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Messages - deliveryservice

#1
I get this from Quality builder mod:
Type ModInitializer probably needs a StaticConstructorOnStartup attribute, because it has a field obj of type GameObject. All assets must be loaded in the main thread.
Verse.Log:Warning(String, Boolean)
Verse.StaticConstructorOnStartupUtility:ReportProbablyMissingAttributes()
Verse.PlayDataLoader:<DoPlayLoad>m__2()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()


#2
Releases / Re: [B19] Smart Medicine
September 04, 2018, 10:53:27 AM
I get this warning:
Tried to use an uninitialized DefOf of type StatDefOf. DefOfs are initialized right after all defs all loaded. Uninitialized DefOfs will return only nulls. (hint: don't use DefOfs as default field values in Defs, try to resolve them in ResolveReferences() instead)
Verse.Log:Warning(String, Boolean)
RimWorld.DefOfHelper:EnsureInitializedInCtor(Type)
RimWorld.StatDefOf:.cctor()
System.RuntimeMethodHandle:GetFunctionPoi


This is mild but it may leads to complication after more mods were added.
#3
Releases / Re: [B19] Vegetable Garden Project [9/2/18]
September 04, 2018, 08:29:40 AM
Most likely the dll files from other mods that causes the bug.
#4
Releases / Re: [B19] Portable POWEEEEEEERRR- Generators
September 04, 2018, 04:29:00 AM
I love it
#5
Releases / Re: [B19] Portable POWEEEEEEERRR- Generators
September 04, 2018, 04:03:02 AM
What does it need to produce it?
#6
It throws 3 language errors, but I've already checked it it seems no wrong syntax. What could they be?
for now I'm avoiding the errors for I afraid it will get complicated as I add another mods.

I created a translation report:
Translation report for English

Consider using <Something.Field.Example.Etc>translation</Something.Field.Example.Etc> def-injection syntax instead of <rep>.

========== General load errors (0) ==========

========== Def-injected translations load errors (3) ==========
Found no Verse.ThingDef named Blueprint_AirVent to match Blueprint_AirVent.label (Buildings_Temperature.xml)
Found no Verse.ThingDef named Frame_AirVent to match Frame_AirVent.label (Buildings_Temperature.xml)
Found no Verse.ThingDef named Frame_AirVent to match Frame_AirVent.description (Buildings_Temperature.xml)

========== Backstories load errors (0) ==========

========== Unnecessary def-injected translations (marked as NoTranslate) (0) ==========

========== Def-injected translations using old, renamed defs (fixed automatically but can break in the next RimWorld version) (24) =========
Def has been renamed: IntakeFan_Blueprint -> Blueprint_IntakeFan, translation IntakeFan_Blueprint.label should be renamed as well.
Def has been renamed: IntakeFan_Frame -> Frame_IntakeFan, translation IntakeFan_Frame.label should be renamed as well.
Def has been renamed: IntakeFan_Frame -> Frame_IntakeFan, translation IntakeFan_Frame.description should be renamed as well.
Def has been renamed: AirThermal_Blueprint -> Blueprint_AirThermal, translation AirThermal_Blueprint.label should be renamed as well.
Def has been renamed: AirThermal_Frame -> Frame_AirThermal, translation AirThermal_Frame.label should be renamed as well.
Def has been renamed: AirThermal_Frame -> Frame_AirThermal, translation AirThermal_Frame.description should be renamed as well.
Def has been renamed: AirVent_Blueprint -> Blueprint_AirVent, translation AirVent_Blueprint.label should be renamed as well.
Def has been renamed: AirVent_Frame -> Frame_AirVent, translation AirVent_Frame.label should be renamed as well.
Def has been renamed: AirVent_Frame -> Frame_AirVent, translation AirVent_Frame.description should be renamed as well.
Def has been renamed: LargeIntakeFan_Blueprint -> Blueprint_LargeIntakeFan, translation LargeIntakeFan_Blueprint.label should be renamed as well.
Def has been renamed: LargeIntakeFan_Frame -> Frame_LargeIntakeFan, translation LargeIntakeFan_Frame.label should be renamed as well.
Def has been renamed: LargeIntakeFan_Frame -> Frame_LargeIntakeFan, translation LargeIntakeFan_Frame.description should be renamed as well.
Def has been renamed: LargeAirThermal_Blueprint -> Blueprint_LargeAirThermal, translation LargeAirThermal_Blueprint.label should be renamed as well.
Def has been renamed: LargeAirThermal_Frame -> Frame_LargeAirThermal, translation LargeAirThermal_Frame.label should be renamed as well.
Def has been renamed: LargeAirThermal_Frame -> Frame_LargeAirThermal, translation LargeAirThermal_Frame.description should be renamed as well.
Def has been renamed: WallAirVent_Blueprint -> Blueprint_WallAirVent, translation WallAirVent_Blueprint.label should be renamed as well.
Def has been renamed: WallAirVent_Frame -> Frame_WallAirVent, translation WallAirVent_Frame.label should be renamed as well.
Def has been renamed: WallAirVent_Frame -> Frame_WallAirVent, translation WallAirVent_Frame.description should be renamed as well.
Def has been renamed: WallAirVentSmall_Blueprint -> Blueprint_WallAirVentSmall, translation WallAirVentSmall_Blueprint.label should be renamed as well.
Def has been renamed: WallAirVentSmall_Frame -> Frame_WallAirVentSmall, translation WallAirVentSmall_Frame.label should be renamed as well.
Def has been renamed: WallAirVentSmall_Frame -> Frame_WallAirVentSmall, translation WallAirVentSmall_Frame.description should be renamed as well.
Def has been renamed: SurroundAirVent_Blueprint -> Blueprint_SurroundAirVent, translation SurroundAirVent_Blueprint.label should be renamed as well.
Def has been renamed: SurroundAirVent_Frame -> Frame_SurroundAirVent, translation SurroundAirVent_Frame.label should be renamed as well.
Def has been renamed: SurroundAirVent_Frame -> Frame_SurroundAirVent, translation SurroundAirVent_Frame.description should be renamed as well.

========== Def-injected translations syntax suggestions (19) ==========
Consider using GuestAngered.stages.angered_by_seeing_recruitment.label instead of GuestAngered.stages.0.label for translation 'angered by seeing recruitment' (Thoughts_Guest.xml)
Consider using GuestAngered.stages.angered_by_seeing_recruitment.labelSocial instead of GuestAngered.stages.0.labelSocial for translation 'angered me by recruiting' (Thoughts_Guest.xml)
Consider using GuestAngered.stages.angered_by_seeing_recruitment.description instead of GuestAngered.stages.0.description for translation 'These guys are trying to steal our members!' (Thoughts_Guest.xml)
Consider using GuestOffendedRelationship.stages.insulted_by_colonist.label instead of GuestOffendedRelationship.stages.0.label for translation 'insulted by colonist' (Thoughts_Guest.xml)
Consider using GuestOffendedRelationship.stages.insulted_by_colonist.labelSocial instead of GuestOffendedRelationship.stages.0.labelSocial for translation 'insulted me' (Thoughts_Guest.xml)
Consider using GuestOffendedRelationship.stages.insulted_by_colonist.description instead of GuestOffendedRelationship.stages.0.description for translation 'These guys are losers!' (Thoughts_Guest.xml)
Consider using GuestPleasedRelationship.stages.charmed_by_colonist.label instead of GuestPleasedRelationship.stages.0.label for translation 'charmed by colonist' (Thoughts_Guest.xml)
Consider using GuestPleasedRelationship.stages.charmed_by_colonist.labelSocial instead of GuestPleasedRelationship.stages.0.labelSocial for translation 'charmed me' (Thoughts_Guest.xml)
Consider using GuestPleasedRelationship.stages.charmed_by_colonist.description instead of GuestPleasedRelationship.stages.0.description for translation 'Such nice people!' (Thoughts_Guest.xml)
Consider using GuestDismissiveAttitude.stages.tired_of_talking.label instead of GuestDismissiveAttitude.stages.0.label for translation 'tired of talking' (Thoughts_Guest.xml)
Consider using GuestDismissiveAttitude.stages.tired_of_talking.description instead of GuestDismissiveAttitude.stages.0.description for translation 'I'm done talking for now. Leave me alone.' (Thoughts_Guest.xml)
Consider using GuestBedCount.stages.no_guest_beds.label instead of GuestBedCount.stages.0.label for translation 'no guest beds' (Thoughts_Guest.xml)
Consider using GuestBedCount.stages.no_guest_beds.description instead of GuestBedCount.stages.0.description for translation 'They don't even have beds here.' (Thoughts_Guest.xml)
Consider using GuestBedCount.stages.not_enough_guest_beds.label instead of GuestBedCount.stages.1.label for translation 'not enough guest beds' (Thoughts_Guest.xml)
Consider using GuestBedCount.stages.not_enough_guest_beds.description instead of GuestBedCount.stages.1.description for translation 'There should be more beds for guests.' (Thoughts_Guest.xml)
Consider using GuestBedCount.stages.enough_beds.label instead of GuestBedCount.stages.2.label for translation 'enough beds' (Thoughts_Guest.xml)
Consider using GuestBedCount.stages.enough_beds.description instead of GuestBedCount.stages.2.description for translation 'There are enough guest beds for all of us.' (Thoughts_Guest.xml)
Consider using GuestBedCount.stages.lots_of_beds.label instead of GuestBedCount.stages.3.label for translation 'lots of beds' (Thoughts_Guest.xml)
Consider using GuestBedCount.stages.lots_of_beds.description instead of GuestBedCount.stages.3.description for translation 'Wow, so many beds!' (Thoughts_Guest.xml)


Those three things could be somewhere in the dll I think, because I've browsed throught the xmls and found nothing.
#7
Releases / Re: [B19] Huntsman's Mods
September 04, 2018, 01:01:27 AM
This seems nice, I'm trying this

Does this use assembly?
#8
Mods / Re: [Mod Request] Dark Elfes/Slavery and Torture
September 03, 2018, 11:40:10 PM
Slavery is a system where the victims will fightback when the chance arise. It is not a good idea especially where raid and resistance exist. You need people loyal people in the scenario most of the time, because you won't risk your resources wasted on what will be considered traitor or enemy.
#9
Mods / Re: Making scars to naturally heal
December 14, 2016, 06:59:16 AM
Quote from: Alenerel on December 12, 2016, 07:00:39 AM
Im asking for a mod to heal scars because I dont see it very balanced, but they are annoying.

If we talk about real life, thats another topic. The fact is that a lot of things cause scars, yes, but those scars dont hurt at all and dont weaken that part. For example the typical face scars in movies... I have a 8 cm scar in my elbow from a tube that went through it when I was a kid and it doesnt hurt at all, it isnt uncomfortable or impedes my movement in any way, its just ugly.

Most scars are like this. There are also some scars that can hurt or/and impede movement for the rest of your life but they arent common.


TBH I think that the best thing would be that the current thing called "scar" in game was just a long term wound that would be slowly healing over, for example, a year.

I guess if only to remove the Pain effect then doable*. By adding a bracket like this:

<!--<averagePainPerSeverityOld>0.00625</averagePainPerSeverityOld>-->

* Without C code that is.
#10
Mods / Re: Making scars to naturally heal
December 11, 2016, 10:19:57 AM
You need to hard code the scars properties. I have no idea how to mod the xml for this effect. EPOE simply removes the scars just like plastic surgery..

Unlike wounds, scars are permanent, It's realistic that way afterall.
#11
Quote from: Admirer on December 09, 2016, 03:35:27 PM
The Federation seems to not work as intended. So far, I haven't come across them yet i can utilize the armor and weapons. When i tried to spawn in the Federation units non came up unless they were the ones that weren't a human race.

If I can share my experience it might be because the fortress were too valuable. When I was playing in basebuilder-casual mode and at the beginning, they spawn human army, mostly utilize mere jumpsuit and pistol. So I'm guessing it's poin based.
#12
Mods / Re: [mod request] Fog of War
December 02, 2016, 03:16:21 PM
LOS lib addition is necessary it is feasible but well it's a relatively heavy labor. Not only coding but it may for the CPU as well. I think. I certainly not accustomed yet about assembly lib.
#13
I think Rook1 is doing what he can best atm you wouldn't possibly ignore that it would be time-energy consuming to produce a high quality like this. With both art and idea and code are exceptional I think it could even worth a penny or some but its totally volunteered (especially since it seems to be made solo).

Although I say this might trigger the idea even further, but I'm a fan of free mod to be frank.

So I won't being pushy about my free mod. Neither I wanted to look like a good person or smth, but I think it wouldn't be bad if you show the modder at least a support. not only being superbly-dependent consumer that "knows their right", even though we know it was freebies.

TL;DR: "Are you serious people, give it a break!"
#14
Mods / Re: [ASK] Always barefooted?
December 02, 2016, 02:39:14 AM
Quote from: skullywag on November 30, 2016, 06:59:41 AM
Apparello does some of this, might be worth looking at that, there are some restrictions on how apparel can be worn based on what parts it covers clashing with other clothing etc.

Thank you for thy suggestion, I think I'll have it try
(Although to be frank it was very popular already, it was just me avoiding a greater change in-game I suppose, but certainly not tonight).

Quote from: Illusion Distort on November 30, 2016, 07:25:44 AM
As for the modding aspect I remember Tynan saying that he would probably not change the way clothing works in the near future, so for now it will be a trick thing to mod and use. Maby he will get back to it in the future?

I'll brace myself as I can't wait it to be implemented officially. It will be nice although I hope it wouldn't make the game heavy. But last update was surprisingly lighter (Memory or Harddisk wise) so I was glad Tynan seems to aware of this.

(Being a Dwarf Fortress player, it was excruciating to know that a game could be painfully memory intensive, as well using hardisk capacity quite inefficiently, in this case for save game. I think it is in these cases, what Rimworld is paramount about.)
#15
Mods / Re: [ASK] How to edit what injuries damage
December 02, 2016, 02:18:02 AM
Ach, from the question, I'm sorry but it seems it will be difficult to convey, but I hope my judgment wrong.

There's certain xml sources, for that. they linked to each other, namely DamageDefs and Thing/WeaponDefs, thee may start on those.

I once made these in-game weapon and publish it here under "Electric Baton" which supposedly to make the victim always "stunned" on hit (I wish it has the "miss" combat system). However I discontinued the progress because it seems I would have to fiddle with the hardcoding if I want it to run as I wanted it.

Edit: Oh and also Heddif in the thingdefs. I suppose it's enough of a hint. Hopefully you can create better than mine (instead copying the code -- JK, copy as you like, it's free (; ).