B19 versions of my main mods
DROPBOX (https://www.dropbox.com/sh/zn9f6q7zatfk80y/AAAqKT8xI7gK11TDJodwGNDNa?dl=0)
Thanks for the updates! ;D
I'm seeing some minor error messages when RIMKea loads:
Could not resolve cross-reference: No Verse.RulePackDef named ArtName_Furniture found to give to RimWorld.CompProperties_Art RimWorld.CompProperties_Art
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.WantedRefForObject:TryResolve(FailMode) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlCrossRefLoader.cs:49)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlCrossRefLoader.cs:270)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:143)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:58)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)
Could not resolve cross-reference: No Verse.RulePackDef named ArtName_Sculpture found to give to RimWorld.CompProperties_Art RimWorld.CompProperties_Art
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.WantedRefForObject:TryResolve(FailMode) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlCrossRefLoader.cs:49)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlCrossRefLoader.cs:270)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:143)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:58)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)
It looks like ArtName_Furniture and ArtName_Sculpture should now be NamerArtFurniture and NamerArtSculpture.
Quote from: madd_mugsy on June 18, 2018, 11:19:03 AM
Thanks for the updates! ;D
I'm seeing some minor error messages when RIMKea loads:
Could not resolve cross-reference: No Verse.RulePackDef named ArtName_Furniture found to give to RimWorld.CompProperties_Art RimWorld.CompProperties_Art
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.WantedRefForObject:TryResolve(FailMode) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlCrossRefLoader.cs:49)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlCrossRefLoader.cs:270)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:143)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:58)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)
Could not resolve cross-reference: No Verse.RulePackDef named ArtName_Sculpture found to give to RimWorld.CompProperties_Art RimWorld.CompProperties_Art
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.WantedRefForObject:TryResolve(FailMode) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlCrossRefLoader.cs:49)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlCrossRefLoader.cs:270)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:143)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:58)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)
It looks like ArtName_Furniture and ArtName_Sculpture should now be NamerArtFurniture and NamerArtSculpture.
yeah I just saw the game update earlier today...I'll try to fix it ASAP
should be fixed now, pls remove rimkea folder and redownload
Great! Thank you!
Got another one for you, this time in fashionRimsta:
The heavy fur coat's insulation value is -49.5C; the game makes it so that pawns end up freezing while wearing it in 20C weather.
I guess they flipped the way insulation values work in new release?
Quote from: madd_mugsy on June 18, 2018, 03:22:30 PM
Great! Thank you!
Got another one for you, this time in fashionRimsta:
The heavy fur coat's insulation value is -49.5C; the game makes it so that pawns end up freezing while wearing it in 20C weather.
I guess they flipped the way insulation values work in new release?
theres indeed big changes to cold/heat/armor multipliers on apparel...damn thats gonna take a while I have to try to balance this stuff again -.-
I think I might have fixed the temps now..please redownload again. and thank you for catching the errors, its much appreciated!
Error with brewing speed since the last update.
Could not resolve cross-reference: No RimWorld.StatDef named BrewingSpeed found to give to RimWorld.StatModifier (null stat)
UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogError(Object)
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:68)
Verse.WantedRefForObject:TryResolve(FailMode) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlCrossRefLoader.cs:49)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlCrossRefLoader.cs:270)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:143)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:58)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)
Quote from: NovaCameron on June 22, 2018, 04:37:55 PM
Error with brewing speed since the last update.
Could not resolve cross-reference: No RimWorld.StatDef named BrewingSpeed found to give to RimWorld.StatModifier (null stat)
UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogError(Object)
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:68)
Verse.WantedRefForObject:TryResolve(FailMode) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlCrossRefLoader.cs:49)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlCrossRefLoader.cs:270)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:143)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:58)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)
llooks like brewing speed was removed as a stat, fixed it in fashionrimsta, please reload and thanks for noticing. (i had no time to test the fix ingame so dont hesitate to report further errors)
Did you fix the GourIMET 1.0, Brewing Speed errors?
[attachment deleted due to age]
Quote from: Straypixelgames on June 22, 2018, 07:48:01 PM
Did you fix the GourIMET 1.0, Brewing Speed errors?
oiii
no i totlly forgot about that one lol. gimme a few minutes xD
gourimet should be fixed now too pls reload. if anyone is interested brewing speed seems to be replaced by drugcookingspeed in recipes now.
A Dog Said
BIG CHANGE TO HOW ARTIFICIAL PARTS WORK!
Since the fact that one particular part adds the same amount of damage to every animal (this only affects prosthetic legs, bionic legs and jaws anyway) has always bothered me a bit, but not enough to clutter the mod with different sizes, I decided to change how bionics and prosthetics work.
Partly bc of body size, but mostly considering just logic I changed which animal can get what parts.
Parts are divided into 3 categories.
Now this does not completely balance the damage of bionics, (I just cannot do that bc the damage is tied to the part, not the animal), but it does make it a tad less rediculous considering squirrel armies and the like.
Injury Healing is not affected by this and can be used on every animal.Category 1: peglegs, simple jaws, noses and tails (where applicable)Alphabeaver
Boomrat
Capybara
Cassowary
Chicken
Chinchilla
Cobra
Deer
Emu
Gazelle
Hare
Hare Snow
Ibex
Iguana
Megascarab
Raccoon
Rat
Squirrel
Tortoise
TurkeyCategory 2: category 1 + simple prosthetics, ears/eyes/organs
Boomalope
Caribou
Cat
Cow
Elk
Fox Fennec
Fox Arctic
Fox Red
Monkey
Ostrich
Pig
Spelopede
Wild Boar
Yorkie
Category 3: categories 1+2 + bionics, powerclawsBear Grizzly
Alpaca
Bear Polar
Cougar
Dromedary
Elphant
Husky
Labrador
Lynx
Megasloth
Megaspider
Muffalo
Panther
Rhino
Thrumbo
Warg
Wolf Arctic
Wolf TimberPlease delete your old ADS folder before installing this one, and download from main post link
I bet many people don't like this.
They can't install bionic legs at their favoured packmounts anymore.
I realy would overthink your choise.
If you just want reduce the damage an animal do, lower the damage done from Bionic legs from 20 to 5. So animals with 4 or more legs are less dangerous.
Leg's are mosttimes for defence, while jaw , claw's and head (Ibex) are the main attach weapons.
Quote from: Canute on June 25, 2018, 03:06:28 AM
I bet many people don't like this.
They can't install bionic legs at their favoured packmounts anymore.
I realy would overthink your choise.
If you just want reduce the damage an animal do, lower the damage done from Bionic legs from 20 to 5. So animals with 4 or more legs are less dangerous.
Leg's are mosttimes for defence, while jaw , claw's and head (Ibex) are the main attach weapons.
thanks for the feedback. But I do not think that I will change it back to how it was. The benefit of not having small critters be overpowered is enough of a tradeoff. (if i just reduce the damage...it also reduces it on big and powerful animals which would make them rather pointless)
However I will probably add the Pack Animals to those that can receive bionics, you made a good point.
Regarding what you said about claws and legs...the damage of a natural animal with claws is tied to the claws which are tied to the paws, which are tied to the legs(front legs) but since artificial parts replace that whole group, the damage can only be tied to the "leg". It was always like that and I cannot change it unless I add seperate parts for claws and paws etc. which I obviously cannot. About headattacktool, since it never gets replaced by ADS parts anyway nothing gets changed by me with that damage.
Typical damage types by animals are bites (by jaws), scratches (by legs, or the claws attached to them or hooves) and blunt damage by headbutts/ headattack tools like antlers and horns.
My damage numbers only pertain to artificial (prosthetic or bionic) legs, and jaws...any other parts have no damage attached to them.
The numbers are a median of corresponding damage numbers from natural parts. those numbers are what I cannot adjust per animal if I only have one part (instead of multiple sizes/damage). So as a compromise, i restrict some animals (for whom it would be rediculous to have same damage as big animals) from receiving the higher parts. I think its a good compromise between lots of parts, reducing the damage to useless, or having monster critters.
fixed newest Rimkea error, thanks to DianaWinters
Hey Spoon...
Chef Jacket = -10% Food Poison
Chef Hat = 80% Food Poison
Must be something wrong dosen't?
Quote from: lllMWNlll on June 28, 2018, 05:05:26 PM
Hey Spoon...
Chef Jacket = -10% Food Poison
Chef Hat = 80% Food Poison
Must be something wrong dosen't?
oh crap did i mix up the values again
Quote from: lllMWNlll on June 28, 2018, 05:05:26 PM
Hey Spoon...
Chef Jacket = -10% Food Poison
Chef Hat = 80% Food Poison
Must be something wrong dosen't?
should be fixed pls redownload
fixed shooting accuracy in fashionrimsta...thanks again to DianaWinters
The FashionRIMsta buffs seem pretty overpowered.
galaxy life fixed
updated Gourimet
Fixed Galaxy Life, and changed the Galaxy Life ADS patch to repesent recent changes. Pls reload
fashionrimsta updated.
Hello, I wanted to try the RIMkea mpd but when I activate it all limestone on the map turns into rugs o_O. Game console tells me something about material is null so it will be set to default?!?
Is that a mod conflict or what is going on there? 1.0.1977 with a few mods, none of which change limestone :D
I've got this problem as well
[attachment deleted due to age]
wtf LOL
imma look into it asap yesterday it was all fine lol
No worries :). It was kinda funny to look at and I didn't realize it immediately...
Just wish I would know what causes that to help more.
A Dog Said works fine though and I really like it. I needed it badly after a lancer cut my wargs eyes out :(. I didn't want to have a blind warg.
Quote from: NeoSono on July 28, 2018, 06:23:03 PM
Hello, I wanted to try the RIMkea mpd but when I activate it all limestone on the map turns into rugs o_O. Game console tells me something about material is null so it will be set to default?!?
Is that a mod conflict or what is going on there? 1.0.1977 with a few mods, none of which change limestone :D
Quote from: LBA on July 28, 2018, 09:04:40 PM
I've got this problem as well
okay so...I started a new map with limestone and all of my mods active...and I do not have this issue. I cant reproduce the bug so my guess is something messed up in your files maybe?
The leather bug I had with the second to last game update too, and i had to reinstall my game for that.
Something had messed up with the vanilla leather texture.
Try either verifying your game files or reinstalling the game?
EDIT: i am testing with .1978 which is the current update
I just started a new game in the same biome with limestone in it and everything was fine, so it has to be the savegame I guess. Been playing it through several unstable patches now and that might have messed it up somehow?!?
I didn't want to mislead you, I never was sure it is your mod.
Thanks for the mods, love them :)
Quote from: NeoSono on July 29, 2018, 06:56:49 AM
I just started a new game in the same biome with limestone in it and everything was fine, so it has to be the savegame I guess. Been playing it through several unstable patches now and that might have messed it up somehow?!?
I didn't want to mislead you, I never was sure it is your mod.
Thanks for the mods, love them :)
its perfectly fine! Now at least we know what might be the problem xD
Quote from: spoonshortage on July 29, 2018, 08:12:22 AM
Quote from: NeoSono on July 29, 2018, 06:56:49 AM
I just started a new game in the same biome with limestone in it and everything was fine, so it has to be the savegame I guess. Been playing it through several unstable patches now and that might have messed it up somehow?!?
I didn't want to mislead you, I never was sure it is your mod.
Thanks for the mods, love them :)
its perfectly fine! Now at least we know what might be the problem xD
Yeah I started a new save as well and can't reproduce the bug. How strange.
Small bug: every part is named "Bionic animal <part>" - but eyes are named "Animal bionic eye".
Quote from: Syrchalis on July 29, 2018, 12:33:22 PM
Small bug: every part is named "Bionic animal <part>" - but eyes are named "Animal bionic eye".
lol not really a bug, just me too lazy to change stuff xD I think theres more such discrepancies but i never bothered to change it lol
Quote from: spoonshortage on July 29, 2018, 02:12:39 PM
lol not really a bug, just me too lazy to change stuff xD I think theres more such discrepancies but i never bothered to change it lol
No, I checked every item several times, no other errors. I had to... because I made a texture for each of your items for my mod.
changed all version numbers back to 0.19.1987 since the unstable branch has been renamed, pls reload
The clothes from your mod don't get hauled by my pawns and animals. Is this a bug or something on my end?
Did you add this mod to your existing colony ?
Then maybe all the stockpile's don't get the new things enabled and you need to adjust the stockpile settings.
omg, I should have know that. Just figured that out 1 minute ago. xD
Thx.
Mods have been updated for B19 release in their respective threads, please comment there if you have further questions/problems/bugs!
Quote from: spoonshortage on August 28, 2018, 01:13:10 PM
Galaxy Life break "Show what will buy" window on world map. https://pastebin.com/Snv8A6Yx
After error appears, a window doesn't open anymore. Disable mod solve the problem.
Quote from: spoonshortage on September 09, 2018, 04:26:24 PM
It was fixed. Thank you!
Quote from: utotuto on September 09, 2018, 01:52:59 PM
Quote from: spoonshortage on August 28, 2018, 01:13:10 PM
Galaxy Life break "Show what will buy" window on world map. https://pastebin.com/Snv8A6Yx
After error appears, a window doesn't open anymore. Disable mod solve the problem.
should be fixed now, pls reload here (dropbox) or install through steam