Are you planing to include infection methods and maybe quarantine ?
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#1
Unfinished / Re: [1.0] (WIP) RimWHO 0.1 - Diseases, Vaccines & Cancer
September 04, 2019, 04:31:51 PM #2
Releases / Re: [1.0] XND's RimWorld Mods - Updated 2019-08-08
August 08, 2019, 05:37:29 PMCode Select
System.NullReferenceException: Object reference not set to an instance of an object
at Verse.GenCollection.Any<RimWorld.IngestionOutcomeDoer> (System.Collections.Generic.List`1<RimWorld.IngestionOutcomeDoer>,System.Predicate`1<RimWorld.IngestionOutcomeDoer>) <0x00050>
at Adrenaline.ExtendedRaceProperties.<get_RelevantConsumables>b__11_0 (Verse.ThingDef) <0x000bb>
at System.Linq.Enumerable/<CreateWhereIterator>c__Iterator1D`1<Verse.ThingDef>.MoveNext () <0x0016b>
at System.Collections.Generic.List`1<Verse.ThingDef>.AddEnumerable (System.Collections.Generic.IEnumerable`1<Verse.ThingDef>) <0x000d7>
at System.Collections.Generic.List`1<Verse.ThingDef>..ctor (System.Collections.Generic.IEnumerable`1<Verse.ThingDef>) <0x000e5>
at System.Linq.Enumerable.ToList<Verse.ThingDef> (System.Collections.Generic.IEnumerable`1<Verse.ThingDef>) <0x00070>
at Adrenaline.ExtendedRaceProperties.get_RelevantConsumables () <0x000b5>
at Adrenaline.ExtendedRaceProperties.get_RelevantConsumablesDowned () <0x00039>
at Adrenaline.Patch_Pawn/Patch_GetGizmos.Postfix (Verse.Pawn,System.Collections.Generic.IEnumerable`1<Verse.Gizmo>&) <0x0017d>
at (wrapper dynamic-method) Verse.Pawn.GetGizmos_Patch14 (object) <0x0010a>
at (wrapper dynamic-method) RimWorld.InspectGizmoGrid.DrawInspectGizmoGridFor_Patch0 (System.Collections.Generic.IEnumerable`1<object>,Verse.Gizmo&) <0x0024f>
Encountered this during my gameplay.
#3
Releases / Re: [1.0] Marvin's Stuff
July 27, 2019, 03:42:09 AM
Here are some additional ideas for you:
1. Infectious disease ( raiders have the plague/Malaria/...)
2. Discouraged (some of the attackers flee right away)
3. Starvation...
4. Mutiny
5. Prisoner escape (some of the attackers see their chance to escape and join our colony, if we help them to survive)
6. Mad Attack (2 raids of enemies who hat each other, starting on different sides)
7. Hangover (Party hard fight hard... well )
Would be great to have custom messages when these events happen
1. Infectious disease ( raiders have the plague/Malaria/...)
2. Discouraged (some of the attackers flee right away)
3. Starvation...
4. Mutiny
5. Prisoner escape (some of the attackers see their chance to escape and join our colony, if we help them to survive)
6. Mad Attack (2 raids of enemies who hat each other, starting on different sides)
7. Hangover (Party hard fight hard... well )
Would be great to have custom messages when these events happen
#4
Releases / Re: [1.0] Common Sense - basic AI tweaks
July 19, 2019, 12:15:04 PM
When guests are present, this is what appears
Code Select
Sheep did not get a relax job.
Verse.Log:Error(String, Boolean)
Verse.Log:ErrorOnce(String, Int32, Boolean)
Hospitality.JobGiver_Relax:TryGiveJob(Pawn)
Verse.AI.ThinkNode_JobGiver:TryIssueJobPackage_Patch2(Object, Pawn, JobIssueParams)
Verse.AI.ThinkNode_PrioritySorter:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Hospitality.ThinkNode_FilterGuestRooms:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
RimWorld.ThinkNode_Duty:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Tagger:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Subtree:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
RimWorld.ThinkNode_JoinVoluntarilyJoinableLord:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob_Patch4(Object, ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch2(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
ZombieLand.Verse_TickManager_TickManagerUpdate_Patch:SingleTick(TickManager, Int32)
Verse.TickManager:TickManagerUpdate_Patch1(Object)
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Code Select
Sheep has a null area!
Verse.Log:Error(String, Boolean)
Verse.Log:ErrorOnce(String, Int32, Boolean)
Hospitality.JobGiver_Relax:CheckArea(Pawn)
Hospitality.JobGiver_Relax:TryGiveJob(Pawn)
Verse.AI.ThinkNode_JobGiver:TryIssueJobPackage_Patch2(Object, Pawn, JobIssueParams)
Verse.AI.ThinkNode_PrioritySorter:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Hospitality.ThinkNode_FilterGuestRooms:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
RimWorld.ThinkNode_Duty:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Tagger:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Subtree:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
RimWorld.ThinkNode_JoinVoluntarilyJoinableLord:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob_Patch4(Object, ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch2(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
ZombieLand.Verse_TickManager_TickManagerUpdate_Patch:SingleTick(TickManager, Int32)
Verse.TickManager:TickManagerUpdate_Patch1(Object)
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
#5
Releases / Re: [1.0] Common Sense - basic AI tweaks
July 19, 2019, 09:38:01 AM
This mod appears to have compatibility issues with the Hospitality.
It causes guests to just stand around and do nothing.
It causes guests to just stand around and do nothing.
#6
Unfinished / Re: [1.0] [BETATEST] Adrenaline! (Updated 2019-07-19)
July 19, 2019, 09:15:07 AM
Amazing idea!!!
Does this affect aiming etc?
It could be a great suppression mod too
Does this affect aiming etc?
It could be a great suppression mod too
#7
Releases / Re: [1.0] RimCities (Beta Release) - Procedural city map generation
July 13, 2019, 04:13:44 AM
The latest version of RimCities causes quite some errors when trying to enter a city.
"MakeThing error: ElectricTailoringBench is madeFromStuff but stuff=null. Assigning default."
Problem is that everything is made from stuff system
are the materials hard coded for spawners?
I already noticed and fixed a bug with turrets and CE compatibility.
"MakeThing error: ElectricTailoringBench is madeFromStuff but stuff=null. Assigning default."
Problem is that everything is made from stuff system
are the materials hard coded for spawners?
I already noticed and fixed a bug with turrets and CE compatibility.
#8
Releases / Re: [1.0] Medical Supplements (2018/12/24)
July 09, 2019, 07:29:10 AM
this looks quite exciting, nice
Will try the new version and give you feedback about the compatibility issues later today or tomorrow
Will try the new version and give you feedback about the compatibility issues later today or tomorrow
#9
Releases / Re: [1.0] Medical Supplements (2018/12/24)
July 09, 2019, 04:34:36 AM
Can you elaborate a bit on how you improved compatibility?
I know that the mod had some overlapping Def names with others.
I know that the mod had some overlapping Def names with others.
#10
Releases / Re: [1.0] Giddy-up! - updated June 27
July 07, 2019, 04:49:15 PM
@roolo
Thanks for your quick response,
Yes I am using all the latest versions of your mods.
The shields etc are from https://ludeon.com/forums/index.php?topic=12996.0 [1.0] [PROJECT] Hardcore SK project v7: Sunrise
Other users who use both mods have the same issue.
Thanks for your quick response,
Yes I am using all the latest versions of your mods.
The shields etc are from https://ludeon.com/forums/index.php?topic=12996.0 [1.0] [PROJECT] Hardcore SK project v7: Sunrise
Other users who use both mods have the same issue.
#11
Releases / Re: [1.0] Common Sense - basic AI tweaks
July 07, 2019, 04:46:29 PM
Cheers, your mod is amazing, but it appears to have compatibility issues with Hospitality https://steamcommunity.com/sharedfiles/filedetails/?id=753498552&searchtext=Hospitality
This is just one of the issues I noticed. Guests seem to have quite some problems with this mods
Code Select
Muffin did not get a relax job.
Verse.Log:Error(String, Boolean)
Verse.Log:ErrorOnce(String, Int32, Boolean)
Hospitality.JobGiver_Relax:TryGiveJob(Pawn)
Verse.AI.ThinkNode_JobGiver:TryIssueJobPackage_Patch2(Object, Pawn, JobIssueParams)
Verse.AI.ThinkNode_PrioritySorter:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Hospitality.ThinkNode_FilterGuestRooms:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
RimWorld.ThinkNode_Duty:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Tagger:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Subtree:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
RimWorld.ThinkNode_JoinVoluntarilyJoinableLord:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob_Patch4(Object, ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch2(Object, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch2(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
ZombieLand.Verse_TickManager_TickManagerUpdate_Patch:SingleTick(TickManager, Int32)
Verse.TickManager:TickManagerUpdate_Patch1(Object)
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
This is just one of the issues I noticed. Guests seem to have quite some problems with this mods
#12
Releases / Re: [1.0] Giddy-up! - updated June 27
July 07, 2019, 03:04:03 PMWould it be possible to add the corresponding slot as a patch?
Looks funny when the shields and backpacks are above the head when riding
#13
Releases / Re: [1.0] RimCities (Beta Release) - Procedural city map generation
June 23, 2019, 02:28:41 PM
Could not resolve cross-reference: No Verse.ThingDef named Filth_Blood_Colorable found to give to CombatEffectsCE.MotePropertiesFilthy CombatEffectsCE.MotePropertiesFilthy
Verse.Log:Error(String, Boolean)
Verse.WantedRefForObject:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
There is an issue with the CE compatibility for me
I also get this errors
Could not resolve cross-reference: No Verse.ThingDef named Turret_Heavy found to give to Cities.GenStep_Emplacements+EmplacementOption Cities.GenStep_Emplacements+EmplacementOption
Verse.Log:Error(String, Boolean)
Verse.WantedRefForObject:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
Verse.ModMetaData:Init()
Verse.ModMetaData:.ctor(String)
Verse.ModLister:RebuildModList()
RimWorld.Page_ModsConfig:PreOpen_Patch1(Object)
Verse.WindowStack:Add_Patch1(Object, Window)
RimThemesLite.<>c:<Prefix>b__9_6()
Verse.ListableOption:DrawOption(Vector2, Single)
Verse.OptionListingUtility:DrawOptionListing(Rect, List`1)
RimThemesLite.DoMainMenuControls_Patch:Prefix(Rect, Boolean)
RimWorld.MainMenuDrawer:DoMainMenuControls_Patch1(Rect, Boolean)
RimThemesLite.MainMenuOnGUI_Patch:Prefix(Vector2&, Vector2&, Boolean&, Vector2, Texture2D, Texture2D)
RimWorld.MainMenuDrawer:MainMenuOnGUI_Patch2()
Verse.UIRoot_Entry:DoMainMenu()
Verse.UIRoot_Entry:UIRootOnGUI()
Verse.Root:OnGUI()
Verse.Log:Error(String, Boolean)
Verse.WantedRefForObject:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
There is an issue with the CE compatibility for me
I also get this errors
Could not resolve cross-reference: No Verse.ThingDef named Turret_Heavy found to give to Cities.GenStep_Emplacements+EmplacementOption Cities.GenStep_Emplacements+EmplacementOption
Verse.Log:Error(String, Boolean)
Verse.WantedRefForObject:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
Verse.ModMetaData:Init()
Verse.ModMetaData:.ctor(String)
Verse.ModLister:RebuildModList()
RimWorld.Page_ModsConfig:PreOpen_Patch1(Object)
Verse.WindowStack:Add_Patch1(Object, Window)
RimThemesLite.<>c:<Prefix>b__9_6()
Verse.ListableOption:DrawOption(Vector2, Single)
Verse.OptionListingUtility:DrawOptionListing(Rect, List`1)
RimThemesLite.DoMainMenuControls_Patch:Prefix(Rect, Boolean)
RimWorld.MainMenuDrawer:DoMainMenuControls_Patch1(Rect, Boolean)
RimThemesLite.MainMenuOnGUI_Patch:Prefix(Vector2&, Vector2&, Boolean&, Vector2, Texture2D, Texture2D)
RimWorld.MainMenuDrawer:MainMenuOnGUI_Patch2()
Verse.UIRoot_Entry:DoMainMenu()
Verse.UIRoot_Entry:UIRootOnGUI()
Verse.Root:OnGUI()
#14
Releases / Re: [1.0] RimCities (Beta Release) - Procedural city map generation
June 20, 2019, 06:18:45 AM
Wow this looks exciting
#15
Releases / Re: [1.0] Medical Supplements (2018/12/24)
June 20, 2019, 06:17:16 AM
Thanks for the feedback, since ColonistBarKF is an integral part of the SK mod I fear I can not change that so easily.
Any idea how to fix it or do you think it might not be a critical issue?
Any idea how to fix it or do you think it might not be a critical issue?