Just a minor detail in Recon and Discovery: "Starship down" triggers with the message "Our comms console detected a distress call from a ship shortly before it crashed!" even when we have not built the comms console yet.
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#332
Help / Re: [A17] [PSA] Use Def inheritence in your XML's and wildcard-like xpath patching!
July 04, 2017, 01:48:17 AMQuote from: faltonico on July 03, 2017, 10:38:20 PM
I don't know if this has changed recently, but as far as i know, you couldn't inherit abstracts from core, thus the need to redefine the abstract in the mod (a.k.a copy paste from core).
Yes, it has changed, and this thread is here to provide this info for modders.
#333
Releases / Re: [A17] Expanded Incidents (2017-7-2)
July 03, 2017, 03:28:31 PM
I'm afraid it conflicts with Hospitality.
1. If Expanded Incidents installed without Psychology (as I did for testing), when guests come there are errors in console:
2. After some time as the guests proceed to the colony (in the moment when most guests change their job from moving to something other) some of them (in all my tests it was 2 of them) halt their movement and start to just wandering with errors spamming:
3. If trying to open Guest tab after it happens, GUI may become weird (tabs and other windows including console drawed shaded or with some foreign elements), also generates error:
4. If sending guests away (with a button on Guest tab), it starts spamming messages "Visitors from ... are leaving." and errors in the console:
The issues #2 and #4 look like it was with mods adding animals to the guests, obviously it's not the cause here, but there may be some more related information: https://ludeon.com/forums/index.php?topic=11444.msg340682#msg340682 and later.
1. If Expanded Incidents installed without Psychology (as I did for testing), when guests come there are errors in console:
Code Select
Exception ticking Carlotta: System.TypeLoadException: Could not load type 'Psychology.PsychologyPawn' from assembly 'Psychology, Version=17.7.2.0, Culture=neutral, PublicKeyToken=null'.
at (wrapper dynamic-method) RimWorld.InteractionWorker.Interacted_Patch1 (object,Verse.Pawn,Verse.Pawn,System.Collections.Generic.List`1<Verse.RulePackDef>) <0x00017>
at RimWorld.Pawn_InteractionsTracker.TryInteractWith (Verse.Pawn,RimWorld.InteractionDef) <0x00368>
at Hospitality.Harmony.Pawn_InteractionsTracker_Patch/TryInteractRandomly.Replacement (RimWorld.Pawn_InteractionsTracker,bool&) <0x002e2>
at (wrapper dynamic-method) RimWorld.Pawn_InteractionsTracker.TryInteractRandomly_Patch1 (object) <0x00025>
at RimWorld.Pawn_InteractionsTracker.InteractionsTrackerTick () <0x0011b>
at Verse.Pawn.Tick () <0x002c8>
at Verse.TickList.Tick () <0x002c0>
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()2. After some time as the guests proceed to the colony (in the moment when most guests change their job from moving to something other) some of them (in all my tests it was 2 of them) halt their movement and start to just wandering with errors spamming:
Code Select
Dax doing ThinkNode_DutyConstant with no duty.
Verse.Log:Error(String)
RimWorld.ThinkNode_DutyConstant:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
RimWorld.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_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextConstantThinkTreeJob()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()3. If trying to open Guest tab after it happens, GUI may become weird (tabs and other windows including console drawed shaded or with some foreign elements), also generates error:
Code Select
Exception filling tab Hospitality.ITab_Pawn_Guest: System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
at System.Collections.Generic.Dictionary`2[System.Int32,System.Single].get_Item (Int32 key) [0x00000] in <filename unknown>:0
at Hospitality.LordToil_VisitPoint.GetVisitScore (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
at Hospitality.ITab_Pawn_Guest.FillTabGuest (Rect rect) [0x00000] in <filename unknown>:0
at Hospitality.ITab_Pawn_Guest.FillTab () [0x00000] in <filename unknown>:0
at Verse.InspectTabBase+<DoTabGUI>c__AnonStorey44F.<>m__65A () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.Log:ErrorOnce(String, Int32)
Verse.<DoTabGUI>c__AnonStorey44F:<>m__65A()
Verse.ImmediateWindow:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey2C4:<>m__1B1(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)
4. If sending guests away (with a button on Guest tab), it starts spamming messages "Visitors from ... are leaving." and errors in the console:
Code Select
System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
at System.Collections.Generic.Dictionary`2[System.Int32,System.Single].get_Item (Int32 key) [0x00000] in <filename unknown>:0
at Hospitality.LordToil_VisitPoint.GetVisitScore (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
at Hospitality.LordToil_VisitPoint.Leave () [0x00000] in <filename unknown>:0
at Hospitality.LordToil_VisitPoint.Cleanup () [0x00000] in <filename unknown>:0
at Verse.AI.Group.Lord.GotoToil (Verse.AI.Group.LordToil newLordToil) [0x00000] in <filename unknown>:0
at Verse.AI.Group.Transition.Execute (Verse.AI.Group.Lord lord) [0x00000] in <filename unknown>:0
at Verse.AI.Group.Transition.CheckSignal (Verse.AI.Group.Lord lord, TriggerSignal signal) [0x00000] in <filename unknown>:0
at Verse.AI.Group.Lord.CheckTransitionOnSignal (TriggerSignal signal) [0x00000] in <filename unknown>:0
at Verse.AI.Group.Lord.LordTick () [0x00000] in <filename unknown>:0
at Verse.AI.Group.LordManager.LordManagerTick () [0x00000] in <filename unknown>:0
at Verse.Map.MapPostTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
The issues #2 and #4 look like it was with mods adding animals to the guests, obviously it's not the cause here, but there may be some more related information: https://ludeon.com/forums/index.php?topic=11444.msg340682#msg340682 and later.
#334
Releases / Re: [A17] Psychology (2017-7-2 v2)
July 03, 2017, 07:17:06 AMQuote from: Mufflamingo on July 03, 2017, 07:12:30 AM
I was actually suggesting a mayor's desk.
Oh, then excuse my misunderstanding
And I'll vote up for this suggestion, too
#335
Releases / Re: [A17] Psychology (2017-7-2 v2)
July 03, 2017, 07:11:11 AMQuote from: Mufflamingo on July 03, 2017, 05:18:26 AM
1. Make a mayor's desk! And name the room office of the mayor!
But there are no such desk or any tables in Psychology's defs... There are only thought "I had to schedule a meeting with a constituent at a gathering spot. I need a bedroom so I can conduct these meetings in private." And... you know, it's not a good sign if mayor tends to conduct meetings in a bedroom...
#336
Outdated / Re: [A17]K_K's minimods - Corrected Workgiver/Craftable Molotov/ThrumboWool/more ...
July 03, 2017, 04:27:13 AM
I'm sorry if my question might seem rude. I like your mods and I see your interest in animals here. The point is that I have some ideas about more deep overhaul of their behavior that I thought could be interesting to you. But most probably it requires some C# usage and I also don't know it
#337
Releases / Re: [A17] Psychology (2017-7-2)
July 02, 2017, 05:35:02 PMQuote from: Hungry Colonist on July 02, 2017, 05:13:21 PM
Are "Rumours and Deception" and "Rimdisorders" mods irrelevant if I use Psychology?
Personally I'm using Rumours and Deception with Psychology. Their functions are not "competitors" as they add different details.
#338
Outdated / Re: [A17] Everyone Can Do Everything!
July 02, 2017, 05:24:40 PM
Maybe it's because the game treats crafting drugs as "intellectual" job rather then "crafting"?..
#339
Outdated / Re: [A17]K_K's minimods - Craftable Molotov/ThrumboWool/Repair Work and more ...
July 02, 2017, 05:12:36 PM
Btw can you C# or only XML?
#340
Outdated / Re: [A17] More Consumables and Mutagens V.1.0 ~ June 4th
July 02, 2017, 11:29:30 AM
Are there chances for these mutations to appear on raiders and other non-colonists?
#341
Outdated / Re: [A17] Skullywags Misc mods - Storage, Vents, coolers, Fabrics updated!
July 02, 2017, 11:24:17 AMQuote from: MisterVertigo on July 02, 2017, 11:00:02 AMQuote from: Mosart on July 02, 2017, 09:43:29 AMA16 version works in A17, I've been using them for a couple of colonies now with no issues.
Does additional lightong still not updated or jut rip url?
I'm using it in A17, too. You just need to change <version> in About.xml. Path Lights have an issue, they spam errors if built, but it's not critical.
#342
Releases / Re: [A17] Psychology (2017-7-1)
July 02, 2017, 11:19:26 AMQuote from: Daros on July 02, 2017, 10:58:48 AM
I also added this mod mid-game. How does one go about manually adding the missing "psyche" tab to exisiting pawns? (Also, is there any way to change the values by hand after the game has started?).
Quote from: Linq on June 30, 2017, 10:20:24 PM
From the Workshop bug reports discussion:Quote
Open the text editor of your choice. Use it to open the file with the same name as your save. It will be in XML format, which you can Google a picture of if you are unfamiliar. Use Ctrl-F or Ctrl-H to open up the Replace All dialog. Replace all instances of Class = "Pawn" with Class = "Psychology.PsychologyPawn". You will only need to do this once per pre-Psychology save.
And if you want to manually change the values you can find <sexuality> and <psyche> sections in the pawn's definitions in your save file after they would be added by Psychology.
#343
Outdated / Re: [A17] Rainbeau's Fertile Fields
July 02, 2017, 11:10:11 AMQuote from: dburgdorf on July 02, 2017, 09:55:42 AM
If you leave a pile of sand outside untended, and come back a week later....
Hmm, my experience says that I'll definitely find it as I left it. Maybe after a year... And with this point pretty much everything should be made deteriorating: steel, stones, buildings... So probably it's the matter of the speed of these processes irl, and 5/5/1 rates for sand/dirt/clay seem a way too fast. Maybe 2/1/1... Anyway, you are the boss, I wrote it just to be sure that it wasn't accidental
#344
Outdated / Re: [A16] HaulPriority (1.0.5) Fix (16.01.2017)
July 02, 2017, 09:52:53 AM
The author wasn't here for a couple of months. You may take a look on Please Haul Perishables (https://ludeon.com/forums/index.php?topic=30508), Refactored Work Priorities (https://ludeon.com/forums/index.php?topic=26077) and Allow Tool (https://ludeon.com/forums/index.php?topic=17218).
#345
Outdated / Re: [A17] Rainbeau's Fertile Fields
July 02, 2017, 09:44:43 AM
A sudden thought just came to my mind: why the dirt, sand and clay are deterioratable?
