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Messages - Tenshi~Akari

#1
Releases / Re: [1.3] Children and Pregnancy - v4.1.0
October 06, 2022, 02:18:16 AM
Coming back after a long absence post-news drop. It's been a wonderful run and I definitely thank everybody involved with having kept this mod alive through all the version updates, especially GhostData for heading the helm on most recent maintenance & updates for it. This mod has definitely made my game experience much more interesting over the years it has existed. Never thought I'd see the day a proper life cycle system would be introduced to human pawns officially, but here we are.

That said, it doesn't necessarily mean "the end" altogether. It could mean a slight evolution of mods like this, especially if features we're used to seeing in C&P aren't fully present in Biotech... but we all won't know for sure until more info is introduced about the inner workings of it all. It will definitely take responsibility of maintaining the whole system off the modders, though.
#2
Releases / Re: [1.3] Children and Pregnancy - v4.1.0
November 27, 2021, 07:08:27 PM
Quote from: Awrawra on November 25, 2021, 05:44:47 PM
Greetings everyone.

After a long time without play RimWorld, I came back to play some weeks ago. Since then, I started to have issues and random crashes, specially when a trade caravan, visitors or even raids arrives to my colony. When I get my screen to see who just came, I got instantly crash with unity crash error or sometimes runtime error. These crashes were annoying me that today I had the decision to remove all mods and add gradually back, 20 mods each time and see which one was causing the crashes.

I play rimworld heavy modded, so it took several hours to finally come to realize that was Children and Pregnancy that is causing these annoying crashes. When I removed CnP, immediatly stop the crashes, and I really don't know why is CnP causing them. I use this mod for a long time, since almost the beggining, and never had these crashes before.

Anyone have any idea what I have to do to still playing with CnP and dont get these crashes anymore? I'm using the lastest version, 4.1.2.

Here is the in game log I generated with HugsLib: https://gist.github.com/HugsLibRecordKeeper/91aab091bc029553d71e06b65a37d4a4

Any tips will really be welcome.

Thanks in advance.

Haven't had too many notable issues in my first playthrough since the updates, but can definitely say that I as well haven't experienced this, either.

Hazarding a guess, though, based on taking a glance at your HugsLib file:

Quote from: Tragix on March 22, 2020, 04:32:51 PM
RimJobWorld - Intentionally breaks CNP pregnancy in favor of its own. Childhood features of CNP may still work. Use at own risk until integration is performed.
#3
Help / Re: Transparent Stuff properties?
May 08, 2021, 12:58:00 PM
I know I should've said this earlier, but I do appreciate the help on this. Thanks for trying to figure it out with me.  :)

Canute: The difference between Semi-Transparent stuff & Dubs Skylights/Expanded Roofing is the first one is meant to affect stuff properties & making anything that uses affected stuff have a transparent look to them (be it vanilla/modded furniture, walls, weapons), while the other 2 are their own separate types of items that don't particularly rely on "stuffed" materials for visible transparency. I've pretty much done similar to those mentioned mods in having my own separate objects that rely on the resource to be built & have those transparent either through shaderType, or just making it look see-through via the WIP artworks themselves. What I would like is to be able to have a stuff resource be able to affect vanilla/stuffable objects visibly like Revolus managed to do. I just want to be able to find out exactly how he did it, which brings me to my next problem...

m1st4x: I would very much like to get in contact w/ the creator, but I do not have (and do not wish to make) a Steam account for reasons, and it appears the profile is set to private anyways, so I'm not sure how else to get in contact seeing as they haven't even been active since before 1.2 dropped.

Guess I'll put this part off for now... I was kind of also hoping to edit gemstone mods to have some translucency in their stuff properties, too, but I guess unless a miracle update to the mod happens or I figure out what's the right way to make it work whenever I have the patience to try something out XML-wise.

Thanks again for all the help!
#4
Help / Re: Transparent Stuff properties?
May 05, 2021, 02:35:27 AM
It's definitely been loaded after my resource mod, I made sure of that. Same results: the above error in the player log and no stuff transparency visible. I've pretty much followed what was mentioned on the steam post, but no luck.

My resource is literally a stone block clone, so I should have been able to see something happening. Trying the same thing with other existing resources also was a no-go for some reason... so I feel like either there is something else I'm just either outright missing, or perhaps the assembly file might need an update? (The latter I was hoping that wouldn't be the case...)

Posting the ThingDef portion for review if needed. I had hoped to be able to see if it worked so I could change over to patching it in once knowing for sure things worked fine.


      <ThingDef ParentName="ResourceBase">
<defName>CrystalSlabs</defName>
<label>crystal slabs</label>
<description>Made from beautiful shards of crystal harvested from geodes. Used as base building materials for furniture and structures.</description>
<graphicData>
<texPath>Things/Item/Crystal/Slabs</texPath>
<graphicClass>Graphic_StackCount</graphicClass>
</graphicData>
<useHitPoints>false</useHitPoints>
<castEdgeShadows>false</castEdgeShadows>
<statBases>
<Mass>3</Mass>
<MarketValue>15</MarketValue>
</statBases>
<thingCategories>
<li>ResourcesRaw</li>
</thingCategories>
<stackLimit>150</stackLimit>
<Revolus.TransparentStuff.Opacity>0.5</Revolus.TransparentStuff.Opacity>
<stuffProps>
<categories>
<li>Crystal</li>
<li>Stony</li>
</categories>
<constructEffect>ConstructMetal</constructEffect>
<soundImpactStuff>BulletImpact_Metal</soundImpactStuff>
<soundMeleeHitSharp>MeleeHit_Stone</soundMeleeHitSharp>
<soundMeleeHitBlunt>MeleeHit_Stone</soundMeleeHitBlunt>
<stuffAdjective>crystal</stuffAdjective>
<commonality>0.012</commonality>
<!--<color>(255,225,215)</color>-->
<statOffsets>
<Beauty>12</Beauty>
</statOffsets>
<statFactors>
<Beauty>3.12</Beauty> 
<WorkToBuild>5.0</WorkToBuild>
<WorkToMake>1.1</WorkToMake>
<Flammability>0</Flammability>
</statFactors>
</stuffProps>
<smeltable>false</smeltable>
<filthLeaving>BrokenCrystal</filthLeaving>
</ThingDef>


#5
Help / Re: Transparent Stuff properties?
May 04, 2021, 11:35:03 AM
That was the first thing I tried, but it doesn't work. Nothing with the resource I want to show transparency shows up transparent, and in my Player.log file I've gotten this as the reason:

"XML error: <Revolus.TransparentStuff.Opacity>0.5</Revolus.TransparentStuff.Opacity> doesn't correspond to any field in type ThingDef. "

I've tried formatting it as a comp as well based on what parts I could see from the source code provided, and while it doesn't throw errors, that hasn't shown any visible results either...  so I'm at a complete loss of how to get it working as the creator visualized in the screenshot. :(
#6
Help / Transparent Stuff properties?
May 01, 2021, 07:20:53 AM
So, I've been trying to get Revolus' Semi-Transparent Materials mod to work for quite a while now, due to the fact a personal mod project of mine sort of has a prismatic crystal theme that would greatly benefit from transparent resources.

However, the unfortunate facts that impede my progress is there was absolutely no example XML included of how & where in the ThingDefs to use the mentioned properties, and I am but a simple XML baby modder that has tried every possible thing known in my capacity to get this working with absolutely no luck.

Has anyone been able to work this mod out before? As it stands now, the resource I have set up that I'd like to make stuffed transparent items from has its own set of walls/furniture/weapons that already uses the default Transparency shader and edited art for testing, but for usage with vanilla and other modded furniture that relies on stuffed properties, I was hoping to allow for what I've seen in the preview screenshot to happen when used as a resource.
#7
Sorry to resurrect the dead here, but I just came across a tiny issue in my recent save: regular quest shuttles get destroyed by the shields for some reason. (Thankfully the autosave on skyfallers feature saved me from failing quests on each instance!)

I have the latest version, as I really just added this mod to my lists the other day. I was under the impression the SRTS/Trader Ships/Royalty Shuttle update had covered this, but I guess this might have been missed...

I'm not sure if you're checking in on forum activity or not, but if you do see this and you have the opportunity (or if you've allowed others the permission to modify and share), is there a possibility this can be looked into? Hoping to be able to have those land safely without having to shrink each shield as well.

Otherwise, this mod has been a life-saver since the mechanoid shields got nerfed a while ago and I thank you for the work put into all of it!
#8
There was actually a mod that did a really good job creating and balancing bulk recipes, but from the looks of it the original creator hasn't been back on for a while now. Doesn't have sliders, but it calculated generating bulk recipes for both modded and vanilla items based on the time it takes to craft the item in question: Bulk Recipe Generator

(I desperately miss this mod, this is one of the ones I was hoping to find updated for 1.2.)
#9
I see... thanks for clarifying that. I'll try that out!

I put that in there initially to stop the error spam I was getting & forgot to comment it out, that and of course mimicking patch code that I've seen with other mods to see if it would work. I'll definitely try to see how it works out when I get back to my PC in a little while.

EDIT: Forgot to report back. Got it working finally, still in the middle of testing some things with this, but it's working alright so far. Perhaps once I get a decent object texture going and know for sure it's working with modded research as well, I'll upload sometime down the road. Thanks again for your help, Cozarkian. :D
#10
I have been quietly trying to figure out something in my spare time & trying to at least get back into playing Rimworld while I have the time & will to do it, and trying to work out a personal mod patch for research projects in general. However, I'm not very savvy with everything involving xpath, and I easily get confused if I don't have a working example to base off of. (Meaning I'm confusing myself more looking at the modding wiki for it than I am actually finding an already existing example in mods I've downloaded.) Anyways, here it is:

Seeing the suggestion left for me in the request thread I posted a good while ago, I wanted to try patching out all the requiredResearchBuilding lines in every ResearchProjectDefs, not just for Vanilla but for any mods enabled. As a balancing option, I want to replace the bench requirement with the need of an additional connected facility object. This object itself would enable Tier 3 research for any research table/spot connected to it. I'd rather have this method done, as it still requires the same amount of research to get this object, and not lose some of the challenge aspect in researching. That, and still having choices in the style of research bench that fits my pawns' settlement styles. (What can I say? I like having options. :P

The initial idea: use the wildcard function in xpath patching to make it happen somehow.
The problem: I have no idea if there is a wildcard for the way I'm trying to do it.

Here is the borked code for reference:


<?xml version="1.0" encoding="utf-8" ?>
<Patch>

<Operation Class="PatchOperationSequence">
<success>Always</success>
<operations>
<li Class="PatchOperationTest">
<xpath>Defs/ResearchProjectDef[defName=*]/requiredResearchBuilding</xpath>
<success>Invert</success>
</li>
<li Class="PatchOperationSequence">
<operations>
<li Class="PatchOperationConditional">
<xpath>Defs/ResearchProjectDef[defName=*]/requiredResearchFacilities</xpath>
<nomatch Class="PatchOperationAdd">
<xpath>Defs/ResearchProjectDef[defName=*]</xpath>
<value>
<requiredResearchFacilities><li>HiTechResearchEnabler</li></requiredResearchFacilities>
</value>
</nomatch>
<match Class="PatchOperationAdd">
<xpath>Defs/ResearchProjectDef[defName=*]/requiredResearchFacilities</xpath>
<value>
<li>HiTechResearchEnabler</li>
</value>
</match>
</li>
<li Class="PatchOperationRemove">
<xpath>Defs/ResearchProjectDef[defName=*]/requiredResearchBuilding</xpath>
</li>
</operations>
</li>
</operations>
</Operation>

</Patch>


In its current state, the patch naturally fails and the related red error tells me "XML error: <value><requiredResearchBuilding>HiTechResearchBench</requiredResearchBuilding></value> doesn't correspond to any field in type PatchOperationRemove." It will work fine when a research project's defName is specified outright, but my sorry attempt at playing around trying to find a wildcard method ends me with nothing workable at current...

So I really don't know if I'm overthinking it or trying to do the impossible, but if anybody is still around that knows better, is there a way to do this with a one-shot xml patch and wildcard syntax, or am I going to have to do specific patches for each & every research def I know requires the Hi-tech research bench?

Appreciating the help in advance.  :D

EDIT: Realized I had copied over the wrong patch file, of course the previous one wasn't gonna work regardless.
#11
Releases / Re: [1.0] Don't Shave Your Head! - v1.0.0
October 08, 2020, 09:05:58 PM
When I mention the renaming, I'm talking about the texture file names in the subfolders where the edited hairs go in. ("UpperHead" & "FullHead" in order for the mod to draw those hairs specifically when headgear items tagged accordingly are equipped.)

I'm beginning to think it might have to do with Harmony references... I have the most recent available version of Harmony enabled on my modlist now (July 31st 2020 update), so that might be my problem? I don't know if DSYH references the old version still or not, but I'm realizing now that's really one of the main things that has changed in even my "barebones" setup test...
#12
Releases / Re: [1.0] Don't Shave Your Head! - v1.0.0
October 08, 2020, 06:30:57 AM
Quote from: Alenerel on October 08, 2020, 05:56:06 AM
Maybe it lacks some hairs. I directly copied Naiyasfury's hairs into gaberad's mod. Try that and see if it works.

Trust me, I did that a while ago. I have all the files sub-foldered and named accordingly for it to work for all the hair mods I've got activated so far. DSYH was working fine prior to the most recent 1.2 update a couple of weeks ago, but now it's just not showing the modified hairs at all under hats. I'm still trying to figure out what got busted on my end if it's working fine for everybody else.  :(
#13
Releases / Re: [1.0] Don't Shave Your Head! - v1.0.0
October 07, 2020, 09:07:22 AM
Just reporting in to say thanks again for the updates, gaberad. 

The unfortunate news I bring from on my end though: I seem to be having issues getting it to even work at all in 1.2... none of the hairs are showing up under any of the available hats, and I've even tried this on a barebones mod setup (Required mods like Harmony & HugsLib, Prepare Carefully, a random compatible hair mod with the proper subfolder/naming setup, a random apparel mod, and DSYH). Still having pawns lose their 'dos upon equipping hats and helmets, regardless of how they're tagged. Still no changes seen in either Prepare Carefully preview or on the actual map. Not sure what's going on if I'm the only one experiencing this...  :-\

Then again, if it makes any difference, I currently have the Royalty expansion enabled, so I'm not sure if that has much to do with it working or not.
#14
Releases / Re: [1.2] Children and Pregnancy - v3.3.0
September 13, 2020, 09:40:20 AM
Quote from: BlueTressym on September 12, 2020, 11:35:41 PM
Hi.  I've got an error coming up upon map gen related to clothing textures or something?  (I only know a small amount about how mods work). 

https://gist.github.com/5145406e4a2249968d6912dbcbc23b7d

I'm using the GitHub 1.2 version.  I haven't used this mod before; I'm compiling a mod list for a new run-through and wanted to try it out.

I see you also have Faction Colors installed. I ran across this issue of the error with it and C&P active, and it seems that Faction Colors is literally looking for any worn apparel items for children to show up as "(Apparel Name)_Child", which causes a pink box issue. Disabling Faction Colors removes the issue and C&P will render the clothing per its normal.

Hoping there would be an easier workaround to this issue, as I find both essential somehow for the sake of advanced apparel masking and of course more fleshed out life stages in game at the same time... the only literal workaround was to actually make a related "_Child" texture for all apparel items that require a body type name to them. (That, and there was a mod a few versions back that was an Apparel type resolver of sorts that would allow you to choose alternative body shapes to draw in place of missing textures... I'm not sure if that had been updated to 1.2 or not.)
#15
Quote from: Fredini on July 29, 2020, 11:53:02 PM
The mod seems broken for me.

Nothing works properly, the additional body types do not function (instead I get pink squares), pregnancy and birth do not work either.

I did a clean install of the game as well as all my mods, and have done test runs in debug mode.

https://gist.github.com/73d852e2d700692716f685aada937913

From the looks of it, you're using an updated version of Harmony? Would you also happen to be running the beta 1.2 build of the game as well? That could very well be a possibility why stuff just isn't working.