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Topics - Vherid

#1
Help / Issue with Generating Pawns in Raids/Sieges
June 12, 2015, 03:05:40 PM
Rather odd as it seems some sieges dont have a problem, but I get this error:
I assume it has something to do with some sort of higher tier weapon selection as, really low point stuff doesnt have an issue and will spawn sometimes.


NullReferenceException: Object reference not set to an instance of an object
  at Verse.Pawn_EquipmentTracker.AddEquipment (Verse.ThingWithComps newEq) [0x00000] in <filename unknown>:0

  at RimWorld.PawnWeaponGenerator.TryGenerateWeaponFor (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at Verse.PawnGenerator.GeneratePawn (Verse.PawnKindDef kindDef, RimWorld.Faction faction, Int32 tries) [0x00000] in <filename unknown>:0

  at Verse.Dialog_DebugActionsMenu+<DoListingItems_GameModeMap>c__AnonStorey2A7.<>m__417 () [0x00000] in <filename unknown>:0

  at Verse.DebugTool.DebugToolOnGUI () [0x00000] in <filename unknown>:0

  at Verse.DebugTools.DebugToolsOnGUI () [0x00000] in <filename unknown>:0

  at RimWorld.UIRoot_Map.UIRootOnGUI () [0x00000] in <filename unknown>:0

  at Verse.Root.OnGUI () [0x00000] in <filename unknown>:0

(Filename:  Line: -1)

NullReferenceException: Object reference not set to an instance of an object
  at Verse.Pawn_EquipmentTracker.AddEquipment (Verse.ThingWithComps newEq) [0x00000] in <filename unknown>:0

  at RimWorld.PawnWeaponGenerator.TryGenerateWeaponFor (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at Verse.PawnGenerator.GeneratePawn (Verse.PawnKindDef kindDef, RimWorld.Faction faction, Int32 tries) [0x00000] in <filename unknown>:0

  at Verse.Dialog_DebugActionsMenu+<DoListingItems_GameModeMap>c__AnonStorey2A7.<>m__417 () [0x00000] in <filename unknown>:0

  at Verse.DebugTool.DebugToolOnGUI () [0x00000] in <filename unknown>:0

  at Verse.DebugTools.DebugToolsOnGUI () [0x00000] in <filename unknown>:0

  at RimWorld.UIRoot_Map.UIRootOnGUI () [0x00000] in <filename unknown>:0

  at Verse.Root.OnGUI () [0x00000] in <filename unknown>:0

(Filename:  Line: -1)



Exception filling window for Verse.Dialog_DebugOptionListLister: System.NullReferenceException: Object reference not set to an instance of an object

  at Verse.Pawn_EquipmentTracker.AddEquipment (Verse.ThingWithComps newEq) [0x00000] in <filename unknown>:0

  at RimWorld.PawnWeaponGenerator.TryGenerateWeaponFor (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at Verse.PawnGenerator.GeneratePawn (Verse.PawnKindDef kindDef, RimWorld.Faction faction, Int32 tries) [0x00000] in <filename unknown>:0

  at RimWorld.PawnGroupMaker+<GenerateArrivingPawns>c__Iterator81.MoveNext () [0x00000] in <filename unknown>:0

  at RimWorld.PawnGroupMakerUtility+<GenerateArrivingPawns>c__Iterator82.MoveNext () [0x00000] in <filename unknown>:0

  at System.Collections.Generic.List`1[Verse.Pawn].AddEnumerable (IEnumerable`1 enumerable) [0x00000] in <filename unknown>:0

  at System.Collections.Generic.List`1[Verse.Pawn]..ctor (IEnumerable`1 collection) [0x00000] in <filename unknown>:0

  at System.Linq.Enumerable.ToList[Pawn] (IEnumerable`1 source) [0x00000] in <filename unknown>:0

  at RimWorld.IncidentWorker_Raid.TryExecute (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0

  at Verse.Dialog_DebugActionsMenu.DoRaid (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0

  at Verse.Dialog_DebugActionsMenu+<DoListingItems_GameModeMap>c__AnonStorey2A0+<DoListingItems_GameModeMap>c__AnonStorey29C+<DoListingItems_GameModeMap>c__AnonStorey29E+<DoListingItems_GameModeMap>c__AnonStorey29F.<>m__42E () [0x00000] in <filename unknown>:0

  at Verse.Dialog_DebugOptionLister.DrawDebugAction (System.String label, System.Action action) [0x00000] in <filename unknown>:0

  at Verse.Dialog_DebugOptionListLister.DoListingItems () [0x00000] in <filename unknown>:0

  at Verse.Dialog_OptionLister.FillWindow (Rect inRect) [0x00000] in <filename unknown>:0

  at Verse.Layer_Window.DoWindowContents () [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)




My XML files for the factions/pawnkinds are as so:
https://www.dropbox.com/s/fb9e4n0z4v79tma/Apparel_MetroHats.xml?dl=0
https://www.dropbox.com/s/umqr0g2gxnzcj9w/Factions_Metro.xml?dl=0
https://www.dropbox.com/s/guauzx595mg3x5b/PawnKind_Metro.xml?dl=0
https://www.dropbox.com/s/mh142ucgx1hywon/Weapons_Explosives.xml?dl=0
https://www.dropbox.com/s/udpv4vyrbl38xcu/Weapons_Guns.xml?dl=0
https://www.dropbox.com/s/cew9euiw0hdn0jl/Weapons_Melee.xml?dl=0
#2
Bugs / [W|0.11.834] Chop Wood Tool sets wrong icon
June 10, 2015, 10:20:09 PM
Chop wood tool applies the scissors icons to the trees, while selecting a tree and setting chop wood, uses the machete icon. Trees get cut down all ways regardless though.
#3
Unfinished / [WIP] A Metro Universe Mod
December 27, 2014, 04:33:36 PM
So my current intent with this game is to create a metro 2033/34 universe type of mod. The base idea is to basically play an above ground settlement, maybe this is in the future where less of the earth is ice hell, or maybe theres a way to make a world ice only. Not sure yet. But you're creating an above ground settlement where you will be raided by the Red Line, and the Fourth Reich, as well as Hansa if you piss them off, or even the Savage Cannibals of the Great Worm Cult. I don't think the player would be a part of any particular faction, maybe the rangers, but I'm not sure on that yet.

So far the intent is to have the weapons, mutants, factions, and apparel of the metro universe put into this mod.

Currently I have every single weapon in the game statistically. It's just a base set of stats that would be balanced later, they all have placeholder images and sounds right now, so those will also be worked on later too. Skullywag's Flamethrower is also thankfully being used in this project, modified stats, but it's there.


Next would be to implement apparel and armor, then maybe factions after that, and then finally the mutants, among other possibilities.

So my main question with this, is because of the modular system of mods is there a way to put something with my mod that would cancel things in the core game. For example I put in my own mutants, I don't want the other life spawning anymore, is there anything I can do for that short of editing the core folder my self and instructing others to do the same?

I will be posting updates continuously, I've added all of these only in the past day, modding in this game is pretty cool.

Open to any suggestions or feedback.



You can currently test what is included here:
https://www.dropbox.com/s/d6hlls2f5mxrl2d/Metro.zip?dl=0

Currently Included so far:
-All Metro Weapons except claymore mines, including graphics for all, and sounds for the distinctly different ones(Air Pressured, Railgun, etc.). This also includes manned DSHK, and Flamer turrets. though without graphics yet.
-All known factions of the metro universe, not just those from the game, but plenty more from the book.
-PawnKinds for enemy "classes". These include, Scouts, Troopers, Officers, Heavy Troopers, Snipers, Stalkers, Cultists, Satanists, Guerillas, Rangers, and Conscripts. The plan is to eventually subdivide these even further to differentiate the different classes even more by factions. For example red line scouts would be very different from fourth reich scouts. However right now they're all the same.
-All head apparel items that should be included, there are no graphics for these yet, just stats.

Things still to go so far that I understand:
-Graphics for head apparel.
-Body apparel/Graphics.
-Mutants/Graphics.
-Possibly new buildings.

Graphics for these will be a lot harder to accomplish but I will see what happens.

In the Air(Not sure if possible?):
-World-Gen Biome forcing, make the entire world icy cold.
-Removing core factions/monsters/other things without editing core.
-Other things I can't remember off the top of my head.