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docworld's Introduction

The Doctor

DocWorld is one of the most ambitious efforts to reorganize RimWorld and RimWorld mods into a cleaner, better functioning, and intuitive system. This mod patches hundreds of other mods and can be used without any other mod. SCRUB your Rim and you will not regret it.

Important Info:

DocWorld Wiki For info on Mod Conflicts, Save Compatibility, and a Changelog.

Link to Steam

Link to Ludeon

docworld's People

Contributors

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docworld's Issues

Patch for adding glass requirements to things from mods Glass+Lights, Ceiling Light, Wall Light, Glitter Tech, Clutter "The Door Stuff", Clutter "Windows Stuff", Dubs Bad Hygiene, Static Quality Plus

Some things do not have a corresponding requirement, although logically they should. So I made a patch to fill the gap.

  • Wall light from Wall Light mod requires 1 Glass.
  • Wall light from Glass+Lights mod requires 1 Glass (for some reason, this was not done in the mod itself).
  • FloodLight from Glitter Tech mod requires 1 LargeCircularGlass.
  • Wall light (in fact, a natural wall with built-in lights in both directions) from Glitter Tech mod requires 2 Glass.
  • PermaSunLamp from Static Quality Plus mod requires 4 LargeCircularGlass.
  • Ceiling lamp from Ceiling Light mod requires 1 LargeCircularGlass.
  • CeilingFan from Dubs Bad Hygiene mod requires 1 Glass.
  • Window from Clutter "Windows Stuff" mod requires 2 Glass (and the requirement of Jade was removed, since glass plays this role).
  • ReinforcedDoor from Clutter "The Door Stuff" requires 1 Glass.

Xml patch:
Glass+LightsPatch.zip

I could also add a patch to the chandeliers from Additional Joy Objects, but there is such a patch, but it is broken for me, I posted a separate issue about this.

Bug Report - Able to build the Electric Stove without Electricity...

This seems to be related to how DocWorld creates stuffed menus. The default for stoves is the electric, even if electricity hasn't been researched. This allows you to quick select it and place it down for building, even if you've not actually researched the tech. Opening the submenu shows that you should only be able to build a fueled stove correctly, it is just the default selected that ends up allowing you to bypass this.

Ceramics

Add fiber crafting to other benches. Woodworking table from expanded woodworking?

Components onto RFF rock table

1.1-master: Rimefeller log error

Found a bug with the following mod list:

  • Harmony
  • Core
  • Royalty
  • HugsLib
  • Rimefeller
  • DocWorld

When I don't load DocWorld, no error; when I load DocWorld, the error appears.
Here's the log: https://gist.github.com/fc0876d154d8f75158d294fbe1bfc4a9

Here are the two errors:

Failed to find Verse.DesignationCategoryDef named Rimefeller. There are 18 defs of this type loaded.
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
Exception from asynchronous event: System.NullReferenceException: Object reference not set to an instance of an object
  at Rimefeller.RimefellerMod.Postfix () [0x00055] in <1e9744678bc14abe8db5097200412236>:0 
  at (wrapper dynamic-method) HugsLib.HugsLibController.DMD<DMD<LoadReloadInitialize_Patch1>?-1583697280::LoadReloadInitialize_Patch1>(HugsLib.HugsLibController)
  at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action action) [0x00008] in <4489f1367c1c4d76b2ae1272c8ed691d>:0 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Btw on another note, you don't need removing the specific category for the Tabletop Trove mod, the author already removed it a few weeks/months ago!

Content Additions

Retexture

  • Vents
  • Cooler
  • Tool Cabinet

Stuff

  • Tool Cabinet

Desk Lamps

  • Medieval
  • Industrial

Walled Vitals Monitor

  • Industrial
  • Spacer

Feature Request - Medical Supplements patch

Move items to different category and add Drop-down menu


Medical Supplements

  • Move to "Beds" from misc (Guest medical mat, Guest medical mat (Ultra tech), Guest medical mat (Spacer Tech), Guest medical mat (Early), Medical mat, Medical mat (Spacer tech), Medical mat (Ultra tech), Medical mat (Early) )
  • Move to "Production" from misc (Drug Chemical Mixer)
  • Put all guest mat variations in a drop-down menu with guest medical mat
    Guest Beds do not exist
  • Put all medical mat variations in a drop-down menu with medical mat

Thank you!

Bug Report - Patching error

When you only load RimPlas, the RimPlas animal bed is in the Animals architect menu but alone. The other vanilla animal beds are still in the Beds architect menu, instead of the Animals menu.

Mod list to reproduce the error:

  • Harmony, Core, Royalty, RimPlas, DocWorld

No log because this doesn"t create any error!

CCC

-- Underground pipes

Encountered an issue with textures being overwritten. Appears to be the overlay textures. Possibly hardcoded.

Conflict with mod [T] MoreBedsCloth

With a mod[T] MoreBedsCloth the game requires two sets of cloth for beds. For a single bed, it requires 12 and 12 clothes, for a double bed it requires 18 and 18 clothes.

1.1 Misc Suggestions

It's me again with another issue! (I swear I'll leave you alone after this one... At least for a moment)
With the upcoming Props and Decoration module from Oskar that is soon to come, and seeing that Zen Garden creates a Decoration tab, I thought it could be used to de-clutter the Furniture Tab, so I made a few suggestions that go this way.

Put in Animal Tab:


Put in Fences Tab:


Put in Floors Tab:

  • Gravels and paths (Zen Garden) [From Decoration Tab]
    Only "Rough" and "Unraked" are actually floors, others kept in decoration
  • Everything from Rimoleum [From Rimoleum Tab]

Put in Decoration Tab (or in the Prop Tab, whatever):


Put in Lighting Tab:


Put in Husbandry Tab:


Put in Culinary Tab:


Put in Security Tab:

  • Spark grid, Napalm Trail & Napalm Bomb (Rimefeller) [From Industrial Tab]

Put in Misc Tab:

  • Fire Sprinkler (Dubs Bad Hygiene) [From Hygiene Tab] (might be better in the Security tab, maybe)

Put in Temperature Tab:

  • Air-Con Pipe, Radiator, Large radiator, Solar Heater, Ceiling Fan, Air-Con Indoor & outdoor Unit, Walk-in freezer unit (Dubs Bad Hygiene) [From Hygiene Tab]

Drop-down menus:

  • Reactor Type A (Rimatomics) should be in a drop-down menu with Reactor Type X (Rimatomics) and Reactor type V (Rimatomics)
  • Thor Turbine (Rimatomics) should be in a drop-down menu with Zeus Turbine (Rimatomics)
  • Chemfuel Power Plant (Rimefeller) should be in a drop-down menu with Large chemfuel power plant (Rimefeller)
  • Oil Well (Rimefeller) should be in a drop-down menu with Deep Oil Well (Rimefeller)
  • Wine Barrel (Vanilla Factions Expanded - Medieval) should be in a drop-down menu with - Fermenting Barrel (Vanilla) and Chemshine barrel (Vanilla Factions Expanded - Settlers)
  • Sterile Tiles (Vanilla) should be in a drop-down menu with Sterile Tiles (Rimefeller)
    Potentially in the future with more sterile tile floors
  • Animal Sleeping Spot (Vanilla) should be in a drop-down menu with Invisible animal sleeping spot ([FSF] Invisible animal sleeping spot)
    Will maintain separation
  • Asphalt (RimPlas) should be in a drop-down menu with Concrete Tile and Paved Tile (Vanilla)
    Still view the floors as separate enough
  • Air-Con Indoor (Dubs Bad Hygiene) should be in a drop-down menu with the outdoor Unit (Dubs Bad Hygiene) and the Walk-in freezer unit (Dubs Bad Hygiene)
    Will confuse users, as they are distinct items
  • Passive Cooler (Vanilla) should be in a drop-down menu with Passive cooler (Ammonia) (Apothecary)
    There are many mods that make Passive Cooler "stuffable" so I will not add it to dropdown to reduce conflicts
  • Water well (Dubs Bad Hygiene) should be in a drop-down menu with Deep Water well (Dubs Bad Hygiene)
  • Electric Pump (Dubs Bad Hygiene) should be in a drop-down menu with Pumping Station (Dubs Bad Hygiene)
  • Wood-fired generator (Vanilla) should be in a drop-down menu with Charcoal-fired generator (Apothecary)
  • Machining Table (Vanilla) should be in a dropdown menu with Mech Breaker (RimPlas)
    Distinct enough table

Linkables:


Stuffable:

  • Dark wood planks (Rimkea) should be in a drop-down menu with Light wood planks and smooth wood floor (Rimkea), or all three should be made stuffable
  • Wood Panels ((O21) Clutter Structures) should be made stuffable
    Defined as wood panels, will leave as wood
  • Huge Water Tower (Dubs Bad Hygiene) should be made stuffable
    Will consider in the future. I will need to make a new mask texture for this to look good.

Misc:

1.1-master : RimKea designation category not getting removed

Hey there, it's me with another issue. It seems like in the latest master build, the RimKea category doesn't get removed properly. All the furniture is in the right places but the RimKea category is still there, empty and angry.
You can replicate that by loading Harmony, Core, Royalty, HugsLib, RimKea and DocWorld. Here's the log even though you might already know what needs fixing : https://gist.github.com/dee914ba03100fb9bb3e47cc0df93b67

In other unrelated news, Alpha Biomes updated and added new buildings and floors : New building: Tar Pits Exotic Smelter, to convert the resin to processed resin
New building: Tar Pump. Can be built on tarred mud (with a penalty) or directly on a tar hole. It produces chemfuel and asphalt.
New floors: asphalt can be used to build tarmac and asphalt bridges, which can be built to increase movement speed on this biome
New security options: asphalt can be used to build tar shells and tar IEDs, which create tar puddles that decrease movement speed to 6%. This tar destroys many floors, and if it rains... it will harden and not go away.

You might wanna update your patch :D

Feature Request - Fluffy's Floors should be behind Stonecutting research...

When using Fluffy's Floors with DocWorld, you are able to just build them immediately, even if you normally don't start with Stonecutting. This should probably be changed to put those floors behind Stonecutting, like normal advanced stone floors are. As an aside, might be a good idea to consider a beauty balance pass on Fluffy's Floors as well, I ended up removing it as you could make cheap wood floors with quite high beauty.

https://steamcommunity.com/sharedfiles/filedetails/?id=853043503

  • Floor beauty
  • stone floors behind stonecutting

Feature Request: Update patches for Pelador's mods

Pelador won't mod anymore for Rimworld, so Mlie took his mods and updated them. If you could update the patches for the mods that would be great!


Apothecary


Rimoleum


RimPlas


(Bonus 1) Preemptive Strike


(Bonus 2) More Furniture [1.1 + 1.2]

  • The mod hasn't changed but its name has, I believe it's screwing your patches up

Misc Suggestions 2: Electric Boogaloo

So I'll try to make myself more clear concerning linkables, hope this time it's not as confusing!
In the issue, when I say "Should benefit from", it means that for example the Walls Vitals Monitor should be recognised as a valid improvement for the Glitterworld Hospital Bed, like for the vanilla hospital bed.


Sparkling Worlds - Full Mod

The Glitterworld Hospital Bed:

The Matterweaver and Mechanite Assembly:


[JPT] Soft Warm Beds

The Hammock:


Rimkea

The PILFUR bed, SNOREGG simple bed, SNOREGG double bed, KRUDNEPP simple bed and SNABNEPP double bed:


Vanilla Furniture Expanded

The simple bed, slab bed, royal poster bed, ergonomic bed and ergonomic double bed:


RimPlas

RimThermoPlas bedroll, RimThermoPlas double bedroll, vanilla Bedroll and vanilla double bedroll:

The High-Tech Hospital Bed:

The RimPlas Game-of-Ur, RimPlas Chess Table, RimPlas Stool, RimPlas Shelf, RimPlas Single Shelf, RimPlas Animal Box RimPlas Dining Chair, RimPlas End Table, RimPlas Table (1x1), RimPlas Table (2x1) and RimPlas Dresser:

  • Should be removed, since their vanilla counterparts can already be made out of RimPlas

The Graphene Solar Generator, Graphene Wind Turbine:

  • Should be made minifiable like their vanilla counterparts

Smokeleaf Industry Reborn

The Smokeleaf Auto Trimmer, Cultivation bench and medicinals lab:

The Hempene Solar Generator and the Hempoline-powered Generator:

  • Should be made minifiable lie their vanilla counterparts

Rolling Table

The Rolling Table:


Vanilla Furniture Expanded - Production

The Electric Drug Lab:


What the hack?!

The Mechanoid Workshop:


Apothecary

The Charcoal Generator:

  • Should be made minifiable like its vanilla counterpart

The Charcoal Smithy:

The Charcoal Stove:

The Apothecary Table:


Mamuffalo

The Mamuffalo:

  • Should yield bluefur like the vanilla muffalo and not plainleather

Medpod

The MedPod and MedPod Lux:

  • Should be in the Bed menu

Vanilla Furniture Expanded - Power

The Advanced Wind Turbine, advanced solar generator, Helixien gas powered generator, industrial wood-fired generator, industrial chemfuel powered generator and industrial helixien gas powered generator:

  • Should be minifiable like their vanilla counterparts

Genetic Rim

The Cryo-stabilized generator:

  • Should be minifiable like its vanilla counterpart

Vanilla Factions Expanded - Settlers

The Windmill:

  • Should be minifiable like its vanilla counterpart

Alpha Biomes

The Core sample drill:

  • Should be in a drop-down menu with the vanilla deep drill

Dragon's Descent

The Dragon Pillow and Dragon Nest:

  • Should be in the Animals category

1.1 Dropdown Suggestions

I don't quite remember what was already patched in 1.0 and what you've already done for 1.1, but here are some dropdown suggestions, mainly for VFE Power & Production, but not only. All the mentionned mods should be on the workshop:




  • Geothermal generator (Vanilla) should be in a drop-down menu with:
  • Graphene geothermal generator (RimPlas);




  • Power conduits (Vanilla) should be in a drop-down menu with:
  • Graphene Conduit & Underground Graphene conduit (RimPlas);
    Due to harmony patching, the underground conduits cannot be properly added into a dropdown menu. Therefore DocWorld will not touch the conduits.
  • Hempene Power Conduit (Smokeleaf Industry Reborn);




  • All the floors from (Rimoleum) should be in the same drop-down menu;
    Moved to Floors, decided no drop-down menu will be applied

  • RimPlas Injection Moulder (RimPlas) should be in the same drop-down menu with:
  • Advanced RimPlas injection Moulder (RimPlas);


  • Transport pod (Vanilla) should be in a drop-down menu with:
  • Beam cannon satellite pod & Bombardment sattelite pod (Sparkling Worlds - Full mod);



  • Bridge (Vanilla) should be in a drop-down menus with:
  • Concrete bridge (Roads of the Rim);
    Won't be done





  • Vitals monitor (Vanilla) should be in a drop-down menu with:
  • Walls vitals monitor (Walls vitals monitor);


  • The IED trap (Vanilla) should be in a drop-down menu with:
  • IED nitromilk trap (Genetic Rim);



  • Orbital Trade Beacon (Vanilla) should be in a drop-down menu with:
  • Orbital Trade Column (Utility Columns);


  • Standing Lamp (Vanilla) should be in a drop-down menu with:
  • The magenta, lime, aqua, yellow, purple and orange standing lamps (More Furniture [1.1]);


  • The Ceiling Lamps (Glass+Lights) should be in a drop-down menu with:
    Separate but in their own Dropdown
  • Ceiling light (RimPlas);
  • Graphene ceiling light (RimPlas);

Feature Request - Research consolidation

I hope you don't mind spamming you with requests, especially since you seem to have more important stuff to look after than GitHub and DocWorld at the moment.
I don't know how annoying or not it is to mess with techs and researches, but some mods create projects that basically are the same; so here are some suggestions to "de-clutter" the tree.


Medieval Madness: Tools of the Trade


When Vanilla Factions Expanded - Medieval & Medieval Madness: Tools of the Trade are both loaded


When Vanilla Armour Expanded & [O21] Dragons Not Included are both loaded


When [O21] Dragons Not Included & Vanilla Factions Expanded - Medieval are both loaded


When Vanilla Factions Expanded - Vikings & [O21] Dragons Not Included are both loaded


When Vanilla Weapons Expanded & [O21] Dragons Not Included are both loaded


When Rimatomics & Vanilla Furniture Expanded - Power are both loaded


When Rimatomics & Sparkling Worlds - Full Mod
are both loaded


I hope I didn't make any mistake or mix-up in my suggestions!

Support for Various mods

Bug Report - Wrong Category

Bug Description
Preserving barrel from Apothecary should be in husbandry category
(Production -> Husbandry)

[HugsLib Error Log]No error log, just something i noticed.

Misc Suggestions 3 : Return of the Issue

Here's the promised issue, came up with a few things ;D


Save Our Ship 2

  • Put Ship Hull and Archotech Ship Hull into a drop-down menu
  • Put Archotech Pillar Alpha, beta, gamma & delta into a drop-down menu
  • Put Basic Sensors and Advanced Sensors into a drop-down menu
  • Put Ship Capacitor and Capacitor Array into a drop-down menu
  • Put Ship Airlock, Mechanoid Ship Airlock and Archotech Ship Airlock into a drop-down menu
  • Put Shield generator and Archotech Shield Generator into a drop-down menu
  • Put Crittersleep Casket (8) and Crittereep Casket (32) into a drop-down menu
  • Put Emergency Purge Port and Large Emergency Purge Port into a drop-down menu
  • Put Heatsink, large heatsink and anti-entropic heatsink into a drop-down menu
  • Put Basic, Advanced and Sapient Holodecks into a drop-down menu

Rimatomics


Vanilla Factions Expanded - Vikings

The fur bed and double fur bed:


LWM's Deep Storage & Vanilla Furniture Expanded - Props and Decor
Make all props allowed to hold anything, reduce mod compat needs. Users can RP as they wish


Swords (Continued)


Vanilla Books Expanded

  • Writers table and Typewriters table should be in a drop-down menu

Vanilla Furniture Expanded - Props and Decor & Dubs Bad Hygiene


Medieval Madness: Tools of the Trade


Vanilla Cooking Expanded & Smokeleaf Industry Reborn


Vanilla Furniture Expanded - Power


ZARS Production Spots

  • Brewing Spot -> Culinary Category

ZARS Tribalism

  • Storage Box -> added to Storage Category
    Stone Oven -> Culinary Category
    Smokepit -> Culinary Category (This might be there already. If this mod is loaded before Smoked Meat Mod, only the Smoked Meat mod's smokepit is shown)
    Urns, Decorative Pots, Large and Small Totems, Large and Small Rugs -> Decor Category. (They are missing when Docworld is enabled it seems)

Medieval Lighting and Heat

  • Lantern, Street Lantern, and Chandelier -> Lighting Category

VGP Vegetable Garden

  • Food Shelf 2x2 -> Culinary or Storage Category
  • Biome foraging support

Vanilla Apparel Expanded


Commercial Server

  • Add dropdown menu for servers

AnimalHarvestingSpot (Continued)

  • Milking, Shearing, Slaughtering, Training and Animal Harvesting Spots -> Husbandry Category

Metals+


Review Designation Categories

Bug Report - Storage Architect Icon

When you load Architect Icons and DocWorld, the Storage icon is the right one. If you add LWM's Deep Storage to the mix, the Storage icon is an X.

Mod lists used :
Core, Royalty, Architect Icons, DocWorld (Icon OK)
Harmony, Core, Royalty, Architect Icons, LWM's Deep Storage, DocWorld (X Icon)

No log since there's no error thrown.

Some xml errors

Probably you need to check for the presence of nodes before the add operation. HugsLib:

Config error in SurgicalInstruments: has duplicate thingCategory BuildingsMisc.
Config error in SurgicalLamp: has duplicate thingCategory BuildingsMisc.
Root node: <ThingDef ParentName="BuildingBase"><defName>SurgicalInstruments</defName><label>surgical instruments</label><description>Increases medical tend quality, and immunity gain speed when placed directly adjacent to a hospital bed. Only works for hospital beds - normal beds will not benefit. Attaching more than one surgical instruments to the same bed will have no effect.</description><graphicData><texPath>Hospital/SurgicalInstruments</texPath><graphicClass>Graphic_Multi</graphicClass><drawSize>(1,1)</drawSize><damageData><cornerTL>Damage/Corner</cornerTL><cornerTR>Damage/Corner</cornerTR><cornerBL>Damage/Corner</cornerBL><cornerBR>Damage/Corner</cornerBR></damageData></graphicData><costList><Steel>40</Steel><Plasteel>40</Plasteel><ComponentIndustrial>1</ComponentIndustrial></costList><researchPrerequisites><li>SurgicalInstruments</li></researchPrerequisites><designationCategory>Misc</designationCategory><comps><li Class="CompProperties_Facility"><statOffsets><MedicalTendQualityOffset>0.1</MedicalTendQualityOffset><ImmunityGainSpeedFactor>0.01</ImmunityGainSpeedFactor></statOffsets><maxSimultaneous>1</maxSimultaneous><mustBePlacedAdjacent>true</mustBePlacedAdjacent></li></comps><minifiedDef>MinifiedThing</minifiedDef><thingCategories><li>BuildingsMisc</li></thingCategories><statBases><MaxHitPoints>50</MaxHitPoints><WorkToBuild>1500</WorkToBuild><Mass>20</Mass><Flammability>1.0</Flammability><Mass>5</Mass></statBases><minifiedDef>MinifiedThing</minifiedDef><thingCategories><li>BuildingsMisc</li></thingCategories></ThingDef>
Root node: <ThingDef ParentName="BuildingBase"><defName>SurgicalLamp</defName><label>surgical lamp</label><description>Increases surgery success chance, and immunity gain speed when placed directly adjacent to a hospital bed. Only works for hospital beds - normal beds will not benefit. Attaching more than one surgical lamp to the same bed will have no effect.</description><graphicData><texPath>Hospital/SurgicalLamp</texPath><graphicClass>Graphic_Multi</graphicClass><drawSize>(1,1)</drawSize><damageData><cornerTL>Damage/Corner</cornerTL><cornerTR>Damage/Corner</cornerTR><cornerBL>Damage/Corner</cornerBL><cornerBR>Damage/Corner</cornerBR></damageData></graphicData><costList><Steel>40</Steel><ComponentIndustrial>1</ComponentIndustrial></costList><researchPrerequisites><li>SurgicalLamp</li></researchPrerequisites><designationCategory>Misc</designationCategory><comps><li Class="CompProperties_Power"><compClass>CompPowerTrader</compClass><basePowerConsumption>400</basePowerConsumption></li><li Class="CompProperties_Glower"><glowRadius>5</glowRadius><overlightRadius>3</overlightRadius><glowColor>(217,217,208,0)</glowColor></li><li Class="CompProperties_Facility"><statOffsets><ImmunityGainSpeedFactor>0.01</ImmunityGainSpeedFactor><SurgerySuccessChanceFactor>0.1</SurgerySuccessChanceFactor></statOffsets><maxSimultaneous>1</maxSimultaneous><mustBePlacedAdjacent>true</mustBePlacedAdjacent></li><li Class="CompProperties_Flickable" /></comps><minifiedDef>MinifiedThing</minifiedDef><thingCategories><li>BuildingsMisc</li></thingCategories><statBases><MaxHitPoints>100</MaxHitPoints><WorkToBuild>3000</WorkToBuild><Mass>40</Mass><Flammability>1.0</Flammability><Mass>5</Mass></statBases><minifiedDef>MinifiedThing</minifiedDef><thingCategories><li>BuildingsMisc</li></thingCategories></ThingDef>
XML error: Duplicate XML node name minifiedDef in this XML block: <ThingDef ParentName="BuildingBase"><defName>SurgicalInstruments</defName><label>surgical instruments</label><description>Increases medical tend quality, and immunity gain speed when placed directly adjacent to a hospital bed. Only works for hospital beds - normal beds will not benefit. Attaching more than one surgical instruments to the same bed will have no effect.</description><graphicData><texPath>Hospital/SurgicalInstruments</texPath><graphicClass>Graphic_Multi</graphicClass><drawSize>(1,1)</drawSize><damageData><cornerTL>Damage/Corner</cornerTL><cornerTR>Damage/Corner</cornerTR><cornerBL>Damage/Corner</cornerBL><cornerBR>Damage/Corner</cornerBR></damageData></graphicData><costList><Steel>40</Steel><Plasteel>40</Plasteel><ComponentIndustrial>1</ComponentIndustrial></costList><researchPrerequisites><li>SurgicalInstruments</li></researchPrerequisites><designationCategory>Misc</designationCategory><comps><li Class="CompProperties_Facility"><statOffsets><MedicalTendQualityOffset>0.1</MedicalTendQualityOffset><ImmunityGainSpeedFactor>0.01</ImmunityGainSpeedFactor></statOffsets><maxSimultaneous>1</maxSimultaneous><mustBePlacedAdjacent>true</mustBePlacedAdjacent></li></comps><minifiedDef>MinifiedThing</minifiedDef><thingCategories><li>BuildingsMisc</li></thingCategories><statBases><MaxHitPoints>50</MaxHitPoints><WorkToBuild>1500</WorkToBuild><Mass>20</Mass><Flammability>1.0</Flammability><Mass>5</Mass></statBases><minifiedDef>MinifiedThing</minifiedDef><thingCategories><li>BuildingsMisc</li></thingCategories></ThingDef>
XML error: Duplicate XML node name minifiedDef in this XML block: <ThingDef ParentName="BuildingBase"><defName>SurgicalLamp</defName><label>surgical lamp</label><description>Increases surgery success chance, and immunity gain speed when placed directly adjacent to a hospital bed. Only works for hospital beds - normal beds will not benefit. Attaching more than one surgical lamp to the same bed will have no effect.</description><graphicData><texPath>Hospital/SurgicalLamp</texPath><graphicClass>Graphic_Multi</graphicClass><drawSize>(1,1)</drawSize><damageData><cornerTL>Damage/Corner</cornerTL><cornerTR>Damage/Corner</cornerTR><cornerBL>Damage/Corner</cornerBL><cornerBR>Damage/Corner</cornerBR></damageData></graphicData><costList><Steel>40</Steel><ComponentIndustrial>1</ComponentIndustrial></costList><researchPrerequisites><li>SurgicalLamp</li></researchPrerequisites><designationCategory>Misc</designationCategory><comps><li Class="CompProperties_Power"><compClass>CompPowerTrader</compClass><basePowerConsumption>400</basePowerConsumption></li><li Class="CompProperties_Glower"><glowRadius>5</glowRadius><overlightRadius>3</overlightRadius><glowColor>(217,217,208,0)</glowColor></li><li Class="CompProperties_Facility"><statOffsets><ImmunityGainSpeedFactor>0.01</ImmunityGainSpeedFactor><SurgerySuccessChanceFactor>0.1</SurgerySuccessChanceFactor></statOffsets><maxSimultaneous>1</maxSimultaneous><mustBePlacedAdjacent>true</mustBePlacedAdjacent></li><li Class="CompProperties_Flickable" /></comps><minifiedDef>MinifiedThing</minifiedDef><thingCategories><li>BuildingsMisc</li></thingCategories><statBases><MaxHitPoints>100</MaxHitPoints><WorkToBuild>3000</WorkToBuild><Mass>40</Mass><Flammability>1.0</Flammability><Mass>5</Mass></statBases><minifiedDef>MinifiedThing</minifiedDef><thingCategories><li>BuildingsMisc</li></thingCategories></ThingDef>
XML error: Duplicate XML node name thingCategories in this XML block: <ThingDef ParentName="BuildingBase"><defName>SurgicalInstruments</defName><label>surgical instruments</label><description>Increases medical tend quality, and immunity gain speed when placed directly adjacent to a hospital bed. Only works for hospital beds - normal beds will not benefit. Attaching more than one surgical instruments to the same bed will have no effect.</description><graphicData><texPath>Hospital/SurgicalInstruments</texPath><graphicClass>Graphic_Multi</graphicClass><drawSize>(1,1)</drawSize><damageData><cornerTL>Damage/Corner</cornerTL><cornerTR>Damage/Corner</cornerTR><cornerBL>Damage/Corner</cornerBL><cornerBR>Damage/Corner</cornerBR></damageData></graphicData><costList><Steel>40</Steel><Plasteel>40</Plasteel><ComponentIndustrial>1</ComponentIndustrial></costList><researchPrerequisites><li>SurgicalInstruments</li></researchPrerequisites><designationCategory>Misc</designationCategory><comps><li Class="CompProperties_Facility"><statOffsets><MedicalTendQualityOffset>0.1</MedicalTendQualityOffset><ImmunityGainSpeedFactor>0.01</ImmunityGainSpeedFactor></statOffsets><maxSimultaneous>1</maxSimultaneous><mustBePlacedAdjacent>true</mustBePlacedAdjacent></li></comps><minifiedDef>MinifiedThing</minifiedDef><thingCategories><li>BuildingsMisc</li></thingCategories><statBases><MaxHitPoints>50</MaxHitPoints><WorkToBuild>1500</WorkToBuild><Mass>20</Mass><Flammability>1.0</Flammability><Mass>5</Mass></statBases><minifiedDef>MinifiedThing</minifiedDef><thingCategories><li>BuildingsMisc</li></thingCategories></ThingDef>
XML error: Duplicate XML node name thingCategories in this XML block: <ThingDef ParentName="BuildingBase"><defName>SurgicalLamp</defName><label>surgical lamp</label><description>Increases surgery success chance, and immunity gain speed when placed directly adjacent to a hospital bed. Only works for hospital beds - normal beds will not benefit. Attaching more than one surgical lamp to the same bed will have no effect.</description><graphicData><texPath>Hospital/SurgicalLamp</texPath><graphicClass>Graphic_Multi</graphicClass><drawSize>(1,1)</drawSize><damageData><cornerTL>Damage/Corner</cornerTL><cornerTR>Damage/Corner</cornerTR><cornerBL>Damage/Corner</cornerBL><cornerBR>Damage/Corner</cornerBR></damageData></graphicData><costList><Steel>40</Steel><ComponentIndustrial>1</ComponentIndustrial></costList><researchPrerequisites><li>SurgicalLamp</li></researchPrerequisites><designationCategory>Misc</designationCategory><comps><li Class="CompProperties_Power"><compClass>CompPowerTrader</compClass><basePowerConsumption>400</basePowerConsumption></li><li Class="CompProperties_Glower"><glowRadius>5</glowRadius><overlightRadius>3</overlightRadius><glowColor>(217,217,208,0)</glowColor></li><li Class="CompProperties_Facility"><statOffsets><ImmunityGainSpeedFactor>0.01</ImmunityGainSpeedFactor><SurgerySuccessChanceFactor>0.1</SurgerySuccessChanceFactor></statOffsets><maxSimultaneous>1</maxSimultaneous><mustBePlacedAdjacent>true</mustBePlacedAdjacent></li><li Class="CompProperties_Flickable" /></comps><minifiedDef>MinifiedThing</minifiedDef><thingCategories><li>BuildingsMisc</li></thingCategories><statBases><MaxHitPoints>100</MaxHitPoints><WorkToBuild>3000</WorkToBuild><Mass>40</Mass><Flammability>1.0</Flammability><Mass>5</Mass></statBases><minifiedDef>MinifiedThing</minifiedDef><thingCategories><li>BuildingsMisc</li></thingCategories></ThingDef>

Gloomy Furniture

Look over designation categories

Move Zen garden into decor category if Gloomy installed?

Prepare for Zymex Gloomy Vanilla

1.1-master: Rim of Madness - Bones/Stuffed Floors log error

Another log error I managed to reproduce with a minimal mod list:

  • Harmony
  • Core
  • Royalty
  • HugsLib
  • Rim of Madness - Bones
  • Stuffed Floors
  • DocWorld

Here's the log: https://gist.github.com/HugsLibRecordKeeper/3c3edd9772c6f2c4c965a0e4830a44db
As usual, without DocWorld, no error; with DocWorld, the following errors:

XML error: <acceptTerrainSourceFilth>True</acceptTerrainSourceFilth> doesn't correspond to any field in type TerrainDef. Context: <TerrainDef ParentName="RoMBonesFloor"><layerable>true</layerable><affordances><li>Light</li><li>Medium</li><li>Heavy</li></affordances><designationCategory>Floors</designationCategory><fertility>0</fertility><constructEffect>ConstructDirt</constructEffect><acceptTerrainSourceFilth>True</acceptTerrainSourceFilth><terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded><description>Bones for your flooring pleasure. Fast to walk on, neutral in looks.</description><texturePath>Terrain/Surfaces/BoneFloor</texturePath><designatorDropdown>Floor_Bones</designatorDropdown><statBases><WorkToBuild>85</WorkToBuild><Beauty>0</Beauty></statBases><edgeType>Hard</edgeType><renderPrecedence>250</renderPrecedence><resourcesFractionWhenDeconstructed>0.33</resourcesFractionWhenDeconstructed><defName>BoneFloor</defName><label>bone floor</label><color>(175,175,175)</color><costList><BoneItem>5</BoneItem></costList></TerrainDef>
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

XML error: <acceptTerrainSourceFilth>True</acceptTerrainSourceFilth> doesn't correspond to any field in type TerrainDef. Context: <TerrainDef ParentName="RoMBonesFloor"><layerable>true</layerable><affordances><li>Light</li><li>Medium</li><li>Heavy</li></affordances><designationCategory>Floors</designationCategory><fertility>0</fertility><constructEffect>ConstructDirt</constructEffect><acceptTerrainSourceFilth>True</acceptTerrainSourceFilth><terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded><description>Bones for your flooring pleasure. Fast to walk on, neutral in looks.</description><texturePath>Terrain/Surfaces/BoneFloor_Blackened</texturePath><designatorDropdown>Floor_Bones</designatorDropdown><statBases><WorkToBuild>85</WorkToBuild><Beauty>0</Beauty></statBases><edgeType>Hard</edgeType><renderPrecedence>250</renderPrecedence><resourcesFractionWhenDeconstructed>0.33</resourcesFractionWhenDeconstructed><defName>BoneFloor_Blackened</defName><label>bone floor (blackened)</label><color>(175,175,175)</color><costList><BoneItem>5</BoneItem></costList></TerrainDef>
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

XML error: <acceptTerrainSourceFilth>True</acceptTerrainSourceFilth> doesn't correspond to any field in type TerrainDef. Context: <TerrainDef ParentName="RoMBonesFloor"><layerable>true</layerable><affordances><li>Light</li><li>Medium</li><li>Heavy</li></affordances><designationCategory>Floors</designationCategory><fertility>0</fertility><constructEffect>ConstructDirt</constructEffect><acceptTerrainSourceFilth>True</acceptTerrainSourceFilth><terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded><description>Hardened bone china tiles. Pretty, but labor and material-intensive.</description><texturePath>Terrain/Surfaces/BoneChinaFloor</texturePath><designatorDropdown>Floor_Bones</designatorDropdown><statBases><WorkToBuild>500</WorkToBuild><Beauty>2</Beauty></statBases><edgeType>Hard</edgeType><renderPrecedence>240</renderPrecedence><resourcesFractionWhenDeconstructed>0.33</resourcesFractionWhenDeconstructed><defName>BoneChinaFloor</defName><label>bone china floor</label><color>(170,170,170)</color><costList><BoneChina>5</BoneChina></costList></TerrainDef>
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

XML error: <acceptTerrainSourceFilth>True</acceptTerrainSourceFilth> doesn't correspond to any field in type TerrainDef. Context: <TerrainDef ParentName="RoMBonesFloor"><layerable>true</layerable><affordances><li>Light</li><li>Medium</li><li>Heavy</li></affordances><designationCategory>Floors</designationCategory><fertility>0</fertility><constructEffect>ConstructDirt</constructEffect><acceptTerrainSourceFilth>True</acceptTerrainSourceFilth><terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded><description>Hardened bone floors paved with ashes. Somewhat pretty, but labor and material-intensive.</description><texturePath>Terrain/Surfaces/BoneFloor_Ash</texturePath><designatorDropdown>Floor_Bones</designatorDropdown><statBases><WorkToBuild>300</WorkToBuild><Beauty>1</Beauty></statBases><edgeType>Hard</edgeType><renderPrecedence>240</renderPrecedence><resourcesFractionWhenDeconstructed>0.33</resourcesFractionWhenDeconstructed><defName>BoneFloor_Ashen</defName><label>bone floor (ash)</label><color>(170,170,170)</color><costList><BoneItem>3</BoneItem><BoneChina>2</BoneChina></costList></TerrainDef>
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

XML error: <acceptTerrainSourceFilth>True</acceptTerrainSourceFilth> doesn't correspond to any field in type TerrainDef. Context: <TerrainDef ParentName="RoMBonesFloor"><layerable>true</layerable><affordances><li>Light</li><li>Medium</li><li>Heavy</li></affordances><designationCategory>Floors</designationCategory><fertility>0</fertility><constructEffect>ConstructMetal</constructEffect><acceptTerrainSourceFilth>True</acceptTerrainSourceFilth><terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded><description>Bone tiles, hardened together and polished. Pretty, but labor and material-intensive.</description><texturePath>Terrain/Surfaces/BoneFloor_Tile</texturePath><designatorDropdown>Floor_Bones</designatorDropdown><statBases><WorkToBuild>700</WorkToBuild><Beauty>3</Beauty></statBases><edgeType>Hard</edgeType><renderPrecedence>240</renderPrecedence><resourcesFractionWhenDeconstructed>0.33</resourcesFractionWhenDeconstructed><defName>BoneFloor_Tile</defName><label>bone tile</label><color>(170,170,170)</color><costList><BoneChina>7</BoneChina></costList></TerrainDef>
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Feature Request : Small compat, again

Another small compat that could be nice:


LWM's Deep Storage, Vanilla Brewing Expanded and Vanilla Furniture Expanded - Props & Decor

If the three mods are loaded:


LWM's Deep Storage, Vanilla Factions Expanded - Vikings and Vanilla Furniture Expanded - Props & Decor

If the three mods are loaded:

I made some patches for CTS, Sparkling Worlds, Glass + Lights, VFE, VFE - SM, Glitter Tech, RJW

I found that some beds do not require clothes for building and some things are not in more suitable categories. So I made patches that do this:

Glitter Tech - moves Re-Ambulation Pod to a bed category, moves Flood light to the Lightning category
Glass+Lights - Moves outdoor groundlamp to Lightning category
Sparkling Worlds - moves GlitterworldHospitalBedSW to the Lightning category
CTS - Complete Tech Solutions - moves Hi-tech Hospital Beds to the Beds category
RJW - moves all beds to the Beds category and gives them the requirement of clothes for building
VFE and VFE SM - gives all beds the requirement of clothes for building

Feel free to add these patches to DocWorld mod, since I do not know how to add pull requests, I attach them with the archive.
Patches.zip

1.1 Testing - Rimkea log

A few days ago I told you about an error happening with Rimkea and DocWorld. After many testings, adding and removing mods, I didn't manage to find the culprit, so here's the output log with all my mods loaded : https://gist.github.com/HugsLibRecordKeeper/a510ccf59206302469673ca93f4e7b26
First interesting thing is at line 1914 :

XML error: Could not find parent node named "RIKFleaLampBase" for node "ThingDef". Full node: <ThingDef ParentName="RIKFleaLampBase"><defName>KAGESHAINLamp</defName><label>KAGESHAIN Lamp</label><description>KAGESHAIN Lamp There have not been many KAGESHAIN lamps produced. It had a small design flaw where the cage prevented the bulb to be replaced. People actually cared about that.</description><graphicData><texPath>Things/Buildings/Furniture/Lamps/KAGESHAINLamp</texPath></graphicData><comps><li Class="CompProperties_Glower"><glowRadius>15</glowRadius><glowColor>(217,217,217,0)</glowColor></li></comps></ThingDef> (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

There's a few others like that, and other Rimkea related errors at line 2303:
ThingDef KAGESHAINLamp has no thingClass. This is a misconfiguration in RIMkea. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Then there's a minor error line 1983:

[DocWorld] Patch operation Verse.PatchOperationFindMod(Smokeleaf Industry Reborn) failed file: [Rimworld_dir]\Mods\DocWorld-1.1_Testing\Patches\Remove_Designation_Category.xml (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Finally, the Fence tab is not appearing in my game, and there are errors like the one at line 1987:

Could not resolve cross-reference: No Verse.DesignationCategoryDef named DZ_Fences found to give to Verse.ThingDef WoodFenceGateB (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

I hope all of these errors are DocWorld related and I'm not wasting your time. If it's the case, feel free to close this issue !

Bug Report: Medieval - Vanilla patch not working

I started creating a modlist for a medieval game, and noticed that the patch affecting the Power and Ship Designation Category removal didn't seem to take effect. Maybe it's because of the 1.2 update of the mod?

I tested it with Core, Royalty, Medieval - Vanilla and DocWorld; the Ship and Power categories were still there.

No log to link since there was no error.

Feature Request - Royalty

I lied, I'm openning a new issue :D
There's a mod I use, Royalty compatible with Expand Furniture Patch, that patches furniture to be compatible with Royalty bedrooms. Since in my other issue I'm asking you to expand on these kind of patches (with pianos and stuff like that), I wondered if you'd be willing to directly integrate the patches in your mod ?


Royalty compatible with Expand Furniture Patch

  • Integrate all the patches contained in the mod
  • Set all the contained mods to load before DocWorld, seems like the patches only work that way, unlike of a lot of the others in your mod

Thanks again for the incredible work you're doing for us, your mod is a game changer!

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