RimWorld

RimWorld

[WH40K]Adeptus Mechanicus: Armoury
2,852 Comments
Ogliss  [author] 2 hours ago 
in this mods options menu
MoveAlongCitizen 9 hours ago 
*Evil laugh* Oh, so many. So disabled mods could still have an effect then?
Ogliss  [author] 20 hours ago 
do you have anything disabled in the mods options?
MoveAlongCitizen May 29 @ 12:45am 
Error while instantiating a mod of type AdeptusMechanicus.settings.AMAMod: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.ArgumentNullException: Value cannot be null.


Error in static constructor of AdeptusMechanicus.HarmonyInstance.AlienRacesMain: System.TypeInitializationException: The type initializer for 'AdeptusMechanicus.HarmonyInstance.AlienRacesMain' threw an exception. ---> System.NullReferenceException: Object reference not set to an instance of an object
[Ref 8C45C427]


These seem to be the only issues referencing the mod
MoveAlongCitizen May 29 @ 12:38am 
Ooh, good question
Ogliss  [author] May 29 @ 12:16am 
@MoveAlongCitizen
anything in your log?
MoveAlongCitizen May 28 @ 11:13pm 
It seems like the game can't generate a new world with this mod on. Is that happening to anyone else?
prototipo1111 May 14 @ 4:26pm 
Hello, any way to remove the radiation poisoning effect?
TenTech May 4 @ 4:51pm 
Normally, the answer is LESS mods... or did Space Engineers ruin me?
Yurier May 4 @ 3:44pm 
tks for the reply, i just work around it with more mod!
Ogliss  [author] May 4 @ 2:22pm 
@Yurier
Most likely a conflict with something else your running
https://gyazo.com/36796967ba7f127aff1dccc21a8a5df2
https://gyazo.com/70f9362d58211a07e00247be10430dab
thats how it Should look- the mechanicus tabs in the image are just ones i added for testing purposes
Yurier May 4 @ 1:42pm 
https://ibb.co/PWBns52
here is the image, there are 1 main tab like you said but on my end there were 4 other tab for 4 race so it is 5 in total
Ogliss  [author] May 4 @ 12:33pm 
it Might help to upload an image, as im still not entirely sure what your seeing.
on my end, this mod only adds 1 tab to the research menu, and several suntabs to that one, that are selected within it.
i added 22 new tabs just now to test it, and as far as i can tell, its working as inteded
Yurier May 4 @ 12:16pm 
so for 1.5 the research only show 18 research tree ( or 19 ), if you have more than 18 then those extra can't see ( it is block off the screen ). the research still there you just can't see it. this mod add 5 research and took up slot
Ogliss  [author] May 4 @ 11:46am 
@Yurier
can you elaborate? im not entirely sure what you mean
Yurier May 4 @ 11:08am 
is there any way to hide/disable certain race research tab?
in 1.5 the research tab can't be adjust so it could cause other research tree unaccessible
Astus May 1 @ 2:44pm 
That does the trick, thanks!
Ogliss  [author] May 1 @ 2:23pm 
that sounds like its an issue with the patches, try disabling the replace astra weapons patch in the mods options
Astus May 1 @ 1:49pm 
Just wanted to confirm that removeing the LasGuns seems to have worked
Astus May 1 @ 1:42pm 
Installing this mod to an existing game with the Astra Militarum Mod breaks the Las Guns.
Not sure if it is worth fixing since it is a rather unlikely scenario but I wanted to mention it.
As a workaround I will simply go into my save and remove all Las Guns.
Ogliss  [author] May 1 @ 1:08am 
@Halo5678
Just unfinished, never got textures for that helmet done
Halo5678 Apr 30 @ 8:41pm 
Small Issue: does the Calidus temple research have a special requirement i'm missing? I have all 3 techprints and the research completed but it doesn't seem to unlock anything from what I can see

if it helps: I'm using version 1.4.3901, as not all the mods I use have been ported to 1.5 yet.
Ogliss  [author] Apr 30 @ 7:54am 
Awesome, thanks for confirming!
Vilhjalmr Apr 30 @ 7:35am 
Excellent. Works like a charm!
Ogliss  [author] Apr 30 @ 6:46am 
@Vilhjalmr
think ive figured it out, pushing a fix now
472322726 Apr 30 @ 6:40am 
XML error: Could not find parent node named "Human" for node "ThingDef". Full node: <ThingDef ParentName="Human" Class="AlienRace.ThingDef_AlienRace"><defName>CreepJoiner</defName><tradeability>Sellable</tradeability><race><lifeExpectancy>100</lifeExpectancy><linkedCorpseKind>Human</linkedCorpseKind><useMeatFrom>Human</useMeatFrom><knowledgeCategory>Advanced</knowledgeCategory><anomalyKnowledge>2</anomalyKnowledge></race></ThingDef>
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch4 (string)
Verse.XmlInheritance:GetBestParentFor (Verse.XmlInheritance/XmlInheritanceNode,string)
Verse.XmlInheritance:ResolveParentsAndChildNodesLinks ()
,
Ogliss  [author] Apr 30 @ 6:32am 
can you post the hugslib log?
Vilhjalmr Apr 30 @ 6:23am 
Alright, so yeah. My entire collection of mods without this one runs. My entire collection WITH this one only runs when I remove Alpha Genes (even after updating). Checking the HugsLib log shows about 100+ errors that all begin with

"XML error: Could not find parent node named "Human""

I know zilch about coding so I don't think I can help any more than that. If there is anything else I can do let me know. 'Til then I'll be playing without Alpha Genes, I need muh A.M.

Also if it's any help, they played fine together pre 1.5, I know that for sure.
Vilhjalmr Apr 30 @ 6:05am 
That's bizarre. I narrowed it down to Genes. I'll try to force update it and see if anything gives.
Ogliss  [author] Apr 30 @ 5:54am 
Nope, launching fine with both of em active for me
Ogliss  [author] Apr 30 @ 5:53am 
not genes by itself, testing with both now
Ogliss  [author] Apr 30 @ 5:52am 
probs alpha genes then, just tested with animals and np
472322726 Apr 30 @ 4:24am 
i pretty sure the start up crashing casue by Alpha Animal or Alpha Genes.
Vilhjalmr Apr 30 @ 4:12am 
I'll do some testing today to see if I can whittle it down a bit.
Ogliss  [author] Apr 30 @ 2:06am 
@kowkillar
cheers for testing!, if you can supply your modlist, can compare it to Vilhjalmr's and see what might be a culprit
kowkillar Apr 30 @ 12:41am 
I just did a quick test and with only this mod running the game launches ok. I also tried with prepatcher and rocketman and it was ok. It must be conflicting with another mod. I've got too many running to try and sort it out tonight. Maybe Vilhjalmr will have something.
Ogliss  [author] Apr 29 @ 11:49pm 
@Vilhjalmr
just to clarify, your saying its crashing on startup Only when prepatcher or rocketman are loaded, otherwise its erroring the one posted below?
Ogliss  [author] Apr 29 @ 11:46pm 
@kowkillar
its perculiar, im assuming its a conflict with Something, as its working fine my end
kowkillar Apr 29 @ 11:10pm 
I am also crashing at start. How do you get a log when the game doesn't start?
Ogliss  [author] Apr 29 @ 10:31pm 
@Vilhjalmr
any chance you can provide a hugslib log?, the info you posted is the unhelpful side of the log lol

@mrclumps8973
Nope, never got around to doing the textures for it
Vilhjalmr Apr 29 @ 6:01pm 
Damn, yeah unfortunately this mod is causing a crash on startup for me. Clears up as soon as I de-activate the mod. This is the error that is cycled. If I don't use rocketman or prepatcher it simply throws an error about an out-of-date mod.

Root level exception in Update(): System.NullReferenceException: Object reference not set to an instance of an object
[Ref 3BD9A0BD] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root.Update_Patch1 (Verse.Root)
Verse.Root_Entry:Update ()

As soon as I disable this it loads fine with no errors.
mrclumps8973 Apr 29 @ 5:53pm 
Out of general curiosity, was there ever a release for the chaos marines? I know everything else had either been released or were optional settings, but I wasn't sure if they got shelved
Vilhjalmr Apr 29 @ 5:07pm 
So.... it pains me to say for some reason this is crashing me at launch every time I load it. I'm going to try to uninstall and reinstall and see if it fixes it. I've been eagerly awaiting this for 1.5.
Ogliss  [author] Apr 29 @ 9:10am 
fixed issue with research menu not displaying correctly
Darzai Apr 29 @ 2:06am 
Thank you for update!
Wizardman420 Apr 28 @ 8:52pm 
HOLY FUDGE THANK YOU OH GRAND ONE!!!!!!!!! i friggin love and stand by this on all my colonies for varied and awesome stuff. :luv::saradomin:
Ogliss  [author] Apr 28 @ 5:48pm 
@saint7515
Hopefully nothing explodes unintentionally!!
Ogliss  [author] Apr 28 @ 5:48pm 
@The W. Beardo
the input is appreciated!, its one of those situations where you just cant please everyone, defo pros and cons to both sides of it- im Trying to set it up so you can toggle stuff off via the mod options rather than split it up, still messing with ideas there though
saint7515 Apr 28 @ 5:45pm 
@Ogliss Thanks for the update :)
The Great Poodini Apr 26 @ 12:34pm 
Same