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Messages - sophiasong

#1
Releases / Re: [1.0] [KV] Change Dresser [ModSync RW]
November 27, 2018, 01:46:34 AM
Quote from: Canute on November 26, 2018, 03:42:36 AM
sophiasong,
you should maybe post a full log file and not just a screnshot.
If you got hugslib installed, enable developer mode at the option.
Then open the log window with the top left icon they appear.
Use share logs button and post the link.

Without hugslib attach the logfile to your answer, you need to press reply the quickreply window don't got the feature to attach files.
How to locate the logfile you can read at
https://ludeon.com/forums/index.php?topic=513.0


Oh my bad I thought I pasted that on here, thanks

https://gist.github.com/HugsLibRecordKeeper/8428476f362bebd23c9ef5e1f55607d9

Relevant section:

CustomOutfitUI closed due to: NullReferenceException Object reference not set to an instance of an object
Verse.Log:Error(String, Boolean)
ChangeDresser.UI.CustomOutfitUI:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)
#2
Releases / Re: [1.0] [KV] Change Dresser [ModSync RW]
November 26, 2018, 03:38:22 AM
Getting this error:



Not sure exactly what's happening. I think it's related to an item being assigned to a pawn's custom outfit being deleted. A problem, because this error closes out the UI if I try to select the pawn's custom outfit (I had only created one for this pawn) or if I try to create a new custom outfit.

https://gist.github.com/HugsLibRecordKeeper/8428476f362bebd23c9ef5e1f55607d9

Relevant section:

CustomOutfitUI closed due to: NullReferenceException Object reference not set to an instance of an object
Verse.Log:Error(String, Boolean)
ChangeDresser.UI.CustomOutfitUI:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)
#3
Releases / Re: [1.0] [KV] Change Dresser [ModSync RW]
November 18, 2018, 06:12:33 PM
Quote from: Grabarz on November 18, 2018, 03:51:20 PM
Hello there i have problem with this mod - is great however everytime when i draft my colonists they just drop every layer of clothes and they staying naked.
i tried to configure custom outfits - however changing to "anything" does not help still naked drafted colonists...

could You provide some kind of walkthrough ?

Click your change dresser and click the "assign outfits" button. It'll pull up this menu:



Uncheck everything on the "Use in battle" line. Then try drafting your pawns.
#4
Releases / Re: [1.0] RimBees - 1.01 (12/11/18)
November 18, 2018, 05:59:03 PM
Love the mod! As soon as we found it, my gf and I set out to make an entirely bee-based colony.

A QoL thing: none of the structures in the "Bees" architect menu can be uninstalled/reinstalled. I just modified buildings.xml to make everything minifiable and I vastly prefer it.

Bug report:
"Insert drone" and "insert queen" jobs (beehouse structure)

Expected behavior:
Job assigned to a pawn based on a list of pawns that have permission to do the job (insert drone, insert queen).

Observed behavior:
Job is assigned to the first first pawn on the list of colonists. The job assignment cancels that pawn's current task and prioritizes the "insert drone" or "insert queen" job.

Steps to reproduce:
1. Build a beehouse
2. Have at least one of any type of drone or queen bee
3. Select beehouse
4. Click "insert drone" and select an available drone; click "insert queen" and select an available queen

Comments:
It seems like the code looks for the first pawn that can use manipulation and assigns the job to that pawn. Also, it seems there is no associated permission for the "insert drone" and "insert queen" jobs (e.g., "haul general" or "cut stone blocks from chunks"), so there is no interaction with pawn settings on the "work" tab.
#5
Np. This is a real lifesaver mod that imo will (or, at least, really should) end up as a feature in the game itself. Or, rather, some variant where pawns have to run to pick up the right clothes rather than changing instantly, or would have to keep alternate outfits in their inventory.
#6
Bug:

Deleted "use in battle" outfits remain on the drafted pawn toolbar.

Steps to reproduce:

-Create an outfit.
-On the "Assign Outfits" menu (from clicking the button on the dresser toolbar), check the "use in battle" option for this outfit.
-Assign this outfit to a pawn.
-Draft the pawn to verify that the outfit button appears on the toolbar. (unsure if it matters if you undraft the pawn at this point)
-Delete the outfit from the (vanilla) outfit manager menu.
-Draft the pawn again. The button for the deleted outfit remains.
-Check the "Assign Outfits" menu. There will be no option to change settings for the deleted outfit. Creating another outfit by the same name does not help in this case, as it is instanced as a separate outfit.

Not a huge issue, at least in my case, but I could see it becoming a clutter issue if I started doing a lot of outfit overhauls
#7
Releases / Re: [A17] Psychology (2017-9-12)
October 24, 2017, 12:06:23 AM
Quote from: AngleWyrm on September 29, 2017, 02:01:28 PM
Conspicuously absent is a presentation of more accurate statistics.

https://www.kinseyinstitute.org/collections/index.php

fyi, though it's become a fad over the last decade, burying your head in the sand, not making the effort to do basic research, and the associated mewling about the burden of proof isn't good argumentation.

e: Also, for anyone willing to use a search engine, you'll notice there are research trends in response to work like that of the Kinsey Institute, which attempt to use other methods to define the human response to attraction. For example: http://journals.plos.org/plosone/article?id=10.1371/journal.pone.0040256
#8
I've seen this issue with the Bees and Honey mod posted a couple of times on the last page. Apologies if it was already addressed.

Visitors to colonies with the Hospitality mod loaded will eat the colony's honey. I'm fairly sure trade caravan pawns and pawns who are just passing by won't eat the honey.

I've tried comparing the thing def xml for honey with the vanilla food items, which visitors leave alone, but I haven't gotten anywhere.
#9
Outdated / Re: [A17] Change Dresser
September 26, 2017, 07:38:44 PM
Is there a way to preserve certain worn apparel items during a swap? The main difficulty I have with outfits in vanilla is the change from heat to cold insulation. I would love to be able to swap armor vests and helmets from storage onto a pawn while keeping the pawn's jacket or duster.