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Messages - henx125

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1
Mod Developers / Re: Mod Support suggestions
« on: March 03, 2016, 12:58:35 PM »
So I've been working on a mod that adds a combat pick into the game which allows gnomes to mine but still has minor combat capabilities, and I am essentially done except for one major roadblock: jobsettings.xml does not allow for jobs that require a tool to preform to have multiple options that would fit that requisite.

If I add
Code: [Select]
<RequiredToolItemID>CombatPick</RequiredToolItemID> under
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<RequiredToolItemID>Pickaxe</RequiredToolItemID> then what happens is gnomes require BOTH tools not 'either/or' of them to preform the mining job. While that could be a cool idea for another mod that is not what I am looking for here.

Theoretically I could add a new Job type that is effectively a duplicate of all the other mining jobs except for the tool requirement but that would be absurdly obtuse and would not fit well in the game to have to provide a separate job order just to accommodate a different tool.

So my suggestion is this: Can you please allow for the jobsettings.xml's jobs to support multiple itemIds for <RequiredToolItemID>?

2
In Development / Re: Gnomoria v0.9.18 RC42 release
« on: October 11, 2015, 06:29:32 PM »
I was told long mining times was because of how European computers are expecting a comma or something when it is a period, and that you should be able to change them all out to fix it in the files

3
General / Re: Gnomoria v0.9.18 release
« on: October 03, 2015, 02:08:51 PM »
So I seem to be having trouble with this new update as far as my mod is concerned. I added separate sprites and all that and it works fine in that regard and seemingly everywhere else EXCEPT terrainsettings.xml does not seem to be working, at least for trees. I cannot get the game to generate my trees at all, even though they are in the exact format of the other trees and I have tried all sorts of weights to no avail. I see in the log that the game is reading the mod's terrainsettings file but it doesn't appear to use it. It worked in a finicky fashion before in the indev branch and now it doesn't at all.

EDIT: Figured out the problem. The trees were there but invisible; and that's because since I was using a sprite path I did not realize I still needed to give a local source rectangle. So I set that to 0,0,32,32 and now they show up and everything is fine.

4
In Development / Re: Gnomoria v0.9.18 RC36 release
« on: August 27, 2015, 01:29:03 PM »
You have to be apart of the indev group. The workshop for the game is still in beta so it requires you to opt in to see it.

5
In Development / Re: Gnomoria v0.9.18 RC36 release
« on: August 25, 2015, 05:14:01 PM »
I was able to get the Ebony Wood mod to load into a new game, but it still shows numbers instead of the mod name in the advanced options. Good news is that the new wood loaded into a new game with the update. YAY! Where is the mod install directory so I can check to see if it is on the mod side or still Gnomoria's? I tried looking through the directory and couldn't find anything (hidden files set to show). Have fun at PAX.

EDIT: Glassworks worked as well, but same issue with the numbers. Hopefully it's just on the mod's end needing to be updated.

http://forums.gnomoria.com/index.php?topic=7771.msg61878#msg61878

Add the settings.ini file.  Gnomoria mods go into steamapps/workshop/224500/

Yeah sorry that's on me. I'll push an update for it with a settings file now that I know it needs one and that it actually works for the workshop!

Also thanks for all the hard work on this game B0b. I'm really excited to see all the new content people add to this awesome game.

6
In Development / Re: Gnomoria v0.9.18 RC35 release
« on: August 24, 2015, 02:49:29 PM »
I tried that, still get failed, an empty mod (no description or name) and when I try to load it, it loops throught the "starting" "stopping" thing.

The settings ini looks like this:

Name = Switcheroo
Description = TestingStuff

Nothing can be published or subscribed.

Sounds like you don't have your mod data it in it's own "Mod Files" folder

Steam Workshop
    Awesome Mod
        Mod Files
            Data
            TileSheet
            Settings.ini
        preview.png

7
Support / Re: Beetles Causing Crash
« on: August 23, 2015, 09:52:24 PM »
Nope. But disabling them in a new game "fixes" it

8
In Development / Re: Gnomoria v0.9.18 RC35 release
« on: August 21, 2015, 10:47:50 PM »
Great work RoboB0b!

Appreciate all you are doing.  Not to be a pain, but I noticed while trying to add some new stone materials to my mod that if I wanted them to be fully incorporated into workshop items (tables, chairs, etc.) that I have to add tags and attributes in SIXTY FOUR different places in workshops.xml, and that's just for one new material.  Hopefully this will be refactored some time in the future?  Or if there is a better way to do it I'm all ears.

I added a new type of wood and did not have to do anything like this, I didn't even need to edit the workshops.xml files at all and I was immediately able to create wood items and furniture with it

9
In Development / Re: Gnomoria v0.9.18 RC35 release
« on: August 21, 2015, 01:03:36 PM »
Got the couple crashes fixed up.

henx125, I'm not sure what is failing for you.  There are a few error cases that the Steam Workshop documentation says to handle.  If you're just getting a generic Failed message then it's something else.  I'll have it just regurgitate the Steam error to get a hint at what's happening.

The Workshop is just another way to distribute and download mods.  The other method still works fine and the Mods list in Advanced Setup lists mods from both sources.  Just like with other mods, any missing files defaults to the vanilla versions.  No need to copy every file but it would be fine if you did.

As far as file structure, inside the "Steam Workshop" folder, make a folder.  You can name that folder anything.  It's just for your reference when selecting a mod to create or update.  Copy your mod into that folder and rename it to "Mod Files".  If you want a preview image to show up when browsing the Workshop, then add a file called preview.png.

Steam Workshop
    Awesome Mod
        Mod Files
            Data
            TileSheet
        preview.png

After creating the item in the Workshop, it creates a file called workshopitemid.ini with the item's ID in it.  It needs that ID to know which Workshop item to reference when making updates to the mod later.

Thanks! Worked perfectly now!

Edit: I lied. Been messing with it all day to try to get it to work to no avail. I did manage to get my mod uploaded to the Steam Workshop with preview image and description, but whenever I select the mod in advanced setup as the string of numbers Steam generates for it nothing is changed/added (I am subscribed to it as well and have let it download). The exact same files do however work in the local "Mods" folder, with the stipulation that I not use the extra layer of a folder named "Mod Files".  However I cannot upload the mod to the workshop without the Mod Files folder you told me to include else I get a 'failed' message, so I cannot get it to work through the Workshop as it stands now.

10
Support / Re: Beetles Causing Crash
« on: August 19, 2015, 08:30:23 PM »
Thanks. I'll check it out.

11
In Development / Re: Gnomoria v0.9.18 RC34 release
« on: August 19, 2015, 08:26:44 PM »
So I tried to make sort of a test mod by adding a simple new type of tree and all the changes that entails but I cannot seem to get the SteamWorkshop to work with it. I always get a "Failed" error or a blank status bubble after a re-try.

I've tried moving the mod's contents directly into the "Mod Files" folder as well as it's own, and I've tried leaving in all the default files that you start with in the Mod Files folder as well as getting rid of the ones I did not change to no avail.

Do I need to leave the files empty except for the newly added content for it to work, and along the same thought do I have to use the "default.png" tilesheet that is included to add new sprites or can we add our own sheets? If not then how are mod conflicts to be handled? That makes it seem like having more than one mod would overwrite the new tilesheet of the last if that were the case, and that doesn't sound right.

12
Support / Beetles Causing Crash
« on: August 19, 2015, 08:48:44 AM »
I have a very frustrating bug in one of my world saves that is 10 years long where it consistently crashes about 1 minute after I load it up and start playing again. I have tried to narrow down the reason for what is causing it and it appears that it has nothing to do with my gnomes, and that the game will crash sometimes even while paused - so long as I've let it run for a few seconds. After looking at the logs I can only assume the problem must be that there is some sort of bug with beetle spawns as I am getting an ArgumentOutOfRangeException at Game.Cocoon.Update(). Is it possible for me to somehow remove beetles from the world after it has already been generated so that I can keep playing?

13
In Development / Re: Gnomoria v0.9.18 RC33 release
« on: August 16, 2015, 01:33:03 PM »
I seem to be getting a bug in RC33 where gnomes, or automatons specifically, try to use sacks to pick up things but instead just sit there endlessly instead of picking anything up. Seems to happen on piles of many seeds/grain/wheat but I have also observed it with trying to pick up coal with a wheelbarrow.

14
Support / Re: Problem with Windows 10 update.
« on: August 12, 2015, 01:45:45 PM »
I'm getting crashes in Win10 definitely more than in Win7, and I think that most of them are caused by a bug that was fixed in the past - something to do with ammo/pouches/quivers and stocking or equipping them. I can't even upload the save file or log because BugZilla doesn't seem to work anymore

15
Support / Re: Unable to register to bugzilla
« on: August 12, 2015, 01:42:54 PM »
Yeah I cant get it to load properly - just comes up as "Dashbordia". I was going to upload a save right where a CTD bug occurs when picking up an empty ammo pouch but I guess not now...

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