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 - Slye_Fox

#1
Support / Can't start new colony
May 02, 2020, 10:11:52 AM
When I hit 'next' on the first setup screen, I get this error in the log;
Exception filling window for RimWorld.Page_SelectScenario: System.InvalidCastException: Specified cast is not valid.
  at Verse.Find.get_MapUI () [0x00005] in <032d0428bd3b4871b44e7cd832eb5c58>:0
  at Verse.Find.get_ReverseDesignatorDatabase () [0x00000] in <032d0428bd3b4871b44e7cd832eb5c58>:0
  at RimWorld.GameRules.SetAllowDesignator (System.Type type, System.Boolean allowed) [0x0003c] in <032d0428bd3b4871b44e7cd832eb5c58>:0
  at PathAvoid.Settings.SetIsPreferEnabled () [0x00021] in <b86dfa4f084b4a11b16a8c2c8f9ca155>:0
  at PathAvoid.Patch_Page_SelectScenario_BeginScenarioConfiguration.Postfix () [0x00000] in <b86dfa4f084b4a11b16a8c2c8f9ca155>:0
  at (wrapper dynamic-method) RimWorld.Page_SelectScenario.DMD<DMD<BeginScenarioConfiguration_Patch2>?1886117632::BeginScenarioConfiguration_Patch2>(RimWorld.Scenario,RimWorld.Page)
  at RimWorld.Page_SelectScenario.CanDoNext () [0x00014] in <032d0428bd3b4871b44e7cd832eb5c58>:0
  at RimWorld.Page.DoBottomButtons (UnityEngine.Rect rect, System.String nextLabel, System.String midLabel, System.Action midAct, System.Boolean showNext, System.Boolean doNextOnKeypress) [0x000e0] in <032d0428bd3b4871b44e7cd832eb5c58>:0
  at RimWorld.Page_SelectScenario.DoWindowContents (UnityEngine.Rect rect) [0x000ab] in <032d0428bd3b4871b44e7cd832eb5c58>:0
  at Verse.Window.InnerWindowOnGUI (System.Int32 x) [0x00165] in <032d0428bd3b4871b44e7cd832eb5c58>:0
Verse.Log:Error(String, Boolean)
Verse.Window:InnerWindowOnGUI(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)


Any ideas?
#2
Mods / Re: [B18] Seperating textures & Patching
July 20, 2018, 12:41:46 PM
Welp, I got all my problems solved save for 2;
1. I still haven't figured out how to do the Stone Blocks.
2. The skull textures aren't being used in-game (skulls are named None_Average_Skull_<facing> and are in the Textures folder).
#3
Mods / Re: [B18] Seperating textures & Patching
July 20, 2018, 05:25:49 AM
Update:
Snowman fully working, all 4 sprites used.
Sculptures Small & Large each only use 3 sprites(B, D & F) of their 6, no errors given
Sculpture Grand, Silver, Metal & Logs all producing 'No textures found' error
Devilstrand produces 'Could not load UnityEngine.Texture2D' error.
Stone Blocks just fails, I think it's because I might not have referenced it right.

I'd like to point out, these textures worked correctly when I edited the Core files directly, but not when patching for some reason.

Current patch file: https://pastebin.com/7uAzFRLg
Current in-game log: https://pastebin.com/TXheXwRN
#4
Mods / Re: [B18] Seperating textures & Patching
July 19, 2018, 09:40:32 AM
Bump for update edit
#5
Mods / [B18] Seperating textures & Patching
July 12, 2018, 03:28:09 PM
I've been working on porting over some of the 1.0 graphics to B18 and have come to a bit of a blockage;
Is it possible to use a separate textures for leather, instead of using the cloth one in B18?

<edit - 19/07/2018>
I got the files working when I was editing the core files directly, now I'm trying to transfer these to a patch I'm having some trouble.
Working things: Snowman
Not working things: Steel stack, Silver stack, Log stack, Devilstrand & Stone Blocks stack

My current patch file: https://pastebin.com/B8UFQ1vn
Current in-game log: https://pastebin.com/HdW3QJwW
#6
Pre-Alpha Backer 1 (0.0.250).
#7
Outdated / Re: [A17] Surgery Kit
May 21, 2017, 01:22:11 PM
Does it still work for A16?
#9
Mods / Re: [Mod idea] CKII inspired mod
May 10, 2017, 01:14:13 PM
What is CKII?
#10
Mods / [Mod Request] Pine tree ideal temperature
May 07, 2017, 07:09:41 AM
Would it be possible for someone to change the idea growing temp of the Pine tree, so it grows in the winter but is semi-dormant in summer?
#11
Quote from: dubwise56 on October 02, 2016, 07:38:31 PM
Quote from: yavorh on October 02, 2016, 02:13:59 PM
Could that maybe include robo-dogs or ways to have pets in the habitats? It could be a nice boost to mood since right now seeing as there is no way to make ketchup that I've found it rules out "fine meals" as a boost and in general Mars is a bit of an ugly place to hang around :D.

You should eventually get a care package with a chance to spawn some items like tv's computers telescopes and booze and ketchup, once your colonists have a decent sized room and some stuff to do they are easy to keep happy

I got a PC in a supply drop, but the pawns never use it.
#12
Quote from: chappelkebabistan on September 29, 2016, 05:17:07 AM
What is the actual purpose of the moxi, and where do you install it? if I install it inside, toxicity increases, and if I instill it outside, the air outlet only increases air quality to 20% and not beyond.
That is correct.
Air on earth is made up of ~20% Oxygen, ~78% Nitrogen & other trace gasses.

Quote from: chappelkebabistan on September 29, 2016, 05:17:07 AM
I haven't found any steel whatsoever to mine, I did unfog a couple of times, to find any steel sources. only Iron and more Iron.
Use the smelter to smelt Iron into Steel.
#13
How about allowing the CO2 scrubber to very slowly remove toxicity.
#14
Quote from: Canute on September 24, 2016, 02:12:57 AM
Quote from: EldVarg on September 23, 2016, 08:08:38 PM
Quote from: Canute on September 23, 2016, 06:18:38 PM
It would be nice to get a research for windturbines
As there is little wind on mars, I don't think this will do much.
Yes the mars atmosphaere is thin then earth ones, but the mars got bigger temp. differences between day/night that cause pretty strong winds. (refer to wiki).

After reading this I did some looking around and found that wind turbines wouldn't be viable.
Wind speeds can be vary high on Mars, but due to the thinner atmosphere the kinetic energy is very very low.
Also, wind seems to only occur during dusk/dawn when the temperature changes cause the needed conditions.
#15
Releases / Re: [A15] AllowTool (1.5) Easily unforbid items
September 09, 2016, 06:34:56 AM
Just to let you know, someone has uploaded your mod to the Steam Workshop: https://steamcommunity.com/linkfilter/?url=https://ludeon.com/forums/index.php?topic=17218.0