[A17] Faction Colors 1.5 (25.08.2017)

Started by Cpt.Ohu, November 17, 2016, 05:20:20 AM

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Tenshi~Akari

I just updated to the most recent version because I was also having trouble with the orbital pirate & combat traders... but now, I seem to be getting two errors thrown at me on startup:

Failed to find RimWorld.WorldObjectDef named PlayerFactionStoryTracker. There are 9 defs of this type loaded.
Verse.Log:Error(String)
Verse.DefDatabase`1:GetNamed(String, Boolean)
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, Object[])
Verse.GenDefDatabase:GetDef(Type, String, Boolean)
RimWorld.DefOfHelper:BindDefsFor(Type)
RimWorld.DefOfHelper:RebindAllDefOfs(Boolean)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__735()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()


Could not load UnityEngine.Texture2D at UI/Buttons/Banner in any active mod or in base resources.
Verse.Log:Error(String)
Verse.ContentFinder`1:Get(String, Boolean)
FactionColors.FactionColorUtilities:.cctor()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(IntPtr)
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(RuntimeTypeHandle)
Verse.StaticConstructorOnStartupUtility:CallAll()
Verse.PlayDataLoader:<DoPlayLoad>m__6F8()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Entry:Update()


Not sure if the last one was anything related, but it was a red error as well. Either way, nothing changed other than me deleting & replacing the old files w/ new ones for Faction colors... I'll probably try re-ordering to see if it goes away, but it worked fine before in the very same order it's currently in...

<modNames>
<li>Core</li>
<li>HugsLib</li>
<li>Camera+</li>
<li>Zhentar's Vanilla Fixes</li>
<li>Animal Tab</li>
<li>Medical Tab</li>
<li>Wildlife Tab</li>
<li>Zhentar's Vanilla Tweaks</li>
<li>Blueprints</li>
<li>Lockable Doors</li>
<li>FactionColors</li>
<li>EdB Prepare Carefully</li>
<li>AnimuHair</li>
<li>Nackblad Inc Rimhair</li>
<li>Rimsenal - Rimhair</li>
<li>Spoons Hair Mod</li>
<li>xeva - Rimhair</li>
<li>Better Pathfinding</li>
<li>DeadMansClothing</li>
<li>Hospitality</li>
<li>WM Smarter food selection</li>
<li>LongRangePodLauncher</li>
<li>Miniaturisation</li>
<li>Core Driller</li>
<li>Core Driller - Stone Addon</li>
<li>JTReplaceWalls</li>
<li>I Can Fix It!</li>
<li>Animal Feed Trough V1.1</li>
<li>Barn Stall V1.0</li>
<li>Area Rugs v1.04</li>
<li>Improved Increased Stack</li>
<li>Tilled Soil</li>
<li>Stuffed Vents A15</li>
<li>TrueMods - cloth sandbags</li>
<li>TrueMods - ship engine size adjustment</li>
<li>TrueMods - plasteel reinforced power conduits</li>
<li>QualityBuilder</li>
<li>Allow Tool</li>
<li>Vein Miner</li>
<li>Defensive Positions</li>
<li>Mad Skills - Tiered</li>
<li>Master Dihtung Metals </li>
<li>Master Dihtung's More Stones </li>
<li>FashionRIMsta</li>
<li>RIMkea</li>
<li>[sd] round tables</li>
<li>Vegetable Garden </li>
<li>GouRIMet 1.0</li>
<li>More Vanilla Turrets</li>
<li>JTBetterShipReactor</li>
<li>JTMoreHydroponicOptions</li>
<li>Fluffy Breakdowns</li>
<li>Medieval Asian Weapons</li>
<li>Realistic Moods and Needs</li>
<li>[T] ExpandedCrops (for Vegetable Garden)</li>
<li>Animal Hoods</li>
<li>Primitive Floors</li>
<li>Hand Me That Brick</li>
<li>LT-Gardening</li>
<li>[T] RawCropThoughts</li>
<li>Miscellaneous 'CORE'</li>
<li>Misc. MAI</li>
<li>Misc. Robots</li>
<li>Misc. Robots++</li>
<li>Misc. Training</li>
<li>Mending</li>
<li>Trading Spot</li>
<li>Glass+Lights</li>
<li>MeerkatMod</li>
<li>PrisonExtensions</li>
<li>CaravanSpot</li>
<li>Componentsx10</li>
<li>Cheaper Components</li>
<li>More Trade Ships</li>
<li>Crafting Hysteresis</li>
<li>Better Shooting Skill</li>
<li>Big Batteries</li>
<li>FishIndustry</li>
<li>Set-Up Camp</li>
<li>RimFridge</li>
<li>Path Avoid</li>
<li>Camping Stuff</li>
<li>Fences And Floors</li>
<li>Snowy Trees</li>
<li>Dubs Rimkit(Medkit)</li>
<li>Hygiene</li>
<li>Conduit Deconstruct</li>
<li>Haulpriority_lite</li>
<li>Pests</li>
<li>LED Lights</li>
<li>Clutter Furniture Module</li>
<li>Additional Joy Objects</li>
<li>JTExport</li>
<li>MiningCo. MMS</li>
<li>Clutter Weapon Hands</li>
<li>More Furniture</li>
<li>[T] MoreBedsVanilla (for More Furniture)</li>
<li>[sd] medicaddons (more furniture compatible version)</li>
<li>Craftable Personal-Shields</li>
<li>Area Unlocker</li>
<li>Stack Merger</li>
<li>Better Terrain</li>
<li>ThrumboWool</li>
<li>SS Lightning Rod</li>
<li>Research Scrollbars</li>
<li>MorePackAnimals</li>
<li>MiningCo. MiningHelmet</li>
<li>Dog Bowl</li>
<li>Ugh You Got Me</li>
<li>Reverse Commands</li>
<li>CleaningArea</li>
<li>SS Clocks</li>
<li>Sync growth</li>
<li>ZWAnimals A16</li>
<li>Rumours And Deception</li>
<li>RomanceDiversified</li>
<li>Ofuton</li>
<li>Shibainu</li>
<li>Roof Support A16</li>
<li>ishidourou plus</li>
<li>iroriplus</li>
<li>fusuma plus</li>

koni

#16
As you may know, I am working on a mod which is using this framework.
But I have a little problem: The different colors weren't show on the item lying on the ground



The mistake comes probably from myself, but please tell what I've done wrong

[attachment deleted by admin due to age]

Cpt.Ohu

@ Tenshi: There is a feature missing that enables setting the player faction colors. That was an error on my part since I uploaded the advanced version of the assembly without adjusting the defs / textures.

@ Koni: It looks like the tintmap for your item texture can't be located, hence the texture remains white. Look at the filenames and check for spelling errors.

Update:

- new Tab: Coat of Arms. Allows you to specify your faction colors and a bannertype to rally around:



I'm still trying to get the actual preview onto the GUI. There is now a flag pole under Misc which lets you design your banner.

koni

Quote from: Cpt.Ohu on March 06, 2017, 06:03:05 AM

Update:

- new Tab: Coat of Arms. Allows you to specify your faction colors and a bannertype to rally around:



I'm still trying to get the actual preview onto the GUI. There is now a flag pole under Misc which lets you design your banner.

Very nice to see this, but here I found a small bug: generated faction pawn spawn only  with one color, which is the second defined one. Also Pawns with your camouflage armor generate with the second camo-color AND the second faction color.
At this point I won't criticize you, I'm just informing.

Cpt.Ohu

Thanks, didn't spot that on my setup. Should be fixed now.

Multistream

hey, you are using old version of Harmony in your mod, which may cause conflicts. Can you provide an update?

Cpt.Ohu

Updated the mod to current Harmony version.

Also disentangled the base assembly and the example mod for those who do not want the examples provided in the game.

The-Eroks

This is great work! Do you mind if I incorporate this into a fantasy core that I am designing?

Cpt.Ohu

For purposes of updating I think it would be easier to link a dependency, but if you want you can ship the DLL with it.

koni

I have a little suggestion/wish to this framework mod, if it's possible: shields that can go with camouflage, composite or coat of arms colors. It also would be great  if this shields can be worn by any alien races like the apini who deny any non-apini clothing(shield cover whole body instead of specific parts).


And spawning with composite armor doesn't work right: the random non-stuff color is not generated.

AngleWyrm

Would it be possible to make faction insignia banners with this tool? Maybe a place-able banner for fortress insignia, with different colors for different factions, and a variety of basic stencils that apply colors?
My 5-point rating system: Yay, Kay, Meh, Erm, Bleh

Cpt.Ohu

#26
Quote from: koni on May 14, 2017, 09:10:12 AM
I have a little suggestion/wish to this framework mod, if it's possible: shields that can go with camouflage, composite or coat of arms colors. It also would be great  if this shields can be worn by any alien races like the apini who deny any non-apini clothing(shield cover whole body instead of specific parts).


And spawning with composite armor doesn't work right: the random non-stuff color is not generated.

I noticed the latter too recently. At least when it's spawned on pawns directly. Will try and fix that.

Shields are doable, since there are a lot of them out there already. I'm just currently busy with other stuff.

Quote from: AngleWyrm on May 15, 2017, 08:53:06 AM
Would it be possible to make faction insignia banners with this tool? Maybe a place-able banner for fortress insignia, with different colors for different factions, and a variety of basic stencils that apply colors?

It should be very much possible. Just look at the Comp for drawing the flag. In theory this can be applied to anything you can build. Right now the graphical options are limited though since I haven't included directory modification in the XML. Also right now this was intended for player colonies only, so if the AI builds one of these, it will draw the player graphic.

koni

How goes updating to A17? Faction Colors is an essential framework to my Ancient Rim and it would be great to get it too into A17.

Cpt.Ohu

Unfortunately I'm currently quite busy with RL, so I can't say how long it will take to update.

Cpt.Ohu

Update



I've put up an initial release for A17. The examples remain for A16, however barring some basic XML differences, everything else remained the same.