RimWorld

RimWorld

TD Find Lib - Continued
54 Comments
electrococaine 25 Sep @ 9:08am 
@Meme Goddess im not sure if "descrioption" is the proper term, maybe something like "status" describes it better.
I think it would be pretty useful to be able to search if it contains string
im talking about this text so we are 100% on the same page https://imgur.com/a/5zoir4x
Meme Goddess  [author] 25 Sep @ 4:15am 
@electrococaine ~ Hmmm, like description contains X?
electrococaine 24 Sep @ 11:21am 
@Meme Goddess do you think it would be possible to add searching the building's description, eg.: Power needed: 200 W
Grid excess: 5155 W (1200 Wd stored)
Fuel: 4.1 / 5

i think that would solve the issue i had with the shields and add more flexibility
electrococaine 21 Sep @ 7:55am 
@Meme Goddess i dont think that minified shields have the recharge or active state. I wouldve thought that something like "thing as building.getcomp<compshield>().ShieldState = active would work but apparently not :(
Meme Goddess  [author] 21 Sep @ 7:53am 
Not sure, I haven't got into the really advanced stuff. But feel free to suggest new filters if you can't find exactly what you need
electrococaine 21 Sep @ 7:51am 
also, while we're here, whats the best way to look for a non-faction affiliated predator hunting your pets? i only managed to half-achieve it with "all(action=hunting + nearby(colony animal))"
Meme Goddess  [author] 21 Sep @ 7:50am 
@electrococaine ~ Hmmm, perhaps it's trying to look for the item and not the deployed version? Not sure though
electrococaine 21 Sep @ 7:49am 
@Meme Goddess no :( can you give me some pointers?
Meme Goddess  [author] 21 Sep @ 7:48am 
@Alvargon ~ If you know of other mods that need someone to pick them up, let me know ^.^

@electrococaine ~ Did you end up working this out?
Alvargon 20 Sep @ 5:34pm 
It’s curious how many RimWorld modders have abandoned their mods because they’ve passed away 😬
electrococaine 5 Sep @ 10:21am 
hi, is there a way to look for mech high and low shields that are down. i tried looking for <def>ShieldGeneratorBullets</def> or <def>ShieldGeneratorMortar</def> in the advanced filter but i coudnt find anything that looked related
Meme Goddess  [author] 5 Sep @ 9:02am 
Added queries for Odyssey ^.^ Let me know if there are any issues with them
CrazyBlot 16 Aug @ 2:01am 
Hello. Perhaps we can open theme here with shared filters?
Dr. Fnord 10 Aug @ 2:35am 
I'm saddened to hear about Uuugggg - and thank you for continuing his legacy.
Meme Goddess  [author] 31 Jul @ 12:17am 
I've got an open issue/branch for Odyssey related content if anyone wants to submit PRs to help ^.^
https://github.com/MemeGoddess/RimWorld-TDFindLib/issues/5
CrazyBlot 31 Jul @ 12:09am 
Hello. Somebody look into Odyssey Related content such as grav engine in order to track it's statuses?
Seraph 30 Jul @ 4:47pm 
@meme goddess, actually false alarm. Seems dev on armor racks knows it's a problem and the mod is being deprecated any way.
Meme Goddess  [author] 30 Jul @ 7:39am 
@Seraph I could maybe take a look at it, but it depends how they've implemented their storage
Seraph 30 Jul @ 6:45am 
When creating new rules for Everybody Gets One, if the item is placed in the armor rack my pawn will craft a new item even though it already exists.
Seraph 30 Jul @ 6:41am 
Items don't seem to show up when placed in certain mods storage. The one I've noticed most recently was armor rack (https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=187582820) . Not sure if that's something on this libraries end or if that's something armor rack needs to change.
Meme Goddess  [author] 28 Jul @ 7:50pm 
@JunoCat運富 Good to know ^.^ I'll add it to my list to take a look
JunoCat運富 28 Jul @ 6:42pm 
Yeah, power poles are the cause. I decided to remove all of them with devmode and the error disappeared :s Eeeh
JunoCat運富 28 Jul @ 6:35pm 
Exception ticking MinifiedThing853720 (at (174, 0, 108)): System.NullReferenceException: Object reference not set to an instance of an object
[Ref C7F9FB4B]
at Verse.GridsUtility.Roofed (Verse.IntVec3 c, Verse.Map map) [0x00000] in <ed371ab4349b419183d9be3af652e6dc>:0
at RimForge.Buildings.Building_LongDistancePower.TickRare () [0x00013] in <e1b587403f1849588742d5df930064a8>:0

It might be RimForge? Have to how it without that mod :maple2:
P.S. It will be kinda sad if rimforge power poles are causing such error as i liked the new way of power transfer
Meme Goddess  [author] 28 Jul @ 6:28pm 
@JunoCat運富 I doubt it, I can see all the info in the record keeper
JunoCat運富 28 Jul @ 6:25pm 
@Meme Goddess
Seen such mod, been using in the past, but not now. Don't have a single clue what can it be :lunar2019deadpanpig: Maybe player.log may help?
Meme Goddess  [author] 28 Jul @ 6:09pm 
@JunoCat運富 Any idea what the MinifiedThing the error is referring to? Since I see it doing TickGrow, which unless you somehow minified a plant, it wouldn't make sense. I've been having some issues with minified things as well, I assumed it was MinifyEverything causing the issue though
JunoCat運富 28 Jul @ 5:59pm 
And when megascarab from VFE - Insectoids 2 hauls Deep heater to another place, altho except these two postfix errors, there is prefix VQE-TheGenerator
- PREFIX com.VQETheGenerator: Boolean
Plus some other errors with the same prefixes by TD enhancement pack >w< Sorry for bothering you VwV

https://gist.github.com/HugsLibRecordKeeper/b9fcb94cfeec62115096f4598c3da164
JunoCat運富 28 Jul @ 5:52pm 
By the way, i often get some red errors with postfix TD enhancement pack and tps dropdowns with that, altho im not sure if this mod is the cause of red errors. May you look my hugs log?

Especially these two appear in different errors:
at Verse.TickList.Tick () [0x00157] in <ed371ab4349b419183d9be3af652e6dc>:0
- POSTFIX Uuugggg.rimworld.TD_Enhancement_Pack.main: Void TD_Enhancement_Pack.TickGrow_PlantHarvest:Postfix(TickerType ___tickType)
- POSTFIX Uuugggg.rimworld.TD_Enhancement_Pack.main: Void TD_Enhancement_Pack.TickGrow:Postfix(TickerType ___tickType)

https://gist.github.com/HugsLibRecordKeeper/a54f2a25798af819138f26a482ead0b6
Meme Goddess  [author] 28 Jul @ 5:43pm 
@Spinecone Should be fixed now

@JunoCat運富 No problem ^.^
JunoCat運富 28 Jul @ 2:53pm 
Got it, thanks for answer~
Spinecone 28 Jul @ 7:15am 
Hiya mate - This mod seems to point to Ugg's version of the Bugfixes mod, not your own, which generates an error in RimSort. Thought you might want to know!
Meme Goddess  [author] 26 Jul @ 9:24pm 
@JunoCat運富 TDS Bug Fixes addresses some issues with menus. It's a requirement, but it doesn't need to load before anything, since the issue only shows up when you open specific menus. I'm not sure why Alex didn't just bundle it with other mods honestly
JunoCat運富 26 Jul @ 3:33pm 
Been using this for a long time but now curious about one thing that confuses me a little: If it's a library mod, why it requires TDS bug fixes? And should i put this mod above other ones? Rimsort doesn't say in which order i should put them :s
Tyrant 25 Jul @ 10:00am 
@Zeress Proper URL is https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3310027356 (Steam will interpret parentheses as part of a url when parsing.)
Zeress 25 Jul @ 5:22am 
@meme goddess Colony Manager Redux (https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3310027356) had a similar issue and resolved it recently with regard to the map switching. Perhaps you can find your answer there if you get stumped.
Meme Goddess  [author] 25 Jul @ 1:36am 
@Tyrant Yeah, it's on my list
Spectral_Ace 24 Jul @ 9:48pm 
Okay the transfer has been performed, its actually pretty easy to transfer from one xml to another. You just have to make sure you put it in the correct location within the file. Everything works now, I just made a group with the same name to use as a reference point in the file, lined that up with the old xml and copied it over. While I'm not sure if that made any sense to anyone else, that's the best explanation i can make. You just need to be careful to include the entire bracket, no more no less, or I assume it will implode very angrily.
Tyrant 24 Jul @ 9:45pm 
Excuse me, but do you plan on updating Uuugggg's Custom Alerts as well? I've been really missing that one.
Spectral_Ace 24 Jul @ 9:22pm 
hey is there an easy way to transfer saved searches to this mod? I can copy over the code from the old xml to the new one, but i dont trust that it wont implode
Meme Goddess  [author] 23 Jul @ 10:06pm 
@CrazyBlot I'll see what I can do ^.^

@Soylent Yeah, it's a known issue from before I even picked up the mod. Apparently any switch in map causes it to lose those settings. Will take a deep dive into the code to work out what's causing it though
Lunar Lunatic 23 Jul @ 8:13pm 
o7
Soylent 23 Jul @ 2:27pm 
Is anyone having an issue where the filters get reset after flying the gravship? I set up jobs with the "Edit who counts as person" tab, and after flying all those jobs lost the filter.
CrazyBlot 23 Jul @ 3:31am 
@Meme Goddess - you made great work for memory of @Uuugggg. I want to ask about dependent mod - Custom Alerts. Can you adopt it code for odyssey too? This 2 mod give us too much in conjunction.
kokosears 22 Jul @ 1:05pm 
o7
Brutus 21 Jul @ 7:19pm 
Meme Goddess your a true saint for carrying on uuughs work, may he rest in peace
Godzilla Giroflex 21 Jul @ 3:14pm 
ty for modding!
Meme Goddess  [author] 20 Jul @ 5:20pm 
Continued version of Everybody Gets One is up next btw ^.^
Brutus 20 Jul @ 3:29pm 
Everybody gets one just has the tag of missing a dependency of TD Find, should it still function with the continued ones or should i wait for the continued everybody gets one?
Knight.Chaos 20 Jul @ 5:47am 
o7
Aura 19 Jul @ 4:43pm 
@Professor I'm not sure if that's fully right, since it seems like it does have some C# assemblies, which probably need to be recompiled (at the very least) so it could work with 1.6.