Think you from me, and think you from any chinese.
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#91
Releases / Re: [1.0] Spoon's Mods (A Dog Said, Rimkea, Fashionrimsta, Gourimet, Hair Mod etc..)
October 24, 2018, 07:34:00 AM #92
Releases / Re: Forestfey's Modley Trading Outpost (collective thread)
October 24, 2018, 07:31:38 AM
Would you please provide other download? Dropbox is banned by chinese gov.
Github is the best. Or maybe mediafire( https://www.mediafire.com/ ). Or any other site just accessible by chinese is OK.
Github is the best. Or maybe mediafire( https://www.mediafire.com/ ). Or any other site just accessible by chinese is OK.
#93
Releases / Re: [1.0] Spoon's Mods (A Dog Said, Rimkea, Fashionrimsta, Gourimet, Hair Mod etc..)
October 24, 2018, 06:56:26 AM
github is the best. Other choice maybe mediafire ( https://www.mediafire.com/ ).
#95
Releases / Re: [1.0] cuproPanda's Drinks
October 20, 2018, 12:16:21 PM
What's the difference between these drinks and VGP drinks?
#96
Releases / Re: [1.0] Spoon's Mods (A Dog Said, Rimkea, Fashionrimsta, Gourimet, Hair Mod etc..)
October 18, 2018, 06:16:48 AM
Would you please provide other download?
Dropbox is banned by Chinese gov.
Dropbox is banned by Chinese gov.
#97
Unfinished / Re: [B19 / 1.0] Survival Tools Test Release v0.4 (4th October 2018)
October 05, 2018, 06:03:52 AM
I suggest make it actually equip it. It's more intuitive.
When working, switch to tools, when fighting, switch back.
Maybe put it to TODO list.
When working, switch to tools, when fighting, switch back.
Maybe put it to TODO list.
#98
Unfinished / Re: [B19 / 1.0] Survival Tools Test Release v0.4 (4th October 2018)
October 05, 2018, 05:03:12 AM
When use this mod together with SimpleSidearm, Pawn can not automatically choose tools to use.
PS: my version is v0.2.
PS: my version is v0.2.
#99
Unfinished / Re: [B19 / 1.0] Survival Tools Test Release v0.3 (2nd October 2018)
October 03, 2018, 10:41:53 AM
Does not compatible with SimpleSideArm.
#100
Releases / Re: [B19] The Many Mods Of Mehni [Updated Aug 28] All done for "1.0"
October 02, 2018, 09:43:18 AM
Probably a bug from MoreFactionInteraction:
It's a yellow.
Code Select
Type MainTabWindow_FactionWar probably needs a StaticConstructorOnStartup attribute, because it has a field factionOneColorTexture of type Texture2D. All assets must be loaded in the main thread.
Verse.Log:Warning(String, Boolean)
Verse.StaticConstructorOnStartupUtility:ReportProbablyMissingAttributes()
Verse.PlayDataLoader:<DoPlayLoad>m__2()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()
It's a yellow.
#101
Releases / Re: [B19] Doors Expanded - Doors Expansion for RimWorld (9/22/2018)
October 02, 2018, 12:26:46 AM
Got many red:
Others are similar.
Code Select
Could not load UnityEngine.AudioClip at Misc/Curtain/CurtainOpen in any active mod or in base resources.
Verse.Log:Error(String, Boolean)
Verse.ContentFinder`1:Get(String, Boolean)
Verse.Sound.<GetResolvedGrains>c__Iterator0:MoveNext()
Verse.Sound.SubSoundDef:<ResolveReferences>m__0()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()
Others are similar.
#102
Releases / Re: [B19][SYR] Syrchalis' Mods
October 02, 2018, 12:22:01 AM
Got a yellow:
Code Select
Tried to use an uninitialized DefOf of type TraitDefOf. DefOfs are initialized right after all defs all loaded. Uninitialized DefOfs will return only nulls. (hint: don't use DefOfs as default field values in Defs, try to resolve them in ResolveReferences() instead)
Verse.Log:Warning(String, Boolean)
RimWorld.DefOfHelper:EnsureInitializedInCtor(Type)
RimWorld.TraitDefOf:.cctor()
System.RuntimeMethodHandle:GetFunctionPointer(IntPtr)
System.RuntimeMethodHandle:GetFunctionPointer()
Harmony.ILCopying.Memory:GetMethodStart(MethodBase, Exception&)
Harmony.ILCopying.Memory:DetourMethod(MethodBase, MethodBase)
Harmony.PatchFunctions:UpdateWrapper(MethodBase, PatchInfo, String)
Harmony.PatchProcessor:Patch()
Harmony.HarmonyInstance:<PatchAll>b__9_0(Type)
Harmony.CollectionExtensions:Do(IEnumerable`1, Action`1)
Harmony.HarmonyInstance:PatchAll(Assembly)
SyrTraits.SyrIndividuality:.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:CreateModClasses()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
#103
Unfinished / Re: [B19] Survival Tools Test Release v0.1 (30th September 2018)
October 01, 2018, 07:02:12 AM
Yes, it's inefficient, but it's less micro management.
If you can program it to choose automatically( pick up necessary tool from stockpile just like doc pick up med before tending ), will be perfect.
If you can program it to choose automatically( pick up necessary tool from stockpile just like doc pick up med before tending ), will be perfect.
#104
Unfinished / Re: [B19] Survival Tools Test Release v0.1 (30th September 2018)
September 30, 2018, 10:18:43 PM
Why limit it as "three tools in the inventory"? It's weird.
A human should be able to carry as many tools as he can, normally.
And, what if a pawn is just needed to carry many tools, eg, many tools founded somewhere or bought from trade.
A human should be able to carry as many tools as he can, normally.
And, what if a pawn is just needed to carry many tools, eg, many tools founded somewhere or bought from trade.
#105
Releases / Re: [B19] Interaction Bubbles (v1.4) - A quality of story mod
September 30, 2018, 06:07:04 AM
Very, very, very, excellent.
One little tiny touch, make the whole system totally different.
One little tiny touch, make the whole system totally different.