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@Darthsawyer should be fixed now
TLDR: Weapons are only tradeable with regular traders if they have the WeaponRanged tradetag or WeaponsMelee thingcategory. Armor's only tradeable if it has the SimpleClothing, Clothing, or Armor tradetag. You can fix this just by adding those in the base and removing inherit=false on the actual items in this one, since none seem to inherit from anything but those bases.
https://github.com/JodemLee/TheForce_Psycast/releases/tag/currentSteamReleaseV1
@Hadraniel @Darthsawyer those can be safely ignored for the time being, they're missing reference errors due to Lee's lightsabers being moved to a new mod. will be fixed in a pending update
Could not resolve cross-reference to Verse.ThingDef named Force_Lightsaber_Curved (wanter=blackWeaponList)
I have what looks like the same errors for all the different type of lightsabers.
(BTW I love your mods)
@Confusion intensifies if you're using the BetterLoading mod, try removing that since users in the Star Wars Xenotypes comments were having similar issues that were fixed by removing it
@sauske713 good catch, it seems I forgot to add in allowed crafting benches to all of the "headband" items. will be fixed in the next update
Logs contain a bunch of errors like those
Tried to register the same load ID twice: null, pathRelToParent=/sourcePrecept, parent=guy762_UniformCap1210
Tried to register the same load ID twice: null, pathRelToParent=/sourcePrecept, parent=guy762_SithUniform_officer1151
And those
Textures were not found for one or more extended graphics for guy762_DroidRace_T3series: Droid/T3/T3_mask
Textures were not found for one or more extended graphics for guy762_DroidRace_KX12UPD: Droid/KX12/KX12_mask
I guess it started after the latest update but im not sure
Is it right, that no item of this mod has a quality? That makes it a bit difficult to use them with Mend & Recycle and all that
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:RimWorld.MainMenuDrawer.DoMainMenuControls_Patch1 (UnityEngine.Rect,bool)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:RimWorld.MainMenuDrawer.MainMenuOnGUI_Patch2 ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.UIRoot_Entry.DoMainMenu_Patch1 (Verse.UIRoot_Entry)
Verse.UIRoot_Entry:UIRootOnGUI ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root.OnGUI_Patch1 (Verse.Root)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)
Verse.ModLister:TryAddMod (Verse.ModMetaData)
Verse.ModLister:RebuildModList ()
RimWorld.Page_ModsConfig:PreOpen ()
Verse.WindowStack:Add (Verse.Window)
RimWorld.MainMenuDrawer/<>c:<DoMainMenuControls>b__24_4 ()
Verse.ListableOption:DrawOption (UnityEngine.Vector2,single)
Verse.OptionListingUtility:DrawOptionListing
Cannot play kotorsound_rifle (subSound UnnamedSubSoundDef_: No resolved grains.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)
Verse.Sound.SubSoundDef:TryPlay (Verse.Sound.SoundInfo)
Verse.Sound.SoundStarter:PlayOneShot (Verse.SoundDef,Verse.Sound.SoundInfo)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Verb.TryCastNextBurstShot_Patch1 (Verse.Verb)
Verse.Verb:VerbTick ()
Verse.VerbTracker:VerbsTick ()
Verse.Pawn_EquipmentTracker:EquipmentTrackerTick ()
Verse.Pawn:Tick ()
Verse.TickList:Tick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch3 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
Verse.Game:UpdatePlay ()
Verse.Root_Play:Update ()
Star Wars blasters fire condensed bolts of plasma which more or less just operate off of movie/videogame logic, unlike actual lasers
@Angus Beef I think I've come up with a good way of making it craftable involving a new "Plastoid" material (what Stormtrooper armor is made of). how does this crafting sequence sound?
Chemfuel -> Plasma Furnace workbench = Plastoid
Plastoid + Cloth = Synthread
By the waym a cool mod, thx for you work
I could also explain how to yank the necessary files out and move it to another mod if you don't want to have KotOR Factions installed
"Could not load reference to Verse.PawnKindDef named KotORPlayableHero_Bastila_VPE"
Is this expected, or some issue that's come as a result of my bajillion other mods?