Elin
SkillAndLuckMatter
60 Comments
beiwan 15 Aug @ 3:37am 
After the update, I re-entered the save file and no errors occurred. Thank you.
NPOu  [author] 15 Aug @ 3:30am 
@Tangent Logic
It should be fixed now. The issue is that TryMakeRandomItemSource had its arguments changed, there's no pratical difference but technically when compiling the mod based on different versions the game doesn't like it.
I disabled that bit of code, which was only used to generate a random egg from bird nests anyway, and I'll enable it again when there's a new stable version.
Tangent Logic 14 Aug @ 11:40pm 
@sora347 Bad habit unless your the source don't make up false info.
sora347 14 Aug @ 8:32pm 
@Tangent Logic if you read the comments the mod was updated for the nightly branch. If you are playing on stable it will cause errors now
Tangent Logic 14 Aug @ 5:35pm 
harvesting a vine on a farming quest, causes this
Tangent Logic 14 Aug @ 5:34pm 
rescubscribed but error still persist. DOesnt happen when mod is disabled.
Tangent Logic 14 Aug @ 5:27pm 
Just got this now disregard if already fixed:

TypeLoadException: Could not resolve type with token 0100004a from typeref (expected class 'TryMakeRandomItemSource' in assembly 'Elin, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null')
at (wrapper dynamic-method) Map.DMD<Map::MineObj>(Map,Point,Task,Chara)
at (wrapper dynamic-method) TaskHarvest+<>c__DisplayClass24_0.DMD<TaskHarvest+<>c__DisplayClass24_0::<OnCreateProgress>b__2>(TaskHarvest/<>c__DisplayClass24_0)
at (wrapper dynamic-method) Progress_Custom.DMD<Progress_Custom::OnProgressComplete>(Progress_Custom)
at AIProgress+<Run>d__15.MoveNext () [0x000fe] in <2d558dff9ced4a59aed071e59b80d671>:0
Tangent Logic 14 Aug @ 5:27pm 
at AIAct.Tick () [0x000a5] in <2d558dff9ced4a59aed071e59b80d671>:0
at AIAct.Tick () [0x0002c] in <2d558dff9ced4a59aed071e59b80d671>:0
at (wrapper dynamic-method) Chara.DMD<Chara::Tick>(Chara)
at GameUpdater+CharaUpdater.FixedUpdate () [0x00065] in <2d558dff9ced4a59aed071e59b80d671>:0
at GameUpdater.FixedUpdate () [0x000aa] in <2d558dff9ced4a59aed071e59b80d671>:0
at Game.OnUpdate () [0x00086] in <2d558dff9ced4a59aed071e59b80d671>:0
at Core.Update () [0x0025b] in <2d558dff9ced4a59aed071e59b80d671>:0

[CWL][INFO] [ExceptionProfile] Map.MineObj
+PREFIX: SkillAndLuckMatter::Patch.Prefix_Map_MineObj
TaskHarvest+<>c__DisplayClass24_0.DMD<TaskHarvest+<>c__DisplayClass24_0::<OnCreateProgress>b__2>
Progress_Custom.OnProgressComplete
Shin 14 Aug @ 3:59pm 
@NPOu

Yup that did it thanks for the quick fix!
NPOu  [author] 14 Aug @ 3:23pm 
@Shin
Should be fixed now, it's very weird because it doesn't seem like this method has really changed in months, although it was edited recently, it shouldn't have broken it, but different decompilers are showing different things for it... so something must be going on and looks like just another case where a simple recompile fixes it.
Shin 14 Aug @ 1:40pm 
CWL also gives an error log:

[CWL][INFO] [ExceptionProfile] Map.MineObj
+PREFIX: SkillAndLuckMatter::Patch.Prefix_Map_MineObj
TaskHarvest+<>c__DisplayClass24_0.DMD<TaskHarvest+<>c__DisplayClass24_0::<OnCreateProgress>b__2>
Progress_Custom.OnProgressComplete
AIProgress+<Run>d__15.MoveNext
AIAct.Tick
AIAct.Tick
Chara.Tick
CharaUpdater.FixedUpdate
GameUpdater.FixedUpdate
Game.OnUpdate
Core.Update
Shin 14 Aug @ 1:34pm 
@NPOu

It's when gathering any item when the gathering action finishes. It stops it making gathering impossible. Yea it's related to your mod, when I remove it the error stops happening.
NPOu  [author] 14 Aug @ 1:28pm 
@Shin
What are you doing when you get the errors? Also did you already confirm it's this mod specifically causing it? Doesn't look related to it.
Shin 14 Aug @ 1:04pm 
Part2:
Progress_Custom.DMD<Progress_Custom::OnProgressComplete>(Progress_Custom)
at AIProgress+<Run>d__15.MoveNext () [0x000fe] in <f3ec9898ab754916943468499a66b59c>:0
at AIAct.Tick () [0x000a5] in <f3ec9898ab754916943468499a66b59c>:0
at AIAct.Tick () [0x0002c] in <f3ec9898ab754916943468499a66b59c>:0
at (wrapper dynamic-method) Chara.DMD<Chara::Tick>(Chara)
at GameUpdater+CharaUpdater.FixedUpdate () [0x00065] in <f3ec9898ab754916943468499a66b59c>:0
at GameUpdater.FixedUpdate () [0x000aa] in <f3ec9898ab754916943468499a66b59c>:0
at Game.OnUpdate () [0x00086] in <f3ec9898ab754916943468499a66b59c>:0
at Core.Update () [0x0025b] in <f3ec9898ab754916943468499a66b59c>:0
Shin 14 Aug @ 1:03pm 
NPOu
Part1:
MissingMethodException: Method not found: Thing .Card.TryMakeRandomItem(int)
at (wrapper dynamic-method) Map.DMD<Map::MineObj>(Map,Point,Task,Chara)
at GrowSystem.OnProgressComplete (Chara c) [0x0000f] in <f3ec9898ab754916943468499a66b59c>:0
at (wrapper dynamic-method) TaskHarvest+<>c__DisplayClass24_0.DMD<TaskHarvest+<>c__DisplayClass24_0::<OnCreateProgress>b__2>(TaskHarvest/<>c__DisplayClass24_0)
at (wrapper dynamic-method)

Have to post twice because of comment limitations.
NPOu  [author] 14 Aug @ 1:00pm 
@Shin
What errors are you seeing?
Shin 14 Aug @ 11:18am 
I think the most recent nightly update broke your mod
NPOu  [author] 8 Aug @ 11:48am 
@Alleviant
No worries, glad it's fixed.
Alleviant 8 Aug @ 5:27am 
@NPOu Ouch, it was just game file corruption caused by a ssd crushing. Sorry for wasting your time.
Alleviant 7 Aug @ 6:06am 
@NPOu Yes i'm sure. But if you can't reproduce this maybe it's just my local bug or smth. I'll try to dig it out. Anyway thank you.
NPOu  [author] 6 Aug @ 12:10pm 
@Alleviant
Are you sure it's this mod? Can't reproduce it.
Alleviant 6 Aug @ 7:45am 
MissingMethodException: Method not found: Thing .ThingGen.Create(string,string)
at (wrapper dynamic-method) Map.DMD<Map::MineObj>(Map,Point,Task,Chara)
at GrowSystem.OnProgressComplete (Chara c) [0x0000f] in <d030fa5f696c4da3910f111c71345df0>:0
at TaskHarvest+<>c__DisplayClass24_0.<OnCreateProgress>b__2 () [0x001b5] in <d030fa5f696c4da3910f111c71345df0>:0
at Progress_Custom.OnProgressComplete () [0x0000a] in <d030fa5f696c4da3910f111c71345df0>:0
at AIProgress+<Run>d__15.MoveNext () [0x000fe] in <d030fa5f696c4da3910f111c71345df0>:0
at AIAct.Tick () [0x000a5] in <d030fa5f696c4da3910f111c71345df0>:0
at AIAct.Tick () [0x0002c] in <d030fa5f696c4da3910f111c71345df0>:0
at Chara.Tick () [0x00694] in <d030fa5f696c4da3910f111c71345df0>:0
at GameUpdater+CharaUpdater.FixedUpdate () [0x00065] in <d030fa5f696c4da3910f111c71345df0>:0
at GameUpdater.FixedUpdate () [0x000aa] in <d030fa5f696c4da3910f111c71345df0>:0
Alleviant 6 Aug @ 7:42am 
Possible bug found. Both nightly and stable versions. The bug occurs when trying to collect flowers, trees, etc. The collection action does not occur.
Tangent Logic 3 Aug @ 9:12am 
Sorry, it looks like another mod was causing the bug thru some complex unforeseen web of mods. Now that the original source is fixed I'm not seeing the error.
NPOu  [author] 28 Jul @ 12:28pm 
@Tangent Logic
Are you sure it's this mod? It shouldn't affect combat.
Tangent Logic 27 Jul @ 8:14am 
- with recent stable version 7/27
its causes bugs

System.Boolean subAttack) [0x00068] in <2d558dff9ced4a59aed071e59b80d671>:0
at ActMelee+<>c__DisplayClass17_0.<Attack>g___Attack|1 (BodySlot slot) [0x00236] in <2d558dff9ced4a59aed071e59b80d671>:0
at (wrapper dynamic-method) ActMelee.DMD<ActMelee::Attack>(ActMelee,single,bool)
at (wrapper dynamic-method) ActMelee.DMD<ActMelee::Perform>(ActMelee)
at (wrapper dynamic-method) Act.DMD<Act::Perform>(Act,Chara,Card,Point)
at (wrapper dynamic-method) Chara.DMD<Chara::UseAbility>(Chara,Act,Card,Point,bool)
at GoalCombat.TryUseAbility (System.Int32 dist, System.Boolean beforeMove) [0x01480] in <2d558dff9ced4a59aed071e59b80d671>:0
at GoalCombat+<Run>d__16.MoveNext () [0x00e0f] in <2d558dff9ced4a59aed071e59b80d671>:0
at AIAct.Tick () [0x000a5] in <2d558dff9ced4a59aed071e59b80d671>:0
at (wrapper dynamic-method) Chara.DMD<Chara::Tick>(Chara)
CyborgJellyFish 11 Jun @ 1:50am 
- with the recent stable version of the game

There's your issue. Beta --> nightly. :steamthumbsup:
Silver Steele 10 Jun @ 8:33pm 
Currently it seems that maybe this mod is bugging out a little? I'm not sure if it's up to date or maybe there's something that's making the code be hateful with the recent stable version of the game
KempaCaliber 9 Jun @ 4:02pm 
@NPOu thank you, i wasn't aware some mods are updating along with the nightly version of the game. :os_niko:
NPOu  [author] 1 Jun @ 6:40am 
@Madie
Please see previous comment, you need to update to nightly.
Madie 1 Jun @ 6:04am 
so i can confimre no harvesting posible anymore
NPOu  [author] 27 May @ 1:30pm 
@Modesto3D
Not really, when fishing, this mod executes after the completion of the original fishing action (every cycle when auto fishing).
brakisbackbaby 26 May @ 10:39pm 
I can't harvest anything with your mod now. Sorry, I have to unsubscribe to this mod. Bye
Modesto3D 26 May @ 11:03am 
Is there a chance this prevents getting "lively whales" I have used like 15k bait and never seen one.
LaderN 25 May @ 4:26am 
@Two Scoops or u can download old ver and put it in package folder. I've try it and it oke\
Two Scoops 22 May @ 12:55pm 
Awesome to know, only just recently started playing didn't know that most mods use the nightly version!
NPOu  [author] 22 May @ 11:30am 
@Two Scoops
@SERGIUS777
Like @ernst suggested, it's due to the mod being updated to match the nightly version. I'd recommend using that as most mods follow nightly as well.
Two Scoops 22 May @ 7:55am 
MissingMethodException: Method not found: Thing .ThingGen.Create(string,string,int)
at (wrapper dynamic-method) Map.DMD<Map::MineObj>(Map,Point,Task,Chara)
at GrowSystem.OnProgressComplete (Chara c) [0x0000f] in <fb70cf62782d4eb38c7f2275f39e96e5>:0
at TaskHarvest+<>c__DisplayClass24_0.<OnCreateProgress>b__2 () [0x001b5] in <fb70cf62782d4eb38c7f2275f39e96e5>:0
at (wrapper dynamic-method) Progress_Custom.DMD<Progress_Custom::OnProgressComplete>(Progress_Custom)
at AIProgress+<Run>d__15.MoveNext () [0x000fe] in <fb70cf62782d4eb38c7f2275f39e96e5>:0
at AIAct.Tick () [0x000a5] in <fb70cf62782d4eb38c7f2275f39e96e5>:0
at AIAct.TickChild () [0x00045] in <fb70cf62782d4eb38c7f2275f39e96e5>:0
Two Scoops 22 May @ 7:55am 
at AIAct.DoProgress () [0x0000d] in <fb70cf62782d4eb38c7f2275f39e96e5>:0
at TaskPoint+<Run>d__16.MoveNext () [0x0025f] in <fb70cf62782d4eb38c7f2275f39e96e5>:0
at AIAct.Tick () [0x000a5] in <fb70cf62782d4eb38c7f2275f39e96e5>:0
at Chara.Tick () [0x00694] in <fb70cf62782d4eb38c7f2275f39e96e5>:0
at Chara.SetAIImmediate (AIAct g) [0x00042] in <fb70cf62782d4eb38c7f2275f39e96e5>:0
at (wrapper dynamic-method) ActPlan+Item.DMD<ActPlan+Item::Perform>(ActPlan/Item,bool)
at ActPlan+<>c__DisplayClass38_0.<GetAction>b__2 () [0x00043] in <fb70cf62782d4eb38c7f2275f39e96e5>:0
at (wrapper dynamic-method) AM_Adv.DMD<AM_Adv::_OnUpdateInput>(AM_Adv)
at AM_BaseGameMode.OnUpdateInput () [0x0009c] in <fb70cf62782d4eb38c7f2275f39e96e5>:0
at (wrapper dynamic-method) ActionMode.DMD<ActionMode::UpdateInput>(ActionMode)
at Scene.OnUpdate () [0x00598] in <fb70cf62782d4eb38c7f2275f39e96e5>:0
at (wrapper dynamic-method) Core.DMD<Core::Update>(Core)
ernst 22 May @ 5:51am 
Perhaps the mod update was done recently to match the new Nightly version, so it doesn't work properly in the stable version.
Two Scoops 21 May @ 6:53pm 
All good and I can tomorrow when I'm on, it probably auto updated, I tried a corpse, trees, and a stalagmite, also the copper walls. Also idk where that file is located but I'm sure I can find it and put another comment with what it says tomorrow!
SERGIUS777 21 May @ 3:41pm 
I have the same problem as @Two Scoops, which occurs by harvesting/chopping/mining. Here is the log (a little shortened):
MissingMethodException: Method not found: Thing .ThingGen.Create(string,string,int)
at (wrapper dynamic-method) Map.DMD<Map::MineObj>(Map,Point,Task,Chara)
at TaskHarvest+<>c__DisplayClass24_0.<OnCreateProgress>b__2 () [0x001d2] in <fb70cf62782d4eb38c7f2275f39e96e5>:0 ...

[CWL][INFO] [ExceptionProfile] Map.MineObj
+Prefix: SkillAndLuckMatter::Patch.Prefix_Map_MineObj
TaskHarvest+<>c__DisplayClass24_0.<OnCreateProgress>b__2
Progress_Custom.OnProgressComplete
AIProgress+<Run>d__15.MoveNext
AIAct.Tick
AIAct.Tick
Chara.Tick
+Prefix: Medic_KO::Medic_Recovery.Prefix
+Prefix: Medic_KO::Medic_PC_Cinema.Prefix
+Prefix: Medic_KO::Medic_NOPC_Spawn_Camp.Prefix
GameUpdater+CharaUpdater.FixedUpdate
GameUpdater.FixedUpdate
Game.OnUpdate
Core.Update
NPOu  [author] 21 May @ 1:46pm 
@Two Scoops
Sorry I missed your message completely somehow.
Can you give more details? Did you update the mod? What were you trying to harvest? Are you seeing any errors on Player.log file?
Modesto3D 21 May @ 7:49am 
Looking forward to the update, you do good work!
NPOu  [author] 20 May @ 11:15am 
@Frostwood
Indeed there was that change but actually what prompted the change in the function this mod uses was the change to pearls, the change to the seeds didn't really touch any functions (and this mod doesn't follow that logic for now).
I did not change anything in this mod in this update though, I just rebuilt it. It's an issue when the game updates a function but the new parameters it accepts have default values, technically in those cases modders wouldn't need to do anything, the new parameters would just use the defaults but regardless we have to recompile the mod for it to function properly otherwise the game thinks the mod is using an outdated function even when it's the exact same code in both versions of the mod.
Two Scoops 20 May @ 8:28am 
running into a problem where if i try and harvest things the progress bar starts and instantly disappears and im unable to harvest said thing but still get xp for doing so. turned off this mod and it was fixed.
Frostwood 19 May @ 6:20pm 
seems to be fixed with the update.
things probably broke because of the update to seeds where you can get leveled seeds depending on DL in Dungeons.
NPOu  [author] 19 May @ 2:31pm 
@Frostwood
Can you check again? I think it's just a matter of rebuilding the mod with the new update since there doesn't seem to be anything that changed fundamentally. Please let me know what errors you're seeing on the Player.log file as well.

@lightningstrike2010
Thanks for the report, I have been pretty inactive from modding and the game so might take a while to try to track that down still.
Frostwood 18 May @ 8:17pm 
broke with the lastest update
lightningstrike2010 24 Apr @ 6:03pm 
Small update, I did do some testing, and what happens with the bug that allows duplication of an item is the item is placed back in the hand, or destroyed in some instances if it has the EXACT same name, for weapons with unique names. Then, if you remove that item, save, load, the duplicated one will appear, otherwise it exists in... some kind of buffer for the hand, being shown as equipped but not actually being visible in inventory. This is using talismans and weapons,

Still that should give you a good breadcrumb trail to figure out what it is doing. Hope it helps!