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Unsure if this is helpful, but that previous error with RPG Inventory regarding the constantly rising item HP: they pushed a fix today that sounds related to it?
4.1.revamp.6.3
- minor fix for cases when "health background" is used and for some reason apparel hp is higher than max hp;
Exception filling window for Verse.ImmediateWindow: System.TypeLoadException: Could not load type of field 'LTS_Repair.RH_Building_FleshweaverObelisk:noiseSourceComp' (2) due to: Could not resolve type with token 0100001d (from typeref, class/assembly RimWorld.CompNoiseSource, Assembly-CSharp, Version=1.5.8909.13066, Culture=neutral, PublicKeyToken=null) assembly:Assembly-CSharp, Version=1.5.8909.13066, Culture=neutral, PublicKeyToken=null type:RimWorld.CompNoiseSource member:(null) signature:<none>
(i should mention that I don't have any of the dlc's)
Yeah rpg and repair hub, from what i see the hp for the weapon goes over 100 and keeps going higher, even covering your pawn
There’s a strange interaction with rpg inventory that does that.
I've not yet figured out why, but the rpg inventory mod seems to remove the maximum health limit, and even subvert my manual maximum health checks.
Also, I'm planning to change the code so that it heals 'equipment', rather than apparel and the held weapon specifically. So hopefully that should target side arms.
Also, do you think you can also restore the hp for side arms that are on your inventory but not equipped, thanks :D
I imagine steam hasn't automatically downloaded the update. I'd recommend manually redownloading the mod to force it.
Exception getting types in assembly LTS_RepairHubs (cut)
XML error: <generalRules><rulesStrings><li>subject->repair hubs</li><li>subject_story->oversaw the growth of labour mechanoids</li><li>subject_story->was hired by an ultratech mercenary group to find a better way for their scouts to maintain their gear on long solo missions</li><li>subject_story->found a way to maintain the crumbling architecture of poorer worlds</li><li>subject_gerund->using mechanites for repairs</li></rulesStrings></generalRules> doesn't correspond to any field in type ResearchProjectDef. Context: <ResearchProjectDef><defName>RH_RepairHubsResearch</defName> (cut)
Could not resolve cross-reference: No RimWorld.ResearchTabDef (cut)
"Exception getting types in assembly LTS_RepairHubs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null. Some types may not work correctly. Exception: System.Reflection.ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown."
"Could not resolve cross-reference: No RimWorld.ResearchTabDef named LTS found to give to Verse.ResearchProjectDef RH_RepairHubsResearch"
Don't remember seeing these when I played a few months ago when 1.4 was still the latest version.
As the twisted obelisk doesn't have the field for unlocking research, both mods are patching one in, which is causing the error. An inelegant solution would be to do the patch differently depending on whether Maleficus' is detected or not, but it'll do for now. Give me a few minutes.
did the Architect create it for sure?
I have future plans for this mod and, if I've figured out how mod options work at that point, I'll definitely add something like that.
@GeckoBoyer
I'm not exactly sure what an archotech version of the repair hub would do.
Would you consider making an archotech version of the implanted repair hub?
I don't want to be that "THANK YOU, BUT GIMMIE GIMMIE" user, but I'd figure I would put the suggestion in if you ever feel so inclined;
It would be fantastic if we could get a mod configuration menu to adjust the HP amount/rate of individual structures, so that if we have unconventional balance in our saves, it would be easier to adjust than fiddling around with the mod files.
Have a good one!
Im going to assume because it only does clothes. It says "each apparel"