RimWorld
2 XML Rimworld.StatDef Red error debugs, could anyone give me a hand figureing out which they are
First One
XML RimWorld.StatDef defines the same field twice: parts.

Field contents: 1.11.0310.980.950.9250.9.

Whole XML:

<StatDef><defName>MeleeWeapon_CooldownMultiplier</defName><label>melee cooldown</label><description>A multiplier on attack delay for weapons made of this material.</description><category>StuffStatFactors</category><defaultBaseValue>1</defaultBaseValue><minValue>0.05</minValue><toStringStyle>PercentZero</toStringStyle><showIfUndefined>false</showIfUndefined><parts><li Class="WhatTheHack.Stats.StatPart_FiringRate"><priority>999</priority></li></parts><parts><li Class="StatPart_Quality"><factorAwful>1.1</factorAwful><factorPoor>1.03</factorPoor><factorNormal>1</factorNormal><factorGood>0.98</factorGood><factorExcellent>0.95</factorExcellent><factorMasterwork>0.925</factorMasterwork><factorLegendary>0.9</factorLegendary></li></parts></StatDef>
Verse.Log:Error(String, Boolean)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlLoader:DefFromNode(XmlNode, LoadableXmlAsset)
Verse.LoadedModManager:ParseAndProcessXML(XmlDocument, Dictionary`2)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

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Second One
XML RimWorld.StatDef defines the same field twice: parts.

Field contents: 1.21.0510.9750.950.90.8(0, 1.75)(0.3, 1.3)(0.9, 1).

Whole XML:

<StatDef><defName>RangedWeapon_Cooldown</defName><label>ranged cooldown</label><description>How long it takes to recover after firing this weapon.</description><category>Weapon</category><defaultBaseValue>1</defaultBaseValue><minValue>0.01</minValue><toStringStyle>FloatTwo</toStringStyle><formatString>{0} s</formatString><showIfUndefined>false</showIfUndefined><displayPriorityInCategory>500</displayPriorityInCategory><scenarioRandomizable>true</scenarioRandomizable><parts><li Class="WhatTheHack.Stats.StatPart_FiringRate"><priority>999</priority></li></parts><parts><li Class="StatPart_Quality"><factorAwful>1.2</factorAwful><factorPoor>1.05</factorPoor><factorNormal>1</factorNormal><factorGood>0.975</factorGood><factorExcellent>0.95</factorExcellent><factorMasterwork>0.9</factorMasterwork><factorLegendary>0.8</factorLegendary></li><li Class="StatPart_Health"><curve><points><li>(0, 1.75)</li><li>(0.3, 1.3)</li><li>(0.9, 1)</li></points></curve></li></parts></StatDef>
Verse.Log:Error(String, Boolean)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlLoader:DefFromNode(XmlNode, LoadableXmlAsset)
Verse.LoadedModManager:ParseAndProcessXML(XmlDocument, Dictionary`2)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
投稿主: Astasia:
They are both caused by the same thing. It's a conflict between What the Hack and Quality Cooldown (or a similar mod if there is one). Remove one of them and it will work.

I don't know why What the Hack is modifying weapon cooldown in that way though, it seems a bit out of scope for what the mod does. You could try reporting the incompatibility to the mod author and maybe they could fix it. I don't think Quality Cooldown can work any other way though, and that's the entire point of the mod.
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このスレッドの作成者がこの投稿を元のトピックへの回答と指定しました。
They are both caused by the same thing. It's a conflict between What the Hack and Quality Cooldown (or a similar mod if there is one). Remove one of them and it will work.

I don't know why What the Hack is modifying weapon cooldown in that way though, it seems a bit out of scope for what the mod does. You could try reporting the incompatibility to the mod author and maybe they could fix it. I don't think Quality Cooldown can work any other way though, and that's the entire point of the mod.
awesome, cheers Astasia :).

the what the hack combo im using is the
what the hack
giggy up mounts (pretty sure im using the full range of GUM mods)

and for the QC mods
i think im using quite a few XD...


as for trying to fix it :p.............. ill pass im afraid.
(this coming from someone who took 3 hours just to change the voxal for the rhino tank in Red alert 2), fiddleing with scripts havn't really been my forte, so much prefer asking for help from peeps like you, whom know what your doing.

thanks again for the assist.
ill re-check QC and make up my mind if its a mod i really need to use,
(i could always just relay on superior firepower to take down my enemies instead of going tactical).
<update>
just figured i'd throw you an update.
unsubbed from QC and the issues resolved itself, cheers :)
roolo 2019年5月28日 4時51分 
Placing QC above WTH in the load order also helps. WTH checks if other mods add the same statdefs and uses an alternate patch if they do, but QC doesn't have such a check. By letting WTH load later, it can detect the other mod and make sure the statdef isn't defined twice.

You can also report this issue at the QC maker, and ask them to apply the same technique.
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投稿日: 2019年5月21日 12時07分
投稿数: 4