RimWorld

RimWorld

Det's Xenotypes - Avaloi
 Denne tråd er blevet fastgjort, så den er sikkert vigtig
DetVisor  [udvikler] 24. mar. 2024 kl. 16:20
Bug reports
Post all your bug reports here.
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Viser 1-14 af 14 kommentarer
kostia1st 29. mar. 2024 kl. 5:51 
Enabled this mod mid-game.

When on pause everything's OK. When at speed, once you move the viewport to see certain elements on the map (I'm not sure what exactly), the map disappears. Weather conditions keep being visible though, on top of pitch black map. You scroll to a side, and the map appears once again.

I guess it might be a conflict with some other mod.
Disabling this mod immediately fixed the issue.
DetVisor  [udvikler] 29. mar. 2024 kl. 5:55 
Are you in 1.5?
Halicade 29. mar. 2024 kl. 15:59 
Hello getting the following errors on startup. Assuming it's because I don't have royalty. This was with only base game, biotech, ideology and harmony.
RimWorld 1.5.4048 rev928 Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/RimWorld/RimWorldWin64_Data/Mono/data-000002C968256020.dll Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/RimWorld/RimWorldWin64_Data/Mono/data-000002C967F7C130.dll XML error: Could not find parent node named "RoyalBase" for node "PawnKindDef". Full node: <PawnKindDef ParentName="RoyalBase"><defName>DV_Avaloi_Wizard</defName><royalTitleChance>1</royalTitleChance><label>wizard</label><factionHostileOnDeath>false</factionHostileOnDeath><combatPower>90</combatPower><weaponMoney>99999</weaponMoney><specificApparelRequirements><li><bodyPartGroup>Torso</bodyPartGroup><requiredTag>RoyalRobe</requiredTag></li><li><bodyPartGroup>Torso</bodyPartGroup><apparelLayer>OnSkin</apparelLayer><requiredTag>RoyalTier2</requiredTag></li><li><bodyPartGroup>Legs</bodyPartGroup><stuff>Hyperweave</stuff></li><li><colorGenerator Class="ColorGenerator_Options"><options><li><only>(104, 120, 119)</only></li><li><only>(119, 145, 121)</only></li><li><only>(106, 120, 104)</only></li><li><only>(140, 140, 119)</only></li><li><only>(99, 87, 67)</only></li><li><only>(128, 116, 84)</only></li><li><only>(107, 94, 64)</only></li><li><only>(77, 66, 45)</only></li></options></colorGenerator></li></specificApparelRequirements><techHediffsMoney>1000~2000</techHediffsMoney><xenotypeSet><xenotypeChances><DV_Avaloi>1</DV_Avaloi></xenotypeChances></xenotypeSet><useFactionXenotypes>false</useFactionXenotypes><weaponTags Inherit="False"><li>EltexStaff</li></weaponTags><requiredWorkTags><li>Violent</li></requiredWorkTags><minGenerationAge>50</minGenerationAge><techHediffsMaxAmount>3</techHediffsMaxAmount><initialWillRange>6~8</initialWillRange><initialResistanceRange>30~46</initialResistanceRange><humanPregnancyChance>0</humanPregnancyChance></PawnKindDef> (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) XML error: <hatRenderedFrontOfFace>false</hatRenderedFrontOfFace> doesn't correspond to any field in type ApparelProperties. Context: <apparel><parentTagDef>ApparelHead</parentTagDef><countsAsClothingForNudity>false</countsAsClothingForNudity><bodyPartGroups><li>Eyes</li></bodyPartGroups><wornGraphicPath>Things/Pawn/Humanlike/Apparel/AvaloiGlasses/AvaloiGlasses</wornGraphicPath><hatRenderedFrontOfFace>false</hatRenderedFrontOfFace><forceRenderUnderHair>true</forceRenderUnderHair><useWornGraphicMask>true</useWornGraphicMask><layers><li>EyeCover</li></layers><tags><li>IndustrialBasic</li></tags><defaultOutfitTags><li>Worker</li></defaultOutfitTags></apparel> (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) XML error: <forceRenderUnderHair>true</forceRenderUnderHair> doesn't correspond to any field in type ApparelProperties. Context: <apparel><parentTagDef>ApparelHead</parentTagDef><countsAsClothingForNudity>false</countsAsClothingForNudity><bodyPartGroups><li>Eyes</li></bodyPartGroups><wornGraphicPath>Things/Pawn/Humanlike/Apparel/AvaloiGlasses/AvaloiGlasses</wornGraphicPath><hatRenderedFrontOfFace>false</hatRenderedFrontOfFace><forceRenderUnderHair>true</forceRenderUnderHair><useWornGraphicMask>true</useWornGraphicMask><layers><li>EyeCover</li></layers><tags><li>IndustrialBasic</li></tags><defaultOutfitTags><li>Worker</li></defaultOutfitTags></apparel> (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Config error in DV_Avaloi_Wizard: no race (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Exception in ConfigErrors() of DV_Avaloi_Wizard: System.NullReferenceException: Object reference not set to an instance of an object [Ref 7FB15509] at Verse.PawnKindDef+<ConfigErrors>d__144.MoveNext () [0x00261] in <ade265c6622f40838b31c11cef15d9fe>:0 at Verse.DefDatabase`1[T].ErrorCheckAllDefs () [0x0006b] in <ade265c6622f40838b31c11cef15d9fe>:0 (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
Sidst redigeret af Halicade; 29. mar. 2024 kl. 16:10
8^y 6. apr. 2024 kl. 20:57 
the avaloi spawned with some mead from VE, but mead doesnt seem to increase their psychic sensitivity. other stuff like rum worked
DetVisor  [udvikler] 7. apr. 2024 kl. 3:20 
Then VE's mead uses a different chemical.
8^y 9. apr. 2024 kl. 22:46 
The coral beard is supposed to be exclusive with beards right so its possible to add a requirement for it to have the beardless gene. done the same with flabsack for boglegs

also added a custom exclusion tag to bushy beards only and unisex beards because if they get selected with beardless they might overwrite the beardless gene and cause flabsack/coral beard to appear with the beards. had to add the tag to bushybeards/unisexbeards/flabsack/coralbeards.

Edit: that still caused problems so I added the exclusion tag BeardStyle and removed beardless from both xenotypes. also added the nobeard tagfilter to both flabsack and coralbeards to make em beardless without the beardless gene.
Sidst redigeret af 8^y; 10. apr. 2024 kl. 0:19
DetVisor  [udvikler] 10. apr. 2024 kl. 2:43 
I'll see, the flabsack is the only one that would actually look bad with beards but the coral beards aren't meant to make you beardless. It's just a name.
8^y 10. apr. 2024 kl. 4:09 
Oprindeligt skrevet af DetVisor:
I'll see, the flabsack is the only one that would actually look bad with beards but the coral beards aren't meant to make you beardless. It's just a name.
Ok

what i did above still left the bogleg moustache thingie so it didnt work completely
its weird cause if u add beardless as a prereq for something and then beardless is overwritten by bushybeards or something stuff messes up. Like u get flabsack with the beard even if u set flabsack as requiring beardless
Ah yes MMMMicrowave 19. apr. 2024 kl. 13:46 
I don't know if I'm doing something wrong, but beer doesn't seem to increase the psychic sensitivity at all. I'm also using Psycasts Expanded so maybe that has something to do with it.
Grawlichs 5. maj 2024 kl. 6:18 
I'm also not seeing psychic sensitivity increase when drinking beer - I also have Psycasts Expanded installed, but no mods that would affect alcohol.

Edit - I've also checked the error logs and nothing shows up when drinking the vanilla alcohol, so unfortunately I don't have any logs to post
Sidst redigeret af Grawlichs; 5. maj 2024 kl. 6:20
DetVisor  [udvikler] 6. maj 2024 kl. 1:44 
I'll look into it.
DetVisor  [udvikler] 6. maj 2024 kl. 13:31 
Pushed an update, verify your files, try again, if it doesn't work it might be a mod conflict.
Grawlichs 6. maj 2024 kl. 17:06 
After updating and verifying I can confirm that yes, the psychic inebriation hediff is working as advertised. Thank you so much for the hard work!
DetVisor  [udvikler] 6. maj 2024 kl. 22:50 
Thanks for the confirmation, have fun playing!
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