Ludeon Forums

RimWorld => Mods => Releases => Topic started by: jecrell on April 09, 2017, 07:20:19 AM

Title: [1.4] Star Wars - A RimWorld Series (10/24/2022)
Post by: jecrell on April 09, 2017, 07:20:19 AM
(https://cdn.discordapp.com/attachments/304067675561132042/309312257798438912/LogoFORSTEAMA-Bit-Smaller.png)

Mission Statement:

Preview Videos
https://www.youtube.com/watch?v=gdKQleiCQvs (BaRKy Preview Pt. 1)
https://www.youtube.com/watch?v=Q9f-_WkqJUI (BaRKy Preview Pt. 2)

Mods










NameDescriptionDownloadGitHubWorkshop
JecsToolsREQUIRED - Put this at the top of your mod list, under HugsLib. components for Star Wars mods. Adds vehicles, spell casting, and more.Link (https://www.patreon.com/posts/jecstools-for-0-21059900)Link (https://github.com/jecrell/JecsTools)Link (http://steamcommunity.com/sharedfiles/filedetails/?id=932008009)
Lightsabers Adds glowing, projectile deflecting, full SFX, activatable, crystal-loadable lightsabers.Link (https://www.patreon.com/posts/star-wars-series-21078854)Link (https://github.com/jecrell/Star-Wars---Fully-Functional-Lightsabers)Link (http://steamcommunity.com/sharedfiles/filedetails/?id=918226861&tscn=1496191388)
ForceAdds RPG-progression to RimWorld with force XP and force abilities.Link (https://www.patreon.com/posts/star-wars-story-21078993)Link (https://github.com/jecrell/Star-Wars---The-Force)Link (http://steamcommunity.com/sharedfiles/filedetails/?id=918226861)
FactionsFleshes out RimWorld with the Imperial and Rebel factions, weapons, and apparel from the Star Wars universe.Link (https://www.patreon.com/posts/b19-update-work-21104517)Link (https://github.com/jecrell/Star-Wars---Factions)Link (http://steamcommunity.com/sharedfiles/filedetails/?id=918227266)
-
Race ModsDescriptionDownloadGitHubWorkshop
Humanoid Alien Races 2.0REQUIRED - Put this at the top of your mod list, under HugsLib. Allows for humanoid alien races to function in RimWorld.LinkLink (http://url=https://github.com/erdelf/AlienRaces)Link (https://steamcommunity.com/sharedfiles/filedetails/?id=839005762)
Zabrak Alien RaceAdds a two-hearted horned playable race to RimWorld. The most well known Zabrak for Star Wars fans would be the character Darth Maul.LinkLink (https://github.com/XenEmpireAdmin/ZabrakA17)Link (http://steamcommunity.com/sharedfiles/filedetails/?id=915345933)
Twi'Lek Alien RaceAdds Twi'leks to RimWorld. They are known for their grace, beauty, and powers of seduction.LinkLink (https://github.com/XenEmpireAdmin/TwilekRace)Link (http://steamcommunity.com/sharedfiles/filedetails/?id=964765466)


Quote

Dear Fellow RimWorlders:
If you're interested in helping us or want to talk about the mods. Please join our Discord. Thanks!
https://discord.gg/aDjWBBk
-Jecrell

Problems? Questions? Comments?
Join us on Discord https://discord.gg/aDjWBBk
Pssst, Still there?
Want more Star Wars mods? Support us here:
Jecrell - https://www.patreon.com/jecrell
Xen - https://www.patreon.com/user?u=5938820
Title: Re: [WIP] Star Wars - A RimWorld Series
Post by: SpaceDorf on April 09, 2017, 08:24:40 AM
Thank you ... my daughters keep naming their colonists after Star Wars characters .. finally the can have light sabres in A16 .
Title: Re: [WIP] Star Wars - A RimWorld Series
Post by: WalkingProblem on April 09, 2017, 11:52:32 PM
Woot woot!

Camping here for the release!
Title: Re: [WIP] Star Wars - A RimWorld Series
Post by: Dragoon on April 10, 2017, 09:06:11 PM
Joining the follow club!
Title: Re: [WIP] Star Wars - A RimWorld Series
Post by: Esterior on April 11, 2017, 01:07:59 AM
O wow, I just tried the lightsaber mod! It works really well! Awesome!

I've modified it a little to work with Hardcore SK, just change up the recipe a little, it really give my melee pawns much more utilities!

I'm going to try out the force mod now!
Title: Re: [WIP] Star Wars - A RimWorld Series
Post by: XenGrimm on April 11, 2017, 01:15:03 AM
*Shake fist*
You left out the factions Jecrell!

factions is the 'general star wars stuff' part of the mod: 
Blasters - Imperial Uniforms - Stormtrooper Armor - Vibro weapons - Rebel equipment - and of course - Rebel and Imperial factions.


https://github.com/jecrell/Star-Wars---Factions (https://github.com/jecrell/Star-Wars---Factions)

It's functional, but not finalized - Imperials need one or two more gear items made up (Snow trooper armor) and rebels need a bunch of random stuff. Plus whatever else I end up making graphics for on the side that we decide should be in there (Maybe some furniture and stuff - who knows)

Feel free to hit me up on the project discord if you want to throw down any resources.
Title: Re: [WIP] Star Wars - A RimWorld Series
Post by: dyl000 on April 16, 2017, 06:44:03 PM
Sorry if this is a dumb question, but how do I craft lightsabers? i dont see them in the machining table, is there a special crafting table for them?
Title: Re: [WIP] Star Wars - A RimWorld Series
Post by: XenGrimm on April 16, 2017, 08:29:03 PM
Component bench - we put that lazy huge space-eater to work.
Title: Re: [WIP] Star Wars - A RimWorld Series
Post by: dyl000 on April 17, 2017, 06:32:16 PM
ok thanks! also I noticed an issue where the Lightening storm doesnt seem to do anything, and the force powers that require you to target yourself dont work. I'm assuming these are known issues but I wanted to let you know just in case it had slipped your notice  :)
Title: Re: [WIP] Star Wars - A RimWorld Series
Post by: AngleWyrm on April 17, 2017, 08:52:18 PM
The light-sabre animation would look better if it rotated around the sword hilt instead of the center of the icon.
Title: Re: [WIP] Star Wars - A RimWorld Series
Post by: jecrell on April 18, 2017, 08:13:21 PM
Quote from: dyl000 on April 17, 2017, 06:32:16 PM
ok thanks! also I noticed an issue where the Lightening storm doesnt seem to do anything, and the force powers that require you to target yourself dont work. I'm assuming these are known issues but I wanted to let you know just in case it had slipped your notice  :)
We update almost every day (and I don't fiddle with the version numbers much while it's WIP), so the version you have will be outdated. Try a newer version.
Title: Re: [WIP] Star Wars - A RimWorld Series
Post by: SmartCheetah on April 19, 2017, 08:42:39 AM
If you guys want, I might send you some WiP sprites I made for Mandalorians. I used to work on a different mod, but didn't have enough time to finish it.

Here are some previews if you'd curious how'd they look.
https://ludeon.com/forums/index.php?topic=5422.msg51741#msg51741

Drop me a PM if you're interested. I'll zip 'em and post on sendspace or somewhere.
Title: Re: [WIP] Star Wars - A RimWorld Series
Post by: SpaceDorf on April 19, 2017, 09:00:33 AM
@jecrell  Awesome Pic for the Mod and glad you choose the best possible release date :)

I hope Tynan doesn't drop the update bomb on you.

===== EDIT II =====

HOLY SHIT .. I just had my first 2 Lightsword Wielders in Combat ..

Way better than shield bait.

One problem though.
One got downed and dropped an activated lightsabre.
Maybe the sabre got destroyed by fire or rain.
But the active humming won't stop .. I can't find the lightsabre anywhere.
I have a critical stockpile for collecting lightsabres and had a smelting job targeting the missing hilt-type. Both come up empty.
My other lightsabre is turned off. But still my workshop hums like a beehive ..
this noise could even drive Yoda to the dark side ..


( ProTip : do not fight manhunting boomrats in melee )

Title: Re: [WIP] Star Wars - A RimWorld Series
Post by: jecrell on April 20, 2017, 12:34:45 AM
Quote from: SpaceDorf on April 19, 2017, 09:00:33 AM
@jecrell  Awesome Pic for the Mod and glad you choose the best possible release date :)

I hope Tynan doesn't drop the update bomb on you.

===== EDIT II =====

HOLY SHIT .. I just had my first 2 Lightsword Wielders in Combat ..

Way better than shield bait.

One problem though.
One got downed and dropped an activated lightsabre.
Maybe the sabre got destroyed by fire or rain.
But the active humming won't stop .. I can't find the lightsabre anywhere.
I have a critical stockpile for collecting lightsabres and had a smelting job targeting the missing hilt-type. Both come up empty.
My other lightsabre is turned off. But still my workshop hums like a beehive ..
this noise could even drive Yoda to the dark side ..


( ProTip : do not fight manhunting boomrats in melee )

Sorry my good man. It's a known issue to be fixed (and it's easy to fix) -- probably this weekend. =3
Title: Re: [WIP] Star Wars - A RimWorld Series
Post by: SpaceDorf on April 20, 2017, 12:56:45 AM
Thank you, thats all I wanted to hear :)


===== EDIT =====

Is dark/light alignment a cause for social fights ?

Luke started a social fight with Vader. Reason Luke did not want to join the dark side.

===== EDIT II =====


Hmm I am not quite sure if I like the mechanic with the interchangeable Focus Crystals

On the other Hand I don't really know where they will come from except from smelting them.
Title: Re: [WIP] Star Wars - A RimWorld Series
Post by: jecrell on April 22, 2017, 12:09:03 PM
Updated the lightsabers. They now disable when dropped which prevents further sustained sound problems.
Also, mercenaries or enemy faction characters that spawn with sabers now have basic crystals loaded.
Lightsabers just need XML re-balancing and they're ready to go.

All force powers except force ghost are working atm.
Title: Re: [WIP] Star Wars - A RimWorld Series
Post by: jecrell on April 23, 2017, 11:56:38 AM
Major Update for The Force
+Force XP is now ganied from performing mundane activities rather than steadily building over time.
+Force powers now properly modify alignment as per their descriptions.
+Force powers now properly take away from the force pool.
+Meditation is now a job given to characters with less than 60% force pool remaining so they can recover their force powers.
+Force Ghost code now working without errors.


Remaining Issues:
+Force Ghost will randomly spawn around instead of an adjacent tile if there is something blocking its chosen spawn point.
+Force Storm is hilariously broken and throws 20 bolts per second.
+Force pool skill needs finalizing.
+General balance.

(Very close to release)
Title: Re: [WIP] Star Wars - A RimWorld Series
Post by: Dragoon on April 23, 2017, 04:22:32 PM
That moment when you feel like you are getting real Jedis in rimworld!!   ;D
Title: Re: [WIP] Star Wars - A RimWorld Series
Post by: mat_2001mat on April 24, 2017, 03:56:11 AM
Just wanted to say thank you for all your hard work and sharing this with everyone. You've combined two of my favourite things together! Really looking forwards to the seeing the continued progress you guys make.
Title: Re: [WIP] Star Wars - A RimWorld Series
Post by: SpaceDorf on April 24, 2017, 06:46:55 AM
You know .. now that Cpt.Ohu released a Ship Mod ...  ;D
Title: Re: [WIP] Star Wars - A RimWorld Series
Post by: mat_2001mat on April 25, 2017, 07:18:07 AM
Hey guys,

Not sure if this is just me that's having the issue, but when I try and use certain Jedi powers, I'm getting the issue below. It's usually things like force speed or heal.

It keeps looping, meaning I need to quit the game.

Any ideas?

Thanks,

Matt


Tried to PlayOneShot with null SoundDef. Info=(World from (227, 0, 12), Map_0)
Verse.Log:Error(String)
Verse.Sound.SoundStarter:PlayOneShot(SoundDef, SoundInfo)
AbilityUser.Projectile_AbilityBase:ImpactSomething()
AbilityUser.Projectile_AbilityBase:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
Title: Re: [WIP] Star Wars - A RimWorld Series
Post by: Thronan on April 25, 2017, 09:36:19 AM
Hey, just wanted to say fantastic looking mods I can't wait for the release. But I was wondering will there be an option at launch or in the future for alignment shifts other than using force powers? for example a colonist of sufficiently high enough lightside alignment to convert a darkside colonist into the grey or the starting point for the Lightside.

Alternatively instead of an interaction between two colonists you could have a Sith/Jedi holocron rarely show up that would grant a certain amount of alignment and maybe a small amount of force xp, it would be a one use item to prevent any kind of power leveling and once used you could keep the holocron as a decoration and make your own little holocron vault like the one in the jedi temple.
Title: Re: [WIP] Star Wars - A RimWorld Series
Post by: jecrell on April 25, 2017, 01:12:44 PM
Quote from: mat_2001mat on April 25, 2017, 07:18:07 AM
Hey guys,

Not sure if this is just me that's having the issue, but when I try and use certain Jedi powers, I'm getting the issue below. It's usually things like force speed or heal.

It keeps looping, meaning I need to quit the game.

Any ideas?

Thanks,

Matt


Tried to PlayOneShot with null SoundDef. Info=(World from (227, 0, 12), Map_0)
Verse.Log:Error(String)
Verse.Sound.SoundStarter:PlayOneShot(SoundDef, SoundInfo)
AbilityUser.Projectile_AbilityBase:ImpactSomething()
AbilityUser.Projectile_AbilityBase:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()

Okay, I updated the code on the github.
Let me know if this fixed your problem.

Quote from: Thronan on April 25, 2017, 09:36:19 AM
Hey, just wanted to say fantastic looking mods I can't wait for the release. But I was wondering will there be an option at launch or in the future for alignment shifts other than using force powers? for example a colonist of sufficiently high enough lightside alignment to convert a darkside colonist into the grey or the starting point for the Lightside.

Alternatively instead of an interaction between two colonists you could have a Sith/Jedi holocron rarely show up that would grant a certain amount of alignment and maybe a small amount of force xp, it would be a one use item to prevent any kind of power leveling and once used you could keep the holocron as a decoration and make your own little holocron vault like the one in the jedi temple.

An apprentice system? Haha. How fun. I will think about it. I love the idea of Holocrons.
Title: Re: [WIP] Star Wars - A RimWorld Series
Post by: mat_2001mat on April 25, 2017, 02:55:05 PM
Hey Jecrell,

Just loaded the new repo from GitHub and it's looking like it's fixed the issue. Thanks for sorting this out so fast.
I guess that means more innocent pawns are going to be force choked to death now :).

Cheers,

Matt
Title: Re: [WIP] Star Wars - A RimWorld Series
Post by: jecrell on April 26, 2017, 11:51:38 AM
New Update (Force Mod)
+Force traits now automatically change based on alignment when leveling up /
casting spells based on current alignment and level.
+Added a new 'masked' mode for force sensitive pawns. Their level 0
state is now hidden with a simple black page.
+Added a new Banjo sound effect for leveling up for the first time.
Title: Re: [WIP] Star Wars - A RimWorld Series
Post by: SpaceDorf on April 27, 2017, 06:09:59 PM
On the Test Flight with Ohus Dropship I made a real bargain. For just a crate of human leather I bought this Black Krayt Dragon Pearl.

I think it might be just a tiny bit overpowered.


[attachment deleted by admin due to age]
Title: Re: [WIP] Star Wars - A RimWorld Series
Post by: Dragoon on April 27, 2017, 07:14:22 PM
Quote from: SpaceDorf on April 27, 2017, 06:09:59 PM
On the Test Flight with Ohus Dropship I made a real bargain. For just a crate of human leather I bought this Black Krayt Dragon Pearl.

I think it might be just a tiny bit overpowered.

What? Psh No, it's perfectly balanced it is legendary after all right :D?
Title: Re: [WIP] Star Wars - A RimWorld Series
Post by: SpaceDorf on April 27, 2017, 09:25:20 PM
The Light Sabre .. yeah.
But the Crystals are slotted in .. and modify the damage.

The base damage with a normal green crystal is 39
Title: Re: [WIP] Star Wars - A RimWorld Series
Post by: XenGrimm on April 27, 2017, 11:10:54 PM
A lot of stuff still needs balancing - the crystals especially.
It's tough to strike a balance when you're talking about a focused beam of pure energy that's supposed to be able to slice through nigh anything like butter.
Title: Re: [WIP] Star Wars - A RimWorld Series
Post by: Dragoon on April 28, 2017, 02:18:31 AM
Quote from: SpaceDorf on April 27, 2017, 09:25:20 PM
The Light Sabre .. yeah.
But the Crystals are slotted in .. and modify the damage.

The base damage with a normal green crystal is 39

I was joking lol. I would not know it it was balanced cause I haven't tested it out yet.

Quote from: XenGrimm on April 27, 2017, 11:10:54 PM
A lot of stuff still needs balancing - the crystals especially.
It's tough to strike a balance when you're talking about a focused beam of pure energy that's supposed to be able to slice through nigh anything like butter.

Well just look at the bottom of my post. also if a normal one is 113 and a legendary is 126 what if you lowered the base to 30? That should do it without making it to week. Course you could also increase the kryt pearl cost by 500 but reallyI feel we could go without it. That's just my opinion.
Title: Re: [WIP] Star Wars - A RimWorld Series
Post by: AngleWyrm on April 28, 2017, 08:27:46 AM

(http://orig04.deviantart.net/91dc/f/2016/297/8/9/899e91951b6fffc75b21c13e863a5120-dam4wuy.jpg)
Quote from: XenGrimm on April 27, 2017, 11:10:54 PM
It's tough to strike a balance when you're talking about a focused beam of pure energy that's supposed to be able to slice through nigh anything like butter.
My favorite way to look at balance is to imagine what it is competing with; what is in the other scale?

For example, if price is under consideration then the competition is what else could be bought for that price. Make those be equivalent, so that the player doesn't automatically prefer one over the other.

The balance is between what new is offered and what presently exists.
Title: Re: [WIP] Star Wars - A RimWorld Series
Post by: SpaceDorf on April 28, 2017, 09:25:19 AM
I haven't tested any lower quality light sabres, but I think what is happening is a
exponential damage increase through crystal and quality modifiers.

The price for the Krayt Dragon Pearl was about 3-5k Silver, I don't remember I just bought it, because it was cool.
All Crystals cost the same at the moment.

With other Crystals the Damage of the Sabre was between 40-80 which means near instant kills for most bodyparts, even with armor.
I will craft some lower quality Sabres for comparison .. the question is .. like XenGrimm said .. how to balance an energy blade that cuts through everything ..

Another thing I noticed is that even "artificial" crystals have the same price, so the smelter becomes a money printer.
Title: Re: [WIP] Star Wars - A RimWorld Series
Post by: XenGrimm on April 29, 2017, 06:48:01 AM
We just did a rebalancing pass on some of the crystals and stuff - but yeah - that Krayt pearl is basically one of -the- best saber crystals - legendary status-  so it's meant to be stonk.

More updates and fixes and work are ongoing!
Title: Re: [WIP] Star Wars - A RimWorld Series
Post by: RimworldOx on April 29, 2017, 05:24:02 PM
If someone wants balance they can play vanilla? If someone wants a lightsaber that could cut through Captain Americas shield, then they can download this mod.
Title: Re: [WIP] Star Wars - A RimWorld Series
Post by: XenGrimm on April 30, 2017, 01:02:01 AM
Balancing and fixing and making more additions!

Shameless self promotion! Nyahhhh!
Title: Re: [WIP] Star Wars - A RimWorld Series
Post by: stalenewport on April 30, 2017, 04:06:05 AM
With all 3 mods installed, for some reason I get swept by HUGE raids really early. I'm playing a scenario that starts me with 3 Jedi and 3 Lightsabers from the getgo, a sort of "New Jedi Temple" thing. On the same difficulty level as my main save (Rough Cassandra), where I would normally see about 10-20 pirates getting murderized in my killbox, instead I'm having 20-30 pirates overrun my tiny Jedi commune. I know lightsabers aren't cheap, but I did start myself out with crappy little basic ones, not even any fancy crystals. My total wealth isn't even over 10k on my Jedi save, while my main save's wealth is 6 figures and counting. I have quite a long list of mods installed but I've never experienced this problem before now. Going to start a new save on a lower difficulty and report back.

I'm also experiencing a problem with the faction portion of this mod wherein the game crashes on world generation. I can work around it by using Faction Discovery to activate the factions after generating the world though. Probably just a mod conflict of some kind, can't claim to know enough about XML or C# to have any clue what mods will and won't work together and why.
Title: Re: [WIP] Star Wars - A RimWorld Series
Post by: stalenewport on April 30, 2017, 06:26:16 AM
Problem seems to be worse than I thought, even mechanoid ship parts are spawning 5-10 Centipedes, along with a large accompaniment of scythers, to fight my 3 humble Jedi and their 2 apprentices. Still only 3 lightsabers, global colony value is under 20k.
Title: Re: [WIP] Star Wars - A RimWorld Series
Post by: XenGrimm on April 30, 2017, 03:42:52 PM
I'm not sure what could be causing you to get so overwhelmed - our mod really doesn't interact with raider spawns etc.

Try the same setup without the sabers? I suspect a 'points' value on the sabers is giving you the big raids (As opposed to the visible wealth value)
Title: Re: [WIP] Star Wars - A RimWorld Series
Post by: stalenewport on April 30, 2017, 05:04:14 PM
Is there a way I can manually adjust the points values of lightsabers? I get that they're powerful, but especially with Medieval Times installed where there is tons of armor designed specifically for melee combat, I don't find them to be so overpowered that I can handle a late game load of retainers with just 3 Jedi.
Title: Re: [WIP] Star Wars - A RimWorld Series
Post by: madd_mugsy on April 30, 2017, 06:18:47 PM
I decided to try loading these up with all my current mods, so I could get an idea of what would work and what I'd need to drop.

If anyone's interested, out of 235+ mods, the only one balking on loading is WM Smarter Food Selection, which throws the following error when loaded with the Force Powers mod:


[HugsLib] Smarter_Food_Selection caused an exception during OnDefsLoaded: System.NullReferenceException: Object reference not set to an instance of an object
  at WM.SmarterFoodSelection.ModCore.processDefs () [0x00000] in <filename unknown>:0
  at WM.SmarterFoodSelection.ModCore.DefsLoaded () [0x00000] in <filename unknown>:0
  at HugsLib.HugsLibController.OnDefsLoaded () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
HugsLib.Utils.ModLogger:ReportException(Exception, String, Boolean, String)
HugsLib.HugsLibController:OnDefsLoaded()
HugsLib.HugsLibController:LoadReloadInitialize()
HugsLib.HugsLibController:Initalize()
HugsLib.Core.UnityProxyComponent:Start()
Title: Re: [WIP] Star Wars - A RimWorld Series
Post by: jecrell on April 30, 2017, 07:38:16 PM
Quote from: stalenewport on April 30, 2017, 04:06:05 AM
With all 3 mods installed, for some reason I get swept by HUGE raids really early. I'm playing a scenario that starts me with 3 Jedi and 3 Lightsabers from the getgo, a sort of "New Jedi Temple" thing. On the same difficulty level as my main save (Rough Cassandra), where I would normally see about 10-20 pirates getting murderized in my killbox, instead I'm having 20-30 pirates overrun my tiny Jedi commune. I know lightsabers aren't cheap, but I did start myself out with crappy little basic ones, not even any fancy crystals. My total wealth isn't even over 10k on my Jedi save, while my main save's wealth is 6 figures and counting. I have quite a long list of mods installed but I've never experienced this problem before now. Going to start a new save on a lower difficulty and report back.

I'm also experiencing a problem with the faction portion of this mod wherein the game crashes on world generation. I can work around it by using Faction Discovery to activate the factions after generating the world though. Probably just a mod conflict of some kind, can't claim to know enough about XML or C# to have any clue what mods will and won't work together and why.

In the last iteration of the mod, it was +120 points to your difficulty parameters per level of the force.

I'll shrink it down to +20. Let me know if there's a change.
Title: Re: [WIP] Star Wars - A RimWorld Series
Post by: Dragoon on May 01, 2017, 01:44:03 AM
Would you add in gray Jedi? Although I don't know what that entails. Jedi who use all powers but are neutral or Jedi who fight for good using all powers?

nvm, I'm just a blind fool. :( I see there is already gray Jedi.
Title: Re: [WIP] Star Wars - A RimWorld Series
Post by: stalenewport on May 01, 2017, 03:54:00 AM
Quote
In the last iteration of the mod, it was +120 points to your difficulty parameters per level of the force.

I'll shrink it down to +20. Let me know if there's a change.
Awesome! I will have to try it out tomorrow. I've been playing on whatever the level above Base Builder is since it started and threats have still been pretty huge. Other than this I love the mods, you guys are doing great work here. Almost feels like I'm playing KOTOR and Rimworld at the same time.
Title: Re: [WIP] Star Wars - A RimWorld Series
Post by: Dragoon on May 01, 2017, 08:39:05 PM
I have three questions.
1. Can people who do not have force power traits, become Jedi?

2. if we have Sith, Gray, and Jedi in the alignment, and we can change where that alignment does it make those traits obsolete? Like why not just have Force-sensitive apprentice, Force-sensitive Adept, and Force-sensitive master, then finally one with the force.
3. And on the same topic can we advance as force users? Like If we start as padawan can we eventually become a master?
Title: Re: [WIP] Star Wars - A RimWorld Series
Post by: harrison on May 01, 2017, 08:52:02 PM
(https://preview.ibb.co/mTTpRQ/STARWARS_FULL.png) (https://ibb.co/dzCG6Q)
(https://imgbb.com/)

I made this after seeing this mod, love the concept. I realize it says "A Rimworld Story" as I somehow mixed up series and story haha but I can easily switch it. If you guys like this I'd be totally open to making more art for the mod and modifying this.
Title: Re: [WIP] Star Wars - A RimWorld Series
Post by: stalenewport on May 02, 2017, 02:40:16 AM
Quote from: Dragoon on May 01, 2017, 08:39:05 PM
I have three questions.
1. Can people who do not have force power traits, become Jedi?

2. if we have Sith, Gray, and Jedi in the alignment, and we can change where that alignment does it make those traits obsolete? Like why not just have Force-sensitive apprentice, Force-sensitive Adept, and Force-sensitive master, then finally one with the force.
3. And on the same topic can we advance as force users? Like If we start as padawan can we eventually become a master?
From my experience with the mod so far, the second question is already true (not sure about the first, I just use dev tools to add the "force-sensitive" trait to new recruits). As they level up in force skills, based on their "force alignment" the traits change from force sensitive to eventually master at level 9(?). You can change their alignment based on what powers you use. I turned my Jedi Master into a Sith Lord after her husband died by making her go around force choking things all the time.
Title: Re: [WIP] Star Wars - A RimWorld Series
Post by: jecrell on May 02, 2017, 08:23:49 AM
Quote from: stalenewport on May 02, 2017, 02:40:16 AM
Quote from: Dragoon on May 01, 2017, 08:39:05 PM
I have three questions.
1. Can people who do not have force power traits, become Jedi?

2. if we have Sith, Gray, and Jedi in the alignment, and we can change where that alignment does it make those traits obsolete? Like why not just have Force-sensitive apprentice, Force-sensitive Adept, and Force-sensitive master, then finally one with the force.
3. And on the same topic can we advance as force users? Like If we start as padawan can we eventually become a master?
From my experience with the mod so far, the second question is already true (not sure about the first, I just use dev tools to add the "force-sensitive" trait to new recruits). As they level up in force skills, based on their "force alignment" the traits change from force sensitive to eventually master at level 9(?). You can change their alignment based on what powers you use. I turned my Jedi Master into a Sith Lord after her husband died by making her go around force choking things all the time.

I love this mini-story you've created.

1) People without force traits cannot become Jedi. I don't think we're putting in ways to forcefully create Jedi in other ways.
2) Traits are dynamic. So if you level up or use force powers, your trait will change.
3) Sadly, I do not have a proper progression quest system in place at this time. I am thinking about putting in a mini-quest after reaching the first level (force sensitive -> force surging) as per Jedi Master Ailan's direction.
Title: Re: [WIP] Star Wars - A RimWorld Series
Post by: jecrell on May 02, 2017, 08:29:03 AM
Quote from: harrison on May 01, 2017, 08:52:02 PM
(https://preview.ibb.co/mTTpRQ/STARWARS_FULL.png) (https://ibb.co/dzCG6Q)
(https://imgbb.com/)

I made this after seeing this mod, love the concept. I realize it says "A Rimworld Story" as I somehow mixed up series and story haha but I can easily switch it. If you guys like this I'd be totally open to making more art for the mod and modifying this.

We didn't name our mod "A RimWorld Story" because there was already another mod by that name and it felt a bit disrespectful to that mod owner. Sadly, we could never get in contact with them. If we could, I would have been happy to combine mods to be named "A RimWorld Story" (because the title is badass).

If you were to change the word "story" to "series," I can't speak for Xen, but I would love to feature your artwork as a header for the mod series on Ludeon and the collection page.
Title: Re: [WIP] Star Wars - A RimWorld Series
Post by: abbelsap on May 02, 2017, 09:29:03 AM
I really can't wait to see this mod released!
Two more days till 4th of May, how is the progress coming along? :)
Title: Re: [WIP] Star Wars - A RimWorld Series
Post by: jecrell on May 02, 2017, 10:10:59 AM
Quote from: abbelsap on May 02, 2017, 09:29:03 AM
I really can't wait to see this mod released!
Two more days till 4th of May, how is the progress coming along? :)

Basically, finished. We just want lots of people to test it and give us feedback at this point for random problems / bugs. So far things are pretty stable.
Title: Re: [WIP] Star Wars - A RimWorld Series
Post by: WalkingProblem on May 02, 2017, 02:02:09 PM
Quote from: jecrell on May 02, 2017, 08:29:03 AM
Quote from: harrison on May 01, 2017, 08:52:02 PM
(https://preview.ibb.co/mTTpRQ/STARWARS_FULL.png) (https://ibb.co/dzCG6Q)
(https://imgbb.com/)

I made this after seeing this mod, love the concept. I realize it says "A Rimworld Story" as I somehow mixed up series and story haha but I can easily switch it. If you guys like this I'd be totally open to making more art for the mod and modifying this.

We didn't name our mod "A RimWorld Story" because there was already another mod by that name and it felt a bit disrespectful to that mod owner. Sadly, we could never get in contact with them. If we could, I would have been happy to combine mods to be named "A RimWorld Story" (because the title is badass).

If you were to change the word "story" to "series," I can't speak for Xen, but I would love to feature your artwork as a header for the mod series on Ludeon and the collection page.

LOVE THE ARTWORK!
Title: Re: [WIP] Star Wars - A RimWorld Series
Post by: XenGrimm on May 02, 2017, 02:42:12 PM
I'm just gonna drop this here...

(http://i.imgur.com/mqPfhVx.jpg)

Title: Re: [WIP] Star Wars - A RimWorld Series
Post by: madd_mugsy on May 02, 2017, 03:01:35 PM
One bit of feedback so far: playing in a boreal forest, every raider and visitor (even medieval) is wearing an alliance helmet or alliance scout helmet, which apparently give cold insulation of -80 degrees Celsius  :o

Also, that image in the post above mine looks awesome! :D

Edit: Found a small bug:  I have a prisoner going through psychite withdrawal, and he keeps having mental breaks.  One time when he was having a tantrum, I had my sith inquisitor use force choke on him.  It shut him down in a hurrry, but he's had "Asphyxia (extreme)" and there's been a "Severe Illness" alert ever since (over one season so far).
Title: Re: [WIP] Star Wars - A RimWorld Series
Post by: harrison on May 02, 2017, 04:20:05 PM
Quote from: jecrell on May 02, 2017, 08:29:03 AM
Quote from: harrison on May 01, 2017, 08:52:02 PM
(https://preview.ibb.co/mTTpRQ/STARWARS_FULL.png) (https://ibb.co/dzCG6Q)
(https://imgbb.com/)

I made this after seeing this mod, love the concept. I realize it says "A Rimworld Story" as I somehow mixed up series and story haha but I can easily switch it. If you guys like this I'd be totally open to making more art for the mod and modifying this.

We didn't name our mod "A RimWorld Story" because there was already another mod by that name and it felt a bit disrespectful to that mod owner. Sadly, we could never get in contact with them. If we could, I would have been happy to combine mods to be named "A RimWorld Story" (because the title is badass).

If you were to change the word "story" to "series," I can't speak for Xen, but I would love to feature your artwork as a header for the mod series on Ludeon and the collection page.

Cool ! Is there a platform other than the forums where we can discuss sizes/versions? Also,

(https://preview.ibb.co/c8aCwQ/STARWARS_FULL_v2.png) (https://ibb.co/kiq1qk)
Title: Re: [WIP] Star Wars - A RimWorld Series
Post by: jecrell on May 02, 2017, 08:07:28 PM
Quote from: harrison on May 02, 2017, 04:20:05 PM
Cool ! Is there a platform other than the forums where we can discuss sizes/versions? Also,

On our Discord.
https://discord.gg/aDjWBBk
Title: Re: [A16] Star Wars - A RimWorld Series
Post by: Parsival on May 03, 2017, 10:07:36 AM
The force zip is damaged, there is no download for factions.
Title: Re: [A16] Star Wars - A RimWorld Series
Post by: jecrell on May 03, 2017, 10:47:18 AM
Quote from: Parsival on May 03, 2017, 10:07:36 AM
The force zip is damaged, there is no download for factions.

Sorry about that. The Force zip should be working now.
I'll talk with Xen tomorrow about the factions link and so forth. For now, here.
https://github.com/jecrell/Star-Wars---Factions/archive/1.0.zip
Title: Re: [A16] Star Wars - A RimWorld Series
Post by: Justas love on May 03, 2017, 12:49:32 PM
woow dude, thats cool, seen it in wip maan and was excited
Title: Re: [A16] Star Wars - A RimWorld Series
Post by: RampagePT on May 03, 2017, 02:26:04 PM
Hi! Great mod, for me what was missing :3 Are you planning on making Character Backstories ? Keep up the goodwork. It's really awesome for Star Wars fans!
Title: Re: [A16] Star Wars - A RimWorld Series
Post by: Justas love on May 03, 2017, 03:27:18 PM
oh and can u make it all into 1 download, just really have way too much mods in my list, gets complicated.
And with what mods would this be incompatile with
Title: Re: [A16] Star Wars - A RimWorld Series
Post by: Parsival on May 03, 2017, 04:36:55 PM
Quote from: jecrell on May 03, 2017, 10:47:18 AM
Quote from: Parsival on May 03, 2017, 10:07:36 AM
The force zip is damaged, there is no download for factions.

Sorry about that. The Force zip should be working now.
I'll talk with Xen tomorrow about the factions link and so forth. For now, here.
https://github.com/jecrell/Star-Wars---Factions/archive/1.0.zip


thanks dude. great mod.
Title: Re: [A16] Star Wars - A RimWorld Series (5/4/2017)
Post by: Canute on May 04, 2017, 02:28:52 AM
Ok, there is a incomp. with Smarterfoodselection.
Without the Star wars mods no error on game load, but with the mods.

https://gist.github.com/80614839ec52799a580fb9e33638de5d

[HugsLib] Smarter_Food_Selection caused an exception during OnDefsLoaded: System.NullReferenceException: Object reference not set to an instance of an object
  at WM.SmarterFoodSelection.ModCore.processDefs () [0x00000] in <filename unknown>:0
  at WM.SmarterFoodSelection.ModCore.DefsLoaded () [0x00000] in <filename unknown>:0
  at HugsLib.HugsLibController.OnDefsLoaded () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
HugsLib.Utils.ModLogger:ReportException(Exception, String, Boolean, String)
HugsLib.HugsLibController:OnDefsLoaded()
HugsLib.HugsLibController:LoadReloadInitialize()
HugsLib.HugsLibController:Initalize()
HugsLib.Core.UnityProxyComponent:Start()

Just playing the 1. colony without smarterfood :-(
Title: Re: [A16] Star Wars - A RimWorld Series (5/4/2017)
Post by: Canute on May 04, 2017, 05:20:02 AM
Quotepawns wielding a saber must be drafted to activate saber (so be careful not to let them get jumped unawares) pawns will auto-deactivate sabers upon cancelling draft
Why not manual deactivate the sabers before you can cancelling draft ?

Ok, i see you want differ between draft to use force abilities and lightsaber attacks, but that lead just to more micromanagment.
And the gameplay feature to attack enemy while non-draft become pointless.
Please overthink that, and let the saber auto-activate on draft or remove it completly.
And maybe let the force abilities be used nondrafted too (heal other).
Title: Re: [A16] Star Wars - A RimWorld Series (5/4/2017)
Post by: slugman4 on May 04, 2017, 11:07:14 AM
The borat crystals made from the smelter take 17 work and 40 rocks and go for 3000 to the trader.
Also agree with above with the activation of lightsabers they should activate every time you draft or they start fighting.
Title: Re: [A16] Star Wars - A RimWorld Series (5/4/2017)
Post by: jecrell on May 04, 2017, 11:44:57 AM
Quote from: slugman4 on May 04, 2017, 11:07:14 AM
The borat crystals made from the smelter take 17 work and 40 rocks and go for 3000 to the trader.
Also agree with above with the activation of lightsabers they should activate every time you draft or they start fighting.


The barab ingots shouldn't be craftable there. I'm disabling it in the recipes in the next update.
Title: Re: [A16] Star Wars - A RimWorld Series (5/4/2017)
Post by: jecrell on May 04, 2017, 11:54:17 AM
I've done some short testing and the A17 versions seem ready if anyone is interested in trying Star Wars mods out on the unstable branch!

Lightsabers A17
https://github.com/jecrell/Star-Wars---Fully-Functional-Lightsabers/releases/tag/1.17.0
The Force A17
https://github.com/jecrell/Star-Wars---The-Force/releases/tag/1.17.0
Title: Re: [A16] Star Wars - A RimWorld Series (5/4/2017)
Post by: alucardiff on May 04, 2017, 05:28:58 PM
Made an account just to thank you for this extraordinary mod - I dreamt of a Star Wars Rimworld mod two days ago and, lo and behold, here's one. You'll be giving my sandbox a really nice new toy to play with. Huge cheers!
Title: Re: [A16] Star Wars - A RimWorld Series (5/4/2017)
Post by: SS4312 on May 04, 2017, 05:48:21 PM
The Jedi Force Ghost doesn't appear to do anything. I sent one out during a tribal raid, and it just stood there looking menacing. Is this a known bug, or am I misusing the ability?

Update: It worked just fine against non-tribal raiders and mechanics. I'm not to sure what happened.

On another note, the Heal Other ability pops energy shields, and if it does, it doesn't heal. Is this intensional, or is it because its coded as an attack?

Finally, I just would like to say thank you for making this awesome beast of a mod!
Title: Re: [A16] Star Wars - A RimWorld Series (5/4/2017)
Post by: jecrell on May 04, 2017, 08:46:16 PM
Quote from: SS4312 on May 04, 2017, 05:48:21 PM
The Jedi Force Ghost doesn't appear to do anything. I sent one out during a tribal raid, and it just stood there looking menacing. Is this a known bug, or am I misusing the ability?

Update: It worked just fine against non-tribal raiders and mechanics. I'm not to sure what happened.

On another note, the Heal Other ability pops energy shields, and if it does, it doesn't heal. Is this intensional, or is it because its coded as an attack?

Finally, I just would like to say thank you for making this awesome beast of a mod!

1. Alright, I'll do something. Perhaps give control to players? Write AI code?
2. Heal self/Heal other is part of a damage worker, so that's probably why. I'll investigate.
3. You're welcome =D
Title: Re: [A16] Star Wars - A RimWorld Series (5/4/2017)
Post by: Ghasty on May 04, 2017, 09:13:34 PM
Top tier mod, breaking new barriers in modding with the force leveling up system. After playing with this awhile I found some issues that you guys might not be aware of.

1) Force choke instantly downs mechaniod centipedes and sythers. While funny, is also way OP.
2) Crafting and art doesn't seem to give force XP, might just be a problem with mod conflicts though.
3) Less of an issue, but the whole reflecting projectiles thing is a little confusing. When I look up my character info for a pawn, it says that I have 119% chance to reflect projectiles. My pawn still gets shot up like crazy when a lot of people shoot at him/her. Maybe there is a cooldown on reflecting projectiles? A cooldown would seem like a good idea for balance.

Thanks for this amazing mod though, never gonna turn this one off.
May the fourth be with you :)

(http://i.imgur.com/xl5dkv2l.jpg)
Title: Re: [A16] Star Wars - A RimWorld Series (5/4/2017)
Post by: jecrell on May 04, 2017, 10:15:15 PM
Quote from: Ghasty on May 04, 2017, 09:13:34 PM
Top tier mod, breaking new barriers in modding with the force leveling up system. After playing with this awhile I found some issues that you guys might not be aware of.

1) Force choke instantly downs mechaniod centipedes and sythers. While funny, is also way OP.
2) Crafting and art doesn't seem to give force XP, might just be a problem with mod conflicts though.
3) Less of an issue, but the whole reflecting projectiles thing is a little confusing. When I look up my character info for a pawn, it says that I have 119% chance to reflect projectiles. My pawn still gets shot up like crazy when a lot of people shoot at him/her. Maybe there is a cooldown on reflecting projectiles? A cooldown would seem like a good idea for balance.

Thanks for this amazing mod though, never gonna turn this one off.
May the fourth be with you :)

(http://i.imgur.com/xl5dkv2l.jpg)

First and foremost, Ghastly, you're wonderful to post such quick and easy to understand feedback. We appreciate posts like this so much.

1) We're currently changing the asphyxia hediff. It was a problem in severity. Thanks for reporting this. We missed it entirely.
2) Thanks to your report, I found the issue. I was calling a Learn method that was not being used by recipe workers. This will be fixed in the A17 release.
3) No cooldown exists. It's just a bad report. I have to investigate further to see what's giving the false number. Lightsaber defense and lightsaber reflection handle the deflection of projectiles.
Title: Re: [A16] Star Wars - A RimWorld Series (5/4/2017)
Post by: Toyder on May 04, 2017, 11:43:50 PM
Help please.
http://radikal.ru/big/tex0bk7v042yf
Title: Re: [A16] Star Wars - A RimWorld Series (5/4/2017)
Post by: SS4312 on May 05, 2017, 12:22:51 AM
Quote from: jecrell on May 04, 2017, 08:46:16 PM
Quote from: SS4312 on May 04, 2017, 05:48:21 PM
The Jedi Force Ghost doesn't appear to do anything. I sent one out during a tribal raid, and it just stood there looking menacing. Is this a known bug, or am I misusing the ability?

Update: It worked just fine against non-tribal raiders and mechanics. I'm not to sure what happened.


1. Alright, I'll do something. Perhaps give control to players? Write AI code?


I think it would be a welcome change to give control of it to the player. That said, I don't recall seeing a visable timer. Would it be possible to make it work like the Cleaning and Hauling bots in MISC mod, so it has a recourse bar that depletes as time goes on, until death?
Title: Re: [A16] Star Wars - A RimWorld Series (5/4/2017)
Post by: jecrell on May 05, 2017, 01:25:21 AM
Quote from: SS4312 on May 05, 2017, 12:22:51 AM
Quote from: jecrell on May 04, 2017, 08:46:16 PM
Quote from: SS4312 on May 04, 2017, 05:48:21 PM
The Jedi Force Ghost doesn't appear to do anything. I sent one out during a tribal raid, and it just stood there looking menacing. Is this a known bug, or am I misusing the ability?

Update: It worked just fine against non-tribal raiders and mechanics. I'm not to sure what happened.


1. Alright, I'll do something. Perhaps give control to players? Write AI code?


I think it would be a welcome change to give control of it to the player. That said, I don't recall seeing a visable timer. Would it be possible to make it work like the Cleaning and Hauling bots in MISC mod, so it has a recourse bar that depletes as time goes on, until death?

Look closer. It has a reverse bar that depletes. =3
Title: Re: [A16] Star Wars - A RimWorld Series (5/4/2017)
Post by: jecrell on May 05, 2017, 01:28:48 AM
Quote from: Toyder on May 04, 2017, 11:43:50 PM
Help please.
http://radikal.ru/big/tex0bk7v042yf

How did it happen?
Title: Re: [A16] Star Wars - A RimWorld Series (5/4/2017)
Post by: Toyder on May 05, 2017, 01:41:20 AM
Quote from: jecrell on May 05, 2017, 01:28:48 AM
Quote from: Toyder on May 04, 2017, 11:43:50 PM
Help please.
http://radikal.ru/big/tex0bk7v042yf

How did it happen?

When I melee attack. With all melee weapon.
Title: Re: [A16] Star Wars - A RimWorld Series (5/4/2017)
Post by: jecrell on May 05, 2017, 03:03:05 AM
Quote from: Toyder on May 05, 2017, 01:41:20 AM
Quote from: jecrell on May 05, 2017, 01:28:48 AM
Quote from: Toyder on May 04, 2017, 11:43:50 PM
Help please.
http://radikal.ru/big/tex0bk7v042yf

How did it happen?

When I melee attack. With all melee weapon.

Use hugslib and send us the error log so we can see more closely what the problem is.
Title: Re: [A16] Star Wars - A RimWorld Series (5/5/2017)
Post by: jecrell on May 05, 2017, 05:49:57 AM
==========
The Force 1.2
==========

-Force XP gains appropriately now when using billiard tables or other joy activities that boost skills.
-Force Push / Pull thought givers now are working correctly.
Title: Re: [A16] Star Wars - A RimWorld Series (5/5/2017)
Post by: slugman4 on May 05, 2017, 06:41:03 AM
Did you guys have a look at force exp not being gained while crafting such as stone cutting / disassembling/ and minor crafts ?
Also my main researcher gets the force exp so much faster becouse he only does research. at one point my researcher had 18 Force lvl's while my crafter barely scraped 9.
Title: Re: [A16] Star Wars - A RimWorld Series (5/5/2017)
Post by: NinjaDiscoJew on May 05, 2017, 08:43:12 AM
How do I keep colonist on the sith side? I started out with a sith lord but then he became neutral over the course of 4 days even though I used his abilities a lot, and now is unable to use his evil abilities.
Title: Re: [A16] Star Wars - A RimWorld Series (5/5/2017)
Post by: Canute on May 05, 2017, 11:06:05 AM
QuoteXen's public notes:

    Load Order: Mods must be loaded in this order - (RELATIVE TO EACHOTHER - they dont need to be at the top of the mod list, bottom is probably preferable.) 1st Lightsabers 2nd Force 3rd Factions
Can you please take this over at the mod description ?
Title: Re: [A16] Star Wars - A RimWorld Series (5/5/2017)
Post by: jecrell on May 05, 2017, 12:02:26 PM
Quote from: NinjaDiscoJew
link=topic=31647.msg328951#msg328951 date=1493988192

How do I keep colonist on the sith side? I started out with a sith lord but then he became neutral over the course of 4 days even though I used his abilities a lot, and now is unable to use his evil abilities.

It's a save / load bug that we fixed one version ago. Make sure to update! For now, to fix the Sith character you have, please turn on God Mode. When God Mode is enabled, you will have access to our debug tools when you click the force menu. Have fun!

Quote from: slugman4 on May 05, 2017, 06:41:03 AM
Did you guys have a look at force exp not being gained while crafting such as stone cutting / disassembling/ and minor crafts ?
Also my main researcher gets the force exp so much faster becouse he only does research. at one point my researcher had 18 Force lvl's while my crafter barely scraped 9.

We did patch it so that all skills gain Force XP properly now. Tweaking for balance can be done. Please note any other things you've noticed.
Title: Re: [A16] Star Wars - A RimWorld Series (5/5/2017)
Post by: jecrell on May 05, 2017, 12:04:31 PM
Quote from: Canute on May 05, 2017, 11:06:05 AM
QuoteXen's public notes:

    Load Order: Mods must be loaded in this order - (RELATIVE TO EACHOTHER - they dont need to be at the top of the mod list, bottom is probably preferable.) 1st Lightsabers 2nd Force 3rd Factions
Can you please take this over at the mod description ?

This WAS accurate once, but it's not accurate NOW. During early development we had a load order purely because of bad code. Now every mod is independent and does not require ANY ORDER.

To recap:
These mods can be placed IN ANY ORDER. =3
Title: Re: [A16] Star Wars - A RimWorld Series (5/5/2017)
Post by: slugman4 on May 05, 2017, 12:27:51 PM
The deflection on 100% is way too op my one sith master basically took 80 stormtroopers shooting at him at once without getting hit once. Maybe scale it down by 5 % each lvl to a max of 75 or maybe max 85.
Not even Yoda can take 80 charge blasters at the same time Kappa.
Title: Re: [A16] Star Wars - A RimWorld Series (5/5/2017)
Post by: Canute on May 05, 2017, 12:31:19 PM
When i load the Faction before lightsaber i get
Could not load UnityEngine.Texture2D at Robes/SithRobe in any active mod or in base resources.
Verse.Log:Error(String)

And i didn't notice a new faction version, just the new force.
Title: Re: [A16] Star Wars - A RimWorld Series (5/5/2017)
Post by: bob112 on May 05, 2017, 02:18:12 PM
so got a slight sound issue when one of my colonists fires a pistol it alternates between making the normal pistol sound one shot and then a blaster noise the next shot and repeats the pattern with each shot
Title: Re: [A16] Star Wars - A RimWorld Series (5/5/2017)
Post by: Dragoon on May 05, 2017, 05:40:05 PM
Quote from: slugman4 on May 05, 2017, 12:27:51 PM
The deflection on 100% is way too op my one sith master basically took 80 stormtroopers shooting at him at once without getting hit once. Maybe scale it down by 5 % each lvl to a max of 75 or maybe max 85.
Not even Yoda can take 80 charge blasters at the same time Kappa.

If it gets nerfed we get Kylo Ren's force stopping blasters. To make up for it.

Also realistically he would be dodge most of the shots and would be advancing like any force user. So that would make him be able to take 80 shots at the same time, very few would come close to hitting and he would the deflect the ones that do.
Title: Re: [A16] Star Wars - A RimWorld Series (5/5/2017)
Post by: tazehelex on May 05, 2017, 09:55:54 PM
Help i tryed everything http://imgur.com/a/d47Bw
Title: Re: [A16] Star Wars - A RimWorld Series (5/5/2017)
Post by: jecrell on May 07, 2017, 11:22:18 AM
Quote from: tazehelex on May 05, 2017, 09:55:54 PM
Help i tryed everything http://imgur.com/a/d47Bw

Apologies for the late response. It's possible your mod files are corrupted. Please perhaps resubscribe to/redownload the mod. Thank you! =3
Title: Re: [A16] Star Wars - A RimWorld Series (5/5/2017)
Post by: RoboticManiac on May 07, 2017, 02:16:27 PM
I seem to run into a problem about 2 years after a game begins. In that it simply locks up, and freezes permanently. The lock up seems reminiscent of the lag spike you might get during a raid, but normally the alert sounds goes off when that occurs.

Wondering if anyone else is having this problem. I run quite a few mods, but the issue only started occuring after adding the three Star Wars mods. Happens no matter the speed the game is running at.

Quick attached a list of mods I'm running.

[attachment deleted by admin due to age]
Title: Re: [A16] Star Wars - A RimWorld Series (5/5/2017)
Post by: GIFShinobi on May 08, 2017, 02:53:55 AM
My game just started lagging i looked at the output log and this line keeps repeating . . .

PJ_SithTrait found no data at degree 0, returning first defined.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

PJ_SithTrait found no data at degree 0, returning first defined.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

PJ_SithTrait found no data at degree 0, returning first defined.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

PJ_SithTrait found no data at degree 0, returning first defined.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

PJ_SithTrait found no data at degree 0, returning first defined.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

PJ_SithTrait found no data at degree 0, returning first defined.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

PJ_SithTrait found no data at degree 0, returning first defined.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

PJ_SithTrait found no data at degree 0, returning first defined.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

PJ_SithTrait found no data at degree 0, returning first defined.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

PJ_SithTrait found no data at degree 0, returning first defined.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

PJ_SithTrait found no data at degree 0, returning first defined.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

PJ_SithTrait found no data at degree 0, returning first defined.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

PJ_SithTrait found no data at degree 0, returning first defined.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

PJ_SithTrait found no data at degree 0, returning first defined.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)


can someone help?
Title: Re: [A16] Star Wars - A RimWorld Series (5/5/2017)
Post by: Canute on May 08, 2017, 03:04:15 AM
Quote from: RoboticManiac on May 07, 2017, 02:16:27 PM
I seem to run into a problem about 2 years after a game begins. In that it simply locks up, and freezes permanently. The lock up seems reminiscent of the lag spike you might get during a raid, but normally the alert sounds goes off when that occurs.

Wondering if anyone else is having this problem. I run quite a few mods, but the issue only started occuring after adding the three Star Wars mods. Happens no matter the speed the game is running at.
Noone else reported something similar yet here.
And jecrell need at last the error log.
Enable the developer mode at the option.
Then after you load the colony open the debug log with one of the small icons on top.
With the green button "share logs" you can upload the error log, and you should post the link here.
When you got an red error at the end of the log too, you can copy it at the clipboard with the copy button and post it here too.

Title: Re: [A16] Star Wars - A RimWorld Series (5/5/2017)
Post by: SoldierGG1 on May 08, 2017, 08:18:29 AM
is there gonna be a combat realism patch?
Title: Re: [A16] Star Wars - A RimWorld Series (5/5/2017)
Post by: GIFShinobi on May 08, 2017, 08:33:35 AM
Quote from: RoboticManiac on May 07, 2017, 02:16:27 PM
I seem to run into a problem about 2 years after a game begins. In that it simply locks up, and freezes permanently. The lock up seems reminiscent of the lag spike you might get during a raid, but normally the alert sounds goes off when that occurs.

Wondering if anyone else is having this problem. I run quite a few mods, but the issue only started occuring after adding the three Star Wars mods. Happens no matter the speed the game is running at.

Quick attached a list of mods I'm running.

same thing happened to me . .  game literally closed on me . .  i guess this mod is still buggy. I might have remove it but i'll test it again to be sure.
Title: Re: [A16] Star Wars - A RimWorld Series (5/5/2017)
Post by: RoboticManiac on May 08, 2017, 11:11:36 AM
Quote from: Canute on May 08, 2017, 03:04:15 AM
Noone else reported something similar yet here.
And jecrell need at last the error log.
Enable the developer mode at the option.
Then after you load the colony open the debug log with one of the small icons on top.
With the green button "share logs" you can upload the error log, and you should post the link here.
When you got an red error at the end of the log too, you can copy it at the clipboard with the copy button and post it here too.
That's just the thing, there are no errors- Nothing gets thrown up. Everything is ticking along quite well and normal until the game simply locks up entirely. It doesn't even bother to crash for me.

I've left it running for about two IRL hours to see if anything would happen, but nothing does.
Title: Re: [A16] Star Wars - A RimWorld Series (5/5/2017)
Post by: jecrell on May 08, 2017, 11:25:17 AM
Quote from: SoldierGG1 on May 08, 2017, 08:18:29 AM
is there gonna be a combat realism patch?

No there will not.
There might be a patch for CE, but CR is closed and not being updated for A17.
Title: Re: [A16] Star Wars - A RimWorld Series (5/5/2017)
Post by: Parsival on May 09, 2017, 12:40:54 PM
Okay, you updated the Force mod and the update should fix force pull and force push, but it still doesnt work... and pls rework the vibro weapons because they are ridiculously strong, I know they have to keep up with the lightsaber and stuff but then pls buff the blasters. The vibros are also really easy to craft and they reflect Bolts way to easily. (Especially the Staff) This is a minor thing, but its kinda unrealistic that you can reflect arrows with the lightsabers. Also if you need any help , I'll try to help, just tell me.
Title: Re: [A16] Star Wars - A RimWorld Series (5/5/2017)
Post by: Endconquerer on May 09, 2017, 05:50:50 PM
How do I troubleshoot this? I loaded the force and lightsaber mods but they aren't appearing anywhere in the game?
Title: Re: [A16] Star Wars - A RimWorld Series (5/5/2017)
Post by: khearn on May 09, 2017, 07:32:01 PM
Quote from: Endconquerer on May 09, 2017, 05:50:50 PM
How do I troubleshoot this? I loaded the force and lightsaber mods but they aren't appearing anywhere in the game?

They can be hard to spot early on. The various force backgrounds aren't super common, so you can reroll a bunch witout seeing any of them. You can either just reroll a lot until you see "Force sensitive", or "Gray Padawan" or something similar. Or you can go into the scenario editor and add a trait to force Force Sensitive to be 50% likely or something like that. Unfortunately, you can't seem to specify multiple force traits in the scenario editor, so you can't say "50% force sensitive, and if that doesn't happen, 40% sith padawan, or 30% jedi padawan". They're mutually exclusive (which makes sense), and the editor just refuses to allow multiple mutually exclusive traits. It would be nice if it allowed giving chances, but if it rolled the first one, it wouldn't allow later ones.

If nothing else, seeing the traits in the scenario editor will confirm that you have the force mod installed.

And if you're just adding the mods to a game that's already in progress, your existing characters won't be effected. If you get lucky, you might get new characters appearing with force traits. But as I mentioned, they aren't terribly common. So you really do want to start a new game.

As for lightsabers, you have to get up to researching component assembly before you get the option to make them, so they aren't very visible early on. In a recent game I got an early caravan with a couple of crystals and a lightsaber internals for sale. But that's not a given.  You could use the scenario editor at the start of a new game to add an item for a lightsaber in the editor as well. Or there's always dev mode.

   Keith
Title: Re: [A16] Star Wars - A RimWorld Series (5/5/2017)
Post by: jecrell on May 09, 2017, 08:30:37 PM
Quote from: Parsival on May 09, 2017, 12:40:54 PM
Okay, you updated the Force mod and the update should fix force pull and force push, but it still doesnt work... and pls rework the vibro weapons because they are ridiculously strong, I know they have to keep up with the lightsaber and stuff but then pls buff the blasters. The vibros are also really easy to craft and they reflect Bolts way to easily. (Especially the Staff) This is a minor thing, but its kinda unrealistic that you can reflect arrows with the lightsabers. Also if you need any help , I'll try to help, just tell me.

Force pull works on ground objects at level 1. This does not include characters or animals. I've updated the descriptions in the A17 build. I also just fixed a Force Push/Force Pull issue with animals in the A17 branch.

We're aware that A16 has problems with the crafting recipes for Vibroweapons. We're looking into Vibroweapon tweaks for A17.

Help me out a bit there. How can I differentiate between a "wooden" projectile, a "laser" projectile, and a "metal" projectile in C#? Currently, projectiles are not defined that way in their XML definitions. They are simply named that way. So let's say I handle special cases for vanilla bows and pillas. Then what about modded bows and other wooden weapons? They wouldn't be able to be handled.

Thanks for your feedback!
Title: Re: [A16] Star Wars - A RimWorld Series (5/5/2017)
Post by: Parsival on May 10, 2017, 08:56:10 AM
I honestly have no Idea of how this all stuff works, but I think if you/your Team added more weapons of The Star Wars universe into the mod, there wouldnt be reason to use other Weapon mods. I know this is probably a ton of work to do, and you'd have to code alot, but i think it is a good solution for now. When I said, i try to help i didnt mean to code or something, im sorry i should have clarified this. But if you need textures or Ideas or sources for stuff that is in Star Wars, i'll gladly help. I know, this is big talk and not that much behind it but it would be great. But I think this is heading into a Total Conversion with my advice. So I dont know. It might be now worth all the hard work you/your Team is doing but yeah... just an Idea.
Title: Re: [A16] Star Wars - A RimWorld Series (5/5/2017)
Post by: Dragoon on May 10, 2017, 10:20:13 AM
Quote from: Parsival on May 10, 2017, 08:56:10 AM
I honestly have no Idea of how this all stuff works, but I think if you/your Team added more weapons of The Star Wars universe into the mod, there wouldnt be reason to use other Weapon mods.

But I think this is heading into a Total Conversion with my advice. So I dont know. It might be now worth all the hard work you/your Team is doing but yeah... just an Idea.


I'd disagree people will use other weapon mods because we like them. Adding in more weapons won't fix that. Not that there is anything to fix about it, as it adds variety and if someone only wants star wars weapons they would not get any other weapon pack anyway.

And second, a total conversion would ruin this. I love that it fits in with he game without changes the game. It adds and expands on the current universe. If this were a conversion, it would definitely ruin it. Full conversions mean low compatibility, which means a ton of problems when there did not need to be them (at least for this mod).

There are many people who like universes but would like to mix and match them or add in something they felt that it lacked. The way this is currently setup allows for that. If they only want star wars they can only get star wars the same way. The way the mod currently is is a win-win.
Title: Re: [A16] Star Wars - A RimWorld Series (5/5/2017)
Post by: Justas love on May 10, 2017, 12:20:07 PM
Okay... i dont even know what to say, i mean the force is just not there.... there is no bar when i click on a colonist and there are no errors... so i dunno. And in the debug when i start a new colony it doesnt really detect the force mod. it says it detects the lightsabers and stuff, but there is no ''detected force mod'' or whatever...
Title: Re: [A16] Star Wars - A RimWorld Series (5/5/2017)
Post by: khearn on May 10, 2017, 01:10:00 PM
I'm really enjoying the Star Wars mods. They are very nicely implemented.

However, I've encountered some seriously overpowered raids from Star Wars factions in my last two A17 games, and wonder if they might need some balancing tweaks.  In my current game, I just got up to 5 pawns (I just had a wanderer arrive who is 74 years old and unable to do violent), my previous raid was a non-Star Wars pirate faction raid of 5 pawns (I had 4 at that time) with no armor and the best weapons were a chain shotgun and steel gladius. Them, I could handle with my starting survivale rifle, pistol and plasteel knife.

But I just had a raid arrive from a wretched hive of scum and villany with 7 pawns, all in at least armor vests, and 2 in power armor (one normal 89% , the other normal 99%). Everyone has blaster or blaster rifles. Both of the pawns in power armor have good blaster rifles. Just those two alone would have more firepower and armor than my entire colony.

This seems like a bit much. At this point, I'm seriously considering moving a bunch of steel and other valuable stuff outside and send my 74 year old newcomer out to greet the raid and have everyone else hunker down indoors, hoping they'll down her and decide to just kidnap her, steal a bunch of the valuable stuff that's outside, and leave. I certainly can't hope to fight this crowd and win. I'm less than a year into a creashlanding scenario game, I haven't even researched microelectronics basics yet (admittedly, my research has been a little slow this time), previous raids (all from vanilla factions) have been nothing compared to this.

In my last game, I also got this kind of a raid from a Star Wars faction, where the attackers outnumbered my pawns by about 1.5 to 1, and all had armor and blasters against my people with no armor and a motley assortment of rifles and pistols. They proceeded to easily down every one of my colonists, kidnapped half of them, stole a bunch of stuff, and left  the others for dead.

I realize that raids from Start Wars factions are going to have blasters, and thus will out-tech me early on. But I think maybe the numbers need to be toned down a bit.

This is playing Cassandra rough, BTW.
Title: Re: [A16] Star Wars - A RimWorld Series (5/5/2017)
Post by: blaxblade on May 11, 2017, 06:36:06 AM
The Force Storm don't work, is the only force power with no effect, all other power work well
Title: Re: [A16] Star Wars - A RimWorld Series (5/5/2017)
Post by: jecrell on May 11, 2017, 08:15:20 AM
Quote from: Justas love on May 10, 2017, 12:20:07 PM
Okay... i dont even know what to say, i mean the force is just not there.... there is no bar when i click on a colonist and there are no errors... so i dunno. And in the debug when i start a new colony it doesnt really detect the force mod. it says it detects the lightsabers and stuff, but there is no ''detected force mod'' or whatever...

You need a colonist with a Force Sensitive trait.
Title: Re: [A16] Star Wars - A RimWorld Series (5/5/2017)
Post by: jecrell on May 11, 2017, 08:16:17 AM
Quote from: blaxblade on May 11, 2017, 06:36:06 AM
The Force Storm don't work, is the only force power with no effect, all other power work well
Try disabling the psychology mod. (Yes, really).
Title: Re: [A16] Star Wars - A RimWorld Series (5/5/2017)
Post by: Andervall on May 11, 2017, 08:45:17 AM
Amazing mods so far, really brought life back into RimWorld for me, I had slightly burnt myself out on the game before trying this. Now I want to play it again in so many ways, both Imperial friendly, Rebel friendly, force user start to rebuild the Jedi temple.

But I have a problem. I installed the mod "Outfitter" and it appears that it also adds a extra menu-button to the pawn window which appears when you click a pawn. This button is placed where the "Force" button is supposed to be and I can't therefore access the "Force" menu. Is there someway that I can hot fix this myself via changing the values which tells the game where to put the "Force" button or are the mods simply in conflict? Should it not be possible to just move the button up via changing some Y-value for the button or change the width of the button to allow both to show?
Title: Re: [A16] Star Wars - A RimWorld Series (5/5/2017)
Post by: blaxblade on May 11, 2017, 08:56:20 AM
Thanks, now all work fine
P.s Do you know another mod with methadone? (it's only reason for which i use psicology)
I have the only jedi temple for drug addiction treatment :) :) :)
Title: Re: [A16] Star Wars - A RimWorld Series (5/5/2017)
Post by: jecrell on May 11, 2017, 05:43:14 PM
Quote from: Andervall on May 11, 2017, 08:45:17 AM
Amazing mods so far, really brought life back into RimWorld for me, I had slightly burnt myself out on the game before trying this. Now I want to play it again in so many ways, both Imperial friendly, Rebel friendly, force user start to rebuild the Jedi temple.

But I have a problem. I installed the mod "Outfitter" and it appears that it also adds a extra menu-button to the pawn window which appears when you click a pawn. This button is placed where the "Force" button is supposed to be and I can't therefore access the "Force" menu. Is there someway that I can hot fix this myself via changing the values which tells the game where to put the "Force" button or are the mods simply in conflict? Should it not be possible to just move the button up via changing some Y-value for the button or change the width of the button to allow both to show?

It's a hardcoded C# game issue. You'll have to disable Outfitter for now. Sorry!
Title: Re: [A16] Star Wars - A RimWorld Series (5/5/2017)
Post by: beeeboop on May 12, 2017, 12:05:10 AM
Any chance of making some of the different species of Star Wars?
Title: Re: [A16] Star Wars - A RimWorld Series (5/5/2017)
Post by: XenGrimm on May 12, 2017, 12:23:29 AM
I need to do pawn heads for any races - and I'm picky about my pawn heads. I want to do some sometime after a17 hits stable
Title: Re: [A16] Star Wars - A RimWorld Series (5/5/2017)
Post by: beeeboop on May 12, 2017, 04:32:35 AM
Sweet! Don't rush. We understand quality takes time ;) . Awesome mod, of course!! You might want to include content from the latest one to come out. Maybe a faction of those monks in exile? New force powers and weapons perhaps? You rock, dude!!
Title: Re: [A16] Star Wars - A RimWorld Series (5/5/2017)
Post by: Orpheus on May 12, 2017, 05:16:42 AM
Quote from: Andervall on May 11, 2017, 08:45:17 AMI installed the mod "Outfitter" and it appears that it also adds a extra menu-button...where the "Force" button is supposed to be and I can't therefore access the "Force" menu.
Quote from: jecrell on May 11, 2017, 05:43:14 PM
It's a hardcoded C# game issue. You'll have to disable Outfitter for now. Sorry!
What about just using a different means to access the Force tab?  Maybe an activated ability, like the powers themselves, that opens it.  Or add a tab to the bottom menu (Architect, Work etc) to open a screen listing all Force-capable colonists and linking to their individual Force tabs?
Title: Re: [A16] Star Wars - A RimWorld Series (5/5/2017)
Post by: Andervall on May 12, 2017, 05:28:16 AM
Quote from: jecrell on May 11, 2017, 05:43:14 PM
It's a hardcoded C# game issue. You'll have to disable Outfitter for now. Sorry!

Gosh darn, that mod was quite handy to stop my pawns from wearing deadmen's apparel without having to micro forbid them after hauling them.
Thanks for the answer! Keep up the good work! :)
Title: Re: [A16] Star Wars - A RimWorld Series (5/5/2017)
Post by: Canute on May 12, 2017, 06:13:52 AM
Quote from: Andervall on May 12, 2017, 05:28:16 AM
Quote from: jecrell on May 11, 2017, 05:43:14 PM
It's a hardcoded C# game issue. You'll have to disable Outfitter for now. Sorry!

Gosh darn, that mod was quite handy to stop my pawns from wearing deadmen's apparel without having to micro forbid them after hauling them.
Thanks for the answer! Keep up the good work! :)

With the vanilia outfitter you just can forbid deathman clothes too.
Title: Re: [A16] Star Wars - A RimWorld Series (5/5/2017)
Post by: YCFCj on May 12, 2017, 10:26:01 AM
Great mod really enjoying it. Thanks!

I think I have a mod conflict. My guys who are awoken have no force powers to select. Was working fine before I chucked in the other 3 mods.

I'm running the 3 star wars (at the bottom) then above:
1.prepare carefully,
2. Rah's advanced prosthetics (RBSE hardcore edition)
3. setup camp.

Im kind of surprised given people seem to be running 100s of mods that only these are making an issue

Any ideas? Tried re-arranging mod order without resolution.
Title: Re: [A16] Star Wars - A RimWorld Series (5/5/2017)
Post by: Canute on May 12, 2017, 10:31:54 AM
Curious, i use these mods too and don't got a problem.

Maybe you should post the whole modlist or maybe a logfile made from hugslib.

Title: Re: [A16] Star Wars - A RimWorld Series (5/5/2017)
Post by: YCFCj on May 12, 2017, 10:49:07 AM
hmm started again without RBSE and it hasnt resolved the issue. Strange because it was working fine before and it seems everyone is using prepare carefully to get some star warsy goodness off the bat and Im surprised setup camp would conflict.

my screenshot is too big to upload gah

EDIT: did a smaller one


EDIT 2: canute,
modlist is
1.prepare carefully,
2. setup camp,
3. sw lightsabers
4. sw the force
5. sw factions.

thats it!
I dont know what a logfile or hugslib is?

[attachment deleted by admin due to age]
Title: Re: [A16] Star Wars - A RimWorld Series (5/5/2017)
Post by: Lennbolt7 on May 12, 2017, 09:31:59 PM
Are there any known incompatibilities with the lightsaber mod? I've only had problems with that mod. Things like being unable to create a new planet, force powers and draft buttons not appearing, and outright crashes on world load. The console always mentioning something to do with harmony patch. Anytime I remove it everything works just fine.
Title: Re: [A16] Star Wars - A RimWorld Series (5/5/2017)
Post by: XenGrimm on May 12, 2017, 11:32:07 PM
Quote from: Lennbolt7 on May 12, 2017, 09:31:59 PM
Are there any known incompatibilities with the lightsaber mod? I've only had problems with that mod. Things like being unable to create a new planet, force powers and draft buttons not appearing, and outright crashes on world load. The console always mentioning something to do with harmony patch. Anytime I remove it everything works just fine.

Psychology seems to mess things up - and possibly the camping mod - though it seems like some people can get camps to work.

It is because other mods use code that diverts certain pawn methods etc that we need to hook into.

This is them being incompatible with ANYTHING ELSE that tries to use code they are killing. Not our mods.
Title: Re: [A16] Star Wars - A RimWorld Series (5/5/2017)
Post by: Lennbolt7 on May 13, 2017, 01:26:32 PM
Quote from: XenGrimm on May 12, 2017, 11:32:07 PM
Quote from: Lennbolt7 on May 12, 2017, 09:31:59 PM
Are there any known incompatibilities with the lightsaber mod? I've only had problems with that mod. Things like being unable to create a new planet, force powers and draft buttons not appearing, and outright crashes on world load. The console always mentioning something to do with harmony patch. Anytime I remove it everything works just fine.

Psychology seems to mess things up - and possibly the camping mod - though it seems like some people can get camps to work.

It is because other mods use code that diverts certain pawn methods etc that we need to hook into.

This is them being incompatible with ANYTHING ELSE that tries to use code they are killing. Not our mods.

I removed the camping mod and everything worked just fine. Thanks.
Title: Re: [A16] Star Wars - A RimWorld Series (5/5/2017)
Post by: SynsPlayground on May 13, 2017, 02:29:09 PM
Are there any known incompatibilities with the force? Would appreciate if anyone knows some. Currently trying to get this mod to work nice with my other 100+ mods and could really stand to save some time eliminating some of the known incompatible mods from the list of mods to test. Current known issue with my set up is force sensitive bar not progressing.
Title: Re: [A16] Star Wars - A RimWorld Series (5/5/2017)
Post by: XenGrimm on May 13, 2017, 08:18:53 PM
Jecrell had to make a change to XP gain so that you would gain XP doing normal bills etc.
This made "static quality" incompatible with the a16 version due to how it diverts XP handling.
Title: Re: [A16] Star Wars - A RimWorld Series (5/5/2017)
Post by: nackskott on May 14, 2017, 03:43:07 PM
I just subscribed to the 3 SW mods on steam and runs the unstable branch of a17 but i get alot of errors when loading. is this simply because it doesn't work with unstable a17 yet?
Title: Re: [A16] Star Wars - A RimWorld Series (5/5/2017)
Post by: XenGrimm on May 14, 2017, 07:58:02 PM
Quote from: nackskott on May 14, 2017, 03:43:07 PM
I just subscribed to the 3 SW mods on steam and runs the unstable branch of a17 but i get alot of errors when loading. is this simply because it doesn't work with unstable a17 yet?

Steam versions are a16

a17 versions are on git
Title: Re: [A16] Star Wars - A RimWorld Series (5/5/2017)
Post by: nackskott on May 15, 2017, 01:34:58 AM
Quote from: XenGrimm on May 14, 2017, 07:58:02 PM
Quote from: nackskott on May 14, 2017, 03:43:07 PM
I just subscribed to the 3 SW mods on steam and runs the unstable branch of a17 but i get alot of errors when loading. is this simply because it doesn't work with unstable a17 yet?

Steam versions are a16

a17 versions are on git

Doh! Now I get it! :P

[attachment deleted by admin due to age]
Title: Re: [A16] Star Wars - A RimWorld Series (5/5/2017)
Post by: nackskott on May 16, 2017, 03:11:24 AM
since the update last night my troopers can't draft and you can't see the weapon slot (or force powers) to the right of the character info but you can see it under the gears tab.
I got no loading errors whatsoever and I'm not sure it's the SW mods or the core game that's broken. Just wanted to let you know  :)
Title: Re: [A16] Star Wars - A RimWorld Series (5/5/2017)
Post by: khearn on May 16, 2017, 09:16:30 PM
I'm also not getting the draft, weapon, or force powers buutons when I have a pawn selected. This seems to have started when I updated to 0.17.1539. I just tried a new colony wih only core and the force 0.17.2 loaded. I can see the buttons if I only have core loaded.
Title: Re: [A16] Star Wars - A RimWorld Series (5/5/2017)
Post by: blaxblade on May 19, 2017, 05:17:26 AM
Is compatible with hardcore SK? Especially with the part of the MOD derived from combat realism
I have read that will be compatible with combat extended
Title: Re: [A16] Star Wars - A RimWorld Series (5/5/2017)
Post by: crowman on May 20, 2017, 07:30:49 AM
Any chance you could upload the mods to dropbox or somewhere else other than steam? Thanks.
Title: Re: [A16] Star Wars - A RimWorld Series (5/5/2017)
Post by: klun on May 20, 2017, 09:52:24 AM
Quote from: khearn on May 16, 2017, 09:16:30 PM
I'm also not getting the draft, weapon, or force powers buutons when I have a pawn selected. This seems to have started when I updated to 0.17.1539. I just tried a new colony wih only core and the force 0.17.2 loaded. I can see the buttons if I only have core loaded.

Same thing happen to me had to disable it..  Btw Great Mod. thx...
Title: Re: [A16] Star Wars - A RimWorld Series (5/5/2017)
Post by: Canute on May 20, 2017, 10:34:50 AM
Quote from: crowman on May 20, 2017, 07:30:49 AM
Any chance you could upload the mods to dropbox or somewhere else other than steam? Thanks.
They A16 version is located at his patreon website.
And when you speak about the A17 version, for the Unstable A17 RW version you need steam anyway. And when you got A17 without steam ....
Title: Re: [A16] Star Wars - A RimWorld Series (5/5/2017)
Post by: blaxblade on May 20, 2017, 04:35:55 PM
Hello masters, i have tried your mod with hardcrore ( that use combat realism) and 95% of features work perfectly, everybody except reflection; Even though my Jedi manages to block all shots, but even with the skill of reflection at most does not reflect anything
As it has excellent compatibility, how can I solve the problem of reflection?
Title: Re: [A16] Star Wars - A RimWorld Series (5/5/2017)
Post by: Huivn on May 21, 2017, 03:31:05 AM
Whenever I try to generate a world, nothing happens. I turned on dev mode and got the following error:

https://docs.google.com/document/d/1QNsyo4TaYroM84WezCT8e3bPHUeREXVAV-ZJNWSiGog/edit?usp=sharing

I've narrowed it down to Lightsabers, and I've fully uninstalled both Psychology and Set-Up Camp. Anyone know what's going on?
Title: Re: [A16] Star Wars - A RimWorld Series (5/5/2017)
Post by: Canute on May 21, 2017, 03:58:01 AM
Scroll abit up, or search the thread for camp/psychology.
Title: Re: [A16] Star Wars - A RimWorld Series (5/5/2017)
Post by: Hypherios on May 21, 2017, 07:16:45 AM
Heyo! Mod is great, only problem is the force level-up menu is not working. I get the force points and all, but no choice to lvl up.

Mods I'm running currently:
jecrell's Tobacco and Cigarettes
EDB's Prepare Carefully
RBSE Hardcore Edition
Tilled Soil
Star Wars - Factions
Star Wars - The Force
downloading Star Wars - Lightsabers mod as I type this.

Could the lack of the Lightsaber mod be the issue? I don't see any mods that could directly have problems with a level-up system like the Force mod has. Maybe the surgery with the extra medical lvlup bills, but not sure on that either.
Title: Re: [A16] Star Wars - A RimWorld Series (5/5/2017)
Post by: Orpheus on May 21, 2017, 07:32:08 AM
I used all those mods and many others, and had no trouble with levelling force powers.  And it works without lightsabers.  Only thing I can think of is that you might have misunderstood how it works?  Just click on what you want to spend the points on, there's not supposed to be a 'level-up' button or anything.
Title: Re: [A16] Star Wars - A RimWorld Series (5/5/2017)
Post by: Hypherios on May 21, 2017, 08:35:11 AM
The issue i had is thatthe alignment line was black with no coloring at the edges and the only thing other than that in the force menu was the xp bar and the points available text, no other icons. But, after disabling the tobacco mod seeing how my economy doesn't need that bit of help, installing the saber mod and moving the force mod to 1st in line it works.
Title: Re: [A16] Star Wars - A RimWorld Series (5/5/2017)
Post by: gaultesian on May 24, 2017, 06:41:50 PM
I just started playing rimworld 2 weeks ago, and only found this star wars mod a mere 3 days ago.....love it!  Can't wait for the light sabers to make it to A17.  Keep up the great work!

Edit:  found the sabers on github for A17, and will test them out later this evening.
Title: Re: [A16] Star Wars - A RimWorld Series (5/5/2017)
Post by: XenGrimm on May 24, 2017, 09:20:53 PM
Everything is A17 capable right now - I'm about to dive into some heavy testing to make sure there are no snags.
Title: Re: [A16] Star Wars - A RimWorld Series (5/5/2017)
Post by: zobeltran on May 26, 2017, 04:57:09 AM
If you guys really want to play these mods on your 0.17 saves. The author's github provides just that
Title: Re: [A16] Star Wars - A RimWorld Series (5/5/2017)
Post by: gaultesian on May 26, 2017, 06:20:51 AM
Gave it a test run last night, and noticed my light side/Jedi ghost companion only had some sort of gladius sword, not a light saber.  It was rather funny invoking him into the middle of a raider group, only to have him swat at them with his itty-bitty swordy thing.   

Now, my jedi was only at level 1 with that particular trick, so it may be that the ghost upgrades as you go higher (it did not seem to be that way with A16...you invoked a ghost with a light saber).

Cheers, and keep up the great work!
Gaultesian
Title: Re: [A16] Star Wars - A RimWorld Series (5/5/2017)
Post by: zobeltran on May 26, 2017, 08:05:49 AM
I think this would be helpful tho.
https://github.com/jecrell/JecsTools/releases
https://github.com/jecrell/Star-Wars---The-Force/releases
https://github.com/jecrell/Star-Wars---Factions/releases
https://github.com/jecrell/Star-Wars---Fully-Functional-Lightsabers/releases

If its not allowed please take it down :)
Title: Re: [A17] Star Wars - A RimWorld Series (5/5/2017)
Post by: TurkeyKittin on May 26, 2017, 12:07:49 PM
Hey, I just want to say, absolutely phenomenal work. This is such an ambitious project, and yet you were able to execute it exceptionally well. Keep it up!

Looking around I got a sense that there are things yet to come, and so I thought I'd toss in some ideas.

Droids could be a very interesting addition. Initially I thought they could be another race and just be enslaved by the Hutts and Jawas, though there's the issue of non-enslaved droids... Which generally in the lore of Star Wars, droids always have masters... Fixing their mental attributes might be a bit of a challenge, but seeing what you've done so far, I am not worried.

I really see two options on this topic:
1) Droids act as colonists but work as their own individual races. Traits (Protocol vs Astro-droid vs other types) allow them to do some things but not others. For example, Protocol droids tend to cleaning, social, and hauling, while astro-droids can construct and repair.
2) With a bit of work, droids could function well as pets. Custom training regimes would be needed to enable things like construction. Maybe adding in extra parts through surgery could enable different functions to be "trained" (More like enabling a functionality or disabling it, training of a droid =/= training of an animal)

I can imagine wandering droids looking for their masters, passing by a colony as an incident. Colonists give chase and capture it, then must reprogram it. There's a whole lot of work to do in this area, and I honestly would focus on what you guys are working on right now. Just food for thought  ;D
Title: Re: [A17] Star Wars - A RimWorld Series (5/5/2017)
Post by: Dragoon on May 26, 2017, 12:13:48 PM
Just thought I'd let you and the other author know. This mod has an incompatibility with simple sidearms. I cannot draft my colonist with both this and Simple sidearms on.
Title: Re: [A17] Star Wars - A RimWorld Series (5/27/2017)
Post by: SNKcell on May 28, 2017, 02:38:31 AM
Great mod

Any preview of new things? Maybe Darth Vader? XD
Title: Re: [A17] Star Wars - A RimWorld Series (5/27/2017)
Post by: Craig68x on May 29, 2017, 11:40:36 AM
I can't get these mods to work. I have A17 but it's saying it's compatible. Huh???

edit: Nevermind. I'm such a noob. Working. Awesome mod!
Title: Re: [A17] Star Wars - A RimWorld Series (5/27/2017)
Post by: YCFCj on May 29, 2017, 04:01:00 PM
hey. Really enjoy the mod.
One of the blasters is giving me a weird blue triangle:



[attachment deleted by admin due to age]
Title: Re: [A17] Star Wars - A RimWorld Series (5/27/2017)
Post by: YCFCj on May 29, 2017, 04:02:22 PM
it seems to be the weapon itself:



[attachment deleted by admin due to age]
Title: Re: [A17] Star Wars - A RimWorld Series (5/27/2017)
Post by: Redrian on May 29, 2017, 04:19:50 PM
It may be compatible with Combat Realistic?
Sorry for my bad english
Title: Re: [A17] Star Wars - A RimWorld Series (5/31/2017)
Post by: jecrell on May 30, 2017, 09:31:14 PM
So we had a bit of a massive set of updates in the past few weeks.
I can't recap too much, but I've been working intensely on getting CompVehicles working so players can experience first hand ATST and ATAT encounters in RimWorld (and other modders can make their own vehicles too, now pretty easily!).
Xen crafted some graphics for them.

Anyway, I also fixed the front page to be very easy to read and find what you need. I also updated the latest files onto Patreon.

Bless.
Title: Re: [A17] Star Wars - A RimWorld Series (5/31/2017)
Post by: gehennianviceroy on May 30, 2017, 11:21:51 PM
Do the crystals actually change the values of the lightsabers damage/reflection/etc? I just fitted an extremely expensive black crystal into my saber and I'm wondering if it does more than change the color.
Title: Re: [A17] Star Wars - A RimWorld Series (5/31/2017)
Post by: ChaosChronicler on May 31, 2017, 04:07:53 PM
Quote from: jecrell on May 30, 2017, 09:31:14 PM
So we had a bit of a massive set of updates in the past few weeks.
I can't recap too much, but I've been working intensely on getting CompVehicles working so players can experience first hand ATST and ATAT encounters in RimWorld (and other modders can make their own vehicles too, now pretty easily!).
Xen crafted some graphics for them.

Anyway, I also fixed the front page to be very easy to read and find what you need. I also updated the latest files onto Patreon.

Bless.
Jecrell you just made my good list
Title: Re: [A17] Star Wars - A RimWorld Series (5/31/2017)
Post by: dershamc903 on May 31, 2017, 06:09:09 PM
I think saw someone mention something similar on steam,

In one of the ancient Ruins theirs an AT-AT (which is awesome, but kills my guys half the time I try an take him on) when I finally do defeat him, one my guys runs over and takes the AT-AT onto a pet sleeping spot and then game closes goes straight to windows without an error message.

On another attempt just after the AT-AT got shot down, it looked like a pawn was making a move toward it, then the game closes and goes straight to windows without an error message.

For now I'm just avoiding that area. I did notice one of the messages state you're still working on vehicles, so perhaps this issue is related? I am running a gajillion mods at the same time so I wonder if that might also be causing a conflict. Is anyone aware of any related mods that might cause the issue I've described.

Also one of the things I wondered about is I have yet to see a game where the Rebel Alliance and Imperials are at war with each other. Both sent me traders at the same time and I thought for sure something was going to go down and I would get free loot, but no such luck. The Imperial tax is a nice touch though.
Title: Re: [A17] Star Wars - A RimWorld Series (5/31/2017)
Post by: Sniper Pilot on May 31, 2017, 08:24:10 PM
Quote from: ChaosChronicler on May 31, 2017, 04:07:53 PM
Jecrell you just made my good list

As if he wasnt already--  8)
Title: Re: [A17] Star Wars - A RimWorld Series (5/31/2017)
Post by: Daïkï97427 on June 01, 2017, 02:50:15 AM
Hey i have futurs idea for your mod , Maybe something like : Pazzaak , and a jukebox that play the cantina soundtrack (episode with luke getting bully by a human and an Alien) Twilek slave dancer hologram ? What about some food / drinks from stars wars  8) 
Title: Re: [A17] Star Wars - A RimWorld Series (5/31/2017)
Post by: linkrag on June 01, 2017, 11:34:02 PM
The force mod its crashing...it need to be updated or something? Im using the last version from github...\

Great mod by the way!

Edit: Sorry, was somwthing with tools mod.
Title: Re: [A17] Star Wars - A RimWorld Series (5/31/2017)
Post by: Darkmark8910 on June 02, 2017, 08:13:26 AM
Does this mod let my colonists bang hot Twi'lek girls? Or bang hot Wookies?
Title: Re: [A17] Star Wars - A RimWorld Series (5/31/2017)
Post by: walruspurr on June 03, 2017, 08:13:53 PM
So far I haven't had any luck getting these mods to work. After activating the mods after HugLib and JecsTools whenever I would try to generate a map for a stock scenario it would just loop back to the generate map screen again. I've done the appdata clearing and those fixes just in case and still nothing. I am only running Lightsabers, Factions, and Force powers mods along with HugLib and JecsTools. So I have been disabling them all one at a time to see what is causing the lack of world generation. When I disable all mods aside from HugLib and JecsTools it still wont generate, so after disabling JecsTools I got a map to generate. So I went back to the github page and downloaded the newest version of JecsTools to see if that was the issue. After enabling JecsTools under HugLib it will still only get me a constant loop of going back to the map generate options. I even downloaded the current versions of the Star Wars mods (aside from zabrak race) to see if they helped either. Same result, it gets to the map generation and regarless of seed or map size or any other setting it just wont generate.
I made sure to upload the logs here after going back to the main menu: https://gist.github.com/5f094481386bdf8e68776bcd2c43a96d

If this is in the wrong spot I am terribly sorry for that.

Edit: I don't get any messages or errors when loading my mod order of Core - HugsLib - JecsTools - The Force - Functional Lightsabers - Factions
Title: Re: [A17] Star Wars - A RimWorld Series (5/31/2017)
Post by: jecrell on June 03, 2017, 09:30:06 PM
Quote from: walruspurr on June 03, 2017, 08:13:53 PM
So far I haven't had any luck getting these mods to work. After activating the mods after HugLib and JecsTools whenever I would try to generate a map for a stock scenario it would just loop back to the generate map screen again. I've done the appdata clearing and those fixes just in case and still nothing. I am only running Lightsabers, Factions, and Force powers mods along with HugLib and JecsTools. So I have been disabling them all one at a time to see what is causing the lack of world generation. When I disable all mods aside from HugLib and JecsTools it still wont generate, so after disabling JecsTools I got a map to generate. So I went back to the github page and downloaded the newest version of JecsTools to see if that was the issue. After enabling JecsTools under HugLib it will still only get me a constant loop of going back to the map generate options. I even downloaded the current versions of the Star Wars mods (aside from zabrak race) to see if they helped either. Same result, it gets to the map generation and regarless of seed or map size or any other setting it just wont generate.
I made sure to upload the logs here after going back to the main menu: https://gist.github.com/5f094481386bdf8e68776bcd2c43a96d

If this is in the wrong spot I am terribly sorry for that.

Edit: I don't get any messages or errors when loading my mod order of Core - HugsLib - JecsTools - The Force - Functional Lightsabers - Factions

Hey dude. We just updated JecsTools because A17b's update broke the code.
Title: Re: [A17] Star Wars - A RimWorld Series (5/31/2017)
Post by: pktongrimworld on June 03, 2017, 10:17:48 PM
yay
Title: Re: [A17] Star Wars - A RimWorld Series (5/31/2017)
Post by: walruspurr on June 03, 2017, 10:34:28 PM
Quote from: jecrell on June 03, 2017, 09:30:06 PM
Quote from: walruspurr on June 03, 2017, 08:13:53 PM
So far I haven't had any luck getting these mods to work. After activating the mods after HugLib and JecsTools whenever I would try to generate a map for a stock scenario it would just loop back to the generate map screen again. I've done the appdata clearing and those fixes just in case and still nothing. I am only running Lightsabers, Factions, and Force powers mods along with HugLib and JecsTools. So I have been disabling them all one at a time to see what is causing the lack of world generation. When I disable all mods aside from HugLib and JecsTools it still wont generate, so after disabling JecsTools I got a map to generate. So I went back to the github page and downloaded the newest version of JecsTools to see if that was the issue. After enabling JecsTools under HugLib it will still only get me a constant loop of going back to the map generate options. I even downloaded the current versions of the Star Wars mods (aside from zabrak race) to see if they helped either. Same result, it gets to the map generation and regarless of seed or map size or any other setting it just wont generate.
I made sure to upload the logs here after going back to the main menu: https://gist.github.com/5f094481386bdf8e68776bcd2c43a96d

If this is in the wrong spot I am terribly sorry for that.

Edit: I don't get any messages or errors when loading my mod order of Core - HugsLib - JecsTools - The Force - Functional Lightsabers - Factions

Hey dude. We just updated JecsTools because A17b's update broke the code.

I truly do not know how I missed that, I am so very sorry. I thought I went through this entire thread just in case the same issue occured. Clearly I was potato, I appreciate your patience with my derpness and thank you for the info.
Title: Re: [A17] Star Wars - A RimWorld Series (5/31/2017)
Post by: SNKcell on June 04, 2017, 01:56:53 AM
Hello all, great mod

I am still getting the error to generate a new world, even with the new JectTools update

Any news on that?
Title: Re: [A17] Star Wars - A RimWorld Series (5/31/2017)
Post by: Canute on June 04, 2017, 03:12:06 AM
Quote from: SNKcell on June 04, 2017, 01:56:53 AM
Hello all, great mod

I am still getting the error to generate a new world, even with the new JectTools update

Any news on that?
Did you update rimworld too ?
Title: Re: [A17] Star Wars - A RimWorld Series (5/31/2017)
Post by: jecrell on June 04, 2017, 03:52:39 AM
Quote from: SNKcell on June 04, 2017, 01:56:53 AM
Hello all, great mod

I am still getting the error to generate a new world, even with the new JectTools update

Any news on that?

Could be tons of issues.

First, are you running A17b, the hotfix that just came out today for RimWorld?
Second, are you using a downloaded release of the mod or the Steam release?
Third, are you keeping JecsTools in a proper mod load order?
HugsLib
JecsTools
Other mods
Fourth, do you have an output_log.txt? If you do, I don't need to guess. I can tell you your problem.
Title: Re: [A17] Star Wars - A RimWorld Series (5/31/2017)
Post by: Umbreon117 on June 04, 2017, 10:26:25 AM
Um...Jedi Master/Knight/Padawan/whatever-you-are Jecrell? I has Problem...Okay I am breathless trying to say that ten times fast.

Anyway, I have HigsLib, JecsTools, Factions, Lightsabers, and Force mods activated in the order I listed them in. Every time i try to generate a map, I get this error message:

Exception from asynchronous event: System.TypeInitializationException: An exception was thrown by the type initializer for CompVehicle.HarmonyCompVehicle ---> System.ArgumentNullException: Argument cannot be null.
Parameter name: key
  at System.Collections.Generic.Dictionary`2[System.Reflection.MethodBase,System.Byte[]].TryGetValue (System.Reflection.MethodBase key, System.Byte[]& value) [0x00000] in <filename unknown>:0
  at Harmony.GeneralExtensions.GetValueSafe[MethodBase,Byte[]] (System.Collections.Generic.Dictionary`2 dictionary, System.Reflection.MethodBase key) [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 transpiler) [0x00000] in <filename unknown>:0
  at CompVehicle.HarmonyCompVehicle..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__814 () [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__851()

Am I doing something wrong? I have absolutely no concept on modding, and I only have those mods on (Had one more, but took it off to try and figure out what was happening). If you need more info, just tell me what you need and I will try to get it.

Edit: Oh By the way, I only used the scenario "Crashland". I did nothing to change it.
Title: Re: [A17] Star Wars - A RimWorld Series (5/31/2017)
Post by: Canute on June 04, 2017, 10:47:23 AM
Do you use the latest Rimworld build (there was an update to 17b) and do you got the latest version of the mods ?
Title: Re: [A17] Star Wars - A RimWorld Series (5/31/2017)
Post by: Umbreon117 on June 04, 2017, 11:09:29 AM
I don't have 17B, though I have the latest version of the mods. Do I need 17b's update?
Title: Re: [A17] Star Wars - A RimWorld Series (5/31/2017)
Post by: Umbreon117 on June 04, 2017, 11:49:21 AM
Quote from: Canute on June 04, 2017, 10:47:23 AM
Do you use the latest Rimworld build (there was an update to 17b) and do you got the latest version of the mods ?
Well first off: Sorry for not quoting your post in my previous post. Still learning how the forum here works.

Second: Thanks for the help. Turned out I needed the pre-A17B uploads. When I grabbed the mods, I didn't look to see which versions they were.  :P

In other words, I have the problem fixed. Thanks again!
Title: Re: [A17] Star Wars - A RimWorld Series (5/31/2017)
Post by: pktongrimworld on June 04, 2017, 07:55:14 PM
latest build (17b) updated Jercel tools, The force mod crashs mod load.
Title: Re: [A17] Star Wars - A RimWorld Series (5/31/2017)
Post by: S1lverw0lf on June 05, 2017, 05:00:47 AM
Tried both on 1554 / 1557 game vers-s.
Mod is completely broken.
Logfile.
https://gist.github.com/HugsLibRecordKeeper/e27bfdba6677c80b1b19bb2ad05183fb
*sigh*
Title: Re: [A17] Star Wars - A RimWorld Series (5/31/2017)
Post by: XenGrimm on June 05, 2017, 08:47:26 AM
It looks like one of your mods isn't updated Silverwolf.

I had the same error message earlier today because one of my packages wasn't updated to some changes jecrell made last night.
Title: Re: [A17] Star Wars - A RimWorld Series (5/31/2017)
Post by: linkrag on June 05, 2017, 10:55:03 AM
Quote from: Umbreon117 on June 04, 2017, 10:26:25 AM
Um...Jedi Master/Knight/Padawan/whatever-you-are Jecrell? I has Problem...Okay I am breathless trying to say that ten times fast.

Anyway, I have HigsLib, JecsTools, Factions, Lightsabers, and Force mods activated in the order I listed them in. Every time i try to generate a map, I get this error message:

Exception from asynchronous event: System.TypeInitializationException: An exception was thrown by the type initializer for CompVehicle.HarmonyCompVehicle ---> System.ArgumentNullException: Argument cannot be null.
Parameter name: key
  at System.Collections.Generic.Dictionary`2[System.Reflection.MethodBase,System.Byte[]].TryGetValue (System.Reflection.MethodBase key, System.Byte[]& value) [0x00000] in <filename unknown>:0
  at Harmony.GeneralExtensions.GetValueSafe[MethodBase,Byte[]] (System.Collections.Generic.Dictionary`2 dictionary, System.Reflection.MethodBase key) [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 transpiler) [0x00000] in <filename unknown>:0
  at CompVehicle.HarmonyCompVehicle..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__814 () [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__851()

Am I doing something wrong? I have absolutely no concept on modding, and I only have those mods on (Had one more, but took it off to try and figure out what was happening). If you need more info, just tell me what you need and I will try to get it.

Edit: Oh By the way, I only used the scenario "Crashland". I did nothing to change it.

Same here..

@edit worked fine after game update...

Thanks!
Title: Re: [A17] Star Wars - A RimWorld Series (5/31/2017)
Post by: S1lverw0lf on June 05, 2017, 02:54:45 PM
didnt work for me though(

UPD: The main dl link is not up to date.
UPD2: worldgen crashes when creating a new world. No other mods except hugslib/prepare/jeckstools are not turned
https://gist.github.com/5ddefa8c4a8a1e36f014f0cc054bfe35

Title: Re: [A17] Star Wars - A RimWorld Series (6/6/2017)
Post by: jecrell on June 05, 2017, 03:28:33 PM
Quote from: S1lverw0lf on June 05, 2017, 02:54:45 PM
didnt work for me though(

UPD: The main dl link is not up to date.
UPD2: worldgen crashes when creating a new world. No other mods except hugslib/prepare/jeckstools are not turned
https://gist.github.com/5ddefa8c4a8a1e36f014f0cc054bfe35



I have to sleep. I'll get back to you tomorrow. Perhaps you could clean up your output log and give me something a bit cleaner? That thing is one of the largest I've ever seen. To clean it up, simply delete the file and then immediately try to get the error you mentioned about world generation issues. Thanks!
Title: Re: [A17] Star Wars - A RimWorld Series (6/6/2017)
Post by: jecrell on June 05, 2017, 03:29:37 PM
Pushed some updates for The Force and JecTools.

[2:49 AM] Jecrell: (A17) (#JecsTools) Resolved duplicate power issue.(edited)
[2:49 AM] Jecrell: (A17) (#TheForce) Resolved issues with powers not saving their cooldowns.
[3:19 AM] Jecrell: (A17) (#TheForce) Fixed issues with ForceChoke and ForceLightning not properly throwing burst shots.
[3:58 AM] Jecrell: (A17) (#TheForce) Adjusted Choke damages and hediffs. Pawns should now be downed for a short amount of time (suffocating) and then stand up again (coughing)
[4:12 AM] Jecrell: (A17) (#TheForce) Mechanoids no longer are chokable ((I mean, what if it's a car guys....))
Title: Re: [A17] Star Wars - A RimWorld Series (6/6/2017)
Post by: khearn on June 05, 2017, 08:13:15 PM
Quote from: jecrell on June 05, 2017, 03:29:37 PM
[4:12 AM] Jecrell: (A17) (#TheForce) Mechanoids no longer are chokable ((I mean, what if it's a car guys....))

My first car had a choke (https://en.wikipedia.org/wiki/Choke_valve).

You had to pull the knob out to start the engine when it was cold, and gradually push it back in as the engine warmed up.

;)
Title: Re: [A17] Star Wars - A RimWorld Series (6/6/2017)
Post by: jecrell on June 06, 2017, 08:02:41 AM
Fellows, I've updated the Factions mod to include actual war between the empire and rebellion.
Title: Re: [A17] Star Wars - A RimWorld Series (6/6/2017)
Post by: Arvkus on June 06, 2017, 12:46:55 PM
If my opinion matters:

1. From force sensitive to Jedi Consular (24 lvl, maxed all light side abilities) in 2 quadrums. I think that's way too fast, it should take 2 years.
2. Compare longsword, knife and lighsaber. Lightsaber is even longer than human body, it's too large.
3. When casting abilities, why caster must be 11 tiles away from target? Abilities like force defence or heal self could use melee animation (indicator).

Overall mod seems to be overpowered, but everything else is amazing, keep up the good work.
Title: Re: [A17] Star Wars - A RimWorld Series (6/6/2017)
Post by: homeworlder on June 06, 2017, 04:18:56 PM
Quote from: jecrell on June 05, 2017, 03:28:33 PM
Quote from: S1lverw0lf on June 05, 2017, 02:54:45 PM
didnt work for me though(

UPD: The main dl link is not up to date.
UPD2: worldgen crashes when creating a new world. No other mods except hugslib/prepare/jeckstools are not turned
https://gist.github.com/5ddefa8c4a8a1e36f014f0cc054bfe35



I have to sleep. I'll get back to you tomorrow. Perhaps you could clean up your output log and give me something a bit cleaner? That thing is one of the largest I've ever seen. To clean it up, simply delete the file and then immediately try to get the error you mentioned about world generation issues. Thanks!

looking forward to a fix! :)
Title: Re: [A17] Star Wars - A RimWorld Series (6/6/2017)
Post by: Magus_Nex on June 07, 2017, 10:32:16 PM
Im having an issue with JecTools.
It wont allow me to generate a world.
i have the lastest Version of the games and the mod. (Im not playing on steam)
and in the correct order.
im 99% sure it is from JecTools.
i have all mods off and i can generate a world and play, however once i turn on JecTools, the world Gen fails. It process for about 30 secs then falls back to the initial world gen page. no error message.
any ideas/tips to fix.
thanks
Title: Re: [A17] Star Wars - A RimWorld Series (6/6/2017)
Post by: jecrell on June 08, 2017, 05:22:17 AM
Quote from: Magus_Nex on June 07, 2017, 10:32:16 PM
Im having an issue with JecTools.
It wont allow me to generate a world.
i have the lastest Version of the games and the mod. (Im not playing on steam)
and in the correct order.
im 99% sure it is from JecTools.
i have all mods off and i can generate a world and play, however once i turn on JecTools, the world Gen fails. It process for about 30 secs then falls back to the initial world gen page. no error message.
any ideas/tips to fix.
thanks

We're aware of the issue.

I don't have access to the DRM-free version of the game to debug the issue currently. I'm asking some other folks to help out.

It will be a few more days.
Title: Re: [A17] Star Wars - A RimWorld Series (6/6/2017)
Post by: jecrell on June 10, 2017, 07:37:36 AM
Factions Update



Introducing Imperial Credits
(https://cdn.discordapp.com/attachments/304067815416266753/323062182235602944/ImperialCredits.png)


Imperial credits function as an optional way to bargain with The Galactic Empire.

Also added are three new Imperial traders:
Bulk Goods Provisioner
Combat Provisioner
Slaver


All of these three traders are very similar to standard traders, however, their prices are more expensive. Combat dealers for The Galactic Empire will not sell their apparel, however, they will sell blasters to interested parties. They will allow players to deal with Imperial credits as well as silver.

(https://images.discordapp.net/attachments/304067815416266753/323061246318477313/unknown.png?width=663&height=506)

Good luck to all of you in service of the Emperor.

Expect more updates regarding currency.... and... certain vehicles, soon.
Title: Re: [A17] Star Wars - A RimWorld Series (6/10/2017)
Post by: SNKcell on June 10, 2017, 08:15:57 AM
I dont know if it is a bug or not, the first time a caravan from the GE comes to my colony, they ask for the tax pay but when i refuse, all the soldiers turn red (enemy) and leave but the three muffalos that come with them, go ahead and attack me, i kill them easily and keep all the loot

is this normal behavior?
Title: Re: [A17] Star Wars - A RimWorld Series (6/10/2017)
Post by: jecrell on June 10, 2017, 09:16:01 AM
Quote from: SNKcell on June 10, 2017, 08:15:57 AM
I dont know if it is a bug or not, the first time a caravan from the GE comes to my colony, they ask for the tax pay but when i refuse, all the soldiers turn red (enemy) and leave but the three muffalos that come with them, go ahead and attack me, i kill them easily and keep all the loot

is this normal behavior?

It sounds hilarious, but no, clearly it is not intended behavior. Let me tweak some things.
Title: Re: [A17] Star Wars - A RimWorld Series (6/10/2017)
Post by: S1lverw0lf on June 10, 2017, 10:58:11 AM
New log , with all updates installed (No-Steam)
Doesnt create a new world.

https://gist.github.com/32221e0b01166fe01b496f299e47a390
Title: Re: [A17] Star Wars - A RimWorld Series (6/10/2017)
Post by: S1lverw0lf on June 10, 2017, 11:51:56 AM
So i think i should say 'farewell' to this mod, since it never works.
Didnt play rim waiting for a fix which is useless for like a week. Sad.
Title: Re: [A17] Star Wars - A RimWorld Series (6/10/2017)
Post by: Canute on June 10, 2017, 12:21:04 PM
Just download and installed them too.
Got same error like S1lverw0lf.
And i got another error when RW startsup.

RimWorld 0.17.1557 rev1146

Duplicate code-linked translation key: DeactivatedWarning in language English

Config error in SWFactions_ATATHull: no parts vulnerable to frostbite

Config error in PJ_ATST_Blaster: has a recipeMaker but no costList or costStuffCount.

Config error in PJ_ATAT_Blaster: has a recipeMaker but no costList or costStuffCount.

Config error in PJ_ATST_Blaster: has a recipeMaker but no costList or costStuffCount.

Config error in PJ_ATAT_Blaster: has a recipeMaker but no costList or costStuffCount.

Could not execute post-long-event action. Exception: System.TypeInitializationException: An exception was thrown by the type initializer for CompVehicle.HarmonyCompVehicle ---> System.ArgumentNullException: Argument cannot be null.
Parameter name: key
  at System.Collections.Generic.Dictionary`2[System.Reflection.MethodBase,System.Byte[]].TryGetValue (System.Reflection.MethodBase key, System.Byte[]& value) [0x00000] in <filename unknown>:0
  at Harmony.GeneralExtensions.GetValueSafe[MethodBase,Byte[]] (System.Collections.Generic.Dictionary`2 dictionary, System.Reflection.MethodBase key) [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 transpiler) [0x00000] in <filename unknown>:0
  at CompVehicle.HarmonyCompVehicle..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__80F () [0x00000] in <filename unknown>:0
at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0
Title: Re: [A17] Star Wars - A RimWorld Series (6/10/2017)
Post by: jecrell on June 10, 2017, 09:21:23 PM
Quote from: S1lverw0lf on June 10, 2017, 10:58:11 AM
New log , with all updates installed (No-Steam)
Doesnt create a new world.

https://gist.github.com/32221e0b01166fe01b496f299e47a390

Quote from: Canute on June 10, 2017, 12:21:04 PM
Just download and installed them too.
Got same error like S1lverw0lf.
And i got another error when RW startsup.

RimWorld 0.17.1557 rev1146

Duplicate code-linked translation key: DeactivatedWarning in language English

Config error in SWFactions_ATATHull: no parts vulnerable to frostbite

Config error in PJ_ATST_Blaster: has a recipeMaker but no costList or costStuffCount.

Config error in PJ_ATAT_Blaster: has a recipeMaker but no costList or costStuffCount.

Config error in PJ_ATST_Blaster: has a recipeMaker but no costList or costStuffCount.

Config error in PJ_ATAT_Blaster: has a recipeMaker but no costList or costStuffCount.

Could not execute post-long-event action. Exception: System.TypeInitializationException: An exception was thrown by the type initializer for CompVehicle.HarmonyCompVehicle ---> System.ArgumentNullException: Argument cannot be null.
Parameter name: key
  at System.Collections.Generic.Dictionary`2[System.Reflection.MethodBase,System.Byte[]].TryGetValue (System.Reflection.MethodBase key, System.Byte[]& value) [0x00000] in <filename unknown>:0
  at Harmony.GeneralExtensions.GetValueSafe[MethodBase,Byte[]] (System.Collections.Generic.Dictionary`2 dictionary, System.Reflection.MethodBase key) [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 transpiler) [0x00000] in <filename unknown>:0
  at CompVehicle.HarmonyCompVehicle..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__80F () [0x00000] in <filename unknown>:0
at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0


Get the latest JecsTools.
https://github.com/jecrell/JecsTools/releases

Thanks for the error reports, guys. If the newest JecsTools doesn't work, then that's really confusing. The DRM-free version of RimWorld uses a different "name" for a process we want to patch to prevent poison ships from dumping ATAT and ATSTs in your colonies. The reason why this isn't easily and quickly fixed is because I only have access to the Steam version of RimWorld.

The goal of these mods is to make you guys happy, sorry for any trouble!
Title: Re: [A17] Star Wars - A RimWorld Series (6/10/2017)
Post by: faltonico on June 10, 2017, 09:50:59 PM
Quote from: jecrell on June 10, 2017, 09:21:23 PM
The reason why this isn't easily and quickly fixed is because I only have access to the Steam version of RimWorld.
Would Tynan get mad at me if i send you a copy of my DRM free copy for you to test?
Title: Re: [A17] Star Wars - A RimWorld Series (6/10/2017)
Post by: ChaosChronicler on June 10, 2017, 10:00:00 PM
Quote from: faltonico on June 10, 2017, 09:50:59 PM
Quote from: jecrell on June 10, 2017, 09:21:23 PM
The reason why this isn't easily and quickly fixed is because I only have access to the Steam version of RimWorld.
Would Tynan get mad at me if i send you a copy of my DRM free copy for you to test?
I would imagine it wouldn't hurt to ask him about it considering that it would help jecrell with this mod.
Title: Re: [A17] Star Wars - A RimWorld Series (6/10/2017)
Post by: tgbps4 on June 10, 2017, 11:42:09 PM
Quote

Get the latest JecsTools.
https://github.com/jecrell/JecsTools/releases

Thanks for the error reports, guys. If the newest JecsTools doesn't work, then that's really confusing. The DRM-free version of RimWorld uses a different "name" for a process we want to patch to prevent poison ships from dumping ATAT and ATSTs in your colonies. The reason why this isn't easily and quickly fixed is because I only have access to the Steam version of RimWorld.

The goal of these mods is to make you guys happy, sorry for any trouble!

Hey I just tried it out, still doesn´t work. I tried every combination I could think of and it still isn´t working
Title: Re: [A17] Star Wars - A RimWorld Series (6/10/2017)
Post by: jecrell on June 11, 2017, 12:06:18 AM
Quote from: tgbps4 on June 10, 2017, 11:42:09 PM
Hey I just tried it out, still doesn´t work. I tried every combination I could think of and it still isn´t working

Okay dude. Here, have a modified version that removes that harmony patch. It re-enables the bug, but at least you can play.

Try this.

Download - JecsTools - Poison Crash Bug-Re-enabled (https://cdn.discordapp.com/attachments/304067727809576960/323310965590458368/JecsTools_-_Poison_Crash_Bug_Re-enabled.zip)

If that fails.
Try this.

Download - JecsTools - Poison crash & ancient danger Bugs-Re-enabled (https://cdn.discordapp.com/attachments/304067727809576960/323311325348364288/JecsTools_-_Poison_ship__ancient_site_bugs_re-enabled.zip)

Please turn on development mode and get ready to destroy bugged creatures.
Apologies again.

Quote from: faltonico on June 10, 2017, 09:50:59 PM
Would Tynan get mad at me if i send you a copy of my DRM free copy for you to test?

If you'd like to gift me a DRM-free version of RimWorld, please consider purchasing an extra copy for supporting the cause.

If THESE still don't work.
Update your DRM-free version of RimWorld to A17b if you haven't already.

Let me know about the results and thank you for your patience!
Title: Re: [A17] Star Wars - A RimWorld Series (6/10/2017)
Post by: tgbps4 on June 11, 2017, 02:42:17 AM
Quote

Okay dude. Here, have a modified version that removes that harmony patch. It re-enables the bug, but at least you can play.

Try this.

Download - JecsTools - Poison Crash Bug-Re-enabled (https://cdn.discordapp.com/attachments/304067727809576960/323310965590458368/JecsTools_-_Poison_Crash_Bug_Re-enabled.zip)

If that fails.
Try this.

Download - JecsTools - Poison crash & ancient danger Bugs-Re-enabled (https://cdn.discordapp.com/attachments/304067727809576960/323311325348364288/JecsTools_-_Poison_ship__ancient_site_bugs_re-enabled.zip)

Please turn on development mode and get ready to destroy bugged creatures.
Apologies again.


I realized that I may have sounded a lot harsher than I meant to. I´m sorry if I did, but thanks for the fix

P.S: I love the mod, keep doing what you´re doing
Title: Re: [A17] Star Wars - A RimWorld Series (6/10/2017)
Post by: Canute on June 11, 2017, 03:44:19 AM
QuoteIf THESE still don't work.
Update your DRM-free version of RimWorld to A17b if you haven't already.

Let me know about the results and thank you for your patience!

I tryed the latest Master and the both with the poison Crash.
Everyone give the 1. error on start and don't let me create a colony.
And btw. shouldn't you see at the error log what version we use ? :-)

Maybe ask tynan what is the different between the steam and DRM version that could cause the error.

If you need more testing, say so, i can even join discord for a while but i am on european timezone.



Title: Re: [A17] Star Wars - A RimWorld Series (6/10/2017)
Post by: faltonico on June 11, 2017, 04:21:31 AM
Quote from: jecrell on June 11, 2017, 12:06:18 AM
If you'd like to gift me a DRM-free version of RimWorld, please consider purchasing an extra copy for supporting the cause.
I will not go further with that idea, i'll not try to convince you either.
But you already own a copy of the game (well not really... steam owns it) it is not like you aren't playing it already, it would be like i'm lending it to you for you to test it, you would have to return it once you finish (or just delete it) ;p

I hope you could fix that issue, I really want to try it out!
Title: Re: [A17] Star Wars - A RimWorld Series (6/10/2017)
Post by: jecrell on June 14, 2017, 11:25:29 AM
Hey fellows, we're still figuring out what's not working for folks.
We think we've fixed the issue for DRM-free versions of the game.
Give this latest version of JecsTools a try, would you? Bless.

https://github.com/jecrell/JecsTools/archive/master.zip
Title: Re: [A17] Star Wars - A RimWorld Series (6/10/2017)
Post by: Canute on June 14, 2017, 02:00:11 PM
Gratulation !
No error on startup,
and world generation works too, tryed it 2 times.
30 min gameplay and no error.
Title: Re: [A17] Star Wars - A RimWorld Series (6/10/2017)
Post by: Canute on June 15, 2017, 01:22:46 PM
- I think the exp gain for Force is a bit to much. Should be lowred by 50-75%.

- I think pawn's shouldn't get Force XP from regular task. They should get a big exp gain from using their abilities. And small exp gain when they are meditate on the pads (should be forceable like the training items from Misc. mod). Meditate at the pad should move their alignment too.

- Choke is a bit to strong, not only stun the target, at adept/master it allways down the target for short while. Easy way to capture the target. The chance to down the target should be lowered.

- The tailoring bench got plenty of these noncraftable faction appearals.

- custom (sith) robes crafting is far to cheap, just 50 material, even a duster need 80. Not to speak about these very high stats compared to a duster.

Title: Re: [A17] Star Wars - A RimWorld Series (6/10/2017)
Post by: CoopTang on June 17, 2017, 12:37:22 PM
Is there a combatibility patch for Combat Extended?  I know some people say it works fine, but there's no bullet deflection.
Title: Re: [A17] Star Wars - A RimWorld Series (6/10/2017)
Post by: Sempius on June 20, 2017, 06:00:16 PM
Hello! I've been having the same issue as others before me: I cannot generate a world map.
My game is heavily modified though and I've yet to try disabling the others but I'm posting my output_log anyways (maybe it'll be useful, somehow!). Here it is: https://pastebin.com/TAPvTvNK

I'm using the latest JecTools (the one posted some commets above this).

Thanks for the great mod!
Title: Re: [A17] Star Wars - A RimWorld Series (6/10/2017)
Post by: gaultesian on June 22, 2017, 05:17:09 AM
Hi folks,

I was wondering if simple sidearms and the light saber mod has any conflicts? I read a few weeks ago that there was, and I just wanted to know if that is (a) been cleared up or (b) never was a conflict in the first place.

Cheers, and great work!
Gaultesian
Title: Re: [A17] Star Wars - A RimWorld Series (6/10/2017)
Post by: drlovesfurious on June 22, 2017, 07:29:08 AM
I have a few questions.
What is the difference in the zabrak race? Is it just a visual change?

Also, could someone tell me how I make something happen with a force sensitive user? How do I make their powers awaken?
Title: Re: [A17] Star Wars - A RimWorld Series (6/10/2017)
Post by: Canute on June 22, 2017, 08:14:49 AM
Just let a "force senstive" pawn work something, the power will awake after a while.
I started as orassan tribal with 5 force sensitive pawns, and all got their powers after a while.

Title: Re: [A17] Star Wars - A RimWorld Series (6/10/2017)
Post by: khearn on June 22, 2017, 12:38:19 PM
Quote from: gaultesian on June 22, 2017, 05:17:09 AM
Hi folks,

I was wondering if simple sidearms and the light saber mod has any conflicts? I read a few weeks ago that there was, and I just wanted to know if that is (a) been cleared up or (b) never was a conflict in the first place.

Cheers, and great work!
Gaultesian

I'm using simple sidearms and lightsabers, and not seeing any problems. I've got a jedi carrying both a lightsaber and a Heavy SMG with no noticeable problems. I have noticed that if I don't disarm his lightsaber before undrafting him, he still emits light from the lightsaber, even though he's not visibly carying it. But I don't know if that's an interaction with simple sidearms or not, and it doesn't seem to break anything. Drafting him and disarming the lightsaber fixee it.

drlovesfurious,

Doing tasks that gain the pawn experience will also give them force XP. Different tasks seem to translate to force XP at different rates. I've got two pawns that started as force sensitives. One has been doing research almost nonstop and is at force level 28, while the other has been doing mostly cooking and animal handling and is only at level 6. Some of that is explained by the time the second one spent walking to and from animals, while the first one hardly ever moved from his research bench. But that's not enough to explain the huge difference. Doing research seems to be a great way to level up your force sensitives.
Title: Re: [A17] Star Wars - A RimWorld Series (6/10/2017)
Post by: Canute on June 22, 2017, 01:22:15 PM
QuoteI have noticed that if I don't disarm his lightsaber before undrafting him, he still emits light from the lightsaber,
That happen when you just undraft with activate lightsaber too.
You see the glow and hear the sound.
Title: Re: [A17] Star Wars - A RimWorld Series (6/10/2017)
Post by: drlovesfurious on June 22, 2017, 02:10:08 PM
What is the difference between the zabrak race and the vanilla pawns?
Title: Re: [A17] Star Wars - A RimWorld Series (6/10/2017)
Post by: Canute on June 22, 2017, 03:07:48 PM
I have no clue didn't played them so far.
In the worst case they just got a different headtype.
And when jecrell got some good and evel moments they maybe got goodies.
Why you don't try them out ? Just create 5 zabrak force sensitive pawns and eliminate the rebels ! :-)
Title: Re: [A17] Star Wars - A RimWorld Series (6/10/2017)
Post by: jecrell on June 23, 2017, 09:38:43 PM
Quote from: drlovesfurious on June 22, 2017, 02:10:08 PM
What is the difference between the zabrak race and the vanilla pawns?

They have two hearts, and that's the primary difference. We considered increasing the likelihood of their "wild pawns" having higher force sensitive commonalities, but that hasn't come to fruition yet due to other priorities. =D
Title: Re: [A17] Star Wars - A RimWorld Series (6/10/2017)
Post by: Warforyou on June 23, 2017, 10:47:07 PM
Quote from: Canute on June 15, 2017, 01:22:46 PM
- I think the exp gain for Force is a bit to much. Should be lowred by 50-75%.

- I think pawn's shouldn't get Force XP from regular task. They should get a big exp gain from using their abilities. And small exp gain when they are meditate on the pads (should be forceable like the training items from Misc. mod). Meditate at the pad should move their alignment too.

- Choke is a bit to strong, not only stun the target, at adept/master it allways down the target for short while. Easy way to capture the target. The chance to down the target should be lowered.

- The tailoring bench got plenty of these noncraftable faction appearals.

- custom (sith) robes crafting is far to cheap, just 50 material, even a duster need 80. Not to speak about these very high stats compared to a duster.

I agree on this. Furthermore I think that all weapons from this mod should be revised and have their cost greatly increased (i.e. stormtroopers' weapons could require uranium and more components). And you should definetely add research prerequisites for all the craftable gear. I guess that stromtroopers weaponry could use charged shot as prerequisite or sth like that. Otherwise the mod and Power system are just great!
Title: Re: [A17] Star Wars - A RimWorld Series (6/10/2017)
Post by: Canute on June 25, 2017, 12:57:01 PM
I encounter a little problem.
Does the mediation pad's work and shift the aligment in the proper way ? I didn't notice any after some meditations.
One of my ex-sith lord used to much heal other,mind trick and went grey. Now he can't use any of the sith skills anymore because they are Master.
Title: Re: [A17] Star Wars - A RimWorld Series (6/10/2017)
Post by: mojavedreams on June 25, 2017, 05:18:34 PM
Guys is it normal for one jedi to get shot and killed by one guy with a rifle? they seem so weak its stopping me from playing atm. I wanted to build a temple in my colony just for jedi but they just die all the time and cant reflect hardly anything. I also have rimsenal mods but it seems no matter who they are facing they just die.

in my head i was thinking 1 jedi should be able to stop at least 10 people am i wrong?
Title: Re: [A17] Star Wars - A RimWorld Series (6/10/2017)
Post by: Warforyou on June 25, 2017, 06:58:24 PM
Try giving them personal shields and some training in melee.
Title: Re: [A17] Star Wars - A RimWorld Series (6/10/2017)
Post by: Canute on June 26, 2017, 03:12:37 AM
Quote from: mojavedreams on June 25, 2017, 05:18:34 PM
Guys is it normal for one jedi to get shot and killed by one guy with a rifle? they seem so weak its stopping me from playing atm. I wanted to build a temple in my colony just for jedi but they just die all the time and cant reflect hardly anything. I also have rimsenal mods but it seems no matter who they are facing they just die.

in my head i was thinking 1 jedi should be able to stop at least 10 people am i wrong?
I got Rimarsenal too. But when 10 people with weapons attack they put out many bullets, ofcourse some bullets still can hit the jedi. Not to speak about explosion weapons.
Ofcourse you need a lightsaber for the best deflect results. What deflection chance it is shown at the information "i" button.

You should train self heal and defence too. Defence generate a personal shield you can shoot out. Not to speak about the Ghost, a very strong distracting attacker (don't forget to click at him after the summon to activate his lightsaber).

Title: Re: [A17] Star Wars - A RimWorld Series (6/10/2017)
Post by: Hammerskyne on June 29, 2017, 02:05:56 AM
Quote from: Canute on June 26, 2017, 03:12:37 AM
I got Rimarsenal too. But when 10 people with weapons attack they put out many bullets, ofcourse some bullets still can hit the jedi. Not to speak about explosion weapons.
Of course you need a lightsaber for the best deflect results. What deflection chance it is shown at the information "i" button.

You should train self heal and defense too. Defense generate a personal shield you can shoot out. Not to speak about the Ghost, a very strong distracting attacker (don't forget to click at him after the summon to activate his lightsaber).

I started my colony with two force sensitives sans-lightsabers, and picked up another 5 jedi total over time (up to 16 total colonists) and all I can say is they're really, really not weak. The lightsaber deflection has a big problem with making the pawns stutter step and in extreme cases never actually get in range of anyone to attack them, and the tendency of my Jedi to reflect shots back at their allies makes supporting them a hassle, but I'm not joking when I say either of my two Sith masters can solo Glittertech commando raids. Maybe try leveling saber defense preferentially if your main problem is pawns taking shots?


Also, (and sorry if this isn't the right thread for this) I have a philosophical and a bit of a game design problem with the force powers/alignment system. From a GD perspective, locking out powers we've already learned if our alignment shifts too far sucks really hard, as it means a high level Sith who has maxed all his darkside powers, but heals and shields too many times in a particular battle, can totally screw himself and lock himself out of ever going darkside again. Added to that; from what I understand of the 'lore' of star wars, Grey Jedi should be able to use anything and everything. Hell, any Jedi should be able to cast whatever. Alignment needs to do something different; whether it's simply gating powers and more power to the player if they manage to get enough levels and work around it to have a Grey master of all, to my preferred solution of a sliding power or cooldown boost to powers on one side or the other dependent on current alignment.

Title: Re: [A17] Star Wars - A RimWorld Series (6/10/2017)
Post by: jecrell on June 29, 2017, 07:45:40 AM
Quote from: Canute on June 15, 2017, 01:22:46 PM
- I think the exp gain for Force is a bit to much. Should be lowred by 50-75%.
I can do that. We should also have a multiplier in the menu for other people who want even slower leveling.

Quote- I think pawn's shouldn't get Force XP from regular task. They should get a big exp gain from using their abilities. And small exp gain when they are meditate on the pads (should be forceable like the training items from Misc. mod). Meditate at the pad should move their alignment too.
We have plans in motion for moving it to separate objects to train force XP. Everyone agrees on this.

Quote- Choke is a bit to strong, not only stun the target, at adept/master it allways down the target for short while. Easy way to capture the target. The chance to down the target should be lowered.
Again, this is doable.

Quote- The tailoring bench got plenty of these noncraftable faction appearals.
We agree on having two benches. We're going to make a locked "imperial" bench for Imperial apparel, and a general extra workbench with Star Wars objects loaded in it to avoid overclustering the menus. Unless, you have another idea in mind?

Quote- custom (sith) robes crafting is far to cheap, just 50 material, even a duster need 80. Not to speak about these very high stats compared to a duster.
I'm talking it over with Xen.
Title: Re: [A17] Star Wars - A RimWorld Series (6/10/2017)
Post by: jecrell on June 29, 2017, 07:57:04 AM
Quote from: CoopTang on June 17, 2017, 12:37:22 PM
Is there a combatibility patch for Combat Extended?  I know some people say it works fine, but there's no bullet deflection.
There is not currently. If someone wants to make one, please let us know.
Title: Re: [A17] Star Wars - A RimWorld Series (6/10/2017)
Post by: jecrell on June 29, 2017, 08:23:33 AM
Quote from: Warforyou on June 23, 2017, 10:47:07 PM
Quote from: Canute on June 15, 2017, 01:22:46 PM
- I think the exp gain for Force is a bit to much. Should be lowred by 50-75%.

- I think pawn's shouldn't get Force XP from regular task. They should get a big exp gain from using their abilities. And small exp gain when they are meditate on the pads (should be forceable like the training items from Misc. mod). Meditate at the pad should move their alignment too.

- Choke is a bit to strong, not only stun the target, at adept/master it allways down the target for short while. Easy way to capture the target. The chance to down the target should be lowered.

- The tailoring bench got plenty of these noncraftable faction appearals.

- custom (sith) robes crafting is far to cheap, just 50 material, even a duster need 80. Not to speak about these very high stats compared to a duster.

I agree on this. Furthermore I think that all weapons from this mod should be revised and have their cost greatly increased (i.e. stormtroopers' weapons could require uranium and more components). And you should definetely add research prerequisites for all the craftable gear. I guess that stromtroopers weaponry could use charged shot as prerequisite or sth like that. Otherwise the mod and Power system are just great!

Alrighty. I'll look into it.
Title: Re: [A17] Star Wars - A RimWorld Series (6/10/2017)
Post by: SNKcell on June 29, 2017, 06:45:05 PM
Any plans to expand the powers of sith/jedi?

I always go full sith or jedi, no mix and most of the time a feel like there should effects of those powers besides power in normal work in the colony, buffs to mood and some types of work

It is possible to make a master-padawan relation? could be cool, jedi with multiple students and sith with the one master one student rule

Great mod!
Title: Re: [A17] Star Wars - A RimWorld Series (6/10/2017)
Post by: khearn on June 30, 2017, 12:33:23 AM
Quote from: SNKcell on June 29, 2017, 06:45:05 PM
Any plans to expand the powers of sith/jedi?

I always go full sith or jedi, no mix and most of the time a feel like there should effects of those powers besides power in normal work in the colony, buffs to mood and some types of work


The dark side can be very motivating.

Lester: "But there are manhunter boomrats out there!"
Darth Engie: "Boomrats do not concern me, Gatherer Lester, I want those berries!"

Title: Re: [A17] Star Wars - A RimWorld Series (6/10/2017)
Post by: Igams on July 01, 2017, 06:20:37 PM
Quote from: Canute on June 15, 2017, 01:22:46 PM
- I think the exp gain for Force is a bit to much. Should be lowred by 50-75%.

- I think pawn's shouldn't get Force XP from regular task. They should get a big exp gain from using their abilities. And small exp gain when they are meditate on the pads (should be forceable like the training items from Misc. mod). Meditate at the pad should move their alignment too.

- Choke is a bit to strong, not only stun the target, at adept/master it allways down the target for short while. Easy way to capture the target. The chance to down the target should be lowered.

- The tailoring bench got plenty of these noncraftable faction appearals.

- custom (sith) robes crafting is far to cheap, just 50 material, even a duster need 80. Not to speak about these very high stats compared to a duster.

I agree with everything here completely. This is my favorite mod but I think a lot of us feel it's too unbalanced right now.

I'd like to suggest that force sensitive traits should be rarer. Lore wise Force sensitivity occurred in only around 1% of the population. Now it doesn't need to be that rare but I think making it rarer would do a lot to address the balance of how powerful just a few Force users are, without having to actually weaken the Force users themselves. As it is right now I think they're way too common.

Basically, making force EXP rates much slower, Force sensitivity itself much rarer, and greatly increasing the price of the new items is the easiest way to balance out the mod. Personally I'd rather see these balancing issues addressed before new content is added.

This next part isn't as important but just something to think about for future versions. Lore wise Force users could use any Force power no matter if they were Light or Dark side and certain powers were just easier to use depending on the alignment of the Force user. You could instead handle this like the official Star Wars RPG games, where depending on your alignment Force powers cost more to use. For example, a Light side Force user can still use Force Lightning, but it costs 100% more Force energy than if a Dark side user used it. And vice versa for a Dark side Force user who uses Force Heal.

Anyways thanks for the great mod you guys!
Title: Re: [A17] Star Wars - A RimWorld Series (6/10/2017)
Post by: TA1980 on July 02, 2017, 09:37:48 AM
Dear Modteam,

is there a workaround to make the Forcestorm usable despite using Psychology?

Regards
Title: Re: [A17] Star Wars - A RimWorld Series (6/10/2017)
Post by: tpederson on July 02, 2017, 04:10:45 PM
I'm enjoying the mods so far, but I have some questions / suggestions

1.  Which experience types offer multipliers, and what are the rates?

2.  It would be nice to have the lightsabers deactivate when the pawn is unrecruited.

3.  On that note, the lightsaber sound (but not light) continues after a force ghost has despawned.  It would be nice if sound stopped on despawn.

4.  Lightsaber deflection stops a pawn in their tracks.  The deflection is really cool, but it definitely hampers my pawns' charging into battle.

5.  If you use a force power, but redirect a pawn before they can get into position, the force power gets used anyways.

6.  Force Heal Other seems to require a pawn to find a specific spot X number of tiles away from the pawn that they're healing.  More than once, that has caused one of my jedi to move into a line of fire, or  a group of hostiles.  Coupling that with them stopping to deflect (number 3 above), and the force power being used no matter what (number 5 above), that can be a pretty frustrating combo. 

None of these are game breakers, but they would be really nice to have fixed in the future. 
Title: Re: [A17] Star Wars - A RimWorld Series (6/10/2017)
Post by: jecrell on July 04, 2017, 12:57:12 PM
Quote from: TA1980 on July 02, 2017, 09:37:48 AM
Dear Modteam,

is there a workaround to make the Forcestorm usable despite using Psychology?

Regards

I just pushed an update to JecsTools that should fix the issue -- special thanks to the actual maker of Psychology to enable force storm again.
Title: Re: [A17] Star Wars - A RimWorld Series (7/5/2017)
Post by: jocan2003 on July 04, 2017, 10:02:12 PM
While i do know there is no proper support for CE, but after asking them the patch would need to come from your side. Do you think it would be possible to make a compatibility patch for those who wants to play with CE? At least for the light saber or something :(.

Im currently having a CE cannot find attack verb for riposte from pawn (insert my name)
CE failed to get attack verb for riposte from Pawn Loly
Verse.Log:Error(String)
CombatExtended.Verb_MeleeAttackCE:DoParry(Pawn, Thing, Boolean)
CombatExtended.Verb_MeleeAttackCE:TryCastShot()
Verse.Verb:TryCastNextBurstShot()
Verse.Verb:WarmupComplete()
Verse.Verb:TryStartCastOn_Patch1(Object, LocalTargetInfo, Boolean, Boolean)
RimWorld.Pawn_MeleeVerbs:TryMeleeAttack(Thing, Verb, Boolean)
Verse.AI.<MakeNewToils>c__Iterator1B5:<>m__771()
Verse.AI.<FollowAndMeleeAttack>c__AnonStorey4DE:<>m__7C5()
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [A17] Star Wars - A RimWorld Series (7/5/2017)
Post by: jecrell on July 04, 2017, 10:51:32 PM
(https://images.discordapp.net/attachments/328402092593119232/331983338275602432/Twi2.png)
Xen's Twi'Lek race is now available!
Title: Re: [A17] Star Wars - A RimWorld Series (7/5/2017)
Post by: rderasta on July 06, 2017, 12:51:15 AM
Made it worrkk, ohh yee! Tyvm my man..

1 little thing tho, the Twi'leks have no face ::)
Is it just me?
Title: Re: [A17] Star Wars - A RimWorld Series (7/5/2017)
Post by: XenGrimm on July 06, 2017, 08:58:20 PM
No face? Yikes. Sounds like you've got some mod conflicts or something going on!

Might just need to update the alien framework?
Title: Re: [A17] Star Wars - A RimWorld Series (7/5/2017)
Post by: AngleWyrm on July 07, 2017, 09:52:55 AM
Quote from: XenGrimm on July 06, 2017, 08:58:20 PM
Might just need to update the alien framework?

No mention of the Alien Framework mod in first post; is this a requirement?
Title: Re: [A17] Star Wars - A RimWorld Series (7/5/2017)
Post by: rderasta on July 07, 2017, 04:33:31 PM
Quote from: XenGrimm on July 06, 2017, 08:58:20 PM
No face? Yikes. Sounds like you've got some mod conflicts or something going on!

Might just need to update the alien framework?

Dont think so, i've just been downloading everything this past 2-3 days..

Is it possible that the Twi'leks are missing the face textures? I dl'ed it from github, and compared to Zabraks, they dont have a Face folder in the textures folder  ::)

Anyways.. who needs a face if your brain is gonna be in your hair (?

Quote from: AngleWyrm on July 07, 2017, 09:52:55 AM

No mention of the Alien Framework mod in first post; is this a requirement?

Yes, and you gotta load it after core, hugh libs, and jectools, i believe i got all that right? lol
Title: Re: [A17] Star Wars - A RimWorld Series (7/5/2017)
Post by: viperwasp on July 14, 2017, 02:53:45 AM
Well well well... What have I found here? Perhaps one of the best game mods ever? Yeah that sounds about accurate. I might even have to support the patreon sometime too. I am going to make a new Rimworld game and totally go for a full Starwars theme! This is way too awesome. Thanks.

I'm sorry to have to ask this but how do I craft the handle of the light saber? I know how the crystal is made but I have basically all my vanilla reseach completed and I can't find out what workshop has it? Thanks.
Title: Re: [A17] Star Wars - A RimWorld Series (7/5/2017)
Post by: viperwasp on July 19, 2017, 08:01:00 AM
By the way I found the answer to my own question. I had no idea that the component work bench was were I crafted most of the lightsaber stuff. That workbench is obsolete because I use other mod that help me get components. But it's cool now there is an actual use for the component work bench. 
Title: Re: [A17] Star Wars - A RimWorld Series (7/5/2017)
Post by: jecrell on July 20, 2017, 09:21:10 PM
Quote from: viperwasp on July 19, 2017, 08:01:00 AM
By the way I found the answer to my own question. I had no idea that the component work bench was were I crafted most of the lightsaber stuff. That workbench is obsolete because I use other mod that help me get components. But it's cool now there is an actual use for the component work bench.

We felt the same way about it! Glad you like the change.
Title: Re: [A17] Star Wars - A RimWorld Series (7/5/2017)
Post by: viperwasp on July 21, 2017, 02:03:05 AM
Most importantly the Component work bench is not super late game tech but it's late enough that it works for balance purposes. So yeah I do really like it. Thanks.
Title: Re: [A17] Star Wars - A RimWorld Series (7/5/2017)
Post by: rambo on July 21, 2017, 04:08:44 AM
is any one working on a CE patch for the light sabers
Title: Re: [A17] Star Wars - A RimWorld Series (7/5/2017)
Post by: PreDiabetic on July 22, 2017, 09:48:46 AM
For a long time I wondered why my jedis don't get exp. And I realised after visiting Steam workshop.
Known Mod Conflicts
Static Quality Plus -- Disables Force XP
:( is there way around this? Without disabling SQP?
Title: Re: [A17] Star Wars - A RimWorld Series (7/5/2017)
Post by: mrsebseb on July 23, 2017, 05:11:50 AM
Quote from: damngrl on July 22, 2017, 09:48:46 AM
For a long time I wondered why my jedis don't get exp. And I realised after visiting Steam workshop.
Known Mod Conflicts
Static Quality Plus -- Disables Force XP
:( is there way around this? Without disabling SQP?

Is this a recent thing, and I've missed an update (to either mod)?
I use both, and I've definitely gotten Force XP. A bit slow in my opinion, but XP nonetheless.
Might be load-order?
Title: Re: [A17] Star Wars - A RimWorld Series (7/5/2017)
Post by: Ledaren on July 30, 2017, 10:53:35 PM
Is there a way to prevent my pawn from walking away to maximum range before use Heal Other? It make this ability dangerous in combat
Title: Re: [A17] Star Wars - A RimWorld Series (7/5/2017)
Post by: Canute on July 31, 2017, 02:34:39 AM
Currently no.
You should move your healer first behind the target at range, before you start to use the ability, to prevent that the healer move closer to the enemies.
Title: Errors?
Post by: cheetah2003 on August 05, 2017, 01:24:28 AM
I keep getting this when I start my game.  I have Core, HugsLib, JecsTools, LightSabers, The Force, Factions (in that order)

I disabled all other mods.

Quote
RimWorld 0.17.1557 rev1153
XML error: <canMoveWithoutHandler>false</canMoveWithoutHandler> doesn't correspond to any field in type CompProperties_Vehicle.
XML error: <canFireWithoutHandler>false</canFireWithoutHandler> doesn't correspond to any field in type CompProperties_Vehicle.
XML error: <handlesMovement>true</handlesMovement> doesn't correspond to any field in type VehicleRole.
XML error: <handlesWeapons>true</handlesWeapons> doesn't correspond to any field in type VehicleRole.
XML error: <canMoveWithoutHandler>false</canMoveWithoutHandler> doesn't correspond to any field in type CompProperties_Vehicle.
XML error: <canFireWithoutHandler>false</canFireWithoutHandler> doesn't correspond to any field in type CompProperties_Vehicle.
XML error: <handlesMovement>true</handlesMovement> doesn't correspond to any field in type VehicleRole.
XML error: <handlesWeapons>true</handlesWeapons> doesn't correspond to any field in type VehicleRole.
Duplicate code-linked translation key: DeactivatedWarning in language English

Any ideas?  This mod looks cool.
Title: Re: [A17] Star Wars - A RimWorld Series (7/5/2017)
Post by: Ploum on August 13, 2017, 07:45:18 AM
Is it possible to improve the rank of force user ? For example going from Force Sensitive to Sith Master ?
Title: Re: [A17] Star Wars - A RimWorld Series (7/5/2017)
Post by: Jimbob_ on August 13, 2017, 07:51:01 AM
Quote from: Ploum on August 13, 2017, 07:45:18 AM
Is it possible to improve the rank of force user ? For example going from Force Sensitive to Sith Master ?

Yeah once they realise they become a jedi you can "enable developer tools" in settings and turn on "god mode" (its like the face type thing) and then go to the force tab where there will be buttons to increase/decrease alignment
Title: Re: [A17] Star Wars - A RimWorld Series (7/5/2017)
Post by: Canute on August 13, 2017, 08:47:37 AM
Quote from: Ploum on August 13, 2017, 07:45:18 AM
Is it possible to improve the rank of force user ? For example going from Force Sensitive to Sith Master ?
I think you mean the trait.
This happen automatical with the level and aligment of the user.
I started out a colony and gave all the Force sensitive trait.
And later they all was Sith or Jedi master.
Title: Re: [WIP] Star Wars - A RimWorld Series
Post by: Ploum on August 13, 2017, 10:23:43 AM
Greetings !

Another question :
Quote from: jecrell on April 30, 2017, 07:38:16 PM

In the last iteration of the mod, it was +120 points to your difficulty parameters per level of the force.

I'll shrink it down to +20. Let me know if there's a change.
I am interested to tweak this difficulty parameters, but I don't find where it is ?  :o
I looked into the Defs files of the force power mod and jecstools and didn't find anything labeled as such (or with a relevent "20" value)
I also looked in the help modding section of this forum, without any success  ???


A remark :
Quote from: stalenewport on May 02, 2017, 02:40:16 AM
As they level up in force skills, based on their "force alignment" the traits change from force sensitive to eventually master at level 9(?).

Thanks @ Canute, @ Jimbob_  :) , if i had research a little bit more the thread, I would have found the answer  :-[
Title: Re: [A17] Star Wars - A RimWorld Series (7/5/2017)
Post by: titanjones on August 25, 2017, 07:24:45 AM
Can somone post the DPS of the new weapons? thanks.
Title: Re: Errors?
Post by: Epson on August 30, 2017, 03:04:11 PM
Quote from: cheetah2003 on August 05, 2017, 01:24:28 AM
I keep getting this when I start my game.  I have Core, HugsLib, JecsTools, LightSabers, The Force, Factions (in that order)

I disabled all other mods.

Quote
RimWorld 0.17.1557 rev1153
XML error: <canMoveWithoutHandler>false</canMoveWithoutHandler> doesn't correspond to any field in type CompProperties_Vehicle.
XML error: <canFireWithoutHandler>false</canFireWithoutHandler> doesn't correspond to any field in type CompProperties_Vehicle.
XML error: <handlesMovement>true</handlesMovement> doesn't correspond to any field in type VehicleRole.
XML error: <handlesWeapons>true</handlesWeapons> doesn't correspond to any field in type VehicleRole.
XML error: <canMoveWithoutHandler>false</canMoveWithoutHandler> doesn't correspond to any field in type CompProperties_Vehicle.
XML error: <canFireWithoutHandler>false</canFireWithoutHandler> doesn't correspond to any field in type CompProperties_Vehicle.
XML error: <handlesMovement>true</handlesMovement> doesn't correspond to any field in type VehicleRole.
XML error: <handlesWeapons>true</handlesWeapons> doesn't correspond to any field in type VehicleRole.
Duplicate code-linked translation key: DeactivatedWarning in language English

Any ideas?  This mod looks cool.


Can confirm I am getting exactly the same errors, as well as an error whenever I use the Force Ghost. Granted I'm using a clusterfuck of other mods but they've all played nice with each other until now.

EDIT: With a full clean reinstall and nothing other than Hugs, JecSec & the Star Wars Mods I'm still receiving the same errors.
Title: Re: [A17] Star Wars - A RimWorld Series (7/5/2017)
Post by: IWannaChaos on September 04, 2017, 05:07:46 PM
Can you make lightsabers activate when drawn but the user is undrafted? (Like when hunting melee)
Title: Re: [A17] Star Wars - A RimWorld Series (7/5/2017)
Post by: KentCave on September 05, 2017, 05:33:04 AM
Just wanna say :
AlienRaces github link, got double https.
Hence will prevent many from acessing it.
Unless they know how to edit the url link manually.

btw
Great mod!
Star Trek theme soon?
Yeah, a Federation one is already out.
But..yours got Quality and Heart.
Enjoyable Patreon page.
Title: Re: [A17] Star Wars - A RimWorld Series (7/5/2017)
Post by: CookieWizard on September 06, 2017, 09:54:16 PM
But the real question; are there droids in this mod? If not; when can we expect droids?  ;)
Title: Re: [A17] Star Wars - A RimWorld Series (7/5/2017)
Post by: Kuroda117 on September 11, 2017, 12:55:26 AM
There is any patch for EOP, i like change some bodyparts loose in fights and surprise, i cant reemplace any part....poor twi'leks  :'(
Title: Re: [A17] Star Wars - A RimWorld Series (7/5/2017)
Post by: Moo on September 11, 2017, 11:57:19 AM
I'm sure this is a simple incompatibility, but I wanted to bring it to your attention. I'm using the Argonians mod, and if one becomes a force user their force points don't regenerate.
Title: Re: [A17] Star Wars - A RimWorld Series (7/5/2017)
Post by: Canute on September 11, 2017, 01:01:35 PM
Do you know you can regain force points with meditate at the pillows ?

Just a solution for the argonians.
Title: Re: [A17] Star Wars - A RimWorld Series (7/5/2017)
Post by: Moo on September 11, 2017, 06:12:52 PM
I did not! I'll give that a try, thanks!
Title: Re: [A17] Star Wars - A RimWorld Series (7/5/2017)
Post by: manasuke on September 19, 2017, 10:54:47 AM
I have 3 pawn with "force sensitive" trait but after about 3 quadrums and nothing happen. When do they awaken force??
Sr for my poor English.
Title: Re: [A17] Star Wars - A RimWorld Series (7/5/2017)
Post by: Canute on September 20, 2017, 03:45:29 AM
Normaly they awake during normal random work that give skill expierence.
Except they just did hauling and cleaning for 3 quadrums, then there is something wrong. Maybe a modconflict, do you use mods that change/add something to traits and/or skill gain/balancing.

Try to move the whole starwars mods at the top or at the end of the modlist and look if change something.
If that don't help at all, maybe visit jecrell at the discord channel, link at the 1. posting.

Title: Re: [A17] Star Wars - A RimWorld Series (7/5/2017)
Post by: XxArmandoRW on October 09, 2017, 08:49:00 AM
Im having an error:
Mod AlienRaces-master has incorrectly formatted target version 'Unknown'. For the current version, write: <targetVersion>0.17.1557</targetVersion>
Verse.Log:Error(String)
Verse.Log:ErrorOnce(String, Int32)
Verse.ModMetaData:Init()
Verse.ModMetaData:.ctor(String)
Verse.ModLister:RebuildModList()
Verse.ModLister:.cctor()
Verse.<>c__Iterator211:MoveNext()
Verse.<>c__Iterator211:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(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()

Mod Star-Wars---Fully-Functional-Lightsabers_5-31-17 has incorrectly formatted target version 'Unknown'. For the current version, write: <targetVersion>0.17.1557</targetVersion>
Verse.Log:Error(String)
Verse.Log:ErrorOnce(String, Int32)
Verse.ModMetaData:Init()
Verse.ModMetaData:.ctor(String)
Verse.ModLister:RebuildModList()
Verse.ModLister:.cctor()
Verse.<>c__Iterator211:MoveNext()
Verse.<>c__Iterator211:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(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()

Mod Star-Wars---The-Force_-_6-13-17 has incorrectly formatted target version 'Unknown'. For the current version, write: <targetVersion>0.17.1557</targetVersion>
Verse.Log:Error(String)
Verse.Log:ErrorOnce(String, Int32)
Verse.ModMetaData:Init()
Verse.ModMetaData:.ctor(String)
Verse.ModLister:RebuildModList()
Verse.ModLister:.cctor()
Verse.<>c__Iterator211:MoveNext()
Verse.<>c__Iterator211:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(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()

Mod TwilekRace-master has incorrectly formatted target version 'Unknown'. For the current version, write: <targetVersion>0.17.1557</targetVersion>
Verse.Log:Error(String)
Verse.Log:ErrorOnce(String, Int32)
Verse.ModMetaData:Init()
Verse.ModMetaData:.ctor(String)
Verse.ModLister:RebuildModList()
Verse.ModLister:.cctor()
Verse.<>c__Iterator211:MoveNext()
Verse.<>c__Iterator211:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(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()

Mod ZabrakA17-master has incorrectly formatted target version 'Unknown'. For the current version, write: <targetVersion>0.17.1557</targetVersion>
Verse.Log:Error(String)
Verse.Log:ErrorOnce(String, Int32)
Verse.ModMetaData:Init()
Verse.ModMetaData:.ctor(String)
Verse.ModLister:RebuildModList()
Verse.ModLister:.cctor()
Verse.<>c__Iterator211:MoveNext()
Verse.<>c__Iterator211:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(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()

XML error: <canMoveWithoutHandler>false</canMoveWithoutHandler> doesn't correspond to any field in type CompProperties_Vehicle.
Verse.Log:Error(String)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlToObject:ListFromXml(XmlNode)
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.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__Iterator226: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()

XML error: <canFireWithoutHandler>false</canFireWithoutHandler> doesn't correspond to any field in type CompProperties_Vehicle.
Verse.Log:Error(String)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlToObject:ListFromXml(XmlNode)
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.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__Iterator226: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()

XML error: <handlesMovement>true</handlesMovement> doesn't correspond to any field in type VehicleRole.
Verse.Log:Error(String)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlToObject:ListFromXml(XmlNode)
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.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlToObject:ListFromXml(XmlNode)
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.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__Iterator226: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()

XML error: <handlesWeapons>true</handlesWeapons> doesn't correspond to any field in type VehicleRole.
Verse.Log:Error(String)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlToObject:ListFromXml(XmlNode)
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.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlToObject:ListFromXml(XmlNode)
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.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__Iterator226: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()

XML error: <canMoveWithoutHandler>false</canMoveWithoutHandler> doesn't correspond to any field in type CompProperties_Vehicle.
Verse.Log:Error(String)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlToObject:ListFromXml(XmlNode)
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.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__Iterator226: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()

XML error: <canFireWithoutHandler>false</canFireWithoutHandler> doesn't correspond to any field in type CompProperties_Vehicle.
Verse.Log:Error(String)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlToObject:ListFromXml(XmlNode)
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.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__Iterator226: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()

XML error: <handlesMovement>true</handlesMovement> doesn't correspond to any field in type VehicleRole.
Verse.Log:Error(String)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlToObject:ListFromXml(XmlNode)
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.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlToObject:ListFromXml(XmlNode)
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.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__Iterator226: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()

XML error: <handlesWeapons>true</handlesWeapons> doesn't correspond to any field in type VehicleRole.
Verse.Log:Error(String)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlToObject:ListFromXml(XmlNode)
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.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlToObject:ListFromXml(XmlNode)
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.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__Iterator226: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()

Maybe you can look into this cause maybe its just my laptop... THANKS!
i've always wanted to play this mod
Title: Re: [A17] Star Wars - A RimWorld Series (7/5/2017)
Post by: Canute on October 09, 2017, 09:06:55 AM
Maybe you can look at your mods if you unzip/copied them correct.
Looks like you haven't them install/copied them correct.
Title: Re: [A17] Star Wars - A RimWorld Series (7/5/2017)
Post by: tonsrd on October 09, 2017, 09:35:31 AM
also make sure jectools is loaded 1st or 2nd after "core"

rest of starwars can be lower / bottom 

( I have hugslib and then jecstool after core )
Title: Re: [A17] Star Wars - A RimWorld Series (7/5/2017)
Post by: asquirrel on October 16, 2017, 03:55:23 PM
Running latest SW factions with jecstools.  Jecstools is right after Hugslib.  SW factions at bottom of my load order.  I get this error:
XML error: <canMoveWithoutHandler>false</canMoveWithoutHandler> doesn't correspond to any field in type CompProperties_Vehicle.
Verse.Log:Error(String)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlToObject:ListFromXml(XmlNode)
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.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__Iterator226: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()
Title: Re: [A17] Star Wars - A RimWorld Series (7/5/2017)
Post by: moustik_2002 on October 18, 2017, 03:54:10 PM
Quote from: Kuroda117 on September 11, 2017, 12:55:26 AM
There is any patch for EOP, i like change some bodyparts loose in fights and surprise, i cant reemplace any part....poor twi'leks  :'(

I'm very interested too about this patch if it exists somewhere
Title: Re: [A17] Star Wars - A RimWorld Series (10/20/2017)
Post by: jecrell on October 19, 2017, 12:19:01 PM
Star Wars - The Force - 10-20-17 - Force Powers Updated

1.17.5.0
Updated for AI profile capabilities (not yet implemented) and new PawnAbility (from JecsTools)
support.
Improved cooldown tracking.
Title: Re: [A17] Star Wars - A RimWorld Series (10/20/2017)
Post by: TastyCookies on October 19, 2017, 01:55:52 PM
Thanks for the update release but unfortunately this caused my character to no longer be able to use the force powers. The force tab shows that I have unlocked it but I can not use them when I am drafted. I still have the traits however and no errors appear in the log relating to your mod.

Edit: I managed to fix it by using dev mode and resetting all the points. Anyone else who has this problem, dev mode should fix it.

Edit 2: Nevermind, the problem came back once you reload the game. Is it safe to revert to the old update?
Title: Re: [A17] Star Wars - A RimWorld Series (10/20/2017)
Post by: jecrell on October 19, 2017, 09:03:38 PM
Quote from: TastyCookies on October 19, 2017, 01:55:52 PM
Thanks for the update release but unfortunately this caused my character to no longer be able to use the force powers. The force tab shows that I have unlocked it but I can not use them when I am drafted. I still have the traits however and no errors appear in the log relating to your mod.

Edit: I managed to fix it by using dev mode and resetting all the points. Anyone else who has this problem, dev mode should fix it.

Edit 2: Nevermind, the problem came back once you reload the game. Is it safe to revert to the old update?

I just updated the Steam version a little while ago. Please resubscribe to it. I'm just now updating the github and Patreon versions.

If errors persist, revert to the last version of JecsTools and Star Wars The Force and see if that helps.
Title: Re: [A17] Star Wars - A RimWorld Series (10/20/2017)
Post by: TastyCookies on October 20, 2017, 06:22:06 AM
Thanks for the quick response jecrell, I'll get back to you once I have a chance test it.
Title: Re: [A17] Star Wars - A RimWorld Series (10/20/2017)
Post by: blaxblade on October 25, 2017, 06:45:43 AM
The new patch freeze my old save, and i can't generate new world without crash
:(
Title: Re: [A17] Star Wars - A RimWorld Series (10/20/2017)
Post by: madmario on October 25, 2017, 05:16:31 PM
This mod is so awesome! Tons of fun.

Hey, is there a way to tell the imperials to shove off? I caved at the start because I was like, uh take whatever you want guys.  You have laser guns.  But now I want them to shove it.  I suppose I can just kill their pawns instead.

Also, I'm not sure I'm actually being taxed.  Am I?  I don't get taxation messages.
Title: Re: [A17] Star Wars - A RimWorld Series (10/20/2017)
Post by: jecrell on October 26, 2017, 04:44:36 AM
Quote from: madmario on October 25, 2017, 05:16:31 PM
This mod is so awesome! Tons of fun.

Hey, is there a way to tell the imperials to shove off? I caved at the start because I was like, uh take whatever you want guys.  You have laser guns.  But now I want them to shove it.  I suppose I can just kill their pawns instead.

Also, I'm not sure I'm actually being taxed.  Am I?  I don't get taxation messages.

I'm glad you're enjoying it my good man. Taxation messages occur only once per year, so they would be easy to miss.
Quote from: blaxblade on October 25, 2017, 06:45:43 AM
The new patch freeze my old save, and i can't generate new world without crash
:(

Fellow RimWorlder, please do send a log along so we can see what happened. If you join our Discord channel, we could also help you with save-related issues and maybe fix the save.
Title: Re: [A17] Star Wars - A RimWorld Series (10/20/2017)
Post by: TastyCookies on October 26, 2017, 07:11:51 AM
Hey Jecrell

I'm not sure if you saw my report on Steam but sorry if I should've posted it here. I am still getting the same results after the update even though I have resubbed both mods. Two other reports have the same results as I do on Steam.
Title: Re: [A17] Star Wars - A RimWorld Series (10/20/2017)
Post by: DiamondBorne on October 26, 2017, 07:31:49 AM
Call of Cthulhu - Elder Things (or its EPOE) now gives an error something about ET_BG_04 after i updated Jecstools and the new Star Wars - Force mod.
Title: Re: [A17] Star Wars - A RimWorld Series (10/20/2017)
Post by: Dobroslaw on October 28, 2017, 03:41:38 PM
Hello,

any chance to make it compatybile with Combat Extended?
Title: Re: [A17] Star Wars - A RimWorld Series (10/20/2017)
Post by: Lennbolt7 on November 09, 2017, 11:24:37 PM
I'm having an issue regarding the ability to upgrade force users. The debug log didn't give me much, so here's what I did to go alongside it. Hope this helps.

Started up the game after installing vampires, gave a vampire the force sensitive trait, then leveled them up. Lightsaber abilities and force pool could be upgraded, but force powers did not even appear. When I tried to open the debug log a dark shadow appeared where it should have been. That was fixed when exiting the force menu. The same thing happened when attempting this with a non vampire pawn.

Here's what the debug log gave me.
---------------------------------------------------------------------
Exception filling tab ProjectJedi.ITab_Pawn_Force: System.NullReferenceException: Object reference not set to an instance of an object
  at ProjectJedi.ForcePower.get_Icon () [0x00000] in <filename unknown>:0
  at ProjectJedi.ForceCardUtility.PowersGUIHandler (Rect inRect, ProjectJedi.CompForceUser compForce, System.Collections.Generic.List`1 forcePowers, UnityEngine.Texture2D pointTexture) [0x00000] in <filename unknown>:0
  at ProjectJedi.ForceCardUtility.DrawForceCard (Rect rect, Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at ProjectJedi.ITab_Pawn_Force.FillTab () [0x00000] in <filename unknown>:0
  at Verse.InspectTabBase+<DoTabGUI>c__AnonStorey44F.<>m__65A () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.Log:ErrorOnce(String, Int32)
Verse.<DoTabGUI>c__AnonStorey44F:<>m__65A()
Verse.ImmediateWindow:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey2C4:<>m__1B1(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)

Edit: I'm also getting this red error thrown at me when trying to use call of cuthulu psionics.

Exception ticking Steel: System.NullReferenceException: Object reference not set to an instance of an object
  at AbilityUser.CompAbilityUser.AddAbilityInternal (AbilityUser.AbilityDef abilityDef, System.Collections.Generic.List`1& thelist, Boolean activenow, Single savedTicks) [0x00000] in <filename unknown>:0
  at AbilityUser.CompAbilityUser.AddPawnAbility (AbilityUser.AbilityDef abilityDef, Boolean activenow, Single savedTicks) [0x00000] in <filename unknown>:0
  at CultOfCthulhu.CompPsionicUser.PostInitializeTick () [0x00000] in <filename unknown>:0
  at CultOfCthulhu.CompPsionicUser.CompTick () [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.Tick () [0x00000] in <filename unknown>:0
  at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [A17] Star Wars - A RimWorld Series (10/20/2017)
Post by: EligibleFoot on November 18, 2017, 12:43:46 AM
Hi, I've been trying out your A18 updates you have posted on github and I am having trouble with the force powers and the force tab disappearing when I reload into my colony. I am on 18.1722. I've tested only using hugslib, jectools, the force, and lightsabers in that order and get the same result each time.

Here is the error I get :
Config error in PJ_MeleeWeapon_ForceGladius: PJ_MeleeWeapon_ForceGladius has destroyOnDrop but not menuHidden.
Verse.Log:Warning(String)
Verse.DefDatabase`1:ErrorCheckAllDefs()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()





Title: Re: [A17] Star Wars - A RimWorld Series (10/20/2017)
Post by: ColtSub on November 28, 2017, 02:55:38 PM
I've apearently found a bug at the world generation stage, in the mod - Star Wars - The Force A18 , that when you try to select any spot on the world map it dosent show the biome information and there isnt any selection mark on the spot selected which means i cant create a colony on a custum spot , although clicking the 'select random site' button works as intended and lets you continue.

Was using 100+ mods when the error occurred , i stripped them all and tried with just the essentials

Loaded mods:
Core
HugsLib[4.0.1]
JecsTools
Star Wars - The Force A18
ModSwitch

Output Log:  https://gist.github.com/HugsLibRecordKeeper/0bca32586b245f954cf7ce1d0404469b
Title: Re: [A17] Star Wars - A RimWorld Series (10/20/2017)
Post by: notabot on December 07, 2017, 05:55:19 PM
Noticed an oddity with one of my force users - a Sith with maxed dark side powers and force pool plus full bionic upgrades (EPOE versions) rips off heads with Force Choke and nearly always one-shots any humanoid raiders she hits if she uses lightning or storm. However, if I equip a lightsaber (poor quality plasteel with a silver crystal) her choke and storm never kill, only single-target lightning seems to retain its power.

Using Simple Sidearms I can switch her to unarmed to lay waste with force powers, then switch to the lightsaber if I feel like using that afterward. Really weird dynamic though, probably not intended?

Equipping a blaster never seemed to have that effect, FWIW. Haven't tested much else since I only just noticed it.
Title: Re: [A17] Star Wars - A RimWorld Series (10/20/2017)
Post by: Canute on December 08, 2017, 03:18:10 AM
I notice at my last star wars colony,
lightsaber can't alter the skill strenghts, depend on the crystal.
In combination with the awful quality it is very possible that are less effectiv.
But you could use these feature too. Special choke at lower strenght can be used to down raiders for a short while, that allow you to capture them.
Title: Re: [A17] Star Wars - A RimWorld Series (10/20/2017)
Post by: linkrag on December 19, 2017, 08:41:14 AM
Hello! I would like to say i love ur mod.

It will be update to B18? Please xD

Thanks! Good Job!
Title: Re: [A17] Star Wars - A RimWorld Series (10/20/2017)
Post by: MCreeper on December 19, 2017, 03:07:04 PM
It was already updated, on github.
Title: Re: [A17] Star Wars - A RimWorld Series (10/20/2017)
Post by: Canute on December 19, 2017, 04:54:25 PM
Pssssttt, don't tell a steam user about github ! :-)
Title: Re: [A17] Star Wars - A RimWorld Series (10/20/2017)
Post by: notabot on December 29, 2017, 10:52:13 PM
Love the mod! I get a lot of yellow errors though, and I think some things are broken. Haven't seen an ATST/ATAT or anything like that in any of my games so far, for example.

Quote
Config error in SWFactions_WalkerThing: surgery bed requirement mismatch; flesh-type Mechanoid is False, recipe SWFactions_RepairsATST is True
Verse.Log:Warning(String)
Verse.DefDatabase`1:ErrorCheckAllDefs()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Config error in SWFactions_ATATThing: surgery bed requirement mismatch; flesh-type Mechanoid is False, recipe SWFactions_RepairsATAT is True
Verse.Log:Warning(String)
Verse.DefDatabase`1:ErrorCheckAllDefs()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Config error in SWFactions_SpeederThing: surgery bed requirement mismatch; flesh-type Mechanoid is False, recipe SWFactions_RepairsSpeeder is True
Verse.Log:Warning(String)
Verse.DefDatabase`1:ErrorCheckAllDefs()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Config error in PJ_MeleeWeapon_ForceGladius: PJ_MeleeWeapon_ForceGladius has destroyOnDrop but not menuHidden.
Verse.Log:Warning(String)
Verse.DefDatabase`1:ErrorCheckAllDefs()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Config error in PJ_RebVillager: Cheapest weapon with one of my weaponTags costs 1285 but weaponMoney min is 225, so could end up weaponless.
Verse.Log:Warning(String)
Verse.DefDatabase`1:ErrorCheckAllDefs()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Config error in PJ_RebCouncilman: Cheapest weapon with one of my weaponTags costs 1285 but weaponMoney min is 225, so could end up weaponless.
Verse.Log:Warning(String)
Verse.DefDatabase`1:ErrorCheckAllDefs()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Config error in PJ_RebTrader: Cheapest weapon with one of my weaponTags costs 1285 but weaponMoney min is 225, so could end up weaponless.
Verse.Log:Warning(String)
Verse.DefDatabase`1:ErrorCheckAllDefs()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Config error in SWFactions_WalkerThing: surgery bed requirement mismatch; flesh-type Mechanoid is False, recipe SWFactions_RepairsATST is True
Verse.Log:Warning(String)
Verse.DefDatabase`1:ErrorCheckAllDefs()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Config error in SWFactions_ATATThing: surgery bed requirement mismatch; flesh-type Mechanoid is False, recipe SWFactions_RepairsATAT is True
Verse.Log:Warning(String)
Verse.DefDatabase`1:ErrorCheckAllDefs()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Config error in SWFactions_SpeederThing: surgery bed requirement mismatch; flesh-type Mechanoid is False, recipe SWFactions_RepairsSpeeder is True
Verse.Log:Warning(String)
Verse.DefDatabase`1:ErrorCheckAllDefs()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Config error in PJ_MeleeWeapon_ForceGladius: PJ_MeleeWeapon_ForceGladius has destroyOnDrop but not menuHidden.
Verse.Log:Warning(String)
Verse.DefDatabase`1:ErrorCheckAllDefs()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
Title: Re: [A17] Star Wars - A RimWorld Series (10/20/2017)
Post by: Canaris on December 30, 2017, 10:46:10 AM
*Annoying cunt mode on* Is that massive fps drop whenever i have lightsaber activated is a feature or bug ? *annoying cunt mode off*

On serious note : yeah, i get massive drop when i activate sabers.
One saber activated on speed 1 brings down my fps from 60 to 14-15 ....
Title: Re: [A17] Star Wars - A RimWorld Series (10/20/2017)
Post by: Umbreon117 on December 30, 2017, 10:53:32 AM
Quote from: Canaris on December 30, 2017, 10:46:10 AM
*Annoying cunt mode on* Is that massive fps drop whenever i have lightsaber activated is a feature or bug ? *annoying cunt mode off*

On serious note : yeah, i get massive drop when i activate sabers.
One saber activated on speed 1 brings down my fps from 60 to 14-15 ....
The Force is too strong for this one.
Title: Re: [A17] Star Wars - A RimWorld Series (10/20/2017)
Post by: Gegorri on January 10, 2018, 10:31:45 AM
I have a question about this mod... is there a way to craft ligthsabers? I just can't figure out how...
Title: Re: [A17] Star Wars - A RimWorld Series (10/20/2017)
Post by: Canute on January 10, 2018, 10:41:36 AM
At first, you should try the Mod HelpPal, mosttimes with this mod you can answer these question ingame.

So far i remember at the A17 version you could craft them at the Componet Assembly bench.
Title: Re: [A17] Star Wars - A RimWorld Series (10/20/2017)
Post by: Edixo on January 11, 2018, 09:26:32 AM
I can't seem to unload crystals from lightsabers - the function simply doesn't work.

Using B18 version, by the way.
Title: Re: [A17] Star Wars - A RimWorld Series (10/20/2017)
Post by: notabot on January 11, 2018, 11:36:32 AM
Quote from: Edixo on January 11, 2018, 09:26:32 AM
I can't seem to unload crystals from lightsabers - the function simply doesn't work.

Using B18 version, by the way.

Most likely a conflict - loading and unloading crystals works fine for me on the B18 version, at least on the lightsabers I've tried. Have not tested all of them.
Title: Re: [A17] Star Wars - A RimWorld Series (10/20/2017)
Post by: Edixo on January 13, 2018, 12:19:00 AM
Frustrating bug that I'm fairly certain is from this mod. Using healing powers on a colonist resets their social interactions in a weird way. I had two lovers where I used the power on one of them, and after that the guy I used it on wasn't recognized by his lover as her lover. Very weird. Using the B18 version.
Title: Re: [A17] Star Wars - A RimWorld Series (10/20/2017)
Post by: Harry_Dicks on January 13, 2018, 03:11:40 AM
Quote from: Edixo on January 13, 2018, 12:19:00 AM
Frustrating bug that I'm fairly certain is from this mod. Using healing powers on a colonist resets their social interactions in a weird way. I had two lovers where I used the power on one of them, and after that the guy I used it on wasn't recognized by his lover as her lover. Very weird. Using the B18 version.

"This is not the love you're looking for," they probably were thinking, "now is the perfect time to dump their lazy ass, and I can blame it on something else!"
Title: Re: [A17] Star Wars - A RimWorld Series (10/20/2017)
Post by: Ksajimato on January 25, 2018, 10:25:21 AM
Quote from: Canaris on December 30, 2017, 10:46:10 AM
*Annoying cunt mode on* Is that massive fps drop whenever i have lightsaber activated is a feature or bug ? *annoying cunt mode off*

On serious note : yeah, i get massive drop when i activate sabers.
One saber activated on speed 1 brings down my fps from 60 to 14-15 ....

Have same problem, saw on steam people with this problem too, one person suggested disabling saber glow in source, and then recompiling it.
Upd
From steam comments, saw someone saying about conflict with dubs skylights mod, tried disabling it, fps is not dropping anymore :)
Title: Re: [A17] Star Wars - A RimWorld Series (10/20/2017)
Post by: GrimTrigger on January 26, 2018, 04:55:26 PM
https://ludeon.com/forums/index.php?topic=38785.0
Title: Re: [A17] Star Wars - A RimWorld Series (10/20/2017)
Post by: Onasaki on March 13, 2018, 11:28:28 PM
Is this no longer updated on this thread? I keep getting weird version errors for the lightsaber mod... I have many sads because of this.

Even though the Github links state it's for 18B. They get all borky and weird. Does anyone have an updated version?
Title: Re: [A17] Star Wars - A RimWorld Series (10/20/2017)
Post by: Harry_Dicks on March 13, 2018, 11:31:25 PM
https://github.com/jecrell/Star-Wars---Fully-Functional-Lightsabers/archive/master.zip
Title: Re: [A17] Star Wars - A RimWorld Series (10/20/2017)
Post by: Onasaki on March 14, 2018, 05:21:50 PM
Thanks!
Title: Re: [A17] Star Wars - A RimWorld Series (10/20/2017)
Post by: Thangunis on March 17, 2018, 03:24:20 PM
Hi guys,
I am just starting with RimWorld an a friend of mine got me hooked on the Star Wars mod. Since I am new to the game the weapons stats don't make it easy for me to understand the weapons quickly. Can someone maybe hint me into a guide of the different blaster weapons or maybe give me a quick overview about them?
Title: Re: [A17] Star Wars - A RimWorld Series (10/20/2017)
Post by: Harry_Dicks on March 17, 2018, 08:03:03 PM
Quote from: Thangunis on March 17, 2018, 03:24:20 PM
Since I am new to the game the weapons stats don't make it easy for me to understand the weapons quickly.
I am confident this will change in 1.0. I don't have the immediate answers for you, but I just wanted to say that ::)
Title: Re: [A17] Star Wars - A RimWorld Series (10/20/2017)
Post by: mistrowl on March 18, 2018, 04:15:25 PM
So, I've encountered what may be a bug, but also may not.. version b18, if it matters... I don't know if b18 is officially supported, but it has worked just fine up until now.

Way back when I started the colony, I agreed to pay taxes to the Empire to avoid trouble. More fool I, as many years later, Empire tax collectors showed up and silver started disappearing from my storage, presumably taken by these same tax collectors. "Okay, that sounds about right", I thought, but after reconsidering for a second I decided to break my ties with the empire and killed all the tax collectors. I was still out all my silver (literally... they took ALL of my silver in the course of a single minute.. more than 20 grand), and now at war with the Empire, but I figured I could recover my losses eventually.

Problem now is, *any* time GE pawns are on the map, in any capacity, silver just disappears out of my storage and there's nothing I can do about it. Even if it's just a single prisoner and all his friends are dead. Apparently they can just "beam" it out whenever a GE pawn is present, for all time? Is this working as intended?

"This deal is getting worse all the time.. "
Title: Re: [A17] Star Wars - A RimWorld Series (10/20/2017)
Post by: Komurin on March 29, 2018, 02:21:44 PM
Hey,
I've got a problem, that my Pawns that are Force sensitive aren't advancing or getting any Force-XP..

I tried creating a new Pawn over the Dev Menu and giving it any Jedi or Sith trait, but the Force isn't adnvancing either for them.

I am using B18 and below I will attach my used mods. I tried a new install of Rimworld and only the Star Wars mods, but they didn't want to get any Force-XP either.

Thank you for the awesome work and the effort you put in! :D


Mods:
<gameVersion>0.18.1722 rev1246</gameVersion>
      <modIds>
         <li>Core</li>
         <li>HugsLib</li>
         <li>JecsTools-master</li>
         <li>Rimworld_ModSyncNinja</li>
         <li>ModCheck-1.6</li>
         <li>AlienRaces-master</li>
         <li>AdvancedAnimalFramework</li>
         <li>AlienRacePregnancy V1.0</li>
         <li>Star-Wars---The-Force-master</li>
         <li>RimworldoftheApes V3.0</li>
         <li>RimworldoftheApes V3.0 Pregnancy AddOn</li>
         <li>ArchitectSense</li>
         <li>Titanium+</li>
         <li>ExpandedProsthetics&amp;OrganEngineering</li>
         <li>A_Dog_Said-B18.2</li>
         <li>Fences And Floors</li>
         <li>GeneticRim-b18-2.405</li>
         <li>TMagic</li>
         <li>GlitterTech</li>
         <li>ExpandedWoodworking</li>
         <li>Vegetable Garden</li>
         <li>AllowTool</li>
         <li>Androids</li>
         <li>AnimalsLogic</li>
         <li>AnimalTab</li>
         <li>BetterPawnControl</li>
         <li>BirdsAndBees</li>
         <li>anomlian</li>
         <li>Apparello</li>
         <li>Blueprints</li>
         <li>Call-of-Cthulhu---Cosmic Horrors</li>
         <li>Call-of-Cthulhu---Elder-Things</li>
         <li>Call-of-Cthulhu---Factions</li>
         <li>Call-of-Cthulhu---Cults-(1.18.0.1 - Yellow Robes)(02-10-2018)</li>
         <li>Call-of-Cthulhu---Industrial-Age</li>
         <li>Call-of-Cthulhu---Straitjackets</li>
         <li>Carbon</li>
         <li>Chemical_plant</li>
         <li>DeepRim</li>
         <li>DESurgeries</li>
         <li>TwilekRace-master</li>
         <li>Domian</li>
         <li>Doors-Expanded</li>
         <li>FinishTheDamnThing B18v1</li>
         <li>GeneticRimCosmicHorrorsPatch-2.01</li>
         <li>Hospitality</li>
         <li>LighterThanFast-master</li>
         <li>MechanoidsExtraordinaire_b18</li>
         <li>Miniaturisation-0.18.0</li>
         <li>ZabrakA17-master</li>
         <li>Megafauna_b18</li>
         <li>Miscellaneous_Core</li>
         <li>Miscellaneous_Incidents</li>
         <li>Miscellaneous_MapGenerator</li>
         <li>Miscellaneous_MapGenerator Urban</li>
         <li>Miscellaneous_MapGenerator_FactionBase</li>
         <li>Miscellaneous_Objects</li>
         <li>Miscellaneous_Robots</li>
         <li>Miscellaneous_TrainingFacility</li>
         <li>Miscellaneous_WeaponRepair</li>
         <li>Miscellaneous_MAI</li>
         <li>Rim-of-Madness---Vampires</li>
         <li>Rim-of-Madness---Werewolves</li>
         <li>Rimsenal</li>
         <li>Rimsenal_Federation</li>
         <li>Rimsenal_Feral</li>
         <li>Rimsenal_Hair</li>
         <li>Rimsenal_Security</li>
         <li>Rimsenal_Storyteller</li>
         <li>Rimsenal_Vanilla</li>
         <li>Robots_PlusPlus_Misc_Robots_Xtension</li>
         <li>Robots_PlusPlus_T5</li>
         <li>SafelyHiddenAway - Release</li>
         <li>SimpleSidearms-1.2.5</li>
         <li>TechnologyBlueprints</li>
         <li>WildAnimalSex 2.2</li>
         <li>TilledSoil</li>
         <li>WorkTab</li>
         <li>StackMerger</li>
         <li>RF - Fertile Fields</li>
         <li>RF - Smooth Stone Walls</li>
         <li>StuffedFloors</li>
         <li>StuffedVents18_0</li>
         <li>T-MiscStuff</li>
         <li>T-MoreBedsVanilla</li>
         <li>T-MoreFloors</li>
         <li>VGP CoffeeTeaDrugs</li>
         <li>VGP_Garden_Drinks</li>
         <li>VGP_Garden_Gourmet</li>
         <li>VGP_Medicine</li>
         <li>VGP_More Veggies</li>
         <li>VGP_Tools</li>
         <li>Room Food - Release</li>
         <li>VGP_Trees_Flowers</li>
         <li>ExpandedWoodworkingVGP</li>
         <li>Snap Out</li>
         <li>RT_SolarFlareShield-B18-1.2.2</li>
         <li>RT_Fuse-B18-1.1.1</li>
         <li>Extended-Turrets</li>
         <li>ArmoryEnhanced</li>
         <li>ImprovedWorkbenches</li>
         <li>VanillaFriendlyBatteryExpansion</li>
         <li>AlphaAnimals-0.18</li>
         <li>SmartMedicine - Release</li>
         <li>static_quality_plus_B18</li>
         <li>SunTzu-RaiderTactics-0.18.0.1</li>
         <li>RunandHide</li>
         <li>PostArmorDamage</li>
         <li>PlantCuttingIsForGrowers</li>
         <li>Penguin-0.18.0.1</li>
         <li>Orbital-Trade-Transponder-0.18.0.3</li>
         <li>Megatherium-0.18.0.1</li>
         <li>JernfalkStandaloneHorses</li>
         <li>Firefoam-Belt-B18-1.2.1</li>
         <li>Elemental-Boomalopes-B18</li>
         <li>Climate-Cycle--0.18.0.4</li>
         <li>ElectricFence</li>
         <li>Star-Wars---Fully-Functional-Lightsabers-master</li>
         <li>Star-Wars---Factions-master</li>
         <li>ED-Embrasures</li>
         <li>ED-TurretControl</li>
         <li>ED-ShieldsBasic</li>
         <li>ED-SafeTraps</li>
         <li>ED-ReverseCycleCooler</li>
         <li>ED-LaserDrill</li>
         <li>ED-EnhancedOptions</li>
         <li>Dubs Bad Hygiene</li>
         <li>Toolmetrics-Reorganized-0.18.0.1</li>
         <li>sd_bridges-b18-1.1.1</li>
         <li>sd_adv_powergen-b18-1.0.2</li>
         <li>Right-Tool-for-the-Job-Rebalanced-0.18.1.3</li>
         <li>Make-Early-Components-0.18.1.0</li>
         <li>Treated Cloth</li>
         <li>RimFridge</li>
         <li>ResearchTree</li>
         <li>EdBPrepareCarefully</li>
Title: Re: [A17] Star Wars - A RimWorld Series (10/20/2017)
Post by: zizard on May 05, 2018, 06:50:30 PM
Interesting mod, but balance is bad even by mod standards. Custom jedi robes have 93% base armour and can be made with any material. In factions, uniforms obsolete most vanilla clothing and materials since they only use cloth and steel and have 30% armour. Deflection is absurd. Why is the base chance 99%? Also needs to drain force power or something. To fuel this, could add a battle meditation skill that passively restores force power for a few hours. Also the blades are too long, should be about the size of a longsword.
Title: Re: [A17] Star Wars - A RimWorld Series (10/20/2017)
Post by: Canute on May 06, 2018, 03:48:19 AM
You don't even need clothes, if you got some Sith with your.
Just use the Sith ability to turn someone into berserk, and the raider fight themself.
Title: Re: [A17] Star Wars - A RimWorld Series (10/20/2017)
Post by: tonsrd on May 09, 2018, 11:33:00 AM
Quote from: Canute on May 06, 2018, 03:48:19 AM
You don't even need clothes, if you got some Sith with your.
Just use the Sith ability to turn someone into berserk, and the raider fight themself.

Just get any jedi/gray/sith with a lightsabar and there gods on the battle field dodging / deflecting all incoming fire.

The heal ability is a weird mechanic where a pawn will move x squares from target sometimes losing "Line Of Sight" this I dislike, why carnt he heal where hes standing not wonder off in a random direction fs.

1 jwdi vs 250 clone storm troops gues who wins...
:edit spelling
Title: Re: [A17] Star Wars - A RimWorld Series (10/20/2017)
Post by: Canute on May 10, 2018, 04:14:37 AM
Yep, the healing is bad, Rim of Magic solve the skill use much better.
But the force mod didn't got any love for a long time, maybe he will overhaul it for the release version.

But since you know about this behavior you should position your "healer" manualy safety behind the target before you start the ability, so he don't run in the wrong direction to use this ability.
Title: Re: [A17] Star Wars - A RimWorld Series (10/20/2017)
Post by: tonsrd on May 10, 2018, 08:37:40 AM
true, but he still sometimes wonders into raid ignore me,

boss idea = sith/jedi/grey lightsaber attacks ur base
Title: Re: [A17] Star Wars - A RimWorld Series (10/20/2017)
Post by: david1867 on May 10, 2018, 09:18:03 AM
Quote from: Canute on May 10, 2018, 04:14:37 AM
Yep, the healing is bad, Rim of Magic solve the skill use much better.
But the force mod didn't got any love for a long time, maybe he will overhaul it for the release version.

But since you know about this behavior you should position your "healer" manualy safety behind the target before you start the ability, so he don't run in the wrong direction to use this ability.
Title: Re: [A17] Star Wars - A RimWorld Series (10/20/2017)
Post by: YCFCj on June 28, 2018, 11:07:05 AM
Hi,
Are there plans to update this for B18?
Title: Re: [A17] Star Wars - A RimWorld Series (10/20/2017)
Post by: Canute on June 28, 2018, 12:38:13 PM
I think you lost your chance.
He allready update to 1.0 and don't left a B18 release at the archive.
Title: Re: [A17] Star Wars - A RimWorld Series (10/20/2017)
Post by: tonsrd on June 28, 2018, 10:36:49 PM
Quote from: YCFCj on June 28, 2018, 11:07:05 AM
Hi,
Are there plans to update this for B18?

git hub branchs for each version

SW-Lightsabers18 (https://github.com/jecrell/Star-Wars---Fully-Functional-Lightsabers/tree/A18)

https://github.com/jecrell/Star-Wars---The-Force/tree/A18]SW-force18 (//http://)

SW-factions-master  (https://github.com/jecrell/Star-Wars---Factions)

Title: Re: [A17] Star Wars - A RimWorld Series (10/20/2017)
Post by: Walkaboutout on July 14, 2018, 11:27:52 AM
Just a note that in the current 1.x test versions, the current test version for the three star wars mods, lightsabers, factions, and the force, pawns can't attack.

They end up in a "standing" status rather than firing their weapons when hunting, or when they are drafted and told to attack, etc.
Title: Re: [A17] Star Wars - A RimWorld Series (10/20/2017)
Post by: Walkaboutout on July 17, 2018, 01:12:48 AM
With the latest release, the above mentioned issue of colonists just "standing" instead of fighting has been resolved :D.

With that said, there's another issue or two I've noticed. The first one is the more major.

Insulation on the clothes that come with this series of mods is wrong. Vanilla clothes have a heat and cold insulation value which is, in both cases, a positive number. Cold insulation on the Star Wars clothing is a negative number, rather than a positive number. That means that, for example, jedi robes make the comfortable temperature for a pawn something ridiculous, like 95F - 150F. Putting them on results in hypothermia on a moderate or low temperature map. Bad for your own pawns of course, and also results in trade caravans from the new factions often entering the map, and leaving quickly because of "dangerous temperatures" that aren't actually real.

The other, smaller issue, is a typo in the name of the DLT-19 Heavy BLaster Rifle. Note the capital L in "blaster".

There are also game launch errors being thrown, mostly Lightsaber related I THINK, but am not sure. Anyways, that's what I've seen so far. Thanks for a great series of mods!
Title: Re: [A17] Star Wars - A RimWorld Series (10/20/2017)
Post by: Walkaboutout on July 26, 2018, 05:16:20 PM
Just an FYI (I know, I just keep posting right?) this trio of mods (I don't mean the alien races ones, as I don't have those installed), is broke with 1974-75 again. Enough so that it straight culls out pawns with force powers when you load a save game, lol. Also, can't seem to generate a world properly either (probably mostly Factions related, though I donno).

Anyways, to clarify, Lightsabers, Factions, and The Force are currently broke. JecsTools seems to be newly updated and working though.

So, just an FYI for those who are wondering. Jec has been pretty good about making passes on these mods to bring them up to the rapid fire updates of the vanilla game though. Thanks Jec for all the work :D
Title: Re: [A17] Star Wars - A RimWorld Series (10/20/2017)
Post by: jecrell on September 14, 2018, 04:14:51 PM

Star Wars - The Force
(https://raw.githubusercontent.com/jecrell/Star-Wars---The-Force/master/About/Preview.png)


Star Wars - The Force
Version: B19.643
Updated: 09-15-2018
Description: Characters can now cast force powers in melee range without fleeing to get into ranged positions.


Download now on...
Patreon (https://www.patreon.com/posts/star-wars-story-21078993)
GitHub (https://github.com/jecrell/Star-Wars---The-Force)
Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=918226861)
Discuss the mod on...
Discord (https://discord.gg/aDjWBBk)
Ludeon (https://ludeon.com/forums/index.php?topic=31647.0)
Title: Re: [B19] Star Wars - A RimWorld Series (9/15/2018)
Post by: jecrell on September 22, 2018, 04:49:05 AM
Star Wars - Fully Functional Lightsabers
(https://raw.githubusercontent.com/jecrell/Star-Wars---Fully-Functional-Lightsabers/master/About/Preview.png)


Star Wars - Fully Functional Lightsabers
Version: 1.19.0.2
Updated: 09-22-2018
Description: Fix by Xen for the red crystal crafting issue


Download now on...
Patreon (https://www.patreon.com/posts/star-wars-series-21078854)
GitHub (https://github.com/jecrell/Star-Wars---Fully-Functional-Lightsabers)
Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=918200645)
Discuss the mod on...
Discord (https://discord.gg/aDjWBBk)
Ludeon (https://ludeon.com/forums/index.php?topic=31647.0)
Title: Re: [B22] Star Wars - A RimWorld Series (9/22/2018)
Post by: jecrell on September 22, 2018, 05:03:28 AM

Star Wars - The Force
(https://raw.githubusercontent.com/jecrell/Star-Wars---The-Force/master/About/Preview.png)


Star Wars - The Force
Version: 1.19.0.2
Updated: 09-22-2018
Description: New stat factors set properly by Xen.


Download now on...
Patreon (https://www.patreon.com/posts/star-wars-story-21078993)
GitHub (https://github.com/jecrell/Star-Wars---The-Force)
Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=918226861)
Discuss the mod on...
Discord (https://discord.gg/aDjWBBk)
Ludeon (https://ludeon.com/forums/index.php?topic=31647.0)
Title: Re: [B22] Star Wars - A RimWorld Series (9/22/2018)
Post by: jecrell on September 22, 2018, 05:04:22 AM

Star Wars - Factions
(https://raw.githubusercontent.com/jecrell/Star-Wars---Factions/master/About/Preview.png)


Star Wars - Factions
Version: 1.19.0.2
Updated: 09-22-2018
Description: Fixes various problems with how temperature is handled in B19.


Download now on...
Patreon (https://www.patreon.com/EmpireXen/overview)
GitHub (https://github.com/jecrell/Star-Wars---Factions)
Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=918227266)
Discuss the mod on...
Discord (https://discord.gg/aDjWBBk)
Ludeon (https://ludeon.com/forums/index.php?topic=31647.0)
Title: Re: [B19] Star Wars - A RimWorld Series (9/22/2018)
Post by: mrbekirr on October 15, 2018, 02:42:48 PM
hello sir, i do love your mod a lot.
but there is a hard situation.
your mod is not working propably good with "Side Arms" mod. the lightsaber doesnt works systematicly. Could u do something about it.
and another thing i want is, could u make colonist use their forge powers automatickly on their own? like healing colonist, with a mental break using their dark side powers. against our colonist. wow. what a chaos! :D
Title: Re: [A17] Star Wars - A RimWorld Series (10/20/2017)
Post by: Kyuukin on October 16, 2018, 06:58:40 AM
Quote from: Komurin on March 29, 2018, 02:21:44 PM
Hey,
I've got a problem, that my Pawns that are Force sensitive aren't advancing or getting any Force-XP..

I tried creating a new Pawn over the Dev Menu and giving it any Jedi or Sith trait, but the Force isn't adnvancing either for them.

I am using B18 and below I will attach my used mods. I tried a new install of Rimworld and only the Star Wars mods, but they didn't want to get any Force-XP either.

Thank you for the awesome work and the effort you put in! :D

From my testing it's the androids mod(or at least one of them, you have a much bigger list of mods than mine). I only enabled this one alongside with force and lightsabers (along with requirements) and my pawns stopped gaining Force XP. I hope that at some point this will get fixed.
Title: Re: [B19] Star Wars - A RimWorld Series (9/22/2018)
Post by: YCFCj on October 28, 2018, 07:22:51 AM
Is this now updated for 1.0?
Seems to no longer be red on the mod menu?

Also does it need a new save?

thanks
Title: Re: [B19] Star Wars - A RimWorld Series (9/22/2018)
Post by: bash23 on November 01, 2018, 12:07:02 AM
Hi, what am I suppose to do with Ultima pearls?
Title: Re: [B19] Star Wars - A RimWorld Series (9/22/2018)
Post by: viperwasp on November 01, 2018, 12:59:44 AM
Quote from: bash23 on November 01, 2018, 12:07:02 AM
Hi, what am I suppose to do with Ultima pearls?

If I am not mistaken they go into light sabers! Same as the other crystals and stuff. In fact I may be wrong but I think the Ultima Pearl is pretty powerful as a lightsaber crystal.
Title: Re: [B19] Star Wars - A RimWorld Series (9/22/2018)
Post by: TheLunatic889 on January 02, 2019, 12:29:23 AM
I'd like to echo YCFCj, is this updated for 1.0? I looked at the Humanoid Alien Mod but it seems like it's an incomplete release...
Title: Re: [B19] Star Wars - A RimWorld Series (9/22/2018)
Post by: Canute on January 02, 2019, 03:12:27 AM
Github say
Star-Wars---Fully-Functional-Lightsabers Star Wars - Fully Functional Lightsabers - RimWorld1.0Release.
Title: Re: [B19] Star Wars - A RimWorld Series (9/22/2018)
Post by: TheLunatic889 on January 02, 2019, 06:39:38 AM
Yeah, I just grabbed the Faction, Lightsaber and Force.
It seems the Race Mod isn't really updated yet though. Still, look forward to some star war-sy shenanigans!

Edit:
I just tried to install them... Lightsaber and Faction is not updated from what the Modlist says
https://i.gyazo.com/56e765eca71e1c0a397710fda7af78ee.png
Force works though!