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Messages - Bar0th

#1
Quote from: Canute on July 02, 2020, 04:35:46 AM
Bar0th,
let me suggest that you start an own topic. Because people don't need to browser throw all the last pages to find the download link.
When meowmeow come's back you still can close that topic, but i don't think so.

Some hint's about forum format syntax.
[url=https://www.dropbox.com/s/e6ytkjaol9g1olf/DeepRim44.zip?dl=1]Dropbox download[/url] give
Dropbox download
And when you replace the at the dropbox link's the ending 0 with a 1, the download start without opening the dropbox page before.

I know, but unlike say Steam, which shows the actual link beside it in a smaller font, the forum here doesn't (and not everyone checks the status bar to see what it links to).  And as I said, I don't plan on taking over development of the mod (if someone else wants to, they can).  Which is why the ones I added are identical to the original, except for 1 bug fix and 1.1 support added.  So if someone else wants to work on it, I can send them the code (or they can use il/dnspy to get it themselves of course).  I will switch the dropbox links though, since it's one less click.
#2
Quote from: jimster280 on July 01, 2020, 05:03:24 PM
Bar0th i noticed your links give my computer virus warnings and the downloaded files also are hitting on your downloads containing viruses. can you please upload an unofficial patch to the steam workshop so we all know its legit? thanks man i just want to be safe.

I've updated the link (moved it to Dropbox), and included the VirusTotal link for the file (nothing detected).  I also switched the previous link for 1.0 to Dropbox as well, even though the 1.1 version supports 1.0 still.

As for why it's not on Steam: the original author didn't want it there: https://ludeon.com/forums/index.php?topic=39262.msg400486#msg400486
#3
Quote from: ison on April 20, 2020, 04:38:56 PM
So if you load a Royalty game a mod mismatch dialog appears? Please confirm, but this means that Royalty is not active in the mod menu? If this is the case, then the game shouldn't work. If Royalty is disabled, and you try to load a Royalty game, then the savefile will be broken after you save again.

Play a normal game, with only 'Core' active in the mod menu.  While that game is running, attempt to load a save which was  created with 'Core' and 'Royalty' active.  It will show the Mods Mismatch screen (like it should), so you click 'Load mod list from save'.  Normally, it would then restart RimWorld with the new mod list (so, 'Core' + 'Royalty' in this case).  However, if you have dev mode enabled, it will display an error first (dev mode or not, the error goes into the log file).

Screenshots attached.

'Verse.ScribeMetaHeaderUtility.TryCreateDialogsForVersionMismatchWarnings(Action)' calls 'ModsConfig.SetActiveToList(List<string>)' when you click the button to load the mod list from the save.  'RimWorld.Alert_DisallowedBuildingInsideMonument.GetReport()' checks for 'ModsConfig.RoyaltyActive' (which returns true, since the mod list just changed - although it's not actually loaded yet).  From there, 'RimWorld.Alert_DisallowedBuildingInsideMonument.get_DisallowedBuildings' contains 'ThingDefOf.MonumentMarker', which errors 'Verse.ListerThings.ThingsMatching(ThingRequest)', since the actual Def hasn't loaded yet.
#4
Update for RW 1.1 (should still support 1.0 as well): https://www.dropbox.com/s/e6ytkjaol9g1olf/DeepRim44.zip?dl=1
VirusTotal: https://www.virustotal.com/gui/file/49018e7b7a41b6999894debddac16221985f091369a61803d0c7162842ce516c/detection

Changes

As mentioned above, I won't be taking over development, which is why aside from bug fixes and RW updates, nothing has changed.

Update: Moved to Dropbox (no idea what happened with the original host)
#5

Exception processing alert RimWorld.Alert_MonumentMarkerMissingBlueprints: System.InvalidOperationException: Invalid ThingRequest ThingRequest(group Undefined)
  at Verse.ListerThings.ThingsMatching (Verse.ThingRequest req) [0x00095] in <533b1be141b04631a74a6c357d09359e>:0
  at Verse.ListerThings.ThingsOfDef (Verse.ThingDef def) [0x00007] in <533b1be141b04631a74a6c357d09359e>:0
  at RimWorld.Alert_MonumentMarkerMissingBlueprints.get_Targets () [0x0001c] in <533b1be141b04631a74a6c357d09359e>:0
  at RimWorld.Alert_MonumentMarkerMissingBlueprints.GetReport () [0x0000e] in <533b1be141b04631a74a6c357d09359e>:0
  at RimWorld.Alert.Recalculate () [0x00000] in <533b1be141b04631a74a6c357d09359e>:0
  at RimWorld.AlertsReadout.CheckAddOrRemoveAlert (RimWorld.Alert alert, System.Boolean forceRemove) [0x00000] in <533b1be141b04631a74a6c357d09359e>:0
Verse.Log:Error(String, Boolean)
Verse.Log:ErrorOnce(String, Int32, Boolean)
RimWorld.AlertsReadout:CheckAddOrRemoveAlert(Alert, Boolean)
RimWorld.AlertsReadout:AlertsReadoutUpdate()
RimWorld.UIRoot_Play:UIRootUpdate()
Verse.Root:Update()
Verse.Root_Play:Update()


Steps to reproduce:

  • Enable Development Mode (otherwise the error will only be visible in the log)
  • Load a save without the Royalty DLC enabled
  • Once in-game, load a save with the Royalty DLC enabled
  • "Mods Mismatch" window appears, click "Load mod list from save"
  • The above error will be generated (can close the log window, click OK, and it continues properly)

Since it only shows up in dev mode, it's not something most players will even notice (would just be some extra lines added to their "Player-prev.log").
#6
Bugs / [1.1.2563] Error generating quest names
March 04, 2020, 09:21:31 PM
When the quest generator runs out of name possibilities for a specific quest, it will throw an error.  nameMustBeUnique defaults to true in the code, and none of the quests (in Core or Royalty) seem to change it.  This behavior is quickly noticed in-game when using the Long-range mineral scanner, since it only has 6 possible quest names.  As a result, it can be reproduced easily in a brand new game, without any mods, by simply clicking the "Dev: find now" button 7 times on the scanner.

Error message (from it triggering normally, not using dev mode):
Could not get new name (first rule pack: null)
Verse.Log:Error(String, Boolean)
RimWorld.NameGenerator:GenerateName(GrammarRequest, Predicate`1, Boolean, String, String)
RimWorld.QuestGen.QuestNode_ResolveQuestName:GenerateName()
RimWorld.QuestGen.QuestNode_ResolveQuestName:Resolve()
RimWorld.QuestGen.QuestGen:Generate(QuestScriptDef, Slate)
RimWorld.QuestUtility:GenerateQuestAndMakeAvailable(QuestScriptDef, Slate)
RimWorld.CompLongRangeMineralScanner:DoFind(Pawn)
RimWorld.CompScanner:Used(Pawn)
RimWorld.<>c__DisplayClass1_0:<MakeNewToils>b__1()
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()


Update: Royalty has "<nameMustBeUnique>false</nameMustBeUnique>" for most of it's quests, Core has none.
#7
Quote from: Moo on January 11, 2020, 01:29:31 PM
Quote from: Error101 on September 26, 2019, 07:19:36 AM
For some reason, I cant deconstruct any of the mining shafts (even when i destroy it using debug commands)
heres the github code if it is ever needed: https://gist.github.com/b64b12fa0735d0996f74566710318176

I'm having this same problem :(

Able to work around it by deactivating the mod then reactivating, but a bit annoying.

Here's my fixed version (still for RimWorld 1.0 only): https://www.dropbox.com/s/uefi6v6ey7pzwbk/DeepRim43.zip?dl=1
VirusTotal: https://www.virustotal.com/gui/file/7a6509d68757499c5f381176bc1fe711c496bf102a408d207e915072772fc034/detection

Changes

  • About.xml was updated (switched to supportedVersions)
  • The error when abandoning a layer should be fixed (allowDestroyNonDestroyable enabled while it's being destroyed)
  • An error regarding the inspect string for the mining shaft is fixed (TrimEndNewlines added).
No, I won't be taking over development of this mod, I just fixed it so it wouldn't error in my 1.0 game, and decided to share :)

Update: Moved to Dropbox (no idea what happened with the original host)
#8
As the title states, if you are missing the packageId in a dependency in About.xml, such as:
<modDependencies>
  <li>
    <displayName>RimWorld</displayName>
    <downloadUrl>https://rimworldgame.com</downloadUrl>
  </li>
</modDependencies>


The game will just load a black screen.  displayName, downloadUrl, and steamWorkshopUrl just show warnings in the log if they are missing, and do not cause a black screen.  The log shows the following:

RimWorld 1.1.2552 rev545
Exception from asynchronous event: System.TypeInitializationException: The type initializer for 'Verse.ModsConfig' threw an exception. ---> System.TypeInitializationException: The type initializer for 'Verse.ModLister' threw an exception. ---> System.TypeInitializationException: The type initializer for 'Verse.Steam.WorkshopItems' threw an exception. ---> System.ArgumentNullException: Value cannot be null.
Parameter name: input
  at System.Text.RegularExpressions.Regex.IsMatch (System.String input) [0x00003] in <ae22a4e8f83c41d69684ae7f557133d9>:0
  at Verse.ModMetaData+ModMetaDataInternal.ValidateDependencies () [0x00022] in <df50c46ef3c74cec81344c2206c0de6f>:0
  at Verse.ModMetaData.Init () [0x00121] in <df50c46ef3c74cec81344c2206c0de6f>:0
  at Verse.ModMetaData..ctor (System.String localAbsPath, System.Boolean official) [0x00047] in <df50c46ef3c74cec81344c2206c0de6f>:0
  at Verse.ModLister.RebuildModList () [0x0010d] in <df50c46ef3c74cec81344c2206c0de6f>:0
  at Verse.Steam.WorkshopItems.RebuildItemsList () [0x0004a] in <df50c46ef3c74cec81344c2206c0de6f>:0
  at Verse.Steam.WorkshopItems..cctor () [0x0000a] in <df50c46ef3c74cec81344c2206c0de6f>:0
   --- End of inner exception stack trace ---
  at Verse.ModLister.RebuildModList () [0x0001b] in <df50c46ef3c74cec81344c2206c0de6f>:0
  at Verse.ModLister..cctor () [0x0000a] in <df50c46ef3c74cec81344c2206c0de6f>:0
   --- End of inner exception stack trace ---
  at Verse.ModsConfig..cctor () [0x00134] in <df50c46ef3c74cec81344c2206c0de6f>:0
   --- End of inner exception stack trace ---
  at Verse.PlayDataLoader.LoadAllPlayData (System.Boolean recovering) [0x00041] in <df50c46ef3c74cec81344c2206c0de6f>:0
  at Verse.Root+<>c.<Start>b__6_1 () [0x00000] in <df50c46ef3c74cec81344c2206c0de6f>:0
  at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action action) [0x00008] in <df50c46ef3c74cec81344c2206c0de6f>:0
#9
Bugs / Re: [1.1] Patch-only mod not loading
February 18, 2020, 02:42:33 PM
I mentioned it here https://ludeon.com/forums/index.php?topic=50284.0 as well.  It was not fixed in the most recent patch, however it is fixed in an upcoming patch.
#10
Bugs / [1.1] Patch only mods generate errors
February 17, 2020, 09:41:26 AM
Mods which only contain patches (no Defs, Textures, etc) generate the following error:

Mod Test did not load any content. Following load folders were used:
  - C:\Steam\steamapps\common\RimWorld\Mods\Test
Verse.Log:Error(String, Boolean)
Verse.<>c:<LoadModContent>b__10_1()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Entry:Update()


If I add other content (a blank png in Textures\ for instance), the error goes away.
#11
Any possibility of a small 1.0 update before 1.1 goes live, so that it ignores the new About.xml tags (supportedGameVersions, packageId)?  In addition, it would be nice if the warning for having supportedVersions could be suppressed in 1.1 (at the very least, when supportedGameVersions is also present) - it's not as bad as the red error in 1.0, but it does clutter the log.

XML error: <supportedGameVersions><li>1.1</li></supportedGameVersions> doesn't correspond to any field in type ModMetaDataInternal.
XML error: <packageId>v00d00.test</packageId> doesn't correspond to any field in type ModMetaDataInternal.


Sure, someone could make version specific mods to ignore them, but it is annoying that adding dual-version support in the mods (which is a feature) generates red errors in 1.0, and yellow warnings in 1.1...
#12
Releases / Re: [1.0] Marvin's Stuff
June 10, 2019, 03:15:55 PM
Sad to see you go, hopefully you return at some point.  I use several of your mods, so hopefully if/when someone takes over they do as good of a job as you.  I read your comment on "Ugh You Got Me", and I agree.  People should not be expecting fixes if they can't even take the time to post a log so that you can see potential mod incompatibilities (even when there are no error messages shown in said log).  Myself, I've never had compatibility issues, and things work as intended (though I usually don't add extra races).
#13
General Discussion / Slothful + Very Neurotic?
September 09, 2017, 06:01:22 AM
Just noticed that these don't conflict (can be double positive, but when it's a positive + a negative version.. lol).  Overall +5% work speed bonus I guess :)  Noticed it on (of all people):



[attachment deleted by admin: too old]
#14
Quote from: Flimflamshabam on September 07, 2017, 06:59:01 PM
Just so others don't have to dig to find them here's the links to the a16 versions.

Dermal Regenerator

Additional Lighting

Fixed the links - no need for quotes.
#15
Quote from: skullywag on September 04, 2017, 04:54:58 AM
I have local working versions, ill push em tonight if i find time.

I couldn't wait :P

http://steamcommunity.com/profiles/76561197989750123/screenshot/866236641734133976

Updated the XML's, and created a JobDriver to replace the old job code, since QueueJob doesn't exist anymore (and added TrimEndNewlines() to the end of the inspect string, to fix the blank line error).  Didn't upload it, just been messing around learning C# and RimWorld modding.