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Messages - crusader2010

#1
Quote from: Canute on July 19, 2021, 06:23:53 AM
If you didn't notice it yet.
Many modder abandon the forum or even the modding.
When the forum thread isn't updated but the mod is, he prolly won't answer anyway.
There is an updated 1.3 version from another mod author at the workshop.

Sure. That doesn't mean it hurts to ask. Maybe someone else is willing to pick it up too. So please, stop being so aggressive.
#2
Hi. Any updates for this? :)
The current version doesn't seem to add all the needed stats when combined with Outfitted and Rimworld of Magic (i.e. there is nothing related to the energy/mana stat, nor the ability costs).
#3
Thanks for the answers guys!! Don't worry about my signature, it's just old. Last time i played rimworld was when 1.0 launched.

I'm just sad there are a lot of good mods not updated for 1.2 :(
#4
General Discussion / Mods, compatibility, versions
June 06, 2021, 06:55:54 AM
Hi,

I haven't played the game in a while and would like to return to it. In order to do that I would like to know the answer to a few questions:

1. Are mods from v1 and v1.1 usually compatible with v1.2? I.e. did a lot change from 1.1 to 1.2 that more complex mods need updating?

2. Does anyone know a place for compatibility patches for the Combat Extended mod? For example, i'm searching for updated patches for GeneticRim, RimFire, etc. Unfortunately, most mod authors don't provide any hint about their mod's compatibility with CE, and i'm hoping for some consolidated place of patches.

Thanks
#5
Thanks for the update. In which mod piece of RimFactory are the bigger batteries and fuses present? Can I use it standalone?
#6
Releases / Re: [1.0] [KV] Weapon Storage [ModSync RW]
December 18, 2018, 03:17:04 PM
Quote from: Kiame on December 18, 2018, 02:11:15 PM
For anyone having problems with the newest version of this mod, the older version can be downloaded here: https://github.com/KiameV/rimworld-weaponstorage/releases/download/test/WeaponStorage.zip

Can confirm that the previous version is working properly (with the saved game that has the above issues).

Moving the mods around didn't help. Cannot make it work :(
#7
Releases / Re: [1.0] [KV] Weapon Storage [ModSync RW]
December 18, 2018, 02:15:34 PM
I'll try moving around the two mods again (WS and ChangeDresser) since I don't want to lose this save right now. At least that's what fixed the previous errors. Most likely this is an issue with updating WS from the previous version and loading the same saved game (I believe this because ChangeDresser is working properly and these are the only two mods I updated recently).

Will return with any news.
#8
Releases / Re: [1.0] [KV] Weapon Storage [ModSync RW]
December 18, 2018, 01:40:16 PM
Quote from: Kiame on December 18, 2018, 12:54:14 PM
For the assign weapons and not all weapons showing up until a pawn is selected...

The logic behind the assign is once a weapon is assigned to a pawn, that weapon is no longer available to be assigned to any other pawn. Once a pawn is selected, the weapons assigned to that pawn will be added to the top of the list. If a weapon is unassigned from a pawn, that weapon will then show up normally and can be assigned to another pawn.

Sorry, I did not explain it properly. When there is no pawn selected, the Assign Weapon window shows up less weapons than there should be there (of course, without considering those that are already assigned!). When a pawn is selected, the window shows up ALL the weapons (as it should). Proof below. None of my pawns has the elasmotherium horn equipped.

Assign window without any pawn selected: https://imgur.com/a/xfs33Uv
Assign window with a pawn selected: https://imgur.com/a/8rzA8ve

There seems to be another bug too. One of my pawns has a weapon that doesn't appear at all in the Weapon Storage. It wasn't assigned to the pawn through the Assign Weapon window, but by taking it from the ground, directly. Proof:

Pawn has unassigned weapon (gear on pawn): https://imgur.com/a/1hYRphX
Pawn has unassigned weapon (assign weapon window): https://imgur.com/a/hXKigD6

#9
Releases / Re: [1.0] [KV] Weapon Storage [ModSync RW]
December 18, 2018, 11:38:06 AM
Quote from: Kiame on December 18, 2018, 10:34:00 AM
Does the old way of assigning not work either?

For me it doesn't. I described the issue above, in the edits.

I can also provide an archive with my mods + the save, so you can debug the exact game that i'm playing. Let me know how I can help, either way.
#10
Releases / Re: [1.0] [KV] Weapon Storage [ModSync RW]
December 18, 2018, 07:13:53 AM
Quote from: Kiame on December 18, 2018, 03:41:54 AM
nah save game compatible. I'll look more into this tomorrow

Thanks! :) right now i've set the priority to Low for the weapon storage and reverted to the old stockpile way of storing weapons due to the impossibility of assignment :( I hope you'll find something.
#11
Releases / Re: [1.0] [KV] Change Dresser [ModSync RW]
December 18, 2018, 03:11:16 AM
Quote from: Kiame on December 17, 2018, 10:17:16 PM
Anything in the console? Hit the ~ button to open it if it doesnt open

I've deleted the "Mod_ChangeDresser_SettingsController.xml" file from Appdata\...\Rimworld\Config and reloaded the game. The issue is now gone. Probably the newer version of the mod conflicted somehow with the already stored settings (of the older version).

#12
Releases / Re: [1.0] [KV] Weapon Storage [ModSync RW]
December 18, 2018, 03:08:59 AM
Quote from: Kiame on December 17, 2018, 10:28:57 PM
Thanks for the feedback. I have not seen any of these in my testing so i'm trying to figure out how to reproduce these issues.

So when you click the Shared Weapons button (to set it up initially) nothing happens and you just get a exception? Or is the first exception after you've setup a shared weapons filter and you're trying to assign a weapon to a pawn? (thinking the later from the exception)
If the later what weapon (base game or modded, if modded what mod?)

The Shared Weapons UI will not show your current weapons but instead a list of all weapon defs (types). I'm thinking this is due to a poorly written mod not defining labels for all defs in the xml. What  weapon mods are you using by chance?

Is Trumpet a normal pawn or alien? I thought i had verified this does not work on colony animals but just in case, is that a pet?

1. After clicking Shared Weapons a window appears with two buttons - Filter and New. Both do nothing. Nothing else is shown in the window. The exception happens after the window appeared on the screen (seems it cannot render something on it).

2. Trumpet is a normal pawn, but has the SUMMONER trait from "A Rimworld of Magic". Don't think that's an issue though.

3. Here are my weapon mods: Titanium+, ProjectArmoury, maybe Apparello (not sure). Got also some mods that alter different stats of weapons. I've attached the mod config. WeaponsStorage is at the end of the load order.

I was previously using the version without shared weapons, so i deleted the mod's folder from Rimworld\Mods and extracted this new archive. Also using an existing saved game in which I had already built a weapon storage item. Could this have caused the issues?

Can provide the saved game if you want.

[attachment deleted due to age]
#13
Releases / Re: [1.0] [KV] Change Dresser [ModSync RW]
December 17, 2018, 08:08:49 PM
After opening the mod settings window for ChangeDresser I cannot close it anymore (the Close button and the X don't do anything). Any ideas?
#14
Releases / Re: [1.0] [KV] Weapon Storage [ModSync RW]
December 17, 2018, 07:26:35 PM
Quote from: Kiame on December 17, 2018, 05:50:28 PM
Update:
Storages will now collect all weapons around them on a save - no matter the filter settings. Any weapons collected this way will be put back onto the floor a few seconds after the save is complete / the save is loaded.

Playing with the previous version with "shared weapons". The buttons from the window that open up on this action do nothing. Also getting some errors:

This line is spammed a lot (i think for every weapon inside the storage):

Building_WeaponStorage.Remove(ThingWithComp)
StackOverflowException The requested operation caused a stack overflow.
  at WeaponStorage.Building_WeaponStorage.Remove (Verse.ThingWithComps weapon, Boolean forbidden) [0x00000] in <filename unknown>:0


This is repeated over 400 times (I do NOT have that many weapons!):

Exception filling window for WeaponStorage.UI.SharedWeaponsUI: System.NullReferenceException: Object reference not set to an instance of an object
  at WeaponStorage.UI.SharedWeaponsUI.DoWindowContents (Rect inRect) [0x00000] in <filename unknown>:0
  at Verse.Window+<WindowOnGUI>c__AnonStorey0.<>m__0 (Int32 x) [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)


And another one that appears once:

Exception while getting gizmos for pawn Trumpet
Object reference not set to an instance of an object
  at WeaponStorage.HarmonyPatches+Patch_Pawn_DraftController_GetGizmos.Postfix (RimWorld.Pawn_DraftController __instance, IEnumerable`1& __result) [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.Log:ErrorOnce(String, Int32, Boolean)
WeaponStorage.Patch_Pawn_DraftController_GetGizmos:Postfix(Pawn_DraftController, IEnumerable`1&)
RimWorld.Pawn_DraftController:GetGizmos_Patch3(Object)
Verse.<GetGizmos>c__Iterator2:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
TD_Enhancement_Pack.StopGizmo:Postfix(IEnumerable`1&, Pawn)
Verse.Pawn:GetGizmos_Patch10(Object)
RimWorld.InspectGizmoGrid:DrawInspectGizmoGridFor_Patch0(IEnumerable`1, Gizmo&)
RimWorld.MainTabWindow_Inspect:DrawInspectGizmos()
RimWorld.InspectPaneUtility:ExtraOnGUI(IInspectPane)
RimWorld.MainTabWindow_Inspect:ExtraOnGUI()
Verse.WindowStack:WindowStackOnGUI()
RimWorld.UIRoot_Play:UIRootOnGUI()
Verse.Root:OnGUI()


EDIT: still getting the second error from above about 500+ times when I open the Shared Weapons window. The rest seem to have gone with the latest version :)

EDIT2: still getting the 3rd error too when trying to assign a weapon to a pawn. Somehow the weapon got lost, too!
I've assigned a ranged weapon to a new recruit but the button to actually equip it never showed up. So I tried dropping it (from the arrow button from Weapon Storage, that is to the right side of every weapon). Then it simply disappeared.

So right now I can't properly assign weapons to pawns (they show up as assigned in in the Assign window, but not on the pawn's gear).

EDIT3: when clicking the "Assign weapons" button, not all of them are shown. All seem to appear only after selecting a pawn.
#15
Releases / Re: [1.0] [KV] Weapon Storage [ModSync RW]
December 14, 2018, 03:57:10 AM
Quote from: Kiame on December 13, 2018, 01:49:04 PM
So almost like a pool of weapons that selected pawns can pull from?

My concern with that approach is weapon quality. I like to have the best weapons go to average shooters before bad/great shooters...

Brainstorming
Maybe a new creatable thing - Shared Weapons - where you can select the weapon types that are available to be shared. Once one or more Shared Weapon groups is created, whenever any pawn is selected there is a button available to for the pawn to draw from the shared weapon group.

But the pool of weapons is already there: all of the weapons that are in the weapons storage. Secondly, it wouldn't solve what a previous poster suggested - the need to assign each and every pawn his weapon. He wanted something like a bulk assign.

Another idea would be to create "views" for the weapons list and sorting for pawns based on ranged and melee skills.

Basically have something similar to outfits for the list of weapons in the storage. Default is "all weapons". Players can create new ones where they can choose the types of weapons to show, their quality range, their hitpoints range, whether they were looted from a corpse or not, etc. When we open the weapons storage window we need a button to select the "view" for the list of weapons which simply filters what is shown. Combine it with what I said in the previous post and you can have bulk assignment of whichever weapons/pawns you want (if there are enough of them, of course).

The pawn list could have 2 more columns to show ranged and melee skills and to allow sorting  by them.