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Poll

What vehicle do you want me to add?

Wheelbarrow/Wagon
- 15 (20.5%)
Sedan/Car/SUV
- 12 (16.4%)
Real vehicles?
- 14 (19.2%)
Motorcycle
- 22 (30.1%)
Red Alert vehicles?
- 8 (11%)
Comment on the forum.
- 2 (2.7%)

Total Members Voted: 41


Pages: 1 ... 6 7 [8] 9 10 ... 22

Author Topic: [1.0] Yes, Vehicles, Finally! - CE/CE:FT Compatibility is back!  (Read 42911 times)

Hjkma

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Re: [v1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
« Reply #105 on: August 17, 2019, 08:03:25 AM »

Can I see your in-game console when CE is disabled and Yes, Vehicles, Finally! is running?
What for? Yes, Vehicles, Finally! comes with a CE patch, if I run it without CE, will there be a bunch of red errors. Maybe you want to see the log when Pulsefire is on without CE and there are no red errors in the debug log?
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NinjaSiren

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Re: [v1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
« Reply #106 on: August 17, 2019, 08:16:45 AM »

Can I see your in-game console when CE is disabled and Yes, Vehicles, Finally! is running?
What for? Yes, Vehicles, Finally! comes with a CE patch, if I run it without CE, will there be a bunch of red errors. Maybe you want to see the log when Pulsefire is on without CE and there are no red errors in the debug log?

Yes that's the errors I am saying, that bunch of red errors. What if a player downloaded a single version of the mod where the player does not have CE installed?

And that player does not want CE. That's why I want CE as an optional mod. not a Required mod.



Combat Extended is an optional mod for Yes, Vehicles, Finally! where you can download a separate patch file for it.

Only Run and Gun is the only automatically compatible mod that is optional where patch files aren't needed.
« Last Edit: August 17, 2019, 08:20:37 AM by NinjaSiren »
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[v0.8b.2] [v1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!

https://ludeon.com/forums/index.php?topic=48126.0

NinjaSiren

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Re: [v1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
« Reply #107 on: August 17, 2019, 08:21:41 AM »

Can I see your in-game console when CE is disabled and Yes, Vehicles, Finally! is running?
What for? Yes, Vehicles, Finally! comes with a CE patch, if I run it without CE, will there be a bunch of red errors. Maybe you want to see the log when Pulsefire is on without CE and there are no red errors in the debug log?

Yes that's the errors I am saying, that bunch of red errors. What if a player downloaded a single version of the mod where the player does not have CE installed?

And that player does not want CE. That's why I want CE as an optional mod. not a Required mod.



Combat Extended is an optional mod for Yes, Vehicles, Finally! where you can download a separate patch file for it.

Only Run and Gun is the only automatically compatible mod that is optional where patch files aren't needed.
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[v0.8b.2] [v1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!

https://ludeon.com/forums/index.php?topic=48126.0

Hjkma

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Re: [v1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
« Reply #108 on: August 17, 2019, 08:32:39 AM »

NinjaSiren, for Pulsefire CE is also an optional mod, but users are not required to download separate files, all patches are included in the mod. Did you even download the archive that I provided, make sure that there are no dll files there and that the mod runs normally without CE?
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NinjaSiren

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Re: [v1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
« Reply #109 on: August 17, 2019, 09:52:11 AM »

NinjaSiren, for Pulsefire CE is also an optional mod, but users are not required to download separate files, all patches are included in the mod. Did you even download the archive that I provided, make sure that there are no dll files there and that the mod runs normally without CE?

Ok ok we're ok now, my fault. Sorry for being too pushy.  :-[  :-X

https://github.com/NinjaSiren/Yes-Vehicles-finally/releases/tag/v0.7d%2BHotfix
Works with or without CE, and one zip file + credited you for the fix.

Fixed CE_Patches.xml, I found that I was using <li Class="PatchOperationMakeGunCECompatible"> then I read the XML files you sent to me, it was <li Class="PatchOperationReplace">, my mistake.
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[v0.8b.2] [v1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!

https://ludeon.com/forums/index.php?topic=48126.0

Hjkma

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Re: [v1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
« Reply #110 on: August 17, 2019, 10:24:00 AM »

Ok, glad the mod is working now. For my part, there are also no red errors with and without Combat Extended. As for crediding, I can’t say that I worked hard with the patch, I just spent a couple of minutes copying the XML structure of the Survival Tools patch, but I was glad to help with something.
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NinjaSiren

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Re: [v1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
« Reply #111 on: August 17, 2019, 10:29:02 AM »

Ok, glad the mod is working now. For my part, there are also no red errors with and without Combat Extended. As for crediding, I can’t say that I worked hard with the patch, I just spent a couple of minutes copying the XML structure of the Survival Tools patch, but I was glad to help with something.

I know you didn't worked hard for the patch, but I will still thank you, my ignorance and the backfire.
Expect all 4 (Forums, Nexus, Github, and Rimworld Base) you have a credit on it.
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[v0.8b.2] [v1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!

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NinjaSiren

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Re: [v1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
« Reply #112 on: August 17, 2019, 12:28:27 PM »

1. Having an issue where I try to make one of the vehicle weapons and the pawn finishes building it but nothing appears and the job isn't done.

2. As well as an issue where I'm using androids and it seems that their lack of a sleep need makes it so they are always considered to have low needs

1. Weapons with quality that goes higher than "Good" gets a JobDriver issue, I do not know why yet. But I am into that problem currently.

1. v0.7e
  • Added vehicle fuel gauge.
  • Patched some weaponTags.
  • Added variety of weapon quality.
  • Fixed bug: JobDriver error when building weapon above "good" quality.

No downloads yet, maybe tomorrow?

2. Yes, this is actually part of the original JecsTools CompVehicle framework, and the updated [O21] Vehicle Framework. Your pawns needs to have positive moods and almost no needs just to operate vehicles.

I could not change that, as this is a dependency feature originally created by the JecsTools team. You can talk to neronix17 at Github here about this issue: Link
« Last Edit: August 17, 2019, 12:31:38 PM by NinjaSiren »
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[v0.8b.2] [v1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!

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Canute

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Re: [v1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
« Reply #113 on: August 17, 2019, 05:19:50 PM »

Hjkma,
even when you didn't work hard at the mod itself, you worked hard for the mod.
You just showed Ninja it is possible, so he need to look deeper and hard. And after all his skills at modding raised and he solved the problem with your inspiration ! :-)
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christianmc1101

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Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
« Reply #114 on: August 18, 2019, 05:39:54 AM »

Is there an option to remove the auto jump of, its quite annoying.
Me: Jump on the tank, the colony is in danger, you will die!
Colonist: I´m very sorry for you, but I need that meal now, because I had the last one in the morning.
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Bundespräsidentenstichwahlwiederholungsverschiebung

NinjaSiren

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Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
« Reply #115 on: August 18, 2019, 07:19:11 AM »

Is there an option to remove the auto jump of, its quite annoying.
Me: Jump on the tank, the colony is in danger, you will die!
Colonist: I´m very sorry for you, but I need that meal now, because I had the last one in the morning.

Can you explain more about "auto-jump", because when you want something to go in a vehicle, you will need to target the who will be the driver, then the gunner, then passenger(s).

Then pawns inside a vehicle is considered invunerable.

You can post a screenshot of the game here as well of your concern.
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[v0.8b.2] [v1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!

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WolfgangPolska

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Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
« Reply #116 on: August 18, 2019, 08:28:24 AM »

Is there a way to repair vechicles?
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I have no idea how, but it works!!!

NinjaSiren

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Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
« Reply #117 on: August 18, 2019, 09:03:29 AM »

Is there a way to repair vechicles?

Repairing vehicles are not yet possible because of an [O21] Vehicle Framework bug, but i'll try the JecsTools version of this and change this mod to use JecsTools for repairs.

[O21] Vehicle Framework bug link:Link

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christianmc1101

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Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
« Reply #118 on: August 18, 2019, 09:34:47 AM »

The message on the top left says: Davidson, Priest has left the vehicle (tank) due to low needs.
He sits in there for not long 2-3 hours max.
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NinjaSiren

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Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
« Reply #119 on: August 18, 2019, 09:57:31 AM »

The message on the top left says: Davidson, Priest has left the vehicle (tank) due to low needs.
He sits in there for not long 2-3 hours max.

That is not a bug, that's included on the original JecsTools vehicle codes that was updated by neronix17 for [O21] Vehicle Framework.

It's a way to limit pawns on staying in vehicles and a way to not make vehicles too OP by letting vehicles be always operated.

I cannot fix that, you will need to ask neronix17 and or Jecrell for their specific mods, I just use those mods so vehicles work.
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