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#2
Help / Can someone help me stop the red errors with my simple mod:
August 17, 2020, 04:25:45 PM
It's just a simple texture replacement with an added fire overlay....
Here's the mod:
https://steamcommunity.com/sharedfiles/filedetails/?id=2200414144&tscn=1597678509
Here's the only code it executes:
Here's the red error I can replicate users are getting, but I'm not sure WHY this would happen:
and
The mod FUNCTIONS perfectly in game... so IDK.
Here's the mod:
https://steamcommunity.com/sharedfiles/filedetails/?id=2200414144&tscn=1597678509
Here's the only code it executes:
Code Select
<?xml version="1.0" encoding="utf-8"?>
<Patch>
<Operation Class="PatchOperationReplace">
<xpath>/Defs/ThingDef[defName = "MeditationSpot"]/graphicData/texPath</xpath>
<value>
<texPath>Spots/Candle</texPath>
</value>
</Operation>
<Operation Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName="MeditationSpot"]</xpath>
<value>
<comps>
<li Class="CompProperties_FireOverlay">
<fireSize>0.25</fireSize>
<offset>(0,0,0.16)</offset>
</li>
<li Class="CompProperties_Glower">
<glowRadius>1</glowRadius>
<glowColor>(255,153,50,0)</glowColor>
</li>
</comps>
</value>
</Operation>
</Patch>
Here's the red error I can replicate users are getting, but I'm not sure WHY this would happen:
Code Select
XML error: Duplicate XML node name comps in this XML block: <ThingDef ParentName="BuildingBase"><defName>MeditationSpot</defName><label>meditation spot</label><description>Designates a spot for meditation. Psycasters can meditate here to gain psyfocus. If a focus object like a sculpture is nearby, the psycaster will be able to focus on it to boost their psyfocus gain. However, different people are able to use different focus objects.</description><graphicData><texPath>Spots/Candle</texPath><graphicClass>Graphic_Single</graphicClass></graphicData><altitudeLayer>FloorEmplacement</altitudeLayer><statBases><WorkToBuild>0</WorkToBuild></statBases><rotatable>false</rotatable><scatterableOnMapGen>false</scatterableOnMapGen><useHitPoints>False</useHitPoints><designationCategory>Misc</designationCategory><passability>Standable</passability><drawGUIOverlay>true</drawGUIOverlay><building><sowTag>SupportPlantsOnly</sowTag><canPlaceOverImpassablePlant>false</canPlaceOverImpassablePlant><ai_chillDestination>false</ai_chillDestination><artificialForMeditationPurposes>false</artificialForMeditationPurposes></building><comps><li Class="CompProperties_UsesMeditationFocus" /><li Class="CompProperties_AssignableToPawn"><drawUnownedAssignmentOverlay>false</drawUnownedAssignmentOverlay><compClass>CompAssignableToPawn_MeditationSpot</compClass></li></comps><placeWorkers><li>PlaceWorker_MeditationSpot</li></placeWorkers><designationHotKey>Misc12</designationHotKey><comps><li Class="CompProperties_FireOverlay"><fireSize>0.25</fireSize><offset>(0,0,0.16)</offset></li><li Class="CompProperties_Glower"><glowRadius>1</glowRadius><glowColor>(255,153,50,0)</glowColor></li></comps></ThingDef>
Verse.Log:Error(String, Boolean)
Verse.XmlInheritance:CheckForDuplicateNodes(XmlNode, XmlNode)
Verse.XmlInheritance:ResolveXmlNodeFor(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodesRecursively(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodesRecursively(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodes()
Verse.XmlInheritance:Resolve()
Verse.LoadedModManager:ParseAndProcessXML(XmlDocument, Dictionary`2)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.<>c:<Start>b__6_1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.<>c:<UpdateCurrentAsynchronousEvent>b__27_0()
System.Threading.ThreadHelper:ThreadStart_Context(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object)
System.Threading.ThreadHelper:ThreadStart()
and
Code Select
Exception while executing PostLoad on null: System.NullReferenceException: Object reference not set to an instance of an object
at Verse.DirectXmlToObject.TryDoPostLoad (System.Object obj) [0x0000a] in <a5cb16e7582e46cc8acabb9853272707>:0
Verse.Log:Error(String, Boolean)
Verse.DirectXmlToObject:TryDoPostLoad(Object)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlToObject:ListFromXml(XmlNode)
Verse.DirectXmlToObject:ListFromXmlReflection(XmlNode)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlToObject:ObjectFromXmlReflection(XmlNode, Boolean)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlToObject:ListFromXml(XmlNode)
Verse.DirectXmlToObject:ListFromXmlReflection(XmlNode)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlToObject:ObjectFromXmlReflection(XmlNode, Boolean)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlToObject:ListFromXml(XmlNode)
Verse.DirectXmlToObject:ListFromXmlReflection(XmlNode)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlToObject:ObjectFromXmlReflection(XmlNode, Boolean)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlToObject:ObjectFromXmlReflection(XmlNode, Boolean)
Verse.DirectXmlLoader:DefFromNode(XmlNode, LoadableXmlAsset)
Verse.LoadedModManager:ParseAndProcessXML(XmlDocument, Dictionary`2)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.<>c:<Start>b__6_1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.<>c:<UpdateCurrentAsynchronousEvent>b__27_0()
System.Threading.ThreadHelper:ThreadStart_Context(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object)
System.Threading.ThreadHelper:ThreadStart()
The mod FUNCTIONS perfectly in game... so IDK.
#3
Bugs / [1.2.2719] Initial Empire joining quest not firing in solo starts?
August 11, 2020, 04:09:11 PM
Naked and Rich starts (have played three)- in a year's time for each I have not received the quest to protect the noble from the beast to initiate Empire membership. I HAVE gotten the quest to protect the rebel and go into psycasting as a rogue quest however (about 2 quadfums in).
WAD or bug?
Was still solo without partner-a s I like to extend that part of the challenge. What are the triggers for the quest?
Oh queried here and had a few others say this happened to them:
https://steamcommunity.com/app/294100/discussions/0/2797251375488720972/
WAD or bug?
Was still solo without partner-a s I like to extend that part of the challenge. What are the triggers for the quest?
Oh queried here and had a few others say this happened to them:
https://steamcommunity.com/app/294100/discussions/0/2797251375488720972/
#4
General Discussion / What was the reason behind revealing when prisoners will try to escape?
February 29, 2020, 12:14:53 AM
It's on a schedule now?
So now they politely schedule it with my warden and on the appointed day I can just have my press gang waiting at the door for them? Was this something players were begging and pleading for?
Seriously I liked the mystery of before. Anyone know why this was added?
So now they politely schedule it with my warden and on the appointed day I can just have my press gang waiting at the door for them? Was this something players were begging and pleading for?
Seriously I liked the mystery of before. Anyone know why this was added?
#5
Ideas / Nobility skill loss order- it should be more random and not predictable.
February 28, 2020, 09:21:36 PM
I mean some nobles and their eccentricities could love hunting even as the Emperor. It's a past time. Or h/h combat, or even making art. It should be unpredictable what skills you lose, so that a personality develops and there's that little bit more "story" and interest to it.
I think it would help develop that unpredictable story line that is this game better. As it is it's so gamey and predictable, you time your advances in rank perfectly without surprise.
I think it would help develop that unpredictable story line that is this game better. As it is it's so gamey and predictable, you time your advances in rank perfectly without surprise.
#6
General Discussion / Anyone else think Shield Belts look like Coconut Bras?
December 01, 2018, 04:48:22 PM
Like from Gilligan's Island!?
#7
General Discussion / Neauter/spay the dogs and DON'T come in the bedroom...
November 12, 2018, 12:44:38 PM
Simply wish i could control animal breeding better... We're eating dogs now. Puppies! Used to sell them to a neighboring tribe. Too many now.
And must the cleaner enter bedrooms when people are asleep or... Lovin'? Come on...
And must the cleaner enter bedrooms when people are asleep or... Lovin'? Come on...
#8
General Discussion / 1.0: Adding survival meals to caravan didn't increase days of food?
October 12, 2018, 09:50:51 PM
Anyone else seeing this? Or is it just me.
#9
Ideas / 1.0 unstable: toggle for stockpiles to disallow "sorting" them.
July 13, 2018, 04:10:03 PM
I don't want my dudes compiling the 3x3 fridge area with the 10 stack meals all the damned time. It's unneeded. I want a toggle to make that otherwise helpful combining effort go away and top heating up certain rooms.
And btw had two pawns get stuck in an infinite loop each "sorting" a 9 stack, then going to each other's piles and dropping their food. Then going back to their 9 stack, taking one ( and moving to each others' stacks to drop of their food. They were perfectly timing it and di this for half a day until I drafted one and let the other sort it out.
And btw had two pawns get stuck in an infinite loop each "sorting" a 9 stack, then going to each other's piles and dropping their food. Then going back to their 9 stack, taking one ( and moving to each others' stacks to drop of their food. They were perfectly timing it and di this for half a day until I drafted one and let the other sort it out.
#10
General Discussion / So 1.0 unstable: what are the current rules regarding traps?
July 13, 2018, 03:58:16 PM
the patches and notes have lost me for where we are currently at. Are they possible to trigger by friendlies, animals? pets? or are we back at A18 stage? B? Help me out?
#11
General Discussion / If I capture someone, sell them as a slave, then buy them back later...?
July 10, 2018, 06:17:23 PM
do they join my colony instantly? or will i still have them as a prisoner?
thinking of exporting some to a local village... then hanging around.. then buying them back? So i figure the cost in $ I will lose is like the local tribe trained them for me???
thinking of exporting some to a local village... then hanging around.. then buying them back? So i figure the cost in $ I will lose is like the local tribe trained them for me???
#12
Ideas / How about a "do NOT refuel" toggle for torches, campfires, etc...
July 07, 2018, 02:03:38 PM
For any item that requires refueling, it would be nice to have a toggle for "don't bother." That way I can always relight things later when/if i need them again- torches especially for mining camps and such when I will return but not for awhile. Just like to have the old torch sconce still there...
#13
General Discussion / latest unstable build killed ability to HIT with ranged weapons???
July 07, 2018, 01:13:16 PM
Something is seriously wrong with the odds reported for hitting with ranged weapons now... literally 100 shots fired with a pistol all misses when reported within 20-33% chance. So thought it might be the pistol's problem... but then 100 shots with a bow all misses reporting 20-30% chance to hit. Hunting.
Something has changed...
Something has changed...
#14
Ideas / So could I please inscribe tombstones??
July 05, 2018, 08:35:33 PM
Pretty please? Or is there a mod for this?
#15
General Discussion / So... Incapable of violence coming home from caravan, ambushed by a... cat...
July 05, 2018, 07:50:44 AM
And he gonna die? Is there anything he can do?
#16
Ideas / 1.0: Binges: COuld they be fulfilled after a certain dosage?
July 04, 2018, 10:26:04 PM
Instead of just lasting for days... how about once they dude is passed out drunk or totally high out of his mind it ends... the time limit duration seems not quite right for the flavor of the event.
#17
General Discussion / Refugee information reveal:
July 04, 2018, 05:50:30 PM
So how about: Over the radio while trying to convince you they are worth saving, they tell you maybe 3 things about themselves, one of which is usually a lie... so like: "I'm really good with animals, can cook great Chinese food, and hate drugs!"
..so actually he can't cook worth a damn... and maybe likes to eat too much! So you at least get 2/3 or so attributes that ADD to your expectations of why you would save him and then you don't feel so f'in robbed like I do with no information and a total asswipe endangers my base...
..so actually he can't cook worth a damn... and maybe likes to eat too much! So you at least get 2/3 or so attributes that ADD to your expectations of why you would save him and then you don't feel so f'in robbed like I do with no information and a total asswipe endangers my base...
#18
General Discussion / [POLL!] What happened to Glitterworld term, replaced by "Urbworld?
June 25, 2018, 10:40:32 PM
Glitterworld was a far more evocative term, I think. Or is it still in the game?
Ultratech medicine? Blech!!!!
Ultratech medicine? Blech!!!!
#19
General Discussion / Hay spoils in 60 days now? Gr.... no more barn storing?
June 20, 2018, 12:10:55 AM
nt
#20
Ideas / Shoes/Boots/Sandals making?
June 19, 2018, 04:57:13 PM
Footwear seems pretty required... idk. Just a thought.
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