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Instead of adding the weapons "thingsdef" per se, would adding the category instead would suffice?
e.g. Been using medieval times, LOTR and other tribal-medieval mods and there's like a ton of weapon stuff. So instead of editing the thingsdef one by one, would replacing the category suffice? Then we will put [thismod] at the end of the modlist so that it can load the mod-added weapons before it.
edit1: Changed the thingdef to category,waiting for load
edit2: successful, mod order doesnt matter.
My choices were based on having small/large/massive weapons have their size determine how many you a 'realistically' put into a container for game-balance reasons. The base ExtendedStorage only handles one multiplier per container so we can't say "Store 20 Revolvers but only store 10 Bolt-Action Rifles" and unfortunately Rimworld doesn't have any implementation of a "weapons with mass < 5kg" filter - so managing the what is 'small/large/massive' can only be done on individual thingDefs (with vanilla weapons) on a per container basis.
Other mods may have a categorization schema that makes those balance decisions easier, which is great. And if the mod doesn't stray too far from some really basic precepts, adding thing by category can work (and honestly is preferable - as you've seen).
As I mentioned in the thread you started, please link to the mods (steam links are fine) and I can look into adding self-patches to my mod to accommodate the other mods that people are using.
Did I delete something important or mess up the formatting on the XML?
OTOH, I made some internal changes to make modding easier (no, really, stop laughing), slimmed the individual objects, and cleaned up the layout/inheritance - so maybe your mod-ed file isn't inheriting properly - which will mimic the errors ES not being loaded.
A link for a Hugslib logdump would confirm it, though
I strongly suggest you try to transplant your mod-ed filter sections from your mod-ed file into the appropriate file in a fresh copy of this mod.
Next release I expect to include a "Patch Template" in the release so users can quickly build their own patch mods without my updates destroying the customized work.
I dropped my filter edits in to the new .xml, same issue. However, I noticed that the large weapons rack now has an "exclusion" filter. Is anything not in that filter automatically allowed? I ask because weapons that I didn't add to the filter are showing up as storable.
And ♥♥♥♥♥♥♥♥♥, I tried everything I could think of, and guess what the problem appears to have been? Extended storage WAS loaded first, but it was one of my first mods, and ESE was near the end. I moved them together, and the quality tabs are back and the log errors are gone.
as for the XML <fixedStorageSettings> sets the absolute allowed/disallowed list, but <defaultStorageSettings> set what is accpted by default. If <fixedStorageSettings> isn't availible, then <defaultStorageSettings> also inherits the meaning of <fixedStorageSettings>, so there is only need to maintain one list unless there is a need to do something wacky (like me).
So the selection process goes something like this:
In the end the basic Large Weapons rack will hold any non-vanilla weapon - if you manual accept it into each individual container.
If you are manually setting the filter, I suggest emptying the <fixedStorageSettings><filter> node and replacing it with your filter structure, moving the <priority> from <defaultStorageSettings> to <fixedStorageSettings>, and then removing the entire <defaultStorageSettings> node.
I just now realized how ES uses a non-unique FurnitureBase thingDef, and one of your mods between ES ansd ESE did overwrite it with its own so the ES unique stuff was lost.
I do have a pull request in with the mainter of ES, for other issues, that will solve this problem as well.
Thanks for the extra leg work, I'll add to the description now (and release notes on the next update).
OTOH, if I up my xpath patching game I might be able to handle it with XML. Note to self - see if Unity xpath operations can handle standard compound numeric comparison operators.