[B18] [WIP] Jurassic Rimworld

Started by Serpyderpy, July 16, 2017, 08:23:48 PM

Previous topic - Next topic

demeggy

#75
Yessss -- I've been itching for the pre-release :) Will have a play now and let you know how I find it.

Edit: First couple of bugs on load order, trying with Realistic Darkness and Blueprints:

RimWorld 0.17.1557 rev1153
Verse.Log:Message(String)
RimWorld.VersionControl:LogVersionNumber()
Verse.Root:CheckGlobalInit()
Verse.Root:Start()
Verse.Root_Entry:Start()

Exception reading Race_TyrannosaurusReconstruct.xml as XML: System.Xml.XmlException: 'tradeTags' is expected  Line 91, position 6.
  at Mono.Xml2.XmlTextReader.Expect (System.String expected) [0x00000] in <filename unknown>:0
  at Mono.Xml2.XmlTextReader.ReadEndTag () [0x00000] in <filename unknown>:0
  at Mono.Xml2.XmlTextReader.ReadContent () [0x00000] in <filename unknown>:0
  at Mono.Xml2.XmlTextReader.ReadContent () [0x00000] in <filename unknown>:0
  at Mono.Xml2.XmlTextReader.Read () [0x00000] in <filename unknown>:0
  at System.Xml.XmlTextReader.Read () [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.ReadNodeCore (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.ReadNodeCore (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.ReadNodeCore (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.ReadNodeCore (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.ReadNode (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.Load (System.Xml.XmlReader xmlReader) [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.LoadXml (System.String xml) [0x00000] in <filename unknown>:0
  at Verse.LoadableXmlAsset..ctor (System.String name, System.String fullFolderPath, System.String contents) [0x00000] in <filename unknown>:0
Verse.Log:Warning(String)
Verse.LoadableXmlAsset:.ctor(String, String, String)
Verse.<XmlAssetsInModFolder>c__Iterator224:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

Exception reading JurassicRimworld_TraderKinds_Caravan_Outlander.xml as XML: System.Xml.XmlException: 'stockGenerators' is expected  Line 58, position 5.
  at Mono.Xml2.XmlTextReader.Expect (System.String expected) [0x00000] in <filename unknown>:0
  at Mono.Xml2.XmlTextReader.ReadEndTag () [0x00000] in <filename unknown>:0
  at Mono.Xml2.XmlTextReader.ReadContent () [0x00000] in <filename unknown>:0
  at Mono.Xml2.XmlTextReader.ReadContent () [0x00000] in <filename unknown>:0
  at Mono.Xml2.XmlTextReader.Read () [0x00000] in <filename unknown>:0
  at System.Xml.XmlTextReader.Read () [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.ReadNodeCore (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.ReadNodeCore (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.ReadNodeCore (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.ReadNodeCore (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.ReadNode (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.Load (System.Xml.XmlReader xmlReader) [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.LoadXml (System.String xml) [0x00000] in <filename unknown>:0
  at Verse.LoadableXmlAsset..ctor (System.String name, System.String fullFolderPath, System.String contents) [0x00000] in <filename unknown>:0
Verse.Log:Warning(String)
Verse.LoadableXmlAsset:.ctor(String, String, String)
Verse.<XmlAssetsInModFolder>c__Iterator224:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

Exception reading JurassicRimworld_TraderKinds_Orbital_Misc.xml as XML: System.Xml.XmlException: 'stockGenerators' is expected  Line 60, position 6.
  at Mono.Xml2.XmlTextReader.Expect (System.String expected) [0x00000] in <filename unknown>:0
  at Mono.Xml2.XmlTextReader.ReadEndTag () [0x00000] in <filename unknown>:0
  at Mono.Xml2.XmlTextReader.ReadContent () [0x00000] in <filename unknown>:0
  at Mono.Xml2.XmlTextReader.ReadContent () [0x00000] in <filename unknown>:0
  at Mono.Xml2.XmlTextReader.Read () [0x00000] in <filename unknown>:0
  at System.Xml.XmlTextReader.Read () [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.ReadNodeCore (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.ReadNodeCore (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.ReadNodeCore (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.ReadNodeCore (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.ReadNode (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.Load (System.Xml.XmlReader xmlReader) [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.LoadXml (System.String xml) [0x00000] in <filename unknown>:0
  at Verse.LoadableXmlAsset..ctor (System.String name, System.String fullFolderPath, System.String contents) [0x00000] in <filename unknown>:0
Verse.Log:Warning(String)
Verse.LoadableXmlAsset:.ctor(String, String, String)
Verse.<XmlAssetsInModFolder>c__Iterator224:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

Caught exception while loading play data but there are active mods other than Core. Resetting mods config and trying again.
The exception was: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.PatchOperationReplace.ApplyWorker (System.Xml.XmlDocument xml) [0x00000] in <filename unknown>:0
  at Verse.PatchOperation.Apply (System.Xml.XmlDocument xml) [0x00000] in <filename unknown>:0
  at Verse.ModContentPack.LoadDefs (IEnumerable`1 patches) [0x00000] in <filename unknown>:0
  at Verse.LoadedModManager.LoadAllActiveMods () [0x00000] in <filename unknown>:0
  at Verse.PlayDataLoader.DoPlayLoad () [0x00000] in <filename unknown>:0
  at Verse.PlayDataLoader.LoadAllPlayData (Boolean recovering) [0x00000] in <filename unknown>:0
Verse.Log:Warning(String)
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

Successfully recovered from errors and loaded play data.
Verse.Log:Message(String)
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

Loaded file (Scenario) is from version 0.17.1546 rev887, we are running version 0.17.1557 rev1153.
Verse.Log:Warning(String)
Verse.ScribeMetaHeaderUtility:LoadGameDataHeader(ScribeHeaderMode, Boolean)
Verse.GameDataSaveLoader:TryLoadScenario(String, ScenarioCategory, Scenario&)
RimWorld.ScenarioFiles:RecacheData()
RimWorld.ScenarioLister:RecacheData()
RimWorld.ScenarioLister:RecacheIfDirty()
RimWorld.<ScenariosInCategory>c__Iterator128:MoveNext()
System.Linq.Enumerable:FirstOrDefault(IEnumerable`1)
RimWorld.Page_SelectScenario:EnsureValidSelection()
RimWorld.Page_SelectScenario:PreOpen()
Verse.WindowStack:Add(Window)
RimWorld.MainMenuDrawer:<DoMainMenuControls>m__5FF()
Verse.ListableOption:DrawOption(Vector2, Single)
Verse.OptionListingUtility:DrawOptionListing(Rect, List`1)
RimWorld.MainMenuDrawer:DoMainMenuControls(Rect, Boolean)
RimWorld.MainMenuDrawer:MainMenuOnGUI()
Verse.UIRoot_Entry:DoMainMenu()
Verse.UIRoot_Entry:UIRootOnGUI()
Verse.Root:OnGUI()

Loaded file (Scenario) is from version 0.16.1393 rev536, we are running version 0.17.1557 rev1153.
Verse.Log:Warning(String)
Verse.ScribeMetaHeaderUtility:LoadGameDataHeader(ScribeHeaderMode, Boolean)
Verse.GameDataSaveLoader:TryLoadScenario(String, ScenarioCategory, Scenario&)
RimWorld.ScenarioFiles:RecacheData()
RimWorld.ScenarioLister:RecacheData()
RimWorld.ScenarioLister:RecacheIfDirty()
RimWorld.<ScenariosInCategory>c__Iterator128:MoveNext()
System.Linq.Enumerable:FirstOrDefault(IEnumerable`1)
RimWorld.Page_SelectScenario:EnsureValidSelection()
RimWorld.Page_SelectScenario:PreOpen()
Verse.WindowStack:Add(Window)
RimWorld.MainMenuDrawer:<DoMainMenuControls>m__5FF()
Verse.ListableOption:DrawOption(Vector2, Single)
Verse.OptionListingUtility:DrawOptionListing(Rect, List`1)
RimWorld.MainMenuDrawer:DoMainMenuControls(Rect, Boolean)
RimWorld.MainMenuDrawer:MainMenuOnGUI()
Verse.UIRoot_Entry:DoMainMenu()
Verse.UIRoot_Entry:UIRootOnGUI()
Verse.Root:OnGUI()

Could not load reference to Verse.ThingDef named Gun_E-11Blaster
Verse.Log:Error(String)
Verse.ScribeExtractor:DefFromNode(XmlNode)
Verse.Scribe_Defs:Look(ThingDef&, String)
RimWorld.ScenPart_ThingCount:ExposeData()
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Collections:Look(List`1&, Boolean, String, LookMode, Object[])
Verse.Scribe_Collections:Look(List`1&, String, LookMode, Object[])
RimWorld.Scenario:ExposeData()
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Deep:Look(Scenario&, Boolean, String, Object[])
Verse.Scribe_Deep:Look(Scenario&, String, Object[])
Verse.GameDataSaveLoader:TryLoadScenario(String, ScenarioCategory, Scenario&)
RimWorld.ScenarioFiles:RecacheData()
RimWorld.ScenarioLister:RecacheData()
RimWorld.ScenarioLister:RecacheIfDirty()
RimWorld.<ScenariosInCategory>c__Iterator128:MoveNext()
System.Linq.Enumerable:FirstOrDefault(IEnumerable`1)
RimWorld.Page_SelectScenario:EnsureValidSelection()
RimWorld.Page_SelectScenario:PreOpen()
Verse.WindowStack:Add(Window)
RimWorld.MainMenuDrawer:<DoMainMenuControls>m__5FF()
Verse.ListableOption:DrawOption(Vector2, Single)
Verse.OptionListingUtility:DrawOptionListing(Rect, List`1)
RimWorld.MainMenuDrawer:DoMainMenuControls(Rect, Boolean)
RimWorld.MainMenuDrawer:MainMenuOnGUI()
Verse.UIRoot_Entry:DoMainMenu()
Verse.UIRoot_Entry:UIRootOnGUI()
Verse.Root:OnGUI()

Could not load reference to Verse.ThingDef named Gun_DL44Blaster
Verse.Log:Error(String)
Verse.ScribeExtractor:DefFromNode(XmlNode)
Verse.Scribe_Defs:Look(ThingDef&, String)
RimWorld.ScenPart_ThingCount:ExposeData()
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Collections:Look(List`1&, Boolean, String, LookMode, Object[])
Verse.Scribe_Collections:Look(List`1&, String, LookMode, Object[])
RimWorld.Scenario:ExposeData()
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Deep:Look(Scenario&, Boolean, String, Object[])
Verse.Scribe_Deep:Look(Scenario&, String, Object[])
Verse.GameDataSaveLoader:TryLoadScenario(String, ScenarioCategory, Scenario&)
RimWorld.ScenarioFiles:RecacheData()
RimWorld.ScenarioLister:RecacheData()
RimWorld.ScenarioLister:RecacheIfDirty()
RimWorld.<ScenariosInCategory>c__Iterator128:MoveNext()
System.Linq.Enumerable:FirstOrDefault(IEnumerable`1)
RimWorld.Page_SelectScenario:EnsureValidSelection()
RimWorld.Page_SelectScenario:PreOpen()
Verse.WindowStack:Add(Window)
RimWorld.MainMenuDrawer:<DoMainMenuControls>m__5FF()
Verse.ListableOption:DrawOption(Vector2, Single)
Verse.OptionListingUtility:DrawOptionListing(Rect, List`1)
RimWorld.MainMenuDrawer:DoMainMenuControls(Rect, Boolean)
RimWorld.MainMenuDrawer:MainMenuOnGUI()
Verse.UIRoot_Entry:DoMainMenu()
Verse.UIRoot_Entry:UIRootOnGUI()
Verse.Root:OnGUI()

kaptain_kavern

#76
Oh before I start, do you happen to know how to use github by chance? Could speed up the teamwork and permits me to correct bugs (if I managed to) own by one with proper comments. But if not no problem, I'll resend you the corrected files

@demegy: Most of those error came from a double <tradeTags> in Tyranosaurus_reconstruct xml files, line 91.

I'm currently debugging the remaining yellow bugs at start before trying to launch a game for real ^^ (no black-screens for now)




Still correcting, mostly missing closing tags and little errors like that o7

Serpyderpy

Quote from: demeggy on August 12, 2017, 04:40:07 PM
Yessss -- I've been itching for the pre-release :) Will have a play now and let you know how I find it.

Edit: First couple of bugs on load order, trying with Realistic Darkness and Blueprints:

-snip-

That's... a lot. I swear I must have done something that's caused other mods to freak out too, hence why none of them even work, but I honestly can't even figure out what. Everything I made I tried to make it it's own so it didn't rely on anything else. Although looking at those errors, I may take a second look at how I made traders and orbitals. I knew I'd eventually screw up somewhere when modding but I didn't realise this bad. D:

QuoteOh before I start, do you happen to know how to use github by chance? Could speed up the teamworks and permits me to correct bugs (if I managed to) own by one with proper comments. But if not no problem, I'll resend you the corrected files

Afraid I don't, though I could always look into setting one up! I changed my profile so that anyone can see and now send me a message via email, so if you need to resend at all you can get in touch with me through there. I appreciate your help, though.

kaptain_kavern

Hey, no problems.

So, aside from some bugs related to the Indominus not been properly finished (I just disabled it for now), I have now no errors at start. Will try to launch a game now. Finger crossed ^^

kaptain_kavern

#79
Ok, done.

It was just that. Some tags were not properly closed.

Also, the Indominus has eggs defined in its own defs but the eggs are not defined in the "egg file" so the game throws an error for that.

edit: I left comments in the code for you to see what I've added. It was just that

[attachment deleted by admin: too old]

Serpyderpy

Quote from: kaptain_kavern on August 12, 2017, 08:59:28 PM
Ok, done.

It was just that. Some tags were not properly closed.

Also, the Indominus has eggs defined in its own defs but the eggs are not defined in the "egg file" so the game throws an error for that.

edit: I left comments in the code for you to see what I've added. It was just that

Probably should have mentioned that the Indominus wasn't really finished, haha! I mostly threw it in there early on when I was making 'the big three' (Rex, Spino and Indy), I think to check the draw size but I never finished the textures, and also see if the sounds worked and sounded good? Hence all the eggy stuff throwing me errors. I just copy-pasta'd the rex defs and used the replace function, I think.

But holy crap, man, thank you ever so much! Give me a bit to get some money so I can throw a couple of beers or coffees or whatever your way, dude! I had a sneaky suspicion that it was something to do with tags, I struggle with them a lot. You'd think someone who has visual struggles looking at very busy texts wouldn't pick up modding as a hobby, but apparently I'm a glutton for punishment. ._.

demeggy

Sorry bud, I've been next to no help so far other than a lot of 'I'll get on with this for you'!

Either way, what DOES work so far is amazing. The artwork, especially the dinos - is outrageously fantastic. I'm going to do a bit of bug testing for you now, get a small process chain up and running. I'll feed back as I come along things.

Still need me to do some research on the avian pawns?

Serpyderpy

QuoteSorry bud, I've been next to no help so far other than a lot of 'I'll get on with this for you'!

Either way, what DOES work so far is amazing. The artwork, especially the dinos - is outrageously fantastic. I'm going to do a bit of bug testing for you now, get a small process chain up and running. I'll feed back as I come along things.

Still need me to do some research on the avian pawns?

Yes please! Thank you, though, I've always enjoyed drawing but never have I been able to replicate anything realistic. When I saw Rimworld's graphics and the simplicity of them I knew I could replicate them. My confidence art wise has been severely knocked over the years, so it's nice to hear so many people like the graphic part of this mod!

Quote
please release a pre-release download so I can test and play around :)

If you download the prototype and the .xml kaptain_kavern has attached to his posts and replace the corresponding .xmls in the mod folder, you can get it working. Again, buggy, unfinished and unpolished, but you could play around with it that way. I still need to finish my dinosaur list and a few extra things first before I release the initial public version.

Serpyderpy

Sorry for not replying or updating this thread for a bit, not been doing so good mentally. Just need to push myself to finish the art for the dinosaurs and everything should be good to go for the pre-release.

Hopefully we'll have music, turrets and tranq mechanics. Just need to get off my ass and actually remember to, you know, function. ._.

kaptain_kavern


RetPaladinlol

Quote from: Serpyderpy on August 19, 2017, 07:52:51 AM
Sorry for not replying or updating this thread for a bit, not been doing so good mentally. Just need to push myself to finish the art for the dinosaurs and everything should be good to go for the pre-release.

Hopefully we'll have music, turrets and tranq mechanics. Just need to get off my ass and actually remember to, you know, function. ._.

I've been following this project and everything looks great and we'd all love to play your mod but remember, nothing is as important as your own health/mental well being. Take care of yourself first. Mods come second.

We're supporting you.

sirskips

You need a giant arch gate like in JP 1!

jecrell

What a great way to change the way RimWorld plays. Dinosaur park management? What better way to sow chaos. I'm just here to wish you luck and support my good man. *hat tip*
...Psst. Still there? If you'd like to support
me and my works, do check out my Patreon.
Someday, I could work for RimWorld full time!

https://www.patreon.com/jecrell

sirskips

where is download link so i can help test this fantastic beast!

Serpyderpy

QuoteWe count on you :p

Courage!

QuoteI've been following this project and everything looks great and we'd all love to play your mod but remember, nothing is as important as your own health/mental well being. Take care of yourself first. Mods come second.

We're supporting you.

Thank you. It means a lot. I've struggled with this kind of stuff for years and sometimes it does get rather suffocating, but I'm determined to get this mod finished.

QuoteYou need a giant arch gate like in JP 1!


Got one.

QuoteWhat a great way to change the way RimWorld plays. Dinosaur park management? What better way to sow chaos. I'm just here to wish you luck and support my good man. *hat tip*

Man, I love your mods, it's an honour to have you comment on mine. I appreciate the support, I hope I won't let you guys down.

Quotewhere is download link so i can help test this fantastic beast!

Back a few pages you can download the prototype and if you grab the .xml's kaptain_kavern fixed you can get yourself a working but still kinda unfinished and buggy version of the mod to test.