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Duplicate keyed translation key: BS_GameMechanics in language English
Do you by chance have a change log for the last update? I'm trying to work through some errors that are popping from the last update in regards to textures, but I don't want to report it just yet.
Here's my logs:
https://pastebin.com/6hK06S5U
Yoy need to provide the full log. That is just a message saying the error is spelled out elsewhere in your log.
Also update the frameork if you haven’t already. :)
You need to update the framework, it is the error mention just before. :)
[Ref A3ED31AA]
at BigAndSmall.FloatMenuMakerMap_AddHumanlikeOrders_Patch.Postfix (System.Collections.Generic.List`1[T] selectedPawns, UnityEngine.Vector3 clickPos, RimWorld.FloatMenuContext& context, System.Collections.Generic.List`1[Verse.FloatMenuOption]& __result) [0x000e2] in <0dd413c0b7da4e228ac6dd9c4b8efccb>:0
at RimWorld.FloatMenuMakerMap.GetOptions (System.Collections.Generic.List`1[T] selectedPawns, UnityEngine.Vector3 clickPos, RimWorld.FloatMenuContext& context) [0x00150] in <cb53cd4422904947932d33f561ad8d15>:0
- POSTFIX RedMattis.BetterPrerequisites: Void BigAndSmall.FloatMenuMakerMap_AddHumanlikeOrders_Patch:Postfix(List`1 selectedPawns, Vector3 clickPos, FloatMenuContext& context, List`1& __result)
at RimWorld.Selector.HandleMapClicks () [0x000ce] in <cb53cd4422904947932d33f561ad8d15>:0
Sorry about that. The issue has been fixed.
Was a missing null-check that slipped in when I refactored some old code.
Error trying to make float menu: System.NullReferenceException: Object reference not set to an instance of an object
[Ref A388C3E2]
at BigAndSmall.FloatMenuMakerMap_AddHumanlikeOrders_Patch.Postfix (System.Collections.Generic.List`1[T] selectedPawns, UnityEngine.Vector3 clickPos, RimWorld.FloatMenuContext& context, System.Collections.Generic.List`1[Verse.FloatMenuOption]& __result)
I believe that while there was an issue in the framework code it was caused by a combination of mods and probably didn't affect everyone.
RE: ShowStandardBody
I'll have a look after work. :)
I was progressing through my run when I encountered an issue/error, which caused all pawns (Both Colonists and Hostiles), guns and bullets to disappear.
This happened during a raid.
Originally, i had thought the issue was "True Visual Misses", However, after removing that mod, the issue persisted
I took another look at the log and saw that the error started when "Root level exception in Update(): System.NullReferenceException: Object reference not set to an instance of an object
[Ref 74C47A59]
at BigAndSmall.BodyGraphics.ShowStandardBody (Verse.Pawn pawn, Verse.Graphic __result) [0x000d6] in C:\Games\Steam\steamapps\common\RimWorld\Mods\1 BigSmall_Framework\1.6\Base\Source\BigSmallFramework\Rendering & Graphics\Patches\PawnRenderNode_Body_Patches.cs:59
Apologies, had to truncate the error log.
Here is my log as well: https://gist.github.com/HugsLibRecordKeeper/c623ea96270a137c71b5e6940afac657
They are in the Big & Small Optional mod. They were moved there because of complaints that this mod added non-gene stuff.
@JustAPerson
That is intentional (if highly ironic) behaviour for non-sourced bodytypes.
I needed to add it because otherwise there was a long list of mods that would just constantly override body-types set by genes, etc. Nal's being specially notable for messing with the heads/head-genders constantly.
This mod does handle settings from other frameworks such as HAR, as well any body set via background (which is how most mods do it), among other edge cases.
If there is a particular mod this doesn't handle then let me know and I'll look into it.
@JustAPerson
I can't reproduce the issue. Stuff like the female-body gene seems to work for me.
Can you reproduce this with just my mods? If so, what are the steps to do so?
If not, which other mod does this occur with?
And @Eclipse the Big and Small Misc mod has spider xenotypes.
The interactions with HAR is mostly compatibility stuff. No new features are enabled, but they should be able to work fine together.
Snakes, robots, etc. with custom bodies from mods by me are handled by this framework using its own methods rather than relying on HAR's.
Auto-combat now defaults to cover-seeking being off.
I think it worked well in most environments, but if there is no good cover around it would be a bit too happy to run around while being shot to reach cover.
Yes, it is available as a standalone mod by the same name.
As for fixing the pawns stuck with it enabled. You can fix that by enabling it in the mod option and then toggling the auto-combat for the pawns off. It is in the "Extras" section.
I'll try putting in something to cancel the toggle on game load if the auto-combat feature is off.
@tarantio
Assuming you had the feature on intentionally, you can disable the cover-seeking behavior on the second button. I'll make it be off by default in the next update.
Should be fixed on latest now.
Though I am a bit curious about Auto-Combat how it breaks another auto-combat-type mod?
Which mod is that? From what I've heard Search & Destroy works great with it, and I've not heard others mentions with regards to the mod.
Looks sleak tho
It was developed in the framework originally as an optional setting and possible use with genes/traits.
Copying over from the standalone changes I no doubt overwrote the “Should this be Enabled?” Code