[1.0] RIMSLAVES 5.0 LAUNCHED! Celebrating the Final Episode of Game of Thrones!

Started by WalkingProblem, May 19, 2019, 09:37:50 AM

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WalkingProblem



This is a massive update, one that had took more than a year to finally get updated. RimSlaves is back!

The update launch coincides with the final episode of Game of Thrones – thus it is a celebration of a series that we all loved, inspired by.

For this update, I have added things that was highly demanded, like the slaves apparels and weapons for your pawns; as well as revamped the Dothraki a little making them a wee bit more realistic.

Hope you guys have fun!

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NON-STEAM DOWNLOAD: http://walkingproblem.com/sdm_downloads/1-0-rimslaves-5-0/
STEAM DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=1746084920

ADVANCED ANIMALS FRAMEWORKS Required: http://walkingproblem.com/sdm_downloads/1-0-advanced-animal-frameworks-3-3/

JECTOOLS Required: https://steamcommunity.com/workshop/filedetails/?id=932008009

OFFICIAL WEBSITE: http://walkingproblem.com/
DEVELOPER'S DISCORD: https://discord.gg/W2Vb27T
FACEBOOK PAGE: http://fb.com/walkingproblem
TWITTER: https://twitter.com/KingProDios
YOUTUBE: https://www.youtube.com/channel/UCgUW0Ls2wbY8h79pV9xnMjw
TWITCH: https://www.twitch.tv/walkingproblem

FUND MY MODS @ PATREON: https://www.patreon.com/walkingproblem
BUY ME A MEAL/COFFEE: https://ko-fi.com/walkingproblem

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VER 5.0 CHANGELOG:

– Updated to Rimworld 1.0
– Added mod dependency on Jectools
– Dothraki now carries a standalone weapon
– Dothraki now get "disgraced" if downed
– Added apparels: Sally Skimpies, Maiden Dress, Unsullied Armor, Unsullied Helmet
– Added weapons: Arakh, Unsullied Spear
– You can know get your slaves' apparels and weapons when you butcher them (except Dothraki)
– Dothraki is now a hidden faction that will conduct raids
– Some added/changes to the work of the Slaves (assorted)


Hydromancerx

I have had two issues.

1. I called for the faction to visit and then they never arrive I check on the coms and they are always either less than a day or up to 2 days away.

2. The Maidens seem to work until they drop and never eat. I keep having heal them when you are malnourished. Note they are god mode spawned since the trade caravan never arrived.

Hydromancerx

When trying to spawn a Slave with dev mode i get this ...

Root level exception in OnGUI(): System.NullReferenceException: Object reference not set to an instance of an object
at SimpleSlavery.PawnGenerator_GP_Patch.GeneratePawn_Patch (Verse.PawnGenerationRequest&,Verse.Pawn&) <0x0004c>
at (wrapper dynamic-method) Verse.PawnGenerator.GenerateGearFor_Patch3 (Verse.Pawn,Verse.PawnGenerationRequest) <0x001d1>
at Verse.PawnGenerator.TryGenerateNewPawnInternal (Verse.PawnGenerationRequest&,string&,bool,bool) <0x00c8e>
at Verse.PawnGenerator.GenerateNewPawnInternal (Verse.PawnGenerationRequest&) <0x003bc>
at Verse.PawnGenerator.GenerateOrRedressPawnInternal (Verse.PawnGenerationRequest) <0x007f2>
at (wrapper dynamic-method) Verse.PawnGenerator.GeneratePawn_Patch2 (Verse.PawnGenerationRequest) <0x000b1>

Verse.Log:Error(String, Boolean)
Verse.Root:OnGUI()

Hydromancerx

Looks like the Simple Slavery mod conflicts with this mod. Just thought people should know since I was not able to spawn work slaves from this mod with the other mod loaded.

Hydromancerx

Sorry for another post but the trade carvan is still not spawning a trader with slaves, just random normal pawns. And i got this error when calling it in dev mode.


Error while generating pawn. Rethrowing. Exception: System.NullReferenceException: Object reference not set to an instance of an object
at Shield.Harmonypatches.PawnHasShieldEquiped (Verse.Pawn) <0x0005c>
at Shield.Harmonypatches.ShieldPatchAddEquipment (Verse.Pawn_EquipmentTracker,Verse.ThingWithComps) <0x000f7>
at (wrapper dynamic-method) Verse.Pawn_EquipmentTracker.AddEquipment_Patch1 (object,Verse.ThingWithComps) <0x00205>
at AnimalWeaponPatch.HarmonyPatches.TryGenerateWeaponFor_Prefix (Verse.Pawn) <0x00780>
at (wrapper dynamic-method) RimWorld.PawnWeaponGenerator.TryGenerateWeaponFor_Patch1 (Verse.Pawn) <0x00037>
at (wrapper dynamic-method) Verse.PawnGenerator.GenerateGearFor_Patch2 (Verse.Pawn,Verse.PawnGenerationRequest) <0x0008a>
at Verse.PawnGenerator.TryGenerateNewPawnInternal (Verse.PawnGenerationRequest&,string&,bool,bool) <0x00c8e>
at Verse.PawnGenerator.GenerateNewPawnInternal (Verse.PawnGenerationRequest&) <0x003bc>
at Verse.PawnGenerator.GenerateOrRedressPawnInternal (Verse.PawnGenerationRequest) <0x007f2>
at (wrapper dynamic-method) Verse.PawnGenerator.GeneratePawn_Patch2 (Verse.PawnGenerationRequest) <0x000b1>

Verse.Log:Error(String, Boolean)
Verse.PawnGenerator:GeneratePawn_Patch2(PawnGenerationRequest)
RimWorld.<GenerateThings>c__Iterator0:MoveNext()
RimWorld.ThingSetMaker_TraderStock:Generate(ThingSetMakerParams, List`1)
RimWorld.ThingSetMaker:Generate_Patch1(Object, ThingSetMakerParams)
RimWorld.PawnGroupKindWorker_Trader:GeneratePawns(PawnGroupMakerParms, PawnGroupMaker, List`1, Boolean)
RimWorld.PawnGroupKindWorker:GeneratePawns_Patch1(Object, PawnGroupMakerParms, PawnGroupMaker, Boolean)
RimWorld.PawnGroupMaker:GeneratePawns(PawnGroupMakerParms, Boolean)
RimWorld.<GeneratePawns>c__Iterator0:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
RimWorld.IncidentWorker_NeutralGroup:SpawnPawns(IncidentParms)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Harmony.Traverse:GetValue()
Harmony.Traverse:GetValue()
GiddyUpCaravan.Harmony.IncidentWorker_TraderCaravanArrival_TryExecuteWorker:MountAnimals(IncidentWorker_TraderCaravanArrival, IncidentParms)
RimWorld.IncidentWorker_TraderCaravanArrival:TryExecuteWorker_Patch1(Object, IncidentParms)
RimWorld.IncidentWorker:TryExecute(IncidentParms)
Verse.<DoIncidentDebugAction>c__AnonStorey54:<>m__0()
Verse.Dialog_DebugOptionLister:DebugAction(String, Action)
Verse.Dialog_DebugOptionListLister:DoListingItems()
Verse.Dialog_OptionLister:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)


EDIT: Also still cannot spawn the mounted Dothraki, but unmounted can spawn just fine.

Hydromancerx

So to get my game to work I edited the Dothraki file to have a different trade tag than "SlaveAnimal" so they won't show up on the trader. Which seemed to work and allowed the trader to show up. This work around hopefully will not be a permanent thing. hopefully i can track down that other mod is conflicting with the Dothraki. Its sad though since i think they look cool.

ErikMcAwful

This was one of the mods that I always wanted to try, but had given up on an update for. Thanks a lot, Mr. Problem, bravo!

fantasticrat

I've been enjoying this mod a lot so far - and how the slaves are treated as 'pets' and show up in 'farm animals wander in' events and random pet starts and such is pretty awesome.

However when maidens / sallies interact with my colonists, there's no text for it. the mood bonuses work fine as does the related text, but the social tab is uhm..


the_Sac99s

There is some issue where Dothraki stays by his horse and died of malnutrition.

This is also present on cavarans(from different vanilla factions) to die of the same cause.

fantasticrat

Quote from: fantasticrat on May 29, 2019, 09:47:40 PM
I've been enjoying this mod a lot so far - and how the slaves are treated as 'pets' and show up in 'farm animals wander in' events and random pet starts and such is pretty awesome.

However when maidens / sallies interact with my colonists, there's no text for it. the mood bonuses work fine as does the related text, but the social tab is uhm..



I encountered another error, this time with Dothraki. When they're knocked off their horse initially, they become disgraced and spawn a dead horse underneath - and immediately go manhunter. That made sense. When knocked out, they drop to the ground, get back up when able and.. become manhunter and fully healed again, and spawn a new horse that is not dead underneath them... this continues forever unless they're killed while downed.