RimWorld

RimWorld

Arrow Please (Continued)
49 Comments
Svela Mar 25 @ 5:18am 
Oh, sorry. Will do.
Mlie  [author] Mar 25 @ 5:02am 
@Svela Please see the Reporting Issues section described above
Svela Mar 25 @ 5:00am 
Throwing Torch info card error:

Exception filling window for Verse.Dialog_InfoCard: System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
[Ref 819530BF] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch4 (string)
Verse.Window:InnerWindowOnGUI (int)
UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)

Would you be able to help me with this, please?
Svela Mar 25 @ 4:59am 
I'm having a weird situation where there are two throwing torch bills when crafting. One is the basic "Make throwing torch" made with 30 wood and the other is "Make torch x10" made with 40 wood. The 30 wood throwing torch bill successfully makes the normal torch but said torch doesn't have a functioning "view info" window (it's completely blank), while the x10 torch bill produces nothing and DOES have a functioning "view info" window. I assume the x10 is ammo, but some sort of glitch or incompatibility causes the torches to just not spawn. I have an error log for the "Throwing Torch" info card being blank, but not for the "torch x10" not spawning.
tuk0z Oct 21, 2022 @ 10:08am 
Thank you Mlie for updating this for Rimworld v1.4 :-) Will try it ASAP.
uberjammer Mar 11, 2022 @ 12:43am 
Weirdest thing - equipping a bonemold throwing torch resulted in my pawn's ui buttons disappearing. Dropping it makes the buttons come back immediately. Doesn't happen with the Waist Crossbow. I wonder if it doesn't like Yayo's Combat 3.
Tec Feb 9, 2022 @ 6:26am 
at least for now the ballista's will shoot without errors. :)
Tec Feb 9, 2022 @ 6:25am 
Still not worked out how to add new ammo sets/types completely, but temporarily made ballista's use the Javelins(Pila's) from CE as ammo as they had a turret projectile type that wasnt being used. And made a Triple Ballista a 3 Burst Shot. @Mlie
Mlie  [author] Jan 19, 2022 @ 5:37am 
@Tec Noticed, Ive added a link in the description
Tec Jan 19, 2022 @ 5:31am 
made*
Tec Jan 19, 2022 @ 5:31am 
so, it takes a while for the dev of CE to do updates, so until then, make a quick mod to fix "most" of the errors, will stop error spam atleast when AI is using tomahawk and throwable torches. Still doesnt like viewing the throwable torch infocard for its fuel, but thats ok. Thought about changin the ballista's to use ammo, instead of a fuelable, but ive not ahd time to do it. Anyway, here you go, anone that wants it. https://steamcommunity.com/sharedfiles/filedetails/?id=2723720602
Tec Jan 10, 2022 @ 4:36am 
@Mile Ahh ok no problem, maybe ill try and add it myself. :)
Mlie  [author] Jan 9, 2022 @ 9:35pm 
@Tec The CE-patches are included in the CE-mod now so I guess anyone can send them a PR with updates if its needed. I dont use CE myself so that is why the patches were moved over to the CE team
Tec Jan 9, 2022 @ 4:16pm 
hey, so if you want to fix the ammo/projectile errors, in particular for the throwable torches and tomahawk. You need to an a CE Projectile, so it knows what ammo to use, as they work different to normal ammo. An Example is in this https://steamcommunity.com/sharedfiles/filedetails/?id=2195996970 . Which adds a fire extinguisher, with the similar idea that the ammo is in the item itself. if you look at the CE patch folder in that mods directory, you'll see two things created.

<ThingDef Class="CombatExtended.AmmoDef" ParentName="BaseGrenadeProjectile">

and

<projectile Class="CombatExtended.ProjectilePropertiesCE"> which is inside that def.

just gotta replace the name, the texpath for your textures and of course the tomahawk wont have an explosion.
borgKick Sep 27, 2021 @ 8:23am 
all the weapons seem to be CE working however i cant seem to fire the ballistas n treb/pult. was so hyped to finally have a old weapon type that could hurt mechs :P
MIK Jul 27, 2021 @ 12:09am 
@Milie, thanks. CE not critical for me as well, just put this error here since description mentions CE compatibility. Maybe it will help someone else to pinpoint mod conflict.
Mlie  [author] Jul 26, 2021 @ 12:18pm 
@MIK Fixed the research-error but the CE error is a bit outside my knowledge. I dont use CE myself so Im a bit at a loss of what needs to be done other than some type of patch for the turrets.
MIK Jul 26, 2021 @ 1:18am 
That was quick. Thanks for all your work.
Maybe intentional, but now catapult/trebuchet research shows that those unlocked only after Mortar researched as well.

Also when used with Combat Extended when hovering over Caliber in Ballista/Triple-bow crossbow Info Card CE throws:

CE tried getting projectile readout with null props
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
CombatExtended.AmmoUtility:GetProjectileReadout (Verse.ThingDef,Verse.Thing)
CombatExtended.StatWorker_Caliber:GetExplanationUnfinalized (RimWorld.StatRequest,Verse.ToStringNumberSense)
RimWorld.StatWorker:GetExplanationFull (RimWorld.StatRequest,Verse.ToStringNumberSense,single)
RimWorld.StatDrawEntry:GetExplanationText (RimWorld.StatRequest)
RimWorld.StatsReportUtility:DrawStatsWorker (UnityEngine.Rect,Verse.Thing,RimWorld.Planet.WorldObject)
RimWorld.StatsReportUtility:DrawStatsReport (UnityEngine.Rect,Verse.Def,Verse.ThingDef)
Mlie  [author] Jul 25, 2021 @ 1:52pm 
@MIK Should be fixed now, thanks for the report!
MIK Jul 25, 2021 @ 12:54pm 
Yep, sorry, forgot to add.
Mlie  [author] Jul 25, 2021 @ 11:18am 
@MIK I assume its 1.3?
MIK Jul 25, 2021 @ 10:20am 
Not sure how important it is but turrets (catapult/trebuchet) throw NullReferenceException when Info Card is opened. Happens even if Core and this mod are the only enabled ones. Fastest way to reproduce is to open info on those from research "Siege Engine".

Exception filling window for Verse.Dialog_InfoCard: System.NullReferenceException: Object reference not set to an instance of an object
at Verse.ThingDef+<SpecialDisplayStats>d__308.MoveNext () [0x017cc] in <d89f3c80243544d4a2243b44d67a34bc>:0
at System.Collections.Generic.List`1[T].InsertRange (System.Int32 index, System.Collections.Generic.IEnumerable`1[T] collection) [0x000db] in <eae584ce26bc40229c1b1aa476bfa589>:0
at System.Collections.Generic.List`1[T].AddRange (System.Collections.Generic.IEnumerable`1[T] collection) [0x00000] in <eae584ce26bc40229c1b1aa476bfa589>:0
...
dmcintos Mar 25, 2021 @ 6:13am 
strange - im running the lord of the rims mod - the trebuche wont fire - it says limited range...
posthum Jan 10, 2021 @ 12:30pm 
Is there a way to prevent siege events from using this? I actually like the threat these events generate, and mortar sieges are scarier.
Mlie  [author] Sep 25, 2020 @ 10:17am 
@Transflux No the CE-support is built in the mod.
D.Cub3d Sep 25, 2020 @ 8:00am 
I see in the comments you've removed CE support and said you added it to another mod? I'm unable to find it though
Mlie  [author] Sep 12, 2020 @ 10:20pm 
@DisKorruptd Sorry I have over 300 mods to support, i cant really go through a whole modlist looking for errors. Just remove mods until you find out what other mod thats causes it and then I may be able to help you.
DisKorruptd Sep 12, 2020 @ 5:51pm 
if you do figure out what is causing it, please, do let me know
DisKorruptd Sep 11, 2020 @ 12:42pm 
I am using other mods too, give me a minute and I'll get the full mod-list, the most notable of them would likely be run & Gun and Combat Extended
Mlie  [author] Sep 11, 2020 @ 12:10pm 
@DisKorruptd Tested this and I could move while having the sling equipped. Does it happen with only this mod loaded?
DisKorruptd Sep 11, 2020 @ 11:53am 
I think there's a bug with the sling causing pawns to be incapable of moving when it's equipped
Alexander Jul 28, 2020 @ 7:00pm 
Trajada ask the discord
Trajda Jul 22, 2020 @ 11:17am 
Is there a 1.1 version of Arrow Please faction?
Bobby_Hill (♀) Apr 24, 2020 @ 3:59pm 
wait 10 minutes? how many mods you running ?!

NRFBToyStore Apr 24, 2020 @ 2:49pm 
@Mlie I don't use CE thou, HEH. It loaded after like 10 minutes (usually 45 seconds)... **SHRUGS** Gonna RunTime it, save, reload, try to calm it down.
Mlie  [author] Apr 24, 2020 @ 2:41pm 
@NRFBToyStore The CE-patch is a separate mod now, linked in description. Try adding that and see if it works out!
NRFBToyStore Apr 24, 2020 @ 2:31pm 
And now...my game I was playing last night, isn't loading, heh.

I'm gonna let it sit here for a hour, see if pops up, it seems to be getting "stuck" while checking some wounds on a pawn. I do recall a weird moment, using a bunch of FIRE bows to take someone out, they were bleeding out in 0 seconds for MINUTES...i just imprisoned them and took them home...wondering if their immortal selves are freaking out my save.
Bobby_Hill (♀) Apr 24, 2020 @ 12:14pm 
its all good
this mod makes tribal and medival factions a bit harder
Mlie  [author] Apr 24, 2020 @ 10:14am 
Removed CE-support from the mod, will release CE-patches as a separate mod instead.
Sorry for the errors!
Bobby_Hill (♀) Apr 24, 2020 @ 7:45am 
cool i was wondering what all those errors were about
Mlie  [author] Apr 24, 2020 @ 12:06am 
Dang, im new at this CE-stuff. Sorry about that, ill fix it tonight.
CrankyKong Apr 23, 2020 @ 8:44pm 
Yeah the CE patch is causing it. If you go into the folder located at "Steam\steamapps\workshop\content\294100\2064675036\Patches" and delete the CE patches, it'll stop the log spam.
NRFBToyStore Apr 23, 2020 @ 6:05pm 
@Mlie Is that why I have pages of RED errors??? XML error: <weaponTags><li>MedievalRanged</li><li>CE_Bow</li></weaponTags> doesn't correspond to any field in type PatchOperation. , type messages.
Mlie  [author] Apr 23, 2020 @ 12:31pm 
Added CE-support for all hand-held weapons.
Norwegian Forest Apr 19, 2020 @ 12:37am 
Thank you
Hydromancerx Apr 17, 2020 @ 7:02pm 
Thank you!
Rex705 Apr 17, 2020 @ 3:00pm 
Another update sweet my 1.0 list is getting closer to 1.1. Now if only Baby and children mod can get updated.
pgames-food Apr 17, 2020 @ 2:05pm 
cool, thanks mlie