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Messages - darkitten

#1
umm i looked everyplace i could and i found a folder named mono on my system but it did not contain libmono.dll.so or libmono.so or mono.dll.so .. i'm not sure what you need me to do but i'm willing to do anything to help =) would a directory tree picture help any? (using mono complete)
#2
http://www.mono-project.com/docs/advanced/pinvoke/dllnotfoundexception/

^^ this is it an i think you probably know all this so anyway ill find the dll file an tell you what i can
#3
hello i am curious if this error means that linux mint cinnamon + latest mono ..is not compatable because unlike ubuntu it has some sort of unity bug? should i chase that or is this harmony code issue? (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Fallback handler could not load library /home/leaf/.local/share/Steam/steamapps/common/RimWorld/RimWorldLinux_Data/Mono/x86_64/mono.dll
Fallback handler could not load library /home/leaf/.local/share/Steam/steamapps/common/RimWorld/RimWorldLinux_Data/Mono/x86_64/libmono.dll.so
Fallback handler could not load library /home/leaf/.local/share/Steam/steamapps/common/RimWorld/RimWorldLinux_Data/Mono/x86_64/./mono.dll
Fallback handler could not load library /home/leaf/.local/share/Steam/steamapps/common/RimWorld/RimWorldLinux_Data/Mono/x86_64/./libmono.dll.so
Fallback handler could not load library /home/leaf/.local/share/Steam/steamapps/common/RimWorld/RimWorldLinux_Data/Mono/x86_64/mono.dll
Fallback handler could not load library /home/leaf/.local/share/Steam/steamapps/common/RimWorld/RimWorldLinux_Data/Mono/x86_64/mono
Fallback handler could not load library /home/leaf/.local/share/Steam/steamapps/common/RimWorld/RimWorldLinux_Data/Mono/x86_64/libmono.so
Fallback handler could not load library /home/leaf/.local/share/Steam/steamapps/common/RimWorld/RimWorldLinux_Data/Mono/x86_64/./mono
Fallback handler could not load library /home/leaf/.local/share/Steam/steamapps/common/RimWorld/RimWorldLinux_Data/Mono/x86_64/./libmono.so
Fallback handler could not load library /home/leaf/.local/share/Steam/steamapps/common/RimWorld/RimWorldLinux_Data/Mono/x86_64/mono
Fallback handler could not load library /home/leaf/.local/share/Steam/steamapps/common/RimWorld/RimWorldLinux_Data/Mono/x86_64/libmono.dll
Fallback handler could not load library /home/leaf/.local/share/Steam/steamapps/common/RimWorld/RimWorldLinux_Data/Mono/x86_64/libmono.dll.so
Fallback handler could not load library /home/leaf/.local/share/Steam/steamapps/common/RimWorld/RimWorldLinux_Data/Mono/x86_64/./libmono.dll
Fallback handler could not load library /home/leaf/.local/share/Steam/steamapps/common/RimWorld/RimWorldLinux_Data/Mono/x86_64/./libmono.dll.so
Fallback handler could not load library /home/leaf/.local/share/Steam/steamapps/common/RimWorld/RimWorldLinux_Data/Mono/x86_64/libmono.dll
Exception from long event: System.EntryPointNotFoundException: mono_domain_get
  at (wrapper managed-to-native) Harmony.ILCopying.MonoInternals:mono_domain_get_other ()
  at Harmony.ILCopying.MonoInternals.mono_domain_get () [0x00000] in <filename unknown>:0
  at Harmony.ILCopying.MonoInternals.GetCodeInfo (System.Reflection.MethodBase method, System.Int64& start) [0x00000] in <filename unknown>:0
  at Harmony.ILCopying.Memory.GetMethodStart (System.Reflection.MethodBase method) [0x00000] in <filename unknown>:0
  at Harmony.PatchFunctions.UpdateWrapper (System.Reflection.MethodBase original, Harmony.PatchInfo patchInfo) [0x00000] in <filename unknown>:0
  at Harmony.PatchProcessor.Patch () [0x00000] in <filename unknown>:0
  at Harmony.HarmonyInstance.Patch (System.Reflection.MethodBase original, Harmony.HarmonyMethod prefix, Harmony.HarmonyMethod postfix, Harmony.HarmonyProcessor infix) [0x00000] in <filename unknown>:0
  at PrisonerRansom.ReplacementCode+<>c.<.cctor>b__0_0 () [0x00000] in <filename unknown>:0
  at Verse.LongEventHandler.UpdateCurrentSynchronousEvent (System.Boolean& sceneChanged) [0x00000] in <filename unknown>:0

sorry and thank you
#4
when the ants are incapacitated and try to move they cause errors.. but i have every mod in a12 working except for this and 3 others
#5
Unfinished / {wip} multiplayer
November 27, 2015, 05:09:47 PM
multiplayer

trade storage
~ purchase resources at base value from trade storage of other colonies even other players using the coms console once a trade agreement has been purchased

diplomacy table
~ order hits, send mail, pay silver to form trade agreements, alliances and demand silver in threat of war (unpaid results in send-able raids)

supply storage
~ call resource drop of selected items .. ie trade screen inventory of all allied supply storage's but cost of items is the distance from colony and is always available to allies and new colonies (from diplomacy table)

tunnel entrance
~ troops that enter are frozen, (cryo), until an attack is sent from the coms console at that point a raid will spawn or be qued to spawn attacking the faction you designated when the date of attack sent aligns with the date of the colony or when the date of attack is overdue.. they will spawn as AI with same gear.. extra options are available at a cost ie. standard siege gear.. tunneling.. night raid.. drop pods
.. attack immediately.. priority capture and flee.. blow power conduit.. spawn with mercinaries.. ect.. if possible those that do not die can be returned along with captured enemies.

new colony
~ clicking on world map allows you to choose new location to set up a colony within 10 squares of the existing colony.. the new colony  will spawn with the occupants of the 'tunnel entrance' the current map is saved and a new map generated by a chosen name at the set location.. then the tunnel kills the stored colonists as-if they have traveled. these colonists can build a supply storage for like 10 chunks =P .. and bingo a new colony.. switching between the colonies is also done via the world map with automated loading/saving on switch.. enemy (including other human players show on this map)

allot of time to learn how to do all this but ill get started as i have 2 years of free time =).. it will involve a sync client that communicates inventories, statistics, mail, the mods list, difficulty and ai settings, colony locations, armies..ect and all events will be delayed by a day's travel so should be no lag..

to win is definable but a sample would be you must out score the combined enemy nations have gone to space, have 10 colonies with 10 people in each

and maybe a score based on: consistent ai storyteller (time spent as original selection) > number of reloads (earlier game auto/main saves loaded of any particular colony when in mp game) > difficulty level (time spent as original selection) > number of enemy colonies destroyed > .. colonies that have gone to space > colonists in space > number of colonies with 10 people > age of a colony all these contribute to score displayed on the history graph and in turn declare the winner of the map.

progress...

reinstalled os on two computers
created workplace and started collecting code from mods that might help me.
started programming course and wont return to this project for about 2 weeks

UPDATE: this is allot of work and it turns out im bad at modding.. O.o my life is chaos atmo .. so i'm abandoning it until distant future
#6
Mods / Re: Mod requests for vanilla
November 26, 2015, 12:05:11 PM
since this mod 'manager mod ~ fluffy' is already done i might start on another mod idea i had.. multiplayer

trade storage
~ purchase resources at base value from trade storage of other colonies even other players using the coms console once a trade agreement has been purchased

diplomacy table
~ order hits, send mail, pay silver to form trade agreements, alliances and demand silver in threat of war (unpaid results in send-able raids)

supply storage
~ call resource drop of selected items .. ie trade screen inventory of all allied supply storage's but cost of items is the distance from colony and is always available to allies and new colonies (from diplomacy table)

tunnel entrance
~ troops that enter are frozen, (cryo), until an attack is sent from the coms console at that point a raid will spawn or be qued to spawn attacking the faction you designated when the date of attack sent aligns with the date of the colony or when the date of attack is overdue.. they will spawn as AI with same gear.. extra options are available at a cost ie. standard siege gear.. tunneling.. night raid.. drop pods
.. attack immediately.. priority capture and flee.. blow power conduit.. spawn with mercinaries.. ect.. if possible those that do not die can be returned along with captured enemies.

new colony
~ clicking on world map allows you to choose new location to set up a colony within 10 squares of the existing colony.. the new colony  will spawn with the occupants of the 'tunnel entrance' the current map is saved and a new map generated by a chosen name at the set location.. then the tunnel kills the stored colonists as-if they have traveled. these colonists can build a supply storage for like 10 chunks =P .. and bingo a new colony.. switching between the colonies is also done via the world map with automated loading/saving on switch.. enemy (including other human players show on this map)

i know how i can do it np its just allot of time to learn how to do all this but ill get started as i have 2 years of free time =).. it will involve a sync client that communicates inventories, statistics, mail, the mods list, difficulty and ai settings, colony locations, armies..ect and all events will be delayed by a day's travel so should be no lag..

to win you must out score the combined enemy nations have gone to space, have 10 colonies with 10 people in each

a score based on: consistent ai storyteller (time spent as original selection) > number of reloads (earlier game auto/main saves loaded of any particular colony when in mp game) > difficulty level (time spent as original selection) > number of enemy colonies destroyed > .. colonies that have gone to space > colonists in space > number of colonies with 10 people > age of a colony all these contribute to score displayed on the history graph and in turn declare the winner of the map.
#7
Outdated / Re: [A12d] Colony Manager V2
November 23, 2015, 04:10:54 AM
this works perfectly and is kinda every-mod.. no errors.. but i edited the redist heat addition on the end to have only duct systems in it... as they are included in mvp but give missing texture errors if i dont overwrite.. and i removed fertile ground from lt_soiling and made the soil cost mulch for balance

<?xml version="1.0" encoding="utf-8"?>
<ModsConfigData>
  <buildNumber>914</buildNumber>
  <activeMods>
    <li>ProjectDog-ProjectDog1.5</li>
    <li>Biodiversity</li>
    <li>LT_Soiling</li>
    <li>Core</li>
    <li>Community Core Library</li>
    <li>Community Core Library - Vanilla Tweaks</li>
    <li>M&amp;Co. Common</li>
    <li>M&amp;Co. AlertSpeaker</li>
    <li>M&amp;Co. ForceField</li>
    <li>M&amp;Co. MiningHelmet</li>
    <li>EdBModOrder</li>
    <li>CombatRealism</li>
    <li>VeinMiner</li>
    <li>ModVarietyPack</li>
    <li>Rimsenal_CR</li>
    <li>Rimsenal_Federation</li>
    <li>BackstoriesCore</li>
    <li>EdBInterface</li>
    <li>EdBPrepareCarefully</li>
    <li>Pawn State Icons</li>
    <li>RW_EnhancedTabs</li>
    <li>RW_MedicalInfo</li>
    <li>RW_ResearchInfo</li>
    <li>Hospitality</li>
    <li>RT Storage</li>
    <li>LT_Infusion</li>
    <li>AutoEquip</li>
    <li>AutoEquipInfusion</li>
    <li>MAI</li>
    <li>RWAutoSell</li>
    <li>PowerArmourMKII-PowerArmourMKII1.1</li>
    <li>Additional Joy Objects V2.71</li>
    <li>Vegetable Garden v3.3</li>
    <li>Soda Brewing V1.41</li>
    <li>Soda Garden V1.20</li>
    <li>AdditionalJoySodas</li>
    <li>CampfireParty</li>
    <li>Ancient Amulets V1.01</li>
    <li>Silage 1.1</li>
    <li>CaveworldFlora</li>
    <li>CapsuleReactor</li>
    <li>RW_Cats-12d.9c</li>
    <li>Skynet_SK</li>
    <li>Assassin Dagger v1.01</li>
    <li>ZenGarden v1.00</li>
    <li>Suicide Bomb</li>
    <li>Mending_SK</li>
    <li>MedievalShields-MedievalShields1.4</li>
    <li>PersonalShieldMKII-PersonalShieldMKII1.2</li>
    <li>RimBeast</li>
    <li>Dont Mourn The Dead</li>
    <li>CombatRealism + Rimfire 1.8</li>
    <li>Turret Collection</li>
    <li>Turret Collection Overkill</li>
    <li>RW_A2B-0.12.1</li>
    <li>RW_A2B_selectors-0.12.1</li>
    <li>RW_A2B_Teleporter-0.12.1</li>
    <li>CombatRealism Defence</li>
    <li>LED Lights 1.3</li>
    <li>Dragons</li>
    <li>GourmetGarden</li>
    <li>ESM - SmoothWall - CR</li>
    <li>RW_Quick-Start-A12_v1</li>
    <li>LT_ExpHistory</li>
    <li>Food Preservation 1.0</li>
    <li>Ish_MedievalArmor</li>
    <li>Ish_MedievalDefenses</li>
    <li>Ish_MedievalNobleHouse</li>
    <li>Ish_MedievalWeapons</li>
    <li>Harsher Map Conditions</li>
    <li>Pirates!</li>
    <li>Norbals</li>
    <li>Sleep</li>
    <li>MechanoidTerraformer</li>
    <li>ESM - DoNotDisturb</li>
    <li>PowerCell-PowerCell1.2</li>
    <li>Cobblestone Floor v1.00</li>
    <li>Mad Skills</li>
    <li>FlameWeapons-FlameWeapons1.4</li>
    <li>LaserWeapons-LaserWeapons1.4</li>
    <li>GaussWeapons-GaussWeapons1.5</li>
    <li>PlasmaWeapons-PlasmaWeapons1.4</li>
    <li>kNumbers-0.2.1-A12d</li>
    <li>StorageSearch-1.0</li>
    <li>PowerSwitch</li>
    <li>EnhancedFireFight</li>
    <li>MoreMechanoids</li>
    <li>LT_NoCleaningPlease</li>
    <li>LT_Gardening</li>
    <li>LT_Brighten</li>
    <li>RW_Manager-A12d.2a</li>
    <li>LT_RedistHeat</li>
  </activeMods>
</ModsConfigData>

i dont know how to use code block? please how do i make [](/spoiler) work?
#8
Outdated / Re: [A12d] Colony Manager V2
November 20, 2015, 08:56:03 AM
 ::)  ;D your just the best fluffy this mod is too good... wayyyy too goood!
from now on i swear ill read mod descriptions properly at-least 30% more often

maybe another bug: when hunting.. but i have 80 mods so might be nothing.. also how do i hide picture in spoiler tag?

// removed the huge error pic
#9
Outdated / Re: [A12d] Colony Manager V2
November 20, 2015, 06:27:55 AM
(solved: needed manager table)

also a minor bug is the error thrown perhaps as intended 'feature not implemented' on clicking import/export button twice.. first time works but in the load save screen clicking it again throws error.. doesn't bother me tho =P
#10
Mods / Re: Mod requests for vanilla
November 19, 2015, 04:11:45 PM
after looking at your manager mod https://ludeon.com/forums/index.php?topic=16888.0 i see no need to do anything.. i love you and i want your baby
#11
Mods / auto bill
November 19, 2015, 12:05:08 PM
i would like to create a mod and any help is appreciated in both terms of code and criticisms as i intend to only keep a few functions out of the suggested pile.. i would like the mod to function after being toggled via an auto bills tab..

a potential goal:
making all available bills that can be set to 'make until you have' able to be set to 100 and these bills to then be suspended so all you have to do is build a workstation and un-suspend things.

some possibilities:...

1: load saved preset or leave settings as default (on and ready to go), set all bills to: (suspended/un-spended/removed/added/'make quantity'/'make amount')
2. set auto bill on/off.
3. tweak auto bill quantity.
4. set auto bill ordering priority
5. toggle auto de-suspend of bills when an active bill requires a suspended bills producible resource or when it is required in construction
6. revisit the auto bill tab and save a preset of all un-suspended/ suspended 'make untill you have' bills that are applied to current workstations and save averages of duplicate bills as a loadable default template for table creation.

some questions:
1. is a default pre-suspended bill system possible?
2. is this possible as a generalized dynamic mod that applies itself to all unknown mod content utilizing the bill system. so that unknown added bills are modified?

3. toggle ordering the priority of bills based on:   default workstation ordering as it appears when normally looking at the available bills list.
4. toggle ordering the priority of bills based on:   created resource market value if sell-able.
5. toggle ordering the priority of bills based on:   required resources market value if sell-able.
6. toggle ordering the priority of bills based on:   the total quantity of manufactured ingredients of a bill. ie. power armor requires 20 uranium and 20 steel .. the steel can be manufactured using the bill system and thus gives the bill for the power armor a score of 20.

7. global bill list to copy chosen bill across to all  owned workstations of valid type.

please add suggestions i need to sleep ill be back tomorrow and edit the page to make this neat and begin collecting info and setting up GitHub
#12
everything makes sense.. not that i understand why or how.. i wont even try speculate what happened to ninefingers perhaps even recently.. perhaps emotions and pressures maybe it even had more to do with things outside of rimworld and somehow this became the vent event.. like i said im not sure what happened.. i just know that what he did was a direct result of his life.. i believe every action is the logical outcome.. even if i would not have chosen it.. sadly tho.. only he knows his life story.. so perhaps only he knew it from his angle.. dont worry too much about the sudden pain ninefingers.. its hard now after the flame war and burnt bridges..but even if you or others cant see the fire fading everyone still remembers you once meant well.. so they dont hate you.. communication broke down and unspoken feeling, pride, fear and anger are all pointy finger things.. deep breath.. let go