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If that doesn't stop the issue, then I'll need more specifics. If it is only specific abilities check to make sure the mod they come from is actually using think tree stuff from this mod. If there are vanilla abilities that cause it, check your mod list for mods that make those abilities get autocast. If it is all abilities, then I haven't the slightest clue what would cause that because I didn't add anything in this mod that would make everything autocastable.
guess I have to look more into 1.6 haha
Like if you cast an ability with a projectile, it could scale with the pawns shooting skill to hit the enemy.
[Ref B271ACAE] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch4 (string)
RimWorld.FloatMenuMakerMap:TryMakeFloatMenu (Verse.Pawn)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:RimWorld.Selector.HandleMapClicks_Patch1 (RimWorld.Selector)
RimWorld.Selector:SelectorOnGUI ()
RimWorld.MapInterface:HandleLowPriorityInput ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:RimWorld.UIRoot_Play.UIRootOnGUI_Patch3 (RimWorld.UIRoot_Play)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root.OnGUI_Patch1 (Verse.Root)
You're insane man, I really appreciate the mod.
https://pastebin.com/R6e5Ni8p
It didn't seem to be happening a few days ago, but I think I didn't have any pawns having any EBSG genes, so hard to say what's at fault.
If the issue persists after a couple in-game days even after ensuring that steam updated your version of the mod, let me know and I'll try fishing around for more dumb typos like that one.
https://gist.github.com/HugsLibRecordKeeper/a4198e6d1c9f4ec7e998287bd5bfcbd4
https://gist.github.com/HugsLibRecordKeeper/8aea7fa7ba6a2bcb3ace35eaac72a6ce
https://prnt.sc/loOyGNv-OWw1 200 hemogen
https://prnt.sc/wGnN1FYazAEM 100 hemogen
That trait only has 4 degrees, and none of them are 0. The most likely culprit is genes or backstories, so I would recommend checking if any of them reference will and mental break stuff. Also, if you have any errors on start up, those can narrow down the issue.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch6 (string)
RimWorld.TraitDef:DataAtDegree (int)
RimWorld.Trait:get_CurrentData ()
RimWorld.Trait:OffsetOfStat (RimWorld.StatDef)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:RimWorld.StatWorker.GetValueUnfinalized_Patch1 (RimWorld.StatWorker,RimWorld.StatRequest,bool)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:RimWorld.StatWorker.GetValue_Patch1 (RimWorld.StatWorker,RimWorld.StatRequest,bool)
RimWorld.StatWorker:GetValue (Verse.Thing,bool,int)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:RimWorld.StatExtension.GetStatValue_Patch5 (Verse.Thing,RimWorld.StatDef,bool,int)
EBSGFramework.EBSGUtilities:StatOrOne (Verse.Thing,RimWorld.StatDef,EBSGFramework.StatRequirement)
EBSGFramework.HarmonyPatches:BloodRecoveryPostfix (Verse.Pawn)
If you are talking about "RimWorld.StatDef defines the same field twice: parts.", I've got the same error. The thing is this mod does check whether <parts> is already defined or not, but the same can't be said to the conflicting mod (in my case, Integrated Implants). If this is also the case for you, your issue can be solved by placing EBSG Framework under the conflicting mod.
- Added 10 new mechanitor stats related to combat, 5 factors and 5 offsets
[V1024-EBF][ERR] Failed to apply Harmony patches for V1024.EBFramework. Exception was: HarmonyLib.HarmonyException: Patching exception in method static System.Reflection.MethodBase EBF.Patches.AlteredCarbon.PreFix_AC2_SleeveGestator_Repurposing_Lambda1::TargetMethod() ---> System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.ArgumentOutOfRangeException: Specified argument was out of the range of valid values.
Parameter name: index
- Added think tree stuff for allowing pawns to individually disable an ability's autocast as long as the ability is set up to allow that
- Instant Death can now create items
- Fixed an IDG bug that caused the description not be able to see lethalSeverity