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 51 
 on: April 18, 2021, 08:27:55 AM 
Started by jabbamonkey - Last post by jabbamonkey
I placed in all the code (and the extra lines for each item...). But, getting an error and the inidividual graphics still aren't showing up (just the default Bionics2 image). Looks like an error with REMOVING the ArchotechBase texPath....

Quote
[Jabbamonkey's HIRES Graphic Overhaul] Patch operation Verse.PatchOperationSequence(count=108, lastFailedOperation=Verse.PatchOperationRemove(/Defs/ThingDef[defName = "ArchotechBase"]/graphicData/texPath)) failed


 52 
 on: April 18, 2021, 08:14:11 AM 
Started by jabbamonkey - Last post by jabbamonkey
I created some updated WORKBENCHES in a mod, and this required editing the Def for the masking. One person said they are getting an error and seeing a red X for a workbench. I think this may be an issue with conflicting mods that affect the workbenches I edited. Can someone help me fix the code, so it overrides other mods (my knowledge of XML is VERY limited) .....

Here are the two error messages...
Quote
1)
XML error: Duplicate XML node name shaderType in this XML block: <graphicData><texPath>Things/Building/Production/TableTailorHand</texPath>

2)
XML Verse.GraphicData defines the same field twice: shaderType.
Field contents: CutoutComplex.
Whole XML:
<graphicData><texPath>Things/Building/Production/TableTailorHand</texPath>

Here is an example of the modified workbench code:
Code: [Select]
<li Class="patchOperationAdd">
<success>Always</success>
<xpath>*/ThingDef[defName = "HandTailoringBench"]/graphicData</xpath>
<value>
<shaderType>CutoutComplex</shaderType>
</value>
</li>

Note: I  know the image path is correct, and I am not receiving errors on my end. Also, the user didn't provide their log, so I don't know what mods could be affecting this.

 53 
 on: April 18, 2021, 07:14:24 AM 
Started by jabbamonkey - Last post by Shinzy
I might've also not explained the whole thing with enough clarity to begin with!
here *should* be a working patch operation (I'm not 100% as I haven't touched patching in years)

I feel like you might understand it better if you have a working I hope example to look at :D

You'll just need to fill in the remaining body parts there or it'll likely complain about missing textures on startup
If there's any further problems let me know as It's possible I've overlooked something

Code: [Select]
<Operation Class="PatchOperationSequence">
<!--This one is the main operation that handles all the other ones nested within it's 'operations' in a single go-->
<success>Always</success>
<operations>

<li Class="PatchOperationTest">
<xpath>/Defs/ThingDef[defName = "ArchotechBase"]/graphicData/texPath</xpath>
<success>Invert</success>
</li>
<!--This one checks if tex path exists within ArchotechBase-->

<li Class="PatchOperationRemove">
<xpath>/Defs/ThingDef[defName = "ArchotechBase"]/graphicData/texPath</xpath>
</li>
<!-- This one removes it-->

<li Class="PatchOperationAdd">
<xpath>/Defs/ThingDef[defName = "ArchotechEar"]</xpath>
<value>
<graphicData>
<texPath>Things/Item/BodyPart/ArchotechEar</texPath>
                    </graphicData>
</value>
</li>
<!--This one needed to be Add operation instead of replace like I instructed initially! my bad!-->

<li Class="PatchOperationAdd">
<xpath>/Defs/ThingDef[defName = "OTHER ARCHOTECH BODY PART"]</xpath>
<value>
<graphicData>
<texPath>Things/Item/BodyPart/OTHER ARCHOTECH BODYPART TEXTURE</texPath>
                    </graphicData>
</value>
</li>
<!--Add all the bodyparts after eachother like this, make sure they're all within the 'operations' tags!-->
</operations>
</Operation>

 54 
 on: April 18, 2021, 06:03:25 AM 
Started by michaelatlam - Last post by michaelatlam
Here is the link to the save

https://drive.google.com/drive/folders/1kj1vZGMJi2sJtqn2Si4mXDNNVCumreMQ?usp=sharing

 55 
 on: April 18, 2021, 03:32:58 AM 
Started by oldschoolsupplies - Last post by Canute
Hi,
when you still got a safegame with that issue, could you upload it somewhere and post the link.
I bet the devs would take a look on it.
Alternativ if you can reproduce it, describe it,

 56 
 on: April 17, 2021, 07:37:22 PM 
Started by oldschoolsupplies - Last post by oldschoolsupplies
When I entered the mech smoke spewer raid tile, the map was completely covered by opaque smoke. This prevented me from doing anything about the spewer. I "beat" the encounter with the -5000 hp tool from the dev console. No mods.

 57 
 on: April 17, 2021, 02:34:31 PM 
Started by jabbamonkey - Last post by jabbamonkey
Yeah, the game versions kept changing, so I found it hard to keep up with updating the mods... and took a break for awhile.

But, back to the problem.....
As I mentioned, my XML knowledge is VERY limited. I got the following error (with the code I tried below):

Quote
XML error: <value><graphicData><texPath>Things/Item/BodyPart/Bionic2</texPath></graphicData></value> doesn't correspond to any field in type PatchOperationRemove. Context: <li Class="PatchOperationRemove"><xpath>Defs/ThingDef[defName = "ArchotechBase"]</xpath><value><graphicData><texPath>Things/Item/BodyPart/Bionic2</texPath></graphicData></value></li>


[MyMod]Patch operation Verse.PatchOperationSequence(count=109, lastFailedOperation=Verse.PatchOperationTest(Defs/ThingDef[defName = "ArchotechBase"])) failed
file: D:\Games\Steam\steamapps\common\RimWorld\Mods\MyMod\Patches\MedPatches.xml

And here is the modified code (I'm sure there's some mistakes in there). I commented out what I THINK is going on, and what some possible issues could be...

Code: [Select]
<li Class="PatchOperationTest">
<xpath>Defs/ThingDef[defName = "ArchotechBase"]</xpath>
</li>
<!-- So, the above should check if it exists (if the xpath is correct). This appears to be where the error is .... See my notes below the code. -->
<li Class="PatchOperationRemove">
<xpath>Defs/ThingDef[defName = "ArchotechBase"]</xpath>
<value>
<graphicData>
<texPath>Things/Item/BodyPart/Bionic2</texPath>
</graphicData>
</value>
</li>
<!-- and this should remove the texture from the parent. Right?  I don't want to remove any of the other information from ArchotechBase because it might be important. -->
<li Class="patchOperationReplace">
<xpath>Defs/ThingDef[defName = "ArchotechEar"]</xpath>
<value>
  <graphicData>
                             <texPath>Things/Item/BodyPart/ArchotechEar</texPath>
                           </graphicData>
</value>
</li>
<!-- I think, since the base texture is removed now, this code should replace the texture for the individual item? correct? -->

So, I guess the first question... is the xpath correct?  The <ThingDef Name="ArchotechBase" ParentName="BodyPartModBase" Abstract="True"> tags are located in a file called Items_BodyParts_ArchoVanilla.xml.  So, does that mean the "xpath" is correct or not (not sure how to determine this ... I just know all of the other ThingDefs are in here)

 58 
 on: April 17, 2021, 02:02:26 PM 
Started by Reverie - Last post by Madman666
No, i dont mean your colonists standing on the same tile. That was there for ages, there is even a mod that lets your pawns stay on the same tile (or was one in b18 at least). I mean this buggy, laggy behavior with pawns entering hallways en masse, then breaking the crap out of PatherTick. That wasn't a thing earlier.

 59 
 on: April 17, 2021, 01:33:18 PM 
Started by michaelatlam - Last post by Canute
Hi,
could you upload the safegame somewhere and post the link ?
I think the devs would like to take a look on it.

 60 
 on: April 17, 2021, 01:11:56 PM 
Started by michaelatlam - Last post by michaelatlam
I have undergoing a quest named as the subject. I have defeated the raid and it says the shuttle will be coming to rescue them but when it lands it does not actually appear and when i jump to its location it just goes to an empty spot, I dont have any mods, I did install 1 in the past called Double Population, but never really played on it. So have been running a clean map.

I noticed on the debug i get this shuttle tick that its arriving but bugging somehow. Can anyone help, have a lovely reward waiting for me! need dems urianiums :)

this is the debug message:

Exception ticking ShuttleIncoming4062825 (at (218, 0, 178)): System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.CompShuttle+<>c.<CompTick>b__60_0 (Verse.Thing p) [0x00000] in <c36f9493c9844ddaa7fb5c788416098f>:0
  at System.Linq.Enumerable.All[TSource] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] predicate) [0x0002c] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
  at RimWorld.CompShuttle.CompTick () [0x0010e] in <c36f9493c9844ddaa7fb5c788416098f>:0
  at Verse.ThingWithComps.Tick () [0x00024] in <c36f9493c9844ddaa7fb5c788416098f>:0
  at Verse.ThingOwner.ThingOwnerTick (System.Boolean removeIfDestroyed) [0x00021] in <c36f9493c9844ddaa7fb5c788416098f>:0
  at RimWorld.Skyfaller.Tick () [0x00000] in <c36f9493c9844ddaa7fb5c788416098f>:0
  at Verse.TickList.Tick () [0x0015c] in <c36f9493c9844ddaa7fb5c788416098f>:0
Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

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