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Messages - PanConHuevo

#1
Help / Re: i need help
August 29, 2021, 05:20:02 PM
thanks for the help, but my biggest problem is prepare carefully, i loaded it without other mods and the problem persists also my rimworld has a tendency to hate mods that replace textures or similar (rpg style inventory, colored mood bar, etc)
#2
Help / i need help
August 29, 2021, 02:33:48 PM
https://gist.github.com/e01dafca6de0173b568f3b80e8bedd11

everything doesnt work, hud is gone, colonist invisible, and most importantly, Prepare carefully doesnt work... and is not the tipical error of "i click on button and nothing happens" the menu works fine but it doesnt show anything. if you need more information you can just ask

https://imgur.com/a/lsvckXR

im using the Jilp modpack from Mr samuel streamer
#3
Help / HELP i get 2 errors on the mod im making
August 13, 2021, 07:41:31 PM
1st error

Could not load UnityEngine.Texture2D at Things\Item\Equipment\WeaponThrowable\HolyGrenadeBelt in any active mod or in base resources.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.ContentFinder`1<UnityEngine.Texture2D>:Get (string,bool)
Verse.Graphic_Single:Init (Verse.GraphicRequest)
Verse.GraphicDatabase:GetInner<Verse.Graphic_Single> (Verse.GraphicRequest)
Verse.GraphicDatabase:Get (System.Type,string,UnityEngine.Shader,UnityEngine.Vector2,UnityEngine.Color,UnityEngine.Color,Verse.GraphicData,System.Collections.Generic.List`1<Verse.ShaderParameter>,string)
Verse.GraphicData:Init ()
Verse.GraphicData:get_Graphic ()
Verse.ThingDef:<PostLoad>b__298_0 ()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished ()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent ()
Verse.LongEventHandler:LongEventsUpdate (bool&)
(wrapper dynamic-method) Verse.Root:Verse.Root.Update_Patch1 (Verse.Root)
Verse.Root_Entry:Update ()

2nd error

Could not execute post-long-event action. Exception: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.GlobalTextureAtlasManager.TryInsertStatic (Verse.TextureAtlasGroup group, UnityEngine.Texture2D texture, UnityEngine.Texture2D mask) [0x00000] in <e6d267da40db4a01beb1ee5d02f19dd5>:0
  at Verse.Graphic_Single.TryInsertIntoAtlas (Verse.TextureAtlasGroup groupKey) [0x00036] in <e6d267da40db4a01beb1ee5d02f19dd5>:0
  at Verse.Graphic_RandomRotated.TryInsertIntoAtlas (Verse.TextureAtlasGroup group) [0x00000] in <e6d267da40db4a01beb1ee5d02f19dd5>:0
  at Verse.ThingDef.<PostLoad>b__298_0 () [0x00043] in <e6d267da40db4a01beb1ee5d02f19dd5>:0
  at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x0007c] in <e6d267da40db4a01beb1ee5d02f19dd5>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.LongEventHandler:ExecuteToExecuteWhenFinished ()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent ()
Verse.LongEventHandler:LongEventsUpdate (bool&)
(wrapper dynamic-method) Verse.Root:Verse.Root.Update_Patch1 (Verse.Root)
Verse.Root_Entry:Update ()
#4
Help / also
August 12, 2021, 11:03:27 PM
if you could help me on how to make a grenade that would be cool too, beacouse i fucked with the code a bit and got another error about Texture2d
#5
Help / help i get error pls help fix :)
August 12, 2021, 10:54:19 PM
this is log

D:\Descargas\RimWorld.Ideology\RimWorld\Mods\DumbWeapons\Defs\ThingDefs_Misc\Weapons/HolyGrenade.xml: unknown parse failure
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.LoadedModManager:CombineIntoUnifiedXML (System.Collections.Generic.List`1<Verse.LoadableXmlAsset>,System.Collections.Generic.Dictionary`2<System.Xml.XmlNode, Verse.LoadableXmlAsset>)
Verse.LoadedModManager:LoadAllActiveMods ()
Verse.PlayDataLoader:DoPlayLoad ()
Verse.PlayDataLoader:LoadAllPlayData (bool)
Verse.Root/<>c:<Start>b__6_1 ()
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__27_0 ()
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object)
System.Threading.ThreadHelper:ThreadStart ()

this is code

<?xml version="1.0" encoding="utf-8" ?>
<Defs>

  <ThingDef Name="BaseGrenadeProjectile" Abstract="True">
    <category>Projectile</category>
    <altitudeLayer>Projectile</altitudeLayer>
    <thingClass>Projectile_Explosive</thingClass>
    <label>projectile</label>
    <tickerType>Normal</tickerType>
    <useHitPoints>False</useHitPoints>
    <neverMultiSelect>True</neverMultiSelect>
    <graphicData>
      <shaderType>Transparent</shaderType>
    </graphicData>
    <projectile>
      <speed>12</speed>
      <arcHeightFactor>2</arcHeightFactor>
      <shadowSize>0.4</shadowSize>
    </projectile>
  </ThingDef>

  <ThingDef Name="BaseMakeableGrenade" ParentName="BaseWeapon" Abstract="True">
    <weaponClasses>
      <li>Ranged</li>
    </weaponClasses>
    <recipeMaker>
      <workSpeedStat>GeneralLaborSpeed</workSpeedStat>
      <workSkill>Crafting</workSkill>
      <effectWorking>Smith</effectWorking>
      <soundWorking>Recipe_Smith</soundWorking>
      <recipeUsers>
        <li>TableMachining</li>
      </recipeUsers>
      <unfinishedThingDef>UnfinishedGun</unfinishedThingDef>
    </recipeMaker>
  </ThingDef>

  <ThingDef ParentName="BaseMakeableGrenade">
    <defName>Weapon_HolyGrenade</defName>
    <label>Holy Hand Grenades</label>
    <description>fragmentation grenades, BUT they are blessed by god, They can be thrown a short distance, where they'll explode, damaging anything and anyone nearby.</description>
    <recipeMaker>
      <researchPrerequisite>Machining</researchPrerequisite>
    </recipeMaker>
    <tickerType>Normal</tickerType>
    <graphicData>
      <texPath>Things\Item\Equipment\WeaponThrowable\HolyGrenadeBelt</texPath>
      <graphicClass>Graphic_Single</graphicClass>
    </graphicData>
    <uiIconScale>1.3</uiIconScale>
    <soundInteract>Interact_Grenade</soundInteract>
    <techLevel>Industrial</techLevel>
    <statBases>
      <Mass>1</Mass>
      <RangedWeapon_Cooldown>3.66</RangedWeapon_Cooldown>
      <WorkToMake>12000</WorkToMake>
    </statBases>
    <costList>
      <Plasteel>75</Plasteel>
      <Chemfuel>80</Chemfuel>
     <Silver>500</Silver>
     <Gold>150</Gold>
    </costList>
    <weaponTags>
      <li>GrenadeDestructive</li>
      <li>EmpireGrenadeDestructive</li>
    </weaponTags>
    <thingCategories>
      <li>Grenades</li>
    </thingCategories>
    <verbs>
      <li>
        <label>throw Holy grenade</label>
        <verbClass>Verb_LaunchProjectile</verbClass>
        <hasStandardCommand>true</hasStandardCommand>
        <range>19.9</range>
        <forcedMissRadius>1.9</forcedMissRadius>
        <warmupTime>1.5</warmupTime>
        <noiseRadius>4</noiseRadius>
        <ai_IsBuildingDestroyer>true</ai_IsBuildingDestroyer>
        <soundCast>ThrowGrenade</soundCast>
        <targetParams>
          <canTargetLocations>true</canTargetLocations>
        </targetParams>
        <defaultProjectile>BaseGrenadeProjectile</defaultProjectile>
        <rangedFireRulepack>Combat_RangedFire_Thrown</rangedFireRulepack>
      </li>
    </verbs>
    <comps>
      <li Class="CompProperties_Explosive">
        <explosiveRadius>4.66</explosiveRadius>
        <explosiveDamageType>Bomb</explosiveDamageType>
        <requiredDamageTypeToExplode>Flame</requiredDamageTypeToExplode>
      </li>
    </comps>
  </ThingDef>

  <ThingDef Name="BaseHolyGrenadeProjectile" ParentName="BaseGrenadeProjectile" Abstract="True">
    <thingClass>Projectile_Explosive</thingClass>
    <graphicData>
      <texPath>Things/Projectile/HolyGrenadeSingle</texPath>
      <graphicClass>Graphic_Single</graphicClass>
    </graphicData>
    <projectile>
      <explosionRadius>4.9</explosionRadius >
      <damageDef>Bomb</damageDef>
      <!-- Use default damage from explosion def -->
      <explosionDelay>100</explosionDelay>
    </projectile>
  </ThingDef>

  <ThingDef ParentName="BaseFragGrenadeProjectile">
    <defName>Proj_GrenadeHoly</defName>
    <label>holy grenade</label>
  </ThingDef>
</Defs>

pls help