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Messages - FoxXeL

#1
Outdated / Re: [B18] Custom Death Randomness
October 28, 2018, 11:28:21 AM
Also interested.
#2
Outdated / Re: [A17] Harvest Everything! (28.05.2017)
October 21, 2018, 04:49:05 PM
Thanks, I tried this but I get an error.
Could not load UnityEngine.Texture2D at Things/Item/BodyPart/Organ in any active mod or in base resources.
Verse.Log:Error(String, Boolean)
Verse.ContentFinder`1:Get(String, Boolean)
Verse.Graphic_Single:Init(GraphicRequest)
Verse.GraphicDatabase:GetInner(GraphicRequest)
Verse.GraphicDatabase:Get(Type, String, Shader, Vector2, Color, Color, GraphicData, List`1)
Verse.GraphicData:Init()
Verse.GraphicData:get_Graphic()
Verse.ThingDef:<PostLoad>m__3()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()

and another error:

MatFrom with null sourceTex.
Verse.Log:Error(String, Boolean)
Verse.MaterialPool:MatFrom(MaterialRequest)
Verse.Graphic_Single:Init(GraphicRequest)
Verse.GraphicDatabase:GetInner(GraphicRequest)
Verse.GraphicDatabase:Get(Type, String, Shader, Vector2, Color, Color, GraphicData, List`1)
Verse.GraphicData:Init()
Verse.GraphicData:get_Graphic()
Verse.ThingDef:<PostLoad>m__3()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()

I get these 2 errors about 13 times so I assume it is for each organ. Now I don't know anything about encryption so I can't get myself deeper in to fix the issue. Maybe some help? Thank you in advance.
#3
Releases / Re: [B19] Mend And Recycle
October 20, 2018, 08:31:36 AM
Update please?
#4
Outdated / Re: [A17] Harvest Everything! (28.05.2017)
October 19, 2018, 09:21:53 PM
Hi, does it work with version 1.0?
#5
Hi, I have a problem getting this to work. Anytime I try to enslave my prisoners and I click on them, I get this:
Could not load UnityEngine.Texture2D at UI/Commands/Shackle in any active mod or in base resources.
Verse.Log:Error(String)
Verse.ContentFinder`1:Get(String, Boolean)
SimpleSlavery.<slaveGizmos>d__6:MoveNext()
System.Linq.<CreateConcatIterator>c__Iterator1`1:MoveNext()
RimWorld.InspectGizmoGrid:DrawInspectGizmoGridFor_Patch0(IEnumerable`1)
RimWorld.MainTabWindow_Inspect:DrawInspectGizmos()
RimWorld.InspectPaneUtility:ExtraOnGUI(IInspectPane)
RimWorld.MainTabWindow_Inspect:ExtraOnGUI_Patch1(Object)
Verse.WindowStack:WindowStackOnGUI()
RimWorld.UIRoot_Play:UIRootOnGUI()
Verse.Root:OnGUI()

What may be the problem?

EDIT: Just realized it happens ONLY when I select an enslaved prisoner. If I de-select it, the problem stops.
#6
Releases / Re: [A17]SPQRim - an ancient age mod
August 19, 2017, 05:55:33 PM
Good job! Just as it is said, Rim wasn't built in a day.
#7
Quote from: Ratvar on August 07, 2017, 07:32:24 AM
I think you need to butcher your dead colonist with butchering table or something. Try it out, i will install mod myself and try to do the thing

You are right! Thank you!
#8
Hi, my prisoners started a prison break and some of them unfortunately died. One of them had a Ped Leg and a Steel Arm installed. How can I harvest them from the corpse? I researched both NHBD transplant and Hostile Bionics repossession. There's no "Operations" in "Health" tab.


I then thought that maybe it works only for more advanced implants, so I spawned a mercenary in my freezer and added an advanced bionic hand on him and asked my colonists to kill him. Still no way to harvest it from him. Am I doing something wrong? Thank you, great mod, I really want to be able to use it!
#9
Is it possible to change the mineral ammount mined? In defs I only see the obsolete stats. I'd like to double plasteel and uranium. Great mod by the way! Keep up the good work!
#10
Ideas / Re: Your Cheapest Ideas
July 27, 2017, 05:44:56 PM
Trade ships fequency is measured on the wealth of the colony:

The wealthier you are, the more trade ships will arrive. Makes sense for me.
#11
Releases / Re: [A17] Death Rattle (2017-7-18)
July 26, 2017, 08:18:23 AM
Hi, I installed the mod, tried it and realized it doesn't work. I then started a test map and shot my colonist with a sniper. When the liver was shot off, he died. I then used the debug command to add a hediff to my colonist (Active liver failure) to the liver organ and got an error. This is the log.

Exception ticking Van Driel: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.DefMap`2[Verse.PawnCapacityDef,Verse.PawnCapacitiesHandler+CacheElement].get_Item (Verse.PawnCapacityDef def) [0x00000] in <filename unknown>:0
  at Verse.PawnCapacitiesHandler.GetLevel (Verse.PawnCapacityDef capacity) [0x00000] in <filename unknown>:0
  at Verse.PawnCapacitiesHandler.CapableOf (Verse.PawnCapacityDef capacity) [0x00000] in <filename unknown>:0
  at DeathRattle.Hediff_DeathRattle.PostTick () [0x00000] in <filename unknown>:0
  at Verse.Pawn_HealthTracker.HealthTick () [0x00000] in <filename unknown>:0
  at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


I really like the idea of this mod, I wish I could make it work.

The only mods that I have and may influence this one I think are De surgeries, EPOE and Harvest Everything!. Should I place this one after or before these other mods?
#12
Unfinished / Re: [A17] Simple Slavery v0.5g
July 24, 2017, 11:54:24 AM
Hi, I started recently to get this error when I'm trying to enslave a prisoner:

Wattis started 10 jobs in one tick. newJob=EnslavePrisoner A=Thing_Human4510019 B=Thing_Apparel_SlaveCollar4573753 jobGiver=RimWorld.JobGiver_Work jobList=(EnslavePrisoner A=Thing_Human4510019 B=Thing_Apparel_SlaveCollar4573753) (EnslavePrisoner A=Thing_Human4510019 B=Thing_Apparel_SlaveCollar4573753) (EnslavePrisoner A=Thing_Human4510019 B=Thing_Apparel_SlaveCollar4573753) (EnslavePrisoner A=Thing_Human4510019 B=Thing_Apparel_SlaveCollar4573753) (EnslavePrisoner A=Thing_Human4510019 B=Thing_Apparel_SlaveCollar4573753) (EnslavePrisoner A=Thing_Human4510019 B=Thing_Apparel_SlaveCollar4573753) (EnslavePrisoner A=Thing_Human4510019 B=Thing_Apparel_SlaveCollar4573753) (EnslavePrisoner A=Thing_Human4510019 B=Thing_Apparel_SlaveCollar4573753) (EnslavePrisoner A=Thing_Human4510019 B=Thing_Apparel_SlaveCollar4573753) (EnslavePrisoner A=Thing_Human4510019 B=Thing_Apparel_SlaveCollar4573753) (EnslavePrisoner A=Thing_Human4510019 B=Thing_Apparel_SlaveCollar4573753)  lastJobGiver=RimWorld.JobGiver_Work
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.<Reserve>c__AnonStorey4F7:<>m__7DF()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.<Reserve>c__AnonStorey4F7:<>m__7DF()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.<Reserve>c__AnonStorey4F7:<>m__7DF()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.<Reserve>c__AnonStorey4F7:<>m__7DF()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.<Reserve>c__AnonStorey4F7:<>m__7DF()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.<Reserve>c__AnonStorey4F7:<>m__7DF()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.<Reserve>c__AnonStorey4F7:<>m__7DF()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.<Reserve>c__AnonStorey4F7:<>m__7DF()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.<Reserve>c__AnonStorey4F7:<>m__7DF()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.<Reserve>c__AnonStorey4F7:<>m__7DF()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


It simply stops a colonist from enslaving a prisoner. Others can still enslave that prisoner.
#13
Unfinished / Re: [A17] Simple Slavery v0.5g
July 23, 2017, 05:59:37 AM
An idea for how to use this mod:

Give a slave collar to two of your prisoners and make them fight. The one who wins will get a prize: set him free, give him his lung back or just give him food ffs, whatever you seem fit. Basically, use it like a gladiator mod.

PS: equip a piece of wood to be able to force melee attack.
#14
Hi, I find all non-lethal mods almost useless if you don't have this mod: https://ludeon.com/forums/index.php?topic=27580.0


If you reach the cap of alive pawns or something like that, even smaller injuries that would normally not kill a pawn, will still kill it. So even non-lethal weapons will kill your pawns.
#15
Releases / Re: [A17] Static Quality Plus A17.1
July 23, 2017, 01:15:00 AM
Thank you so so so much! :)