[1.2] Apparello v2.2.2 Dawn of newer deluxier edition [02/03/2021]

Started by Shinzy, July 30, 2014, 08:19:27 AM

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Beathrus

So.. I have a code I shouldn't when I load debug.

XML RimWorld.ApparelProperties defines the same field twice: worngraphicPath.

Field contents: Things/Pawn/Humanlike/Apparel/Bodywear_Clothing/Pants/Pants.

Whole XML:

<apparel><bodyPartGroups><li>Legs</li></bodyPartGroups><layers><li>OnSkin</li></layers><tags><li>Outlander</li><li>Spacer</li></tags><defaultOutfitTags><li>Worker</li><li>Soldier</li></defaultOutfitTags><worngraphicPath>Accessorello/Pants/Pants</worngraphicPath><worngraphicPath>Things/Pawn/Humanlike/Apparel/Bodywear_Clothing/Pants/Pants</worngraphicPath></apparel>
Verse.Log:Error(String)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.<AllDefsFromAsset>c__Iterator227:MoveNext()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

Shinzy

Quote from: Beathrus on October 23, 2017, 11:52:56 AM
So.. I have a code I shouldn't when I load debug.

XML RimWorld.ApparelProperties defines the same field twice: worngraphicPath.

Field contents: Things/Pawn/Humanlike/Apparel/Bodywear_Clothing/Pants/Pants.

Whole XML:

<apparel><bodyPartGroups><li>Legs</li></bodyPartGroups><layers><li>OnSkin</li></layers><tags><li>Outlander</li><li>Spacer</li></tags><defaultOutfitTags><li>Worker</li><li>Soldier</li></defaultOutfitTags><worngraphicPath>Accessorello/Pants/Pants</worngraphicPath><worngraphicPath>Things/Pawn/Humanlike/Apparel/Bodywear_Clothing/Pants/Pants</worngraphicPath></apparel>
Verse.Log:Error(String)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.<AllDefsFromAsset>c__Iterator227:MoveNext()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

Thank you, I'll note this down for when I'll update for a18

kaptain_kavern

Hey, Shinzy I'm back. If you want to finish those Norbals and Pirates mod some day  8)

Beathrus

Quote from: Shinzy on October 30, 2017, 05:15:58 AM
Quote from: Beathrus on October 23, 2017, 11:52:56 AM
So.. I have a code I shouldn't when I load debug.

XML RimWorld.ApparelProperties defines the same field twice: worngraphicPath.

Field contents: Things/Pawn/Humanlike/Apparel/Bodywear_Clothing/Pants/Pants.

Whole XML:

<apparel><bodyPartGroups><li>Legs</li></bodyPartGroups><layers><li>OnSkin</li></layers><tags><li>Outlander</li><li>Spacer</li></tags><defaultOutfitTags><li>Worker</li><li>Soldier</li></defaultOutfitTags><worngraphicPath>Accessorello/Pants/Pants</worngraphicPath><worngraphicPath>Things/Pawn/Humanlike/Apparel/Bodywear_Clothing/Pants/Pants</worngraphicPath></apparel>
Verse.Log:Error(String)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.<AllDefsFromAsset>c__Iterator227:MoveNext()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

Thank you, I'll note this down for when I'll update for a18

No problem! ^.^

Zookes

Oh, how I love the oodles of clothes that fly from this mod onto the fashion apocalypse that is every colony I've ever run! Good fun, good fun. But a slow B18 update isn't an instant-gratification B18 update, so I've done one for myself and for the giggles! Mega link ahead:

https://mega.nz/#!VaZHgbiC!hbYv8y6n-K6Bz2PhXHVQyvGhkf1jhqTym4b6xocpNSg





(psst...  you're the giggles)

Shinzy

Quote from: Zookes on November 23, 2017, 11:15:22 PM
-snip-
(psst...  you're the giggles)

Oopsie, My own instant gratification monkey has been keeping me busy with non rimworld related things :P
*clears throat*

uhhmm Great news everyone! I've fixed the poison slimepipes! I definitely did NOT forget to upload the mod here aswell! It's been up on steam for a week now :-[

please do note that there's a bug in the game currently that breaks wearing multiple hats from working.
It will likely be fixed in future betas

Grab it here!



Shinzy


Lex Silvas

XoXo



Shotgunfrenzy

#1091
Quote from: Shinzy on November 28, 2017, 12:24:49 PM
Quote from: Zookes on November 23, 2017, 11:15:22 PM
-snip-
(psst...  you're the giggles)

Oopsie, My own instant gratification monkey has been keeping me busy with non rimworld related things :P
*clears throat*

uhhmm Great news everyone! I've fixed the poison slimepipes! I definitely did NOT forget to upload the mod here aswell! It's been up on steam for a week now :-[

please do note that there's a bug in the game currently that breaks wearing multiple hats from working.
It will likely be fixed in future betas

Grab it here!

It will be great to find out how its possible to find a work around for that bug, same thing has stopped my faceplate mod from functioning correctly, driving me insane

semicollider

A big thank you to the author for updating and uploading the B18 update to the forums! Awesome mod, that integrates really well with the game's setting. Thanks again for making your mod widely and diversely available!

CS_Hague

Quote from: Shotgunfrenzy on November 28, 2017, 04:45:16 PM
Quote from: Shinzy on November 28, 2017, 12:24:49 PM
Quote from: Zookes on November 23, 2017, 11:15:22 PM
-snip-
(psst...  you're the giggles)

Oopsie, My own instant gratification monkey has been keeping me busy with non rimworld related things :P
*clears throat*

uhhmm Great news everyone! I've fixed the poison slimepipes! I definitely did NOT forget to upload the mod here aswell! It's been up on steam for a week now :-[

please do note that there's a bug in the game currently that breaks wearing multiple hats from working.
It will likely be fixed in future betas

Grab it here!

It will be great to find out how its possible to find a work around for that bug, same thing has stopped my faceplate mod from functioning correctly, driving me insane

You might be able to work around the limit on headgear with application of JecsTools slotted items. If facial apparel could be slotted into other helmets. You might need to write a new renderer so the object shows up but if a bandana or goggles could be attached to a helmet in a slot, it could pass its coverage and armor on to the helmet as a work around.

braddensbane

Hi! I'm a big fan of apparello, and I was wondering if you're still working on the Aparello Gloves and Booties mod, as I love that kind of immersion and extra difficulty.