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Messages - Kori

#16
Unfinished / Re: [1.0] (WIP) Tenants (2019-11-10)
December 25, 2019, 06:58:29 PM
I will try deleting the file and the mailbox, thanks. :)
#17
Releases / Re: [1.0] Medical Supplements (2018/12/24)
December 25, 2019, 06:56:05 PM
Haven't found the conflicting mod yet, but it's no biggie. :)
#18
Unfinished / Re: [1.0] (WIP) Tenants (2019-11-10)
December 25, 2019, 03:25:17 PM
At some point (the update including the mailbox and couriers?) the mod stopped working for me, I don't get tenants anymore.

I can send invitations and call for a courier. Sometimes a random courier will appear but never delivers anything and my mailbox is always empty. The raids happen too, there just won't be any tenants.

Sometimes my game starts to stutter for a while and it spams this error:

System.ArgumentNullException: Argument cannot be null.
Parameter name: source
at Verse.GenCollection.RandomElement<string> (System.Collections.Generic.IEnumerable`1<string>) <0x001cc>
at Tenants.Utility.GenerateNewTenant () <0x000a3>
at Tenants.Utility.FindRandomTenant () <0x00130>
at Tenants.Events.ContractTenancy (Verse.Map) <0x0006f>
at Tenants.IncidentWorker_TenantProposition.TryExecuteWorker (RimWorld.IncidentParms) <0x001ec>
at (wrapper dynamic-method) RimWorld.IncidentWorker.TryExecute_Patch1 (object,RimWorld.IncidentParms) <0x0005c>
at RimWorld.Storyteller.TryFire (RimWorld.FiringIncident) <0x0008e>
at (wrapper dynamic-method) RimWorld.IncidentQueue.IncidentQueueTick_Patch1 (object) <0x000d4>
at RimWorld.Storyteller.StorytellerTick () <0x0002f>
at Verse.TickManager.DoSingleTick () <0x00610>

Verse.Log:Error(String, Boolean)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


I need your help again!
#19
Releases / Re: [1.0] Stuffed Doll
December 17, 2019, 10:50:18 AM
Very cute!
#20
Releases / Re: [1.0] Medical Supplements (2018/12/24)
December 17, 2019, 10:47:42 AM
Hello Pelador, thanks for the candy canes! :)
The size of the icon for Hot Sauce is very small (using Recipe Icons).
#21
Yes, I was waiting. ;)
Losing all your progress is terrible! :( I hope you will find the time and motivation for this mod again!
#22
Releases / Re: [1.0d] Vegetable Garden Project [8/12/19]
December 17, 2019, 10:24:48 AM
The latest update of Garden Dyes causes CE's patch for Area Rugs (your version https://ludeon.com/forums/index.php?topic=18657.msg450451#msg450451) to fail:

[Combat Extended] Patch operation Verse.PatchOperationFindMod(Area Rugs) failed
file: 1631756268\Patches\AreaRugs\Cloth.xml
Verse.Log:Error(String, Boolean)
Verse.PatchOperation:Complete(String)
Verse.LoadedModManager:ClearCachedPatches()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()


This is the content of said patch:

<Patch>

<Operation Class="PatchOperationFindMod">
<mods>
<li>Area Rugs</li>
</mods>
<match Class="PatchOperationSequence">
<operations>

<!-- Keep this synched with the patch for vanilla cloth -->

<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[@Name="ClothBase"]/statBases/StuffPower_Armor_Sharp</xpath>
<value>
<StuffPower_Armor_Sharp>0.01</StuffPower_Armor_Sharp>
</value>
</li>

<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[@Name="ClothBase"]/statBases/StuffPower_Armor_Blunt</xpath>
<value>
<StuffPower_Armor_Blunt>0.015</StuffPower_Armor_Blunt>
</value>
</li>

<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[@Name="ClothBase"]/statBases/StuffPower_Armor_Heat</xpath>
<value>
<StuffPower_Armor_Heat>0.044</StuffPower_Armor_Heat>
</value>
</li>

</operations>
</match>
</Operation>

</Patch>
#23
Releases / Re: [1.0.32] Hospitality (updated 04.11.2019)
December 10, 2019, 12:54:34 PM
That's no problem, thanks anyway! :)
#24
Releases / Re: [1.0.32] Hospitality (updated 04.11.2019)
December 09, 2019, 10:04:24 AM
You can't be convinced that it would fit well into Hospitality because it is the same feature that you give to players, but this time for NPCs?
You have to admit that it's not plausible that the player settlement is the only one in the world that had the bright idea of offering accommodation for money. ;)
#25
Releases / Re: [1.0.32] Hospitality (updated 04.11.2019)
December 09, 2019, 04:54:03 AM
I'm glad you like it! :)
#26
Unfinished / Re: (WIP) Gradual Romance
December 07, 2019, 01:25:29 PM
Thanks! :)
#27
Releases / Re: [1.0.32] Hospitality (updated 04.11.2019)
December 07, 2019, 07:32:58 AM
I often wished that my pawns could be visitors to other settlements too, for example in cold biomes when it became too cold for a caravan and I wanted them to take a break somewhere safe, when they got wounded or sick or when I was waiting for a restock.

Something like an extra button for caravans at other settlements. It shows the price in silver per day, which will depend on the amount of caravan members and your relationship to the faction. When it's toggled on, your caravan receives mood buffs, an increased healing rate for sleeping in beds, tending to wounds/ sickness and safe temperature as long as they have enough silver on them.
#28
Unfinished / Re: (WIP) Gradual Romance
December 07, 2019, 07:06:45 AM
That sounds interesting!
Can you put it on the workshop, please?
#29
Thank you for the fix!
#30
With CE's 1.6 update they have made changes to the headgear layer to allow multiple headgear items and SHWH is only partially working now.
Sometimes the hair is visible and sometimes it's not. :(