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Messages - DarkSnowi

#1
Heh, me again.

I found out what happened, the <targetVersion> tag no longer works. Instead the <supportedVersions> has to be used.

Example: Old
<targetVersion>0.18.0</targetVersion>

New
<supportedVersions><li>0.18</li></supportedVersions>

Hope that helps some people, because I couldn´t find the fix per Google.
#2
Help / All my Mods are suddenly flagged as Version 1.0
August 02, 2019, 01:30:41 PM
Hi,

just found out that all my iterations for the older versions of Rimworld got flagged as 1.0 in SteamWorkshop.

I double checked my about files and target Versions, but all seems in order. Is there a way to get them back to their old versions without re-releasing them?

#3
A lot of renaming has happened between A17 to A18 when I remember correctly, so most probably most errors will arise due to that.

Like row 8, it cant find the parent you are referring to, so the naming for "ArmorMakeableBase" is now "ArmorMachineableBase" for example.
#4
Help / Re: updateing mod from B18 toB19
October 01, 2018, 10:44:07 AM
The PublishedFileld.txt contains the Mods Steamworkshop ID. Its for when you want to Update your Mod using the same Workshop entry. (Example: You forget something after publishing, after fixing the Problem just publish it again with the ingame menu.)

If you want to change the Version you probably want to delete the PublishedFileld.txt file, so that old savegames do not break for your subscribers.
#5
Okay I somehow got rid of all the whitespace errors. Just played around with the descriptions just to revert them back in the end, don't know what fixed it.
#6
Hi there,

today I decided to port my mod from B18 to the unstable 1.0. It was kinda easy, but I need your help with some debug error messages.

The mod only changes some Item-names and descriptions and worked fine in B18, now I get the following:

Config error in Gun_BoltActionRifle: description has trailing whitespace
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.DefDatabase`1:ErrorCheckAllDefs() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\DefDatabase.cs:146)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object[]) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Gen\GenGeneric.cs:39)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:232)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:58)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)


The mod still works as intended but it kinda gives a bad aftertaste. I also dont know what whitespace in that instance means. After doing some research on how whitespace in XML works it shouldn't give this message in my opinion.

Also for some reason this doesn´t trigger the error:

<!-- Pistol -->
<Operation Class="PatchOperationReplace">
<xpath>/Defs/ThingDef[defName = "Gun_Revolver"]/label</xpath>
<value>
  <label>Single Action Army mod. 1873 Revolver</label>
</value>
</Operation>

<Operation Class="PatchOperationReplace">
<xpath>/Defs/ThingDef[defName = "Gun_Revolver"]/description</xpath>
<value>
<description>Ancient but reliable pre war revolver design from the old world.

The Single Action Army designation originates from the fact that you need to cock the hammer for every shot. This simple weapon can hold up to 6 powerful .45 caliber rounds inside its cylinder.</description>
</value>
</Operation>


and that does:

<!-- PumpShotgun -->
<Operation Class="PatchOperationReplace">
<xpath>/Defs/ThingDef[defName = "Gun_PumpShotgun"]/label</xpath>
<value>
  <label>M870 Shotgun</label>
</value>
</Operation>

<Operation Class="PatchOperationReplace">
<xpath>/Defs/ThingDef[defName = "Gun_PumpShotgun"]/description</xpath>
<value>
<description>Ancient pump action shotgun design from the old World.

A versatile weapon for hunting, sport and home defense. The "easy to use" nature of this gun, plus its great reliability, makes it a popular choice for survivalists around many worlds. Sporting a 12 Gauge Slug makes it a deadly tool in close quarter combat.</description>
</value>
</Operation>


Does someone know whats going on? Theories are welcome.
#7
Quote from: SilencerRolf on February 20, 2018, 05:53:25 AM
Easiest skill to upgrade would probably be Intellectual, where they literally just need to sit there researching all day. Others would include tasks like crafting and growing, where you can just have them automated to preform certain tasks over and over throughout the day.

The hardest skill I've noted to increase is Melee.
Unless you start with a high melee stat to begin with, it's not going to be a fun time increasing it. Unlike other automated tasks, increasing Melee is a more demanding grind with a lot more risks involved like injuries and death.

This
#8
Help / Re: Questions about Weapon Modding
December 01, 2017, 02:51:26 PM
Thx you two, will try this on Monday. ^^
#9
Help / Re: Questions about Weapon Modding
December 01, 2017, 10:02:09 AM
>this thread contains an archive with a list of XML tags used in the game

Yeah something like that, but somewhat readable and with what the tag does.
#10
Help / Questions about Weapon Modding
December 01, 2017, 09:18:11 AM
Hey ho,

it´s me again, but this time with high quality noob questions.

After adding a new gun to the game (which works), I now work on getting balancing and quirks right. While doing that I found the tools Tag on other vanilla guns but no info on what that actually does/is.

Also, is there any knowledge-base or reposit where I can see available and usable Tags for guns?

Edit: Does anybody know how the ticks on cooldown and warmup are calculated? ^^
#11
Help / Re: Reduce movement speed by percentage?
November 21, 2017, 06:23:28 PM
Ahhh okay, now I understand what you want to do.

Sadly I don´t know If that is possible. For what purpose do you want to convert that value anyway?
#12
Help / Re: Reduce movement speed by percentage?
November 21, 2017, 02:20:16 AM
Hey,

I know that there is a Tag you can use on weapons.

<equippedStatOffsets>
<MoveSpeed>-0.25</MoveSpeed>
</equippedStatOffsets>


The Tag is used after the verbs Tag.

As you can see for equipment it uses the 0 = 0% 1 = 100% syntax. In my example I reduce the Movement Speed by 25%.

I don´t know If the game handles all its percentages like that, but for equipment its basically that, I believe. Real dynamic changing of this value isn´t possible I guess, just adding and retracting more modifiers. (In Vanilla at least)


But, like I said, I am not entirely sure. If someone knows a way I am all ears. :)
#13
Help / Re: A quick tutorial of xpathing and patching
November 18, 2017, 12:15:20 PM
Hey its me again.

It seems like I figured out what has changed.
Weapons are no longer in ThingDefs , the Tag is now called simply Defs . (Also there is a new Gun and naturally they renamed the Pistol in the tag logic)

So,
<xpath>/ThingDefs/ThingDef[defName = "Gun_PumpShotgun"]/label</xpath>

is now

<xpath>/Defs/ThingDef[defName = "Gun_PumpShotgun"]/label</xpath>
#14
Help / Re: A quick tutorial of xpathing and patching
November 18, 2017, 02:57:28 AM
Okay guys, I think I need some advice here.

I published the Vanilla Gun Name mod in A17 a while ago, now with patch A18 hitting today I wanted to update said mod.
Unfortunately simply changing the target version gives me a long list of debug errors saying that he couldn´t complete the xpathing replace action in every line.


Every error looks like this:
RimWorld 0.18.1722 rev1198
Verse.Log:Message(String)
RimWorld.VersionControl:LogVersionNumber()
Verse.Root:CheckGlobalInit()
Verse.Root:Start()
Verse.Root_Entry:Start()

[+DEV+ Real Vanilla Gun Names] Patch operation Verse.PatchOperationReplace(/ThingDefs/ThingDef[defName = "Gun_Pistol"]/label) failed
file: D:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods\DEV Real Vanilla Gun Names\Patches\patchedChanged_Weapons_Guns.xml
Verse.Log:Error(String)
Verse.PatchOperation:Complete(String)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()


Did something change?

(Original file is attached)



[attachment deleted by admin: too old]