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Messages - thakyZ

#1
Mods / Should I post my mods here as well?
November 04, 2020, 06:27:59 PM
I was wondering if anyone exclusively looks at this site for mods still? I have my mods hosted on GitHub and the Steam Workshop, and I haven't been active on this forum for quite some time. Still, I don't know if anyone still plays RimWorld on other platforms. I always (or at least try to) tag my mods on GitHub with the RimWorld tag, so that people can find it.
Could some people let me know because I would like to gauge whether people still use this platform?
#2
I tested this with only vanilla and no other mods not even royalty enabled and I still got the error... Here is my log file: https://pastebin.com/wc5gkuXT
I would like to note, this wasn't tested on a previous save file, this was tested on a brand-new save file, with Forgotten tribe starting, 5% world generation, and minimum population. And a 200x200 map size. I made one of the pawns max skills and added creativity inspiration to them. I unlocked all the research via dev menu, and then forced them to build the Sarcophagus and it failed completely and threw that error.
EDIT: I made a mod to patch the vanilla function to fix this bug. It should only affect vanilla but if any other mods patch the function, SendCraftNotification, will probably not work. I have tested it with Quality Builder, Crafting Quality Rebalance, and Mad Skills. I will explain a bit of what the issue is after these links for the download of the mod:

https://steamcommunity.com/sharedfiles/filedetails/?id=2154320105
https://github.com/thakyZ/SarcophagusPatch/releases/tag/1.0.0

Basically there is a line of code that tries to create art when there is a compArt class in the building. When doing so it tries to generate the text but first has to create a TaleRefrence instance, but when doing so it checks to see if the building can initially show art, and if not sets the TaleRefrence instance to null. When it checks the building it sees if the building's Def contains the key mustBeFullGrave and the value is true. If the value is true, then it returns false to the check of whether to initially show the art. Which then to restate makes the TaleRefrence instance be null. And after it tries to create the TaleRefrence instance it runs a command to generate text within the TaleRefrence instance but the instance is null and crashes. So I thought of two ways this could be fixed. One by setting mustBeFullGrave to false, but then I found out that if I were to set it to false it would start to error when burring the bodies because there is already a function to generate art based on the quality of the building after burring a body. So I would have to patch the game via Harmony anyways. So I instead made the patch when SendCraftNotification gets called it checks to see if the building is a grave, and if it is then it will just let you know that the work was legendary or masterwork instead of generating art on top of letting you know.
TD;LR there is just a function that ends up not being necessary to call with stuff that has a property in the Def and ends up breaking the building when it is the way it currently is.
#3
Releases / Re: [1.0] Psychology (2018-11-18)
July 22, 2019, 03:45:29 PM
Going off of what @Kori said about the mod not being compatible with the latest EdB Prepare Carefully mod. I have taken the time to enable only these three mods: Hugs Lib, EdB Prepare Carefully and Psychology. All on their latest versions and in that exact order.
Here is my log: https://gist.github.com/8407434c10cc6fb548fec33714118cfc

The errors about not being able to load reference to namespace are there are because of custom scenarios, with mods that I have not enabled for this case.The update would be greatly appreciated.
NOTE: I have found if you download the version of EdB that is of 1.0.10, the option will show up again, although it will not be compatible with any of the more up-to-date mods that patch EdB Prepare Carefully, such as Gradient Hair.
#4
Releases / Re: [B19] More Monstergirls
October 18, 2018, 07:55:36 PM
Quote from: Kiame on October 18, 2018, 06:48:39 PM
The B19 version works fine in 1.0 (both base and enhanced)
Thank you I will try it out!
#5
Releases / Re: [B19] More Monstergirls
October 18, 2018, 01:27:56 PM
Will this mod have a new update for 1.0.0 by chance?
I am just making sure it is not dead.