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"Could not load UnityEngine.Texture2D at Icons/BS_Brimstone"
and
"NullReferenceException at RimWorld.Dialog_BeginRitual"
Manually adding a placeholder image didn’t fix it. But after releasing the prisoners and letting them leave the map, the ritual UI worked again. Colonist angels don’t cause the problem — only prisoners do. Hope this helps!
I think only Altered Carbon can handle that since it is likely from their code the extra pawn is created.
It is a thematic feature, and deliberate built-in flaw for those who like gene engineering.
But trust me, an Authority, even unarmored, still takes hits that would kill a baseliner. Their size still gives them a significant health pool.
+3 metabolism is pretty good too.
@ ополоченец
Maybe. I did have some sinner/saint designs that went unused.
@deadmanreaper13
In theory with custom code, but I’ve not added anything like that.
(sorry for bumping)
Were they given the name Chastity, and the game sterilized them?
were they generated that way, and so named Chastity?
or is it just a massive cosmic joke that an angel named Chasity can never have children?
If you have bioferrite shaping you can craft them using one of the regular anomaly shards.
@tanyfilina
Looks cool.
But the biggest problem is more that I don't want to draw several new graphics for each of the wings. If I did then the next mod you'd see from me would be in summer 2025 because I'm horribly slow at drawing art. :'D
Does it involve the ghoul surgery in anomaly? still haven't unlocked that.
Maybe you could make wings and tails animated? That would be absolutely lovely.
Thematic identity. Fighting with two spears through your chest is more of a demon thing.
Delicate is honestly not that bad of a gene, and Satans and Aurhority xenos still have enough hp take some serious punishment thanks to their somewhat larger size.
Should be fixed now.
It is up to you how you wish to interpret them for your runs. I deliberately avoid being too explicit about stuff like that.
Thematically heaven is an extremely dogmatic take on the really old Old Testament. E.g. despite (cryptic) warnings your father butchered a megascarab after midnight, now we shall purge your tribe to the last.
The angels _would_ have varied a lot if not for the Grigori being kicked out.
Hell is a brutal supremacist might-makes-right warrior faction. Individual members aren't necessarily cartoonishly evil themselves though. In practice their behaviour as a group is a lot like what Arandor said.
There isn't really a demon/devil divide, how lawful or not they would vary greatly depending on group and individual.
The Outcasts traders are identical to the Rimworld Vanilla "Outlander" traders aside from having different xenotypes and equipment on their guards. I don't think this mod would be the issue.
System.NullReferenceException: Object reference not set to an instance of an object
[Ref E85DDCB8] at RimWorld.LordJob_TradeWithColony+<>c__DisplayClass7_0.<CreateGraph>b__0 (Verse.AI.Group.TriggerSignal s) [0x00009] in <f0ac5eb9b52e4cc396c70fc9a4ee15e5>:0 "
I use CE kill the trader leader,then the issue disappear.
Could you tell me if this issue caused by this mod or my mod list have some conflict?
@DOCTOR CROW
Cherub/Cherubim were guardian angels in some versions of the Abrahamtic faiths.
I don't have them planned at the moment because their appearance is quite weird. They'd certainly require a HAR race since for starters they have four heads, only one of which is human-looking.
is that an upcoming angel too the mod? already love the mod a lot and hope too se more demon and angel types x)
Probably more Gabriel. Lucifer probably has more in common with the Grigori, or maybe Malakim, though probably he should be of some angel type that I haven't implemented yet. I think in his OG lore he was a Cherub.
btw i was wondering is Authority Gabriel or lucifer? 🤔
Via XML it is possible to create your own version if you don't mind modding. You could just copy the angel form gene/ability/hediff and swap the color.
No way to do it in-game sadly. That is a disadvantage of the "packaged" true form genes; they are a bit lacking in flexibility.
@DOCTOR CROW
I'll look into it. Updating to Anomalous Power might have been a bit of a nerf for them.
With Anomaly DLC you can craft shards that boost their Anomalous Power stockpile though, that should give them a decent boost since they have genes scaling with it.
@mrclumps8973
I've been planning to do that once Vanilla Expanded Medieval 2 comes around. :)
@Delmain
Scarless doesn't fix missing limbs, it only fixes scars and prevents new ones from occurring.
I have no idea why a bionic would vanish though. I even try to retain stuff like that when you switch the whole body layout (e.g. via the Marlith Gene + Humanoid Alien Races)
Is that... expected? or is something in this mod list messed up? I'm using EPOE-Forked but I only tried with base game items.
If that's what's expected to happen for some reason, that's fine. If it isn't, I'll try to recreate with dev-mode on a smaller modlist and see if I can track down which set of mods is causing it.
I don't think it is related to the pawn being a Succubus. I've seen that issue with baseliners and usually it is because the AI has done a whoopsie.
In the case I saw your what you describe it was a random pirate that for some reason thought she was still part of a long-since-ended siege on my colony, and would cancel any ritual, presumably because it conflicted with sieging me.
In my case it was fixed my hand-editing the save file, but an easier way would be to clone them using the Character Editor. That should remove any leftover AI from other mods.
I have a succubus in my colony that I've tried assigning to the role of my Ideology's Moral Guide, but whenever I start the ritual it will auto-fail with the message "ritual cancelled."
Same thing happens for any ritual requiring an organizer and the succubus is assigned to it; they all fail.
But as soon as I select a different pawn to be the organizer or role receiver, the ritual works just fine.
For whatever reason, succubi aren't being allowed to hold any important position. There's no restrictions for xenotype. They are the right ideology. The temperature in the area is just fine. They aren't restricted to an area that doesn't include the ritual room, etc.
Has anyone else experienced this?
I don't see the issue on my test list, so I'm going to need a full log to guess what could be going wrong.
99% the issue in your case is steam not updating all the mods properly (big & small framework likely). Verifying cache should fix it.
Error in WorldGenStep: System.ArgumentNullException: Value cannot be null.
Parameter name: Activator.CreateInstance(type) called with a null type, possible context=BS_SoulCollector
The details inside this error are basically the same was what Reddeyefish posted.
Error while generating pawn. Rethrowing. Exception: System.ArgumentNullException: Value cannot be null.
Parameter name: type
at System.Activator.CreateInstance (System.Type type, System.Boolean nonPublic)
at System.Activator.CreateInstance (System.Type type)
at Verse.HediffMaker.MakeHediff (Verse.HediffDef def, Verse.Pawn pawn, Verse.BodyPartRecord partRecord)
at Verse.Pawn_HealthTracker.AddHediff
at Verse.HealthUtility.AddStartingHediffs
at Verse.PawnGenerator.GenerateInitialHediffs
at Verse.PawnGenerator.TryGenerateNewPawnInternal
at Verse.PawnGenerator.GenerateNewPawnInternal
at Verse.PawnGenerator.GenerateOrRedressPawnInternal
at Verse.PawnGenerator.GeneratePawn
<...>
RimWorld.Faction:TryGenerateNewLeader
RimWorld.FactionGenerator:NewGeneratedFaction
RimWorld.FactionGenerator:CreateFactionAndAddToManager
My wings rely on either Vanilla Expanded Framework, or the Pathfinding Framework for their actual code depending on what you've got in your modlist.
From my end they are just XML. Probably something breaks code from one of those mods when trying to pathfind to the research bench.
Machinist will bring the chip to the research table and the next second,he cancel this instruct and go away.
What error did you get?
@大吉岭の紅茶战车道
The angel wings don't do anything related to the mechanitor chips. In fact i don't have anything that I can imagine would in any way touch the ability to analyze them.
What happens exactly?
Yeah that's weird, initially i unloaded all mods one by one until i reached this one as the cause but after restarting my computer suddenly it all went back to normal.
For reference i was using All DLC + the big and small mod and rocketman