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Messages - etoire

#31
I really love your Campfire 2.0 mod! I edited your texture back to the vanilla one, though. I couldn't click the sides of your campfire, and it always threw me off.

Attached is the CSpot.png I'm using instead, in case anyone wants to use it. Just drop it manually into the texture folder and overwrite it.

[attachment deleted by admin due to age]
#32
I'll take what I can get!~ I love your work dude, thanks for your prompt update!

Edit:

Just an update, I'm still getting some errors (that don't affect gameplay.) This shows up for every gun in the error logs.

Config error in ShotIncendiaryLauncher: Sounds with non-on-camera subsounds should use MapOnly context.
Verse.Log:Warning(String)
Verse.DefDatabase`1:ErrorCheckAllDefs()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
RimWorld.<PostClose>c__AnonStorey3A4:<>m__530()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()
#33
Mods / Re: Nominate a mod to be included in RimWorld!
December 23, 2016, 04:33:24 PM
Wildlife Tab.
#34
I had no idea how valuable those little robot haulers were to me until they were taken away. Cheerily awaiting an update to hauling robots and wishing you happy holidays.
#35
Unfortunately, the moment I loaded the mod into my A16, I was bombarded with error messages. It seems that it doesn't work for me, so I'll be waiting for the update! :)

Don't know how useful this is to you, but here's my take on the error logs.

Every gun prompted an XML error that read something like
warmupticks not in field in type VerbProperties:
What I think it might mean:
Vanilla weapons have a field 'Warmup: x seconds' that make the weapon fire after a break. I checked the guns from this pack and they don't have this field in their info screen, and they also fire noticeably faster in A16 than they did in A15. Like they didn't have any warmup at all. Probably the game skipping over the warmup field completely so the guns just go off like BLAM. I like it, but it's not very balanced. This is for every gun added to the pack, so that probably got changed in the XMLs. Ranged cooldown is still there, though.

Ballistic shield doesn't work as intended. The instant my character was hit, i was thrown this error.
Exception in Tick (pawn=Warg56944, job=AttackMelee A=Thing_Human56741, CurToil=2): System.MissingFieldException: Field 'RimWorld.SkillRecord.level' not found.
  at Verse.Pawn_HealthTracker.PreApplyDamage (DamageInfo dinfo, System.Boolean& absorbed) [0x00000] in <filename unknown>:0
  at Verse.Pawn.PreApplyDamage (DamageInfo dinfo, System.Boolean& absorbed) [0x00000] in <filename unknown>:0
  at Verse.Thing.TakeDamage (DamageInfo dinfo) [0x00000] in <filename unknown>:0
  at RimWorld.Verb_MeleeAttack.ApplyMeleeDamageToTarget (LocalTargetInfo target) [0x00000] in <filename unknown>:0
  at RimWorld.Verb_MeleeAttack.TryCastShot () [0x00000] in <filename unknown>:0
  at Verse.Verb.TryCastNextBurstShot () [0x00000] in <filename unknown>:0
  at Verse.Verb.WarmupComplete () [0x00000] in <filename unknown>:0
  at Verse.Verb.TryStartCastOn (LocalTargetInfo castTarg, Boolean surpriseAttack, Boolean canFreeIntercept) [0x00000] in <filename unknown>:0
  at RimWorld.Pawn_MeleeVerbs.TryMeleeAttack (Verse.Thing target, Verse.Verb verbToUse, Boolean surpriseAttack) [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver_AttackMelee+<MakeNewToils>c__Iterator194.<>m__664 () [0x00000] in <filename unknown>:0
  at Verse.AI.Toils_Combat+<FollowAndMeleeAttack>c__AnonStorey44E.<>m__6B6 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.DriverTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()


Now I don't code so I have no idea what that says or means, but the ballistic shield was blocking damage for the character but it itself wasn't taking any damage. This meant that anyone wearing one is invulnerable. Neat. But also pretty OP. Just to make sure, I sent a few pirates after a pawn with one, and even tried using the devmode 'down' command. Nope. Didn't work.


I also had a few Sound related errors but the sounds seemed to work.

So the pack itself is usable but the items are all incredibly broken at the moment, it seems. Shields block infinite damage, weapons have almost no cooldown and can fire incredibly rapidly.
#36
Releases / Re: [A16] Natural Surgery (More)
December 23, 2016, 02:25:59 PM
Thanks for this mod, Encode! I just had a blast playing a game centered around the mod as a pyschotic pirate surgeon, taking organs off my prisoners and unwanted colonists to sell to exotic goods traders. I really enjoy these features you added. I also like how I can regenerate the bodies of my more beloved colonists! All in all, this is one amazing, featured packed mod that I can recommend to a lot of people. I've had no problems with it causing errors either, and i'm running some dozen or more mods at the same time.

On a side note, why does removing both kidneys automatically kill the person? I was hoping to get the most bang for my buck per person, but it seems as if at most I can get a lung, a kidney, ears, nose, and one of either another lung, kidney, brain, heart, or liver. Also, removing the liver seems to auto kill as well. Is it because the torso has taken too much damage?

I'm tempted to test regenerating after removing the max number of organs to see if the organs come back.


If I could have one modification, it would be to prioritize bandaging over operating. I've had to manually force priority changes in the middle of surgery to get my guys to bandage up the ear holes and nose holes left behind so the patient doesn't die midway through by bleeding. (I queue up the whole list at once and my doctor gets a-operating.)
#37
Thanks for your prompt response! I hope you have a great vacation!
#38
Outdated / Re: [A15] Wildlife Tab
December 22, 2016, 06:18:44 AM
I'm physically incapable of coping without this mod. I love you so much, dude! I love it! I love this mod! Man! I'm so unreasonably happy and excited about this!
#39
Hey y'all! Just wondering if there's plans to update this mod to A16! I really loved these weapons. They provided a great variety to the game and I can't live without the ballistic shield! Haha.
#40
I downloaded it and it's only 67kb, it's just MEGA being silly. Thanks, Love, for all of your hard work. It's hard ass work modding and keeping things up to date, at least in the eyes of a beginner to coding like me, and I greatly appreciate it. any hope that someone'll update the stun gun and defensive shield mod? hur hur.