <heatPerSecond>-25</heatPerSecond>
        <heatPushMinTemperature>25</heatPushMinTemperature>
      </li>
      <li Class="CompProperties_Power">
        <compClass>CompPowerTrader</compClass>
        <basePowerConsumption>-100</basePowerConsumption>
      </li>
    </comps>
    <soundImpactDefault>BulletImpactMetal</soundImpactDefault>
    <specialDisplayRadius>98.2</specialDisplayRadius>
  </ThingDef>
</Defs>


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EF-HT

error logs is too long.
so i upload attachments.

[attachment deleted due to age]

N7Huntsman

If the mod was functional in B18 or an earlier version, start with a copy of that. Most of the changes should be pretty simple--some of the Def names have been changed ('Component' is now 'ComponentIndustrial') and some of the soundDefs have been renamed ('BulletImpactMetal' is now 'Bullet_ImpactMetal'). Work your way through the error log--unless there is a C# piece of the mod that has a problem, you should be left with a functional mod.
The Rim is a cruel place.

EF-HT

Quote from: N7Huntsman on November 14, 2018, 07:35:32 PM
If the mod was functional in B18 or an earlier version, start with a copy of that. Most of the changes should be pretty simple--some of the Def names have been changed ('Component' is now 'ComponentIndustrial') and some of the soundDefs have been renamed ('BulletImpactMetal' is now 'Bullet_ImpactMetal'). Work your way through the error log--unless there is a C# piece of the mod that has a problem, you should be left with a functional mod.
thanks a lot dude .really helpful.......
"ComponentIndustrial" is a bad keyword