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Topics - Hiztaar

#1
Hi everybody,

Here is my problem. I have made my Alien Xenomorphs mod. So I have my aliens race, pawns and faction. The faction is Hidden and obviously not humanlike. They are ennemies and should normaly spawn to attack. But here is the issue, everytime I try to spawn them, I get this error :

Exception filling window for Verse.Dialog_DebugOptionListLister: System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.IncidentWorker_Raid.TryExecuteWorker (RimWorld.IncidentParms parms) [0x002c1] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Game\Storyteller\Incidents\Workers\PawnsArrive\IncidentWorker_Raid.cs:185
  at RimWorld.IncidentWorker_RaidEnemy.TryExecuteWorker (RimWorld.IncidentParms parms) [0x00003] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Game\Storyteller\Incidents\Workers\PawnsArrive\IncidentWorker_RaidEnemy.cs:24
  at RimWorld.IncidentWorker.TryExecute (RimWorld.IncidentParms parms) [0x00003] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Defs\DefTypes\IncidentDef.cs:283
  at Verse.Dialog_DebugActionsMenu.DoRaid (RimWorld.IncidentParms parms) [0x0002e] in C:\Dev\RimWorld\Assets\Scripts\Verse\UI\DevTools\Dialogs\Dialog_DebugActionsMenu.cs:2239
  at Verse.Dialog_DebugActionsMenu+<DoListingItems_MapActions>c__AnonStorey9+<DoListingItems_MapActions>c__AnonStorey5+<DoListingItems_MapActions>c__AnonStorey7+<DoListingItems_MapActions>c__AnonStorey8.<>m__0 () [0x0002d] in C:\Dev\RimWorld\Assets\Scripts\Verse\UI\DevTools\Dialogs\Dialog_DebugActionsMenu.cs:235
  at Verse.Dialog_DebugOptionLister.DebugAction (System.String label, System.Action action) [0x00045] in C:\Dev\RimWorld\Assets\Scripts\Verse\UI\DevTools\Dialogs\Dialog_DebugOptionListLister.cs:23
  at Verse.Dialog_DebugOptionListLister.DoListingItems () [0x00037] in C:\Dev\RimWorld\Assets\Scripts\Verse\UI\DevTools\Dialogs\Dialog_DebugOptionLister.cs:45
  at Verse.Dialog_OptionLister.DoWindowContents (Rect inRect) [0x000ee] in C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\Dialog\DialogsVarious\Dialog_OptionLister.cs:60
  at Verse.Window+<WindowOnGUI>c__AnonStorey0.<>m__0 (Int32 x) [0x0021c] in C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\Window.cs:195
UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogError(Object)
Verse.Log:Error(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:46)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32) (at C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\Window.cs:199)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle) (at C:\buildslave\unity\build\Runtime\IMGUI\Managed\GUI.cs:1817)


Of course they don't spawn alone and the manual spawn from dev console bring me that.

Do someone knows how to fix that ?

Thanks
#2
Hi !

I'm trying to allow all my custom apparels to be crafted with any textile in the game. Everything is fine with simple apparels but it becomes more complicated with apparels using 2 ressources.

My armors and helmet both used Steel and Fabric/Leather.
But when crafted it turns out to be a "Steel" armor or "Steel" Helmet. I want it to be Fabric/Leather inherited, not steel. Do you have an idea on how to force the game to do that ?

In the xml it looks like this :


  <ThingDef Name="HatBase" Abstract="True">
    <thingClass>Apparel</thingClass>
    <category>Item</category>
    <selectable>True</selectable>
    <pathCost>10</pathCost>
    <useHitPoints>True</useHitPoints>
    <graphicData>
      <onGroundRandomRotateAngle>35</onGroundRandomRotateAngle>
    </graphicData>
    <drawGUIOverlay>true</drawGUIOverlay>
    <statBases>
      <MaxHitPoints>100</MaxHitPoints>
      <Flammability>1.0</Flammability>
      <DeteriorationRate>3</DeteriorationRate>
      <SellPriceFactor>0.5</SellPriceFactor>
    </statBases>
    <altitudeLayer>Item</altitudeLayer>
    <alwaysHaulable>True</alwaysHaulable>
    <tickerType>Never</tickerType>
    <thingCategories>
      <li>USCMHeadgears</li>
    </thingCategories>
    <comps>
      <li>
        <compClass>CompForbiddable</compClass>
      </li>
      <li>
        <compClass>CompColorable</compClass>
      </li>
      <li>
        <compClass>CompQuality</compClass>
      </li>
    </comps>
  </ThingDef>

<ThingDef Name="ApparelMakeableBase" ParentName="HatBase" Abstract="True">
<recipeMaker>
<workSpeedStat>TailoringSpeed</workSpeedStat>
<workSkill>Crafting</workSkill>
<effectWorking>Tailor</effectWorking>
<soundWorking>Recipe_Tailor</soundWorking>
<recipeUsers>
<li>TableTailor</li>
</recipeUsers>
<unfinishedThingDef>UnfinishedApparel</unfinishedThingDef>
</recipeMaker>
</ThingDef>


 
    <ThingDef ParentName="ApparelMakeableBase">
<defName>USCM_CamoHelmet</defName>
<label>M10 ballistic helmet</label>
<description>Marine M10 Ballistic helmet. Standard issue for Colonial Marines.</description>
<graphicData>
<texPath>Marines/Helmet/USCM_CamoHelmet</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<statBases>
<WorkToMake>10000</WorkToMake>
<MaxHitPoints>150</MaxHitPoints>
<ArmorRating_Blunt>0.25</ArmorRating_Blunt>
<ArmorRating_Sharp>0.30</ArmorRating_Sharp>
<ArmorRating_Heat>0.2</ArmorRating_Heat>
<ArmorRating_Electric>0.1</ArmorRating_Electric>
<Insulation_Cold>-4</Insulation_Cold>
</statBases>
<costList>
<Steel>90</Steel>
</costList>
<costStuffCount>30</costStuffCount>
<stuffCategories>
<li>Fabric</li>
<li>Leathery</li>
</stuffCategories>
<equippedStatOffsets>
  <MoveSpeed>0</MoveSpeed>
  <ShootingAccuracy>0.05</ShootingAccuracy>
</equippedStatOffsets>
<apparel>
<bodyPartGroups>
<li>UpperHead</li>
</bodyPartGroups>
<worngraphicPath>Marines/Helmet/USCM_CamoHelmet</worngraphicPath>
<layers>
<li>Overhead</li>
</layers>
<commonality>1</commonality>
<tags>
<li>Military</li>
</tags>
<defaultOutfitTags>
<li>Soldier</li>
</defaultOutfitTags>
</apparel>
<colorGenerator Class="ColorGenerator_StandardApparel" />
</ThingDef>


Maybe that part is wrong ? :


<costList>
<Steel>90</Steel>
</costList>
<costStuffCount>30</costStuffCount>
<stuffCategories>
<li>Fabric</li>
<li>Leathery</li>
</stuffCategories>


Thanks for the help !
#3
Help / How to specify minified textures path
August 20, 2015, 09:13:14 AM
Hi !

I am trying to force a minified texture to one of my furniture but I cannot find a way to force it. I tried to add a graphic path in the ThingDefs but it changed nothing. So I added an icon path in the ThingCategoryDefs and... Not better. Do someone has the answer ?
#4

Version 1.0 friendly

Welcome colonists ! The United States Colonial Marines are glad to know that you will soon enlist in our ranks ! Or at least buy our surplus equipments to help us fighting pirates and every evil creatures threatening our precious colonies !

This mod introduces Xenomorphs and Colonial Marines factions, weapons and armors of the alien franchise, plus a new USCM trader selling Surplus USCM armors and weapons.

- Current Weapons :

M4A3 Pistol : Standard pistol. it could save your life... Sometimes.



88 MOD 4 Pistol : Low power but more rapid fire than M4A3 pistol.



M4A4 Pistol : Newer version of the M4A3 pistol. A bit more hurtful.



M37A2 Pump Shotgun : Close combat deadly weapon. It can stop a charging muffalo. That's what the advertiser says !



M41A Pulse Rifle : The best friend of the marines. 10x24mm caseless ammunitions with rapid fire. Make them bleed !



M42A Sniper Rifle : Deadly sniper. Ideal for openfield operations.



M56 Smartgun : Heavy auto-targeting machinegun able to deliver a rain of steel on any incoming foe. Nothing should survive a front assault against that. Almost... Just, don't even think to run or work with that thing on your shoulders.



M240 Flamethrower : Maybe the deadliest weapon of the USCM. Make them burn ! [Thanks to Skullywag for the .dll and projectile]



M5 Rocket Propelled Grenade : Four rockets packed inside an RPG. Originaly made against armored targets, the M5 has been mostly used as an anti-infantry weapon, with great success.



(OPTIONNAL) UA 571-C Automated Sentry Gun : Movable Sentry Gun with their integrated power generator. If you want to keep a corridor safe, this is what you need. It hurts a lot and can annihilate entire waves of grouped enemies. But beware, it's a very fragile (and expensive) defensive option !





- (OPTIONNAL) Current Factions :

- United States Colonial Marines Corps :
The elite of the elite. The guys you call to save any virgin in distress across the 300 United States colonized worlds. They got nukes, they got knives, they got sharp sticks and a hell of a stuff and weapons. They will spawn as an independent faction and will behave like any other faction except they will never send trade caravans. You don't buy military stuff from soldiers right ?






IF YOU USE STEAM, PLEASE DOWNLOAD THIS MOD FROM THE WORKSHOP TO KEEP IT UP TO DATE AT ANY TIME
Steam Workshop Collection Link : Click Here

MANDATORY : Core Mod with weapons and equipments

UA 571-C Automated Sentry Gun (Require Core)

Colonial Marines Corps Faction (Require Core)

Xenomorphs Faction

Optional download :
Textures redux 64x64 by Stinkycat752

Translation(s) :
- Russian by Ra30R3


Greatly recommended mods :
- Expanded Prosthetics and Organ Engineering : Because you need to be fixed... A lot !



Coming next :
- Combat Realism version [STAND BY]
- Wayland Yutani Faction and equipments [WIP]
- 341-B Synthetic technician (Bishop)
- Other guns
- Special M56 Armor



Changelog :
v2.1 :
- Fixed Xenomorphs replacing other factions visiting or raiding

v2.0 :
- A17 Compatibility for Core, Turret, Colonial Marines
- Added Xenomorphs

v1.40 :
- A16 Compatibility for Core, Turret, Colonial Marines
- Fixed Colonial Marines, Com Console bug

v1.30 :
- Added USCM Marines Faction
- Rebalanced Core mod
- Rebalanced other stuffs
- Fixed bugs

v1.20 :
- Fixed for A14 Compatibility
- Increased Sentry Guns and Smartgun bullet damages from 12 to 15
- Steam workshop released !

v1.19 :
- Fixed crafting bug

v1.18 :
- Added changes for Turrets in the core mod
- Renamed Core mod
- Added Turret Mod as an optionnal mod
- CCL no longer needed

v1.17 :
- Fixed orbital trader not coming
- Changed M56 texture

v1.16 :
- Fixed DLL corrupted but failed...
- CCL is now needed to play the mod

v1.15 :
- Added A13 compatibility
- Armors and helmets are now crafted at the machining table
- Removed turret until MarvinKosh fix the minified turret system

v1.14 :
- Added the ability to use any kind of textile to make USCM clothes and armors, inheriting their colors and properties !
- Fixed some rates of fires
- Fixed a bug on the rocket launcher
- Fixed the shotgun (now it spreads bullets !)

v1.13 :
- Fixed loudness of all "loud" weapons ( Up to -9dB)
- Increased M56 rate of fire

v1.12 :
- Fixed sound of the M56 (too loud)
- Fixed USCM Trader to sell shotgun and Rocket Launcher
- Adjusted damages of some weapons to be more efficient than Vanilla and Rimfire ones
- Improved protection of Armors and Helmets

v1.10 :
- Added M5 weapon
- Added UA 571-C Automated Sentry Gun
- USCM Surplus Seller sells M5 an UA 571-C
- Corrected some graphics
- Various weapons rebalancing
- Various text changes



Licence :
- You may contact the creator of the mod before using/editing/modifying this content.

USCM special promotions :
- Walking Problem
- SkyArkhangel
- Skullywag
#5
Hi !

I tried to download last update yesterday, for PC. But near the end, it stopped downloading. So I tried to do it again but not, I don't have any download allowed. Can you please reset my limit ? My mail is -snip-

Thanks :)

EDIT By: ItchyFlea
#6
Ideas / Firefighting
December 01, 2014, 08:26:11 AM
Hi,

It's a suggestion to handle a very frustrating situation in the game when a structure is burning and your colonists cannot reach the fire because the structure is too large.

I guess we all have experienced this feeling of being powerless when our geothermal generator is burning in the center and your colonist are just unable to reach such a position because the generator is a 4x4 structure.

My idea is to allow colonists to throw in water buckets on a short distance and to have advanced device like a fire extinguisher, much more efficient. I don't know if it may add a plus to the game but it should remove a lot of frustration. And that's quite good in my opinion.
#7
General Discussion / Size of visitors groups etc
August 22, 2014, 11:52:56 PM
I play usualy in Randy Random. I see a quite violent increase of the difficulty with groups 3 to 4 times larger than my colony with 100% sized groups after 30 days.

It's not a problem that groups can be very large. But it's problem when they are always so large. I mean after one year, groups are so huge that my game almost crash. I run it on an Alienware M18X and I think there is quite a problem. I guess, groups should be randomly sized between 1 and "maximum depending on the colony wealth" and visitors should come in small sized groups. Not hordes. I got 3 groups in 2 minuts and the game just go crazy laggy. I spend my time in dev mode trying to "destroy" each visitor one by one or else they will just come in my colony, go crazy and kill at each others creating huge death fields...

Plus, if visitors are supposed to interact with the colony soon, huge groups are not possible. Maybe a trade route or a travel route can make visitors arrive by very small group within a very short range of time, it would be really better. If we can feed them (if they pay for it) and rent some beds, they should be happy and leave peacefuly. At last !
#8
Bugs / [Alpha4f] Randy Random broken
June 15, 2014, 07:10:18 PM
Hey, I played a RR game. It's my favorite storyteller. But after 220 days of game, 32 raids, > 110000 colony wealth, the hardest raid I've faced was... something like 10 guys with pistols... Nothing more. The switch is fixed on easy mode ? ^^.
#9
Ideas / Turret gunners
May 02, 2014, 08:25:45 AM
Hi !

A simple suggestion here. Turrets are actualy automatic in detection and firing. I was thinking, what if there were turrets needing a gunner to work properly ? With no need for power and perhaps high dps output but requiring a colonist to press the trigger and to risk its life ?
#10
I open this thread because of a french specificity.

First point :
The game uses the same translation for a human female and for a animal female. but in french we cannot use the same term as female = "Femme" for a human and "Femelle" for an animal.

As we have <Female>Femme</Female>, can we have a <FemaleAnimal>Femelle</FemaleAnimal> for the animals ?


Second point :
When the subject of a sentence is a female, we add a "e" in some occasions, for exemple :
- Male : John est allé à ...
- Femme : Jennifer est allée à ...

Can we have something like a CFEM key that could add a "e" is the subject of an action is female ?
#11
Bugs / [W|Alpha3.408] Colonist lynched by mates
April 11, 2014, 05:41:58 AM
I've got a weird bug on the last build.

It happened 3 times. A colonist went crazy and begun attacking other colonists everything is ok. But when I knowked him out, he just restored it's colonist status and I had the opportunity to rescue him. But since then, other nervous colonists begun to shot him everytime they were passing near from him.

It happened 3 times with 3 differents colonists... I had to capture them and to recruit them to avoid this problem.