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Author Topic: [1.1] SimpleSidearms (1.4.0)  (Read 296390 times)

bigheadzach

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Re: [1.0] SimpleSidearms (1.3.1)
« Reply #300 on: October 29, 2018, 11:21:25 AM »

Bless you, good sir. There really is nothing finer than to be able to come loaded for ranged, short, melee, and non-lethal options and have them all be a click away.
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PixelBitZombie

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Re: [A19] SimpleSidearms (1.3.0)
« Reply #301 on: October 29, 2018, 12:25:19 PM »

Thats why some clever people made download tools for.
Copy the link, the tool analyse the clipboard and detect a link and add it to the download list.
No annoying popups beside captcha's.

Except the site wasn't flagged. The download was. Obviously doesn't matter now seeing we got 1.0 release. I just wanted to clarify.
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Canute

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Re: [1.0] SimpleSidearms (1.3.1)
« Reply #302 on: October 29, 2018, 12:32:53 PM »

Download tool for the annoying download site.
Multiple virus tools if your favoured one detect one. When 2 of 3 warn about the download, it is different thing.

alexo

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Re: [1.0] SimpleSidearms (1.3.1)
« Reply #303 on: October 29, 2018, 10:16:19 PM »

LOVEEEEEEEEEEEEE
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ultra4

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Re: [1.0] SimpleSidearms (1.3.1)
« Reply #304 on: November 01, 2018, 07:54:25 AM »

Don't know if it's a conflict, but when pawns are shooting and i order them to charge melee, they dont just switch, they drop the primary on the ground... this happens EVEN if this mean dropping a spear and using a pikaxe (or fist)
 
« Last Edit: November 01, 2018, 07:59:42 AM by ultra4 »
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coldcell

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Re: [1.0] SimpleSidearms (1.3.1)
« Reply #305 on: November 01, 2018, 12:38:18 PM »

Does this mod conflict with Smart Medicine? That mod allows doctors to carry medicine, so I don't know how the inventory system from this mod will affect it.

Regardless, thanks for the 1.0 update!
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Canute

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Re: [1.0] SimpleSidearms (1.3.1)
« Reply #306 on: November 01, 2018, 12:44:02 PM »

Both work well together.

raydarken

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Re: [1.0] SimpleSidearms (1.3.1)
« Reply #307 on: November 07, 2018, 10:27:30 AM »

I'm having an issue where tribal raiders are generating with pistols as sidearms (which I have enabled to be usable as sidearms). I have selected the option to expand neolithic weapons, but the pistols are not set as neolithic weapons.

Can you please let me know what I might be doing wrong with the settings? Thanks.
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Canute

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Re: [1.0] SimpleSidearms (1.3.1)
« Reply #308 on: November 13, 2018, 05:38:33 PM »


a user got problems with Simplesidearms.
Code: [Select]
[HugsLib][ERR] SimpleSidearms caused an exception during OnDefsLoaded: System.MissingMethodException: Method not found: 'HugsLib.ModBase.get_HarmonyInst'.
  at HugsLib.HugsLibController.OnDefsLoaded () [0x00000] in <filename unknown>:0

[StackXXL] Loaded

[HugsLib][ERR] SimpleSidearms caused an exception during OnUpdate: System.NullReferenceException: Object reference not set to an instance of an object
  at SimpleSidearms.SimpleSidearms.Update () [0x00000] in <filename unknown>:0
at HugsLib.HugsLibController.OnUpdate () [0x00000] in <filename unknown>:0
https://gist.github.com/HugsLibRecordKeeper/782f23ccb41354e4eec0253c475eecaf

Since he use steam i think he got the right file structre.
Any idea ?
https://ludeon.com/forums/index.php?topic=46849.0

Heymom

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Re: [1.0] SimpleSidearms (1.3.1)
« Reply #309 on: December 14, 2018, 09:15:12 AM »

I am getting this error.

Code: [Select]
Exception in Verse.AI.ThinkNode_Priority TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
  at SimpleSidearms.utilities.WeaponAssingment.SetPrimary (Verse.Pawn pawn, Verse.Thing toSwapTo, Boolean intentionalEquip, Boolean fromInventory, Boolean dropCurrent, Boolean intentionalDrop) [0x00000] in <filename unknown>:0
  at SimpleSidearms.utilities.WeaponAssingment.reequipPrimaryIfNeededAndAvailable (Verse.Pawn pawn, SimpleSidearms.rimworld.GoldfishModule pawnMemory) [0x00000] in <filename unknown>:0
  at SimpleSidearms.rimworld.JobGiver_RetrieveWeapon.TryGiveJobStatic (Verse.Pawn pawn, Boolean inCombat) [0x00000] in <filename unknown>:0
  at SimpleSidearms.rimworld.JobGiver_RetrieveWeapon.TryGiveJob (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_SubtreesByTag.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob_Patch1(Object, ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch0(Object, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
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Nylux

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Re: [1.0] SimpleSidearms (1.3.1)
« Reply #310 on: December 25, 2018, 12:47:38 AM »

Sent a Pull Request on github for the french translation if you're interested :)
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Datura

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Re: [1.0] SimpleSidearms (1.3.1)
« Reply #311 on: December 25, 2018, 10:21:09 AM »

Amazing concept, works (almost) flawlessly  ;D

I, however, encounter a small issue. More annoying than anything...

Whenever a pawn tries to reacquire their main weapon after having been downed, a NullReferenceException gets thrown as soon as they put it in their inventory :

Code: [Select]
Exception in Verse.AI.ThinkNode_Priority TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
  at SimpleSidearms.utilities.WeaponAssingment.SetPrimary (Verse.Pawn pawn, Verse.Thing toSwapTo, Boolean intentionalEquip, Boolean fromInventory, Boolean dropCurrent, Boolean intentionalDrop) [0x00000] in <filename unknown>:0
  at SimpleSidearms.utilities.WeaponAssingment.reequipPrimaryIfNeededAndAvailable (Verse.Pawn pawn, SimpleSidearms.rimworld.GoldfishModule pawnMemory) [0x00000] in <filename unknown>:0
  at SimpleSidearms.rimworld.JobGiver_RetrieveWeapon.TryGiveJobStatic (Verse.Pawn pawn, Boolean inCombat) [0x00000] in <filename unknown>:0
  at SimpleSidearms.rimworld.JobGiver_RetrieveWeapon.TryGiveJob (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_SubtreesByTag.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob(ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Using the latest version of the mod on RimWorld 1.0.2096. It happens even with only HugsLib and SimpleSidearms.
« Last Edit: December 25, 2018, 10:23:03 AM by Datura »
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Canute

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Re: [1.0] SimpleSidearms (1.3.1)
« Reply #312 on: December 25, 2018, 11:59:15 AM »

Could you maybe explain how you did that ?
Since you said it happen with hugslib and SimpleSidearms only too, you prolly can reproduce it.

Datura

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Re: [1.0] SimpleSidearms (1.3.1)
« Reply #313 on: December 25, 2018, 12:58:40 PM »

Could you maybe explain how you did that ?
Since you said it happen with hugslib and SimpleSidearms only too, you prolly can reproduce it.

Sure, here goes:

- Pawn is equipped with a bolt action rifle (main weapon) & knife and/or revolver (sidearm).
- Pawn gets downed, dropping their weapons.
- Once healed, pawn goes to get their weapons back, after I allowed them back.
- The instant they take their main weapon in their inventory, the aforementioned exception gets thrown.

The game doesn't crash, the sidearm switching still works perfectly afterwards, it's just irritating to have to close the debug log each time it happens.

No error when the pawn gets their sidearm(s) back, only happens with the main weapon.
Happens no matter which main weapon / sidearm(s) are equipped.
Number of sidearms doesn't matter (tested with 0, 1 and 2).

Here's my HugsLib log: https://git.io/fhUhH

Hope this helps :)
« Last Edit: December 25, 2018, 01:19:18 PM by Datura »
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YeojaChingu

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Re: [1.0] SimpleSidearms (1.3.1)
« Reply #314 on: January 01, 2019, 07:09:07 AM »

Just basic question, why there is an option to drop weapon when switch ? Is there a benefit, combat wise to drop the weapon instead moving it to inventory ? 
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