RimWorld

RimWorld

Drop Pod Raid Jammer
114 Comments
kongkim  [author] 7 Oct @ 12:59am 
@FkYoSht for now just have it in stock. Will look at it when im done with what im working on.
That the interaction spots overlap was something i done, so that is fine.
FkYoSht 6 Oct @ 9:48pm 
Can confirm with Thalur, If the charter is on the interaction spot for the coms console the ritual will fail with a blank ": ". Moving it to a stockpile fixes the fail. You can even have the charter and the comms console interaction spots overlap with no issue
kongkim  [author] 27 Sep @ 8:03am 
Glad to hear :)
Thalur 27 Sep @ 7:31am 
Ah, sorted. I moved the charter to a new stockpile and it now works. It was either: the charter was on the floor in the interaction spot of the comms console but not in a stockpile, or the interaction spot of the comms console was the same tile as the ideology ritual spot.
kongkim  [author] 27 Sep @ 6:06am 
Can your pawn reach the jamming charter? Also try make sure it has haul enabled as a job. i think there might is a small bug sometimes with that.

Do you have any other mods that change how rituals work?
Thalur 27 Sep @ 5:40am 
I can't get this to work. I've built the console extender and a jamming charter but when I start the ritual it immediately cancels and the message in the top left has a blank reason. I've tried reconstructing the comms console, using different pawns for the ritual and I've tried putting the charter in the pawn's inventory but nothing works.

I've checked the logs (both normal and dev-mode verbose) and there's no errors or anything unusual relating to this mod, and nothing at all is logged when I start the ritual.
Kaiser Nhyla 14 Sep @ 4:22am 
Will do then!
kongkim  [author] 13 Sep @ 11:52pm 
@Kaiser Nhyla I have not made it to work with 1.5 in mind.
So have not testet it, so let me know if it works if you try it :)
Kaiser Nhyla 13 Sep @ 6:43pm 
I doubt it, but can this work for 1.5?
kongkim  [author] 4 Sep @ 1:41am 
Yes it resets after a enemy drop pod land.
jjmalyen 3 Sep @ 5:47pm 
Ahh thanks for your quick reply. That could be it. Does it need to be reset after each drop pod raid? If so, I did not realize that. If so my bad.
kongkim  [author] 3 Sep @ 4:59pm 
@jjmalyen Hmm not really, and power have not been cut to it at some point? or had a enemy drop pod?
jjmalyen 3 Sep @ 4:54pm 
Hi, Loving the mod, but just seem to have one problem, and wondering if you have any ideas. It works fine and shows active, but every few days, I check the status and it has gone inactive, and I need to do the ritual again. I have a large excess of power, and no solar flares ( i checked the logs), but still seems to randomly go inactive. Any idea why this may be happening? Also a notice to inform that it has gone inactive would be awesome. Thanks for your work.
kongkim  [author] 3 Sep @ 1:10am 
@AC241155 Glad to hear :)
AC241155 2 Sep @ 5:35pm 
oh that worked! @kongkim thank you
kongkim  [author] 2 Sep @ 4:01pm 
@AC241155 Try disable the mod. save the game in a new file, unsub the mod, resub it and then enable it again.
AC241155 2 Sep @ 8:02am 
i have the same error as @Sir PotsNPans. not sure if you might be able to help @kongKim
kongkim  [author] 31 Aug @ 10:30am 
@Fertigtoast thats a good catch. Will take a look at it after im done with what im working on. :)
kongkim  [author] 31 Aug @ 10:27am 
@Fertigtoast I have not seen that happen before.
Do it make errors? or do you have any other mods that to affect this?
Fertigtoast 31 Aug @ 10:26am 
Geuss i should have waited before posting but i figured it out. He cant do hauling so i guess thats why. If thats the case maybe make colonists not able to haul not be able to be selected for the jamming.
Fertigtoast 31 Aug @ 10:24am 
Another thing i noticed one of my pawns will stay in place and start to relax socially whenever i select him for the droppod protocol. He wont ever move to the comm station and wont complete the ritual.
kongkim  [author] 31 Aug @ 9:05am 
@Fertigtoast Yah, im not sure, but i think the problem is it kept the old data stored as long as the mod was active. So by doing that you cleared the data :)
I did change a lot in the code.
Fertigtoast 31 Aug @ 9:03am 
I disabled the mod, loaded my save, saved, reenabled the mod and then it worked again.
kongkim  [author] 31 Aug @ 8:15am 
Have you tried to unsub and resub the mod?
Fertigtoast 31 Aug @ 7:52am 
Since the update i cannot select a pawn to do it. I replaced the console and the extender it basically shows a blank ritual window.
Sir PotsNPans 31 Aug @ 7:46am 
As of today, I cannot start the jamming ritual. When I try to open it, there are no usual ritual boxes or areas to select, only a two sentence description. Debug log says

Exception filling window for RimWorld.Dialog_BeginRitual: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 11F61CAF] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.Window:InnerWindowOnGUI (int)
UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)
kongkim  [author] 30 Aug @ 2:59pm 
Large update to the mod that fix many small things and clean up the code.
You may see red errors first time after using the update. try delete the comm console and rebuild it.

A few larger fixes, allies that join you in drop pods no longer triggers the jammer and crash.
There was a bug before where you never failed the ritual, it works now, so you will now fail sometimes.
Fixes that some It should also stop Mechs from center drop now, unless its added by another mod.
Futstub 28 Aug @ 7:13am 
Nah, the problem is that the description doesn't say what actually happens. As in which changes are made.
kongkim  [author] 27 Aug @ 7:19am 
Way is that a problem? its not like it cost a lot of breake anything in the game flow :)
Futstub 27 Aug @ 6:53am 
"Research Changes: Adds "Basic Electronics" as a new research node, required before Microelectronics."
kongkim  [author] 27 Aug @ 12:58am 
@Futstub What do you mean by specify?
Futstub 27 Aug @ 12:51am 
Sad that you don't specify the research changes, I think that keeps a lot of people from trying out this mod...
TheSimpleDude42 24 Aug @ 3:45am 
Thanks for checking! Guess I will have to look around to see what broke.
kongkim  [author] 24 Aug @ 3:40am 
@TheSimpleDude42 I looked at it and in me DeBug file, and its not my mod doing it, and nothing i can fix. I also ran it trough ChatGPT to see if i missed something and that said the same.

✅ Conclusion:
The line in the log mentioning [Drop Pod Raid Jammer, UnityEngine.IMGUIModule.dll] is misleading. It only shows that Unity was drawing the debug window while your mod (and many others) were loaded. The actual null error comes from a different mod’s broken def. Your mod is not the cause.

But you do have some other bugs in the mod log also.
kongkim  [author] 24 Aug @ 2:40am 
@TheSimpleDude42 thx but that is not the whole log, press F12 and share log and then past the link here :)
TheSimpleDude42 24 Aug @ 2:38am 
https://gist.github.com/Thesimpledude42/20d944656a095923b75aa8368acaa582

I click on do incident (map), sometimes it pops the debug log and sometimes it allows me to sumon incidents but its random.
kongkim  [author] 24 Aug @ 2:10am 
@TheSimpleDude42 Past a log with the error.
And what event were you trying to make?
TheSimpleDude42 24 Aug @ 2:04am 
Hello, your mod gives me an error when I try to generate events in dev mode. It says the following:

exception getting label for DebugActionNode: System.ArgumentNullException: Value cannot be null. Parameter name: type

Each button in the debug menu is a DebugActionNode. To display it, the game calls get_LabelNow().

One of those debug actions was registered with a null type, so when RimWorld tries to ask “what’s your label?” → boom, ArgumentNullException.

The stack trace shows:

LudeonTK.DebugActionNode — RimWorld’s internal debug system.

Drop Pod Raid Jammer mod shows up at the bottom → which suggests that this mod (or something it depends on) added a debug action incorrectly.
kongkim  [author] 22 Aug @ 12:43am 
@KeiChan0215 I can take a look at it, but i do not see how this mod can do that.
KeiChan0215 21 Aug @ 9:14pm 
There's no* Tech Progression Mod
KeiChan0215 21 Aug @ 9:13pm 
There's Tech Progression Mod, it's just the Ritual Used in either a table or campfire by VE - Tribals. Whenever I execute the Tech Progression Ritual (i.e., Medieval to Industrial Tech Level) from VE - Tribals, your mod seems to execute a cleanup that reverts my Tech Level from Industrial to Medieval.
kongkim  [author] 21 Aug @ 12:30pm 
@Miritek Will take a look at it :)
Miritek 21 Aug @ 12:04pm 
I noticed it also affects the random faction ally drop-pod help when a raid starts. Some die or get wounded and you take a faction hit for it. I am not sure if these two types of drop ins can be separated within the mod. I appreciate the idea of the mod but will disable it for now.
kongkim  [author] 21 Aug @ 5:20am 
I cannot find the mod named Tech Progression for VE- Tribals ?
kongkim  [author] 21 Aug @ 5:15am 
@KeiChan0215 Are you 100% sure on that? As i make my own ritual don't think it toutch anything that has to do with that?
KeiChan0215 21 Aug @ 2:25am 
Just a note from Author, this mod seems to prevent Tech Progression for VE- Tribals as it cleans up Tech Progression Ritual in a table.
Joseph Stalin 7 Aug @ 9:59am 
did it work in space?
Miritek 2 Aug @ 12:21am 
Yes the royalty permit.
kongkim  [author] 1 Aug @ 2:55pm 
@Miritek Haha no, you are talking about the royalty premit right?