RimWorld

RimWorld

They're in the Trees! (Continued)
32 Comments
Mlie  [author] Oct 26, 2024 @ 12:14pm 
@Ascythian No idea, never heard of that mod
Ascythian Oct 26, 2024 @ 10:21am 
How does this work with Interception Tweaks? Can I replace this with it or do they do two different things?
тетеря, блин Feb 17, 2023 @ 4:09am 
awesome idea. how well this pairs with "Supression (Continued)"?
Mlie  [author] Oct 23, 2022 @ 10:43pm 
@Velxra Please follow the steps under Reporting Issues
VelxraTV Oct 23, 2022 @ 8:55pm 
Getting this error and it crashes to main menu when trying to load

CB84.TheyreInTheTrees: Resetting TreeGets.
Error in static constructor of TITT.ModMain: System.TypeInitializationException: The type initializer for 'TITT.ModMain' threw an exception. ---> System.NullReferenceException: Object reference not set to an instance of an object
at TITT.ObjGets.GetListAndTruncate (System.Collections.Generic.IEnumerable`1[T] TAKE) [0x00050] in <2476b39dc3b34bd7860aac8f252b60e8>:0
at TITT.ObjGets.Reset () [0x00095] in <2476b39dc3b34bd7860aac8f252b60e8>:0
at TITT.PatchApply.Apply () [0x00007] in <2476b39dc3b34bd7860aac8f252b60e8>:0
at TITT.ModMain..cctor () [0x00000] in <2476b39dc3b34bd7860aac8f252b60e8>:0
VelxraTV Oct 23, 2022 @ 8:55pm 
--- End of inner exception stack trace ---
at (wrapper managed-to-native) System.Runtime.CompilerServices.RuntimeHelpers.RunClassConstructor(intptr)
at System.Runtime.CompilerServices.RuntimeHelpers.RunClassConstructor (System.RuntimeTypeHandle type) [0x0002a] in <eae584ce26bc40229c1b1aa476bfa589>:0
at (wrapper dynamic-method) Verse.StaticConstructorOnStartupUtility.Verse.StaticConstructorOnStartupUtility.CallAll_Patch3()
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
Mlie  [author] Oct 22, 2022 @ 2:14pm 
@Velxra Seems likely, you can ask on their discord if they will add support for it
VelxraTV Oct 22, 2022 @ 2:11pm 
Seems CE is not compatible with this. According to my mod manager alert.
Mlie  [author] Aug 25, 2022 @ 11:57am 
@(=◉‿‿◉=) Probably, as long as they are using the vanilla base-class
(≡◉‿‿◉≡) Aug 25, 2022 @ 11:44am 
Hello is this compatible with alpha biome trees? like the giant mushrooms or agarilux
AerosAtar May 8, 2022 @ 2:47pm 
Another error to look at. *Probably* a mod conflict, maybe a biome mod, but I can't be sure and I won't get a chance to do a more detailed investigation for a while, so I figured I would let you know at least.

[HugsLib][ERR] TheyreInTheTrees caused an exception during OnDefsLoaded: System.NullReferenceException: Object reference not set to an instance of an object
at TITT.Tools.ObjGets.GetListAndTruncate (System.Collections.Generic.IEnumerable`1[T] TAKE) [0x00050] in <c602801e2f574b1692e8d86a4c553a4d>:0
at TITT.Tools.ObjGets.Reset () [0x00095] in <c602801e2f574b1692e8d86a4c553a4d>:0
at TITT.Main.PatchApply.Apply () [0x00011] in <c602801e2f574b1692e8d86a4c553a4d>:0
at TITT.Main.ModMain.DefsLoaded () [0x000af] in <c602801e2f574b1692e8d86a4c553a4d>:0
at HugsLib.HugsLibController.OnDefsLoaded () [0x0001a] in <a56dbe2cf5184fe991f5fb736b3081b0>:0

Full Log: https://gist.github.com/b541e3f46a8d0a82a728506b949f4430
ludi1989 May 3, 2022 @ 2:18am 
@EVPVP thank you a lot! :D
J Apr 30, 2022 @ 3:48pm 
70 % is balanced and realistic
ludi1989 Apr 25, 2022 @ 8:25am 
Any suggestions what's the best (most realistic) value of cover/captured bullets? I have no idea what settings to use :P
Mlie  [author] Nov 8, 2021 @ 12:43pm 
@All Might have found the issue thanks to a report on the Discord. Trees that did not have any cover value from the start caused the start error it seems. Should be fixed now
Mlie  [author] Nov 8, 2021 @ 12:24pm 
@All Okay, Ive tested the mod with all the biome-mods from ReGrowth and I get no error on startup or in game. Could you who get the issue perhaps try to minimize your mod-lists to find out what combination of mods that triggers it?
Abject Failure Nov 1, 2021 @ 6:35pm 
@Mizati same for me.
GoblinEngineer Oct 29, 2021 @ 9:59am 
While I've not noticed any particular issue in-game, I am getting an error on game load. I'd put the specific exception, but it's too big for a comment.

Ful HugsLib log:
https://gist.github.com/HugsLibRecordKeeper/651233043a29045b3a01fc5ba986488e
1337 Kiwi Oct 27, 2021 @ 4:56pm 
@Mlie if you could make this work with Regrowth trees I would really appreciate it. If it is not possible, I understand. Thanks.
Jenkem Oct 17, 2021 @ 8:55pm 
Pretty much all of the @Mlie

Regrowth trees don't work, that's one example
Mlie  [author] Oct 9, 2021 @ 1:14pm 
@Kaiser Vlad Can you give example of a modded tree that does not work that I can test on?
Jenkem Oct 9, 2021 @ 12:09pm 
sorry @Mlie I don't think it is working, all the modded trees don't want to change cover effectivness
Mlie  [author] Oct 3, 2021 @ 9:43pm 
@Kaiser Vlad Yes
Jenkem Oct 3, 2021 @ 3:14pm 
Is this compatible with modded trees?
Pych Sep 13, 2021 @ 10:22am 
That's a great mod, thanks for the resurrection!
Mlie  [author] Sep 13, 2021 @ 5:47am 
@graeme No idea, I dont use CE
Gman Sep 13, 2021 @ 5:18am 
will this mod cause issues with CE?
Mlie  [author] Sep 12, 2021 @ 9:53pm 
@Jack_Hazardous No, I think its just trees in general as there are no real difference in the code between different types of trees other than graphics
Hazardous Sep 12, 2021 @ 1:56pm 
is this tree by tree? Do palms produce less cover than teak trees?
Ickura Sep 10, 2021 @ 7:26pm 
Thanks for the revival. This goes great with perspective trees.
Dr. Fnord Sep 10, 2021 @ 8:54am 
It's nice to see this one come back - thanks.
condottiere Sep 9, 2021 @ 12:41pm 
Yay! Thank you!