[1.0] Medical Supplements (2018/12/24)

Started by Pelador, March 22, 2019, 01:27:45 PM

Previous topic - Next topic

Sonsalt

Great job :)

Maybe you can look into cross compatibility with SK?

Pelador

I looked into this some time ago for another mod and was trying to find guidance notes as to how best to make it compatible.

There wasn't really anything initially in terms of forthcoming details to aid the process for modders, and of course some of the details or postings where in Russian. I then tried registering an account on their website to see if I can find or source further details but my antivirus software started sending me warning messages about the site so didn't pursue it any further.

Time permitting if the mod developers could provide more readily sourceable details about compatibility then I would consider pursuing the idea of compatibility with the mod collection. But the scale of that project is significant so, for me, it would not be a priority atm in terms of time use.

Best suggestion however would be to speak to the mod developers of SK to see how ready they would be to provide additional details to facilitate the process of making any mod compatible, and in different languages.

Pelador

@Update

Added Transcendence (details in notes).

Pelador

@Update

Social supplements expansion: Some artwork by Oskar Potocki.

Utility supplements expansion: Additional precursor chemicals used in toxin recipes etc.

Sonsalt

love your mod, but I am getting quite some errors with a new game:

Could not resolve cross-reference: No Verse.ThingDef named MSGlycerol found to give to Verse.ThingDefCountClass (1x null)
Verse.Log:Error(String, Boolean)
Verse.WantedRefForObject:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
ColonistBarKF.Settings:LoadBarSettings(String)
ColonistBarKF.PSI.GameComponentPSI:Reinit(Boolean, Boolean, Boolean)
ColonistBarKF.PSI.GameComponentPSI:FinalizeInit()
Verse.GameComponentUtility:FinalizeInit_Patch1()
Verse.Game:FinalizeInit_Patch5(Object)
Verse.Game:InitNewGame_Patch1(Object)
Verse.Root_Play:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()



Pelador

Quote from: Sonsalt on June 19, 2019, 05:24:23 PM
love your mod, but I am getting quite some errors with a new game:

Could not resolve cross-reference: No Verse.ThingDef named MSGlycerol found to give to Verse.ThingDefCountClass (1x null)
Verse.Log:Error(String, Boolean)
Verse.WantedRefForObject:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
ColonistBarKF.Settings:LoadBarSettings(String)
ColonistBarKF.PSI.GameComponentPSI:Reinit(Boolean, Boolean, Boolean)
ColonistBarKF.PSI.GameComponentPSI:FinalizeInit()
Verse.GameComponentUtility:FinalizeInit_Patch1()
Verse.Game:FinalizeInit_Patch5(Object)
Verse.Game:InitNewGame_Patch1(Object)
Verse.Root_Play:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Looks to me that the problem is with the code run by the mod related to "ColonistBarKF".

Sonsalt

Thanks for the feedback, since ColonistBarKF is an integral part of the SK mod I fear I can not change that so easily.

Any idea how to fix it or do you think it might not be a critical issue?

Pelador

@Sonsalt

I wouldn't really know without spending time looking at the details. But there must be something wrong with how the mod is trying to reference XML directly in the code as opposed to using def references based on the brief error listing you posted.

I'm more than happy that the XML is correct for MSGlycerol, else the error would be surfacing for everyone else using the mod including myself.

Canute

Quote from: Sonsalt on June 20, 2019, 06:17:16 AM
Thanks for the feedback, since ColonistBarKF is an integral part of the SK mod I fear I can not change that so easily.

Any idea how to fix it or do you think it might not be a critical issue?
Ask the HCSK dev team to add this mod to their package.

Adding mod's to the package is tricky, many mod's arn't compactible by default.

Pelador

Medical supplements updated:


  • Perpetuity added: Ultratech Youth injection.
    Mining stones will now have a chance to generate small "bits" of applicable precursor materials.
    Additional mod compatibility updates.

Social supplements updated:


  • Additional mod compatibility updates.

Utility supplements updated:


  • Glow sticks and glow foam added.
    Additional mod compatibilities added.

Sonsalt

Can you elaborate a bit on how you improved compatibility?
I know that the mod had some overlapping Def names with others.


Pelador

@Sonsalt

The additional compatibilities are to do with the release of the mod "Apothecary" but I simply didn't want to spoil any surprise with the details.


Sonsalt

this looks quite exciting, nice :)

Will try the new version and give you feedback about the compatibility issues later today or tomorrow

Pelador

@Update

Descriptions for the drug mixer and precursor chemicals improved so that you can more readily see the constituent parts in game.

Pelador

@Update

Multiplayer Native support added (beta).