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Messages - wassname

#1
Outdated / Re: [A13] Mod MEGA PACK - reloaded
June 15, 2016, 06:20:50 AM
Quote from: altair2020 on June 14, 2016, 08:45:24 AM
this mod pack was great fun, however, when i try and load my save i get:

Error when loading map :(

Error when loading map - see log for more info.

i checked out the logs and there was an error relating to Caveworld Flora filename null.

I have since came back to my computer / fresh rimworld and found the same issue, i only managed to get it to reload a save if i disable Caveworld Flora.

Anyone else had this issue?

I had the same problem and this fixed it for me. Thanks!

Error from the log:

Quote
Could not load reference to Verse.ThingDef named Shimmershroom

(Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Exception from asynchronous event: System.InvalidOperationException: SaveableFromNode exception: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.Thing.ExposeData () [0x00000] in <filename unknown>:0
  at Verse.ScribeExtractor.SaveableFromNode[Thing] (System.Xml.XmlNode subNode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
Subnode:
<thing Class="CaveworldFlora.CavePlant"><def>Shimmershroom</def><id>Shimmershroom74926</id><pos>(45, 0, 158)</pos><health>25</health><growth>1.003333</growth><age>516000</age><clusterSize>4</clusterSize><glowerBuilding>Thing_ShimmershroomGlowerBig92112</glowerBuilding></thing>
  at Verse.ScribeExtractor.SaveableFromNode[Thing] (System.Xml.XmlNode subNode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Scribe_Collections.LookList[Thing] (System.Collections.Generic.List`1& list, Boolean saveDestroyedThings, System.String label, LookMode lookMode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Scribe_Collections.LookList[Thing] (System.Collections.Generic.List`1& list, System.String label, LookMode lookMode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.MapIniter_LoadFromFile.InitMapFromFile (System.String fileName) [0x00000] in <filename unknown>:0
  at Verse.RootMap.<Init>m__513 () [0x00000] in <filename unknown>:0
  at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action action) [0x00000] in <filename unknown>:0
#2
Nice work dismar! This adds a new challenge, I like it so much that I registered to post some constructive feedback.

At the moment you can have whatever seeds you have as long as you have plants of some kind. You can't make potato seed from potatoes any better than you can make it from berries. So the challenge is to build up your stock of each seed, but not to acquire it. I suggest making them a challenge to aquire, and less of a challenge to set up. That way you can have plenty of apples but be struggling to get a cotton seed.

An alternative way to to do it is to make it a challenge to get each new seed. If you have potatoes you can easily convert them into potato seeds and be drowning in potato - if you don't eat your seed crops. Or if you have no potatoes then you can go the expensive route where you make one seed from 50 other plant materials or wait for a trader. IF you've played banished, this may seem familiar.

So what I'm suggesting is:
- add recipes where

  • you can make each seed from 50% of their harvest

And make the plants=>seed recipies much more challenging via one of these

  • 10x as expensive
  • requiring 1 uranium for mutation
  • have paths of advancement like in magical crops in minecraft with. cotton=>flax=>devilstrand )
[li][/li][/list]

Anyway, this is a great mod, thanks for making it. And I only offer suggestion because I like it so much, if they don't fit with your idea of the mod then feel free to ignore. Cheers