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#1
pretty sure wood shortage means wood price goes up, it has nothing to do with companies. Companies have their own news
#2
pretty sure non-steam users can use RimPy now
#3
Is it possible to access hugslib log when the ctrl+f12 or ctrl+alt+f12 is not working, or if game crashed?
#4
Help / Re: xpath syntax for multiple selection
May 25, 2022, 11:49:44 AM
Quote from: K4nna on May 24, 2022, 03:53:53 AM
Thank you, the syntax is good.
But it doesn't works as intended, I think I have to filter by 'Abstract="True"'
Abstract is an attribute like Name so it needs @ before it, like this:  (not(@Abstract="True")).
In (not(CostList)) you have a wrong capitalisation, its (not(costList)).

So looking at what you want to do, it won't select the desired defs in a number of cases where an abstract base defines <minifiedDef>MinifiedThing</minifiedDef>, and a concrete def that inherits from it defines <compClass>CompQuality</compClass>. They are still separate defs, each one of them is checked individually only, so "and" won't work.
There are still ways to do it almost completely reliably, for example all defs with minifiedDef must have statBases/Mass that is inherited much more rarily, but you would need to add checks if the def is a building because items can also have mass stat. You would probably have to do more than that though.

I recommend asking this question on rimworld discord, the modding channel is very active there. It also has a bot you can access with !xpath command, it lets you instantaneously test what a given xpath will select in vanilla rimworld.
#5
Help / Re: xpath syntax for multiple selection
May 24, 2022, 03:36:02 AM
<xpath>Defs/ThingDef[minifiedDef="MinifiedThing" and (not(comps/li/compClass="CompQuality"))]</xpath>

On the second question, copying or storing a value isn't possible in vanilla, you can do that with XML Extensions mod if you are fine with using it as a dependency
#6
https://ludeon.com/forums/index.php?topic=43151.0
last comment says you can do that but I don't see images in rich text documentation
#7
Tools / Re: [Tool] Asset Loader
March 27, 2022, 03:17:33 PM
I replied to your post.
#8
[11.3.3200RI]
I have two folders with textures:
TMaterials\common\bar\smooth which contains smooth_a.png; smooth_b.png; smooth_c.png;
TMaterials\common\bar\smoothstony, which contains smoothstony_a.png; smoothstony_b.png; smoothstony_c.png.

I have a single xml, where graphics is defined in as such: <ThingDef ParentName="ResourceBase">
        <defName>carnap_palladium</defName>
        <graphicData>
            <texPath>TMaterials/common/bar/smooth</texPath>
            <graphicClass>Graphic_StackCount</graphicClass>
            <color>(253,253,255)</color>
        </graphicData>


When I load the game, it shows this error: Could not load UnityEngine.Texture2D at TMaterials/common/bar/smooth/smoothstony_a in any active mod or in base resources.


Notice how its trying to look for "smoothstony" in "smooth" folder. Somehow it mixed up "smooth" and "smoothstony".

That "smoothstony" is never ever mentioned in any xmls in the mod, it is just an unused folder next to "smooth" (it could be used by another item, the bug would still be there).

People on discord have also reported the same issue with Copper and CopperWire; Kevlar and KevlarInserts.

I attached a mod that contains a single item xml and two texture folders as I described. To reproduce the bug, enable that mod and start the game - the error message will appear in the log. Tested when this mod is the only mod enabled.
#9
I moved all settings from TPatches into separate mods and made them better as well.
As of now I don't have time to make a proper description of each one here but if someone searched for TPatches, it was moved into those mods:
https://steamcommunity.com/sharedfiles/filedetails/?id=2845039943 - Stuffable stone floors
https://steamcommunity.com/sharedfiles/filedetails/?id=2845053424 - Infinite turrets
https://steamcommunity.com/sharedfiles/filedetails/?id=2845056427 - Rottable filter
https://steamcommunity.com/sharedfiles/filedetails/?id=2845060390 - Duplicate Animal Remover
https://steamcommunity.com/sharedfiles/filedetails/?id=2845063575 - tests patches
https://steamcommunity.com/sharedfiles/filedetails/?id=2845066201 - Mod Animal Commonality
https://steamcommunity.com/sharedfiles/filedetails/?id=2845074471 - Styles Unleashed
#10
Exception in Verse.Window.InnerWindowOnGUI: System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.MeditationFocusDef.EnablingThingsExplanation (Verse.Pawn pawn) [0x001fd] in <d243303f714d4dc48680ccaecd2f594e>:0
  at RimWorld.MeditationUtility.FocusTypeAvailableExplanation (Verse.Pawn pawn) [0x0004e] in <d243303f714d4dc48680ccaecd2f594e>:0
  at Verse.Pawn+<SpecialDisplayStats>d__237.MoveNext () [0x00212] in <d243303f714d4dc48680ccaecd2f594e>:0
  at RimWorld.StatsReportUtility+<StatsToDraw>d__24.MoveNext () [0x002e0] in <d243303f714d4dc48680ccaecd2f594e>:0
  at System.Linq.Enumerable+WhereEnumerableIterator`1[TSource].MoveNext () [0x0004e] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
  at System.Collections.Generic.List`1[T].InsertRange (System.Int32 index, System.Collections.Generic.IEnumerable`1[T] collection) [0x000db] in <eae584ce26bc40229c1b1aa476bfa589>:0
  at System.Collections.Generic.List`1[T].AddRange (System.Collections.Generic.IEnumerable`1[T] collection) [0x00000] in <eae584ce26bc40229c1b1aa476bfa589>:0
  at RimWorld.StatsReportUtility.DrawStatsReport (UnityEngine.Rect rect, Verse.Thing thing) [0x00083] in <d243303f714d4dc48680ccaecd2f594e>:0
     - prefix RIMMSqol: Boolean RIMMSqol.DrawStatsReport_EditShortcut:Prefix(Rect rect, Thing thing)
  at Verse.Dialog_InfoCard.FillCard (UnityEngine.Rect cardRect) [0x00064] in <d243303f714d4dc48680ccaecd2f594e>:0
     - prefix OskarPotocki.VFECore: Boolean AnimalBehaviours.VanillaExpandedFramework_Dialog_InfoCard_FillCard_Patch:Prefix(Rect cardRect, Dialog_InfoCard __instance, Thing ___thing, InfoCardTab ___tab)
  at Verse.Dialog_InfoCard.DoWindowContents (UnityEngine.Rect inRect) [0x00288] in <d243303f714d4dc48680ccaecd2f594e>:0
  at Verse.Window.InnerWindowOnGUI (System.Int32 x) [0x001f8] in <d243303f714d4dc48680ccaecd2f594e>:0
     - transpiler net.pardeike.rimworld.lib.harmony: IEnumerable`1 VisualExceptions.RunloopExceptionHandler:Transpiler(IEnumerable`1 instructions)

nothing bad seems to happen though in game but I wanted to share the thing anyway. https://gist.github.com/idkman2021/c419ca8c548750d8a80616aa78a2cd0d
(the log file is truncated)
#11
I moved all settings from TPatches into separate mods and made them better as well.
As of now I don't have time to make a proper description of each one here but if someone searched for TPatches, it was moved into those mods:
https://steamcommunity.com/sharedfiles/filedetails/?id=2845039943 - Stuffable stone floors
https://steamcommunity.com/sharedfiles/filedetails/?id=2845053424 - Infinite turrets
https://steamcommunity.com/sharedfiles/filedetails/?id=2845056427 - Rottable filter
https://steamcommunity.com/sharedfiles/filedetails/?id=2845060390 - Duplicate Animal Remover
https://steamcommunity.com/sharedfiles/filedetails/?id=2845063575 - tests patches
https://steamcommunity.com/sharedfiles/filedetails/?id=2845066201 - Mod Animal Commonality
https://steamcommunity.com/sharedfiles/filedetails/?id=2845074471 - Styles Unleashed
#12
Releases / Re: [1.3] [KV] Faction Control [ModSync RW]
August 22, 2021, 10:49:43 AM
I can't find the setting to customize the amount of modded factions after the update. I know that there is a vanilla way to do that but it doesn't display half of the modded factions factions. I tried "Override Faction Max Count" on, after reloading the game they weren't there, after I set it to off, they weren't there either. I also don't understand what "Disable Faction Limits" does, I didn't understand what its description meant, but either way, it also didn't cause the modded factions to show up.

So I've reloaded the game while my "Override Faction Max Count" was on, I disabled every faction in the vanilla menu, but some factions are not in vanilla menu and for some reason I didn't find this mods menu to disable them anywhere. This includes factions from Star Wars - Hutts, Star Wars - Gand, Star Wars - Trandosha, The GiantRace, two factions from Halo Jackals. I couldn't find any ways disable them.
https://gist.github.com/idkman2021/d88c2cf488eed817d8ea1ee4e0e836b5

by the way the way by which this can fixed if someone has this problem is editing the race mods files to remove unwanted factions although I didn't try yet and I don't know how easy it is
#13
Does this mod affect perfomance?
#14
I was able to play for ~100 hrs with 300 mods enabled and zero crashes. Huge raids, caravans, everything worked fine. I used Solus Budgie, played 64bit version in fullscreen.

I've had this unhandled exception problem since 1.0 was released, and after I installed solus budgie, it is gone. I have no idea why this happens, I can only assume that one of those reasons might be true:
> Something to do with window composer that solus budgie is using
> Something to do with Linux Steam Integration that is installed and enabled in solus by default. It allows games to use native libraries instead of provided with steam, and allows to use additional libraries. If this reason is the one, it might also have something to do with native libraries from solus being better for rimword.
> All mods (and I am subscribed to almost all popular mods) removed bad harmony patches (unlikely)
> Rimworld update fixed it
> I was extremely lucky (extremely unlikely)
> Something to do with video drivers (because new nvidia drivers for linux were pushed)
> Linux core was updated or an system library or etc
> I am very far from computer expert so anything could be the reason

I've also noticed that windows and linux perfomance were same, unlike older versions, where linux version had significantly lower loading times with huge list of mods
#15
Tools / Re: [TOOL] Rimworld Gun Maker
January 27, 2019, 06:45:48 AM
Awesome idea, does it work with 1.0?