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Topics - koni

#1
Help / Patch operation find mod failed
March 05, 2020, 04:43:08 AM
Hello,
I was about to patch Royalty to make nobles accept apparel from my mod. I tried to patch the expansion and want it only to do so if Royalty is enabled. The error log told me it failed to execute the patch operation even if Royalty is enabled:
[Ancient Rim - Oriental/Desert Edition (unfinished)] Patch operation Verse.PatchOperationFindMod(Royalty) failed
file: C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods\AR_Orient\1.1\Patches\Royality.xml
Verse.Log:Error(String, Boolean)
Verse.PatchOperation:Complete(String)
Verse.LoadedModManager:ClearCachedPatches()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.<>c:<Start>b__6_1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.<>c:<UpdateCurrentAsynchronousEvent>b__27_0()
System.Threading.ThreadHelper:ThreadStart_Context(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object)
System.Threading.ThreadHelper:ThreadStart()

Here is the patch file:
<?xml version="1.0" encoding="utf-8" ?>

<Patch>
  <Operation Class="PatchOperationFindMod">
    <mods>
<li>Royalty</li>
    </mods>
    <match Class="PatchOperationSequence">
<!--success>Always</success-->
    <operations>

<!-- Esquire -->
        <li Class="PatchOperationAdd">
    <xpath>/Defs/RoyalTitleDef[defName = "Esquire"]/requiredApparel/li[1]/allowedTags</xpath>
    <value>
            <li>EgyptianNoble</li>
<li>EgyptianRoyal</li>
    </value>
</li>
<li Class="PatchOperationAdd">
    <xpath>/Defs/RoyalTitleDef[defName = "Esquire"]/requiredApparel/li[2]/allowedTags</xpath>
    <value>
            <li>EgyptianNoble</li>
<li>EgyptianRoyal</li>
    </value>
</li>
<!-- Knight -->
        <li Class="PatchOperationAdd">
    <xpath>/Defs/RoyalTitleDef[defName = "Knight"]/requiredApparel/li[1]/allowedTags</xpath>
    <value>
            <li>EgyptianNoble</li>
<li>EgyptianRoyal</li>
    </value>
</li>
<li Class="PatchOperationAdd">
    <xpath>/Defs/RoyalTitleDef[defName = "Knight"]/requiredApparel/li[2]/allowedTags</xpath>
    <value>
            <li>EgyptianNoble</li>
<li>EgyptianRoyal</li>
    </value>
</li>
<!-- Praetor -->
        <li Class="PatchOperationAdd">
    <xpath>/Defs/RoyalTitleDef[defName = "Praetor"]/requiredApparel/li[1]/allowedTags</xpath>
    <value>
            <li>EgyptianNoble</li>
<li>EgyptianRoyal</li>
    </value>
</li>
<li Class="PatchOperationAdd">
    <xpath>/Defs/RoyalTitleDef[defName = "Praetor"]/requiredApparel/li[2]/allowedTags</xpath>
    <value>
            <li>EgyptianNoble</li>
<li>EgyptianRoyal</li>
    </value>
</li>
<!-- Baron -->
        <li Class="PatchOperationAdd">
    <xpath>/Defs/RoyalTitleDef[defName = "Baron"]/requiredApparel/li[1]/allowedTags</xpath>
    <value>
            <li>EgyptianNoble</li>
<li>EgyptianRoyal</li>
    </value>
</li>
<li Class="PatchOperationAdd">
    <xpath>/Defs/RoyalTitleDef[defName = "Baron"]/requiredApparel/li[2]/allowedTags</xpath>
    <value>
            <li>EgyptianNoble</li>
<li>EgyptianRoyal</li>
    </value>
</li>
<!-- Count -->
        <li Class="PatchOperationAdd">
    <xpath>/Defs/RoyalTitleDef[defName = "Count"]/requiredApparel/li[1]/allowedTags</xpath>
    <value>
            <li>EgyptianNoble</li>
<li>EgyptianRoyal</li>
    </value>
</li>
<li Class="PatchOperationAdd">
    <xpath>/Defs/RoyalTitleDef[defName = "Count"]/requiredApparel/li[2]/allowedTags</xpath>
    <value>
            <li>EgyptianNoble</li>
<li>EgyptianRoyal</li>
    </value>
</li>
<!-- Duke -->
        <li Class="PatchOperationAdd">
    <xpath>/Defs/RoyalTitleDef[defName = "Duke"]/requiredApparel/li[1]/allowedTags</xpath>
    <value>
            <li>EgyptianNoble</li>
<li>EgyptianRoyal</li>
    </value>
</li>
<li Class="PatchOperationAdd">
    <xpath>/Defs/RoyalTitleDef[defName = "Duke"]/requiredApparel/li[2]/allowedTags</xpath>
    <value>
            <li>EgyptianNoble</li>
<li>EgyptianRoyal</li>
    </value>
</li>
<!-- Consul -->
        <li Class="PatchOperationAdd">
    <xpath>/Defs/RoyalTitleDef[defName = "Consul"]/requiredApparel/li[1]/allowedTags</xpath>
    <value>
            <li>EgyptianNoble</li>
<li>EgyptianRoyal</li>
    </value>
</li>
<li Class="PatchOperationAdd">
    <xpath>/Defs/RoyalTitleDef[defName = "Consul"]/requiredApparel/li[2]/allowedTags</xpath>
    <value>
            <li>EgyptianNoble</li>
<li>EgyptianRoyal</li>
    </value>
</li>
<!-- Stellarch -->
        <li Class="PatchOperationAdd">
    <xpath>/Defs/RoyalTitleDef[defName = "Stellarch"]/requiredApparel/li[1]/allowedTags</xpath>
    <value>
            <li>EgyptianNoble</li>
<li>EgyptianRoyal</li>
    </value>
</li>
<li Class="PatchOperationAdd">
    <xpath>/Defs/RoyalTitleDef[defName = "Stellarch"]/requiredApparel/li[2]/allowedTags</xpath>
    <value>
            <li>EgyptianNoble</li>
<li>EgyptianRoyal</li>
    </value>
</li>
<!-- Emperor -->
        <li Class="PatchOperationAdd">
    <xpath>/Defs/RoyalTitleDef[defName = "Emperor"]/requiredApparel/li[1]/allowedTags</xpath>
    <value>
            <li>EgyptianNoble</li>
<li>EgyptianRoyal</li>
    </value>
</li>
<li Class="PatchOperationAdd">
    <xpath>/Defs/RoyalTitleDef[defName = "Emperor"]/requiredApparel/li[2]/allowedTags</xpath>
    <value>
            <li>EgyptianNoble</li>
<li>EgyptianRoyal</li>
    </value>
</li>

    </operations>
    </match>
  </Operation>
</Patch>


Did I miss something or does patching work differently now than in older versions of RimWorld?

Thank You
#2
Mod bugs / [1.1/ Royality] Psychic Stun causes error
February 25, 2020, 02:18:59 PM
Hello there,
I've played with the Royalty expansion and got an colonist to have psychic powers.
When I want him to stun an enemy I get following red error output:
Exception in UIRootUpdate: System.IndexOutOfRangeException: Index was outside the bounds of the array.
  at Verse.TerrainGrid.TerrainAt (Verse.IntVec3 c) [0x00017] in <fcd99b24cbb3485baa8263b0d6197784>:0
  at VFESecurity.TrenchUtility.AdjustedRangeFromTerrain (System.Single range, Verse.IntVec3 pos, Verse.Map map) [0x00003] in <22fe34ce46c740faade9a6f6b4b392c0>:0
  at VFESecurity.TrenchUtility.AdjustedRangeFromTerrain (System.Single range, Verse.LocalTargetInfo target, Verse.Map map) [0x00009] in <22fe34ce46c740faade9a6f6b4b392c0>:0
  at VFESecurity.TrenchUtility.FinalAdjustedRangeFromTerrain (System.Single range, System.Single minRange, Verse.LocalTargetInfo target, Verse.Map map) [0x00001] in <22fe34ce46c740faade9a6f6b4b392c0>:0
  at VFESecurity.Patch_Verb+TryFindShootLineFromTo.FinaliseAdjustedRange (System.Single original, Verse.Verb instance, Verse.LocalTargetInfo targ) [0x00019] in <22fe34ce46c740faade9a6f6b4b392c0>:0
  at (wrapper dynamic-method) Verse.Verb.DMD<DMD<TryFindShootLineFromTo_Patch0>?1498361728::TryFindShootLineFromTo_Patch0>(Verse.Verb,Verse.IntVec3,Verse.LocalTargetInfo,Verse.ShootLine&)
  at Verse.Verb.CanHitTargetFrom (Verse.IntVec3 root, Verse.LocalTargetInfo targ) [0x00030] in <fcd99b24cbb3485baa8263b0d6197784>:0
  at Verse.Verb.CanHitTarget (Verse.LocalTargetInfo targ) [0x00023] in <fcd99b24cbb3485baa8263b0d6197784>:0
  at RimWorld.Verb_CastAbility.DrawHighlight (Verse.LocalTargetInfo target) [0x00012] in <fcd99b24cbb3485baa8263b0d6197784>:0
  at RimWorld.Targeter.TargeterUpdate () [0x00015] in <fcd99b24cbb3485baa8263b0d6197784>:0
  at RimWorld.MapInterface.MapInterfaceUpdate () [0x00012] in <fcd99b24cbb3485baa8263b0d6197784>:0
  at RimWorld.UIRoot_Play.UIRootUpdate () [0x00015] in <fcd99b24cbb3485baa8263b0d6197784>:0
Verse.Log:Error(String, Boolean)
RimWorld.UIRoot_Play:UIRootUpdate()
Verse.Root:DMD<DMD<Update_Patch1>?-2007348992::Update_Patch1>(Root)
Verse.Root_Play:Update()

It seems that error comes every tick I have the stun attack activated and after a few seconds the log tells me this(yellow):
Reached max messages limit. Stopping logging to avoid spam.
Verse.Log:Warning(String, Boolean)
Verse.Log:PostMessage()
Verse.Log:Error(String, Boolean)
RimWorld.UIRoot_Play:UIRootUpdate()
Verse.Root:DMD<DMD<Update_Patch1>?-2007348992::Update_Patch1>(Root)
Verse.Root_Play:Update()
#3
Releases / [1.1]Ancient Rim (28th Feb 20)
August 17, 2017, 07:46:12 AM



Ave RimWorlders,

I've created a mod with the goal to expand the cultural and technological diversity of RimWorld. As the title says it is set in the ancient age.

Short description:

Ancient Rim will expand the technological timeline of RimWorld by a whole new age, filling the gap between the neolithikum and  the industrialization. The player will be allowed to dive into the experience meeting cultures extinct long ago in our timeline, making it more possible to his/her colony to live in luxury without the need of electricity. There will be a lot of new furniture items, weapons, armor and clothing as well as various other content representing each unique culture from our history.

Modules:
To allow the player to customize his/her experience Ancient Rim consists of multiple modules. These are...

The Ancient Rim - Core Mod. It includes various shared contend like resources, crafting stations, research tabs and projects and items appearing in multiple cultures. You will need to download and install JecsTools before it.
AR_Core.7z

Ancient Rim - Mediterranean Edition. Here we have the bunch of furniture items, weapons, armor and clothing representing the cultures of  the old Romans and Greeks. There are also some food items and crops important to Rome. It won't run without the core mod.
AR_SPQRim.7z

Ancient Rim Mediterranean Factions. Ever wondered how it is to be raided by the mighty Legions of Rome? This sub mod will add factions from the old Mediterranean Sea. You will be able to trade and fight with the Empire of Rome, the Kingdom of Macedonia (representing Alexander the Great), the Peloponnesian League (cities belonging to Sparta) and other Greek cities. You will need both Core and Mediterranean Edition.
AR_MediFaction.7z

Ancient Rim - Oriental Edition (unfinished). Just like the Mediterranean Edition but with Egypt and Persia instead of Rome and Greece.
AR_Orient.7z

Ancient Rim - Oriental Factions (unfinished). Factions equipped with gear by the Oriental Edition.
AR_OriFaction.7z

Screenshots:

a small kitchen with an oil press ffor olives an furniture examples
colonists dreessed as legionaries equiped with new weapons + ballista
a smith' workshop with underground heater and Greek armor items

Credits/ special thanks:
Jecrell and his team(?) and his for creating JecsTools and leting me use the file GraphicApparelDetour.dll
Kubouch for creating and Syrchalis for updating Universal Fermenter
Marnador for his Font
sera13 for this little thing

Future plans:

  • improving existing mods
  • ancient age: the Orient, China and India
  • 17th+18th century Europe
  • Aztec and Inca empire

Because of that there is many stuff I wan to add I don't think I get everything done by myself in foreseeable time. I'm happy for everyone willing to contribute his/her talent to help me out.

If there is anything special you want to see in here, just tell it in the comment.

Licence: Actually there is no licence, do what ever you want, but please give credits.
#4
Help / spawning conditions for floors
August 11, 2017, 07:32:42 AM
Hey there,
I created a new kind of artificial flooring out of the vanilla stones. My problem is, that these floors spawn in ruins over ther map istead of the vanilla stone tiles. How do I prevent that?
#5
Help / Problem with cutout shaders
June 04, 2017, 05:09:36 AM
I moddet an apparel item, that uses two colors. One is the material and the other is defined in the textures itself. Both colors are shown at the display on map, but not on any pawn who wears the item. I noticed that the graphic path are the same as in A16 (with texture.png and texture_m.png) where it worked, but not in A17.
#6
Quote from: Shinzy on October 02, 2014, 09:07:32 AM


Thingamajigs adds assortment of tools at your disposal
While you could hack your enemies to pieces with your spatula, it is not adviced!
It's far more useful for flipping those muffalo flanks on the frying pan

Available in your closest smithing workbenches (some assembly required)

Download
Thingamajigs!

Mod currently includes

Pneumatic Pick
Description: Reliable and deadly mining tool.
Stats: +25% mining speed, new +10% Mining yield
Materials: Metallic

Machete
Desription: Meant to be used for clearing path in dense jungles, Nowadays mostly used for clearing density from someone's shoulders.
Stats: +15% Plant work speed
Materials: Metallic

Spatula
Description: The most cheftacular equipment for cooking. Or shaming your rivals with it's majestic slap
Stats: +35% Cooking speed, new: -5% Food poison chance
Materials: Metallic, Woody

Bonesaw
Description: Theres never a dull moment with a doctor armed with this and their favourite phrases at the ready. "Trust me! You won't feel a thing" And "Oops, is this supposed to bleed so much?"
Stats: +5% Base Healing quality, new: +10% Medical tending speed, +10% Medical operation speed, +15% Medical success chance
Materials: Metallic

Riding crop
Description: While virtually useless as a weapon, Riding crops have proven to give extremely dominant image of the wielder, and thus speeding up the recruitment process
Stats: +5% Prisoner recruitment chance, new: +15% Animal tame chance
Materials: Leathery

Cane
Description: Cane with a heavy knob as a handle. Makes the user seem all the more respectable and very suave. Also helps them keep on their feet
Stats: +25% Social impact
Materials: Metallic, Woody

Mechano-Wrench
Description: Ginormous wrench, mainly used in spaceship maintenance but could technically be applied to mechanoid disassembly process.
Stats: +100% Mechanoid disassembly efficiency, new +5% Building fix chance
Materials: Metallic

Tailorer 3000
Description: Ginormous needle with attached scissors, It's not known what kind of twisted mind conjured up this tool but it's been found to be efficient at what it does.
Stats: +30% Tailoring Speed
Materials: Metallic

Meat Cleaver
Description: Tool designed to separate meat from bones and casting menacing shadows through shower curtains.
Stats: +15% Butchery efficiency, +10% Butchery speed
Materials: Metallic

Breadknife
Description: your favourite tool for cutting bread and ending quarrels.
Stats: +5% butchery efficiency/speed +5 cooking speed new: -5% Food poison chance
Materials: Metallic

Nailgun
Description: Your usual pneumatic nailgun.
Stats: +15% construction speed
Costs: 20 Steel and 1 Component

Chiphook
Description: What is a stone, eh? you cut it, you mold it, you chip it with a chiphook. Some say it's ruining a perfectly good stone; Others say it's art..
Stats: Mining Speed 2 %, Smoothing speed 10 %, Sculpting Speed 18 %, Stonecutting Speed 10 %
Materials: Metallic, Stone




Poke the fish for all my other mods



This mod was original created by Shinzy. I just updated it to alpha 17 and did small improvements, to get a better fitting into the new RimWorld version.
#7
Help / Problem with meal recipe
May 19, 2017, 08:35:16 AM
Hey there, as the topic title say, I have a problem with meal recipes (in A16).
I wanted to get a special nutritious item(olive oil) together with meat and so on. But no matter what amount of the ingredients available are, I can't force my cooks to cook, because there aren't enough ingredients!?

code ingredient

  <ThingDef ParentName="ResourceBase">
    <defName>AR_OliveOil</defName>
    <label>olive oil</label>
    <description>Oil of olives.</description>
    <graphicData>
      <texPath>Items/Stuff/Oil</texPath>
      <graphicClass>Graphic_Single</graphicClass>
    </graphicData>
<thingCategories>
      <li>Foods</li>
  <li>Manufactured</li>
    </thingCategories>
    <soundInteract>Standard_Drop</soundInteract>
    <soundDrop>Standard_Drop</soundDrop>
<tickerType>Rare</tickerType>
<socialPropernessMatters>true</socialPropernessMatters>
    <ingestible>
  <foodType>VegetableOrFruit</foodType>
      <preferability>RawBad</preferability>
  <tasteThought>AteRawFood</tasteThought>
      <nutrition>0.025</nutrition>
      <ingestEffect>EatVegetarian</ingestEffect>
      <ingestSound>RawVegetable_Eat</ingestSound>
    </ingestible>
    <statBases>
      <MaxHitPoints>100</MaxHitPoints>
      <MarketValue>18</MarketValue>
      <Mass>0.5</Mass>
      <Flammability>1.0</Flammability>
      <DeteriorationRate>2</DeteriorationRate>
    </statBases>
<comps>
      <li Class="CompProperties_Rottable">
        <daysToRotStart>50</daysToRotStart>
<rotDestroys>true</rotDestroys>
      </li>
    </comps>
  </ThingDef>


code recipe

  <RecipeDef>
<defName>AR_FryMeal</defName>
<label>fry meal</label>
<description>Cooks a relative simple meal while frying raw ingredients in a king of fat.</description>
<jobString>frying meal.</jobString>
<workSpeedStat>CookSpeed</workSpeedStat>
<workAmount>500</workAmount>
<effectWorking>Cook</effectWorking>
    <soundWorking>Recipe_CookMeal</soundWorking>
    <allowMixingIngredients>true</allowMixingIngredients>
    <ingredientValueGetterClass>IngredientValueGetter_Nutrition</ingredientValueGetterClass>
    <ingredients>
<li>
<filter>
<categories>
<li>MeatRaw</li>
<li>AnimalProductRaw</li>
<li>PlantFoodRaw</li>
</categories>
</filter>
<count>0.5</count>
</li>
<li>
<filter>
<thingDefs>
<li>AR_OliveOil</li>
</thingDefs>
</filter>
<count>0.025</count>
</li>
</ingredients>
<products>
      <AR_MealFryed>1</AR_MealFryed>
    </products>
<fixedIngredientFilter>
<categories>
<li>FoodRaw</li>
</categories>
      <disallowedSpecialFilters>
        <li>AllowPlantFood</li>
      </disallowedSpecialFilters>
</fixedIngredientFilter>
<defaultIngredientFilter>
<categories>
<li>FoodRaw</li>
</categories>
      <exceptedCategories>
        <li>EggsFertilized</li>
      </exceptedCategories>
<exceptedThingDefs>
<li>Human_Meat</li>
<li>Megaspider_Meat</li>
</exceptedThingDefs>
</defaultIngredientFilter>
<skillRequirements>
<li>
<skill>Cooking</skill>
<minLevel>6</minLevel>
</li>
</skillRequirements>
    <workSkill>Cooking</workSkill>
<recipeUsers>
  <li>ElectricStove</li>
  <li>FueledStove</li>
</recipeUsers>
  </RecipeDef>


Can anybody please say where my mistake is, that would be great.
Thanks
#8
Help / Problem with new worktables
April 01, 2017, 03:31:09 AM
Hello,

I created some new apparel and weapons. First I said, they are craftable at the vanilla tailoring benches/smithies. Until this point everything was fine, but then I added my own tailoring benches/smithies. These were also problemless included into the game, expect of that thing, that these benches ignore the orders to produce the apparel/weapon. The bills were in the tabs, but no colonist did anything. I also tried to force them with right click, but that was also ignored.

Did I defined my workbenches wrong or is the mistake done in the apparel/weapons?

Thanks in advance
#9
Unfinished / [A16/A17][WIP] Ancient Rim (2nd Oct17)
November 27, 2016, 11:40:49 AM


This mod is in a WIP phase, so it's soon release-able ;).
It will add some stuff like apparel, weapons, furniture and factions to the game, which are based on the ancient world. This means Romans, Celts and so on.

At the moment there is a bunch of furniture, some armor, a bit of classic art and a lamp. And there is a faction, based on the Roman Legion. Also there is some stuff, that add the feeling of the Roman/Greek way of Life.

Note:

  • some armors have more than one color, which both are random generated. This feature is done with Faction Colors by Cpt.Ohu. This is a requirement.
  • Now there is a new feature: wine, which is fermented in a barrel like beer. This requires Universal Fermenter by Kubouch.
to do

  • more apparel
  • weapons
  • furniture
  • factions
  • "barbaric" elements - separate mod
  • desert- elements - separate mod
  • hairstyles
  • siege weapons
download:
A16 dropbox
A17 - without FC dropbox
A17 - with FC dropbox
A17 - dessert dropbox


change log:

v.0.01- initial release, add some clothing
v.0.02- lorica musculata added, requirement to Faction Colors
v.0.03- now with furniture: two tables(one long, one short) and a stool
v.0.04- klinai bed
v.0.05- A16 compatible, two new tables, no requirement to Faction Colors
v.0.06- reworked apparel tags, research project added
v.0.07- classic art and oil lamp
v.0.08- lorica musculata and requirement to Faction Colors is back
v.0.09- Faction
v.0.10- faction improved
v.0.11- Hellenic pawns
v.0.12- minor fix
v.0.13- more minor fixes, double klinai bed
v.0.14- 3 new haircuts, more will come later
v.0.15- workbenches, new toga and ballistae
v.0.16- fixed benches
v.0.17- artichokes, tiny texture changes and more Hellenic names
v.0.18- olive tree, mosaic "rugs" and 2 Hellenic haircuts
v.0.19- fountain, chalmys-cloak and much more minor improvements
v.0.20- craftable uniform armor and banners
v.0.21- removed all stuff depending on FC, added praetorian guard pawn with specific armor
v.0.22- FC is back, bronze spawns lesser
v.0.23- mosaic floor, aqueduct, pomegranate
v.0.24- new pawn and helmet, onager added


If someone has ideas to new ancient features, he/she is welcome to tell it. I would also welcome if somebody has some courage to take part on this mod, like as an artist to draw a few items or as a coder to define them. :)
#10
Help / Other textures for humanlike pawns?
May 09, 2016, 12:58:43 PM
Hello, I'd like to create a mod, wich contents a new kind of humans: undead people who have many scars on theire skin, like Frankensteins Monster. Does anyone know, how I can change the texturepath of humans?


Thank you!

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