[A16] Thundercraft's Mods

Started by Thundercraft, January 10, 2017, 05:10:45 AM

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Pepelnica1488

Very imbalance mod...+200%~ work speed with 2k silver....

RickyMartini

Any chance to upload the "Tools" mod on Steam?

Dreadfullsoul

Your right tool version seems to work great.
I only have on question.
Can you add none weapon versions of the toold?
It's kinda sad i can't give my pacifist miner a pickaxe...

V3cta

Hey there, as soon as I try to load the RTFTJ mod I get this error:

Exception from asynchronous event: System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
  at System.Collections.Generic.List`1[System.Int32].get_Item (Int32 index) [0x00000] in <filename unknown>:0
  at Verse.DefMap`2[RimWorld.WorkGiverDef,System.Int32].get_Item (RimWorld.WorkGiverDef def) [0x00000] in <filename unknown>:0
  at Fluffy_Tabs.PawnPrioritiesTracker.SetPriority (RimWorld.WorkGiverDef workgiver, Int32 priority, Int32 hour) [0x00000] in <filename unknown>:0
  at Fluffy_Tabs.PawnPrioritiesTracker.SetPriority (RimWorld.WorkGiverDef workgiver, Int32 priority) [0x00000] in <filename unknown>:0
  at Fluffy_Tabs.PawnPrioritiesTracker.SetPriority (Verse.WorkTypeDef worktype, Int32 priority) [0x00000] in <filename unknown>:0
  at Fluffy_Tabs.Detours_WorkSettings._SetPriority (Verse.WorkTypeDef w, Int32 priority) [0x00000] in <filename unknown>:0
  at RimWorld.Pawn_WorkSettings.Disable (Verse.WorkTypeDef w) [0x00000] in <filename unknown>:0
  at Hospitality.Detouring.Pawn_WorkSettings.CheckForDisabledTypes (RimWorld.Pawn_WorkSettings _this, Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Hospitality.Detouring.Pawn_WorkSettings.ExposeData (RimWorld.Pawn_WorkSettings _this) [0x00000] in <filename unknown>:0
  at Verse.PostLoadInitter.DoAllPostLoadInits () [0x00000] in <filename unknown>:0
  at Verse.Game.LoadGame () [0x00000] in <filename unknown>:0
  at Verse.SavedGameLoader.LoadGameFromSaveFile (System.String fileName) [0x00000] in <filename unknown>:0
  at Verse.Root_Play.<Start>m__736 () [0x00000] in <filename unknown>:0
  at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action action) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()

Would be great if you could help me.
Peace is a lie, there is only passion.
Through passion, I gain strength.
Through strength, I gain power.
Through power, I gain victory.
Through victory, my chains are broken.
The Force shall free me.

Qwynn

I just wanted to drop in and let you know that the tool construction bench is a victim of the <WorkToMake> being changed to <WorkToBuild> issue, as it's being constructed instantly!

Thank you kindly for updating the mod, by the way!

FreyaMaluk

#20
Thanks for updating RTFTJ. I really appreciate the effort :)
Unfortunately I'm getting following errors:

XML error: Could not register node named "BuildingBase" in mod Right Tool Rebalanced because this name is already used in this mod.
Verse.Log:Error(String)
Verse.XmlInheritance:TryRegister(XmlNode, ModContentPack)
Verse.XmlInheritance:TryRegisterAllFrom(LoadableXmlAsset, ModContentPack)
Verse.ModContentPack:LoadDefs()
Verse.ModContentPack:ReloadAllContent()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__735()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()

XML error: Could not register node named "BaseMeleeWeapon" in mod Right Tool Rebalanced because this name is already used in this mod.
Verse.Log:Error(String)
Verse.XmlInheritance:TryRegister(XmlNode, ModContentPack)
Verse.XmlInheritance:TryRegisterAllFrom(LoadableXmlAsset, ModContentPack)
Verse.ModContentPack:LoadDefs()
Verse.ModContentPack:ReloadAllContent()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__735()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()

XML error: Could not register node named "ApparelBase" in mod Right Tool Rebalanced because this name is already used in this mod.
Verse.Log:Error(String)
Verse.XmlInheritance:TryRegister(XmlNode, ModContentPack)
Verse.XmlInheritance:TryRegisterAllFrom(LoadableXmlAsset, ModContentPack)
Verse.ModContentPack:LoadDefs()
Verse.ModContentPack:ReloadAllContent()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__735()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()

joaonunes

Quote from: Pepelnica1488 on January 12, 2017, 07:21:39 PM
Very imbalance mod...+200%~ work speed with 2k silver....

How would you build something faster? Screwing the stuff with your hands or with a screwdriver?
Instead of taking 1 minute to place one screw in it's place it would take maybe 10 seconds, which means 600% increase in work speed, so why would 200% for having the "right tool for the job" be unbalanced or OP?
Do you want your colonists to look manlier?
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Blight Club

#22
A request for your Tools mod, if I may. Currently, colonists repair everything with a blowtorch... even Tribesman. Would it be possible to mod the blowtorch into a repair tool, and use the hammer to speed repairs until you build a blowtorch? I'm really sick of having my tribal colonists repair the granite haygrass silo with power tools. XD

Kassidoo

Is it possible to refuse raids spawning with tools? I had a late game raid with raider only having a bunch of drills...

SpaceDorf

Thanks Thundercraft for the Shits and Giggles of Zonk and Zilch ..

and finally a reason to research ship stuff at all ..

I am no fan of the tools, but the Idea and Balance has it right ..
Still .. Chainsaws for my Brawlers sound very fun ..
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
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Raf's

Is the population mod working?

viperwasp

Could anyone please update the More Population Mod to A17? If it's really easy to update myself I will try to do it.
https://ludeon.com/forums/index.php?topic=29371.msg296537#msg296537
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