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Messages - Neros

#1
Using the version for 1.3. I can't seem to set a destination stockpile.
#2
Support / Re: Popup when Starting Rimworld
November 20, 2017, 10:44:46 AM
Looks like one of the mods, even when disabled, was misbehaving.. Wonder why it was trying to go to a youtube video o.O

But those steps helped fix the problem :)
#3
Hello

Got this when I updated to the new version:

I tried Uninstalling the game and reinstalling it, which seemed to fix it for a bit. But the error reappeared later on.
There are also no mods currently activated at the moment.

QuoteRimWorld 0.18.1722 rev1198
Verse.Log:Message(String)
RimWorld.VersionControl:LogVersionNumber()
Verse.Root:CheckGlobalInit()
Verse.Root:Start()
Verse.Root_Entry:Start()

Attempt to use string targetversion to refer to field targetVersion in type Verse.ModMetaData+ModMetaDataInternal; xml tags are now case-sensitive. XML: <ModMetaData><name>Soybeans</name><author>Exploding_Potato</author><targetversion>0.17.1546</targetversion><url>https://www.youtube.com/channel/UCrs1dR5EQ8E9aPUKOv3BhRg</url><description>Adds new plants and food to RimWorld.</description></ModMetaData>
Verse.Log:Error(String)
Verse.DirectXmlToObject:GetFieldInfoForType(Type, String, XmlNode)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
Verse.ModMetaData:Init()
Verse.ModMetaData:.ctor(WorkshopItem)
Verse.ModLister:RebuildModList()
Verse.Steam.WorkshopItems:RebuildItemsList()
Verse.Steam.WorkshopItems:.cctor()
Verse.ModLister:RebuildModList()
Verse.ModLister:RebuildModList()
Verse.ModLister:.cctor()
Verse.<>c__Iterator0:MoveNext()
Verse.<>c__Iterator0:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()


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#4
Outdated / Re: [A16] Chicken Nest
April 02, 2017, 06:06:16 AM
Maybe that incubators allows you to incubate the eggs despite what the rooms temperature may be? It might help in extreme bioms like frost tundras and deserts.

The only thing I can think off visually that can be added with the chicken boxes, is to some hay to give the poor feathery mums something soft and warm to sit on.
http://cdn.backyardchickens.com/1/17/17f251b3_90607_winter6.jpeg

EDITED:
Oh, and since you have different versions of the mod now, you should probrably give each a different name like ChickenNest and ChickenNestBox so when you have the different zip files you can easily see which is which.

Adding a version number in the file itself also makes it easier for the user to see which version they have just downloaded and what they have on the computer.
#5
Outdated / Re: [A16] Chicken Nest
April 01, 2017, 04:45:02 PM
1. This looks like something I definitely could use. A nice place for the wee ones to grow up and hatch. However, it comes with an error when I use the mod (see attached image).

2. A thing you could do to improve the mod is add different tiers of housing. Like being able to research and build incubators that speed up the hatching process or even become able to construct nests for larger birds as well.

3. I know how to use Photoshop (not the best in the world though), so I could give the housing a try if you want. But the ones you have made (based on the screenshot) isn't bad at all since Rimworld is already a simple looking game in many areas :)

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#6
Looked at it, and it was an extraction error.. Been extracting mods who was "inside" a folder. So I had extracted into a training folder :P
#7
I am getting an error with the Training Facilities mod, something about a version being wrong.

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#8
Aaah, I see. Tried selecting multiple beds and instead of spelling "seng", the info panel spelled "bed" :)
#9
I went through the ThingDefs today cause I saw it had been updated some days ago, and I noticed no matter what I did to the "Blueprint" and "Frame" tags in the Buildings_Furniture.xml, nothing would change it from English to the Danish translation.

I later found out that what adds the "Blueprint" and "Building" tag to objects isn't in the ThingDefs folder (which it was updated to), but in the Keyed folder.

I even tried removing the "<xxxxx_Blueprint.label>xxxxx (blueprint)</xxxxx_Blueprint.label>" codes, and the translation still worked without it.

I am not that strong in coding really, but it seems like the code in the ThingDefs for blueprints and frames is just extra, empty code that does nothing?
#10
Translations / Re: Blueprint/FrameCode not Working
January 13, 2017, 07:24:52 AM
I just went through the polish and danish folder to try and figure out what in the world was the difference. And I have found it.

Apparently, the thing that decides if it sais "Blueprint" or "Building" isn't the in DefInjected at all, but in the Keyed folder in the Misc file. So I have finally found the fix for it!!

However, I tried deleting the "_ThingDef_BlueprintsAndFrames.xml" file, and apparently nothing happened. So what decides if it is "Blueprint" or "Building" is in Keyed and not in DefInjected. So that extra code in DefInjected doesn't do anything at all.
#11
I can't click "output translation report" because it doesn't appear to me.

I do however get tons of other buttons to click on :P

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#12
Translations / Re: Blueprint/FrameCode not Working
January 13, 2017, 05:49:06 AM
Well, the master file has the Blueprint and the Frame code with the def's label and description so that should work.. I think.

I tried copying the file and all the code into my folder, but it didn't implement the changes. Even after a reload of the language and a restart of the program it self.

I even tried deleting all other Def's and keyed files in my danish translation folder, leaving only your file. And it just refuses to implement the changes.

Just tried something though:
I cloned the polish files from Github and placed it into Rimworld and loaded the whole thing, and with that, it translates the "problem" just fine.
How is this possible? 0.o How can it load it properly with one language and not with another?? Shouldn't they load the same way?
#13
Translations / Blueprint/FrameCode not Working
January 13, 2017, 04:51:02 AM
Hello there

So the masterfile has gotten some new changes a couple of days ago.

This is one of the files that has been changed. There are others, but they are all suffering from the same problem, so I just choosed one.
https://github.com/RimWorld-zh/RimWorld-English/blob/master/DefInjected/ThingDef/Buildings_Furniture.xml

The lines I am having problems with in question are the Blueprint and Frame lines.

Example:
  <Bed_Blueprint.label>bed (blueprint)</Bed_Blueprint.label>
  <Bed_Frame.label>bed (building)</Bed_Frame.label>

These lines have been translated into Danish, but in the game the changes aren't showing up (see screenshot).
The specific code in the example, have been translated like to this:

    <Bed_Blueprint.label>seng (plan)</Bed_Blueprint.label>
    <Bed_Frame.label>seng (bygger)</Bed_Frame.label>


Kind Regards
Neros

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#14
Yea, dev mode is turned on.

And I looked at the german files and I can see they are missing some things compared to the English master file (which has received an update some days ago).

But I think I should take that discussion to its own thread so this one doesn't get derailed.
#15
Been hoping there was something that could help in going through the translations or finding the filenames of some of the assets, cause the English Master folder seems like it has some errors (or at least some of the code don't work for me).

But Aiven, I have tried using your steps and all the program does is run a bunch of code really quick and close down.

And Haplo, I can't find the translation tool under the Debug Action menu that you are refering to :/