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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 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.
hope this helps,
https://gist.github.com/HugsLibRecordKeeper/352cf40a51a344ea50d2ce69be940277
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
So most likely a weird interaction with one of your other mods.
However (127, 255, 255) works fine and my darklight loving pawn is perfectly happy standing in that lightg.
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.
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.
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.
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.
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.
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.
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.
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.