To those that still want to use my mod, I am unable to keep it updated and error-less due to personal reasons, unfortunately. Save files will work if the mod was removed at any point; any Wandering Caravans on the map will just disappear upon loading. If anyone still really wants the mod, the download link for the mod files is still in this forum post - please do not re-upload the mod to the Steam Workshop though!
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#2
Help / Re: [A16] Can't figure out reason for drawing exception
January 04, 2017, 12:09:02 PMQuote from: Thirite on January 03, 2017, 05:30:12 PM
The engine is trying to reference something that doesn't exist. By the looks of the log it's trying to draw a Muffalo and not getting a variable it needs. Since this is in the draw function I suspect it has something to do with the pack bags for Muffalo added in A16.
But it would help if you explained what your mod does.
Thanks for the reply,
I made my mod in A15 and it adds Muffalo's and Dromedary's with bags that carry a randomly generated inventory (which I call 'Wandering Caravans') when they spawn in. It is a coincidence that A16 added similar Muffalo's and Dromedary's. I don't see anything in my XML that relates my Wandering Caravan's to the games vanilla caravans, so I am genuinely clueless to what the issue is.
#3
Help / [A16] Can't figure out reason for drawing exception
January 03, 2017, 12:25:09 PM
Hi,
While trying to update my mod to Alpha 16, I encountered an error that fills the debug log whenever I view a pawn added by the mod. The full exception is:
I have spent a fair amount of time reading my XML over again and again, comparing it to other pawn adding mods and the vanilla pawns. My XML seems to have no errors and my texture file paths are what they should be. If anyone has encountered this issue and/or has a fix, please let me know. The mod files are:
https://www.dropbox.com/s/m6ddq1573z2l9rf/WanderingCaravans.rar?dl=0
Thanks
While trying to update my mod to Alpha 16, I encountered an error that fills the debug log whenever I view a pawn added by the mod. The full exception is:
Code Select
Exception drawing WanderingMuffalo34626: System.NullReferenceException: Object reference not set to an instance of an object
at Verse.PawnRenderer.RenderPawnInternal (Vector3 rootLoc, Quaternion quat, Boolean renderBody, Rot4 bodyFacing, Rot4 headFacing, RotDrawMode bodyDrawType, Boolean portrait) [0x00000] in <filename unknown>:0
at Verse.PawnRenderer.RenderPawnInternal (Vector3 rootLoc, Quaternion quat, Boolean renderBody, RotDrawMode draw) [0x00000] in <filename unknown>:0
at Verse.PawnRenderer.RenderPawnAt (Vector3 drawLoc, RotDrawMode bodyDrawType) [0x00000] in <filename unknown>:0
at Verse.Pawn_DrawTracker.DrawAt (Vector3 loc) [0x00000] in <filename unknown>:0
at Verse.Pawn.DrawAt (Vector3 drawLoc) [0x00000] in <filename unknown>:0
at Verse.Thing.Draw () [0x00000] in <filename unknown>:0
at Verse.ThingWithComps.Draw () [0x00000] in <filename unknown>:0
at Verse.DynamicDrawManager.DrawDynamicThings () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
I have spent a fair amount of time reading my XML over again and again, comparing it to other pawn adding mods and the vanilla pawns. My XML seems to have no errors and my texture file paths are what they should be. If anyone has encountered this issue and/or has a fix, please let me know. The mod files are:
https://www.dropbox.com/s/m6ddq1573z2l9rf/WanderingCaravans.rar?dl=0
Thanks
#4
Outdated / Re: [A15] Wandering Caravans v1.1.3 (23/09/2016)
October 22, 2016, 03:14:44 AMQuote from: windviator on October 21, 2016, 08:24:55 PM
It was a manhunting pack! Can't imagine my luck LOL! That was great loot for my lil colony
Oh I see, luck guy
#5
Outdated / Re: [A15] Wandering Caravans v1.1.3 (23/09/2016)
October 21, 2016, 01:42:45 PMQuote from: windviator on October 20, 2016, 04:51:26 AM
Man I just have to share this .. its hilarious to me
Best manhunting pack ever!
How did u get so many in one area XD
#6
Outdated / Re: [A15] Wandering Caravans v1.1.3 (23/09/2016)
September 23, 2016, 11:52:36 AM
Updates to v1.1.3
Lowered spawn rate for all wandering caravans for balancing
Lowered spawn rate for all wandering caravans for balancing
#7
Outdated / Re: [A15] Wandering Caravans v1.1.2 (21/09/2016)
September 21, 2016, 02:51:58 PM
Updated to v1.1.2
Fixed spawning mechanics (Wandering Muffalo's spawn in all biomes except from deserts and extreme deserts, Wandering Dromedary's spawn only in deserts and extreme deserts).
Fixed spawning mechanics (Wandering Muffalo's spawn in all biomes except from deserts and extreme deserts, Wandering Dromedary's spawn only in deserts and extreme deserts).
#8
Outdated / Re: [A15] Wandering Caravans v1.1.1 (19/09/2016)
September 19, 2016, 12:02:09 PM
Updated to v1.1.1.
Fixed the trading bug pointed out by Haiys.
Fixed the trading bug pointed out by Haiys.
#9
Outdated / Re: [A15] Wandering Caravans v1.1 (13/09/2016)
September 18, 2016, 03:18:19 PMQuote from: Haiys on September 18, 2016, 11:00:42 AM
The game crashes when I try to buy wandering caravans from trade ships. Anyway to disable wandering caravans from being sold or a fix?
Thanks for pointing that out; I will try to remove them from trade ships as it doesn't seem logical.
#10
Outdated / Re: [A15] Wandering Caravans v1.1 (13/09/2016)
September 13, 2016, 04:49:04 PM
Forgot to mention, mod updated to v1.1
Fixed a few bugs and added wandering Dromedary's
Fixed a few bugs and added wandering Dromedary's
#11
Outdated / Re: [A15] Wandering Caravans v1.0 (05/09/2016)
September 13, 2016, 01:56:09 PMQuote from: Nanao-kun on September 13, 2016, 11:50:57 AMQuote from: general223 on September 13, 2016, 02:39:56 AMQuote from: Nanao-kun on September 12, 2016, 07:56:25 PM
So with this mod, some trade caravan muffalos will randomly be one of these and stay on the map instead of leaving?
Sorry, could you please specify what you mean by 'these'. The caravan muffalos have the same behaviour as regular muffalos, and can leave the map the same way as any other muffalo.
I mean, they (Wandering Caravan Muffalo) arrive with a trade caravan but don't follow the trade caravan when they (Trade Caravan) leave.
The lore is that the Muffalo's (and now Dromedary's) arrive alone, after being separated from their trade groups. They can then be killed for random items that they are carrying.
#12
Outdated / Re: [A15] Wandering Caravans v1.0 (05/09/2016)
September 13, 2016, 02:41:46 AMQuote from: Hunter00064 on September 12, 2016, 10:22:28 PM
Sorry for getting back to you late, I have the DLL and everything, but I get a error when I spawn them in(The faction tag wont stick to them and I cant find out why)
Thank you very much for trying. You could send me the DLL and I could take a look, or if it's too stressful you could just leave it with me or forget about it
#13
Outdated / Re: [A15] Wandering Caravans v1.0 (05/09/2016)
September 13, 2016, 02:39:56 AMQuote from: Nanao-kun on September 12, 2016, 07:56:25 PM
So with this mod, some trade caravan muffalos will randomly be one of these and stay on the map instead of leaving?
Sorry, could you please specify what you mean by 'these'. The caravan muffalos have the same behaviour as regular muffalos, and can leave the map the same way as any other muffalo.
#14
Help / Pawn Inventory Options question
September 11, 2016, 07:58:35 AM
Hi,
I have a question about the inventoryOptions def. I am trying to allow pawns to have inventories with random amounts of items in a category (just like standard traders), but the inventoryOptions def does not allow it. An example of what I am trying to do is:
This throws an error, as well as if you enter any other type of def name other than 'thingDef' (e.g. categoryDef)
So my question is if there is any known way of implementing full categories into a pawn's inventoryOptions?
Currently, I am having to add every type of item I want in my pawn:
...which is quite annoying and I can't add certain things like drugs because they are not under the 'ThingDefs' root. If anyone can answer my question I would be very grateful.
Thanks
I have a question about the inventoryOptions def. I am trying to allow pawns to have inventories with random amounts of items in a category (just like standard traders), but the inventoryOptions def does not allow it. An example of what I am trying to do is:
Code Select
<inventoryOptions>
<subOptionsTakeAll>
<li Class="StockGenerator_Tag">
<tradeTag>Furniture</tradeTag>
<thingDefCountRange>
<min>1</min>
<max>3</max>
</thingDefCountRange>
<countRange>
<min>1</min>
<max>3</max>
</countRange>
</li>
</subOptionsTakeAll>
</inventoryOptions>
This throws an error, as well as if you enter any other type of def name other than 'thingDef' (e.g. categoryDef)
So my question is if there is any known way of implementing full categories into a pawn's inventoryOptions?
Currently, I am having to add every type of item I want in my pawn:
Code Select
<inventoryOptions>
<subOptionsTakeAll>
<li>
<skipChance>0.05</skipChance>
<thingDef>Silver</thingDef>
<countRange>
<min>60</min>
<max>100</max>
</countRange>
</li>
<li>
<skipChance>0.2</skipChance>
<thingDef>Component</thingDef>
<countRange>
<min>1</min>
<max>15</max>
</countRange>
</li>
<li>
<skipChance>0.2</skipChance>
<thingDef>Steel</thingDef>
<countRange>
<min>20</min>
<max>50</max>
</countRange>
</li>
<li>
<skipChance>0.2</skipChance>
<thingDef>WoodLog</thingDef>
<countRange>
<min>20</min>
<max>50</max>
</countRange>
</li>
<li>
<skipChance>0.6</skipChance>
<thingDef>Plasteel</thingDef>
<countRange>
<min>5</min>
<max>20</max>
</countRange>
</li>
<li>
<skipChance>0.2</skipChance>
<thingDef>Cloth</thingDef>
<countRange>
<min>10</min>
<max>35</max>
</countRange>
</li>
<li>
<skipChance>0.6</skipChance>
<thingDef>Gold</thingDef>
<countRange>
<min>5</min>
<max>20</max>
</countRange>
</li>
<li>
<skipChance>0.2</skipChance>
<thingDef>Neutroamine</thingDef>
<countRange>
<min>5</min>
<max>25</max>
</countRange>
</li>
<li>
<skipChance>0.4</skipChance>
<thingDef>Chocolate</thingDef>
<countRange>
<min>10</min>
<max>25</max>
</countRange>
</li>
<li>
<skipChance>0.4</skipChance>
<thingDef>Beer</thingDef>
<countRange>
<min>5</min>
<max>25</max>
</countRange>
</li>
<li>
<skipChance>0.6</skipChance>
<thingDef>Medicine</thingDef>
<countRange>
<min>1</min>
<max>3</max>
</countRange>
</li>
<li>
<skipChance>0.3</skipChance>
<thingDef>Uranium</thingDef>
<countRange>
<min>1</min>
<max>15</max>
</countRange>
</li>
<li>
<skipChance>0.3</skipChance>
<thingDef>Jade</thingDef>
<countRange>
<min>1</min>
<max>15</max>
</countRange>
</li>
<li>
<skipChance>0.2</skipChance>
<thingDef>RawPotatoes</thingDef>
<countRange>
<min>10</min>
<max>25</max>
</countRange>
</li>
<li>
<skipChance>0.2</skipChance>
<thingDef>RawRice</thingDef>
<countRange>
<min>10</min>
<max>25</max>
</countRange>
</li>
<li>
<skipChance>0.2</skipChance>
<thingDef>RawAgave</thingDef>
<countRange>
<min>10</min>
<max>25</max>
</countRange>
</li>
<li>
<skipChance>0.2</skipChance>
<thingDef>RawCorn</thingDef>
<countRange>
<min>10</min>
<max>25</max>
</countRange>
</li>
<li>
<skipChance>0.2</skipChance>
<thingDef>RawBerries</thingDef>
<countRange>
<min>10</min>
<max>25</max>
</countRange>
</li>
<li>
<skipChance>0.4</skipChance>
<thingDef>MealSimple</thingDef>
<countRange>
<min>10</min>
<max>15</max>
</countRange>
</li>
<li>
<skipChance>0.6</skipChance>
<thingDef>MealFine</thingDef>
<countRange>
<min>5</min>
<max>10</max>
</countRange>
</li>
<li>
<skipChance>0.8</skipChance>
<thingDef>MealLavish</thingDef>
<countRange>
<min>1</min>
<max>5</max>
</countRange>
</li>
<li>
<skipChance>0.3</skipChance>
<thingDef>Cloth</thingDef>
<countRange>
<min>10</min>
<max>25</max>
</countRange>
</li>
<li>
<skipChance>0.5</skipChance>
<thingDef>Synthread</thingDef>
<countRange>
<min>5</min>
<max>20</max>
</countRange>
</li>
<li>
<skipChance>0.6</skipChance>
<thingDef>DevilstrandCloth</thingDef>
<countRange>
<min>5</min>
<max>20</max>
</countRange>
</li>
<li>
<skipChance>0.8</skipChance>
<thingDef>Hyperweave</thingDef>
<countRange>
<min>1</min>
<max>5</max>
</countRange>
</li>
<li>
<skipChance>0.65</skipChance>
<thingDef>MegatheriumWool</thingDef>
<countRange>
<min>10</min>
<max>25</max>
</countRange>
</li>
<li>
<skipChance>0.65</skipChance>
<thingDef>MuffaloWool</thingDef>
<countRange>
<min>10</min>
<max>25</max>
</countRange>
</li>
<li>
<skipChance>0.65</skipChance>
<thingDef>CamelHair</thingDef>
<countRange>
<min>10</min>
<max>25</max>
</countRange>
</li>
<li>
<skipChance>0.65</skipChance>
<thingDef>AlpacaWool</thingDef>
<countRange>
<min>10</min>
<max>25</max>
</countRange>
</li>
</subOptionsTakeAll>
</inventoryOptions>
...which is quite annoying and I can't add certain things like drugs because they are not under the 'ThingDefs' root. If anyone can answer my question I would be very grateful.
Thanks
#15
Outdated / Re: [A15] Wandering Caravans v1.0 (05/09/2016)
September 05, 2016, 04:35:22 PMQuote from: Hunter00064 on September 05, 2016, 04:29:04 PM
I will see how easy it is, with your permission I would like to upload the file to here(as a attachment) so you can do what you want with it as it is your mod.
Really ? That would be the best man
I am still in the long process of learning C# and your help with making my content better means the world to me
You have full permission, and will be credited of course
If you upload the file and I can decompile it for education purposes that would be amazing.