RimWorld

RimWorld

Dark Ages : Crypts and Tombs
266 Comments
Deankiller Turnupseed May 12 @ 1:25pm 
do these spawn naturally too?
iGeo May 1 @ 8:12am 
My bad, I didn't read the description text and expected it to behave like the vanilla reliquary. Thanks for the answer!
Sir Van  [author] Apr 29 @ 4:40pm 
@Azraile Works perfectly on my end.

As for the second part, you can make a local copy (or patch) and go in the mod folder 1.5/Mods/SepulchralReliquary/Defs/Buildings_Reliquary and tweak the <containedThingOffset>(0,-100,1)</containedThingOffset> and set the -100 to 0. (Yes the relic is stored 100 layers underground, just to be safe)
Azraile Apr 29 @ 4:31pm 
Yah righting clicking on the reliquary gives shows like there is no relic, doing it on a normal one shows to install the relic normaly and i would rather the relics float over the box than not show up personaly.
Sir Van  [author] Apr 29 @ 4:38am 
@stalksetcup I have no idea but i'd assume it works fine

@Azraile Right click on the reliquary

@iGeo unfortunately no, it's in the silver box. I originally wanted the relics to show up but couldn't due to how the north-sprite is so i had to go for that option.
stalksetcup Apr 29 @ 4:25am 
Question: will this mod have problems with the game style "Development from the level of savage development to the technological future" where the Neolithic and Middle Ages fragment takes up only half of the game?
Azraile Apr 28 @ 4:39pm 
I couldn't get my pawns to even place them in the reliquaries at all.
iGeo Apr 25 @ 9:08am 
It's just me or relics don't show up on these beautiful reliquaries?
Sir Van  [author] Apr 20 @ 5:34am 
@MilkyFresh @fr0 Sorry i hadn't received any sort of ping for the latest comment until fr0. It shoooould be fixed, do tell me if it isn't or you encountered some weird errors along the way
fr0 Apr 19 @ 1:36pm 
@MilkyFresh I have the same issue. I also have no idea how to make them.
MilkyFresh Apr 12 @ 4:19am 
For some reason my throne rooms require the darklight sepulchral statues. Any idea what might be causing this?
Eselt Mar 28 @ 7:16am 
I was waffling if I needed this mod or not. Then I saw your kofi banner at the bottom and went, yeah, this person is hilarious, I need it.
Them8 Mar 19 @ 11:31am 
Does the Braziers from this work for VFE-Empire throne rooms?
Sir Van  [author] Mar 9 @ 4:26am 
@glenninjapan No problems, have a good one
glenninjapan Mar 8 @ 5:16pm 
Thanks for taking the time to look into it, and as the aesthetic of the mod is awesome for building tombs I will be more than happy to just avoid building the skeleton statues and keep using the other stuff. Again, thanks for your time, much appreciated.
Sir Van  [author] Mar 8 @ 3:34am 
@glenninjapan Just ran a quick devtest with the aforementioned mods and i still can't replicate the error. I don't know what kind of sorcery there is in your game, but to throw a wall of text on a copy-paste of vanilla XML is something
glenninjapan Mar 7 @ 3:58pm 
It is definitely only happening with skeleton statue. just god modded all the other items from Dark ages, saved and reloaded and had the same errors pop for the skeleton statue. So easy solution, I just wont build them :) Mod is too nice to rmove for that :steamthumbsup:
glenninjapan Mar 7 @ 3:48pm 
have done a clean install of rimworld and the mentioned mods below, and upon reloading get the same errors popping up. Hope this all helps, and sorry for the inconvenience.
glenninjapan Mar 7 @ 3:24pm 
getting the error again with all mods disabled, aside from prepatcher, harmony, fishery, better log, performance fish and hugs lib. Was able to build the statue straight away also without requiring the dark ages research.

hope this helps,

https://gist.github.com/HugsLibRecordKeeper/352cf40a51a344ea50d2ce69be940277
Sir Van  [author] Mar 7 @ 4:03am 
@glenninjapan Oh it's totally a conflict but i can't seem to find what it is. I don't know who's the culprit but it's quite a fit to throw a wall of red text over a copy of a vanilla statue with a different graphicpath, description and such
glenninjapan Mar 7 @ 3:58am 
I'm guessing it's more than likely a conflict, will try it with only this mod on sometime to see if I get the error. Thanks for the reply. Will let you know how it goes
Sir Van  [author] Mar 7 @ 3:21am 
@glenninjapan Don't really know why it'd do that, it's a simple XML statue which works perfectly on my game and every game i played, there's no world it should even manage to create an error.
glenninjapan Mar 6 @ 4:59pm 
Tried to make the statues again using slate and got the same errors.
glenninjapan Mar 6 @ 4:39pm 
getting a slew or red errors for the statues like this

Tried to register the same load ID twice: null, pathRelToParent=/lastUser, parent=DA_SkeletonStatue994288
UnityEngine.StackTraceUtility:ExtractStackTrace ()

and

Could not get load ID. We're asking for something which was never added during LoadingVars. pathRelToParent=/lastUser, parent=DA_SkeletonStatue994288
UnityEngine.StackTraceUtility:ExtractStackTrace ()

Will try and make the statues out of a different material and see if I get the same error.
hope the log helps.

https://gist.github.com/HugsLibRecordKeeper/e578cfd9b2a27cb9cd30c9180bf41869
Tardo The Ass-Monkey Feb 21 @ 12:29pm 
Seconding the request for Wall Tombs to allow funerals.
W.A.D Jan 21 @ 7:53pm 
multiplayer is ok?
Cynthwayve Dec 21, 2024 @ 5:05pm 
Can you add a funeral type for the wall tomb?
Unfaventia Nov 9, 2024 @ 11:23pm 
Hah, I noticed it when I was scrolling down to comment and was shocked I'd somehow never noticed it in-game. Turns out I'm not crazy! :Sprat:
beetlecat Nov 9, 2024 @ 12:43pm 
The wall tomb is such a great addition. Columbariums FTW!
Sir Van  [author] Nov 9, 2024 @ 5:59am 
@Unfaventia it was a small update, just added in some wall tombs (i do forget that changelogs are a thing for mods)
Unfaventia Nov 9, 2024 @ 5:47am 
Are there any change notes for the update just pushed out on steam, or anywhere I've missed we can view them? Love the gorgeous furniture/objects in this mod :love_seagull:
Sir Van  [author] Nov 5, 2024 @ 9:21am 
@Fluffer It does not, just launched both the game and a savefile with the reliquary and no errors occured. I don't think the reliquaries could cause a unity error even if it tried.

So most likely a weird interaction with one of your other mods.
Fluffer Nov 5, 2024 @ 8:59am 
Looks like the Reliquary is causing unity errors on launch.
Sir Van  [author] Oct 27, 2024 @ 6:24am 
(We should probably take that to discord)
Sir Van  [author] Oct 27, 2024 @ 6:24am 
@Inglix Gonna have to disagree back, just changed the color of the bloodflame ones by a bright purple and it indeed overwrites the base glow. I also changed the glow radius to 10 on both, using the old bloodflame color and they are not the same color of light.
Inglix Oct 27, 2024 @ 6:19am 
Yeah I've seen those notes as well and always assumed it had to be that specific RGB code for it to work. I think my extremely low value example isn't allowed though. Tried to use (0, 1, 1) in the change color dialog and it forced the values for G and B to 255. Guess there must be some additional logic preventing you from choosing glow colors that are too dark.

However (127, 255, 255) works fine and my darklight loving pawn is perfectly happy standing in that lightg.
Inglix Oct 27, 2024 @ 6:11am 
@Sir Van - I respectfully disagree. I just built a bunch of bloodflame candles in an otherwise dark room, and they are definitely not emitting the correct color of light.

You can verify this beyond judging by the naked eye by turning on dev mode, open the debug logging menu, click the Settings tab, and enabling Editable Glower Colors. That very clearly shows the glower color on the bloodflame candles to be identical to the regular candles.
Sir Van  [author] Oct 27, 2024 @ 6:08am 
Does it not ? pretty sure there's a note next to darklight buildings stating that it needs that specific RGB.
Inglix Oct 27, 2024 @ 6:01am 
Also did you know that you don't have to use that specific RGB value for light to be considered darklight? There's a formula in the code (VerseDarklightUtility.IsDarklight) which determines whether a particular RGB value qualifies as darklight.

Basically R must be less than or equal to half of G or B (whichever is higher), and G and B must not be too far apart (the lower value cannot be less than 85% of the higher value).

That means even something as bright as (127, 255, 255) or as dark as (0, 1, 1) should technically qualify as darklight. Haven't tried it in-game yet, but based on the code it should work.
Sir Van  [author] Oct 27, 2024 @ 5:54am 
@Inglix And it's exactly why it's weird, because it has the proper RGB glower. You'd say "It doesn't overwrites" but Bloodflame candles does, and it uses a base which also use the base flame glower.
Inglix Oct 27, 2024 @ 5:45am 
The <li> nodes under <researchPrerequisites> would be appended like any other list elements. The reason that doesn't pose an issue here is because the Bloodflame research project has the Catacombs research as its own prerequisite, so you can never have Bloodflame researched without having completed Catacombs first.

As for the color, the darklight sepulchral statue definitely was not emitting the correct color of light. I had a completely enclosed roofed room with a darklight brazier at one end and a darklight sepulchral statue at the other, and they were not remotely the same. After I edited the XML file locally and reloaded that same save, the light from both looked identical and my test pawn was no longer complaining about the light.
Sir Van  [author] Oct 27, 2024 @ 5:38am 
At one point i might need to do a proper rewrite of my old XML shenanigans, altho i really just hate XML.
Sir Van  [author] Oct 27, 2024 @ 5:33am 
@Inglix Yeah it was pretty much my very first XML mod, inconsistences are bound to happen. But here it's not the problem i never had a single issue when it came to a <li> overwriting a parent, this is the sole case of that. And it's a 100% certain it is because of how darklight is poorly handled.
Inglix Oct 27, 2024 @ 5:31am 
The way the XML is currently written is inconsistent. Your darklight sepulchral statue inherits from the regular sepulchral statue (which causes this issue) but your blood flame sepulchral statue inherits directly from BuildingBase, which is why its glowColor is correct.

It would probably be best to have all three variations of the sepulchral statue inherit from a single abstract parent def that only has the specific xml that will be common to all three. That way the abstract parent would not have the CompProperties_Glower comp at all, and that would only be defined in the three individual child defs.

Hopefully I'm not coming across as critical. I know I'm rambling about this a lot, but any mod with art this damn good deserves to work flawlessly.
Sir Van  [author] Oct 27, 2024 @ 5:30am 
@Inglix They are, for example the <li> for the research needed is overwritten. Bloodflame candles, statues and so on use another type of research that overwrites the parent research.

Same for darklight, they are overwritten, the color is the same as darklight stuff, the problem comes with the hardcoded effects of said darklight stuff.
Inglix Oct 27, 2024 @ 5:17am 
@Sir Van - I can't say whether the code handling XML inheritance was changed at any point, but I can say with 100% certainty from looking at the current RimWorld assembly file in a decompiler that all XML nodes named <li> are never overwritten, even if they have a specific Class attribute like CompProperties_Glower.

In case you (or anyone else reading this) feel like looking at the method in question, it's near the end of Verse.XmlInheritance.RecursiveNodeCopyOverwriteElements. You can see it explicitly appends any <li> nodes rather than overwriting them. Could they have written this to overwrite the node from the parent def if it had a matching Class attribute? Yes, but they didn't.
Sir Van  [author] Oct 27, 2024 @ 4:20am 
@Inglix ..So yeah it was another dumbassery from Tynan.

Parents are basically "presets" so that you don't need to rewrite everything on a def each time, if you need something to override something from the preset you just rewrite it in the def. But apparently alongside Tynan genius idea to tie darklight effects to a RBG code (Game designer btw) it also seems to not completely override the base glower ?

I'm like, 80% sure all buildings worked in 1.4. Aight well, guess it's time to rewrite some xml for crypts.

Thanks for the info/fix, should be fixed by tonight when i'm back.
Inglix Oct 26, 2024 @ 7:38pm 
The exact same problem exists for both the darklight candles and the darklight candelabras. The reason why the darklight sepulchral brazier isn't affected is because you didn't have it inherit from the regular sepulchral brazier.
Inglix Oct 26, 2024 @ 7:35pm 
Figured out what is causing the darklight issue.

So as a specific example, DA_DarkligtSepulchralStatue has an attribute of ParentName="SepulchralStatue". That means it will inherit values from DA_SepulchralStatue, which has the attribute Name="SepulchralStatue".

For most things this is fine as the values on the child will just overrule those from the parent. In the case of comps however, that's a collection filled with <li> tags, which will not overwrite the values from the parent but just combine both collections together.

The result of this is you have two instances of CompProperties_Glower, one with the darklight color (78, 226, 229) and one with a decidedly non-darklight color (252,187,113). The one inherited from the parent appears to be taking precedence, so you end up with regular light instead of darklight.
Noranum Oct 24, 2024 @ 10:43am 
@Sir Van Sorry, my bad. I didn't check the files myself before posting, should have done that.