RimWorld

RimWorld

Rim of Madness - Bones Unofficial Fix
81 Comments
kongkim Nov 2 @ 3:28pm 
@The Deadliest Joltik I have fixed the mod settings, and the slider, so it works and also so i now use decimals like 0.5 etc.
If you want the DLL hit me up on Discord. i am on the rimworld channel.
Thanks, wish we could've helped you more with it tho.
The Deadliest Joltik  [author] Oct 25 @ 9:43pm 
I'll comment out the code, let me know if it gives any other errors.
DK1234 Oct 25 @ 1:52am 
Data\Core\Defs\DrawStyleCategoryDefs
DK1234 Oct 24 @ 3:35pm 
I'm using Odyssey and encountering an error. Could drawStyleCategory be part of the new vanilla designator shapes system rather than a feature specific to Odyssey?
The Deadliest Joltik  [author] Oct 24 @ 2:00pm 
Okay, so I don't actually know how to fix that. The only thing adding the DrawStyleCategory tag is the patch that specifically looks for Odyssey, but drawStyleCategory is an Odyssey specific tag. It's not used in Vanilla 1.6

I don't have Odyssey so I can't test for that in specific, but honestly I might just remove the tag from the patch entirely, since it just seems useless in general.
@DK1234 i get the same errors, but don't know what it's conflicting with.
DK1234 Oct 24 @ 1:19am 
Hello. Thank you for the mode. It seems like an error log is being generated.

XML error: <drawStyleCategory>Wall</drawStyleCategory> doesn't correspond to any field in type BuildingProperties. Context: <building><isInert>true</isInert><isPlaceOverableWall>true</isPlaceOverableWall><ai_chillDestination>false</ai_chillDestination><supportsWallAttachments>true</supportsWallAttachments><isStuffableAirtight>false</isStuffableAirtight><blueprintGraphicData><texPath>Things/Building/Linked/Wall_Blueprint_Atlas</texPath></blueprintGraphicData><relatedBuildCommands><li>Door</li><li>Autodoor</li></relatedBuildCommands><drawStyleCategory>Wall</drawStyleCategory></building>
The Deadliest Joltik  [author] Oct 23 @ 10:22pm 
I've disabled the portion of the patch that tries to be cute with building requirements. The Throne's still a meditation focus, but it shouldn't be required to make throne rooms any more.

I'm 95% sure it's caused by how the letter's formed though: Royalty's base letter system doesn't expect to see more than one type of throne per tier.
Rassmond Oct 23 @ 11:49am 
For some reason it forces u to use exactly this bone throne if u play royalty(even tho its worse than standard one by psyfocus bonus) You just have it required in throneroom
The Deadliest Joltik  [author] Oct 18 @ 2:39pm 
Thanks to Sophie's assistance, the options menu should now be functional.
Sophie the Opossum Oct 17 @ 6:09pm 
..... I might have to message you
Sophie the Opossum Oct 16 @ 6:32pm 
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Sophie the Opossum Oct 16 @ 6:32pm 
aite here ya go, just the dll! lmk if you encounter any issues, but it should be fine
Sophie the Opossum Oct 16 @ 8:15am 
hmmm.... i'll try uploading just the dll
The Deadliest Joltik  [author] Oct 15 @ 11:57am 
My issue is I straight up can't get the project to compile.

I'm not familiar with C# at all, and attempting the IED throws errors for me.
Sophie the Opossum Oct 14 @ 4:28pm 
(obviously you need to build it in order for the changes to take effect!)
Sophie the Opossum Oct 14 @ 4:26pm 
Hi! the settings bug was annoying me, sooooo I fixed it! turns out all that was in there was a bone multiplier slider, but it's better than getting an error :3 I think I remember you saying you find git hard to use? so here's a diff of what has been changed: https://pastebin.com/aEAvufUQ
Thanks so much
The Deadliest Joltik  [author] Oct 10 @ 12:45pm 
Updated to remove the bones patch for PseudobaseMechanoid and Wayward Assembler.
Sophie the Opossum Oct 8 @ 6:16am 
yeah, in one of my older comments I already provided a fix for that
I get errors about a bunch of patches for animals that don't even exist in Alpha Animals...
The Deadliest Joltik  [author] Sep 28 @ 10:48am 
Update done, I forgot to change my 1.6 patch to scan for 'Odyssey'. DrawStyleCategory is fun because it gives a red error if it ever triggers without Odyssey installed, so I couldn't figure out what was going on.
Sophie the Opossum Sep 28 @ 8:48am 
doesn't seem to include <drawStyleCategory>Walls</drawStyleCategory>, which is what DraggableDimensions was replaced by in 1.6
The Deadliest Joltik  [author] Sep 24 @ 12:38pm 
These changes have been added already, and StuffCategories was not supposed to be there anyway.
Sophie the Opossum Sep 24 @ 6:18am 
the other 2 commits display normally, but I can generate diffs for those too if you want
Sophie the Opossum Sep 24 @ 6:17am 
ah, yeah i forgot that the 1.6 changes display like that, partner was distracting me so I forgot to double check that. but if you'd prefer a diff output, sure: https://pastebin.com/NMWNyVH8
nknight44300 Sep 22 @ 12:33pm 
Just a heads up. still not working for me.
Iopy Sep 21 @ 9:02pm 
When I start a new playthrough i'll give it a test and let you know if I have any issues. Thank you for your time in trying to resolve the issue!
The Deadliest Joltik  [author] Sep 21 @ 3:20pm 
Well, it's not pretty, and it's incompatible with existing saves, but I can confirm that the mod does work now. I had to completely tear everything I did apart and put it back together, but hopefully it works now.
The Deadliest Joltik  [author] Sep 21 @ 1:23pm 
@Sophie the Opossum

Thank you for your submission. I have gone through each of your pushes with Text Compare, and have implemented the three lines of text that were different. In the future, please direct me to towards what you actually changed, as it makes the process far smoother.

I have not touched the namespace as frankly I don't even know what to do with it.
Iopy Sep 21 @ 9:42am 
@The Deadliest Joltik, thanks mate! Appreciate your time and effort :)
Nameless Sep 21 @ 4:05am 
You are the best!
The Deadliest Joltik  [author] Sep 21 @ 3:50am 
Ugh... It might be an error with configs... I'll test it later this week. If it's a DLL issue, then the mod very well might not be save game compatible, because I am really unfamiliar with editing DLLs.

Worst case scenario, I'll see if I can revert to an older version.

Don't expect a fix right away, but I'll hope to get it done by the end of the week.
Nameless Sep 21 @ 3:17am 
Hello, @The Deadliest Joltik ! Thank you for your kind reply :) Yes, this is about an existing save. I think @lopy here might have the same issue. Again, thank you for your efforts!
Iopy Sep 21 @ 1:27am 
To add to this. I switched back the original mod, and even the animals that I unalived while the mod wasn't active were all able to be butchered. So it definitely appears to be an issue with this mod and butchering.
Iopy Sep 21 @ 1:22am 
When I added this as a replacement for the original RoM - Bones mid-save, I could no longer butcher a dead creature that I had in my stockpile. I tested by dispatching another creature that was on the map already and that failed too. Thought maybe it was due to it being a modded animal, so I dispatched a base game Turkey and still encountered the issue.

Here is the error log:

https://gist.github.com/HugsLibRecordKeeper/5bb2883048342d631be39c6effa7f339
The Deadliest Joltik  [author] Sep 20 @ 5:48pm 
Nameless, to confirm, adding the mod to a save that's already existing causes issues? Unfortunately, I don't actually know how the butchering code works: I'm not actually familiar with C#, so I can't actually provide much in the way of assistance.

If I were to guess the issue though, it's that this mod works by patching every single creature with a 'bone' value when they're created, and creatures which already exist prior to the mod's installation would not have that field.
Nameless Sep 20 @ 10:50am 
Hello, @The Deadliest Joltik , thank you for investing your time to update and maintain this mod! I am here to report an issue that I observe without an error. When added mid-game, mod seems to break butchering. Can you please have a look at that? Huge thank you!
huflungpu Sep 18 @ 5:55am 
Hey thanks for the fork. Swapped to this because I was sick of all of the errors thrown by the original (though I loved it's gameplay enrichment). The extra optimizations are a huge plus!
FireSloth Sep 17 @ 9:37pm 
Un-subbed the other, subbed this one. Thank you! Massive fan of this mod!
(Quick note: the description still says GB in 3 places instead of MB. Also the thumbnail image still has a 1.5 tag in the top left corner)
Oh lol i was about to say
The Deadliest Joltik  [author] Sep 17 @ 8:25pm 
Megabytes, not gigabytes. I had a typo, oopsie.
Fixed on the original mod.
That mod was fr 100 gigabytes?! O.o
The Deadliest Joltik  [author] Sep 17 @ 11:13am 
I've again set this mod to public, as I am unable to push my optimization changes to the original mod. I find it unreasonable to ask a player to install a 100+ MB mod just to have bones.
TeH_Dav Oct 26, 2024 @ 6:53pm 
I started having a crashing issue in my ongoing save when switching to the original 1.5 bones. It's a blank crash, no log recoverable, so I don't know if it's this mod ,but I've removed every other mod I added after the updated 1.5 bones mod none of them solve that issue. I'm going ot try launching my game with this one on instead soon an see if that fixes it and see what is causing the issue.
The Deadliest Joltik  [author] Jun 4, 2024 @ 10:27am 
As this mod has been properly replaced by the 1.5 version, I will be unlisting this mod.

The way I've set it up, this mod can be taken out and replaced with the actual version at any time, so it should be safe to replace mid-save.
KingSihv Jun 4, 2024 @ 10:20am 
1.5 update live on original
ProfileName Jun 4, 2024 @ 8:06am 
I don't know where the "Butcher Rotten" bill is, the original bill got replaced with yours but I seem to not have the ability to tell my butcher table to "Butcher Rotten."
If it helps, this is off of a Vanilla Furniture Expanded - Production's "Electric Butcher".