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RimWorld => Releases => Mods => Outdated => Topic started by: Nandonalt on January 16, 2017, 05:33:40 PM

Title: [OUTDATED][MODLIST] Nandonalt's Mod Central
Post by: Nandonalt on January 16, 2017, 05:33:40 PM


Nandonalt's Mod Central
This post is outdated and doesn't represent the actual state of the mods. Please don't post on this thread!

This post is designed to be a hub for my mods.
I'll keep this updated and use this thread to post future small mods, which won't need their own threads.

(http://i.imgur.com/UBbVYLy.png) (https://ludeon.com/forums/index.php?topic=29054.0)(http://i.imgur.com/8VMAbLJ.png) (https://ludeon.com/forums/index.php?topic=29145.0)(http://i.imgur.com/jHS5B9W.png) (https://ludeon.com/forums/index.php?topic=29847.0)
(http://i.imgur.com/aIWxIbH.png) (https://ludeon.com/forums/index.php?topic=29221.0)(http://i.imgur.com/R3TQQrv.png) (https://ludeon.com/forums/index.php?topic=29596.0)(http://i.imgur.com/qTgkTcQ.png) (https://ludeon.com/forums/index.php?topic=29627.msg308976#msg308976)
(http://i.imgur.com/WuyWth0.png) (https://ludeon.com/forums/index.php?topic=29627.msg310822#msg310822)(http://i.imgur.com/llOmTpF.png) (https://ludeon.com/forums/index.php?topic=29627.msg314322#msg314322)


Releases:
(A17) Set-Up Camp v2.0: Forums (https://ludeon.com/forums/index.php?topic=29054.0) - Steam Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=832990295)
(A16) Camping Stuff v2.2: Forums (https://ludeon.com/forums/index.php?topic=29145.0) - Steam Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=834823750)
(A16) Snowy Trees v1.0: Forums (https://ludeon.com/forums/index.php?topic=29221.0) - Steam Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=836533781)
(A16) Pests! v1.0: Forums (https://ludeon.com/forums/index.php?topic=29596.0) - Steam Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=843437166)
(A16) Colony Leadership and Teaching v1.2.1: Forums (https://ludeon.com/forums/index.php?topic=29847.0) - Steam Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=848250236)
(A16) Tale Log Tab v1.0: Forums (https://ludeon.com/forums/index.php?topic=29627.msg308976#msg308976) - Steam Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=858563557)
(A16) Hunt for Me v1.0: Forums (https://ludeon.com/forums/index.php?topic=29627.msg310822#msg310822) - Steam Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=862054692)
(A16) Visual Addons v1.0: Forums (https://ludeon.com/forums/index.php?topic=29627.msg314322#msg314322) - Steam Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=870526178)

Updates:
-/-


Want to support me and my mods? Check out my patreon page (http://patreon.com/nandonalt)!

(http://i.imgur.com/F5TrMDt.png) (http://patreon.com/nandonalt)
Title: Re: [A16][MODLIST] Nandonalt's Mod Central
Post by: faketax on February 06, 2017, 09:35:47 AM
Hello can you add localization files to your mods ? i realy want to translate them into my language because I have a game in Czech and my English is not very good and game not looking good with part czech and part english. Thank you
Title: Re: [A16][MODLIST] Nandonalt's Mod Central
Post by: Nandonalt on February 06, 2017, 01:51:15 PM
(http://i.imgur.com/SsZNzIq.png)

DOWNLOAD
Steam Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=858563557)
Dropbox (https://www.dropbox.com/s/wgegqywmbp6dbhu/Nandonalt%20-%20Tale%20Log.zip?dl=0)

Screenshots
1 (http://i.imgur.com/8sdLRxW.png) - 2 (http://i.imgur.com/GCSbt5z.png) - 3 (http://i.imgur.com/mHUfN1v.png)

Every time something relevant happens on a colony, a "tale" is registered on the save so it can be used on art (like deaths, research, training and so on).
This mod adds a tab to the game window that shows to you every tale recorded on that save.
To avoid performance issues, the log will only update when you open it.

-> Works on existing saves.
-> Using the "filter" text field you can select what will be shown on the tab.
-> "Invert Order" will reverse the list. The default is most recent events first.
-> "Show Colors": if disabled, all tales will be white.

Also, this mod does not change tale recording, so it only shows what the game has recorded.


Credits: Zlatko Najdenovski for the book icon used on the preview.
Title: Re: [A16][MODLIST] Nandonalt's Mod Central [NEW MOD - Tale Log Tab]
Post by: BlackSmokeDMax on February 06, 2017, 01:57:14 PM
Tale Log Tab looks great! Think this is something a lot of people will appreciate.
Title: Re: [A16][MODLIST] Nandonalt's Mod Central [NEW MOD - Tale Log Tab]
Post by: cap75 on February 06, 2017, 03:32:17 PM
I had a group of cropeaters to join my colony. Is it wai or bug?
Title: Re: [A16][MODLIST] Nandonalt's Mod Central [NEW MOD - Tale Log Tab]
Post by: A Friend on February 06, 2017, 09:14:41 PM
Neat. Would it be compatible with other mods that add events?
Title: Re: [A16][MODLIST] Nandonalt's Mod Central [NEW MOD - Tale Log Tab]
Post by: Senio on February 06, 2017, 09:38:55 PM
Tale Lot Tab looks great!
If you can support events log and weather log better
Title: Re: [A16][MODLIST] Nandonalt's Mod Central [NEW MOD - Tale Log Tab]
Post by: BlackGyver on February 08, 2017, 05:13:46 AM
I had posted a quick message asking if you'd consider updating the sleeping bag's graphical style, because the old one (which is also in the thumbnail) didn't look too great, and I was about to have a go at it myself when I realized the textures had already been updated! I'd recommend updating the thumbnail with the new ones!

PS: Great mods!
Title: Re: [A16][MODLIST] Nandonalt's Mod Central [NEW MOD - Tale Log Tab]
Post by: poolday on February 08, 2017, 04:04:59 PM
Hi! Great mod congratulations! Do you think you can merge the Tale Log Tab inside the pre-existing History tab?
Title: Re: [A16][MODLIST] Nandonalt's Mod Central [NEW MOD - Tale Log Tab]
Post by: Nandonalt on February 11, 2017, 05:27:42 PM
(http://i.imgur.com/WuyWth0.png)

DOWNLOAD
Steam Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=862054692)
Dropbox (https://www.dropbox.com/s/ayqml6f2944d2zi/Nandonalt%20-%20Hunting%20Training.rar?dl=0)

Screenshots
1 (http://i.imgur.com/VKJZaRm.png) - 2 (http://i.imgur.com/GCDPcSQ.png) - 3 (http://i.imgur.com/lCXnQ0D.png) - 4 (http://i.imgur.com/0jk56zF.png)

"Hunt for Me" is a mod that adds the "Hunting" training to tamed animals. REQUIRES A NEW SAVE.
-> Haul training is required.
-> The trained animal will then randomly hunt prey on the map and haul the corpse to the best stockpile.
-> You can toggle hunting on the training tab.
-> Sometimes animals of the same species (if trained) will pack and hunt a bigger animal.
-> Most of the time they'll focus on smaller animals to avoid getting hurt.

NOTES
-> LOAD THIS MOD AFTER EVERY MOD THAT ADDS ANIMALS!
-> This mod makes use of the Harmony (https://github.com/pardeike/Harmony) library by Pardeike (thanks!). You don't need to download it to use this mod, though (it's included).
-> If you want to uninstall the mod, make sure no animal is hunting on your saves.
Title: Re: [A16][MODLIST] Nandonalt's Mod Central [NEW MOD - Tale Log Tab]
Post by: Nandonalt on February 11, 2017, 05:28:55 PM
Quote from: poolday on February 08, 2017, 04:04:59 PM
Hi! Great mod congratulations! Do you think you can merge the Tale Log Tab inside the pre-existing History tab?
I didn't do it to avoid any incompatibility issues with other mods.
The log will only show events that triggered the record tale event, so it depends on that.
Title: Re: [A16][MODLIST] Nandonalt's Mod Central [NEW MOD - Hunt for Me!]
Post by: Seeker89 on February 11, 2017, 09:24:33 PM
Other great mod!
Title: Re: [A16][MODLIST] Nandonalt's Mod Central [NEW MOD - Hunt for Me!]
Post by: AngleWyrm on February 11, 2017, 09:36:10 PM
Tried 'Hunt for me' briefly but it wiped out my animals list; the chickens and a tame boar disappeared, leaving only one Husky. After removing the mod those animals re-appeared on the list. Looked a bit like some sort of memory crash, so it might have not been the mod's fault.
Title: Re: [A16][MODLIST] Nandonalt's Mod Central [NEW MOD - Hunt for Me!]
Post by: Madman666 on February 12, 2017, 04:38:01 AM
Really nice addition. Makes wolves a bit better option to compensate for hard training, since they will mostly hunt for their own food. They do tend to accumulate scars from small wildlife though...

Can you make them haul resources to blueprints and frames? It would be so helpful. I know I already asked that question on steam page, but still)) Since they eat so much, they might as well work their furry asses off for it)
Title: Re: [A16][MODLIST] Nandonalt's Mod Central [NEW MOD - Hunt for Me!]
Post by: Nandonalt on February 12, 2017, 11:11:58 AM
Quote from: AngleWyrm on February 11, 2017, 09:36:10 PM
Tried 'Hunt for me' briefly but it wiped out my animals list; the chickens and a tame boar disappeared, leaving only one Husky. After removing the mod those animals re-appeared on the list. Looked a bit like some sort of memory crash, so it might have not been the mod's fault.

Do you have Animals Tab mod? It was conflicting with my mod, now Fluffly fixed it.

@Madman666: it's something I could look into, but you could suggest it to the Hand me That Brick mod creator, too :)
Title: Re: [A16][MODLIST] Nandonalt's Mod Central [NEW MOD - Hunt for Me!]
Post by: Madman666 on February 12, 2017, 11:32:38 AM
Well, Hand me that brick just adds action type "deliver resources" to hauling job... What I suggest is making that yet another animal training possibility - Resource delivery training. Thanks for your answer) I'd be very grateful if you looked into that)
Title: Re: [A16][MODLIST] Nandonalt's Mod Central [NEW MOD - Hunt for Me!]
Post by: Trigon on February 12, 2017, 12:00:36 PM
Wow that hunting mod looks mighty handy indeed. Especially since my current colony has about a half dozen arctic wolves.
Title: Re: [A16][MODLIST] Nandonalt's Mod Central [NEW MOD - Hunt for Me!]
Post by: Anarcraft on February 12, 2017, 05:29:38 PM
With Hunt For Me installed the animal tab only lists the very top adult husky, everything else below is blank.  The interface acts glitchy and scrolling changes things.  If I scroll so that a husky PUPPY is listed at the top of the interface then everything is displayed.  A new save file doesn't have this issue, but I really want to keep my save file AND add your mod, if possible. ;)  I can provide a list of mods and/or the save file, if needed.
Title: Re: [A16][MODLIST] Nandonalt's Mod Central [NEW MOD - Hunt for Me!]
Post by: Pichu0102 on February 12, 2017, 09:53:57 PM
Quote from: AngleWyrm on February 11, 2017, 09:36:10 PM
Tried 'Hunt for me' briefly but it wiped out my animals list; the chickens and a tame boar disappeared, leaving only one Husky. After removing the mod those animals re-appeared on the list. Looked a bit like some sort of memory crash, so it might have not been the mod's fault.
That's because animals tab was looking for the value of the hunt training, and didn't find it. The Training tab on an animal's infobox also freaks out. The solution is to go into your save file and add a <li>False</li> and <li>0</li> to every animal's training thing manually. It should look something like this:
<training>
<wantedTrainables>
<vals>
<li>False</li>
<li>False</li>
<li>False</li>
<li>False</li>
<li>False</li>
</vals>
</wantedTrainables>
<steps>
<vals>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
</vals>
</steps>
</training>


Only animals tamed before installing this mod cause these problems. Newly tamed ones don't have any problems.
Title: Re: [A16][MODLIST] Nandonalt's Mod Central [NEW MOD - Hunt for Me!]
Post by: Anarcraft on February 12, 2017, 11:32:15 PM
YESSS!  Thanks for the clear advice on how to fix.  I did a search and replace for any "<wantedTrainables>" array that only had four values and replaced each unique set down to "</steps>" adding the fifth item "<li>False</li>" and "<li>0</li>" as needed.  Works great now.  Time to hunt some meat! :D
Title: Re: [A16][MODLIST] Nandonalt's Mod Central [NEW MOD - Hunt for Me!]
Post by: Madman666 on February 13, 2017, 01:17:29 PM
By the way, @Nandonalt) One more thing maybe worth to look into - can you make big cats, like lynxes, panthers and cougars hunt as well? Without raising trainable intelligence to advanced. I agree that they shouldn't help with hauling and rescue, since their nature is to not give a damn about what humans want (at least most domestic cats are that way), but I am pretty sure that they can at least hunt some big game and drag it home with them. Could be nice for combat pets to be useful too)
Title: Re: [A16][MODLIST] Nandonalt's Mod Central [NEW MOD - Hunt for Me!]
Post by: DandoonMooshi on February 13, 2017, 03:51:49 PM
What if the <li>True</li> is shown do we still as 0?
Title: Re: [A16][MODLIST] Nandonalt's Mod Central [NEW MOD - Hunt for Me!]
Post by: sidfu on February 13, 2017, 06:16:51 PM
so basicaly the animal hunting causes bug on any animals on exisiting shave u already have and also bugs on animals u have spawn with u on a neew game start
Title: Re: [A16][MODLIST] Nandonalt's Mod Central [NEW MOD - Hunt for Me!]
Post by: Anarcraft on February 14, 2017, 08:31:22 AM
I said something wrong before.  You add either "False" or "True" as the fifth item in "wantedTrainables" using whatever the fourth item is.  For "steps" always do "0".
Title: Re: [A16][MODLIST] Nandonalt's Mod Central [NEW MOD - Hunt for Me!]
Post by: Pichu0102 on February 14, 2017, 09:30:04 AM
One problem with hunt for me: Sometimes hunted animals will turn manhunter and... completely ignore the colony animal hunting them to go fruitlessly chase a haulingbot around. That last one is a different issue altogether with that mod, but still, hunted animals should react by fighting their attacker, not turning manhunter (or their pack turning manhunter).
Title: Re: [A16][MODLIST] Nandonalt's Mod Central [NEW MOD - Hunt for Me!]
Post by: ximen on February 14, 2017, 10:05:22 AM
Good to see you're still making mods Nando. Been using your mods for years now, and I have to say you're one of my favorite modders out there! Keep up the great work man :D!
Title: Re: [A16][MODLIST] Nandonalt's Mod Central [NEW MOD - Hunt for Me!]
Post by: SpaceDorf on February 15, 2017, 07:35:44 AM
Yesss .. your History Log Mod just made you my second favority modder ..

Title: Re: [A16][MODLIST] Nandonalt's Mod Central [NEW MOD - Hunt for Me!]
Post by: elaguss on February 15, 2017, 11:22:53 AM
First of all thanks for your great work. I have the same problem as other users, but I´ve been trying to solve it adding "<li>False</li>" and "<li>0</li>" at the end of each "<wantedTrainables>" array, it looks like this:
<wantedTrainables>
<vals>
<li>True</li>
<li>True</li>
<li>False</li>
<li>False</li>
<li>False</li>
</vals>
</wantedTrainables>
<steps>
<vals>
<li>1</li>
<li>2</li>
<li>0</li>
<li>0</li>
<li>0</li>


Everything is ok, I mean, I can train hunting for every pet I have but when I open animals tab it is empty and the log shows this error:
Exception filling window for Fluffy.MainTabWindow_Animals: System.IndexOutOfRangeException: Array index is out of range.
  at Fluffy.MainTabWindow_Animals.DrawColumnHeader_Training (System.Single& curX, Rect rect) [0x00000] in <filename unknown>:0
  at Fluffy.MainTabWindow_Animals.DoWindowContents (Rect fillRect) [0x00000] in <filename unknown>:0
  at HugsLib.GuiInject.WindowDetour+<>c__DisplayClass1.<_WindowOnGUI>b__0 (Int32 x) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
HugsLib.GuiInject.<>c__DisplayClass1:<_WindowOnGUI>b__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)


I can´t find any way to solve the problem, need some help. Thanks so much and regards!
Title: Re: [A16][MODLIST] Nandonalt's Mod Central [NEW MOD - Hunt for Me!]
Post by: Fluffy (l2032) on February 15, 2017, 01:16:22 PM
elaguss, update my animal tab.
Title: Re: [A16][MODLIST] Nandonalt's Mod Central [NEW MOD - Hunt for Me!]
Post by: elaguss on February 15, 2017, 03:14:35 PM
Thanks so much Fluffy, I´ve just updated your animal tab mod and it has fixed the problem. Regards.
Title: Re: [A16][MODLIST] Nandonalt's Mod Central [NEW MOD - Hunt for Me!]
Post by: Lethe on February 19, 2017, 03:23:03 AM
Hunting Mod 1.0 breaks the animal tab. It tosses exception out of range errors and causes the tab to not work at all. I'm talking about the vanilla animal tab from the core a16, not Fluffy's mod. I then tried Fluffy's Animal Tab in case it just wasn't detouring stuff nicely for vanilla (I thought it might play nicer with hugs) but no. I still have a broken animal tab when this mod is enabled; both vanilla animal tab (which is what I tried it on first) and the latest version of Fluffy's Animal Tab freshly downloaded directly from his github repo.

I did load it after any and all mods that added animals. I am running 16.1393. I have the lastest HugsLib (2.4.2). I did try placing it in various places in my order to see if that'd help, including at the end [but before epoe]. Nada. I have tried completely closing rimworld and relaunching it. I tried reloading a save, making a newer save with it installed, then load that new save (just in case it only produces these errors the first time after it was installed). Nope.

Pics of some of the errors (1 Vanilla shown, 4 fluffy's AT errors): http://imgur.com/a/DPujA

Pastebin of 3 Vanilla errors: http://pastebin.com/2Kh7RR4x

Current mod load: http://pastebin.com/b3gSr1Zs                 
All mods are up to date except for Hospitality [running  1.16e, not 1.16f]. I also haven't changed the target version on anything to force compat.

Perhaps it plays better with a completely new colony, but I didn't check. If it's just old colonies it's problematic for it's worth mentioning it requires a new save in the description.

Edit: Just noticed I forgot to paste this other Vanilla error into the earlier pastebin: http://pastebin.com/gsL6fMMH
Title: Re: [A16][MODLIST] Nandonalt's Mod Central [NEW MOD - Hunt for Me!]
Post by: Nandonalt on February 23, 2017, 02:14:45 PM
(http://i.imgur.com/llOmTpF.png)

DOWNLOAD
Steam Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=870526178)
Dropbox (https://www.dropbox.com/s/cv9ttv67e02ima2/Nandonalt%20-%20Visual%20Addons.rar?dl=0)

Screenshots
1 (http://i.imgur.com/G13Jcp0.png) - 2 (http://i.imgur.com/mEhrOta.png) - 3 (http://i.imgur.com/4VsIEG6.png) - 4 (http://i.imgur.com/AU7pp7x.png) - 5 (http://i.imgur.com/xhiUYWq.png) - 6 (http://i.imgur.com/tpveyEK.png) - 7 (.gif) (http://i.imgur.com/OfznwRZ.gif)

A set of misc mods by me. A new save is not required.

Sometimes I think of small additions to the game that would take too much time to make just one mod for it, so I decided to create a small pack.
Most of these features can be disabled on the mod settings (see screenshot).

-> Cold Fog and "Ice Layer": when a room goes below 0C temperature, it'll slowly emit a effect that resembles the cold fog present in freezers. Also, a layer of ice will be created just above the floor.
-> Water puddles: rain will form water puddles on the map which will dry when it's not raining. Water is easily spreaded by pawns. Does not affect anything but cleanliness/beauty of the area that it's on.
-> Cloudy Weather: new weather overlay, very slightly affects accuracy and wind speed.
-> Billiard cues: pawns will wield cues when playing billiards.

NOTES
-> This mod makes use of the Harmony (https://github.com/pardeike/Harmony) library by Pardeike (thanks!). You don't need to download it to use this mod, though (it's included).
Title: Re: [A16][MODLIST] Nandonalt's Mod Central [NEW MOD - Visual Addons]
Post by: Madman666 on February 23, 2017, 03:19:45 PM
I don't understand only one thing - why the hell big T didn't hire you for RW team, man? Your ideas are brilliant!)

I am still silently praying for animals hauling resources to blueprints and frames
Title: Re: [A16][MODLIST] Nandonalt's Mod Central [NEW MOD - Visual Addons]
Post by: Der Failer on February 27, 2017, 09:18:31 AM
Got an exception with your mod and Reverse Commands! (https://ludeon.com/forums/index.php?topic=30339.0). Both alone work fine but together:
Could not execute post-long-event action. Exception: System.TypeInitializationException: An exception was thrown by the type initializer for ReverseCommands.Main ---> System.InvalidProgramException: Invalid IL code in (wrapper dynamic-method) Verse.AI.PawnPathPool:GetEmptyPawnPath_Patch0 (object): IL_0002: stloc.2   

  at (wrapper managed-to-native) System.RuntimeMethodHandle:GetFunctionPointer (intptr)
  at System.RuntimeMethodHandle.GetFunctionPointer () [0x00000] in <filename unknown>:0
  at Harmony.ILCopying.MonoInternals.GetCodeInfo (System.Reflection.MethodBase method, System.Int64& start) [0x00000] in <filename unknown>:0
  at Harmony.ILCopying.Memory.GetMethodStart (System.Reflection.MethodBase method) [0x00000] in <filename unknown>:0
  at Harmony.PatchFunctions.UpdateWrapper (System.Reflection.MethodBase original, Harmony.PatchInfo patchInfo) [0x00000] in <filename unknown>:0
  at Harmony.PatchProcessor.Patch () [0x00000] in <filename unknown>:0
  at Harmony.HarmonyInstance.<PatchAll>b__5_0 (System.Type type) [0x00000] in <filename unknown>:0
  at Harmony.CollectionExtensions.Do[Type] (IEnumerable`1 sequence, System.Action`1 action) [0x00000] in <filename unknown>:0
  at Harmony.HarmonyInstance.PatchAll (System.Reflection.Assembly assembly) [0x00000] in <filename unknown>:0
  at ReverseCommands.Main..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

Log (https://gist.github.com/HugsLibRecordKeeper/b95f8f4cb5ca0da98d619195505e5046)
If the load order is changed so that RC loads before NVA, all seems fine.


Another error occurs with Hatti's Cleanig Area (https://ludeon.com/forums/index.php?topic=28678.msg289090#msg289090)
Could not execute post-long-event action. Exception: System.TypeInitializationException: An exception was thrown by the type initializer for Nandonalt_VisualAddons.HarmonyPatches ---> System.ArgumentException: Object type System.Collections.Generic.List`1[Harmony.Patch] cannot be converted to target type: Harmony.Patch[]
Parameter name: val
  at System.Reflection.MonoField.SetValue (System.Object obj, System.Object val, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
  at System.Reflection.FieldInfo.SetValue (System.Object obj, System.Object value) [0x00000] in <filename unknown>:0
  at System.Runtime.Serialization.ObjectRecord.SetMemberValue (System.Runtime.Serialization.ObjectManager manager, System.Reflection.MemberInfo member, System.Object value) [0x00000] in <filename unknown>:0
  at System.Runtime.Serialization.FixupRecord.FixupImpl (System.Runtime.Serialization.ObjectManager manager) [0x00000] in <filename unknown>:0
  at System.Runtime.Serialization.BaseFixupRecord.DoFixup (System.Runtime.Serialization.ObjectManager manager, Boolean strict) [0x00000] in <filename unknown>:0
  at System.Runtime.Serialization.ObjectRecord.DoFixups (Boolean asContainer, System.Runtime.Serialization.ObjectManager manager, Boolean strict) [0x00000] in <filename unknown>:0
  at System.Runtime.Serialization.ObjectManager.RegisterObjectInternal (System.Object obj, System.Runtime.Serialization.ObjectRecord record) [0x00000] in <filename unknown>:0
  at System.Runtime.Serialization.ObjectManager.RegisterObject (System.Object obj, Int64 objectID, System.Runtime.Serialization.SerializationInfo info, Int64 idOfContainingObj, System.Reflection.MemberInfo member, System.Int32[] arrayIndex) [0x00000] in <filename unknown>:0
  at System.Runtime.Serialization.Formatters.Binary.ObjectReader.RegisterObject (Int64 objectId, System.Object objectInstance, System.Runtime.Serialization.SerializationInfo info, Int64 parentObjectId, System.Reflection.MemberInfo parentObjectMemeber, System.Int32[] indices) [0x00000] in <filename unknown>:0
  at System.Runtime.Serialization.Formatters.Binary.ObjectReader.ReadNextObject (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.<PatchAll>b__5_0 (System.Type type) [0x00000] in <filename unknown>:0
  at Harmony.CollectionExtensions.Do[Type] (IEnumerable`1 sequence, System.Action`1 action) [0x00000] in <filename unknown>:0
  at Harmony.HarmonyInstance.PatchAll (System.Reflection.Assembly assembly) [0x00000] in <filename unknown>:0
  at Nandonalt_VisualAddons.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

Log (https://gist.github.com/HugsLibRecordKeeper/f5a47f95e48088d0ab3cd77752465a82)
Changing the load order doesn't to fix it.

I original intended to post on RC's threat, but both occur only when NVA is active.
Title: Re: [A16][MODLIST] Nandonalt's Mod Central [NEW MOD - Visual Addons]
Post by: katherineironfist on March 08, 2017, 02:20:45 AM
I just encountered a big problem with this mod.

With it enabled, I encounter extremely heavy performance issues, even on my high end PC.
Then again I have many many mods enabled, but once I disabled this mod, everything ran fine again.
Title: Re: [A16][MODLIST] Nandonalt's Mod Central [NEW MOD - Visual Addons]
Post by: Canute on March 08, 2017, 02:41:33 AM
Since this thread got serveral mods, you should name the mod you mention.

And did you encounter any errors/warning (enable dev. mode at the option and open the dev. log).
Title: Re: [A16][MODLIST] Nandonalt's Mod Central [NEW MOD - Visual Addons]
Post by: katherineironfist on March 08, 2017, 12:07:19 PM
Quote from: Canute on March 08, 2017, 02:41:33 AM
Since this thread got serveral mods, you should name the mod you mention.

And did you encounter any errors/warning (enable dev. mode at the option and open the dev. log).

Apologies.

I am referring to the visual addons mod. the other mods are great, and I love them.
and no, I didn't get any errors when running it. the game was just extremely slow, even at 1x speed.
Title: Re: [A16][MODLIST] Nandonalt's Mod Central [NEW MOD - Visual Addons]
Post by: Hayden on March 16, 2017, 04:26:43 PM
Is there a way to disable the visual addons mod from existing saves?
Title: Re: [A16][MODLIST] Nandonalt's Mod Central [NEW MOD - Visual Addons]
Post by: Jdalt40 on March 18, 2017, 02:02:56 AM
Quote from: Hayden on March 16, 2017, 04:26:43 PM
Is there a way to disable the visual addons mod from existing saves?
Remove the mod
Title: Re: [A16][MODLIST] Nandonalt's Mod Central [NEW MOD - Visual Addons]
Post by: Tenshi~Akari on March 18, 2017, 10:40:03 PM
Wanted to try out N.V.A., but this popped up:

Could not execute post-long-event action. Exception: System.TypeInitializationException: An exception was thrown by the type initializer for Nandonalt_VisualAddons.HarmonyPatches ---> System.Runtime.Serialization.SerializationException: Field "processors" 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.<PatchAll>b__6_0 (System.Type type) [0x00000] in <filename unknown>:0
  at Harmony.CollectionExtensions.Do[Type] (IEnumerable`1 sequence, System.Action`1 action) [0x00000] in <filename unknown>:0
  at Harmony.HarmonyInstance.PatchAll (System.Reflection.Assembly assembly) [0x00000] in <filename unknown>:0
  at Nandonalt_VisualAddons.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:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Entry:Update()


Hope this is a quick fix, your camping items/set-up camp/snowy trees mods are already VERY much an active part of my gameplay experience, I would love to try this one out.  :D
Title: Re: [A16][MODLIST] Nandonalt's Mod Central [NEW MOD - Visual Addons]
Post by: KKobayashi on April 07, 2017, 01:37:52 AM
Can you make an alternate without harmony? harmony conflicts with some other mods
Title: Re: [A16][MODLIST] Nandonalt's Mod Central [NEW MOD - Visual Addons]
Post by: Nandonalt on April 11, 2017, 01:12:05 AM
Quote from: KKobayashi on April 07, 2017, 01:37:52 AM
Can you make an alternate without harmony? harmony conflicts with some other mods
I use harmony to do stuff that I couldn't do without it, so that's not possible, sorry.

--
Guys, I'm a little busy with some IRL stuff, college mainly. I'm taking a break from modding, but it's only temporary. 


Title: Re: [A16][MODLIST] Nandonalt's Mod Central [NEW MOD - Visual Addons]
Post by: Madman666 on April 11, 2017, 08:08:28 AM
Quote from: Nandonalt on April 11, 2017, 01:12:05 AM
Guys, I'm a little busy with some IRL stuff, college mainly. I'm taking a break from modding, but it's only temporary.

Hey, good luck on your college stuff, Nandonalt! Take care, man) We'll wait patiently until you get back to us again))
Title: Re: [A16][MODLIST] Nandonalt's Mod Central [NEW MOD - Visual Addons]
Post by: Dr_Zhivago on May 08, 2017, 04:57:38 AM
Found a bug with N.V.A., not sure what the cause is. It happens when Ice forms indoors, and then the indoor area is opened/connected to "outdoors" or a larger heated room. Basically ice is forming, and not melting when introduced to higher temperatures.

Here's a picture of ice that has stayed to demonstrate what I mean:
http://imgur.com/a/ITZBu
Title: Re: [A16][MODLIST] Nandonalt's Mod Central [NEW MOD - Visual Addons]
Post by: DariusWolfe on May 08, 2017, 11:24:15 AM
Since Nandonalt has now stated that he's taking a break, A17 updates may take a while. I'm going to try out some of the mods that I've got when I get home, and see if they work/break the game. I'll report back; It's possible that (at least some of) the mods will work fine; I've been able to use Skullywag's lighting mod without problems so far.
Title: Re: [A16][MODLIST] Nandonalt's Mod Central [NEW MOD - Visual Addons]
Post by: Adalah217 on May 27, 2017, 04:36:59 PM
Quote from: DariusWolfe on May 08, 2017, 11:24:15 AM
Since Nandonalt has now stated that he's taking a break, A17 updates may take a while. I'm going to try out some of the mods that I've got when I get home, and see if they work/break the game. I'll report back; It's possible that (at least some of) the mods will work fine; I've been able to use Skullywag's lighting mod without problems so far.

Any luck with this mod? Have you tried it at all?
Title: Re: [A17-A16][MODLIST] Nandonalt's Mod Central [SetUp-Camp is now A17)
Post by: DariusWolfe on May 27, 2017, 08:06:32 PM
Not much, I'm afraid. Visual add-ons breaks the game in weird ways, camping stuff seems to sort of work; Sleeping bags seem to be fine, but tents don't seem to. A16's Make Camp broke the game, but he's updated that one to A17. I haven't tried the leaders mod, so can't speak for it.
Title: Re: [A17-A16][MODLIST] Nandonalt's Mod Central [SetUp-Camp is now A17)
Post by: Tinkerer on June 16, 2017, 05:44:45 PM
I really hope NVA is updated soon!
Title: Re: [A17-A16][MODLIST] Nandonalt's Mod Central [SetUp-Camp is now A17)
Post by: LiteEmUp on July 20, 2017, 01:27:15 AM
is there a a17 version of Tale Log.. pretty pls...
Title: Re: [A17-A16][MODLIST] Nandonalt's Mod Central [SetUp-Camp is now A17)
Post by: SpaceDorf on July 20, 2017, 07:14:35 AM
Quote from: LiteEmUp on July 20, 2017, 01:27:15 AM
is there a a17 version of Tale Log.. pretty pls...

Well there is this .. which is not quite the same, but usefull too
https://ludeon.com/forums/index.php?topic=26077.0 (https://ludeon.com/forums/index.php?topic=26077.0)
Title: Re: [A17-A16][MODLIST] Nandonalt's Mod Central [SetUp-Camp is now A17)
Post by: Oblitus on August 12, 2017, 05:07:49 PM
I'll just leave this here.

[attachment deleted by admin: too old]
Title: Re: [A17-A16][MODLIST] Nandonalt's Mod Central [SetUp-Camp is now A17)
Post by: kaptain_kavern on August 12, 2017, 05:39:48 PM
Is this what I think it is?

Yeah! Hunts for me A17.

Ok you deserved it, I will name my first son Oblitus :p Thank you
Title: Re: [A17-A16][MODLIST] Nandonalt's Mod Central [SetUp-Camp is now A17)
Post by: SpaceDorf on August 12, 2017, 09:08:38 PM
Quote from: kaptain_kavern on August 12, 2017, 05:39:48 PM
Is this what I think it is?

Yeah! Hunts for me A17.

Ok you deserved it, I will name my first son Oblitus :p Thank you

I guess it is still not compatible with Minions or RimSlaves ? 

Doesn't matter .. Kap .. the mod is actually not neccessary as long as you don't feed your Predators  ;D ;D
Not only do they leave dead animals all over the place .. no .. invaders, like your own pawns, are unable to detect hunting animals :)
Funniest thing in a long time, 2 Giant Spiders and a Timberwolf making a beeline for the preparing tribals.
Title: Re: [A17-A16][MODLIST] Nandonalt's Mod Central [SetUp-Camp is now A17)
Post by: Oblitus on August 12, 2017, 09:24:22 PM
Quote from: SpaceDorf on August 12, 2017, 09:08:38 PM
I guess it is still not compatible with Minions or RimSlaves ? 
I have no idea.

Quote from: SpaceDorf on August 12, 2017, 09:08:38 PM
Doesn't matter .. Kap .. the mod is actually not neccessary as long as you don't feed your Predators  ;D ;D
Not only do they leave dead animals all over the place .. no .. invaders, like your own pawns, are unable to detect hunting animals :)
Funniest thing in a long time, 2 Giant Spiders and a Timberwolf making a beeline for the preparing tribals.
Unless you use Animals Logic, which teaches everyone that hunting predators are dangerous :)
Title: Re: [A17-A16][MODLIST] Nandonalt's Mod Central [SetUp-Camp is now A17)
Post by: Apposl on August 30, 2017, 02:24:36 PM
Quote from: Oblitus on August 12, 2017, 05:07:49 PM
I'll just leave this here.

Thank you sooo much, sir or ma'am
Title: Re: [A17-A16][MODLIST] Nandonalt's Mod Central [SetUp-Camp is now A17)
Post by: sidfu on September 15, 2017, 08:50:39 PM
Quote from: Oblitus on August 12, 2017, 05:07:49 PM
I'll just leave this here.

if he not gonna update why not ask for permission to merge it into animal logic?

tried to update the visual one. t seems like a out of date hugs entreis and a old get temp setting is all that needs to be updated. sadly both are beyond my knowlege of c++
Title: Re: [OUTDATED][MODLIST] Nandonalt's Mod Central
Post by: scullex on November 20, 2018, 07:22:29 PM
someone made an updated ver of colony leadership on steam https://steamcommunity.com/sharedfiles/filedetails/?id=1565942758
Title: Re: [OUTDATED][MODLIST] Nandonalt's Mod Central
Post by: ambivalence on December 20, 2018, 11:19:07 AM
Alias' update for Snowy Trees/1.0 (https://steamcommunity.com/sharedfiles/filedetails/?id=1322101066). Would be great to see updated visual addons or pests.