[1.4] Star Wars - A RimWorld Series (10/24/2022)

Started by jecrell, April 09, 2017, 07:20:19 AM

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Dobroslaw

Hello,

any chance to make it compatybile with Combat Extended?

Lennbolt7

#271
I'm having an issue regarding the ability to upgrade force users. The debug log didn't give me much, so here's what I did to go alongside it. Hope this helps.

Started up the game after installing vampires, gave a vampire the force sensitive trait, then leveled them up. Lightsaber abilities and force pool could be upgraded, but force powers did not even appear. When I tried to open the debug log a dark shadow appeared where it should have been. That was fixed when exiting the force menu. The same thing happened when attempting this with a non vampire pawn.

Here's what the debug log gave me.
---------------------------------------------------------------------
Exception filling tab ProjectJedi.ITab_Pawn_Force: System.NullReferenceException: Object reference not set to an instance of an object
  at ProjectJedi.ForcePower.get_Icon () [0x00000] in <filename unknown>:0
  at ProjectJedi.ForceCardUtility.PowersGUIHandler (Rect inRect, ProjectJedi.CompForceUser compForce, System.Collections.Generic.List`1 forcePowers, UnityEngine.Texture2D pointTexture) [0x00000] in <filename unknown>:0
  at ProjectJedi.ForceCardUtility.DrawForceCard (Rect rect, Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at ProjectJedi.ITab_Pawn_Force.FillTab () [0x00000] in <filename unknown>:0
  at Verse.InspectTabBase+<DoTabGUI>c__AnonStorey44F.<>m__65A () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.Log:ErrorOnce(String, Int32)
Verse.<DoTabGUI>c__AnonStorey44F:<>m__65A()
Verse.ImmediateWindow:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey2C4:<>m__1B1(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)

Edit: I'm also getting this red error thrown at me when trying to use call of cuthulu psionics.

Exception ticking Steel: System.NullReferenceException: Object reference not set to an instance of an object
  at AbilityUser.CompAbilityUser.AddAbilityInternal (AbilityUser.AbilityDef abilityDef, System.Collections.Generic.List`1& thelist, Boolean activenow, Single savedTicks) [0x00000] in <filename unknown>:0
  at AbilityUser.CompAbilityUser.AddPawnAbility (AbilityUser.AbilityDef abilityDef, Boolean activenow, Single savedTicks) [0x00000] in <filename unknown>:0
  at CultOfCthulhu.CompPsionicUser.PostInitializeTick () [0x00000] in <filename unknown>:0
  at CultOfCthulhu.CompPsionicUser.CompTick () [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.Tick () [0x00000] in <filename unknown>:0
  at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

EligibleFoot

Hi, I've been trying out your A18 updates you have posted on github and I am having trouble with the force powers and the force tab disappearing when I reload into my colony. I am on 18.1722. I've tested only using hugslib, jectools, the force, and lightsabers in that order and get the same result each time.

Here is the error I get :
Config error in PJ_MeleeWeapon_ForceGladius: PJ_MeleeWeapon_ForceGladius has destroyOnDrop but not menuHidden.
Verse.Log:Warning(String)
Verse.DefDatabase`1:ErrorCheckAllDefs()
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)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()






ColtSub

#273
I've apearently found a bug at the world generation stage, in the mod - Star Wars - The Force A18 , that when you try to select any spot on the world map it dosent show the biome information and there isnt any selection mark on the spot selected which means i cant create a colony on a custum spot , although clicking the 'select random site' button works as intended and lets you continue.

Was using 100+ mods when the error occurred , i stripped them all and tried with just the essentials

Loaded mods:
Core
HugsLib[4.0.1]
JecsTools
Star Wars - The Force A18
ModSwitch

Output Log:  https://gist.github.com/HugsLibRecordKeeper/0bca32586b245f954cf7ce1d0404469b

notabot

#274
Noticed an oddity with one of my force users - a Sith with maxed dark side powers and force pool plus full bionic upgrades (EPOE versions) rips off heads with Force Choke and nearly always one-shots any humanoid raiders she hits if she uses lightning or storm. However, if I equip a lightsaber (poor quality plasteel with a silver crystal) her choke and storm never kill, only single-target lightning seems to retain its power.

Using Simple Sidearms I can switch her to unarmed to lay waste with force powers, then switch to the lightsaber if I feel like using that afterward. Really weird dynamic though, probably not intended?

Equipping a blaster never seemed to have that effect, FWIW. Haven't tested much else since I only just noticed it.

Canute

I notice at my last star wars colony,
lightsaber can't alter the skill strenghts, depend on the crystal.
In combination with the awful quality it is very possible that are less effectiv.
But you could use these feature too. Special choke at lower strenght can be used to down raiders for a short while, that allow you to capture them.

linkrag

Hello! I would like to say i love ur mod.

It will be update to B18? Please xD

Thanks! Good Job!

MCreeper


Canute

Pssssttt, don't tell a steam user about github ! :-)

notabot

Love the mod! I get a lot of yellow errors though, and I think some things are broken. Haven't seen an ATST/ATAT or anything like that in any of my games so far, for example.

Quote
Config error in SWFactions_WalkerThing: surgery bed requirement mismatch; flesh-type Mechanoid is False, recipe SWFactions_RepairsATST is True
Verse.Log:Warning(String)
Verse.DefDatabase`1:ErrorCheckAllDefs()
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)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Config error in SWFactions_ATATThing: surgery bed requirement mismatch; flesh-type Mechanoid is False, recipe SWFactions_RepairsATAT is True
Verse.Log:Warning(String)
Verse.DefDatabase`1:ErrorCheckAllDefs()
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)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Config error in SWFactions_SpeederThing: surgery bed requirement mismatch; flesh-type Mechanoid is False, recipe SWFactions_RepairsSpeeder is True
Verse.Log:Warning(String)
Verse.DefDatabase`1:ErrorCheckAllDefs()
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)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Config error in PJ_MeleeWeapon_ForceGladius: PJ_MeleeWeapon_ForceGladius has destroyOnDrop but not menuHidden.
Verse.Log:Warning(String)
Verse.DefDatabase`1:ErrorCheckAllDefs()
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)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Config error in PJ_RebVillager: Cheapest weapon with one of my weaponTags costs 1285 but weaponMoney min is 225, so could end up weaponless.
Verse.Log:Warning(String)
Verse.DefDatabase`1:ErrorCheckAllDefs()
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)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Config error in PJ_RebCouncilman: Cheapest weapon with one of my weaponTags costs 1285 but weaponMoney min is 225, so could end up weaponless.
Verse.Log:Warning(String)
Verse.DefDatabase`1:ErrorCheckAllDefs()
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)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Config error in PJ_RebTrader: Cheapest weapon with one of my weaponTags costs 1285 but weaponMoney min is 225, so could end up weaponless.
Verse.Log:Warning(String)
Verse.DefDatabase`1:ErrorCheckAllDefs()
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)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Config error in SWFactions_WalkerThing: surgery bed requirement mismatch; flesh-type Mechanoid is False, recipe SWFactions_RepairsATST is True
Verse.Log:Warning(String)
Verse.DefDatabase`1:ErrorCheckAllDefs()
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)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Config error in SWFactions_ATATThing: surgery bed requirement mismatch; flesh-type Mechanoid is False, recipe SWFactions_RepairsATAT is True
Verse.Log:Warning(String)
Verse.DefDatabase`1:ErrorCheckAllDefs()
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)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Config error in SWFactions_SpeederThing: surgery bed requirement mismatch; flesh-type Mechanoid is False, recipe SWFactions_RepairsSpeeder is True
Verse.Log:Warning(String)
Verse.DefDatabase`1:ErrorCheckAllDefs()
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)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Config error in PJ_MeleeWeapon_ForceGladius: PJ_MeleeWeapon_ForceGladius has destroyOnDrop but not menuHidden.
Verse.Log:Warning(String)
Verse.DefDatabase`1:ErrorCheckAllDefs()
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)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Canaris

*Annoying cunt mode on* Is that massive fps drop whenever i have lightsaber activated is a feature or bug ? *annoying cunt mode off*

On serious note : yeah, i get massive drop when i activate sabers.
One saber activated on speed 1 brings down my fps from 60 to 14-15 ....
Phoneposter - typos will happen.

Umbreon117

Quote from: Canaris on December 30, 2017, 10:46:10 AM
*Annoying cunt mode on* Is that massive fps drop whenever i have lightsaber activated is a feature or bug ? *annoying cunt mode off*

On serious note : yeah, i get massive drop when i activate sabers.
One saber activated on speed 1 brings down my fps from 60 to 14-15 ....
The Force is too strong for this one.
I'll shoot your colonists...After a long nap.

Gegorri

I have a question about this mod... is there a way to craft ligthsabers? I just can't figure out how...

Canute

At first, you should try the Mod HelpPal, mosttimes with this mod you can answer these question ingame.

So far i remember at the A17 version you could craft them at the Componet Assembly bench.

Edixo

I can't seem to unload crystals from lightsabers - the function simply doesn't work.

Using B18 version, by the way.
Nothing says "Home Security" like 50 turrets