RimWorld

RimWorld

Ayameduki Tweaks 2.0
221 Comments
サメはいいぞ🦈 14 Oct @ 11:44am 
I found the cause. It seems that the tag in LL_P_F_GhoulIshmuti.xml was not closed. I closed the relevant part here and it started up normally.
サメはいいぞ🦈 14 Oct @ 8:56am 
This is a bug report. When this mod is activated in a 1.5 environment, the screen goes black and no operations are accepted.
Nobody 9 Oct @ 10:43am 
Do you handle bugfixes? The Ajin Company distribution center can be repaired if it's in the home area. You can't prioritize it, but pawns will get around to it often enough to keep it alive forever.
克总发糖我爱吃 27 Sep @ 6:01am 
Unsubscribing and resubscribing fixed the problem. Thanks for the reminder, I really love your mod!
WRelicK  [author] 25 Sep @ 4:51pm 
@克总发糖我爱吃
Hello there! Like @Sakura said, we'll need to see a log in order to properly diagnose the issue. Since you're experiencing a freeze/crash, a player.log would be best. Consider joining my Discord server and posting that log in my troubleshooting channel!
Sakura 25 Sep @ 7:09am 
@克总发糖我爱吃
Try to unsubscribe and resubscribe if that doesn't help could you give a log (Player.log)?
克总发糖我爱吃 25 Sep @ 6:00am 
There is a problem with the mod after the update, the loading screen gets stuck and I am unable to enter the game.
WRelicK  [author] 14 Sep @ 7:31pm 
@Sakura
Hi there, thanks for reporting! Yes, I definitely should have added that to each of the patches in the first place! It's been on my to-do for a while, but I've simply had no time lately among higher priority tasks. I'll get it resolved as soon as I can, but in the meantime, disabling the "Mutant ishmuti body textures" tweak will stop the errors (at no cost to function, since Anomaly isn't enabled regardless).
Sakura 14 Sep @ 8:34am 
@Toyota AE86 Maybe, but the main issue is still that all Ghoulishmuti patches do not have this in them:

<Operation Class="PatchOperationFindMod">
<mods>
<li>Anomaly</li>
</mods>
Toyota AE86 14 Sep @ 8:21am 
@Sakura I’ve gotten that exact error spam before, and Im pretty certain it’s from the tweak that gives Necloses ghoul-style regeneration.
Sakura 14 Sep @ 7:41am 
Would it be possible to add a check to the patches if a DLC is enabled? Disabling Anomaly spams the log with errors that it can't cross-reference Ghouls. (Could not resolve cross-reference: No RimWorld.MutantDef named Ghoul found to give to AlienRace.ExtendedGraphics.ConditionMutant AlienRace.ExtendedGraphics.ConditionMutant)

https://gist.github.com/HugsLibRecordKeeper/00329617bff61b1d302e42eebe8f9918
Flashbang 13 Sep @ 11:29pm 
Hi i noticed when my one of my pawn equipped an Eved Keren it made them bald. i had to use VOID's character editor mod and remove the tag full head cover from each of the Eved Keren variants just so i had hair again. i dont know if this is an issue from the mod or something is conflicting with it but if could make a fix for this that would be great
WRelicK  [author] 13 Sep @ 7:37pm 
You may need to, yes! But it should be pretty intuitive. If you can't get things to work as you'd expect after poking around in there, it may indeed be some sort of conflict. A re-verification of files never hurts. But after that, you may just need to do a binary search on your list (assuming this is reproducible on a new save).
RoninVV 9 Sep @ 11:48am 
Yeah I have that one and got rid of the others recently, is there anything I need to do in its settings for the hair to show properly?
WRelicK  [author] 7 Sep @ 7:47am 
Hey, it's good to hear from you again! I see this issue frequently in lists without a mod that allows hair show under hats. Do you have a mod like that? My recommendation is this one.
RoninVV 7 Sep @ 6:53am 
Hey Relick, do you know what causes some of the Ayame races to show up as bald hair?
WRelicK  [author] 7 Sep @ 3:10am 
Hello! The former might be hard to do as I believe that's hardcoded in a way very resistant to change, but I think the later would be pretty easy to do. I'll see what I can do for the next update.
Ros[É] 2 Sep @ 3:18pm 
Is there any way to add an option that increases the amount of blood Eveliet's Adom Neshika gives? Or a way for Eveliet to passively regen blood chalice slowly?
WRelicK  [author] 30 Aug @ 6:04pm 
Hello there! I'm so glad you enjoy the mod and thank you for the detailed report!

Unfortunately, these conditions have proven difficult to reproduce, and I have limited time to devote to AT2. Since these are relatively uncommon issues, I may not be able to resolve them fundamentally. I do appreciate you making me aware, though! If nothing else, it certainly helps me to better advise future users.
siva 30 Aug @ 3:03am 
Thank you for your work on Ayameduki Tweaks!

I wanted to share some observations about the Orca Brigade (Xenoorca Faction) goodwill:

- In RimWorld 1.5, defeating a "Black Littluna" (Littluna Ideasklavos) left a corpse, and the goodwill increase worked as intended.
- In RimWorld 1.6+, Ideasklavos sometimes disappears without leaving a corpse, and the goodwill increase does not trigger.
- When defeated by an instant-kill effect from a Zoichor (another Ayameduki race), the corpse remains and the goodwill increase triggers normally.
- Even if Ideasklavos disappears, the optional reward of ~150 Ichor Lithos still drops, so it seems the game registers it as defeated.
- I might be mistaken or my setup might be unusual, and this behavior might be intentional on Tweaks' side. Also, since this message was written with the help of translation, the English names may not be fully accurate.

Thanks again for your great work!
Toyota AE86 27 Aug @ 7:09pm 
No worries, I appreciate the help! I wouldn’t have guessed it was Hats Display Selection causing issues all along.
WRelicK  [author] 27 Aug @ 6:43pm 
Fantastic, glad you got it worked out! No worries about posting here, I'm always good with having more records for posterity. Apologies for the delay in response, I had to get to bed for work.
Toyota AE86 26 Aug @ 7:58pm 
Hang on I finally got it, had to unsub and reinstall HAR altogether but I think swapping to AB's tweaker was a good call, thank you so much once again!
Toyota AE86 26 Aug @ 6:48pm 
After verifying files I managed to get AB HAT's 1.6 version to show up but no dice still unfortunately, sorry for clogging the comments with the troubleshooting lol

I think I will join your discord to move this elsewhere
Toyota AE86 26 Aug @ 5:43pm 
Gotcha, makes sense. No luck with AB's Head Apparel Tweaker unfortunately, some of my pawns still aren't loading. (and I'm getting a HTTP 400 error trying to upload my logs) The mod says it's 1.6 but Rimworld thinks it's only 1.4 and 1.5, could that be why it's not working?
WRelicK  [author] 26 Aug @ 5:36pm 
Sure! It's hard to say exactly what's happening without digging a bit deeper into the assemblies of the involved mods, but it seems like some rendering data is being stored in your save file. Hats Display Selection is expecting that data to be just as it was left, but it's possible the HAR update shifted the position and/or length of that data around in a way that HDS didn't like... maybe. It looks to me like the patch that's throwing errors is only manipulating HDS' own data, so I'm not sure why HAR would be affecting it.

For what it's worth, I believe I've seen users in my Discord server have very similar kinds of issues with HDS.
Toyota AE86 26 Aug @ 5:12pm 
Thank you, I'll try seeing if replacing the Hats Display Selection with aedbia's fixes the pawns not rendering. Do you have any other ideas on what could be causing this to happen or any recommended fixes? It's strange that newly created saves are fine whereas existing saves are broken, especially since this only happened to me after HAR updated on the 25th.
WRelicK  [author] 26 Aug @ 4:58pm 
@Toyota AE86
Hello there! It's no bother at all, don't worry.

The error you cited is indeed from AT2 and something I've been meaning to clean up. However, it should be totally harmless and unrelated to your issue (if a a bit unsightly).

It actually looks like one of Hats Display Selection's patches is clogging up the works. I would recommend replacing that mod with another similar equivalent for the time being - my preference's is aedbia's.

@fresquito
Thanks for the log! I'm pretty sure I know why this is happening; I'll be pushing an update soon that should resolve it. In the meantime, I would simply disable Avarzion vagrant injections when generating your new game, then re-enable it after.
fresquito58 26 Aug @ 12:36pm 
That HugsLog thing is great, here it is.

https://gist.github.com/HugsLibRecordKeeper/7556664ba767aa90b38788f711e22dd5

It happens when I activate Chaoura Avarzion: Vagrant Injections, I have vagrants for other races and my save is running fine I even captured an Idearn and an Idhale.
Toyota AE86 26 Aug @ 8:21am 
Sorry to bother you but I just wanted to check if anyone here has an issue with pawns not rendering for existing saves after the recent HAR update on the 25th?

https://gist.github.com/HugsLibRecordKeeper/d32e35e61c302c0d5791171249166dce

What's weird is that dev quicktests work fine and don't throw any errors but all existing saves are broken for me, so I can't replicate this outside my save

The troubleshooting discord cited this error "Could not resolve cross-reference: No RimWorld.MutantDef named Ghoul found to give to AlienRace.ExtendedGraphics.ConditionMutant AlienRace.ExtendedGraphics.ConditionMutant"

and told me "Likely means that something (HAR or a race based on it) is referencing Anomaly Defs without you using Anomaly. So they likely missed a MayRequire or loadFolder to only load that stuff when you actually use the DLC", and I wonder if this could be related to a specific Aya or HAR race. However since this only affects my existing saves I don't know how to check for sure
WRelicK  [author] 24 Aug @ 9:03pm 
Hello there! Do you get any errors of any kind upon trying to start with that scenario? A HugsLog leading up to the point where you encounter the issue would be helpful.
fresquito58 21 Aug @ 6:21pm 
It took me all day to find it, but I think I found a bug with Cinders of Embergarden or any other of all the 150 mods I have https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3539034902 . If I enable Chaoura Avarzion: Vagrant Injections I cannot get Cinder pawns to appear when starting a scenario. I only tested with Cinders but I randomly clicked fast start by error and could start with Baseline Pawns and Moyos so this may be a problem with Cinders and not this mod.
WRelicK  [author] 20 Aug @ 5:20pm 
Of course!
Toyota AE86 20 Aug @ 5:17pm 
Awesome, great to hear! Thank you again.
WRelicK  [author] 20 Aug @ 4:53pm 
Also, @Toyota AE86 - I was able to implement your summon health effect suggestion and the tweak will be present in the next update!
WRelicK  [author] 20 Aug @ 4:48pm 
Hello! I'm afraid this is a fairly generic error that I haven't heard reported elsewhere, so this is likely a conflict or local configuration issue. Could you provide a HugsLog, please?
小黑 20 Aug @ 4:09am 
加了这个mod导致打不开开发者菜单了,报错核心是System.Collections.Generic.KeyNotFoundException: The given key 'Actions' was not present in the dictionary.
WRelicK  [author] 18 Aug @ 4:17pm 
Hello there! You've made an excellent catch, actually! I did indeed make the mistake of including that ThoughtDef as part of the xenoorca content, even though it's used by all swimming races. I'll push a change to resolve that ASAP. Thanks for the report!
Chiffon 18 Aug @ 2:11pm 
Hello there. An could not resolve cross-reference error occurred when the game is initializing. The message reads as follows:


Could not resolve cross-reference: No RimWorld.ThoughtDef named AT_WetSwimmer found to give to AyaTweaks.HediffCompProperties_Swimmer AyaTweaks.HediffCompProperties_Swimmer


I presume it might has something to do with the fact that I didn't install some certain mod in the series that has the heddif AT_WetSwimmer. The hugslib log is here:


Link to the log: https://gist.github.com/HugsLibRecordKeeper/ceecdc8e470670c0755969183f2bb242


Is this resolvable from your side? Or the related mod is a must-have?
Thank you for all the hard efforts you put into translation and maintenance :)
WRelicK  [author] 15 Aug @ 3:17pm 
Of course!
Toyota AE86 14 Aug @ 6:01pm 
Gotcha, thanks for the heads up!
WRelicK  [author] 14 Aug @ 5:57pm 
Sure thing! And no worries, just having the DLC active in your modlist will do just fine, I confirmed as much in my tests.
Toyota AE86 14 Aug @ 5:45pm 
Thanks for the confirmation! Do you know if Anomaly content needs to be enabled or if it will work so long as Anomaly is installed? (I.e, having the DLC but not enabling the entities)
WRelicK  [author] 14 Aug @ 5:39pm 
Okay, I've just tested and confirmed that indeed, the regen tweak does not work without Anomaly. I was not aware of this and the game certainly didn't throw any errors to suggest so!

I'm not sure there's anything I can do about this without fundamentally reworking the tweak (and changing the tweak tooltip to clarify), but I hope it helps you make an assessment in the meantime. I'm sorry for the inconvenience!
WRelicK  [author] 14 Aug @ 4:14pm 
Got it! I'll confirm on my end to make sure I can reproduce the issue.
Toyota AE86 13 Aug @ 8:06pm 
Yup, been a couple of days now and the health value of the scar hasn't changed at all.
Toyota AE86 13 Aug @ 5:47pm 
Gotcha, thanks
WRelicK  [author] 13 Aug @ 5:46pm 
That's my understanding of how 1.5 regen works, yep. However, it can only work on old injuries if new injuries haven't yet fully healed, the regeneration is fairly slow, and neclose have large health pools, so that might be affecting things.

I would definitely make note of the current severity and check back after a few days of no other injuries to see if it's lessened, then report your findings back.
Toyota AE86 13 Aug @ 5:41pm 
@WRelicK The Neclosian acclimation, correct? Yes they do have it. Is it supposed to gradually reduce the value of the scar? I'll monitor it a bit more closely but all I know is that it's been a few seasons since I enabled the regen and there's still a singular scar (the only ones they've had thus far) that hasn't gone away yet