Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Luckspeare

#1
Outdated / Re: [A17] SeveralPuffins mods for A17
October 08, 2017, 02:50:59 PM
I have been getting slews of weird errors under certain circumstances when loading Razzle Dazzle into my mod loadout.  In one situation, I would get them if Fluffy's Colony Manager is loaded before Razzle Dazzle, and in another I would get them if Medieval Times is loaded in the same loadout as Razzle Dazzle at all.

I know little about RW modding, but I believe I may have discovered the problem, and it's easy to fix.

In the mod's RazzleDazzleA17/defs/ThingDefs/RAZ_Buildings.xml file, he defines a base ThingDef for his other buildings called "PerformanceBuildingBase".

As far as I've seen poking around in the thingdefs for other mods, every Base must have the Abstract="True" tag in its ThingDef line.  PerformanceBuildingBase does not have this tag:

  <ThingDef Name="PerformanceBuildingBase" ParentName="BenchBase" Class="RazzleDazzle.PerformanceVenueDef">

However, when I add it so it looks like this:

  <ThingDef Name="PerformanceBuildingBase" ParentName="BenchBase" Class="RazzleDazzle.PerformanceVenueDef" Abstract="True">

...  the errors disappear and I have no problem running Razzle Dazzle alongside the other mods.

So, if you're getting these weird errors (most of them involving meat) when Razzle Dazzle is loaded, this is possibly the problem.
#2
Releases / Re: [A17] Dinosauria: A Rimworld Mod / v1.2
October 07, 2017, 02:01:12 PM
Incredible.  Love the art.
#3
With the werewolves, a closed door policy is just as good as an open door policy.  Wall that mf in and deconstruct the walls when his little fit is over.  Sometimes they will try to dig their way out, but other times they'll get bored and start polishing the floors and walls or something.

(I had the walls and floors designated for polishing, so imagine my surprise when my werewolf threw up his paws, said, hrm, no one to kill, might as well do some interior redecorating.)

Right before the full moon, go all E.A. Poe on his ass -- get that little bastard a cask of fine Amontillado and tell him to have a drink in that room for a bit.

EDIT: You know what would be cool -- if you could guaranteed satisfy the werewolves by locking them in the room with a domestic animal or something, and once they've killed and eaten it their frenzy abates.

Hey, it works with my wife.  No respect, I tell you.
#4
Releases / Re: [A17] ResearchPal and HelpTab
October 05, 2017, 04:46:28 PM
Yep, I'm getting overlap problems and the looping switches (see below), and I'm using Psychology.  I guess, absent another update, I'm going to have to drop this one too.  :(

switched Advanced nanite prosthetic technologies(3) and Regeneration Nanites(2)
switched Regeneration Nanites(3) and Advanced nanite prosthetic technologies(2)
switched Advanced nanite prosthetic technologies(3) and Regeneration Nanites(2)
switched Regeneration Nanites(3) and Advanced nanite prosthetic technologies(2)
...  etc....
#5
Holy shit.  Look at all those bugs.  I'm scared.


Question: Does the escalation process take into account what kind of colony the player has?  In other words, does it follow the same schedule for a tribal colony game?
#6
Cool!  Is it still incompatible with Prepare Carefully?
#7
EDIT: I had the same problem Faltonico did before (see the post I quote below), and thought it was an incompatibility between Colony Manager and Razzle Dazzle.  I have since discovered it seems to be caused by a bug in Razzle Dazzle -- one of his base ThingDefs is missing the Abstract="True" def, and it seems to cause the slew of errors only under certain conditions (I started seeing it again after inserting Medieval Times anywhere into my mod load order).

So, long story short, it's not a problem with Fluffy's mod -- it's a problem with Razzle Dazzle.

Quote from: faltonico on August 19, 2017, 08:53:11 AM
For some reason, when loading the mod "RazzleDazzle" after Colony manager, i get and error about an exception from an asynchronous event and get spammed with errors about not finding Human_Meat and Megaspider_Meat (with only Core, HugsLib, Colony Manager and RazzleDazzle).
The really weird thing is that i am using those mods in that same order on a copy of the game in another folder with another hefty list of mods in-between and i don't get that error! o.O
Exception from asynchronous event: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.GraphicData.CopyFrom (Verse.GraphicData other) [0x00000] in <filename unknown>:0
  at RimWorld.ThingDefGenerator_Buildings.NewBlueprintDef_Thing (Verse.ThingDef def, Boolean isInstallBlueprint, Verse.ThingDef normalBlueprint) [0x00000] in <filename unknown>:0
  at RimWorld.ThingDefGenerator_Buildings+<ImpliedBlueprintAndFrameDefs>c__Iterator72.MoveNext () [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable+<CreateConcatIterator>c__Iterator1`1[Verse.ThingDef].MoveNext () [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable+<CreateConcatIterator>c__Iterator1`1[Verse.ThingDef].MoveNext () [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable+<CreateConcatIterator>c__Iterator1`1[Verse.ThingDef].MoveNext () [0x00000] in <filename unknown>:0
  at RimWorld.DefGenerator.GenerateImpliedDefs_PreResolve () [0x00000] in <filename unknown>:0
  at Verse.PlayDataLoader.DoPlayLoad () [0x00000] in <filename unknown>:0
  at Verse.PlayDataLoader.LoadAllPlayData (Boolean recovering) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

I made sure the mods were updated and were the same on both copies of the game.
I attached the log in case you are interested.
#8
Quality Builder produces two errors for me:

(1) "OnLevelWasLoaded was found on ModInitializerComponent; This message has been deprecated and will be removed in a later version of Unity. Add a delegate to SceneManager.sceneLoaded instead to get notifications after scene loading has completed"

(2) "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."

I suspect these are cautionary and not a big deal, but I thought I would point them out in case it's helpful.
#9
I get these errors when that AcEnhancedCrafting.dll mod is in my loadout where JTExport places it:

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not load UnityEngine.Texture2D at Detail in any active mod or in base resources.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not load UnityEngine.Texture2D at RepeatCount in any active mod or in base resources.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not load UnityEngine.Texture2D at TargetCount in any active mod or in base resources.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not load UnityEngine.Texture2D at Forever in any active mod or in base resources.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not load UnityEngine.Texture2D at DropOnFloor in any active mod or in base resources.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not load UnityEngine.Texture2D at BestStockpile in any active mod or in base resources.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)


Remove it, leaving all else in place (whether or not JTExport.dll is in /assemblies), eliminates the errors.
#10
Outdated / Re: [A17] Star Trek: Federation
September 29, 2017, 03:57:26 AM
Weird UI glitch I'm getting with Borg raiders.

EDIT: And Andorians too.

#11
Where'd they come from anyway?  (In the way they're portrayed in games.)  Doom I think?  Castle Wolfenstein 3D?  Or did they appear in stuff being carried by a single dude before that?
#12
Do werewolves infect others with the werewolf trait?
#13
Well, until that gets fixed, I downloaded it via Steam and uploaded it here for you, since you're just waiting on this mod.
#14
Releases / Re: [A17] (v1.0) Rambo Weapons Pack
September 25, 2017, 01:37:35 PM
Quote from: masterjamie9 on September 21, 2017, 02:02:39 AM
All in due time. Currently, I'm busy fixing up a CE Patch for this.

What??  These are magical words.  CE patch...  awesome.  Thanks much for your work.
#15
Quote from: DiamondBorne on September 19, 2017, 04:25:54 AM
Does Werewolves mod compatible with Showhair mod? I'm suspecting that using them together have made my werewolf colonist simply turned naked during transformation instead of with new graphics, it's purely cosmetic tho as all stats are working as intended.
Ohhh, that explains why the werewolf transformation just made my guy look like a naked dude.  I'm using both, and, yeah, it seems so -- hiding hair makes werewolves just skip right to the naked dude stage, visually.