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Messages - Daros

#1
Help / Searching for a mod with an error
October 08, 2019, 06:41:31 AM
How does one go about searching for a mod with an error? I start Rimworld, and I get a red error for a mod, but the error log doesn't specify which mod it is.

The error line in question is about wrongly worded costList for steel. I have set up my windows search to show file content. However, when I search for </steel> the search completely ignores the special characters. No amount of Googling has shown me how to search for special characters within file contents (every tutorial is for file name).

So my question is, how do I search for a mod with an error (hopefully with windows search for the specific keyword with special characters).

Alternatively, if that cannot be achieved, how does one search for an unspecific red error...?

Thanks.
#2
Really enjoying the mod, thank you. Absolutely one of my "must have" mods.

I don't know if you are open to suggestions, but on my recent all droid playthrough I noticed I was hoping to have designated droid spots. That is, pods or even just squares that work like assignable beds for droids and allow passive recharging. The idea being idle droids would withdraw to their designated spots and stay there until a job becomes available or they are drafted. This would essentially disable the droids from wandering around the base aimlessly and allow building of droid warehouses. I think such a feature would be cool to have, but I don't know if that fits into your own vision for your mod (or how feasible such feature would be to mod). Thanks for reading.
#3
Is the network property of the mod working properly? For the life of me, I can't figure out how to set the Industrial heater to actually use the Network property properly.

I have the Industrial Heater in it's own little room adjecent to a guest bedroom. Like this: https://imgur.com/a/Io9K3
The heater is set to use NETWORK, target temperature is +200 c. I have pipes going to the adjecent bedroom. I have tried every possible combination I can think of with the intake and outlet ducts, yet as long as the Heater is set to use Network, no temperature changes happen, at all. That is, intake duct in the heater room, outlet duct in the bedroom = no change in tempeature. Other way around, = no change in temperature. Both ducts in both room, = no change in temperature...

Of course, if the Industrial heater is set to heat up it's own room, that works and I can then use vents to direct the heat to the bedroom, but I want to heat up just the bedroom only. So How does this actually work?

Is this something the mod just cannot do? Or am I using the network wrong? Any help would be appreciated.

Also, I'm not native english speaker, but I cannot help but think that the description on the ducts is the wrong way around? Assuming outlet duct means that it pushes air from the network into the target room, the wording for pulls air from the network sounds counter-intuitive. Same for the intake duct; to me it would make more sense for it to pull air from the target room into the network...

#4
Help / Unknown mod error, help with identifying
December 04, 2017, 12:35:55 PM
I could use some help in identifying the cause of the following error. It occures when trying to save the game. The save appears to load just fine, despite giving another error upon loading.

Any idea what causes this and how to fix it?
Mod list is quite huge, about 110 mods.

Exception registering RimWorld.Bill_Production [excepted] in loaded object directory with unique load ID [excepted]: System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.Bill.GetUniqueLoadID () [0x00000] in <filename unknown>:0
  at Verse.LoadedObjectDirectory.RegisterLoaded (ILoadReferenceable reffable) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.LoadedObjectDirectory:RegisterLoaded(ILoadReferenceable)
Verse.CrossRefHandler:ResolveAllCrossReferences()
Verse.ScribeLoader:FinalizeLoading()
Verse.Game:LoadGame()
Verse.SavedGameLoader:LoadGameFromSaveFile(String)
Verse.Root_Play:<Start>m__0()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
#5
Quote from: CannibarRechter on November 26, 2017, 12:19:06 PM
Open PowerShell.exe

cd to your <RIMWORLD>/Mods directory.

Type in:

> ls -recurse *.xml | sls -pattern defname -casesensitive

This will show you all xml files in the RW mods directory that have the word "defname" in them. It is supposed to be "defName" now.

I have no idea what any of that means... could you explain it like I'm 5..? Sorry and thanks!

EDIT: Okay, with little bit of Googling and a tutorial on how to use PowerShell I managed to understand what and how the commands are used, thanks!
#6
I'm not sure if this error is from Androids or Alien Race framework mod, but nonetheless, I cannot find the XML file in question and change the offending tag.
Any idea where it might be?

Attempt to use string defname to refer to field defName in type AlienRace.AlienTraitEntry; xml tags are now case-sensitive. XML: <li><defname>Nerves</defname><degree>2</degree><chance>100</chance></li>
#7
Quote from: Tenshi~Akari on November 23, 2017, 09:01:16 AM
Quote from: Antaios on November 22, 2017, 09:25:27 PM
I updated better vents and coolers a couple days back

--snip--

Also fixed the missing vent closed texture

Thanks for this update! Was waiting for these to come out.   ;D

Still having some issues when it comes to building them on custom walls, although, this time around vents & coolers will be built... at the cost of the wall being deconstructed first.  :P No go when you put the wall blueprints back either, because pawns will deconstruct the vent/coolers to rebuild the wall. Not sure why that happens, even if I use the vanilla bases & tags for my own wall defs it's still the same deal, but I guess I'll stick with God mode-ing them in for those modded-in walls or use the default walls instead for those, no biggie...

EDIT: Figured it out! (Because another mod that I used & just updated the version to had this same issue of deconstructing walls before construction):     

<clearBuildingArea>false</clearBuildingArea>

In order for Better Coolers/Vents to work with custom walls, this line needed to be added to the defs for the coolers/vents to prevent pawns from being silly and destroying the walls altogether. :D

Hey, to what spot exactly does one add the code? Could you please point out? Thanks!
#8
Releases / Re: [A17] Misc. Robots++
August 04, 2017, 02:30:16 PM
Personally, I consider this mod to be 100% essential as it helps managing a larger colony so, so much.

However, given that robots are rather sci-fi, they don't fit into tribal or medieval setting. What are the chances there would ever be a version more tribal or medieval friendly? (RimSlaves, while similar and more thematically appropriate for medieval times, doesn't really hold a candle to this mod, imo).

Thank you for all your hard work! (Really, this is one of the best mods!)
#9
https://ludeon.com/forums/index.php?topic=9984.0

However, the link to the download is deactivated due old age.
#10
Mods / Mod for "disconnecting" walls from other walls?
August 03, 2017, 06:06:12 PM
Are there any mods for A17 which disconnect walls from other walls of diffrent type, as shown in the picture? (The mod in picture is from A8, since then discontinued).

Specifically, if I build a wooden wall, and I don't want it to continue and meld in with a granite wall? I understand that in the picture the build walls are disconnected from natural stone walls...  If there are not any mods which do this, what would it require to attempt that myself...?

Thanks!

#11
Releases / Re: [A17] Psychology (2017-6-30 v2)
July 02, 2017, 10:58:48 AM
Quote from: wwWraith on June 30, 2017, 10:06:25 AM
Thanks for the mod!

Didn't tried a new game, I've added it to the current save (with EdB Prepare Carefully and many other mods including Pawns Are Capable, RF Editable Backstories, Less Rebuffs, Rumours & Deception and Romance Diversified) without errors. Of course my existed pawns were lacking this new "psyche" tab, but I managed to add it by manually editing the save file. Looks like no problems yet, and I hope there wouldn't be :)

I also added this mod mid-game. How does one go about manually adding the missing "psyche" tab to exisiting pawns? (Also, is there any way to change the values by hand after the game has started?).

Thanks.
#12
Oooh, thank you! They finally work! To be honest, I don't think I would've realised what the correct format was, never thought it was case sensititive.
Thanks bunches!
#13
Thank you for the reply and time taken to help.

I tried to add the armor just by using default values, as you suggested. However, the problem still persists. The graphics for when the item is on the ground work as normal, however, as soon as it is equipped by anyone, no matter the gender or shape, it gives an error and a pink square.

The armor graphics are taken from another mod, so it should include all of them. And the ThingDefs should also be almost the same, except some stats have been changed. So I really cannot understand why it doesn't work..

If you could take a look, I'd appreciate it a ton...

EDIT: Removed mod from the dropbox for now.

This is the error code:
Failed to find any texture while constructing Multi(initPath=Things/Apparel/PowerArmorA_Male, color=RGBA(0.627, 0.698, 0.710, 1.000), colorTwo=RGBA(1.000, 1.000, 1.000, 1.000))
Verse.Log:Error(String)
Verse.Graphic_Multi:Init(GraphicRequest)
Verse.GraphicDatabase:GetInner(GraphicRequest)
Verse.GraphicDatabase:Get(String, Shader, Vector2, Color)
RimWorld.ApparelGraphicRecordGetter:TryGetGraphicApparel(Apparel, BodyType, ApparelGraphicRecord&)
Verse.PawnGraphicSet:ResolveApparelGraphics()
RimWorld.Pawn_ApparelTracker:<ApparelChanged>m__34A()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:ExecuteWhenFinished(Action)
RimWorld.Pawn_ApparelTracker:ApparelChanged()
RimWorld.Pawn_ApparelTracker:Notify_ApparelAdded(Apparel)
Verse.ThingOwner:NotifyAdded(Thing)
Verse.ThingOwner`1:TryAdd(Thing, Boolean)
RimWorld.Pawn_ApparelTracker:Wear(Apparel, Boolean)
RimWorld.<MakeNewToils>c__Iterator54:<>m__111()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
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()


This is the ThingDef code for the armor:    <ThingDef ParentName="ArmorMakeableBase">
    <defName>Apparel_PowerArmorA</defName>
    <label>A1 Power Armor</label>
    <description>Designated paramilitary armor A1-B2 Ranger Power Armor. Offers extreme protection against the hostiles and enviroment.</description>
    <techLevel>Spacer</techLevel>
    <recipeMaker>
      <recipeUsers>
        <li>TableMachining</li>
      </recipeUsers>
      <unfinishedThingDef>UnfinishedTechArmor</unfinishedThingDef>
      <researchPrerequisite>PoweredArmor</researchPrerequisite>
    </recipeMaker>
    <graphicData>
      <texPath>Things/Apparel/PowerArmorA</texPath>
      <graphicClass>Graphic_Single</graphicClass>
    </graphicData>
<stuffCategories>
<li>Metallic</li>
</stuffCategories>
    <statBases>
      <WorkToMake>32500</WorkToMake>
      <MaxHitPoints>450</MaxHitPoints>
      <MarketValue>3200</MarketValue>
      <Mass>15</Mass>
      <ArmorRating_Blunt>0.63</ArmorRating_Blunt>
      <ArmorRating_Sharp>0.70</ArmorRating_Sharp>
      <ArmorRating_Heat>0.45</ArmorRating_Heat>
  <ArmorRating_Electric>0.33</ArmorRating_Electric>
      <Insulation_Cold>-30</Insulation_Cold>
  <Insulation_Heat>30</Insulation_Heat>
    </statBases>
    <equippedStatOffsets>
<MoveSpeed>0.05</MoveSpeed>
<WorkSpeedGlobal>0.05</WorkSpeedGlobal>
<MiningSpeed>0.15</MiningSpeed>
<ToxicSensitivity>-0.33</ToxicSensitivity>
<Comfort>0.1</Comfort>
    </equippedStatOffsets>
    <thingCategories>
      <li>Apparel</li>
    </thingCategories>
<costStuffCount>50</costStuffCount>
    <costList>
      <Steel>150</Steel>
      <Component>10</Component>
      <Plasteel>50</Plasteel>
    </costList>
    <generateCommonality>0.2</generateCommonality>
    <apparel>
      <bodyPartGroups>
        <li>Torso</li>
        <li>Shoulders</li>
        <li>Arms</li>
        <li>Legs</li>
      </bodyPartGroups>
      <worngraphicPath>Things/Apparel/PowerArmorA</worngraphicPath>
      <layers>
        <li>Middle</li>
        <li>Shell</li>
      </layers>
      <tags>
        <li>Military</li>
      </tags>
      <defaultOutfitTags>
        <li>Soldier</li>
      </defaultOutfitTags>
    </apparel>
  </ThingDef>


I can't figure out for the life of me what's wrong with it. As far as I can tell, it should be correct. What causes the pink square and failure to load the texture? Given that the helmet works just fine..

Imgur picture for the pink square: http://imgur.com/a/EPnKh
#14
EDIT: Alright, so I got the helmets working as I wanted, thank you for the help.

A question if you could help though. I tried a test to see if I could manage to add armors as well. I copied some armor textures from another mod and tried to add the necessary parameters to get it to work. However, when I try to add the armor in Prepare Carefully, it says it cannot find textures?

In-game, it looks like its just a pink square. I found another forum post from a year or two ago who had the same problem. (https://ludeon.com/forums/index.php?topic=27477.0)

In there it was explained that  "adding the acking abstract/base (armormakeable_base): NEW FILES added : apparel_base.xml" solved the issue. What exactly is this? I couldn't find anything like this from the base mod I tried to use as a guide.

Thank you if anyone is able to help, appreciated.
#15
Thank you!

You linked the code of the vanilla shiv. Where can I find the vanilla tables myself? I think looking those over might give me a bit more insight.