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Messages - Saebbi

#31
Quote from: Sig on May 22, 2018, 05:59:33 PM
Hello Saebbi, I paste here this comment that I got in the Mantodean mod workshop, in case it is useful:

QuoteCE patch has a borked XML line in it, causing it to not work. Error given is 'XML error: Duplicate XML node name statBases in this XML block', the offending line is:

<Operation Class="PatchOperationReplace">
<success>Always</success>
<xpath>*/AlienRace.ThingDef_AlienRace[defName="Alien_Mantodean"]/comps</xpath>
<value>
<statBases>
<CarryWeight>200</CarryWeight>
<PainShockThreshold>1.20</PainShockThreshold>
</statBases>
</value>
</Operation>

I don't know how to actually fix it, but plinking the line out entirely does at least let the patch work again.

Oh i'm sorry, i forgot to delete this. (It was originally intended to make them stronger and more durable, but i found out that increasing the PainShockTreshold over 100 just makes them fight to death. (It also modifies the wrong adress, thus crushing the patch.))
I deleted it, so it should work now again.
Thank you for pointing it out.
#32
Quote from: Demonlord091 on May 22, 2018, 01:41:31 AM
Quote from: Harry_Dicks on February 13, 2018, 08:13:12 AM
Quote from: Giraffe on February 13, 2018, 01:39:59 AM
Is this still working for A18? One of my favorites, love the thought of cataclysm DDA mixed with rimworld. I'll check back later and see for myself if no one knows.

Great mod!



Hmm, the mod is xml only, so it is definitely doable. This actually looks really nice, like the author put in some great work, and I would hate to see it go to waste. I don't have any experience with a lot of the stuff it messes with, but I think I might be able to have it updated within a couple weeks. Just browsing through it, I'm confident I could do it, I'll just need a little time to learn all of these things that I haven't worked with before. No promises, but I'm thinking I will get it done.

The more I read about the mod, the more I want to play with it too. Oh, who am I kidding, I will get it working properly and then find something else to fix. That seems to be how I "play" RimWorld lately ::)

3 months later:  How'd that tinkering go? Did you figure it out or did you give up on it?

He finished it, you can find it here.
#33
Outdated / Re: [B18] ManBearPig
May 17, 2018, 12:52:43 PM
Quote from: Beyondfubar on May 17, 2018, 12:47:31 PM
Are you sure it's not half pig, half man-bear?

I feel like you aren't taking me cereal!



Why does no one take me cereal?
#34
Outdated / Re: [B18] ManBearPig
May 17, 2018, 12:07:18 PM
Quote from: The Real Soviet on May 17, 2018, 11:35:11 AM
Isn't half + half + half 1,5? If it is, ManBearPig would be not a single pawn, but 1,5 of pawn  :P

Fair point, but it's how Al Gore described it.
I think it's better described as half man, half bear-pig ;)
#35
Outdated / [B18] ManBearPig
May 17, 2018, 07:40:44 AM
This mod adds a beast, half man, half pig, half bear to the game.
Al Gore warned us, but no one took him cereal!

NOTE: As i suck at drawing, the current Texture i took from South Park is only a placeholder, if anyone is interested in creating Textures within the art style of the game i'd be grateful.

NOTE 2: This beast isn't balanced and also not meant to be, it will kill you if you don't take it cereal!

Combat Extended compatible thanks to ModCheck, make sure to load it after CE.

You can get it at Github and Steam Workshop
#36
Quote from: Segamata on April 25, 2018, 11:49:31 AM
One question

Was the celestials discontinued? Because I saw the Xeno beasts were being revived in an unreleased mod. I was hoping for a release...

I sadly don't know about the Celestials, but where did you see these Xeno Beasts? Can you give a link please?
#37
Quote from: ptx on May 12, 2018, 08:47:56 PM
Animal Collabs, you've set armor penetration way too high. CE core patch for Grizzly Bear paw 0.251, while your tiger patch paw 0.4, and so on. Snow Leopard bite at 0.7, CE bears bite at 0.253
The result, my handler/doctor got mauled, with the tiger first hit literally obliterate most of his clothing. One hit, and he's naked in front of an angry tiger.
Thank you again for your great dedication, it's must be time consuming making all of these patches.

Oh i never looked at the Core Patches for reference.
Thank you for telling me, i'll adjust it.
#38
Quote from: kis12134 on May 10, 2018, 04:46:45 PM
Is this compatible with the Astra Militarum mods?

Yes, technically it is. But they both add very similar stuff.
#39
Quote from: Nyx01 on May 12, 2018, 01:46:53 AM
Getting some errors using the Animal Collab CE Patch when I start up the game.

Unexpected document element in patch XML; got Defs, expected 'Patch'
Verse.Log:Error(String)
Verse.ModContentPack:LoadPatches()
Verse.ModContentPack:get_Patches()
ModCheck.Memory:init()
ModCheck.HarmonyStarter:.ctor(ModContentPack)
System.Reflection.MonoCMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoCMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MonoCMethod:Invoke(BindingFlags, Binder, Object[], CultureInfo)
System.Activator:CreateInstance(Type, BindingFlags, Binder, Object[], CultureInfo, Object[])
System.Activator:CreateInstance(Type, Object[], Object[])
System.Activator:CreateInstance(Type, Object[])
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()


XML format error: List item found with name that is not <li>, and which does not have a custom XML loader method, in <capacities><capacities><li>PlatypusSting</li></capacities></capacities>
Verse.Log:Error(String)
Verse.DirectXmlToObject:ValidateListNode(XmlNode, XmlNode, Type)
Verse.DirectXmlToObject:ListFromXml(XmlNode)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlToObject:ListFromXml(XmlNode)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.<AllDefsFromAsset>c__Iterator2:MoveNext()
Verse.ModContentPack:LoadDefs_Patch1(Object, IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()


The error goes away when I disable your patch. For testing purposes, I've disabled (almost)every other mod but the basic requirements for Animal Collab, CE and then your patch on top of it, so I'm pretty sure it's not any other mod causing issues. I have A Dog Said, with A Dog Said Animal Project ADS patch running as well, but again, the error goes away if I remove the CE patch only. So... yeah, just figured I'd let you know.

Edit: Missed one.


Config error in ACPWalrus: duplicate thingdef tool id head
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)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()


Thanks for the info, the errors should now all be removed.
#40
Releases / Re: [B18] Orassans 🐱
April 29, 2018, 03:23:35 PM
Quote from: wlsrbel on April 29, 2018, 02:27:12 PM
I am so sad. This is not fully compatible with combat extended mode.

But, Hardcore SK version is fully compatible.

Is there a compatible version without using Hardcore SK version?

Please Anyone can help me.  :'( :'( :'( :'( :'( :'(

here you go.
#41
Quote from: Zippy9871 on April 28, 2018, 02:40:05 PM
Quote from: Saebbi on April 28, 2018, 01:25:49 PM
Quote from: Zippy9871 on April 28, 2018, 10:42:33 AM
i found a few errors with Factions:XML error: Duplicate XML node name statBases in this XML block.
i get this on launch and looking at it it seems like for the dreadnought patch the carryweight replace at the bottom is not working right and is adding <statBases><CarryWeight>5000</CarryWeight></statBases> instead of adding the carryweight to the existing statbases.

CE :: IG_Melee_ChaosPowerAxe has multiple ToolCE without linkedBodyPartsGroup, and they can not be fully distinguished because of it. [While evaluating DamageInfo (def=Blunt, amount= 18, instigator=Enmus, angle=270.0)]
I got that when a chaos marine hit a colonist with a power axe.

The traitor guard armor does not appear to cover their necks so they get hit in the neck for a lot. Also, the chaos astartes armor disappears when the wearer is stripped, though that might be from the original mod, and the chaos astartes armor used by sergeants is a lot weaker than the one used by normal soldiers.
In addition, all of the power armors, both in factions and in core, are all very weak compared to what they are. Even vanilla power armor is better.

The errors should be fixed, but i didn't modify the armor, so it is definetily caused by the main mod, though it may not be properly balanced with CE.
I get this nowXML format error: List item found with name that is not <li>, and which does not have a custom XML loader method, in <comps><li><compClass>CompAttachBase</compClass></li><li Class="CombatExtended.CompProperties_Inventory" /><li><compClass>CombatExtended.CompPawnGizmo</compClass></li><li Class="CombatExtended.CompProperties_Suppressable" /><statBases><CarryWeight>5000</CarryWeight></statBases></comps>

The neck issue can be fixed by adding Neck to the bodypartgroups of the armor. In vanilla the neck is part of torso so this shouldn't do anything but it does for some reason so why not.

Also, the chaos marines' armor does not seem to have any effect. It might be because they are a different race.
the ig_cm_leader spawned with a headdress, war veil, mask, and shirt in addition to the chaos marine set, which seems weird.

The dreadnought should be fixed, the path was wrong.
I added a buff to the armor and the helmet and made the armor cover neck and waist too.

This shouldn't happen, but the patch doesn't modify the Pawnkinds more than adding ammo, so it is probably a bug from the main mod.
#42
Quote from: Leanne200 on April 25, 2018, 02:41:56 PM
thank you for the patches. i know you already have too much in your hands but can please consider making a RT's weapon mods patch as well. thanks again.

Thank you! Glad you like it.
The mod was already requested and i'm sorry, but it may take some time, as i am currently busy with school. But if i find the time i'll do a patch for it.
Alternatively, i can give you a guide on how to it, as the procedure is pretty simple once you understand the basics. In that case, just send me a message and i'll be glad to help you.
#43
Quote from: Zippy9871 on April 28, 2018, 10:42:33 AM
i found a few errors with Factions:XML error: Duplicate XML node name statBases in this XML block.
i get this on launch and looking at it it seems like for the dreadnought patch the carryweight replace at the bottom is not working right and is adding <statBases><CarryWeight>5000</CarryWeight></statBases> instead of adding the carryweight to the existing statbases.

CE :: IG_Melee_ChaosPowerAxe has multiple ToolCE without linkedBodyPartsGroup, and they can not be fully distinguished because of it. [While evaluating DamageInfo (def=Blunt, amount= 18, instigator=Enmus, angle=270.0)]
I got that when a chaos marine hit a colonist with a power axe.

The traitor guard armor does not appear to cover their necks so they get hit in the neck for a lot. Also, the chaos astartes armor disappears when the wearer is stripped, though that might be from the original mod, and the chaos astartes armor used by sergeants is a lot weaker than the one used by normal soldiers.
In addition, all of the power armors, both in factions and in core, are all very weak compared to what they are. Even vanilla power armor is better.

The errors should be fixed, but i didn't modify the armor, so it is definetily caused by the main mod, though it may not be properly balanced with CE.
#44
Mods / Re: [Mod Request] Space Taxi Corp
April 27, 2018, 12:17:23 PM
Quote from: Sandy on April 25, 2018, 12:51:50 AM
Space Taxi Corp..
like an orbital trader, u get a notif. then u can contact them using comms console and send ur pawns to a better place, for a travel fare/fortune..
pawns are expected to wear a shirt and pant, if not, the space taxi corp will provide them, but will send the bill to u(will be added to the travel fare)..
just like selling prisoners, but here, u r "sending" ur colonists..
Individual mood debuffs:
Husband/Wife left me - (-5)
Friend left me - (-3)
Colony-wide mood buff:
"Pawn name" went to a better place - (+10)

Sounds interesting, but what is the intended use of this? Or is it just for flavor?
#45
Quote from: zuaresoft on April 24, 2018, 04:26:14 PM
Quote from: zuaresoft on April 23, 2018, 12:49:59 PM
Could you make compatibility patchs for high caliber & rimfire (because rimfire weapons dosn't work).

Hey read my post xD jajaja forever ignored :o

Oh sorry about that, i replied to the others in a hurry and totally forgot about you, i didn't mean it.
This is strange, as CE contains a Rimfire patch naturally, try loading it before CE if that is the problem. (Though i don't use Rimfire, so i don't really know).
But i can make a High Caliber patch when i find the time, as it conveniently uses standard CE ammos it'd be quite quick to make.