Alpha 9 Modder Stuff

Started by ItchyFlea, January 16, 2015, 08:45:42 PM

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Kirid

I can't figure out what to title my images when using Graphic_StackCount.
like bed_front, bed_back, bed_side

I guess a spoiler... <graphicPath>Things/Item/Drug/Sake</graphicPath>
Sake, Sake_single, Sake_Stack, Sake_multiple, Sake_s, Sake_m.. Tried several more but none seem to work
You can't rollerskate in a muffalo herd

skullywag

Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

blaze7736

I am having issues with textures for some reason i place it as i have always done and i get the pink squares

skullywag

Please add the errors you see in the console. Turn dev mode on in the options.
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

blaze7736

sorry i messed up i did not use the right class file which i needed to change to single i was just a fool

SlimeCrusher

I've been updating my Half-Rim mod, but for some reason this pops up in the console (i removed the non-important stuff):

The strange thing is that i DID change "baseCooldownTicks" to "RangedWeapon_Cooldown", and the search results for "baseCooldownTicks" were null, none of my .xml contain the word "baseCooldownTicks", what is going on? Anyone help?
I tried making a test mod, only having the weapon defs, and i got no errors, so i don't know what is wrong...
I wonder what the "warmupTicks" and "ItemFromXmlFile" errors mean, i've checked the Core files and it seems to all be correct...

skullywag

Malformed xml im betting. Upload what you have and ill have a look. Might be worth redownloading core just as a sanity check.
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

SlimeCrusher

Nevermind, forgot to check my races definition :P
I found out when i spawned a snark to battle against a bullsquid and... 0s cooldown of melee attack lol.

skullywag

ok so hediffs and diseases and immunities have all changed, be prepared all who venture forth....good lord!
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

RemingtonRyder

Quote from: SlimeCrusher on February 19, 2015, 12:30:54 PM
I've been updating my Half-Rim mod, but for some reason this pops up in the console (i removed the non-important stuff):

The strange thing is that i DID change "baseCooldownTicks" to "RangedWeapon_Cooldown", and the search results for "baseCooldownTicks" were null, none of my .xml contain the word "baseCooldownTicks", what is going on? Anyone help?
I tried making a test mod, only having the weapon defs, and i got no errors, so i don't know what is wrong...
I wonder what the "warmupTicks" and "ItemFromXmlFile" errors mean, i've checked the Core files and it seems to all be correct...

These are used in turrets as well, you might need to check those if you have any.

ItchyFlea

#55
EDIT: Managed to recreate this with a test mod. Has something to do with the Stuffsystem...

EDIT2: I found the cause and solution:
Apparently the game requires new weapons to use the stuff system, or at least have the <stuffCategories> tag even if you don't want the weapons using it...

Well, I'm stumped.

I've got this occurring with my Right Tool For The Job mod when a world is generated. My mod doesn't even touch world gen, yet somehow breaks it anyway.

This is the error being received upon generating a world:

StatRequest for null def.

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Exception filling window for RimWorld.Page_CreateWorldParams: System.NullReferenceException: Object reference not set to an instance of an object

  at RimWorld.StatWorker.GetValueUnfinalized (StatRequest req, Boolean applyPostProcess) [0x00000] in <filename unknown>:0

  at RimWorld.StatWorker.GetValue (StatRequest req, Boolean applyPostProcess) [0x00000] in <filename unknown>:0

  at RimWorld.StatWorker.GetValueAbstract (Verse.EntityDef def, Verse.ThingDef stuffDef) [0x00000] in <filename unknown>:0

  at RimWorld.StatExtension.GetStatValueAbstract (Verse.EntityDef def, RimWorld.StatDef stat, Verse.ThingDef stuff) [0x00000] in <filename unknown>:0

  at RimWorld.PawnWeaponGenerator.IsDerpWeapon (Verse.ThingDef thing, Verse.ThingDef stuff) [0x00000] in <filename unknown>:0

  at RimWorld.ThingStuffPair.get_Commonality () [0x00000] in <filename unknown>:0

  at RimWorld.PawnWeaponGenerator.<TryGenerateWeaponFor>m__F0 (ThingStuffPair w) [0x00000] in <filename unknown>:0

  at (wrapper delegate-invoke) System.Func`2<RimWorld.ThingStuffPair, single>:invoke_single__this___ThingStuffPair (RimWorld.ThingStuffPair)

  at Verse.GenCollection.RandomElementByWeight[ThingStuffPair] (IEnumerable`1 source, System.Func`2 weightSelector) [0x00000] in <filename unknown>:0

  at RimWorld.PawnWeaponGenerator.TryGenerateWeaponFor (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at Verse.PawnGenerator.GeneratePawn (Verse.PawnKindDef kindDef, RimWorld.Faction faction) [0x00000] in <filename unknown>:0

  at RimWorld.FactionGenerator.NewGeneratedFaction (RimWorld.FactionDef facDef) [0x00000] in <filename unknown>:0

  at RimWorld.FactionGenerator+<GenerateFactionsForNewWorld>c__Iterator6A.MoveNext () [0x00000] in <filename unknown>:0

  at RimWorld.Planet.WorldGenerator.GenerateWorld () [0x00000] in <filename unknown>:0

  at RimWorld.Page_CreateWorldParams.GenerateAndReview () [0x00000] in <filename unknown>:0

  at Verse.DialogUtility.DoNextBackButtons (Rect winRect, System.String nextLabel, System.Action nextAct, System.Action backAct) [0x00000] in <filename unknown>:0

  at RimWorld.Page_CreateWorldParams.FillWindow (Rect inRect) [0x00000] in <filename unknown>:0

  at Verse.Layer.DoWindowContents () [0x00000] in <filename unknown>:0

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)
All my mods are licensed under a Attribution-NonCommercial-ShareAlike 4.0 International
Ask for permission before using in ModPacks

Click here for a list of the mods I've created

skullywag

its trying to generate a pawn carrying your "weapons" it seems.
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

Kirid

Quote from: skullywag on February 19, 2015, 02:55:50 AM
Its sake_a and sake_b
I might be doing something wrong, but that doesn't seem to work.
You can't rollerskate in a muffalo herd

Orion

Hmm... I'm struggling with an error I can't resolve myself:

NullReferenceException: Object reference not set to an instance of an object
  at Verse.BodyPartRecord.ToString () [0x00000] in <filename unknown>:0
  at Verse.CrossRefLoader+WantedRefForObject.TryResolve (FailMode failReportMode) [0x00000] in <filename unknown>:0
  at Verse.CrossRefLoader.ResolveAllWantedCrossReferences (FailMode failReportMode) [0x00000] in <filename unknown>:0
  at Verse.PlayDataLoader.LoadAllPlayData () [0x00000] in <filename unknown>:0
  at Verse.Root.Start () [0x00000] in <filename unknown>:0 


The problem is this code in BodyPartRecord:

public override string ToString()
{
  return string.Concat( new object[] { "BodyPartRecord(", this.def.defName, " parts.Count=", this.parts.Count, ")" } );
}

Since it never checks if def or parts is null before throwing it into a string which is used for an error message of the CrossRefLoader, I don't get the actual error message about what is wrong. The body parts worked correctly with alpha 8, and I didn't see any changes that would break them now.

Does someone have an idea how I can solve this one?

Orion

Okay, I found the issue: in alpha 9, mechanoids don't have toes or ringfingers anymore. I needed to remove all references to them.