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Messages - Rihlsul

#1
Ideas / Re: Fences and animal production
August 30, 2016, 11:27:16 AM
Quote from: NightClash on August 30, 2016, 07:57:18 AMif there is a mod for fences just tell me plz, I really want them hahaha.

ItchyFlea:  https://ludeon.com/forums/index.php?topic=10623.msg105059#msg105059
#2
Releases / Re: [A15][MODLIST] Glitter Tech
August 30, 2016, 04:22:16 AM
1 suggestion, 1 request.

Suggestion:  Modify the topic name, since this thread looks like it's only for Glitter Tech, but Tilled Soil is in here.

Request: Is there any possibility you can add a14 versions to the github?   Waiting on CCL to update, and I lost my copy of a14 Tilled Coil due to oh so helpful Steam Workshop.
#3
Outdated / Re: [A15] Tilled Soil v1.2
August 30, 2016, 04:17:43 AM
Sorted out what's up.  Sam rolled his mods into a main thread.   A15 links and links to older releases in that thread, in theory.
https://ludeon.com/forums/index.php?topic=5509.0

#4
Bugs / Re: [a14] Traders only buying animals [solved]
August 27, 2016, 03:46:49 PM
I've sorted out the issue with some debugging fun.   It's ONLY the Exotic Outlander caravans that might buy them on the ground, which depending on the map, it might be quite long odds.  For the Orbital, I missed the obvious - the goods were not near the Orbital Beacon.
#5
Bugs / [a14] Traders only buying animals [solved]
August 27, 2016, 03:25:23 PM
I have a long running game that has a strange problem:   The traders, no matter what type (caravan, orbital - bulk, exotic, etc), will only buy animals.   HUGE stockpile of statues and clothes, yet no one is buying them - it's not even in the list of options of things to try to sell.

Any thoughts?  This problem pre-existed installing any mods.  I installed a More Traders mod to up the odds, but that only tweaked the storyteller, not any of the TraderDefs.    I'm thinking it might just be a volume thing.  For example, there's well over 200 statues in stockpiles - could that be pushing the trade dialog's limits?
#6
Help / Re: How do I decompile and re-compile properly?
August 13, 2016, 12:20:56 PM
From what I've seen, decompiling only mostly works and shows you most of the code.   You'll find there are many functions that don't decompile very nicely, and across an entire game, 7000 of those seems likely.
#7
So, I created a barebones, do nothing mod just to see how the process worked.  Only, the game would crash with no real evident reason in the Crash log.  There was just this bit in output_log.txt:

========== OUTPUTING STACK TRACE ==================

0x76C3DAE8 (KERNELBASE) RaiseException
0x100010DD (mono) set_vprintf_func
0x100010F6 (mono) set_vprintf_func
0x10059920 (mono) mono_debugger_lock
0x1005AF42 (mono) mono_debug_open_image_from_memory
0x1001075C (mono) mono_set_ignore_version_and_key_when_finding_assemblies_already_loaded
0x16D5A883 (Mono JIT Code) (wrapper managed-to-native) System.AppDomain:LoadAssemblyRaw (byte[],byte[],System.Security.Policy.Evidence,bool)
0x16D5A7F6 (Mono JIT Code) System.AppDomain:Load (byte[],byte[],System.Security.Policy.Evidence,bool)
0x16D5A7BC (Mono JIT Code) System.AppDomain:Load (byte[],byte[],System.Security.Policy.Evidence)
0x16D5A770 (Mono JIT Code) (wrapper remoting-invoke-with-check) System.AppDomain:Load (byte[],byte[],System.Security.Policy.Evidence)
0x16D6D5E3 (Mono JIT Code) System.AppDomain:Load (byte[],byte[])
0x16D6D592 (Mono JIT Code) (wrapper remoting-invoke-with-check) System.AppDomain:Load (byte[],byte[])
0x062277B9 (Mono JIT Code) Verse.ModAssemblyHandler:ReloadAll ()
0x062274B4 (Mono JIT Code) Verse.ModContentPack:ReloadAllContent ()
0x062207E0 (Mono JIT Code) Verse.LoadedModManager:LoadAllActiveMods ()
0x0621FDD4 (Mono JIT Code) Verse.PlayDataLoader:DoPlayLoad ()
0x0621F089 (Mono JIT Code) Verse.PlayDataLoader:LoadAllPlayData (bool)
0x0621EF60 (Mono JIT Code) Verse.Root:<Start>m__5A2 ()
0x0621EE61 (Mono JIT Code) Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
0x0621EE20 (Mono JIT Code) Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__5A0 ()
0x061BF541 (Mono JIT Code) (wrapper runtime-invoke) object:runtime_invoke_void__this__ (object,intptr,intptr,intptr)
0x100F12F4 (mono) mono_set_defaults
0x1005D971 (mono) mono_runtime_invoke
0x1005DD8D (mono) mono_runtime_delegate_invoke
0x1007F0B2 (mono) mono_thread_interruption_request_flag
0x1010C38E (mono) unity_mono_method_is_generic
0x76EA38F4 (KERNEL32) BaseThreadInitThunk
0x77D15DE3 (ntdll) RtlUnicodeStringToInteger

========== END OF STACKTRACE ===========


Couldn't figure it out.  Finally, cup of tea later:   The class wasn't marked public properly.

Check your scopes.  Always check your scopes.  Hope this helps someone else some day.

:-[
#8
Outdated / Re: [a14] Breed Like Rabbits (v1.0)
August 12, 2016, 07:03:52 AM
Ha!  Next mod (more of an actual mod than this):  "Night of the Lepus".

Breed the rabbits enough and they get huge and violent.   ;D
#9
Outdated / [a14] Breed Like Rabbits (v1.0)
August 12, 2016, 06:40:52 AM


This mod makes rabbits (hares) breed more quickly, grow faster, and have larger litters. They're also slightly more taming friendly.   That's it.

As far as testing goes, it's not done any Save Game mangling for the few folks I know that play. 

Download:  Dropbox

License:  Go for it, do absolutely anything with it - it's just a copy of Core Hares slightly adjusted.