[A12C] Mechanical Defence 2 (Update 23 - quick fix)

Started by mipen, November 10, 2014, 03:58:33 AM

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rsdworker

i liked it but i prefer big pack for some people wanting a one pack to install in

mipen

Quote from: Canute on March 22, 2015, 03:24:04 PM
Attention on user who update this mod.
You NEED to delete the old mods, DON'T overwrite them because it is easyer.
Or you will have trouble like that MD2 workbenches disappear once they are build.
Good idea for pointing this out. This is how it should be done for updating any RimWorld mod. I've added a note on this on the main post

Ominus

I've run into an issue with the assembly line, it seems to brake my saves.

i'm not 100% sure its not a mod conflict but when i removed the assembly line parts from the save it loads up fine again

I've attached the output log below. Hope its of some use.

I think this is the problem
InvalidOperationException: SaveableFromNode exception: System.InvalidOperationException: SaveableFromNode exception: System.InvalidOperationException: SaveableFromNode exception: System.MissingMethodException: No constructor found for MD2.AssemblyLineProperty::.ctor()

  at System.Activator.CreateInstance (System.Type type, BindingFlags bindingAttr, System.Reflection.Binder binder, System.Object[] args, System.Globalization.CultureInfo culture, System.Object[] activationAttributes) [0x00000] in <filename unknown>:0

  at System.Activator.CreateInstance (System.Type type, System.Object[] args, System.Object[] activationAttributes) [0x00000] in <filename unknown>:0

  at System.Activator.CreateInstance (System.Type type, System.Object[] args) [0x00000] in <filename unknown>:0

  at Verse.ScribeExtractor.SaveableFromNode[AssemblyLineProperty] (System.Xml.XmlNode subNode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
Subnode:
<lineSpeed><label>Speed Multiplier</label></lineSpeed>

  at Verse.ScribeExtractor.SaveableFromNode[AssemblyLineProperty] (System.Xml.XmlNode subNode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0

  at Verse.Scribe_Deep.LookDeep[AssemblyLineProperty] (MD2.AssemblyLineProperty& target, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0

  at Verse.Scribe_Deep.LookDeep[AssemblyLineProperty] (MD2.AssemblyLineProperty& target, System.String label) [0x00000] in <filename unknown>:0

  at MD2.AssemblyLine.ExposeData () [0x00000] in <filename unknown>:0

  at Verse.ScribeExtractor.SaveableFromNode[AssemblyLine] (System.Xml.XmlNode subNode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
Subnode:
<li Class="MD2.AssemblyLine"><lineSpeed><label>Speed Multiplier</label></lineSpeed><lineEfficiency><label>Efficiency Multiplier</label></lineEfficiency><orderStack><orders><li Class="MD2.Order"><ticksToFinish>1800</ticksToFinish><shoppingList><acquiredMats /><foundItems IsNull="True" /></shoppingList><config><recipe>BuildComputerComp</recipe><fixedIngredientFilter><disallowedSpecialFilters><li>AllowCorpsesColonist</li><li>AllowCorpsesStranger</li><li>AllowBuried</li></disallowedSpecialFilters><allowedDefs><li>Silicon</li><li>Gold</li></allowedDefs></fixedIngredientFilter><cycles>14</cycles><targetCount>1</targetCount></config><moreNeeded>True</moreNeeded></li></orders></orderStack><upgradeManager><completedUpgrades /><upgradesinProgress /></upgradeManager><lineLabel>Assembly Line 1</lineLabel><billOfMaterials><acquiredMats><keys><li>Steel</li><li>Plasteel</li></keys><values><li>1500</li><li>200</li></values></acquiredMats><requiredMaterials><li Class="MD2.ListItem"><amount>1500</amount><thing>Steel</thing></li><li Class="MD2.ListItem"><amount>200</amount><thing>Plasteel</thing></li></requiredMaterials><hasMats>True</hasMats></billOfMaterials></li>

  at Verse.ScribeExtractor.SaveableFromNode[AssemblyLine] (System.Xml.XmlNode subNode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0

  at Verse.Scribe_Collections.LookList[AssemblyLine] (System.Collections.Generic.List`1& list, System.String listLabel, LookMode lookMode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0

  at MD2.MPmanager.ExposeData () [0x00000] in <filename unknown>:0

  at Verse.ScribeExtractor.SaveableFromNode[MapComponent] (System.Xml.XmlNode subNode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
Subnode:
<li Class="MD2.MPmanager"><assemblyLines><li Class="MD2.AssemblyLine"><lineSpeed><label>Speed Multiplier</label></lineSpeed><lineEfficiency><label>Efficiency Multiplier</label></lineEfficiency><orderStack><orders><li Class="MD2.Order"><ticksToFinish>1800</ticksToFinish><shoppingList><acquiredMats /><foundItems IsNull="True" /></shoppingList><config><recipe>BuildComputerComp</recipe><fixedIngredientFilter><disallowedSpecialFilters><li>AllowCorpsesColonist</li><li>AllowCorpsesStranger</li><li>AllowBuried</li></disallowedSpecialFilters><allowedDefs><li>Silicon</li><li>Gold</li></allowedDefs></fixedIngredientFilter><cycles>14</cycles><targetCount>1</targetCount></config><moreNeeded>True</moreNeeded></li></orders></orderStack><upgradeManager><completedUpgrades /><upgradesinProgress /></upgradeManager><lineLabel>Assembly Line 1</lineLabel><billOfMaterials><acquiredMats><keys><li>Steel</li><li>Plasteel</li></keys><values><li>1500</li><li>200</li></values></acquiredMats><requiredMaterials><li Class="MD2.ListItem"><amount>1500</amount><thing>Steel</thing></li><li Class="MD2.ListItem"><amount>200</amount><thing>Plasteel</thing></li></requiredMaterials><hasMats>True</hasMats></billOfMaterials></li></assemblyLines></li>
  at Verse.ScribeExtractor.SaveableFromNode[MapComponent] (System.Xml.XmlNode subNode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0

  at Verse.Scribe_Collections.LookList[MapComponent] (System.Collections.Generic.List`1& list, System.String listLabel, LookMode lookMode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0

  at Verse.Scribe_Collections.LookList[MapComponent] (System.Collections.Generic.List`1& list, System.String listLabel, LookMode lookMode, System.Object singleCtorArg) [0x00000] in <filename unknown>:0

  at Verse.Map.ExposeComponents () [0x00000] in <filename unknown>:0

  at Verse.MapIniter_LoadFromFile.InitMapFromFile (System.String mapFileName) [0x00000] in <filename unknown>:0

  at Verse.RootMap.Start () [0x00000] in <filename unknown>:0

(Filename:  Line: -1)


[attachment deleted due to age]

MisterLock

So little question...How do you get clay in the desert?You set the requirements for the soft clay producer to be placed on shallow water but in this build you cannot have water if you play on non coast/swamp maps.I remember in the old version the clay extractor actually produced water for the clay extraction process.Ideas?
To each his own.

mipen

Quote from: MisterLock on March 23, 2015, 05:36:31 PM
So little question...How do you get clay in the desert?You set the requirements for the soft clay producer to be placed on shallow water but in this build you cannot have water if you play on non coast/swamp maps.I remember in the old version the clay extractor actually produced water for the clay extraction process.Ideas?
Currently there is no way to get clay on the desert as I haven't done the terraforming buildings yet. I think it'll come in trade ships though? :P but yah, deserts don't usually have a supply of clay naturally

mipen

Quote from: Ominus on March 23, 2015, 09:10:45 AM
I've run into an issue with the assembly line, it seems to brake my saves.

i'm not 100% sure its not a mod conflict but when i removed the assembly line parts from the save it loads up fine again

I've attached the output log below. Hope its of some use.

I think this is the problem
InvalidOperationException: SaveableFromNode exception: System.InvalidOperationException: SaveableFromNode exception: System.InvalidOperationException: SaveableFromNode exception: System.MissingMethodException: No constructor found for MD2.AssemblyLineProperty::.ctor()

  at System.Activator.CreateInstance (System.Type type, BindingFlags bindingAttr, System.Reflection.Binder binder, System.Object[] args, System.Globalization.CultureInfo culture, System.Object[] activationAttributes) [0x00000] in <filename unknown>:0

  at System.Activator.CreateInstance (System.Type type, System.Object[] args, System.Object[] activationAttributes) [0x00000] in <filename unknown>:0

  at System.Activator.CreateInstance (System.Type type, System.Object[] args) [0x00000] in <filename unknown>:0

  at Verse.ScribeExtractor.SaveableFromNode[AssemblyLineProperty] (System.Xml.XmlNode subNode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
Subnode:
<lineSpeed><label>Speed Multiplier</label></lineSpeed>

  at Verse.ScribeExtractor.SaveableFromNode[AssemblyLineProperty] (System.Xml.XmlNode subNode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0

  at Verse.Scribe_Deep.LookDeep[AssemblyLineProperty] (MD2.AssemblyLineProperty& target, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0

  at Verse.Scribe_Deep.LookDeep[AssemblyLineProperty] (MD2.AssemblyLineProperty& target, System.String label) [0x00000] in <filename unknown>:0

  at MD2.AssemblyLine.ExposeData () [0x00000] in <filename unknown>:0

  at Verse.ScribeExtractor.SaveableFromNode[AssemblyLine] (System.Xml.XmlNode subNode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
Subnode:
<li Class="MD2.AssemblyLine"><lineSpeed><label>Speed Multiplier</label></lineSpeed><lineEfficiency><label>Efficiency Multiplier</label></lineEfficiency><orderStack><orders><li Class="MD2.Order"><ticksToFinish>1800</ticksToFinish><shoppingList><acquiredMats /><foundItems IsNull="True" /></shoppingList><config><recipe>BuildComputerComp</recipe><fixedIngredientFilter><disallowedSpecialFilters><li>AllowCorpsesColonist</li><li>AllowCorpsesStranger</li><li>AllowBuried</li></disallowedSpecialFilters><allowedDefs><li>Silicon</li><li>Gold</li></allowedDefs></fixedIngredientFilter><cycles>14</cycles><targetCount>1</targetCount></config><moreNeeded>True</moreNeeded></li></orders></orderStack><upgradeManager><completedUpgrades /><upgradesinProgress /></upgradeManager><lineLabel>Assembly Line 1</lineLabel><billOfMaterials><acquiredMats><keys><li>Steel</li><li>Plasteel</li></keys><values><li>1500</li><li>200</li></values></acquiredMats><requiredMaterials><li Class="MD2.ListItem"><amount>1500</amount><thing>Steel</thing></li><li Class="MD2.ListItem"><amount>200</amount><thing>Plasteel</thing></li></requiredMaterials><hasMats>True</hasMats></billOfMaterials></li>

  at Verse.ScribeExtractor.SaveableFromNode[AssemblyLine] (System.Xml.XmlNode subNode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0

  at Verse.Scribe_Collections.LookList[AssemblyLine] (System.Collections.Generic.List`1& list, System.String listLabel, LookMode lookMode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0

  at MD2.MPmanager.ExposeData () [0x00000] in <filename unknown>:0

  at Verse.ScribeExtractor.SaveableFromNode[MapComponent] (System.Xml.XmlNode subNode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
Subnode:
<li Class="MD2.MPmanager"><assemblyLines><li Class="MD2.AssemblyLine"><lineSpeed><label>Speed Multiplier</label></lineSpeed><lineEfficiency><label>Efficiency Multiplier</label></lineEfficiency><orderStack><orders><li Class="MD2.Order"><ticksToFinish>1800</ticksToFinish><shoppingList><acquiredMats /><foundItems IsNull="True" /></shoppingList><config><recipe>BuildComputerComp</recipe><fixedIngredientFilter><disallowedSpecialFilters><li>AllowCorpsesColonist</li><li>AllowCorpsesStranger</li><li>AllowBuried</li></disallowedSpecialFilters><allowedDefs><li>Silicon</li><li>Gold</li></allowedDefs></fixedIngredientFilter><cycles>14</cycles><targetCount>1</targetCount></config><moreNeeded>True</moreNeeded></li></orders></orderStack><upgradeManager><completedUpgrades /><upgradesinProgress /></upgradeManager><lineLabel>Assembly Line 1</lineLabel><billOfMaterials><acquiredMats><keys><li>Steel</li><li>Plasteel</li></keys><values><li>1500</li><li>200</li></values></acquiredMats><requiredMaterials><li Class="MD2.ListItem"><amount>1500</amount><thing>Steel</thing></li><li Class="MD2.ListItem"><amount>200</amount><thing>Plasteel</thing></li></requiredMaterials><hasMats>True</hasMats></billOfMaterials></li></assemblyLines></li>
  at Verse.ScribeExtractor.SaveableFromNode[MapComponent] (System.Xml.XmlNode subNode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0

  at Verse.Scribe_Collections.LookList[MapComponent] (System.Collections.Generic.List`1& list, System.String listLabel, LookMode lookMode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0

  at Verse.Scribe_Collections.LookList[MapComponent] (System.Collections.Generic.List`1& list, System.String listLabel, LookMode lookMode, System.Object singleCtorArg) [0x00000] in <filename unknown>:0

  at Verse.Map.ExposeComponents () [0x00000] in <filename unknown>:0

  at Verse.MapIniter_LoadFromFile.InitMapFromFile (System.String mapFileName) [0x00000] in <filename unknown>:0

  at Verse.RootMap.Start () [0x00000] in <filename unknown>:0

(Filename:  Line: -1)

Ooph, that was a hard bug to track down :P obviously I didn't test well enough before I put the update out. I think I've squashed it now, I'll put out a fix soonish

Hatura

I have been playing this mod with various mods and I just researched fissure generator and ore extractor and the are not showing up anywhere on any tabs

mipen

Quote from: Hatura on March 24, 2015, 08:57:50 PM
I have been playing this mod with various mods and I just researched fissure generator and ore extractor and the are not showing up anywhere on any tabs
They should both be in the production tab. I just tested and it works for me, do you have any mods that change how buildings are unlocked?

AllenWL

Quote from: Canute on March 22, 2015, 10:12:07 AM
QuoteI supposed I could have gotten a lot of logistics droids, which would have been useful, but that would have just ended up with a good half of my colonists just wandering around drinking beer.
Ask yourself !
What you would do  cleaning your rooms or drinking beer ? :-)
They're getting food, drinks, and a place to live. They should work for it, darn it.

Hatura

I dont have any mods that change how buildings are unlocked. I also researched another mod and It didnt show up in the production tab where it should be. I think I might have to many production items. Is there a limit on how many there can be?

mipen

Quote from: Hatura on March 25, 2015, 02:06:00 AM
I dont have any mods that change how buildings are unlocked. I also researched another mod and It didnt show up in the production tab where it should be. I think I might have to many production items. Is there a limit on how many there can be?
;o I don't know haha, how many mods do you have installed?? xD

Hatura


Rock5

I haven't used it in a while but when I first tested it in Alpha 8 in development mode I found it could support multiple coal burners but when I went to use it for real during a game it barely produced enough coal for 1 burner.

So, even though I don't know what the current drop rate is, if you are testing it in Development mode you'll probably find it produces a lot less when not in development mode.
Rock5 [B18] Mods
- Butchers Can Count Meat
- Sun Lamp Planner
- JTZoneButtons
- RimSearch
- JTExport

Master Bucketsmith

Yo mipen,

I'm missing the ability to mod my droids, to upgrade them. Much like enhancing living colonists. There's one surgery mod that, for instance, also allows me to build motorized tracks. Kind of silly to put on colonists, but plausible. I thought to myself, it would be cool to be able to put them on my droids and make them faster!
I've also ran into a big problem; I would create plenty of droids for the tasks that I have, but run into an issue mid-game to late-game; most droids would just stand around the gather point doing nothing, because their tasks are done.
Personally, I'd love to see the ability to have droids do multiple things. At least make all of them able to haul and clean.
I was thinking, why not have it so that you make basic droids, capable of only hauling and cleaning, and then having to add 'programming' in discs that you 'surgery' into them to unlock additional skills for them?

For instance;
Build 3 droids, they're all haulers and cleaners per default.
Build cooking programme and put the disc in one of them, now this droid will be able to haul, clean and cook.
Build combat programme, put it on second droid, now able to haul, clean and hunt. (Maybe even split shooting and melee so you could have melee hunters that won't accidentally shoot colonists and other droids?)
Build growing programme, put it on the first droid, he can now haul, clean, cook and grow.
Build motorized tracks, put them on third droid, this droid can now still only haul and clean, but will be much faster.
Put precision claws on a droid for handwork improvement, cooking, crafting, art, etc.
Put enhanced pneumatic grips on a droid for the bulk work, hauling, growing?
Put an enhanced pneumatic pickaxe, hammer or sorts for mining and building?
Maybe some more advanced base hulks that are better in some way, but much more costly in research and materials to make?

I've got no idea if this is possible, just brainstorming.

Pivotal

Hi. The mod seems really great, but I am unable to use it properly it seems. My problem is the research not working correctly. I can research the first tech, the three intro-techs and the power gen 1 tech. But thats it. No more research from the mod appears in my research menu.

Any tips?