Rainbowdesign Posted November 18, 2019 Share Posted November 18, 2019 Here i collect some of the mods and feedback for them. Super Building extension with a load of new buildings and some balances https://steamcommunity.com/sharedfiles/filedetails/?id=1828749978 High Pressure mod to transport and store big amounts of liquids. https://steamcommunity.com/sharedfiles/filedetails/?id=1816824573 Lua scripting engine create new simple lua scripts to change stuff ingame or make scenarios. https://steamcommunity.com/sharedfiles/filedetails/?id=1812965265 Scenarios & Configurations Adds a bunch of settings to the mapgeneration menu. https://steamcommunity.com/sharedfiles/filedetails/?id=2014940545 If you find a bug please post here. Link to comment https://forums.kleientertainment.com/forums/topic/113661-mods-rainbowdesigns-mods/ Share on other sites More sharing options...
KILLABUDZ Posted January 3, 2020 Share Posted January 3, 2020 Hi, I just started playing around with Super Building ext and when I reloaded my world the automatic metal refinery is gone and no longer in the build menu and I see it was just updated. Was this deliberate? Link to comment https://forums.kleientertainment.com/forums/topic/113661-mods-rainbowdesigns-mods/#findComment-1296370 Share on other sites More sharing options...
Rainbowdesign Posted January 4, 2020 Author Share Posted January 4, 2020 Fixed it! Link to comment https://forums.kleientertainment.com/forums/topic/113661-mods-rainbowdesigns-mods/#findComment-1296477 Share on other sites More sharing options...
exhaler Posted January 9, 2020 Share Posted January 9, 2020 Hello, great mod however the game crashes as soon as I build the automatic rock crusher. I tried it with no other mods activated with the same result, log attached output_log.txt Link to comment https://forums.kleientertainment.com/forums/topic/113661-mods-rainbowdesigns-mods/#findComment-1297706 Share on other sites More sharing options...
Candide Posted January 10, 2020 Share Posted January 10, 2020 It's a null pointer exception. @Rainbowdesign Make sure you check for null, especially if you use GetComponent(). It might work on Windows, but not on Linux/Mac. Once I had an issue with KPrefabID component being null on Linux, but not on the Windows version of the game. Good luck. Link to comment https://forums.kleientertainment.com/forums/topic/113661-mods-rainbowdesigns-mods/#findComment-1297896 Share on other sites More sharing options...
Rainbowdesign Posted January 10, 2020 Author Share Posted January 10, 2020 I uploaded the new version with the rock crusher fixed, please test it. I also streamlined it so to replace a dupe takes 2000W power. @Candide Yes i left a reference to dupes there that caused the null pointer exception. Link to comment https://forums.kleientertainment.com/forums/topic/113661-mods-rainbowdesigns-mods/#findComment-1297999 Share on other sites More sharing options...
tonimark2018 Posted January 17, 2020 Share Posted January 17, 2020 hello @Rainbowdesign it's me from steam, after a few weeks I decided to post my save for inspection on this forum because of the bug that you have mentioned about the super wire. check my save and replay if there is something wrong here is the file save with the image for proof that wires exists in this save creative 2 Cycle 260.sav Link to comment https://forums.kleientertainment.com/forums/topic/113661-mods-rainbowdesigns-mods/#findComment-1299598 Share on other sites More sharing options...
Rainbowdesign Posted January 17, 2020 Author Share Posted January 17, 2020 Hei, i will look into it but it is likely to take long, i have too little time right now and i want to test and release the new mod first. Link to comment https://forums.kleientertainment.com/forums/topic/113661-mods-rainbowdesigns-mods/#findComment-1299630 Share on other sites More sharing options...
Rainbowdesign Posted January 18, 2020 Author Share Posted January 18, 2020 I looked at the code i have however no idea what is wrong. I remember it being connected with this error log: https://pastebin.com/dc5DrRrQ And [17:06:26.025] [1] [WARNING] Could not find prefab 'SuperWireRefined' I am not really sure why it cannot find the prefab or where the error is. The wire code is very small: This is the original wire: using TUNING; using UnityEngine; public class WireRefinedConfig : BaseWireConfig { public const string ID = "WireRefined"; public override BuildingDef CreateBuildingDef() { string id = "WireRefined"; string anim = "utilities_electric_conduct_kanim"; float construction_time = 3f; float[] tieR0 = BUILDINGS.CONSTRUCTION_MASS_KG.TIER0; float insulation = 0.05f; EffectorValues none = NOISE_POLLUTION.NONE; BuildingDef buildingDef = this.CreateBuildingDef(id, anim, construction_time, tieR0, insulation, BUILDINGS.DECOR.NONE, none); buildingDef.MaterialCategory = MATERIALS.REFINED_METALS; return buildingDef; } public override void DoPostConfigureComplete(GameObject go) { this.DoPostConfigureComplete(Wire.WattageRating.Max2000, go); } } This is the super wire: using System; using System.Collections.Generic; using System.Linq; using System.Reflection; using System.Text; using Harmony; using TUNING; using UnityEngine; namespace SuperWire { internal class IDS { public const string ID = "SuperWire"; public const string NAME = "Super Wire"; public const string DESCRIPTION = "The Super Wire can transport 50000 Watts."; public const string EFFECT = "A very strong but expensive wire to connect in lategame."; public const string TECH = "PrettyGoodConductors"; public const string PLANCATEGORY = "Power"; } [HarmonyPatch(typeof(GeneratedBuildings), "LoadGeneratedBuildings")] internal class __LoadGeneratedBuildings { private static void Prefix() { Co.Add.BuildingPlan(IDS.ID, IDS.NAME, IDS.DESCRIPTION, IDS.EFFECT, IDS.PLANCATEGORY); } } [HarmonyPatch(typeof(Db), "Initialize")] internal class __Db_Initialize { private static void Prefix(Db __instance) { Co.Add.BuildingTech(IDS.ID, IDS.TECH); } } public class SuperWireRefinedConfig : BaseWireConfig { public const string ID = IDS.ID; public override BuildingDef CreateBuildingDef() { string id = IDS.ID; string anim = "utilities_electric_conduct_kanim"; float construction_time = 3f; float[] construction_mass = new float[3] { 60,20,20 }; string[] construction_materials = new string[3] { SimHashes.Steel.ToString(), SimHashes.TempConductorSolid.ToString(), "Plastic" }; float insulation = 0.05f; EffectorValues none = NOISE_POLLUTION.NONE; BuildingDef buildingDef = this.CreateBuildingDef(id, anim, construction_time, construction_mass, insulation, BUILDINGS.DECOR.NONE, none); buildingDef.MaterialCategory = construction_materials; return buildingDef; } public override void DoPostConfigureComplete(GameObject go) { this.DoPostConfigureComplete(Wire.WattageRating.Max50000, go); } } } If someone can see a mistake or has an idea whats with the disappearing prefabs please tell me. Also @tonimark2018 I wonder if you removed some mods and it happened afterwards and if it happened only once or if its something that can be found regularly. Link to comment https://forums.kleientertainment.com/forums/topic/113661-mods-rainbowdesigns-mods/#findComment-1299759 Share on other sites More sharing options...
tonimark2018 Posted January 18, 2020 Share Posted January 18, 2020 6 hours ago, Rainbowdesign said: I looked at the code i have however no idea what is wrong. I remember it being connected with this error log: https://pastebin.com/dc5DrRrQ And [17:06:26.025] [1] [WARNING] Could not find prefab 'SuperWireRefined' I am not really sure why it cannot find the prefab or where the error is. The wire code is very small: This is the original wire: using TUNING; using UnityEngine; public class WireRefinedConfig : BaseWireConfig { public const string ID = "WireRefined"; public override BuildingDef CreateBuildingDef() { string id = "WireRefined"; string anim = "utilities_electric_conduct_kanim"; float construction_time = 3f; float[] tieR0 = BUILDINGS.CONSTRUCTION_MASS_KG.TIER0; float insulation = 0.05f; EffectorValues none = NOISE_POLLUTION.NONE; BuildingDef buildingDef = this.CreateBuildingDef(id, anim, construction_time, tieR0, insulation, BUILDINGS.DECOR.NONE, none); buildingDef.MaterialCategory = MATERIALS.REFINED_METALS; return buildingDef; } public override void DoPostConfigureComplete(GameObject go) { this.DoPostConfigureComplete(Wire.WattageRating.Max2000, go); } } This is the super wire: using System; using System.Collections.Generic; using System.Linq; using System.Reflection; using System.Text; using Harmony; using TUNING; using UnityEngine; namespace SuperWire { internal class IDS { public const string ID = "SuperWire"; public const string NAME = "Super Wire"; public const string DESCRIPTION = "The Super Wire can transport 50000 Watts."; public const string EFFECT = "A very strong but expensive wire to connect in lategame."; public const string TECH = "PrettyGoodConductors"; public const string PLANCATEGORY = "Power"; } [HarmonyPatch(typeof(GeneratedBuildings), "LoadGeneratedBuildings")] internal class __LoadGeneratedBuildings { private static void Prefix() { Co.Add.BuildingPlan(IDS.ID, IDS.NAME, IDS.DESCRIPTION, IDS.EFFECT, IDS.PLANCATEGORY); } } [HarmonyPatch(typeof(Db), "Initialize")] internal class __Db_Initialize { private static void Prefix(Db __instance) { Co.Add.BuildingTech(IDS.ID, IDS.TECH); } } public class SuperWireRefinedConfig : BaseWireConfig { public const string ID = IDS.ID; public override BuildingDef CreateBuildingDef() { string id = IDS.ID; string anim = "utilities_electric_conduct_kanim"; float construction_time = 3f; float[] construction_mass = new float[3] { 60,20,20 }; string[] construction_materials = new string[3] { SimHashes.Steel.ToString(), SimHashes.TempConductorSolid.ToString(), "Plastic" }; float insulation = 0.05f; EffectorValues none = NOISE_POLLUTION.NONE; BuildingDef buildingDef = this.CreateBuildingDef(id, anim, construction_time, construction_mass, insulation, BUILDINGS.DECOR.NONE, none); buildingDef.MaterialCategory = construction_materials; return buildingDef; } public override void DoPostConfigureComplete(GameObject go) { this.DoPostConfigureComplete(Wire.WattageRating.Max50000, go); } } } If someone can see a mistake or has an idea whats with the disappearing prefabs please tell me. Also @tonimark2018 I wonder if you removed some mods and it happened afterwards and if it happened only once or if its something that can be found regularly. ok i will run this mod lonely and if something happens i will investigate about compatibility issues Link to comment https://forums.kleientertainment.com/forums/topic/113661-mods-rainbowdesigns-mods/#findComment-1299816 Share on other sites More sharing options...
tonimark2018 Posted January 18, 2020 Share Posted January 18, 2020 nope , wiring still disappears even debug.logwith the mod running lonely logs attached output_log.txt Link to comment https://forums.kleientertainment.com/forums/topic/113661-mods-rainbowdesigns-mods/#findComment-1299820 Share on other sites More sharing options...
tonimark2018 Posted January 18, 2020 Share Posted January 18, 2020 I have also posted a thread on steam:https://steamcommunity.com/app/457140/discussions/3/3195801743621953749/?tscn=1579378226 Link to comment https://forums.kleientertainment.com/forums/topic/113661-mods-rainbowdesigns-mods/#findComment-1299831 Share on other sites More sharing options...
Rainbowdesign Posted January 19, 2020 Author Share Posted January 19, 2020 I think it might be because you uninstalled something else and it caused some kind of incompatibility maybe corrupting the savegame its just a feeling thats why i asked. Link to comment https://forums.kleientertainment.com/forums/topic/113661-mods-rainbowdesigns-mods/#findComment-1299951 Share on other sites More sharing options...
tonimark2018 Posted January 19, 2020 Share Posted January 19, 2020 1 hour ago, Rainbowdesign said: I think it might be because you uninstalled something else and it caused some kind of incompatibility maybe corrupting the savegame its just a feeling thats why i asked. at least is there any file save editor (to get back my wiring schematic) , i tried one but it was incompatible with my save Link to comment https://forums.kleientertainment.com/forums/topic/113661-mods-rainbowdesigns-mods/#findComment-1299961 Share on other sites More sharing options...
Rainbowdesign Posted February 6, 2020 Author Share Posted February 6, 2020 Please test out my new mod, you can change a bunch of starting settings with it. This is a beta version. Supposed to work are: mapsize, techlevel, techdifficulty and temperature. Seasons is untested please add some feedback to it. Most scenarios will not work. Nuclear power is only a concept right now. The main issue to manipulate buildings from Lua is that you would have to find them first and i cannot find any list of buildings which i could iterate. If anyone has an idea where it might be please share. Installation: install the Lua scripting engine from steam and enable it. Copy this file to the folder mods/local and enable it: LuaGameConfigurator.zip Also for people who like to tinker with code: The Lua files are all text you can simply edit the values for the settings and leave the edited file in the local folder without compiling. LuaGameConfigurator.zip Link to comment https://forums.kleientertainment.com/forums/topic/113661-mods-rainbowdesigns-mods/#findComment-1305018 Share on other sites More sharing options...
Rainbowdesign Posted March 13, 2020 Author Share Posted March 13, 2020 Scenarios & Configurations is on steam now: https://steamcommunity.com/sharedfiles/filedetails/?id=2014940545 Link to comment https://forums.kleientertainment.com/forums/topic/113661-mods-rainbowdesigns-mods/#findComment-1315120 Share on other sites More sharing options...
Ronivan Posted March 13, 2020 Share Posted March 13, 2020 output_log.txt So here I'm. As said before, the mod Scenarios & Configurations is not working as it should here. I have all the options in the custom creation enabled, by none of them ever change anything in the world after it is created. Even if I just enable Lua Script and Scenarios & Configurations, nothing changes after selecting custom options in the menu. Here are my logs: output_log.text = all my mods installed. output_log 2.text = just LuaScript and Scenarios & Configurations, nothing else. output_log.txt output_log 2.txt Link to comment https://forums.kleientertainment.com/forums/topic/113661-mods-rainbowdesigns-mods/#findComment-1315284 Share on other sites More sharing options...
Rainbowdesign Posted March 14, 2020 Author Share Posted March 14, 2020 Hey sorry i got you a little wrong. I assumed you dont see the configuration settings. If you see the settings: All of the settings are not directly visible if you start a game. If you select Drowning salt water world the map is transformed within the first 10 turns, it does not start as water world. If you select Deadly cold the water on the map does freeze after about 25 cycles. If you select the immigration timer the first immigration from the printing pod will be normal. If you select Expensive researches you have to build a research station and look in the research menu. If you see the menu entry you likely have everything working. For testing if the mod works select Drowning salt water world Deadly cold and any expensive research and let it 5 cycles run. Link to comment https://forums.kleientertainment.com/forums/topic/113661-mods-rainbowdesigns-mods/#findComment-1315437 Share on other sites More sharing options...
Rainbowdesign Posted March 23, 2020 Author Share Posted March 23, 2020 @tonimark2018i checked now a bit deeper what was wrong with the super wire. It looks like i changed the ID which deleted the buildings a single time. Its not happening again i think. Link to comment https://forums.kleientertainment.com/forums/topic/113661-mods-rainbowdesigns-mods/#findComment-1318425 Share on other sites More sharing options...
Dirmagnos Posted May 11, 2020 Share Posted May 11, 2020 For some reason Super Building Extension gives me error in debug console. Only 3 mods loaded: this one, mod manager and debug console. Is it relevant ? Link to comment https://forums.kleientertainment.com/forums/topic/113661-mods-rainbowdesigns-mods/#findComment-1332774 Share on other sites More sharing options...
Rainbowdesign Posted May 11, 2020 Author Share Posted May 11, 2020 Its more of a warning i think. I removed the offending line, check again if the error is still there. Link to comment https://forums.kleientertainment.com/forums/topic/113661-mods-rainbowdesigns-mods/#findComment-1332919 Share on other sites More sharing options...
Dirmagnos Posted May 11, 2020 Share Posted May 11, 2020 Yes, that fixed it. Thank you. Link to comment https://forums.kleientertainment.com/forums/topic/113661-mods-rainbowdesigns-mods/#findComment-1332927 Share on other sites More sharing options...
Rainbowdesign Posted July 8, 2020 Author Share Posted July 8, 2020 Update: The autosweeper mod is outdated now and will be no longer updated. 2 new sweepers are now integrated into the Super Building extension use that one instead. Added a Bleach stone refinery to the Super Building extension, it contains now ~17 new buildings + some recipes and other stuff. Also the supersweeper can go through tiles now https://steamcommunity.com/sharedfiles/filedetails/?id=1828749978(edited) Link to comment https://forums.kleientertainment.com/forums/topic/113661-mods-rainbowdesigns-mods/#findComment-1352098 Share on other sites More sharing options...
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