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Messages - Tenshi~Akari

#151
Help / Re: Creating a new disease Hediff...
November 11, 2017, 03:57:47 PM
Ugh...

Back again. Nothing has worked for me. I tried the "cataract to glaucoma" test + patch, but I ended up with a red error...


Could not resolve cross-reference: No Verse.HediffDef named Glaucoma found to give to Verse.HediffGiver_Birthday Verse.HediffGiver_Birthday
Verse.Log:Error(String)
Verse.WantedRefForObject:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()


I swear the only thing I changed was the def names and labels? I'm not exactly sure why, but probably may have messed up somewhere. I just don't know where exactly.  :'(

Hediff & Patch test defs for reference:


<Defs>
    <HediffDef ParentName="DiseaseBase">
    <defName>Glaucoma</defName>
    <label>glaucoma</label>
    <stages>
      <li>
<partEfficiencyOffset>-0.5</partEfficiencyOffset>
      </li>
    </stages>
  </HediffDef>
</Defs>



<Patch>

<Operation Class="PatchOperationAdd">
        <xpath>*/HediffGiverSetDef[defName = "OrganicStandard"]/hediffGivers</xpath>
<value>
        <li Class="HediffGiver_Birthday">
        <hediff>Glaucoma</hediff>
        <partsToAffect>
          <li>LeftEye</li>
          <li>RightEye</li>
        </partsToAffect>
        <countToAffect>2</countToAffect>
        <ageFractionChanceCurve>
          <points>
            <li>(0.6, 0)</li>
            <li>(0.75, 0.0053)</li>
            <li>(0.875, 0.011045)</li>
          </points>
        </ageFractionChanceCurve>
      </li>
    </value>
  </Operation>
 
</Patch>
#152
Help / Re: Creating a new disease Hediff...
November 11, 2017, 09:30:00 AM
Hm...

So that's probably it? I didn't use a patch function, partly because I'm still fumbling trying to figure out how to implement it properly.

Will see if I can work from the Cataracts stage.

If you don't mind me asking, which patch operation did you happen to use to get it to work?

EDIT: What I had prior as my HediffGiverSetDef:


<?xml version="1.0" encoding="utf-8" ?>
<Defs>

  <HediffGiverSetDef>
    <defName>OrganicStandard</defName>
    <hediffGivers>
     
      <li Class="HediffGiver_Birthday">
        <hediff>Anemia</hediff>
        <ageFractionChanceCurve>
          <points>
            <li>(0, 0)</li>
            <li>(0.2, 0.00048)</li>
            <li>(0.3, 0.00096)</li>
            <li>(0.5, 0.001344)</li>
          </points>
        </ageFractionChanceCurve>
      </li>

    </hediffGivers>
  </HediffGiverSetDef>
 
</Defs>



Again, going try from the Cataracts Hediff as soon as I get back in.
#153
Help / Re: Creating a new disease Hediff...
November 11, 2017, 08:15:18 AM
Quote from: CannibarRechter on November 11, 2017, 08:01:10 AM
Did you try both generating a new hediff and making sure that there is a hediffGiver assigned for it? Try looking at all the places "Carcinoma" is referenced in the core.

Also, what are you doing to see if it is "in the game"?

Yes, I've done both of those, including with the recent test I mentioned.

What I'm doing for checking is creating a new colony & checking if randomized pawns gain the condition pre-landing, checking if it's listed as an optional injury/illness under Prepare Carefully, and running on a test map to see if it will show up in any of the dev mode options.

So far, none of what I have done shows up under any of those circumstances.  :-\
#154
Help / Re: Creating a new disease Hediff...
November 11, 2017, 07:52:58 AM
OH, ok. I gotcha now. Thanks for clearing that up!

Just tried this a moment ago, and for whatever reason, even after trying a renamed/relabeled xml def from a vanilla hediff, even that did not show up in-game. Just my luck, huh?
#155
Help / Re: Creating a new disease Hediff...
November 11, 2017, 07:20:17 AM
OK, please forgive me for being a little more than dense on this, I'm still stuck because I'm trying to figure out the "CD" part. (And I know as soon as I'm told, I'm gonna facepalm hard...) I did manage to find the "Find in Files" option under search, but I'm still a little lost... sorry about this.  :-[

One additional question: if xml alone isn't allowing this to work, does this mean creating new hediffs absolutely require C# coding? If so, then that clearly will put this little project on the back burner. I haven't even begun to learn even the bare basics of that yet...  I was hoping this would be just a simple xml project, but looks like it may be more from what search results are giving me? Haven't been able to find a tutorial specifically for hediffs, still, so if that's the case... :(
#156
Help / Re: Creating a new disease Hediff...
November 10, 2017, 06:17:06 PM
Thanks! Just for clarity's sake so I won't mess anything up... like I said, I'm not all the way versed on everything modding-wise, but will do my best here.

1. I'm guessing you mean Windows PowerShell, right? And not any additional program I have to download? Just want to be sure. Usually I do xml editing stuff in Notepad++.

2. CD as in...?

3. Keep the coded section exactly as is, or insert the actual names of the xml file and hediff?
#157
Help / Creating a new disease Hediff...
November 10, 2017, 10:01:26 AM
So, I am very much a n00b at this modding deal still. I can do a bit of xml modding, but most of what I have done so far is graphics replacement in my own game & working on apparel pieces whenever I have time to play around.

Coming to the question I have, though, I wanted to add an anemia condition, just to spice things up in my game. Unfortunately, I haven't been able to get it to show up at all, and I'm not sure if it requires more than just adding xml code to the game or not.

<?xml version="1.0" encoding="utf-8" ?>
<Defs>

<HediffDef ParentName="DiseaseBase">
<defName>Anemia</defName>
<label>anemia</label>
<hediffClass>HediffWithComps</hediffClass>
<scenarioCanAdd>true</scenarioCanAdd>
<initialSeverity>0.001</initialSeverity>
<minSeverity>0.001</minSeverity>
<maxSeverity>0.75</maxSeverity>
<tendable>true</tendable>
<comps>
<li Class="HediffCompProperties_Immunizable">
<severityPerDayNotImmune>0.25</severityPerDayNotImmune>
</li>

<li Class="HediffCompProperties_TendDuration">
<tendDuration>350000</tendDuration>
<tendAllAtOnce>true</tendAllAtOnce>
<severityPerDayTended>-0.8</severityPerDayTended>
</li>
</comps>
<stages>
<li>
<label>minor</label>
<capMods>
<li>
<capacity>BloodFiltration</capacity>
<offset>-0.15</offset>
</li>
</capMods>
</li>

<li>
<label>moderate</label>
<minSeverity>0.35</minSeverity>
<capMods>
<li>
<capacity>BloodFiltration</capacity>
<offset>-0.3</offset>
</li>
</capMods>
</li>

<li>
<label>major</label>
<minSeverity>0.5</minSeverity>
<capMods>
<li>
<capacity>BloodFiltration</capacity>
<offset>-0.45</offset>
</li>
</capMods>
</li>

</stages>

</HediffDef>
 
</Defs>


Basically, my main problem is I haven't been able to get this to show up in-game at all, even with scenarioCanAdd in it. (It's pretty much derived from both the Toxic Buildup & Asthma defs with obvious adjustments. I thought in doing that it would at least insure that it would work & show up in generation or even in Prepare Carefully like some other mods that add disease hediffs, but no luck.)

Any help on this is greatly appreciated! :)
#158
^^ I might not be Thirite, but I'm pretty sure anyone that was around long enough during this mod's existence can answer this.

Short answer: no.

Long answer: due to previous instances of drama touching that subject with & people doing stuff they probably shouldn't have with this mod earlier this year, more than likely never an option.
#159
Just making a "small" note on the graphics thing... again.

Kind of like I experienced earlier, I'm noticing some of that strange stuff when tribal kids spawn with the tribal wear, regardless of other mods installed or not. Seems they want to take on the adult shapes rather than the child one. Additionally, some adults have the awkward shaping/positioning that was probably meant for the kid body? I know it seemed to happen when there were children wearing the same apparel with the same material type as the adults... in one instance I had a female tribe pawn spawn with what was probably meant to be clothing proportions & position for a child pawn, and additionally a child pawn on the map had the same type of material tribal wear, but with the female body shape on it & that little "pixel glitch" at the top of the draw box. (The positioning thing also happens occasionally with other clothing but just affects how Thin body type OnSkin pieces are drawn, not any other body types. That's more understandable since the kid body & clothes rely on that body type anyways...) Perhaps that might be one thing that's going on? I'll try to grab a screen if I catch it happening again to be a little more clear.

Other than that, on an off note, I was somewhat hoping future updates of RW would at least provide an easier way to mod how pawns are drawn w/out too many mods clashing, or at least give some flexibility to add additional body types. Or, additionally, giving the body types themselves more function than just looks alone, I guess. Probably would've made things a bit easier to work with on this end, right?  :P
#160
Just as a future note for whenever you are able to check into it: Came across a buggy issue not too long into a former save file I had when I had this mod installed last week. There was a massive "Lord tick" bug that ended up preventing my game from saving at all. This happened not too long after an aerial drop ship raid from one of the vanilla enemy factions, and I think it had to do with attacking a few of the structures of my colony. Even long after the pawns & ships were destroyed, it still persisted. From what I could see in dev mode, a "Lord toil" did not remove itself after the death of the enemy pawns, and I ended up having to scrap the save file since I could not save any sort of progress from that point.

I know a log is better than trying to describe though. Unfortunately, I'm trying to track down what I did w/ the error that I copied over so it can be seen verbatim, but I can't seem to remember if I actually saved the notepad file like I thought I did for reference... might've been a victim of an unexpected Windows update. :'(
#161
Not sure if this has been asked or addressed before (thread has a lot to go through & search results haven't really turned up anything on this...), but when Misc. MAI is used with Dub's Bad Hygiene mod, are the MAI's supposed to have Bladder/Hygiene needs as well or no? It's been awhile since I've been able to use this mod, and I'm seeing MAIs I've just activated with both of those needs. I'm wondering if it's a mod order thing or if this is something normal that others are seeing as well when they use the two together?

EDIT: Derp, nevermind, I see what's going on now with it. I swore for a second though it looked like it was moving, but like the other needs that most non-living things do not require, it stays stagnant.
#162
That's under the "To Do" list. It hasn't been implemented yet.  ;)
#163
Hi! I seem to have a slight issue when it comes to random friendly spacers coming out of cryptosleep caskets to take a bath on my bases. They seem to be trapped in this loop until their other needs get low enough that they give up & take care of those. This is a red error that was happening with one of them:

Exception in Tick (pawn=Sammy, job=takeBath A=Thing_BathtubStuff119356, CurToil=5): System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.JoyUtility.JoyTickCheckEnd (Verse.Pawn pawn, JoyTickFullJoyAction fullJoyAction, Single extraJoyGainFactor) [0x00000] in <filename unknown>:0
  at DubsBadHygiene.JobDriver_takeBath+<>c__DisplayClass0_0.<MakeNewToils>b__3 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.DriverTick () [0x00000] in <filename unknown>:0  lastJobGiver=DubsBadHygiene.JobGiver_colonistsTakeShower, curJob.def=takeBath, curDriver=DubsBadHygiene.JobDriver_takeBath
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick_Patch1(Object)
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
#164
Tick bug, this time with kids spawning from Cryptosleep Caskets:

Object reference not set to an instance of an object
at RimWorldChildren.Children_Drawing.ModifyHairForChild (UnityEngine.Material,Verse.Pawn) <0x0001e>
at (wrapper dynamic-method) Verse.PawnRenderer.RenderPawnInternal_Patch0 (object,UnityEngine.Vector3,UnityEngine.Quaternion,bool,Verse.Rot4,Verse.Rot4,Verse.RotDrawMode,bool,bool) <0x00a7f>
at Verse.PawnRenderer.RenderPawnAt (UnityEngine.Vector3,Verse.RotDrawMode,bool) <0x00b82>
at Verse.PawnRenderer.RenderPawnAt (UnityEngine.Vector3) <0x00061>
at Verse.Pawn_DrawTracker.DrawAt (UnityEngine.Vector3) <0x0002a>
at Verse.Pawn.DrawAt (UnityEngine.Vector3,bool) <0x00032>
at Verse.Thing.Draw () <0x00047>
at Verse.ThingWithComps.Draw () <0x00010>
at (wrapper dynamic-method) Verse.DynamicDrawManager.DrawDynamicThings_Patch1 (object,Verse.DrawTargetDef) <0x0021a>
at Verse.Map.MapUpdate () <0x0012c>
at Verse.Game.UpdatePlay () <0x0005c>
at Verse.Root_Play.Update () <0x0004c>


Causes other on-map graphics to not render or flicker when that particular child pawn is on screen, and slight tick lag as a result.

Also still having a hard time with random worldgen crashes when the game tries to generate kids into my starting lineup... I've just had the idea to try editing scenarios to start with one pawn then use EdB-PC to add in the rest that I need, but I can see where this might be a slight issue for those that chose not to have that mod in not being able to do that.
#165
Quote from: PhxCan on October 07, 2017, 02:23:38 PM
...But if you know how to change it by dev mode, I am also interested. My colony is big enough to support democracy now.

Mentions this in the changes...just be in Developer Mode when you click on the Leadership tab. You should have 3 buttons available to you, One to change the leadership type, one to change/add leaders, and one to completely purge the leadership roles in case you want to completely remove the mod.  ;)

Outside of that, nothing much else to change it. There desperately needs to be some sort of transition or abdication function for regular gameplay.

(And definitely was also hoping there'd be more flexibility with the class system as well, not just the attendee list fix. Would like to chose some colonist outside of the leaders... and since it's working with Children & Pregnancy mod alright, trying to rehabilitate some stray pirate-turned-colonist kidlets up, but the current leadership isn't quite as strong in construction as the stronger pawn that was overlooked due to low social levels...  :-\)