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@shrimpy_nazeem Just had a test and yes I'm getting that too. Will investigate what's going on
Error while killing Wolf_Timber2899802 during phase 2: System.ArgumentNullException: Value cannot be null.
https://gist.github.com/HugsLibRecordKeeper/f261d66215134b8090d30c8994bfd3b5
I've had 1 persona handaxe for a long time The error started either when 2 new ones showed up and I bonded them, or when I destroyed my old one and edited the save file directly. I would write it off as something I did wrong there, but there's a couple odd things going on between 2 old saves on March 5 and March 14th:
- Duplicate XML info for the handaxes which also appears in-game in the info cards: biocoded, biocodedPawnLabel, codedPawn, lastKillTick, traits, name.
- Handaxes can stack and show their stack size instead of quality
https://gist.github.com/HugsLibRecordKeeper/b374c544babd0195848d784648e2d8fa
- A work-in-progress item, so archeological work isn't lost if interupted.
- Increased work time to do archeological investigations, slightly higher success rate to compensate
- Ancient persona bows & spears that require restoration
- A few crowns, which likewise require restoration but offer more favourable tradeoffs than similar rings. Only 5 rn, but I will throw in a few more once I get some more ideas.
- Scrimshaw! Inspired by The Lighthouse
- Bufg fixes around museum visits and gifts.
Let me know if these balance changes don't suit you. Another update coming soon addressing MakeThing errors and adding more stuff.
Finally, thankyou to the following from the Rimworld Mod Market:
- Eragon (erag0n001 on discord) for coding
- Immortalus (_immortalus on discord) for art for the archeology-in-progress item
- Times New Roman (timesnewroman910 on discord) for the crown and bow artworks.
"MakeThing error: EL_HandaxeUltra is madeFromStuff but stuff=null. Assigning default."
Thanks sincerely for your work!
Update coming in January will fix some bugs (like handaxe recipe, mayrequire, others mentioned below), plus introduce a few new items like crowns and damaged bows, some Anomaly tie-ins, and (hopefully) a "in progress" version of the stone chunk so that archeology can be interrupted without losing all progress. This will mean I can make the archeology task take longer, which is more realistic, without being too frustrating if pawns get distracted by a bumblebee/catatonic breakdown/golden cube.
Thanks all for the comments and pointing out the bugs. Though I do not respond to all, please trust that I read them all and they all stress me out.
It looks pretty fun! :)
One thing I noticed right away though: The work speed seems way too high. Isn't archaeology supposed to be a careful process where the archaeologist removes layer after layer so as not to destroy a potential find?
Granted, my pawn's Intellect is over 20.
But he is shredding this rock like there is no tomorrow.
So I have a request:
Could you please expose the work speed in the mod options? (Are there any at all?)
I think many users of your mod don't mind the fast chisseling.
But I would like to reduce it by at least factor 2.
Alternatively, I would change the corresponding value in the xml file myself.
I am not a modder, but I believe the appropriate file is "StatDefs" and the correct line is " <defaultBaseValue>1</defaultBaseValue>".
Is this correct?
Admittedly, I would prefer you to expose the value in the mod options, as I would have to check the file every time you update your mod.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.ThingMaker:MakeThing (Verse.ThingDef,Verse.ThingDef)
ElsArchaeology.GenRecipeMakeRecipeProducts_Postfix:Postfix (System.Collections.Generic.IEnumerable`1<Verse.Thing>&,Verse.RecipeDef,Verse.Pawn,Verse.Thing)
This is how it is.
https://imgur.com/a/qi7b6oJ
RimWorld 1.4 now.
@WabbaCat Hope you enjoy!
@deadmanreaper13 Yeah that makes sense, I'll add a small exp gain (I don't want it to snowball too much).
I have yet to make my first bench to actually try the mod despite having it since I began this playthrough... but thank you all the same!
My colonists are still working out the basics to spare any time atm >.>
Lazy I tell ya.
- Weird 1.5 bugs, e.g. when visitors arrive wearing rings, should be fixed. Please comment if you have any further issues though. Thanks to Nimrag for checking & rebuilding the assemblies!
- Added the microdrill hand thing to the machining table, can't believe I never spotted that this didn't have a recipeUser. Also: does it need a buff or is it good as is?
There may still be a couple 1.5/royalty DLC bugs, plan to fix them soon.
Exception filling window for LudeonTK.Dialog_Debug: System.MissingMethodException: Verse.TaggedString Verse.TaggedString.get_Empty()
[Ref C0A756DA]
at Museum.IncidentWorker_MuseumVisitors.TryExecuteWorker (RimWorld.IncidentParms parms) [0x000bd] in <c3da6a541a0f48f38b2eeb5e5ccbbd1d>:0
at RimWorld.IncidentWorker.TryExecute (RimWorld.IncidentParms parms) [0x0007c] in <f40318a15dd2424e8ab139f74270c36f>:0
- PREFIX OskarPotocki.VanillaStorytellersExpanded: Boolean VanillaStorytellersExpanded.Patch_TryExecute:Prefix(IncidentWorker __instance, IncidentParms parms)
Some more points:
The "Visual Exceptions" points to your mod only
This seems to happen when a trader is visiting the colony
Exception: System.NullReferenceException: Object reference not set to an instance of an object
[Ref BEB0D8AB]
at ApparelOffsets.CompHediffOnEquip.ApplyHediffs (Verse.Pawn pawn) [0x00060] in <f211911aaca74e2c9dddd8c89cf55320>:0
at ApparelOffsets.CompHediffOnEquip.CompTick () [0x0000c] in <f211911aaca74e2c9dddd8c89cf55320>:0
at Verse.ThingWithComps.Tick () [0x00024] in <f40318a15dd2424e8ab139f74270c36f>:0
at Verse.ThingOwner.ThingOwnerTick (System.Boolean removeIfDestroyed) [0x00021] in <f40318a15dd2424e8ab139f74270c36f>:0
at RimWorld.Pawn_ApparelTracker.ApparelTrackerTick () [0x00000] in <f40318a15dd2424e8ab139f74270c36f>:0
at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Verse.Pawn.Tick_Patch1(Verse.Pawn)
at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Verse.TickList.Tick_Patch2(Verse.TickList)
@ivanmrzv91 Yep, save game compatible. I'll add a note in the description too.
@RealLifeHobgoblin Agreed! Everyone should check out NighmareCorporation's Museums mod! It's fully compatible with Archeology, and NightmareCorporation has been helping me fix bugs and update to 1.5 : - )
@Vagineer1 Yep!
@Maciek xD Ahh I misunderstood, that's a reasonable suggestion. I'll look into it!
It definitely deserves a mention in the mod description!
By this can I take it literally, that making a museum for these artifacts will cause tourists to show up and donate?