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Messages - koni

#1
Help / Patch operation find mod failed
March 05, 2020, 04:43:08 AM
Hello,
I was about to patch Royalty to make nobles accept apparel from my mod. I tried to patch the expansion and want it only to do so if Royalty is enabled. The error log told me it failed to execute the patch operation even if Royalty is enabled:
[Ancient Rim - Oriental/Desert Edition (unfinished)] Patch operation Verse.PatchOperationFindMod(Royalty) failed
file: C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods\AR_Orient\1.1\Patches\Royality.xml
Verse.Log:Error(String, Boolean)
Verse.PatchOperation:Complete(String)
Verse.LoadedModManager:ClearCachedPatches()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.<>c:<Start>b__6_1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.<>c:<UpdateCurrentAsynchronousEvent>b__27_0()
System.Threading.ThreadHelper:ThreadStart_Context(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object)
System.Threading.ThreadHelper:ThreadStart()

Here is the patch file:
<?xml version="1.0" encoding="utf-8" ?>

<Patch>
  <Operation Class="PatchOperationFindMod">
    <mods>
<li>Royalty</li>
    </mods>
    <match Class="PatchOperationSequence">
<!--success>Always</success-->
    <operations>

<!-- Esquire -->
        <li Class="PatchOperationAdd">
    <xpath>/Defs/RoyalTitleDef[defName = "Esquire"]/requiredApparel/li[1]/allowedTags</xpath>
    <value>
            <li>EgyptianNoble</li>
<li>EgyptianRoyal</li>
    </value>
</li>
<li Class="PatchOperationAdd">
    <xpath>/Defs/RoyalTitleDef[defName = "Esquire"]/requiredApparel/li[2]/allowedTags</xpath>
    <value>
            <li>EgyptianNoble</li>
<li>EgyptianRoyal</li>
    </value>
</li>
<!-- Knight -->
        <li Class="PatchOperationAdd">
    <xpath>/Defs/RoyalTitleDef[defName = "Knight"]/requiredApparel/li[1]/allowedTags</xpath>
    <value>
            <li>EgyptianNoble</li>
<li>EgyptianRoyal</li>
    </value>
</li>
<li Class="PatchOperationAdd">
    <xpath>/Defs/RoyalTitleDef[defName = "Knight"]/requiredApparel/li[2]/allowedTags</xpath>
    <value>
            <li>EgyptianNoble</li>
<li>EgyptianRoyal</li>
    </value>
</li>
<!-- Praetor -->
        <li Class="PatchOperationAdd">
    <xpath>/Defs/RoyalTitleDef[defName = "Praetor"]/requiredApparel/li[1]/allowedTags</xpath>
    <value>
            <li>EgyptianNoble</li>
<li>EgyptianRoyal</li>
    </value>
</li>
<li Class="PatchOperationAdd">
    <xpath>/Defs/RoyalTitleDef[defName = "Praetor"]/requiredApparel/li[2]/allowedTags</xpath>
    <value>
            <li>EgyptianNoble</li>
<li>EgyptianRoyal</li>
    </value>
</li>
<!-- Baron -->
        <li Class="PatchOperationAdd">
    <xpath>/Defs/RoyalTitleDef[defName = "Baron"]/requiredApparel/li[1]/allowedTags</xpath>
    <value>
            <li>EgyptianNoble</li>
<li>EgyptianRoyal</li>
    </value>
</li>
<li Class="PatchOperationAdd">
    <xpath>/Defs/RoyalTitleDef[defName = "Baron"]/requiredApparel/li[2]/allowedTags</xpath>
    <value>
            <li>EgyptianNoble</li>
<li>EgyptianRoyal</li>
    </value>
</li>
<!-- Count -->
        <li Class="PatchOperationAdd">
    <xpath>/Defs/RoyalTitleDef[defName = "Count"]/requiredApparel/li[1]/allowedTags</xpath>
    <value>
            <li>EgyptianNoble</li>
<li>EgyptianRoyal</li>
    </value>
</li>
<li Class="PatchOperationAdd">
    <xpath>/Defs/RoyalTitleDef[defName = "Count"]/requiredApparel/li[2]/allowedTags</xpath>
    <value>
            <li>EgyptianNoble</li>
<li>EgyptianRoyal</li>
    </value>
</li>
<!-- Duke -->
        <li Class="PatchOperationAdd">
    <xpath>/Defs/RoyalTitleDef[defName = "Duke"]/requiredApparel/li[1]/allowedTags</xpath>
    <value>
            <li>EgyptianNoble</li>
<li>EgyptianRoyal</li>
    </value>
</li>
<li Class="PatchOperationAdd">
    <xpath>/Defs/RoyalTitleDef[defName = "Duke"]/requiredApparel/li[2]/allowedTags</xpath>
    <value>
            <li>EgyptianNoble</li>
<li>EgyptianRoyal</li>
    </value>
</li>
<!-- Consul -->
        <li Class="PatchOperationAdd">
    <xpath>/Defs/RoyalTitleDef[defName = "Consul"]/requiredApparel/li[1]/allowedTags</xpath>
    <value>
            <li>EgyptianNoble</li>
<li>EgyptianRoyal</li>
    </value>
</li>
<li Class="PatchOperationAdd">
    <xpath>/Defs/RoyalTitleDef[defName = "Consul"]/requiredApparel/li[2]/allowedTags</xpath>
    <value>
            <li>EgyptianNoble</li>
<li>EgyptianRoyal</li>
    </value>
</li>
<!-- Stellarch -->
        <li Class="PatchOperationAdd">
    <xpath>/Defs/RoyalTitleDef[defName = "Stellarch"]/requiredApparel/li[1]/allowedTags</xpath>
    <value>
            <li>EgyptianNoble</li>
<li>EgyptianRoyal</li>
    </value>
</li>
<li Class="PatchOperationAdd">
    <xpath>/Defs/RoyalTitleDef[defName = "Stellarch"]/requiredApparel/li[2]/allowedTags</xpath>
    <value>
            <li>EgyptianNoble</li>
<li>EgyptianRoyal</li>
    </value>
</li>
<!-- Emperor -->
        <li Class="PatchOperationAdd">
    <xpath>/Defs/RoyalTitleDef[defName = "Emperor"]/requiredApparel/li[1]/allowedTags</xpath>
    <value>
            <li>EgyptianNoble</li>
<li>EgyptianRoyal</li>
    </value>
</li>
<li Class="PatchOperationAdd">
    <xpath>/Defs/RoyalTitleDef[defName = "Emperor"]/requiredApparel/li[2]/allowedTags</xpath>
    <value>
            <li>EgyptianNoble</li>
<li>EgyptianRoyal</li>
    </value>
</li>

    </operations>
    </match>
  </Operation>
</Patch>


Did I miss something or does patching work differently now than in older versions of RimWorld?

Thank You
#2
Releases / Re: [1.1]Ancient Rim (28th Feb 20)
February 28, 2020, 12:06:34 PM
Egyptians now populate the Rim. Have fun with the new factions mod:
AR_OriFaction.7z
You need to re-download the Oriental Edition, some  changes were made to support the faction.
#3
Mod bugs / Re: [1.1/ Royality] Psychic Stun causes error
February 26, 2020, 03:13:18 AM
I guess I should have read the log better. I'm going to report to the mods creator then
#4
Mod bugs / [1.1/ Royality] Psychic Stun causes error
February 25, 2020, 02:18:59 PM
Hello there,
I've played with the Royalty expansion and got an colonist to have psychic powers.
When I want him to stun an enemy I get following red error output:
Exception in UIRootUpdate: System.IndexOutOfRangeException: Index was outside the bounds of the array.
  at Verse.TerrainGrid.TerrainAt (Verse.IntVec3 c) [0x00017] in <fcd99b24cbb3485baa8263b0d6197784>:0
  at VFESecurity.TrenchUtility.AdjustedRangeFromTerrain (System.Single range, Verse.IntVec3 pos, Verse.Map map) [0x00003] in <22fe34ce46c740faade9a6f6b4b392c0>:0
  at VFESecurity.TrenchUtility.AdjustedRangeFromTerrain (System.Single range, Verse.LocalTargetInfo target, Verse.Map map) [0x00009] in <22fe34ce46c740faade9a6f6b4b392c0>:0
  at VFESecurity.TrenchUtility.FinalAdjustedRangeFromTerrain (System.Single range, System.Single minRange, Verse.LocalTargetInfo target, Verse.Map map) [0x00001] in <22fe34ce46c740faade9a6f6b4b392c0>:0
  at VFESecurity.Patch_Verb+TryFindShootLineFromTo.FinaliseAdjustedRange (System.Single original, Verse.Verb instance, Verse.LocalTargetInfo targ) [0x00019] in <22fe34ce46c740faade9a6f6b4b392c0>:0
  at (wrapper dynamic-method) Verse.Verb.DMD<DMD<TryFindShootLineFromTo_Patch0>?1498361728::TryFindShootLineFromTo_Patch0>(Verse.Verb,Verse.IntVec3,Verse.LocalTargetInfo,Verse.ShootLine&)
  at Verse.Verb.CanHitTargetFrom (Verse.IntVec3 root, Verse.LocalTargetInfo targ) [0x00030] in <fcd99b24cbb3485baa8263b0d6197784>:0
  at Verse.Verb.CanHitTarget (Verse.LocalTargetInfo targ) [0x00023] in <fcd99b24cbb3485baa8263b0d6197784>:0
  at RimWorld.Verb_CastAbility.DrawHighlight (Verse.LocalTargetInfo target) [0x00012] in <fcd99b24cbb3485baa8263b0d6197784>:0
  at RimWorld.Targeter.TargeterUpdate () [0x00015] in <fcd99b24cbb3485baa8263b0d6197784>:0
  at RimWorld.MapInterface.MapInterfaceUpdate () [0x00012] in <fcd99b24cbb3485baa8263b0d6197784>:0
  at RimWorld.UIRoot_Play.UIRootUpdate () [0x00015] in <fcd99b24cbb3485baa8263b0d6197784>:0
Verse.Log:Error(String, Boolean)
RimWorld.UIRoot_Play:UIRootUpdate()
Verse.Root:DMD<DMD<Update_Patch1>?-2007348992::Update_Patch1>(Root)
Verse.Root_Play:Update()

It seems that error comes every tick I have the stun attack activated and after a few seconds the log tells me this(yellow):
Reached max messages limit. Stopping logging to avoid spam.
Verse.Log:Warning(String, Boolean)
Verse.Log:PostMessage()
Verse.Log:Error(String, Boolean)
RimWorld.UIRoot_Play:UIRootUpdate()
Verse.Root:DMD<DMD<Update_Patch1>?-2007348992::Update_Patch1>(Root)
Verse.Root_Play:Update()
#5
Releases / Re: [1.1]Ancient Rim (25th Feb 20)
February 25, 2020, 09:47:01 AM
All four mods are updated for RimWorld 1.1 but will work as before for 1.0
Features like wine fermenting and shields are disabled for the moment because required frameworks aren't up to date.
You now can find Egyptian sarcophagi in the Orient mod.
#6
Releases / Re: [1.0]Ancient Rim (15th Feb 20)
February 15, 2020, 09:03:48 AM
The mods (except for the Mediterranean Faction) are updated for bug fixes and a bit new content for the Orient.
#7
Releases / Re: [1.0]Ancient Rim (7th May 19)
November 08, 2019, 10:25:45 AM
Oh yeah I forgot to mention here. Here's the link:
https://www.dropbox.com/s/d6ppgdakc4yy4mc/AR_Orient.7z?dl=0
I also forgot to mention that the bug where you can't store shields is fixed. Download links on the first page
#8
Releases / Re: [1.0]Ancient Rim (7th May 19)
May 07, 2019, 04:32:36 AM
Update news:

  • Factions are now on steam
  • the factions relation to the player are adjusted
  • the Core mod doesn't longer overwrite research projects, these are patched
Download links remain the same


Quote from: Hydromancerx on May 06, 2019, 05:18:22 PM
@koni - Can you make it so the oil press can use Olives for the Vegetable Garden mod too? And also make your Grapes work with Vegetable Garden?

Also in your Ancient Egypt mod will it have mummification? If so some ideas ...

- Work with the Vegetable Garden mod that has Flax and Linen for making Mummy bandages.
- Have Canopic Jars to hold organs.
- Allow corpses to have their organs removed and wrapped in the mummy bandages.
- Allow animals to be mummified too.
- Have special decorative sarcophagus.
- Add Kemetism religion to go with Religions of the World mod. With possible temple props.

EDIT: Also had some ideas for the Roman mod.

- Arched pillars for a Colosseum style look.
- Chariots to go with the Giddyup mod.
- Lyre instrument to go with the Musical Instruments Mod
- Gladiator style fights to go with the Prisoner Arena mod. If not the at least some props for it.
- Add Hellenism religion to go with Religions of the World mod. With possible temple props.
-a patch for Vegetable Garden should be easy but it will remove AR crops and food to not clutter the game with similar items(two diffrent olive trees with diffrent conditions might be irrtitating)
-I guess I must speak C# to make a pleasant result for mummification that isn't just a crafting recipe that includes just a corpse and other items. But jars and sarcophagi don't seem to be a problem to add.
-Religions are already on my imaginary list of things to add. Zororastism an Asatru will be includeded too.
-Doesn't Giddy up just support animal riding? But Roman equites or Alexanders companion cavalary might be an interesting addition.
-Musical instruments are a beautiful idea. I'll see what instruments there can be too, like the Greek double flute.
-There will be gladiator gear. But how does one change a prisoners apparel?
#9
Releases / Re: [1.0]Ancient Rim (19th Apr 19)
May 06, 2019, 01:12:53 PM
Mod is on Steam now.
#10
Releases / Re: [1.0]Ancient Rim (19th Apr 19)
April 19, 2019, 08:45:10 AM
Quote from: TheCritzHimself on January 27, 2019, 05:25:11 PM
it's nice to see this being updated. this was the first mod I got of the forums back in b18. say, are you going to put this steam workshop anytime soon?
Yes, I'll put AR into the Workshop soon, maybe next week..


Quote from: Silas_ on January 29, 2019, 02:05:57 AM
Thanks Koni, this mod is totally unique and best quality.  The best medieval/ancient type mod for rimworld.
;D


Quote from: Czer on March 10, 2019, 11:48:30 PM
Hello, great mod but am I missing something I can't seem to make Lorica hamata armor, I'm using medieval times and CE which shouldnt screw with the mod. Yet I have the Mediterranean smithy and I don't see it under recipes.
You need to research mediterranean culture an chainmail/scalemail first.


Quote from: Deer87 on March 15, 2019, 03:49:09 AM
Quote from: Czer on March 10, 2019, 11:48:30 PM
Hello, great mod but am I missing something I can't seem to make Lorica hamata armor, I'm using medieval times and CE which shouldnt screw with the mod. Yet I have the Mediterranean smithy and I don't see it under recipes.

Wait, this one works with CE?!?!?

Also, Thanks Koni for a really cool mod for all us history nerds
I'm not aware that I did anything about CE compatibility, but ok. I shall look into it.


Quote from: Hydromancerx on March 28, 2019, 07:00:13 PM
@koni- Can you add the ability to use Momigalite from【ZP】Rice cultivating civilization mod to fuel your wood fueled items? I love using these two mods together.
I've uptdatet AR to your will ;)
Along with that you may now also use Medieval Times coal to fuel ancient forges. And other changes were made:

  • wine is back
  • new textures for falx sword, wine and olive oil, stack textures for ballista ammo
  • 2 new clothing items: himation and light cape
  • armors and helmets are now restricted by crafting skills
  • tried another time to balance armors
Download links of SPQRim and Core remain the same.

In addition I'm announcing that I'll try to mod two new eras simultaneously. These are the ancient Egypt and something set between the Renaissance and Napoleon in Europe.
#11
Releases / Re: [B19]Ancient Rim (27th Sep 18)
January 22, 2019, 04:07:02 AM
I'm sorry for that I was not able to update the mod for the last few month. It's just because I had no time. But I am back now with a new version of AR for Rimworld 1.0.
I've made the following changes:

  • palisades are now impassable and not buildable on bridges, as they're only meant to stand on solid soil
  • sandbags aren't patched to use iron instead of steel any more, this is a modern technology
  • the whole research tree is overworked
  • electrical building and conduits need now copper
  • ancient tables can be gather spots, oil lamps are buildable on tables
  • raids haven't that many warriors any more
  • all clothing except coats are worn directly on skin
  • mosaics are crafted a bit faster
  • overworked various textures
  • wine is temporary disabled because the fermenting barrel was too bugged, wine comes
  • back until I figured out where the problem was
  • bulk smelting of bronze and steel is now possible at the electric smelter
  • various other small changes and balancing
I hope you like it
#12
I can do the XML part. I have a personal interest in the Egyptian clothing as it will fit in a mod I'm planning to do. Maybe we can profit from each other
#13
Releases / Re: [B19]Ancient Rim (27th Sep 18)
October 03, 2018, 04:51:50 AM
Quote from: mvargus on September 27, 2018, 03:28:52 PM
Can I find this in the steam workshop?
No, not in the moment. Maybe you'll find it there in the future, but not now. I don't use steam.


Quote from: WolfgangPolska on September 28, 2018, 04:51:32 AM
Can u make more efficient way of making Iron? Maybe with integration of coal from mod "medieval times"?
I can do, if you mean 'steel'. I should make a whole medieval times addon.
#14
Releases / Re: [B19]Ancient Rim (27th Sep 18)
September 27, 2018, 06:14:06 AM
Hey there! I'm back with the new update to B19.
Not much has changed since B18. I've just updated stuff to the new game version + two new hats and a wood fueled heater build into the ground.

Because we have a new system how armor is calculated the mod might be very unbalanced. Please tell me everything that doesn't feel right so I can fix it.
#15
Releases / Re: [B18]Ancient Rim
April 01, 2018, 04:52:39 AM
Good Morning Guys,
I've updated AR again, but this time it was the last major update. I named it after the Roman general Gaius Marius, because of his reforms in the legion, referring to the changes I made in AR:

  • reworked research projects
  • retextured and new apparel
  • reworked faction and its pawns
  • colored walls for the Roman-villa-feeling, available in red, green and blue
  • Shields! (thanks to jecrell/ his JecsTools mod)

Here's a screenshot showing two of the new shields, some of the new apparel and a colored wall

Download links at the mods forum main page, links remain the same as before




Quote from: SirDarin on March 31, 2018, 10:53:45 PM
Ooh! This is really cool! Any chance we will see some Roman Legion factions in the future?

How do you mean? There was already a faction containing both legionaries and hoplites.