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Show posts MenuException ticking Sanford: System.NullReferenceException: Object reference not set to an instance of an object
at Psychology.Pawn_PsycheTracker.GetPersonalityRating (Psychology.PersonalityNodeDef def) [0x00000] in <filename unknown>:0
at Psychology.Detour._NegativeInteractionUtility.NegativeInteractionChanceFactor (Verse.Pawn initiator, Verse.Pawn recipient) [0x00000] in <filename unknown>:0
at RimWorld.InteractionWorker_Slight.RandomSelectionWeight (Verse.Pawn initiator, Verse.Pawn recipient) [0x00000] in <filename unknown>:0
at RimWorld.Pawn_InteractionsTracker+<TryInteractRandomly>c__AnonStorey2F4.<>m__2BC (RimWorld.InteractionDef x) [0x00000] in <filename unknown>:0
at Verse.GenCollection.TryRandomElementByWeight[InteractionDef] (IEnumerable`1 source, System.Func`2 weightSelector, RimWorld.InteractionDef& result) [0x00000] in <filename unknown>:0
at RimWorld.Pawn_InteractionsTracker.TryInteractRandomly () [0x00000] in <filename unknown>:0
at RimWorld.Pawn_InteractionsTracker.InteractionsTrackerTick () [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:Update()
Verse.Root_Play:Update()
stringBuilder.AppendLine("ContainsBeer".Translate(new object[]
{
this.wortCount,
25,
this.ComponentDef_Inside.label
}));
<ContainsBeer>Contains {0} / {1} {2}.</ContainsBeer>
foreach (ThingDef_Alcohol alcoDef in from def in DefDatabase<ThingDef_Alcohol>.AllDefs
where def.category == ThingCategory.Item
select def)
{
if (sel.TrueForAll((IAlcoToFermentSettable x) => GenAlco.CanFermAlco(alcoDef, x)))
{
yield return alcoDef;
}
}
public class ThingDef_FermentingBarrel : ThingDef
{
public ThingDef defaultAlcohol;
public string alcoholTag;
}
<ThingDef ParentName="BuildingBase">
<defName>FermentingBarrel</defName>
<label>fermenting barrel</label>
<thingClass>Rimmod.Building_FermentingBarrel</thingClass>
<defaultAlcohol>Beer</defaultAlcohol>
...
</ThingDef>
namespace Rimmod
{
public class Building_FermentingBarrel : Building
{
string defaultAlcohol;
......
}
}
Quote from: skullywag on January 19, 2017, 04:26:11 AMSo, it will be mirrored automatically?
<ThingDef>
should be
<Namespace.CustomClass>
then if you have a field in your class it will be available with the same name in xml. Hope that helps.
Quote from: RawCode on January 19, 2017, 01:30:28 AMIt's not the same thing. I have completed a lot of "complicated puzzles" via modding because, as I said, I am PS1 mod-maker.
use your own head, modding is part of "game play", i hope you are not asking someone to complete difficult fight or complicated puzzle for you and actually try again and again self?
Quote from: dismar on January 18, 2017, 11:56:17 PMYes, this is one of the reasons why I said "almost".Quote from: Danetta on January 18, 2017, 11:37:42 PM
dismar, I have almost done that thing we have talked earlier. Let me know if you are interested.
http://puu.sh/trovK/be582ccc3c.jpg
Your gizmo says plant
<ThingDef ParentName="BuildingBase">
<defName>FermentingBarrel</defName>
<label>fermenting barrel</label>
<thingClass>Rimmod.Building_FermentingBarrel</thingClass>
<graphicData>
<texPath>Things/Building/Production/FermentingBarrel</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<damageData>
<rect>(0.05,0.1,0.9,0.9)</rect>
</damageData>
</graphicData>
<minifiedDef>MinifiedFurniture</minifiedDef>
<altitudeLayer>Building</altitudeLayer>
<passability>PassThroughOnly</passability>
<fillPercent>0.45</fillPercent>
<pathCost>60</pathCost>
<statBases>
<WorkToBuild>600</WorkToBuild>
<Mass>10</Mass>
<MaxHitPoints>100</MaxHitPoints>
<Flammability>1.0</Flammability>
</statBases>
<description>A barrel for fermenting raw wort into beer.</description>
<costList>
<Steel>10</Steel>
<WoodLog>30</WoodLog>
</costList>
<comps>
<li Class="CompProperties_TemperatureRuinable">
<minSafeTemperature>-1</minSafeTemperature>
<maxSafeTemperature>32</maxSafeTemperature>
<progressPerDegreePerTick>0.00001</progressPerDegreePerTick>
</li>
</comps>
<tickerType>Rare</tickerType>
<rotatable>true</rotatable>
<designationCategory>Production</designationCategory>
<constructEffect>ConstructWood</constructEffect>
<researchPrerequisites><li>Brewing</li></researchPrerequisites>
</ThingDef>