RimWorld
Arrow Please (Continued)
49 σχόλια
Svela 25 Μαρ, 5:18 
Oh, sorry. Will do.
Mlie  [Δημιουργός] 25 Μαρ, 5:02 
@Svela Please see the Reporting Issues section described above
Svela 25 Μαρ, 5:00 
Throwing Torch info card error:

Exception filling window for Verse.Dialog_InfoCard: System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
[Ref 819530BF] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch4 (string)
Verse.Window:InnerWindowOnGUI (int)
UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)

Would you be able to help me with this, please?
Svela 25 Μαρ, 4:59 
I'm having a weird situation where there are two throwing torch bills when crafting. One is the basic "Make throwing torch" made with 30 wood and the other is "Make torch x10" made with 40 wood. The 30 wood throwing torch bill successfully makes the normal torch but said torch doesn't have a functioning "view info" window (it's completely blank), while the x10 torch bill produces nothing and DOES have a functioning "view info" window. I assume the x10 is ammo, but some sort of glitch or incompatibility causes the torches to just not spawn. I have an error log for the "Throwing Torch" info card being blank, but not for the "torch x10" not spawning.
tuk0z 21 Οκτ 2022, 10:08 
Thank you Mlie for updating this for Rimworld v1.4 :-) Will try it ASAP.
uberjammer 11 Μαρ 2022, 0:43 
Weirdest thing - equipping a bonemold throwing torch resulted in my pawn's ui buttons disappearing. Dropping it makes the buttons come back immediately. Doesn't happen with the Waist Crossbow. I wonder if it doesn't like Yayo's Combat 3.
Tec 9 Φεβ 2022, 6:26 
at least for now the ballista's will shoot without errors. :)
Tec 9 Φεβ 2022, 6:25 
Still not worked out how to add new ammo sets/types completely, but temporarily made ballista's use the Javelins(Pila's) from CE as ammo as they had a turret projectile type that wasnt being used. And made a Triple Ballista a 3 Burst Shot. @Mlie
Mlie  [Δημιουργός] 19 Ιαν 2022, 5:37 
@Tec Noticed, Ive added a link in the description
Tec 19 Ιαν 2022, 5:31 
made*
Tec 19 Ιαν 2022, 5:31 
so, it takes a while for the dev of CE to do updates, so until then, make a quick mod to fix "most" of the errors, will stop error spam atleast when AI is using tomahawk and throwable torches. Still doesnt like viewing the throwable torch infocard for its fuel, but thats ok. Thought about changin the ballista's to use ammo, instead of a fuelable, but ive not ahd time to do it. Anyway, here you go, anone that wants it. https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2723720602
Tec 10 Ιαν 2022, 4:36 
@Mile Ahh ok no problem, maybe ill try and add it myself. :)
Mlie  [Δημιουργός] 9 Ιαν 2022, 21:35 
@Tec The CE-patches are included in the CE-mod now so I guess anyone can send them a PR with updates if its needed. I dont use CE myself so that is why the patches were moved over to the CE team
Tec 9 Ιαν 2022, 16:16 
hey, so if you want to fix the ammo/projectile errors, in particular for the throwable torches and tomahawk. You need to an a CE Projectile, so it knows what ammo to use, as they work different to normal ammo. An Example is in this https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2195996970 . Which adds a fire extinguisher, with the similar idea that the ammo is in the item itself. if you look at the CE patch folder in that mods directory, you'll see two things created.

<ThingDef Class="CombatExtended.AmmoDef" ParentName="BaseGrenadeProjectile">

and

<projectile Class="CombatExtended.ProjectilePropertiesCE"> which is inside that def.

just gotta replace the name, the texpath for your textures and of course the tomahawk wont have an explosion.
borgKick 27 Σεπ 2021, 8:23 
all the weapons seem to be CE working however i cant seem to fire the ballistas n treb/pult. was so hyped to finally have a old weapon type that could hurt mechs :P
MIK 27 Ιουλ 2021, 0:09 
@Milie, thanks. CE not critical for me as well, just put this error here since description mentions CE compatibility. Maybe it will help someone else to pinpoint mod conflict.
Mlie  [Δημιουργός] 26 Ιουλ 2021, 12:18 
@MIK Fixed the research-error but the CE error is a bit outside my knowledge. I dont use CE myself so Im a bit at a loss of what needs to be done other than some type of patch for the turrets.
MIK 26 Ιουλ 2021, 1:18 
That was quick. Thanks for all your work.
Maybe intentional, but now catapult/trebuchet research shows that those unlocked only after Mortar researched as well.

Also when used with Combat Extended when hovering over Caliber in Ballista/Triple-bow crossbow Info Card CE throws:

CE tried getting projectile readout with null props
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
CombatExtended.AmmoUtility:GetProjectileReadout (Verse.ThingDef,Verse.Thing)
CombatExtended.StatWorker_Caliber:GetExplanationUnfinalized (RimWorld.StatRequest,Verse.ToStringNumberSense)
RimWorld.StatWorker:GetExplanationFull (RimWorld.StatRequest,Verse.ToStringNumberSense,single)
RimWorld.StatDrawEntry:GetExplanationText (RimWorld.StatRequest)
RimWorld.StatsReportUtility:DrawStatsWorker (UnityEngine.Rect,Verse.Thing,RimWorld.Planet.WorldObject)
RimWorld.StatsReportUtility:DrawStatsReport (UnityEngine.Rect,Verse.Def,Verse.ThingDef)
Mlie  [Δημιουργός] 25 Ιουλ 2021, 13:52 
@MIK Should be fixed now, thanks for the report!
MIK 25 Ιουλ 2021, 12:54 
Yep, sorry, forgot to add.
Mlie  [Δημιουργός] 25 Ιουλ 2021, 11:18 
@MIK I assume its 1.3?
MIK 25 Ιουλ 2021, 10:20 
Not sure how important it is but turrets (catapult/trebuchet) throw NullReferenceException when Info Card is opened. Happens even if Core and this mod are the only enabled ones. Fastest way to reproduce is to open info on those from research "Siege Engine".

Exception filling window for Verse.Dialog_InfoCard: System.NullReferenceException: Object reference not set to an instance of an object
at Verse.ThingDef+<SpecialDisplayStats>d__308.MoveNext () [0x017cc] in <d89f3c80243544d4a2243b44d67a34bc>:0
at System.Collections.Generic.List`1[T].InsertRange (System.Int32 index, System.Collections.Generic.IEnumerable`1[T] collection) [0x000db] in <eae584ce26bc40229c1b1aa476bfa589>:0
at System.Collections.Generic.List`1[T].AddRange (System.Collections.Generic.IEnumerable`1[T] collection) [0x00000] in <eae584ce26bc40229c1b1aa476bfa589>:0
...
dmcintos 25 Μαρ 2021, 6:13 
strange - im running the lord of the rims mod - the trebuche wont fire - it says limited range...
posthum 10 Ιαν 2021, 12:30 
Is there a way to prevent siege events from using this? I actually like the threat these events generate, and mortar sieges are scarier.
Mlie  [Δημιουργός] 25 Σεπ 2020, 10:17 
@Transflux No the CE-support is built in the mod.
D.Cub3d 25 Σεπ 2020, 8:00 
I see in the comments you've removed CE support and said you added it to another mod? I'm unable to find it though
Mlie  [Δημιουργός] 12 Σεπ 2020, 22:20 
@DisKorruptd Sorry I have over 300 mods to support, i cant really go through a whole modlist looking for errors. Just remove mods until you find out what other mod thats causes it and then I may be able to help you.
DisKorruptd 12 Σεπ 2020, 17:51 
if you do figure out what is causing it, please, do let me know
DisKorruptd 11 Σεπ 2020, 12:42 
I am using other mods too, give me a minute and I'll get the full mod-list, the most notable of them would likely be run & Gun and Combat Extended
Mlie  [Δημιουργός] 11 Σεπ 2020, 12:10 
@DisKorruptd Tested this and I could move while having the sling equipped. Does it happen with only this mod loaded?
DisKorruptd 11 Σεπ 2020, 11:53 
I think there's a bug with the sling causing pawns to be incapable of moving when it's equipped
Alexander 28 Ιουλ 2020, 19:00 
Trajada ask the discord
Trajda 22 Ιουλ 2020, 11:17 
Is there a 1.1 version of Arrow Please faction?
Bobby_Hill (♀) 24 Απρ 2020, 15:59 
wait 10 minutes? how many mods you running ?!

NRFBToyStore 24 Απρ 2020, 14:49 
@Mlie I don't use CE thou, HEH. It loaded after like 10 minutes (usually 45 seconds)... **SHRUGS** Gonna RunTime it, save, reload, try to calm it down.
Mlie  [Δημιουργός] 24 Απρ 2020, 14:41 
@NRFBToyStore The CE-patch is a separate mod now, linked in description. Try adding that and see if it works out!
NRFBToyStore 24 Απρ 2020, 14:31 
And now...my game I was playing last night, isn't loading, heh.

I'm gonna let it sit here for a hour, see if pops up, it seems to be getting "stuck" while checking some wounds on a pawn. I do recall a weird moment, using a bunch of FIRE bows to take someone out, they were bleeding out in 0 seconds for MINUTES...i just imprisoned them and took them home...wondering if their immortal selves are freaking out my save.
Bobby_Hill (♀) 24 Απρ 2020, 12:14 
its all good
this mod makes tribal and medival factions a bit harder
Mlie  [Δημιουργός] 24 Απρ 2020, 10:14 
Removed CE-support from the mod, will release CE-patches as a separate mod instead.
Sorry for the errors!
Bobby_Hill (♀) 24 Απρ 2020, 7:45 
cool i was wondering what all those errors were about
Mlie  [Δημιουργός] 24 Απρ 2020, 0:06 
Dang, im new at this CE-stuff. Sorry about that, ill fix it tonight.
CrankyKong 23 Απρ 2020, 20:44 
Yeah the CE patch is causing it. If you go into the folder located at "Steam\steamapps\workshop\content\294100\2064675036\Patches" and delete the CE patches, it'll stop the log spam.
NRFBToyStore 23 Απρ 2020, 18:05 
@Mlie Is that why I have pages of RED errors??? XML error: <weaponTags><li>MedievalRanged</li><li>CE_Bow</li></weaponTags> doesn't correspond to any field in type PatchOperation. , type messages.
Mlie  [Δημιουργός] 23 Απρ 2020, 12:31 
Added CE-support for all hand-held weapons.
Norwegian Forest 19 Απρ 2020, 0:37 
Thank you
Hydromancerx 17 Απρ 2020, 19:02 
Thank you!
Rex705 17 Απρ 2020, 15:00 
Another update sweet my 1.0 list is getting closer to 1.1. Now if only Baby and children mod can get updated.
pgames-food 17 Απρ 2020, 14:05 
cool, thanks mlie