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Messages - Draegon

#106
Outdated / Re: [A16] Psychology (2017-1-1 v2)
January 01, 2017, 02:31:28 PM
Is anxiety this common irl?
#107
Ideas / Re: More Global Landmarks
January 01, 2017, 12:36:21 PM
Sounds like an interesting idea :D
#108
Outdated / Re: [A15] RimFridge
January 01, 2017, 12:28:00 PM
Not sure if I should trust a download link from a random person on the forums that's not the mod's creator...
#109
Outdated / Re: [A15] Alpha Animals
January 01, 2017, 12:15:28 PM
Thanks for making this mod in the first place skully :D
#110
General Discussion / Re: "Repair" Needed or not?
December 29, 2016, 12:32:21 AM
It kind of makes sense to have it merged though,  I mean knowing how to put something together and fix something broken sort of go hand in hand. At least in my opinion.
#111
Outdated / Re: [A16] Psychology (2016-12-28)
December 28, 2016, 12:32:04 PM
Would it be possible to add thoughts about eating the crops from the more crops mod? It creates a ton of errors atm.
#112
Help / Re: Biome mod team looking for programmer.
December 26, 2016, 06:36:41 PM
Still looking for a programmer if anyone is willing to help.
#113
Unfinished / Re: Biomes! Mod Series
December 26, 2016, 06:30:52 PM
Not a bad thing really :D Although our biomes will have new animals too. If we ever get a new programmer that is XD
#114
Well I suppose that makes sense, thought it was a bug :D Thanks for the info
#115
Also, nobody seems to be improving their relationships with each other what so ever. Although this may be because they're all psychopaths.
#116
I keep getting errors like this and I have no idea what it is but it happens a ton.
"Checking Childhood Forced Traits
Verse.Log:Message(String)
RomanceDiversified.Detours._PawnGenerator:GenerateTraits(Pawn, Boolean)
Verse.PawnGenerator:DoGenerateNewNakedPawn(PawnGenerationRequest&, String&, Boolean)
Verse.PawnGenerator:GenerateNewNakedPawn(PawnGenerationRequest&)
Verse.PawnGenerator:GeneratePawn(PawnGenerationRequest)
RimWorld.<GenerateGuards>c__IteratorC3:MoveNext()
RimWorld.<GeneratePawns>c__IteratorC0:MoveNext()
RimWorld.<GeneratePawns>c__IteratorC4:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
RimWorld.IncidentWorker_CaravanMeeting:GenerateCaravanPawns(Faction)
RimWorld.IncidentWorker_CaravanMeeting:TryExecute(IncidentParms)
RimWorld.Storyteller:TryFire(FiringIncident)
RimWorld.Storyteller:StorytellerTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()"
"Checking Adulthood Forced Traits
Verse.Log:Message(String)
RomanceDiversified.Detours._PawnGenerator:GenerateTraits(Pawn, Boolean)
Verse.PawnGenerator:DoGenerateNewNakedPawn(PawnGenerationRequest&, String&, Boolean)
Verse.PawnGenerator:GenerateNewNakedPawn(PawnGenerationRequest&)
Verse.PawnGenerator:GeneratePawn(PawnGenerationRequest)
RimWorld.<GenerateGuards>c__IteratorC3:MoveNext()
RimWorld.<GeneratePawns>c__IteratorC0:MoveNext()
RimWorld.<GeneratePawns>c__IteratorC4:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
RimWorld.IncidentWorker_CaravanMeeting:GenerateCaravanPawns(Faction)
RimWorld.IncidentWorker_CaravanMeeting:TryExecute(IncidentParms)
RimWorld.Storyteller:TryFire(FiringIncident)
RimWorld.Storyteller:StorytellerTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()"

"Adding traits up to random number
Verse.Log:Message(String)
RomanceDiversified.Detours._PawnGenerator:GenerateTraits(Pawn, Boolean)
Verse.PawnGenerator:DoGenerateNewNakedPawn(PawnGenerationRequest&, String&, Boolean)
Verse.PawnGenerator:GenerateNewNakedPawn(PawnGenerationRequest&)
Verse.PawnGenerator:GeneratePawn(PawnGenerationRequest)
RimWorld.<GenerateGuards>c__IteratorC3:MoveNext()
RimWorld.<GeneratePawns>c__IteratorC0:MoveNext()
RimWorld.<GeneratePawns>c__IteratorC4:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
RimWorld.IncidentWorker_CaravanMeeting:GenerateCaravanPawns(Faction)
RimWorld.IncidentWorker_CaravanMeeting:TryExecute(IncidentParms)
RimWorld.Storyteller:TryFire(FiringIncident)
RimWorld.Storyteller:StorytellerTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()"
"Resolving Conflicts...
Verse.Log:Message(String)
RomanceDiversified.Detours._PawnGenerator:GenerateTraits(Pawn, Boolean)
Verse.PawnGenerator:DoGenerateNewNakedPawn(PawnGenerationRequest&, String&, Boolean)
Verse.PawnGenerator:GenerateNewNakedPawn(PawnGenerationRequest&)
Verse.PawnGenerator:GeneratePawn(PawnGenerationRequest)
RimWorld.<GenerateGuards>c__IteratorC3:MoveNext()
RimWorld.<GeneratePawns>c__IteratorC0:MoveNext()
RimWorld.<GeneratePawns>c__IteratorC4:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
RimWorld.IncidentWorker_CaravanMeeting:GenerateCaravanPawns(Faction)
RimWorld.IncidentWorker_CaravanMeeting:TryExecute(IncidentParms)
RimWorld.Storyteller:TryFire(FiringIncident)
RimWorld.Storyteller:StorytellerTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()"

"Checking love past!
Verse.Log:Message(String)
RomanceDiversified.Detours._PawnGenerator:GenerateTraits(Pawn, Boolean)
Verse.PawnGenerator:DoGenerateNewNakedPawn(PawnGenerationRequest&, String&, Boolean)
Verse.PawnGenerator:GenerateNewNakedPawn(PawnGenerationRequest&)
Verse.PawnGenerator:GeneratePawn(PawnGenerationRequest)
RimWorld.<GenerateGuards>c__IteratorC3:MoveNext()
RimWorld.<GeneratePawns>c__IteratorC0:MoveNext()
RimWorld.<GeneratePawns>c__IteratorC4:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
RimWorld.IncidentWorker_CaravanMeeting:GenerateCaravanPawns(Faction)
RimWorld.IncidentWorker_CaravanMeeting:TryExecute(IncidentParms)
RimWorld.Storyteller:TryFire(FiringIncident)
RimWorld.Storyteller:StorytellerTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()"

"No love past! Adding random sexuality trait...
Verse.Log:Message(String)
RomanceDiversified.Detours._PawnGenerator:GenerateTraits(Pawn, Boolean)
Verse.PawnGenerator:DoGenerateNewNakedPawn(PawnGenerationRequest&, String&, Boolean)
Verse.PawnGenerator:GenerateNewNakedPawn(PawnGenerationRequest&)
Verse.PawnGenerator:GeneratePawn(PawnGenerationRequest)
RimWorld.<GenerateGuards>c__IteratorC3:MoveNext()
RimWorld.<GeneratePawns>c__IteratorC0:MoveNext()
RimWorld.<GeneratePawns>c__IteratorC4:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
RimWorld.IncidentWorker_CaravanMeeting:GenerateCaravanPawns(Faction)
RimWorld.IncidentWorker_CaravanMeeting:TryExecute(IncidentParms)
RimWorld.Storyteller:TryFire(FiringIncident)
RimWorld.Storyteller:StorytellerTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()"


Exception ticking Big Red: System.NullReferenceException: Object reference not set to an instance of an object
  at RomanceDiversified.SexualityUtilities.GetAdultSocialContext (Verse.Pawn p) [0x00000] in <filename unknown>:0
  at RomanceDiversified.Detours._Pawn_RelationsTracker.SecondaryRomanceChanceFactor (RimWorld.Pawn_RelationsTracker _this, Verse.Pawn otherPawn) [0x00000] in <filename unknown>:0
  at RomanceDiversified.Detours._InteractionWorker_RomanceAttempt.RandomSelectionWeight (RimWorld.InteractionWorker_RomanceAttempt _this, 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()

#117
Unfinished / Re: Biomes! Mod Series
December 25, 2016, 04:54:55 PM
Some of those suggestions we have thought of, but great suggestions :D
#118
Unfinished / Re: Biomes! Mod Series
December 24, 2016, 07:02:09 PM
Added a link to the file of what we have done.
#119
Ideas / Re: Books, Bookshelves, and Writing
December 23, 2016, 07:42:21 PM
Quote from: cmitc1 on December 23, 2016, 06:07:42 PM
I would prefer for this to actually be apart of the game, letting "artistic" skills branch off to more things would be cool.
Good point, Art in real life is quite varied.
#120
Ideas / Books, Bookshelves, and Writing
December 23, 2016, 01:38:36 PM
Reading is a wonderful way to pass the time and writing has long been a great way to keep information for later generations. I was thinking that bookshelves could be added as a new joy object/storage object and that writing could be added as a new type of crafting. Bookshelves would require a building material and leather to be built if it's purely a joy object. If it were added as a place to store books as well then it could require only the building material. Storage would be for if writing were added as well. Writing would require a new workbech type and creating a book would require cloth/leather for the book and maybe wood for paper (creating paper could be a separate step in crafting if need be). Books would be able to be kept and stored in bookshelves or sold for silver. Copying books should also be possible, manually at the beginning or via a printing press/copy machine later on. Any pawn could write but pawns with high skills of any type could create a book on the subject, which when read would give joy AND some exp in that skill (one "free" level perhaps, but the book would take quite a while to finish reading) Writing could either be in the crafting skill or be a new one. The writing skill would increase the chances of producing a high quality book which would give more joy. A new room type called Library. Libraries would be a room with only bookshelves and tables/chairs (although chess would be nice in a library). Libraries would REQUIRE a light source as reading in the dark is nigh upon impossible. Bookshelves with books in them should be flammable to some degree as books burn quite easily.