Ludeon Forums

Ludeon Forums

  • July 02, 2022, 05:07:26 AM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2] 3 4 ... 10
 on: June 27, 2022, 07:55:40 AM 
Started by JRedStone - Last post by sao_Y_yang

 on: June 26, 2022, 09:02:55 PM 
Started by Rev.J - Last post by Rev.J
Screenshot of Colonist selected:

Save files (before & after) and log files.

Smarter Deconstruction and Mining
Various Space Ship Chunk (Continued)
Stack XXL
[WD] Realistic Darkness
Avoid Friendly Fire
Bionic icons
CM Color Coded Mood Bar [1.1+]
Pick Up And Haul
Wall Light
Simple sidearms
Medical Tab
Expanded Prosthetics and Organ En...
No Version Warning
RPG Style Inventory
Roads of the Rim (Continued)
Statue from chunks [1.2+]
Change map edge limit

I’ve done a Google search and this problem has come up several times (with different combinations of mods, so I’m not conviced it’s a mod clash) with no solution. This was the second colonist I’ve promoted and the first was fine.

Help would be appreciated.

 on: June 26, 2022, 03:55:13 PM 
Started by Lunatico9 - Last post by Stonenimrod
Ciao Spappo, lo so che è passato un po di tempo :P. Cercherò di controllare e caricare le traduzioni.

ho provato a sostituire la cartella .rar presente in "C:\Program Files(x86)\Steam\steamapps\common\RimWorld\Data\Ideology\Languages" con la mia traduzione, ma questa nel gioco non viene presa in considerazione e resta comunque in inglese. Qualche consiglio?
Io ho direttamente estratto il fire rar/tar in una cartella normale chiamata Italiano. All'interno del gioco mi appare direttamente come possibilità la lingua Italiano. Magari prova a controllare che all'interno dei files di traduzione non ci siano errori di sintassi (una parentesi mancante), penso che lo puoi controllare facendo il report di traduzione (nella schermata principale, sulla sinistra il pulsante Salva report di traduzione)

Buona serata

 on: June 26, 2022, 03:35:37 PM 
Started by Basker_ville - Last post by Basker_ville
There's a bug that was introduced in RimWorld's latest patch (June 6th 2022 - v1.3.3387). In this patch several Ideology improvements and fixes were made. One such change created this situational but annoying bug.

The error only presents with Ideology active, and it concerns some mods which override "HediffComp.Notify_PawnDied()" in order to change or resurrect human pawns at the moment of their death. Examples include Witcher - Monster Hunt (lycanthropy), Vanilla Cooking Expanded (resurrecter condiment), and others.

When a member of the player's Ideology dies, and the Notify_PawnDied() override is triggered (leading to either a transformation or resurrection) a red error occurs:

Full Stacktrace of a colonist being killed and resurrecting immediately:
Code: [Select]
Error in Precept.Notify_MemberDied(): System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.RitualObligationTargetWorker_GraveWithTarget.LabelExtraPart (RimWorld.RitualObligation obligation) [0x0000b] in <81af9f8a18324e17b286924a43555a7c>:0
  at RimWorld.RitualObligation.get_LetterLabel () [0x00000] in <81af9f8a18324e17b286924a43555a7c>:0
  at RimWorld.Precept_Ritual.AddObligation (RimWorld.RitualObligation obligation) [0x00216] in <81af9f8a18324e17b286924a43555a7c>:0
  at RimWorld.RitualObligationTrigger_MemberDied.Notify_MemberDied (Verse.Pawn p) [0x0006e] in <81af9f8a18324e17b286924a43555a7c>:0
  at RimWorld.Precept_Ritual.Notify_MemberDied (Verse.Pawn p) [0x00025] in <81af9f8a18324e17b286924a43555a7c>:0
  at RimWorld.Ideo.Notify_MemberDied (Verse.Pawn member) [0x00011] in <81af9f8a18324e17b286924a43555a7c>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
RimWorld.Ideo:Notify_MemberDied (Verse.Pawn)
(wrapper dynamic-method) Verse.Pawn:Verse.Pawn.Kill_Patch4 (Verse.Pawn,System.Nullable`1<Verse.DamageInfo>,Verse.Hediff)
(wrapper dynamic-method) Verse.Pawn_HealthTracker:Verse.Pawn_HealthTracker.CheckForStateChange_Patch2 (Verse.Pawn_HealthTracker,System.Nullable`1<Verse.DamageInfo>,Verse.Hediff)
(wrapper dynamic-method) Verse.Pawn_HealthTracker:Verse.Pawn_HealthTracker.AddHediff_Patch2 (Verse.Pawn_HealthTracker,Verse.Hediff,Verse.BodyPartRecord,System.Nullable`1<Verse.DamageInfo>,Verse.DamageWorker/DamageResult)
Verse.Pawn_HealthTracker:PostApplyDamage (Verse.DamageInfo,single)
Verse.Pawn:PostApplyDamage (Verse.DamageInfo,single)
(wrapper dynamic-method) Verse.Thing:Verse.Thing.TakeDamage_Patch5 (Verse.Thing,Verse.DamageInfo)
RimWorld.Verb_MeleeAttackDamage:ApplyMeleeDamageToTarget (Verse.LocalTargetInfo)
RimWorld.Verb_MeleeAttack:TryCastShot ()
Verse.Verb:TryCastNextBurstShot ()
Verse.Verb:WarmupComplete ()
(wrapper dynamic-method) Verse.Verb:Verse.Verb.TryStartCastOn_Patch2 (Verse.Verb,Verse.LocalTargetInfo,Verse.LocalTargetInfo,bool,bool,bool)
(wrapper dynamic-method) Verse.Verb:Verse.Verb.TryStartCastOn_Patch1 (Verse.Verb,Verse.LocalTargetInfo,bool,bool,bool)
RimWorld.Pawn_MeleeVerbs:TryMeleeAttack (Verse.Thing,Verse.Verb,bool)
Verse.AI.JobDriver_AttackMelee:<MakeNewToils>b__3_1 ()
Verse.AI.Toils_Combat/<>c__DisplayClass6_0:<FollowAndMeleeAttack>b__0 ()
Verse.AI.JobDriver:DriverTick ()
Verse.AI.Pawn_JobTracker:JobTrackerTick ()
Verse.Pawn:Tick ()
Verse.TickList:Tick ()
(wrapper dynamic-method) Verse.TickManager:Verse.TickManager.DoSingleTick_Patch2 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
Verse.Game:UpdatePlay ()
Verse.Root_Play:Update ()

The red error occurs because the corpse in the crosshairs of Notify_MemberDied() immediately vanishes. After modifying one affected mod so that the pawn's corpse was retained, there was no longer a red error. However, that solution is itself a problem as it doesn't make sense thematically to retain the corpse.

I used a program to detect any differences in some portions of assembly between RimWorld v1.3.3387 (current) and the previous version. There were no changes in RitualObligationTargetWorker_GraveWithTarget or RitualObligationTargetFilter (which contain LabelExtraPart()) between versions. There was a change in RitualObligation between versions: notably the addition of "public string LetterLabel" which includes a reference to LabelExtraPart(). This section of code reads:

Code: [Select]
public string LetterLabel
string text = this.precept.obligationTargetFilter.LabelExtraPart(this);
string result;
if (text.NullOrEmpty())
result = "RitualOpportunity".Translate(this.precept.LabelCap);
result = "RitualOpportunityFor".Translate(this.precept.LabelCap) + " " + text;
return result;

This seems to be the discrepancy between versions which in some way leads to this error. I don't understand why it would be the problem, because it contains a conditional statement for null or empty text. Maybe this section of code is executed at a time inconvenient for this method of changing a pawn? Maybe it invokes LabelExtraPart() before RitualObligationTargetWorker_GraveWithTarget.ObligationTargetsValid() can validate the target? But if a pawn is just obliterated at once with explosives there's no issue, so I don't understand why in this instance the corpse vanishing is a problem.

Any suggestions on circumventing this issue?

Is there a way to simply exempt a pawn or a pawn's corpse, specifically if they have a certain hediff, from Ritual Obligations or the Member_Died() notification, without having to cut them out of the ideology entirely?

 on: June 26, 2022, 01:21:27 AM 
Started by JRedStone - Last post by JRedStone

 on: June 24, 2022, 09:47:46 PM 
Started by Schmiddy - Last post by dxcfdk
Now, what i will propose is essentially something that combines the "call of Cthulhu" and "Prisoner Labour" mod...

Although a very louse connection...
Essentially (as a huge Warhammer fan) i always wanted to live out my dreams of being an evil slave labourer Overlord who actually gets benefits out of torturing his slaves.

Now yes, i know i can sacrifice people in my cults, and i can use the Lord of The Rims mod to emmulate elfes.... although nothing qutie gets close to what i imagine.

Now, initially a tribute system would be nice, so kind of like the Dark Elder in 40k you would be harvesting the suffering of your prisoners to give yourself benefits. A system that uses the Negative mood of your Prisoners and gives you points, which you can then spent on your Charackters (similar to how the "Star Wars - The Force" mod works).

These Abilities would increase in Cost and lend minor boni in the Beginning, although should gradually increase in expansiveness to encourage having as many prisoners as possible. Keeping in mind that you also have to feed them and leave them alive somewhat provides a gradual challange for the benefits.

One of the Major additions would be the ability to build and use torture devices (maybe they use some sort of the crafting system in which the prisoner gets assigned to "work" there). Some of them should also provide a major mood debuff to make them even more viable than normal things and should, to some extend, injure them.

Lastly a system should be in place that surpresses Mental breakdowns for your prisoners, maybe not completely (see "List of Abilities" for how i imagine it). Your wardens or jailors should have a certain "Aura" of respect and fear (maybe dependend on social level or on a perk which you can invest the "torture points" in.) This Aura shouldn´t prevent breakdowns, but it should however prevent "aggressive ones", like berserk. Ofcourse this needs some sort of treshold, so its not completely removed, but at least the chance is decreased within the proximity of the jailor.

List of Abilities/Perks

-Aura of Fear; Your enemies shiver in fear, and wet their panties at the thought of what you could do to them once they capture them...
[-Mood debuff for attackers per level as well as a lower Chance of Mental Breaks among prisoners within an aoe]

-Hunter; Made to CAPTURE and not to KILL their victims, these profound marksman are agile and quick.
[Has a higher chance of not immediatly Killing an enemy upon hit and gives increased movementspeed as well as Accuracy]

-Humoncoli; Master the art of Torture and suffering
[Making this person attack someone in Melee injures the Targets extremeties without dameging anything vital, every hit gives you more "Torture Points". This Skill also allows operations without narcotics on your Prisoners]

-Corsair; Refine the art of Pillaging and Hunting outside of your territory
[increases Global Travel time and increases Carry weight in a Caravan]

-Executioner; Death on the Battlefield is closer to a ritual execution, rather than formal combat...
[Increases Melee, Killed people give you "Torture Points"]

List of Torture instruments:

-The Rack
-The Brazen Bull
-Electric Chair (non lethal)
-Whipping post (requires warden)
-Operating Table (used for Prisoner Operations (without Narcotics))

I feel really Sick submitting this... but hey, its just a game afterall.
Feel free to add or talk about this; i have no idea how and if this is even feasable.

Thanks for reading!

 on: June 24, 2022, 04:41:00 AM 
Started by jmeyer73 - Last post by jmeyer73
Not sure if the game is bugged, but my tortured artist has gotten 9 catatonic breakdowns now without a single inspiration. Can anybody confirm if it's possible?

 on: June 21, 2022, 09:24:16 AM 
Started by Anxious_Okapi - Last post by Anxious_Okapi
Put it in the wrong topic sorry

 on: June 21, 2022, 09:17:02 AM 
Started by Anxious_Okapi - Last post by Anxious_Okapi
for some strange reason I seem unable to order pawns to haul dead creatures back to storage but they can do it when they want by their own will. It keeps saying that the dead creature is too heavy. Even alpacas.

 on: June 19, 2022, 10:42:21 AM 
Started by MiiMe19 - Last post by glass zebra
There has been "some fix" for linux mouse issues, but the slider problem still exists. My advice in the meantime would indeed be to use proton/wine. The game works better like that than the native linux version in some ways.

Pages: 1 [2] 3 4 ... 10