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It has nothing to do with event letters, mechanoids dropping in or anything like that, just giving mood buffs to caravans. Unless there is a bug I don't know about?
Fixed caravan forming mood description & made mood buffs able to be set negative
Added adjustable mood buff when forming caravans
Haven't actually played a proper run with this DLC, so I don't know too much about it yet
Nah, that's just debug information.
Though I have no idea how you got the initialization of the static defs to fail. Only idea I have to un- and resubscribe to the mod - or there is a conflict with some other mod you are running
Could not execute post-long-event action. Exception: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 4C830C99]
at CaravanMoodBuff.CaravanMoodBuffSettings.InitializeStatics () [0x00000] in D:\0Stuff\2Games\RimWorld\_mods\CaravanMoodBuff\Source\CaravanMoodBuffSettings.cs:59
at CaravanMoodBuff.CaravanMoodBuff.Initialize () [0x00000] in D:\0Stuff\2Games\RimWorld\_mods\CaravanMoodBuff\Source\CaravanMoodBuff.cs:50
at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x0007c] in <981a33edf24d499488b0f820d94638e1>:0
startIndex: 60
endIndex: 72
As long as it works, it works. Maybe not perfectly efficient, but I see no other option for the moment.
@Richard Mc Nutbuster
The error it throws in the log would be a good start, without any info I can't help
That .ToArray() is a poor way of “solving” the problem, but if no weird behaviors are occurring, then I guess we could say “it worked.”
Fixed error due to modified collection, thanks to @Aladeen
Removed leftover debug print
---
@Aladeen
This issue has me slightly worried.
The code, as it was, was taken from previous versions, which ran without issue. Not sure why the collection is modified during the call all of a sudden, it could mean that there is something multithreaded going on which causes the collection to change on subsequent runs of the foreach-loop.
I applied your change, it should work fine, though if it really is a multithreading issue, I'm worried that the collection may be modified while its array is being acquired...not sure what that would mean for my code and its execution.
Removed HugsLib dependency
Reworked settings accordingly
either way thanks!
Yep, I consider that intentional tbh. From what I saw those do not last as long as a caravan event anyway.
Otherwise I'd need to find a way to discern between pocket map from Anomaly event and floor level pocket map from MultiFloor
Caravan event mood buff no longer applies for Pocket Maps
(unless it's a Temporary Incident Map; not sure if those two together is ever the case)
I don't own Anomaly, but as far as I can tell, this will also prevent the mood buff from applying to colonists in "pocket maps" caused by Anomaly events.
Seemed like an acceptable solution to the MultiFloor issue, though it would not have been necessary if MultiFloor's created maps returned true for IsPlayerHome for sub-maps of colonies.
Not sure if that has any sideeffects, but if not it would be a nice thing if they changed it.
Hmh...might look into it at some point
That's the only weird thing I have witnessed, other than that, great mod!
This mod only adds mood buffs, from what my search turned up, the debuff you are getting may be from a mod called "Home Sweet Home"?
Can't help you there, sorry, it's not related to Caravan Mood Buff.
I did it thanks to this mod, thank you for making it. It even works mid save.
No code changes -- tested and appeared to work fine
Did not remove HugsLib as it's been updated.
Also, since I wanted to remove HugsLib from my mods, it may take a bit longer, especially since I'm busy with an unrelated private project.
Reduced mod size by removing git-, obj-, & .vs-files, etc.
I thought size doesn't matter? :p