RimWorld

RimWorld

Dragon's Stuffed Floors
48 Comments
如梦清欢 20 Apr @ 9:30am 
@DragonKing running just stuffed floors, and this mod, the error is still there.

https://gist.github.com/HugsLibRecordKeeper/12f6dd448f519e2d3565f7b9b127c078

thank you all the same. I will report this error to other author
DragonKing  [author] 20 Apr @ 9:13am 
@如梦清欢 - it might be an issue with stuffed floors itself. Given that it was taken over by another person, it is possible that some things are not currently working as they should. You can try to see if running just stuffed floors, and this mod, still triggers the error.

I don't currently have time to debug this, but maybe the other author might be of help.
DragonKing  [author] 20 Apr @ 8:43am 
@如梦清欢 - which version of the stuffed floors mod are you using?
如梦清欢 20 Apr @ 8:18am 
errors in main screen

Error in static constructor of StuffedFloors.Controller+Init: System.TypeInitializationException: The type initializer for 'Init' threw an exception. ---> System.NullReferenceException: Object reference not set to an instance of an object

here is the log https://gist.github.com/HugsLibRecordKeeper/96a3885bebb9185545a5471bb725f985
DragonKing  [author] 15 Jun, 2024 @ 4:07am 
@gugongmiri - no, this mod relies on the framework added through the other mod to create the floor material variants.

Otherwise, I would have to hard-code every conceivable compatibility to every material mod out there, which would never work out.
gugongmiri 27 May, 2024 @ 11:05pm 
I mean original Stuffed Floors
gugongmiri 27 May, 2024 @ 11:04pm 
Can this mod be used standalone without the original mod?
-=GoW=-Dennis 5 Mar, 2024 @ 6:35am 
Thank you. I just thought because the "Metal Tile fine" that your mod adds is considered a fine tile for royalty purposes, that might have been an oversight.
DragonKing  [author] 5 Mar, 2024 @ 4:52am 
@-=GoW=-Dennis Been a while since I worked on this. I think the answer is "yes", but, I do remember I was planning on having normal, fine and royal versions of all the floor, and was conceptualizing how that would work visually-speaking. I got sidetracked with other projects though, and haven't gotten back to it ^^'

If you make a local copy, you can edit the def for the metal floor easily, changing the:

<TerrainDef ParentName="FloorBase">
<defName>DRA_SterileTileFine</defName>

to

<TerrainDef ParentName="DragonsStuffedFloorsMetalRoyalBase">
<defName>DRA_SterileTileFine</defName>
-=GoW=-Dennis 4 Mar, 2024 @ 11:49am 
Hey, i think I might have found a little bug. The mod adds a "Fine sterile tile", but it is not actually considered "fine" for royalty purposes. Is that intended?
DragonKing  [author] 14 Jul, 2023 @ 4:40am 
@BlueTressym good to hear, let me know if you encounter any oddities gameplay-wise
BlueTressym 13 Jul, 2023 @ 11:58pm 
I did a bit of tinkering and discovered that if I place it after Expanded Woodworking in my mod list, the errors disappear.
DragonKing  [author] 10 Jul, 2023 @ 5:11am 
@BlueTressym Are there any floors notably missing when adding this mod?

What you are seeing are warning, rather than game breaking errors. I vaguely remember that Fluffy's Stuffed Floors does some patching for some of the mods out there.

At the top of my head, there are 2 things I can think of causing the error.

The mod can remove the default Stuffed Floors, but if the defs for the floors get changed due to a patch when say Expanded Woodworking is present, the node my patch looks for might not be present anymore.

The error could alternatively be related to my "SmallFixes" xml file, which just re-adds the vanilla wood flooring "WoodPlankFloor".

In either case, it should not be anything game breaking, just some floor tiles that might not be affected by this mod.

You can try changing some of the settings in this mod and see if the errors disappear.
BlueTressym 10 Jul, 2023 @ 1:25am 
Hiya. I'm getting some red errors thrown when adding this in (I tested taking it out and they vanished). It seems as far as I can tell to relate to a couple of other mods I'm using: Expanded Woodworking and Extra Stone (Cupro's Textures). Is this a known incompatibility.

NB: I've tried to get a log but it's flatly refusing to upload the logs. It Says "Upload Error: Failed to parse response."

The errors in the log are saying something about "Failed to find a node with the given xpath."
DragonKing  [author] 29 Mar, 2023 @ 12:47am 
I can see that others have already commented the same issue, so it is out of my hands I am afraid.
DragonKing  [author] 29 Mar, 2023 @ 12:45am 
From what I can tell, you would have to ask Fluffy to add a fix for stuffed floors.The first thing that comes to mind, is that it could be an issue with the Stuffed Floors patches getting things mixed up. Since the VEA mod is relatively new, and Fluffy (to my knowledge) is quite busy, it might require additional patches for the two mods to work together properly.

But that is just speculation. Try asking Fluffy to fix it.
Comrade Shrimp 28 Mar, 2023 @ 9:33am 
There is no error log. The construction frame calls for 'birch wood' a resource that does not exist, as VEA does not add such a resource as it should just call for normal wood. This problem exists in original stuffed floors mod.

Furthermore using debug to instant build the floor frames does not yield an error. Similarly using it deconstruct yields normal wood as expected.

The original mod VEA adds it's own 'stuffed' floors that work as intended. I can only imagine it is the way that floor calls for the resource.
DragonKing  [author] 27 Mar, 2023 @ 12:12pm 
@Moses Check your log for errors, then get back to me.
Comrade Shrimp 27 Mar, 2023 @ 7:43am 
Is there anyway to fix the conflict with vanilla architect expanded? When I try to build a birch floor it calls for birch and never gets built.
DragonKing  [author] 12 Mar, 2023 @ 9:34pm 
@Auz-vali~ <3 which floor, is it from this mod or vanilla? 5 what exactly?
Nörr 12 Mar, 2023 @ 10:52am 
There's 1 stone floor that has 8 beauty, only takes 5 to build, and is cheaper than the rest. Sooo cheaper, easier, and better
DragonKing  [author] 6 Feb, 2023 @ 1:57pm 
For stone floors, I was thinking about having the current textures be used for the "fine" floors, while making a "cracked" or "rough" looking variant be the new "normal" texture. For wood, I was thinking about having a similar approach, where the "fine" quality floors would be neatly cut with straight simple lines, but the "normal" ones be more rough and unprocessed-looking.

Let me know what you think about having a "normal" and "fine" varriant of various floor tile patterns, so that you can still use the general pattern you want, and also have access to a variant you can use in e.g. a throne room and so forth.

Also let me know what you think about the new metal floor patterns, as I eventually want to add more.
DragonKing  [author] 6 Feb, 2023 @ 1:57pm 
I wanted to have an excuse for the difference between "normal" and "fine" tiles, which is required by royalty and a bunch of other things, not to mention how the added beauty is quite handy. Introducing the riveted metal tiles, which serve as the "normal" tiles, that simply have some added rivets to tell them apart from the "fine" tiles. I don't want to make the "lesser" quality tiles too un-appealing to use, cause then why have them in the first place? hence I decided to keep the visual difference subtle, but still present. At the moment, the only added cost is that the fine tiles take longer to build, in the same way how the original stuffed floors work, for parity and balancing reasons.
DragonKing  [author] 2 Jan, 2023 @ 4:19am 
It might work, I haven't tested it myself, so just give it a try xD
gwendoodle<3 31 Dec, 2022 @ 7:21am 
Hey, I know it's a bit selfish to ask for legacy support but do you think this would work with 1.3? I'm pretty attached to my save file and haven't made the jump to 1.4 but would still really like to make use of these gorgeous floors.
DragonKing  [author] 22 Dec, 2022 @ 7:20am 
Cool, I will look at it when I have time :)
klvlt 21 Dec, 2022 @ 2:50pm 
I don't know if you've seen my comment in the discussion: I stumbled across an even easier solution, using one of XML extension's custom patch operations.
DragonKing  [author] 21 Dec, 2022 @ 7:15am 
@klvlt thanks for the tip about the patch operation, might look into it at some point, but yea, should still be safe, just produces warnings :)
klvlt 20 Dec, 2022 @ 6:09pm 
Oops, I didn't notice the discussion on the topic. I see you already know what the problem is, so forget I said anything. Again, thanks for this mod!
klvlt 20 Dec, 2022 @ 12:29pm 
I love this mod. So much. This is now my only floor mod, thank you for creating it!
And I think I know where the errors are coming from, if they're the same errors I'm getting. If both the "Overwrite defaults" and "Enable stuffed floors removal patch" are activated in the settings, first all default floors are removed, and then the individual settings will replace them with your floors and try to delete the defaults again. But they can't find the nodes since they've already been removed, hence the errors. If you add a PatchOperationConditional before trying to remove that second time, the errors are gone. I tried it out with a few floors and it worked for me.
Smaug 26 Nov, 2022 @ 11:48am 
Any luck with the XML errors?
DragonKing  [author] 20 Nov, 2022 @ 4:48pm 
It makes a bit more sense when you have more types of wood, then it becomes "birch wood floor" or "pine wood floor" etc.
Smaug 20 Nov, 2022 @ 2:45pm 
It's just that the name is a little silly.
DragonKing  [author] 20 Nov, 2022 @ 2:43pm 
Is just the Vanilla floor, re-added, because the original stuffed floors overwrites and replaces it.
Smaug 20 Nov, 2022 @ 1:33pm 
Also, "wooden wood floor"?
DragonKing  [author] 20 Nov, 2022 @ 11:51am 
@Smaug I have been thinking that too. Can't remember how it works again when adding your custom floors, but due to how Fluffy is generating all the floor defs dynamically, there might be some issues when wanting them to be inside a separate architect tab. I vaguely remember picking apart the original mods code to try and understand how it worked, and I also remember getting it to work without having all floors shoved into the same menu. That was over a year ago though, and if it requires changes to the original mods code to enable it, I suspect it might not be possible anytime soon, if at all ^^'

What I would do, would be to have a tab for each of the 3 categories, probably. Separating by material would create too many tabs, and 3 additional ones, beyond floors, is also quite a lot.

I remember the reason I looked into this too. I was still using a 1920x1080 monitor, and at that resolution, the floors menu takes up half the screen with just a few floor mods xD
Smaug 20 Nov, 2022 @ 11:44am 
Log's up.
You could put your extra floors on another category. Or for more consistency categorize them between "simple" and "complex".
What you should do tho is tab all the same cost wooden floors.
DragonKing  [author] 20 Nov, 2022 @ 10:04am 
I am currently thinking about good ways to implement the essentially "3" tiers of floors that Rimworld has "normal", "fine", "royal". One thing I always thought annoying about the floors in the original mod, was that the "pattern" denoted whether it was in either of those categories. What I am thinking rn, is to make variants of the patterns, with distinct enough visual differences to then become up to 3 variants of each floor pattern. Only problem, is that it would add a LOT of floors to the game, but I suppose that is what the settings are there for :P

To deal with the bloat, I would probably just keep those extra floor variants disabled by default, and for any custom new floors, only have the "normal" variant enabled by default too.

I would also want to add additional optional patches, that add research requirements according to the 3 floor groups, so if you want fine metal floors, you would need machining, but the "normal" variants are always available.
DragonKing  [author] 20 Nov, 2022 @ 10:04am 
@Smaug I have been thinking the same, the contrast is a bit "too strong". I basically have an overlay in my Krita document, which I can adjust the transparency off in order to have some color variation. I have been thinking about adjusting those, but just been too lazy, haha. It has been quite challenging to keep everything rather consistent when there are sooooo many floor designs that need to align, so I will take a look at it.

I might have to look into those XML errors, could be something I missed. If you could throw up a log or something in a discussion thread here, that would be great.
Smaug 20 Nov, 2022 @ 9:42am 
Great mod btw, I think "chaotic" texture might be tad dark with darker stones (or maybe I am just talking nonsense). Also the patcher throws XML errors on startup but otherwise seems to be working?
DragonKing  [author] 20 Nov, 2022 @ 9:22am 
@Smaug thanks, should be fixed now :)
Smaug 20 Nov, 2022 @ 9:20am 
Your link to "Dragon's Stuffed Floors Retexture" leads to Fluffy's mod.
Ickura 18 Nov, 2022 @ 10:35am 
Yeah, its not exactly standalone then if its still going to need stuffed floors dependency.
DragonKing  [author] 17 Nov, 2022 @ 6:11pm 
The benefit, is that these floors should be compatible with any material mod you can find in the workshop, without any additional patching required!
DragonKing  [author] 17 Nov, 2022 @ 6:09pm 
@Michiko Technically, I am using the original Stuffed Floors as a framework to get the stuffable floors of my own design into the game, so I am relying on the code part of the mod. It is as stand-alone as it can be, unless Fluffy decides to separate the content from his mod into a separate mod.

I had to do some clever patching in order to strip down the original mod, so consider that a bonus. Heck, you can technically use this mod, just to remove all the default floors in the original mod, and not have any of this mods floors enabled xD
Michiko 17 Nov, 2022 @ 6:01pm 
Hi, if this is stand-alone why does it require the original Stuffed Floors? Just curious heheh. Looks good tho!
DragonKing  [author] 17 Nov, 2022 @ 5:23pm 
Added advanced settings and logic to how floors are replaced. Enjoy :)