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Messages - Beathrus

#46
Releases / Re: [1.0][SYR] Syrchalis' Mods
January 01, 2019, 12:20:41 PM
I can't find download links?
#47
Any news for 1.0?
#48
Is it good to go for 1.0?
#49
I like it.
#51
Quote from: Zalheras on December 20, 2018, 01:58:24 PM
can we get an updated version for 1.0 of this? i'd really like to try this mod

Ye! We need it!
#52
Quote from: Shinzy on October 30, 2017, 05:15:58 AM
Quote from: Beathrus on October 23, 2017, 11:52:56 AM
So.. I have a code I shouldn't when I load debug.

XML RimWorld.ApparelProperties defines the same field twice: worngraphicPath.

Field contents: Things/Pawn/Humanlike/Apparel/Bodywear_Clothing/Pants/Pants.

Whole XML:

<apparel><bodyPartGroups><li>Legs</li></bodyPartGroups><layers><li>OnSkin</li></layers><tags><li>Outlander</li><li>Spacer</li></tags><defaultOutfitTags><li>Worker</li><li>Soldier</li></defaultOutfitTags><worngraphicPath>Accessorello/Pants/Pants</worngraphicPath><worngraphicPath>Things/Pawn/Humanlike/Apparel/Bodywear_Clothing/Pants/Pants</worngraphicPath></apparel>
Verse.Log:Error(String)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.<AllDefsFromAsset>c__Iterator227:MoveNext()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

Thank you, I'll note this down for when I'll update for a18

No problem! ^.^
#53
So.. I have a code I shouldn't when I load debug.

XML RimWorld.ApparelProperties defines the same field twice: worngraphicPath.

Field contents: Things/Pawn/Humanlike/Apparel/Bodywear_Clothing/Pants/Pants.

Whole XML:

<apparel><bodyPartGroups><li>Legs</li></bodyPartGroups><layers><li>OnSkin</li></layers><tags><li>Outlander</li><li>Spacer</li></tags><defaultOutfitTags><li>Worker</li><li>Soldier</li></defaultOutfitTags><worngraphicPath>Accessorello/Pants/Pants</worngraphicPath><worngraphicPath>Things/Pawn/Humanlike/Apparel/Bodywear_Clothing/Pants/Pants</worngraphicPath></apparel>
Verse.Log:Error(String)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.<AllDefsFromAsset>c__Iterator227:MoveNext()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()
#54
So, I'm having a bit or a problem. First off I have a line in the debug when I load, and I can't make any armor with 'winter coat'. x.x Such as 'Brigidine with Winter Cloak' Only with Tabards and Capes.

XML error: Could not find parent node named "MedTimes_BenchBase" for node "ThingDef". Full node: <ThingDef Name="MedTimes_BlacksmithsForgeBase" ParentName="MedTimes_BenchBase" Abstract="True"><ThingClass>Building_WorkTable</ThingClass><fillPercent>0.5</fillPercent><useHitPoints>True</useHitPoints><statBases><WorkToBuild>2000</WorkToBuild><MaxHitPoints>180</MaxHitPoints><Flammability>1.0</Flammability><Cleanliness>-5</Cleanliness></statBases><hasInteractionCell>True</hasInteractionCell><surfaceType>Item</surfaceType><inspectorTabs><li>ITab_Bills</li></inspectorTabs><comps><li Class="CompProperties_Refuelable"><fuelConsumptionRate>50.0</fuelConsumptionRate><fuelCapacity>100.0</fuelCapacity><fuelFilter><thingDefs><li>MedTimes_Resource_Coal</li><li>WoodLog</li><li>Bamboo</li><li>VG_Biofuel</li></thingDefs></fuelFilter><consumeFuelOnlyWhenUsed>true</consumeFuelOnlyWhenUsed></li><li Class="CompProperties_AffectedByFacilities"><linkableFacilities><li>ToolCabinet</li></linkableFacilities></li></comps><placeWorkers><li>PlaceWorker_ShowFacilitiesConnections</li></placeWorkers></ThingDef>
Verse.Log:Error(String)
Verse.XmlInheritance:GetBestParentFor(XmlInheritanceNode, String)
Verse.XmlInheritance:ResolveParentsAndChildNodesLinks()
Verse.XmlInheritance:Resolve()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()
#55
Mods / Re: [Mod Request] Rebuild / Remake
October 22, 2017, 12:46:55 AM
Okay, Thank you both for the info!
#56
Mods / Re: [Mod Request] Rebuild / Remake
October 21, 2017, 10:53:01 AM
Quote from: SpaceDorf on October 18, 2017, 05:02:59 PM
*dingeling*

wish granted

QualityBuilder - build like never before!

I have that... But I don't think it rebuilds what I deconstruct automatically... o.o Or rather I can't tell it to.

Edit:
Well, Nevermind. I right clicked on the Quality build icon, and I can indeed. Wait, can I make it a default I want?
#57
Outdated / Re: [A17] Rainbeau's Fertile Fields
October 19, 2017, 12:29:16 PM
Quote from: SpaceDorf on October 19, 2017, 03:48:03 AM
Quote from: Beathrus on October 18, 2017, 10:47:52 PM

But I do have a question now, about the Compost Barrel. Does it get filled Automatically by growers or crafters? Or is it something that needs to be monitored and manually done?

Same as Brewing .. Compost Barrels get filled and cleared by haulers.
Hauling Animals are not able to do it ( Minions, Slaves .. included )
Misc. Robots on the other hand are able to fill the Barrels.

Ah, Okay! Thank you for the info!
#58
Outdated / Re: [A17] Rainbeau's Fertile Fields
October 18, 2017, 10:47:52 PM
Quote from: dburgdorf on October 12, 2017, 11:23:08 PM
Quote from: Beathrus on October 12, 2017, 06:43:48 PMSo I sorta have a problem, I'm not sure if its your mod; not completely. But could you take a look at this, or can someone?

You posted a link to a 2,500 line log file (which doesn't, at first glance, appear to show any terminal errors), and asked for someone to look at it, without even providing a clue as to what we're supposed to be looking for.

So, um... no.

What's the error you're encountering, and what makes you think it's related to "Fertile Fields"?

Give me something to work with, here.

Sorry! I wasn't thinking, I fixed that a while ago. It was Small Worlds causing the error I had.

But I do have a question now, about the Compost Barrel. Does it get filled Automatically by growers or crafters? Or is it something that needs to be monitored and manually done?
#59
Mods / [Mod Request] Rebuild / Remake
October 18, 2017, 04:13:46 PM
The Idea:

Rebuild!

Basically, as it says. If you don't like the Quality of an Item, you click it and select 'Rebuild' and they will break it down, then rebuild it. Basically saving you a click or two, just something like that. Doesn't have to be anything Fancy, should work with any other Mod.
#60
Outdated / Re: [A17][Update03]RuntimeGC In-Game Cleaner
October 17, 2017, 02:30:42 PM
Oh wow! This is great!