[REDACTED]
Are there any current XML changes in this iteration?
This will make a fine addition to my collection.
Quote from: AtomicRavioli on January 09, 2017, 08:26:07 PM
Are there any current XML changes in this iteration?
Forced traits now also have a chance factor. It should default to 100%, but I got a report about that. In most cases it works, but just to be sure, set it to 100.
Other changes are purely internal.
Quote from: erdelf on January 10, 2017, 02:28:38 AM
-snip-
Forced traits now also have a chance factor. It should default to 100%, but I got a report about that. In most cases it works, but just to be sure, set it to 100.
Other changes are purely internal.
I was hoping that doing this would fix this problem (https://ludeon.com/forums/index.php?topic=27288.msg294098#msg294098). But no luck, the relevant traits still get assigned randomly like any normal trait. Any chance you could do something about this on your end?
Quote from: Der Failer on January 10, 2017, 10:18:20 AM
I was hoping that doing this would fix this problem (https://ludeon.com/forums/index.php?topic=27288.msg294098#msg294098). But no luck, the relevant traits still get assigned randomly like any normal trait. Any chance you could do something about this on your end?
Your report is a bit all over the place.. but if I got it right your problem is that the 4th trait of romance diversified isn't added. That indeed is fixed with this version.
Quote from: erdelf on January 10, 2017, 10:47:21 AM
Quote from: Der Failer on January 10, 2017, 10:18:20 AM
I was hoping that doing this would fix this problem (https://ludeon.com/forums/index.php?topic=27288.msg294098#msg294098). But no luck, the relevant traits still get assigned randomly like any normal trait. Any chance you could do something about this on your end?
Your report is a bit all over the place.. but if I got it right your problem is that the 4th trait of romance diversified isn't added. That indeed is fixed with this version.
Ah, i didn't realize that this update isn't included in the latest Orassans version. I manually updated and it's all working now.
I'll take the time to write a proper bug report next time. I wrote this one in a hurry and i should know not to do that. So, yes sorry about this. :/
Anyway thank you for the help and keeping the mod alive. :)
I can use this with prepare carefully?
Quote from: Joshwoo70 on January 10, 2017, 09:37:35 PM
Quote from: lacrimi512 on January 10, 2017, 07:48:25 PM
I can use this with prepare carefully?
should work...
Patch is in the works, at the moment prepare carefully will make humans out of the aliens.
Is relationship/romance potential worked through this assembly, or would it have to be somehow specified in each race? (in their defs)
To clarify: I mean inter-species relationships. Humans with aliens, aliens with other (different) aliens.
So far, the races I'm using seem to only have attraction/romance values in debug for members of their own races.
Bumping this up because it's a very lovely framework.
(cough cough) *rummages through code* (cough cough)
*hears sirens and runs away*
Quote from: XenGrimm on January 11, 2017, 10:03:31 PM
Is relationship/romance potential worked through this assembly, or would it have to be somehow specified in each race? (in their defs)
To clarify: I mean inter-species relationships. Humans with aliens, aliens with other (different) aliens.
So far, the races I'm using seem to only have attraction/romance values in debug for members of their own races.
Yes it is handled. Humans can have relationships with aliens.
So far, in my games - Aliens are only 'attracted' to members of their own species, or even sub-species.
For example: a Purple Asari will only see other purple Asari as attractive, light blue will only see other light blues.
I've been trying to figure out if this is just some kind of bug in my setup, or not.
so the crystalloid mod is getting in on this deal i hear any more info on this concerning when it will be up for downloading or it being updated to a16?
Quote from: XenGrimm on January 12, 2017, 04:47:58 PM
So far, in my games - Aliens are only 'attracted' to members of their own species, or even sub-species.
For example: a Purple Asari will only see other purple Asari as attractive, light blue will only see other light blues.
I've been trying to figure out if this is just some kind of bug in my setup, or not.
I just checked the following couples successfully again:
Human and Orassan
Human and human (just to test)
orassan and orassan
asari and human
asari and asari
Is the option for custom draw sizes a placeholder or am I just not using it properly? I was hoping it'd just be able to up/downsize the pawn.
Also can't seem to figure out how to make apparel race-restricted, been reading through the source.
Quote from: Goldenpotatoes on January 15, 2017, 11:45:51 PM
Is the option for custom draw sizes a placeholder or am I just not using it properly? I was hoping it'd just be able to up/downsize the pawn.
Also can't seem to figure out how to make apparel race-restricted, been reading through the source.
Drawsize is a placeholder. When writing the code I put this in because I'd hoped to find a way to enable bigger/smaller pawns. However the code for rendering humanlike pawns is quite difficult to access and most of my experiments resulted in failure. Mabye Erdelf finds a way to make this possible.
To make race-restricted apparel, you have to add this comp:
<li Class="AlienRace.CompProperties_RestrictedRace">
<RestrictedToRace>NAMEOFYOURALIENRACE</RestrictedToRace>
</li>
Thanks for answering ohu.
Just last night I enabled another placeholder, so I'll work on that as well.
An attempt to use comms console after 1/17 update will result in an error.
QuoteObject reference not set to an instance of an object
at RimWorld.Building_CommsConsole.GetFloatMenuOptions (Verse.Pawn myPawn) [0x00000] in <filename unknown>:0
at AlienRace.MenuMakerMapRestricted.AddHumanlikeOrders (Vector3 clickPos, Verse.Pawn pawn, System.Collections.Generic.List`1 opts) [0x00000] in <filename unknown>:0
at RimWorld.FloatMenuMakerMap.ChoicesAtFor (Vector3 clickPos, Verse.Pawn pawn) [0x00000] in <filename unknown>:0
at RimWorld.FloatMenuMakerMap.TryMakeFloatMenu (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
at RimWorld.Selector.HandleMapClicks () [0x00000] in <filename unknown>:0
at RimWorld.Selector.SelectorOnGUI () [0x00000] in <filename unknown>:0
at RimWorld.MapInterface.HandleLowPriorityInput () [0x00000] in <filename unknown>:0
at RimWorld.UIRoot_Play.UIRootOnGUI () [0x00000] in <filename unknown>:0
at Verse.Root.OnGUI () [0x00000] in <filename unknown>:0
Can I fix a save file where this error occurs?
sorry, my poor English.
Quote from: NipponGin on January 17, 2017, 02:08:55 AM
An attempt to use comms console after 1/17 update will result in an error.
Can I fix a save file where this error occurs?
sorry, my poor English.
er.. I'll take a look if I can reproduce that error... I would be suprised, but I'll look
Hi, I have exactly the same problem as NipponGin mentioned above (Comms Console doesn't work). I found out by disabling and enabling mods that Crystalloid Mod is causing the error:
Object reference not set to an instance of an object
at RimWorld.Building_CommsConsole.GetFloatMenuOptions (Verse.Pawn myPawn) [0x00000] in <filename unknown>:0
at AlienRace.MenuMakerMapRestricted.AddHumanlikeOrders (Vector3 clickPos, Verse.Pawn pawn, System.Collections.Generic.List`1 opts) [0x00000] in <filename unknown>:0
at RimWorld.FloatMenuMakerMap.ChoicesAtFor (Vector3 clickPos, Verse.Pawn pawn) [0x00000] in <filename unknown>:0
at RimWorld.FloatMenuMakerMap.TryMakeFloatMenu (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
at RimWorld.Selector.HandleMapClicks () [0x00000] in <filename unknown>:0
at RimWorld.Selector.SelectorOnGUI () [0x00000] in <filename unknown>:0
at RimWorld.MapInterface.HandleLowPriorityInput () [0x00000] in <filename unknown>:0
at RimWorld.UIRoot_Play.UIRootOnGUI () [0x00000] in <filename unknown>:0
at Verse.Root.OnGUI () [0x00000] in <filename unknown>:0
I'm using a lot of mods and only by deactivating Crystalloid i got rid of the Coms Console Bug. With RimEffect, Jaffa/Kree or Orassans it works.
With all these new races, just a little request.
Could you modify the popup msg. for any recruiting event to show what kind of race the pawn got ?
Or even better, add an "i" to open the information screen of that pawn.
Quote from: vlad.lapadat93 on January 22, 2017, 03:41:19 AM
Hi, I have exactly the same problem as NipponGin mentioned above (Comms Console doesn't work). I found out by disabling and enabling mods that Crystalloid Mod is causing the error
I'm using a lot of mods and only by deactivating Crystalloid i got rid of the Coms Console Bug. With RimEffect, Jaffa/Kree or Orassans it works.
Thanks, that was crucial information. Published a temporary fix until the Crystalloid author fixes his leader issue.
QuotePublished a temporary fix
"Published" means, you allready post a fix ? I didn't found any so far.
Quote from: erdelf on January 13, 2017, 09:28:22 AM
I just checked the following couples successfully again:
Human and Orassan
Human and human (just to test)
orassan and orassan
asari and human
asari and asari
I started using SeveralPuffins romance mod to 'rebalance' my colonists attractions.
I'm not sure what the problem was - but it may have been more related to the age spans of the colonists and their races, than any kind of attraction 'errors'. (IE the orassans were not attracted to 200+ year old asari, the 25 year old humans were not attracted to 15-16 year old orassans... etc)
Quote from: Canute on January 22, 2017, 09:12:17 AM
QuotePublished a temporary fix
"Published" means, you allready post a fix ? I didn't found any so far.
er not to yours, to the one I quoted. I don't really want to do any distinguishing like that for no reason.. so why do you want to do that ?
how do i use multiple alien races together all mine are useing human skins and not there custome ones :'(
Quote from: Smexy_Vampire on January 23, 2017, 01:14:21 PM
how do i use multiple alien races together all mine are useing human skins and not there custome ones :'(
Do you expect me to be able to help you with that little of a description ?
What alien mods are you using ? Upload the log.
think i fixed it with load order haveing framework higher up the list then the alian races
LOL, when a mod is required for another mod, ofcourse it need to load before the other mod.
And Alien framework is needed for all the other Alien race mod you can play and not only encounter as enemy.
i did have it first i ment i needed to load it way up the list ontop of other faction mods i had that may have bin buging the cusome textures form loading
I'm currently working on a factions mod and I have noticed that the alien race I created does not show up as a slave in the orbital pirate trade window, the wanderjoin incident doesn't spawn alien race, and the refuge incident doesn't work with alien race. I have tried many different way to get it to work but have yet to be successful. Is there a class I'm suppose to list to make these work? If there isn't, any idea on how to get the alien race to show up.
Quote from: Catatafish on January 26, 2017, 09:11:58 PM
the wanderjoin incident doesn't spawn alien race, and the refuge incident doesn't work with alien race.
It works with any other race mod, so you have to give me a few more informations.
This is happening when I use the dev tool to spawn a wander, or refugee. Could it just be that tool not working with the spawning aliens?
it works when the event fires, of course not when you call a specific pawnKindDef. Use dev mode to manually call the incident, then you will probably see your alien.
Quote from: Catatafish on January 26, 2017, 09:11:58 PM
I'm currently working on a factions mod and I have noticed that the alien race I created does not show up as a slave in the orbital pirate trade window
The vanilla stockgenerator for slaves generates from a specific PawnKindDef that happens to be human. If you want aliens to show up as tradable slaves, you'll either have to add a new stockgenerator class or detour the vanilla method to include your alien PawnKindDef as well.
Quote from: Cpt.Ohu on January 27, 2017, 08:46:33 AM
Quote from: Catatafish on January 26, 2017, 09:11:58 PM
I'm currently working on a factions mod and I have noticed that the alien race I created does not show up as a slave in the orbital pirate trade window
The vanilla stockgenerator for slaves generates from a specific PawnKindDef that happens to be human. If you want aliens to show up as tradable slaves, you'll either have to add a new stockgenerator class or detour the vanilla method to include your alien PawnKindDef as well.
Thanks Ohu.
Added for next release, no further work needs to be done from your side Catatafish.
Thank you Cpt. Ohu and erdelf. That was the main things I needed answered before my release.
As far as I can tell, alien pawns that are meant to have custom names (i.e. Asari), are only being generated with the default human names. Has something changed with how the framework generates names compared to Humanoid Alien Races(which when that was being used was the last that I observed the names being the custom ones)?
I noticed this same thing starting a few days ago. Custom namegen doesn't seem to be working at the moment?
Quote from: Goldenpotatoes on January 15, 2017, 11:45:51 PM
Is the option for custom draw sizes a placeholder or am I just not using it properly? I was hoping it'd just be able to up/downsize the pawn.
Custom DrawSize is enabled now.
Hello. I have a problem that maybe related to this mod, I get an error that causes traders not to work anymore for me. Here is the log: https://gist.github.com/HugsLibRecordKeeper/78ade2815c8104279b711cc24c82efed
Here is the specific error:
Quote
System.NullReferenceException: Object reference not set to an instance of an object
at Verse.PawnGenerationRequest.EnsureNonNullFaction () [0x00000] in <filename unknown>:0
at AlienRace.AlienPawnGenerator.GeneratePawn (PawnGenerationRequest request) [0x00000] in <filename unknown>:0
at RimWorld.StockGenerator_Slaves+<GenerateThings>c__Iterator161.MoveNext () [0x00000] in <filename unknown>:0
at RimWorld.TraderStockGenerator+<GenerateTraderThings>c__Iterator164.MoveNext () [0x00000] in <filename unknown>:0
at System.Collections.Generic.List`1[Verse.Thing].AddEnumerable (IEnumerable`1 enumerable) [0x00000] in <filename unknown>:0
at System.Collections.Generic.List`1[Verse.Thing]..ctor (IEnumerable`1 collection) [0x00000] in <filename unknown>:0
at System.Linq.Enumerable.ToList[Thing] (IEnumerable`1 source) [0x00000] in <filename unknown>:0
at RimWorld.TradeShip.GenerateThings () [0x00000] in <filename unknown>:0
at RimWorld.IncidentWorker_OrbitalTraderArrival.TryExecute (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
at RimWorld.Storyteller.TryFire (RimWorld.FiringIncident fi) [0x00000] in <filename unknown>:0
at RimWorld.Storyteller.StorytellerTick () [0x00000] in <filename unknown>:0
at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0
Any idea what causes this error and how to fix it?
For my mod RimFactions I was told that the forced traits for my races are bleeding over to the other races. This includes traits showing up for Orassan's, and Vanilla Humans. I was also told that they are seeing a 4th trait every now and then. I did some testing and I've noticed a higher occurrence of the traits as well and I did see one pawn with a 4th trait. An example of the force Trait XML is below. This is mostly noticeable with my Wraith race since it adds a higher chance of Cannibal, which is suppose to be a rare trait. Any thoughts of why this is happening.
<ForcedRaceTraitEntries>
<li>
<defname>Industriousness</defname>
<degree>2</degree>
<chance>75</chance>
</li>
<li>
<defname>Greedy</defname>
<chance>75</chance>
</li>
</ForcedRaceTraitEntries>
It seems like this is incompatible with the main game.
When I load it in the mod config and when I try to generate a planet, it loads a black screen.
The problem seems to be that it's missing ThingCategories.xml in its folders.
Maybe you could fix it, but for now, I won't be able to play with the Orassan mod.
Quote from: McEggerDrumstick on February 10, 2017, 11:39:52 PM
It seems like this is incompatible with the main game.
When I load it in the mod config and when I try to generate a planet, it loads a black screen.
The problem seems to be that it's missing ThingCategories.xml in its folders.
Maybe you could fix it, but for now, I won't be able to play with the Orassan mod.
I don't even have xml files in the mod.. and thousands of people use it without problems.. if you want it to be fixed, give me more info... a log for starters
I can't, mainly because the debug log won't appear on the black screen, but without the mod enabled it would load up fine.
And it seems like the game crash's or freezes on a black screen that loads for a millisecond before the normal load screen.
It's something that I can't comprehend.
Look at the data folder for output_log.txt.
Just put it at attachment on your posting, if it is too big, try to use an archiv tool (Zip,Rar,7z) to made it smaller.
Here it's.
[attachment deleted by admin due to age]
Quote from: McEggerDrumstick on February 10, 2017, 11:39:52 PM
It seems like this is incompatible with the main game.
When I load it in the mod config and when I try to generate a planet, it loads a black screen.
The problem seems to be that it's missing ThingCategories.xml in its folders.
Maybe you could fix it, but for now, I won't be able to play with the Orassan mod.
Your log is completely full of errors of other mods. I'm just gonna list a few of them
- BetterTerain and ClutterMisc can't be loaded correctly, check that the folder "about" is directly in the mod folder
- Nanotrasen armory - cr patch has problems with double defining "baseBullet"
- RT_Fuse throws around 20 errors, have fun with that one
- Psychology and RomanceDiversified aren't working correctly together (iirc they aren't compatible)
- some combat realism sounds are missing
- Some heated sun lamps are broken as well
- something called mars throws a bunch of errors
I got bored at that point, but there are many more..
the few errors regardings aliens.... load the framework before orassans.
This is absurd.
The mods that you stated such as ClutterMisc and Nanotrassen Armory aren't even loaded but disabled.
Don't know if the game loaded them but it restarts after disabling and enabling, but I might've forgot to quit after.
BetterTerain was never even enabled.
RT_Fuse was also disabled and all the other RT mods.
Mars v3 Musky Edition was also disabled for an entire 2 weeks.
Psychology and RomanceDiversified I thought were incompatible with each other so disabled those too.
It seems like the game might've loaded this on accident.
Sorry if I wasted your time.
ok you know what.. delete your log file.
start the game and create a world. That should fail...
send me the newly created log, along with your loadorder.
Core
Alien Framework (yours)
HugsLib
Allow Tool
Glitter Tech
Additional Joy Objects
EPOE
Combat Realism
EdB Prepare Carefully
High Caliber
High Caliber CR Patch
Orassans
Orassans Cr Patch
Orassans EPOE
FashionRIMsta
Hospitality
SS Bigger Batteries
RT Quantum Storage
Tiberium Rim
Vegetable Garden
Riot Shield
Core Driller
Core Driller Glitter Tech Add-on
Dubs Bad Hygiene
Dubs Rimkit
Dubs Skylight
Faction Discovery
Vegetable Garden Tools
More Vanilla Turrets
Obsidian
RedistHeat
RIMkea
ZWCannaHerb
ZWAnimals
Rumors and Deception
Romance Diversified
Better RimDoctors
CaveBiome
CaveFlora
Better Pathfinding
Crate
Dye Vat
MorePackAnimals
Colony Leadership
Nerve Stapling EPOE
Turrets Pack
WM Smarter Food Selection
Caravan Expansion
And... That's it.
P.S: Log file Attachment
[attachment deleted by admin due to age]
er.. you have psychology still enabled in that log.. and it's conflicting again
the cave biome seems to be messing with your game hard.
Ok, well I guess I'll just disable Cave but the Psychology bothers me.
I disabled it a couple of days ago and didn't need it, I couldn't have missed it either because when I was looking at the mod order, I checked carefully for every mod name for the typing.
I'm having some trouble with the age generation curve - my race is spawning with the appropriate ages, but I'm often getting an error saying "Tried 300 times to generate age for Hunter" or whichever type I try to spawn.
Would this possibly be related to them having high life expectancy, but low relative spawn age, or is my curve just too wonky for the game to process?
Are there any "good and bad" examples for curves?
EDIT: I discovered the problem. I had a typo in a mingenerationage tag and it was outside the allowed curve.
Wow, there is a races of the stargate, cool.
hello there!
I'm not really sure if this has to do with your alien races framework and the Talon faction mod, i was hoping you would prove me wrong:
Exception drawing Katia: System.IndexOutOfRangeException: Array index is out of range.
at Verse.RoofGrid.Roofed (IntVec3 c) [0x00000] in <filename unknown>:0
at Verse.Graphic_Shadow.DrawWorker (Vector3 loc, Rot4 rot, Verse.ThingDef thingDef, Verse.Thing thing) [0x00000] in <filename unknown>:0
at Verse.Graphic.Draw (Vector3 loc, Rot4 rot, Verse.Thing thing) [0x00000] in <filename unknown>:0
at Verse.PawnRenderer.RenderPawnAt (Vector3 drawLoc, RotDrawMode bodyDrawType) [0x00000] in <filename unknown>:0
at Verse.Pawn_DrawTracker.DrawAt (Vector3 loc) [0x00000] in <filename unknown>:0
at Verse.Pawn.DrawAt (Vector3 drawLoc) [0x00000] in <filename unknown>:0
at Verse.Thing.Draw () [0x00000] in <filename unknown>:0
at Verse.ThingWithComps.Draw () [0x00000] in <filename unknown>:0
at Verse.DynamicDrawManager.DrawDynamicThings () [0x00000] in <filename unknown>:0
I get spammed to oblivion when a lot of pawns/animals suddenly spawn in the map, like in a big raid or in a manhunter pack. They start to zigzag very violently, and simply become invisible for a short while.
Quote from: faltonico on February 22, 2017, 04:36:22 PM
hello there!
I'm not really sure if this has to do with your alien races framework and the Talon faction mod, i was hoping you would prove me wrong.
I get spammed to oblivion when a lot of pawns/animals suddenly spawn in the map, like in a big raid or in a manhunter pack. They start to zigzag very violently, and simply become invisible for a short while.
that is.. definitely weird. I can't see anything wrong with the framework or why talons would conflict with this.. especially given that I use talon myself in my playing sessions. Sry, but I can't really help there
sorry i am new to the game but i downloaded this along with the 4 races featured on your starting page, when i play a "new arrival" faction i can't get humans as a race option when randomizing my 3 starting guys, just the orassans and crystalloids, just wondering if i did something wrong or this is normal
Quote from: scurvey_cur on February 22, 2017, 09:52:08 PM
sorry i am new to the game but i downloaded this along with the 4 races featured on your starting page, when i play a "new arrival" faction i can't get humans as a race option when randomizing my 3 starting guys, just the orassans and crystalloids, just wondering if i did something wrong or this is normal
The more alien mods you use the more likely it is to get an alien instead of a human. You might just have bad luck with the rng.
hmm i tried for like 30 minutes to get a human while i was watching tv earlier, i did find a workaround though i downloaded prepare carefully and saved like 10 tribe presets which always seem to be human for me and i loaded them into a new arrival game
Quote from: erdelf on February 22, 2017, 08:21:41 PM
Quote from: faltonico on February 22, 2017, 04:36:22 PM
hello there!
I'm not really sure if this has to do with your alien races framework and the Talon faction mod, i was hoping you would prove me wrong.
I get spammed to oblivion when a lot of pawns/animals suddenly spawn in the map, like in a big raid or in a manhunter pack. They start to zigzag very violently, and simply become invisible for a short while.
that is.. definitely weird. I can't see anything wrong with the framework or why talons would conflict with this.. especially given that I use talon myself in my playing sessions. Sry, but I can't really help there
=(
I thought they might be because it happened when i had a raid from them, and they include at least 2 more races, no other reason.
I think you're referring to the enemies 'teleporting' and 'rubberbanding' back because of too many pawns trying to be in a single spot, and the game wigging out a bit. It happens to me when I get really massive raids trying to funnel through a chokepoint, or clumping up too closely around a bend.
It's an issue with there being more stuff going on than your PC can handle with one core. (or the engine)
@XenGrimm Nope ;p
Pawns start zigzagging rapidly and increasingly faster and wider to the point they get so fast and so far, that they become invisible and are drawn off the map. And my PC is not the best one, but not a potato either xD (i7 2600K, gigabyte GTX 1060 G1 gaming and 12 GB DDR3 RAM).
But this is not related to this mod, i just scrapped that save, playing with a slow speed prevented the error from happening, but lately, i was having way too many crashes because out of memory errors to be able to play. I think i'll wait for A17 to start a new one.
Sry for rambling in your thread Erdelf.
Just published a complete rewrite of the framework.
Please check the OP.
Uff... Right when my new subzero colony survived the 1st winter...
...How likely this new rewrite could be incorporated to a savegame containing Orassans + Crystaloids on the previous version? Does it fix the "decoloration" Crystaloids suffer while on other screens (like Fluffy's Relations tab)?
Just to be sure it's worth the risk of even trying on my current savegame... Frameworks are very nice but the words "REWRITE" really scares :)... Probably will try anyways but could be nice to see a recommendation from any1 that has done something simmilar.
Quote from: oreganor on March 11, 2017, 08:25:53 PM
...How likely this new rewrite could be incorporated to a savegame containing Orassans + Crystaloids on the previous version?
Unlikely, sorry.
Quote from: oreganor on March 11, 2017, 08:25:53 PM
Does it fix the "decoloration" Crystaloids suffer while on other screens (like Fluffy's Relations tab)?
could you go into more detail regarding that ?
Quote from: oreganor on March 11, 2017, 08:25:53 PM
Frameworks are very nice but the words "REWRITE" really scares :)
fair enough.
I wouldn't have done it if it wouldn't mean better performance and more features, as well as easier updating and maintaining.
Thanks for the detailed answers... No need to be sorry, imho. Framework creators allow for even more varied and interesting mods to spring, so in my eyes, anything you do to make them perform better and to offer better tools for other modders, is perfectly ok...
...That's why matters... I want to enjoy all the nice additions of Orassans, Crystalloid and I already read about Xen's canine race that would rock to incorporate to my adventures...
...I will do it, but I will have to wait for my current Colony to fail first :), that's all, just wanted to know in advance, sorry if the way it was written looked like a complain or anything.
Quotecould you go into more detail regarding that ?
Other users were reporting something similar here:
https://ludeon.com/forums/index.php?topic=26852.msg308848#msg308848
In my new colony (Started 1 week ago, with all addons up-to-date at that moment) I DON'T see the effect (I have Orassans and a Crystalloid)... But on the previous one that I started around January I did saw it also (I would like to remember which exact versions I was using back then... sorry can't help you better).
The issue back then was that in Fluffy's relation tab the pawns from exotic races were normal and lost the skin pigmentation, while in the rest of the game they looked as intended (I never witnessed one of my own Colonizers death in that old colony... Nor I was raided by Crysta/Orassan factions... So can't confirm what others claim).
Are these errors something to be worried about? Or are they my fault? I attached my output log.
I don't think any other mod are messing with it.
Sorry if this is stupid.
[attachment deleted by admin due to age]
is this mod bugged with the research tab when i enable this mod it seem that i cannot open the research tab
Quote from: Pinkstache on March 20, 2017, 05:48:25 PM
Are these errors something to be worried about? Or are they my fault? I attached my output log.
Your copy of asari is outdated. Please update it.
Quote from: khor on March 20, 2017, 06:10:29 PM
is this mod bugged with the research tab when i enable this mod it seem that i cannot open the research tab
Do you expect me to be able to do anything without a log ?
Quote from: erdelf on March 20, 2017, 06:17:20 PM
Quote from: Pinkstache on March 20, 2017, 05:48:25 PM
Are these errors something to be worried about? Or are they my fault? I attached my output log.
Your copy of asari is outdated. Please update it.
but I just installed it today. It's the 2.3 version. Shouldn't that be the newest one?
Quote from: Pinkstache on March 20, 2017, 07:24:12 PM
but I just installed it today. It's the 2.3 version. Shouldn't that be the newest one?
I see.. seems like helixien only updated steam. I'll tell him to update the forum version.
Oh. thank you :)
Quote from: erdelf on March 20, 2017, 06:17:20 PM
Quote from: Pinkstache on March 20, 2017, 05:48:25 PM
Are these errors something to be worried about? Or are they my fault? I attached my output log.
Your copy of asari is outdated. Please update it.
Quote from: khor on March 20, 2017, 06:10:29 PM
is this mod bugged with the research tab when i enable this mod it seem that i cannot open the research tab
Do you expect me to be able to do anything without a log ?
how to give you the log
Quote from: khor on March 20, 2017, 11:52:05 PM
Quote from: erdelf on March 20, 2017, 06:17:20 PM
Quote from: Pinkstache on March 20, 2017, 05:48:25 PM
Are these errors something to be worried about? Or are they my fault? I attached my output log.
Your copy of asari is outdated. Please update it.
Quote from: khor on March 20, 2017, 06:10:29 PM
is this mod bugged with the research tab when i enable this mod it seem that i cannot open the research tab
Do you expect me to be able to do anything without a log ?
how to give you the log
When you are making your reply simply click Attachments and other options, click choose file and then navigate to appdata/locallow/ludeon studios/rimworld by ludeon studios and there will be a file named output_log.txt (with or without the .txt)
just select it and post.
Also if you are using Organized Research Tab that mod and this one are not compatible. (Only saying because people on ORT are talking about the same bug you are having)
Dang and I liked Organized Research :-\
Quote from: Pinkstache on March 21, 2017, 01:10:25 PM
Quote from: khor on March 20, 2017, 11:52:05 PM
Quote from: erdelf on March 20, 2017, 06:17:20 PM
Quote from: Pinkstache on March 20, 2017, 05:48:25 PM
Are these errors something to be worried about? Or are they my fault? I attached my output log.
Your copy of asari is outdated. Please update it.
Quote from: khor on March 20, 2017, 06:10:29 PM
is this mod bugged with the research tab when i enable this mod it seem that i cannot open the research tab
Do you expect me to be able to do anything without a log ?
how to give you the log
When you are making your reply simply click Attachments and other options, click choose file and then navigate to appdata/locallow/ludeon studios/rimworld by ludeon studios and there will be a file named output_log.txt (with or without the .txt)
just select it and post.
Also if you are using Organized Research Tab that mod and this one are not compatible. (Only saying because people on ORT are talking about the same bug you are having)
ok thanks , but i not using the organized research tab instead i use the research scrollbar . this mod also conflict with it ?
Quote from: khor on March 21, 2017, 06:09:55 PM
Quote from: Pinkstache on March 21, 2017, 01:10:25 PM
Quote from: khor on March 20, 2017, 11:52:05 PM
Quote from: erdelf on March 20, 2017, 06:17:20 PM
Quote from: Pinkstache on March 20, 2017, 05:48:25 PM
Are these errors something to be worried about? Or are they my fault? I attached my output log.
Your copy of asari is outdated. Please update it.
Quote from: khor on March 20, 2017, 06:10:29 PM
is this mod bugged with the research tab when i enable this mod it seem that i cannot open the research tab
Do you expect me to be able to do anything without a log ?
how to give you the log
When you are making your reply simply click Attachments and other options, click choose file and then navigate to appdata/locallow/ludeon studios/rimworld by ludeon studios and there will be a file named output_log.txt (with or without the .txt)
just select it and post.
Also if you are using Organized Research Tab that mod and this one are not compatible. (Only saying because people on ORT are talking about the same bug you are having)
ok thanks , but i not using the organized research tab instead i use the research scrollbar . this mod also conflict with it ?
Might be sense Organized Research Tab and Research scrollbar modify the same thing (I think)
Try disabling Research Scrollbar and see if that fixes your problem.
just FYI, if you actually get the newest version of this mod, it is compatible with the research tab mods.
Quote from: erdelf on March 21, 2017, 06:33:56 PM
just FYI, if you actually get the newest version of this mod, it is compatible with the research tab mods.
Yay. Nobody on ORT has said anything about it being compatible now.
HALP?!
https://gist.github.com/34a87a19d561e5ae52c3fb0aa6f8b4f7
So starting last week all my alien race stuff started going totally screwball and idk how to fix it. I tried deleting everything including all save games, uninstalling the game and all mods, reinstalling everything, adjusting mod load orders, testing them one by one loading them in and starting a new game and the problem is definately the alien framework and all the alien races based on it. Something happened, must have been around last week where it all went wonky but i hadn't changed anything or added new mods when it broke so idk what to do. I'm not very savvy and only just started using mods but maybe mods just break like this? idk, but can anyone help?
My aliens just look like humans with different (or no) clothes. Happens even after pulling every mod except this one and the one for the alien race. Tried with Apini and Elder Things (via the scenarios built in).
I have a problem the alien race mod whenever I go into the seed selection I click go it takes me back to the seed selection
[attachment deleted by admin due to age]
It probably conflics with one of your other mods.
Can't make new world : http://prntscr.com/f0fbu7
Without a log I can't help.
Post to Follow ..
Can you help me out with this problem. this is a similar problem to other people where I cannot generate a new world. Thanks In advance :)
LOG:
Exception from asynchronous event: System.TypeInitializationException: An exception was thrown by the type initializer for AlienRace.HarmonyPatches ---> System.Runtime.Serialization.SerializationException: Field "transpilers" not found in class Harmony.PatchInfo
at System.Runtime.Serialization.Formatters.Binary.ObjectReader.ReadTypeMetadata (System.IO.BinaryReader reader, Boolean isRuntimeObject, Boolean hasTypeInfo) [0x00000] in <filename unknown>:0
at System.Runtime.Serialization.Formatters.Binary.ObjectReader.ReadObjectInstance (System.IO.BinaryReader reader, Boolean isRuntimeObject, Boolean hasTypeInfo, System.Int64& objectId, System.Object& value, System.Runtime.Serialization.SerializationInfo& info) [0x00000] in <filename unknown>:0
at System.Runtime.Serialization.Formatters.Binary.ObjectReader.ReadObject (BinaryElement element, System.IO.BinaryReader reader, System.Int64& objectId, System.Object& value, System.Runtime.Serialization.SerializationInfo& info) [0x00000] in <filename unknown>:0
at System.Runtime.Serialization.Formatters.Binary.ObjectReader.ReadObject (BinaryElement element, System.IO.BinaryReader reader, System.Int64& objectId, System.Object& value, System.Runtime.Serialization.SerializationInfo& info) [0x00000] in <filename unknown>:0
at System.Runtime.Serialization.Formatters.Binary.ObjectReader.ReadNextObject (BinaryElement element, System.IO.BinaryReader reader) [0x00000] in <filename unknown>:0
at System.Runtime.Serialization.Formatters.Binary.ObjectReader.ReadObjectGraph (BinaryElement elem, System.IO.BinaryReader reader, Boolean readHeaders, System.Object& result, System.Runtime.Remoting.Messaging.Header[]& headers) [0x00000] in <filename unknown>:0
at System.Runtime.Serialization.Formatters.Binary.BinaryFormatter.NoCheckDeserialize (System.IO.Stream serializationStream, System.Runtime.Remoting.Messaging.HeaderHandler handler) [0x00000] in <filename unknown>:0
at System.Runtime.Serialization.Formatters.Binary.BinaryFormatter.Deserialize (System.IO.Stream serializationStream) [0x00000] in <filename unknown>:0
at Harmony.PatchInfoSerialization.Deserialize (System.Byte[] bytes) [0x00000] in <filename unknown>:0
at Harmony.HarmonySharedState.GetPatchInfo (System.Reflection.MethodBase method) [0x00000] in <filename unknown>:0
at Harmony.PatchProcessor.Patch () [0x00000] in <filename unknown>:0
at Harmony.HarmonyInstance.Patch (System.Reflection.MethodBase original, Harmony.HarmonyMethod prefix, Harmony.HarmonyMethod postfix, Harmony.HarmonyMethod infix) [0x00000] in <filename unknown>:0
at AlienRace.HarmonyPatches..cctor () [0x00000] in <filename unknown>:0
--- End of inner exception stack trace ---
at (wrapper managed-to-native) System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor (intptr)
at System.Runtime.CompilerServices.RuntimeHelpers.RunClassConstructor (RuntimeTypeHandle type) [0x00000] in <filename unknown>:0
at Verse.StaticConstructorOnStartupUtility.CallAll () [0x00000] in <filename unknown>:0
at Verse.PlayDataLoader.<DoPlayLoad>m__6F8 () [0x00000] in <filename unknown>:0
at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()
Quote from: Fluffydodo1 on May 23, 2017, 03:58:46 AM
Can you help me out with this problem. this is a similar problem to other people where I cannot generate a new world. Thanks In advance :)
LOG:
I asked around a bit, it seems you have an outdated version of harmony (or another mod using outdated version of harmony loaded before this one)
So what is the intended version of harmony then? and thanks btw
Maybe the latest?
https://github.com/pardeike/Harmony/releases
So... Is the mod dead?
The mod is still very much alive and maintained (as several other modders rely on it)
but the author himself has moved on from Rimworld to other things!
Steam -> http://steamcommunity.com/sharedfiles/filedetails/?id=839005762
Github -> https://github.com/erdelf/AlienRaces/releases/
I'll lock this thread for sake of clarity! (Honestly I'd remove it entirely if there wasn't 7 pages or replies and stuff, there could be lots of relevant information there :p)
If you've got any bugs/issues try asking on steam or the mod bugs forum