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Messages - NeoSono

#1
Releases / Re: [1.0] A RimWorld of Magic
November 12, 2018, 12:29:15 AM
I got a question, is it intended that pawns incapable of violence can learn violent mage classes through the ??? arcane script? I thought I would be clever and buy one of these and make my pawn a priest but she became an ice mage.
#2
Releases / Re: [1.0] RPG Style Inventory [V2.1] | UI mod
November 11, 2018, 08:24:56 AM
there's no need for a compatibility patch. the sidearms are just carried in inventory.
Im a little surprised that rimworld of magic doesn't seem to be supported. I have a pawn thats weaing a cloak and it wasn't shown in the interface or inventory.
#3
Releases / Re: [1.0] A RimWorld of Magic
November 09, 2018, 05:42:45 PM
Man I derped hard. I just loaded the save and somehow he has blink, so I must have been so tired I didn't see that he already had blink even after I looked. sorry for that :(.
#4
Releases / Re: [1.0] A RimWorld of Magic
November 09, 2018, 05:16:27 PM
Quote from: Torann on November 09, 2018, 12:38:23 PM
Quote from: NeoSono on November 09, 2018, 07:44:40 AM
Hey, still love the mod and thanks again for your great work. Now to my question, is there any particular reason the technomancer can't learn blink? Im in the process of giving every mage in my colony blink for the easy xp, but somehow the technomancer I have on the offensive line can't learn blink.
I just tested this and had no issues with technomancer learning and retaining blink through save/load etc.  If they fail to read the scroll it should generate an error either telling you the pawn isn't a mage or that the spell can't be applied - are you getting either of those messages or another error that might explain why your technomancer can't learn blink?

It was the same message you get when you try to learn a fire spell with a water mage for example. I will check if I get errors while trying and report back after.
#5
Releases / Re: [1.0] A RimWorld of Magic
November 09, 2018, 07:44:40 AM
Hey, still love the mod and thanks again for your great work. Now to my question, is there any particular reason the technomancer can't learn blink? Im in the process of giving every mage in my colony blink for the easy xp, but somehow the technomancer I have on the offensive line can't learn blink.
#6
Releases / Re: [1.0] A RimWorld of Magic
November 05, 2018, 01:34:52 PM
I played with the lastest steam workshop version yesterday and had no problems. Sometimes a jecs tools version causes problems and you need to use the github version from before.
#7
Releases / Re: [1.0] A RimWorld of Magic
November 05, 2018, 11:48:21 AM
scars is priest business ;). most spells don't work on animals sadly. but I could remove luciferium addiction on my alpha wolf :D
#8
Releases / Re: [1.0] Alpha Animals - 1.06 (31/10/18)
November 04, 2018, 01:03:37 AM
are you sure it isn't? usually giddy up just works.
#9
Releases / Re: [1.0] A RimWorld of Magic
October 28, 2018, 06:07:24 AM
thats actually a good idea :D will do and report back.

yep seems to be related to the newer version of jecs tools. I did the same raid witht the version from the 19th and had no hang ups or errors thrown at me the whole fight. The other errors with the resurrection remained but thats more likely to be because those are androids. resurrector mech serum didn't work either. But the errors related to combat skills didn't happen.
#10
Releases / Re: [1.0] A RimWorld of Magic
October 28, 2018, 05:02:54 AM
anyone else having errors and hang ups since today?

Explosion could not affect cell (35, 0, 180): System.NullReferenceException: Object reference not set to an instance of an object
at TorannMagic.CompAbilityUserMight.DoReversal (Verse.DamageInfo) <0x0008c>
at TorannMagic.CompAbilityUserMight.PostPreApplyDamage (Verse.DamageInfo,bool&) <0x00951>
at Verse.ThingWithComps.PreApplyDamage (Verse.DamageInfo&,bool&) <0x000cc>
at Verse.Pawn.PreApplyDamage (Verse.DamageInfo&,bool&) <0x00025>
at (wrapper dynamic-method) Verse.Thing.TakeDamage_Patch1 (object,Verse.DamageInfo) <0x00220>
at Verse.DamageWorker.ExplosionDamageThing (Verse.Explosion,Verse.Thing,System.Collections.Generic.List`1<Verse.Thing>,Verse.IntVec3) <0x00558>
at Verse.DamageWorker.ExplosionAffectCell (Verse.Explosion,Verse.IntVec3,System.Collections.Generic.List`1<Verse.Thing>,bool) <0x005c6>
at Verse.Explosion.AffectCell (Verse.IntVec3) <0x0019a>
at Verse.Explosion.Tick () <0x00156>

Verse.Log:Error(String, Boolean)
Verse.Explosion:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


I didn't have any problems yesterday but the first raid today is unplayable because my game hangs and throws errors pretty often. did the update to jesc tools mess something up or whats going on?

edit: and another one. tried to resurrect an android, which may not be possible? the grafic is stuck now and another error.

Exception ticking Projectile_Resurrection870589 (at (36, 0, 180)): System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.ResurrectionUtility.ResurrectWithSideEffects (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at TorannMagic.Projectile_Resurrection.Impact (Verse.Thing hitThing) [0x00000] in <filename unknown>:0
  at AbilityUser.Projectile_AbilityBase.ImpactSomething () [0x00000] in <filename unknown>:0
  at AbilityUser.Projectile_AbilityBase.Tick () [0x00000] in <filename unknown>:0
  at TorannMagic.Projectile_Resurrection.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
#11
Releases / Re: [B18 - 0.19] A RimWorld of Magic
August 24, 2018, 03:42:30 AM
did the latest patch mess up something? tried to heal someone with advanced heal and the pawn was locked in place after casting and the sound looped. heal doesn't work either, error code below.

Exception ticking Mem (at (38, 0, 175)): System.NullReferenceException: Object reference not set to an instance of an object
at Verse.Verb.get_TerrainDefSource () <0x00019>
at Verse.Verb.TryCastNextBurstShot () <0x0056e>
at Verse.Verb.VerbTick () <0x00075>
at AbilityUser.PawnAbility.Tick () <0x000df>
at AbilityUser.CompAbilityUser.CompTick () <0x00194>
at TorannMagic.CompAbilityUserMagic.CompTick () <0x00161>
at Verse.ThingWithComps.Tick () <0x0006c>
at (wrapper dynamic-method) Verse.Pawn.Tick_Patch1 (object) <0x00095>
at Verse.TickList.Tick () <0x00487>

Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
#12
Releases / Re: [B18 - 0.19] A RimWorld of Magic
August 19, 2018, 02:30:40 PM
Well thank YOU for the awesome mod :). really love the possibilities and damn was I suprised when an arcane raider teleported several times to kill my pawn :D
#13
Releases / Re: [B18 - 0.19] A RimWorld of Magic
August 19, 2018, 05:21:33 AM
I just now had a caravan with arcane stuff for a visit. Problem was that one of them was a psionic and I heard an annoying sound every few seconds while all my colonists got wounded by psionic?!?! I didn't attack them and they weren't hostile...

and another 2 visits by arcans caravans and everytime this happens. it also attacks my animals.
#14
Im so glad you updated and the mod works again. No more errors when loading for me now. already started with hybrids :D. awesome mod, thanks for your work on it :)
#15
No, just keep it how it is. I was more thinking back to minecraft where NEI or JEI showed what mod something was from ;).