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[Ref E533C731]
<0x1b84c2493c0 + 0x0018e> <unknown method>
at RimDialogue.Access.Patch_BattleLog_Add.CreateImHitInteraction (Verse.LogEntry entry, Verse.BattleLogEntry_DamageTaken damageTakenEntry) [0x00126] in <a741c9861dfc48628c5dfca8db4e2a20>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()…
a pawn got burning, just started a new map.
https://gist.github.com/HugsLibRecordKeeper/7a94fcd599527161fb6c47f2d4b92391
https://steamcommunity.com/sharedfiles/filedetails/?id=3448693012
https://steamcommunity.com/sharedfiles/filedetails/?id=2916405546
(not sure whether it's the problem)
[Ref C53AD8DB]
at RimDialogue.Access.PlayLogEntry_Interaction_ToGameStringFromPOV_Worker.Prefix (Verse.PlayLogEntry_Interaction __instance, System.String& __result, Verse.Pawn pov, System.Boolean forceLog) [0x002dd] in <a741c9861dfc48628c5dfca8db4e2a20>:0
…
at the same second there was:
Failed to find Verse.RulePackDef named VSIE_Teaching_Toughness. There are 667 defs of this type loaded.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)…
https://gist.github.com/HugsLibRecordKeeper/7d135f0dd415e794eee70424d4f6817c
– https://steamcommunity.com/sharedfiles/filedetails/?id=2013940581
<li>r_logentry->[INITIATOR_nameDef] [talkedabout] [INITIATOR_posessive] [performance] in the battle, '[battle]', with [RECIPIENT_nameDef].</li>
and [INITIATOR_posessive] should't be [INITIATOR_possessive]?
also in RecentBattleChitchat,xml there is the extra bracket ]
in
<li>r_logentry->[INITIATOR_nameDef] and [RECIPIENT_nameDef] [talkedabout] the recent battle, '[battle]'].</li>
The closing ] at the end breaks the parser?
Thanks for the mod. Really enjoying gold access:)
[RimDialogue v0.81.2] System.NullReferenceException: Object reference not set to an instance of an object
[Ref 65B5F67F]
<0x176597a3e10 + 0x0018e> <unknown method>
at RimDialogue.Access.Patch_BattleLog_Add.CreateImHitInteraction (Verse.LogEntry entry, Verse.BattleLogEntry_DamageTaken damageTakenEntry) [0x00126] in <a741c9861dfc48628c5dfca8db4e2a20>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)
RimDialogue.Mod:Error (string)
RimDialogue.Access.Patch_BattleLog_Add/<CreateImHitInteraction>d__4:MoveNext ()
https://gist.github.com/HugsLibRecordKeeper/063f55dfc6ba7a4badcb06f44e65be61
To even contextual moments where one of my other colonists was talking to a toddler in my colony about how his Mom constantly spends time researching, but the boy was up beat and responds that he's not sad cause his Dad spends a lot of time playing with him.
Which is insane, but very accurate as both his parents did exactly those things.
1. https://steamcommunity.com/sharedfiles/filedetails/?id=3450332059
taking languages into account it could generate pretty fun cotexts when two pawns don't understand each other, or maybe partly, if a language of another pawns has the same roots as yours.
2. https://steamcommunity.com/sharedfiles/filedetails/?id=3535813796
talks about items they own, about gift etc – it could be a nice addition
3. Also, would be great to save previous dialogues and what they said to each other, so they could talk about them later. Let's say we keep collecting them through the month to randomly keep a couple of them (maybe with weights: the more chance this dialogue will be kept the more unregular pawns felt each other: amount of critical conditions, very low or very high mood etc). Then by the enod of the year we have 12-24 dialogues they can refer to, considering current context. This would be awesome.
https://gist.github.com/HugsLibRecordKeeper/f4a2b435958d94e0555b254ee58d91e5
...
System.NullReferenceException: Object reference not set to an instance of an object
[Ref 2C6144CE]
<0x1dbff41d7d0 + 0x00250> <unknown method>
at RimDialogue.Core.GameComponent_ThoughtTracker.CreateThoughtInteraction (RimWorld.Thought thought, Verse.Pawn otherPawn) [0x0000b] in <129907cf6cfd45d8b395f2388d4bfd84>:0
another one with verbose logging on:
https://gist.github.com/HugsLibRecordKeeper/8e1137675efcc5332ced902185336124
another one (crashlanding, just loaded a new map, they haven't even landed):
https://gist.github.com/HugsLibRecordKeeper/e9ae9b8b7633f86c2895827993bf2097
https://gist.github.com/HugsLibRecordKeeper/317e26d52bb719e31812b7e461fc99a3
«Gasparich and his crafting ideas... Gods, this game is sadistic. Hope he knows what he's doing, or we're all screwed.»
or
«Crashed with Irma, huh? Game's twisted sense of humor. Stuck with the kid-philosopher. Could be worse, I guess. Still, feels like someone's writing bad fanfic with our lives.»
meanwhile Irma: age 13, has a «Genetic Reincarnation» backstory starting with «Irma was vat-clone of an ancient philosopher-tyrant…»
I'm impressed.
Exception ticking Gasparich (at (56, 0, 175)): System.NullReferenceException: Object reference not set to an instance of an object
[Ref 40D957F4]
at SpeakUp.Talk.Reply (System.String tag) [0x00007] in <516b4465dcf94f92a900ae722f1c795a>:0
<0x252db628b40 + 0x000b2> <unknown method>
at SpeakUp.DialogManager.Ensue (System.Collections.Generic.List`1[T] tags) [0x0004e] in <516b4465dcf94f92a900ae722f1c795a>:0
...
https://gist.github.com/HugsLibRecordKeeper/8ad1b0b34fb56fb0d429b2554956c261
also, if possible, please, add compatibility with RimLanguages, so this mod could take into account if two pawns know the same languages. and, yeah, high hopes for SpeakUp compatibility – I don't see any bubbles.
[RimDialogue v0.81.1] Error fetching ScenarioInstructions: System.Exception: Entry -1 - Error posting to ' http://localhost:7293/home/GetScenarioPrompt' . ---> System.Exception: Entry -1 - Network error: HTTP/1.1 500 Internal Server Error
[Ref 23A69FCB]
at RimDialogue.Core.InteractionData.DialogueRequest.Post (System.String action, UnityEngine.WWWForm form, System.Int32 entryId) [0x0011a] in <129907cf6cfd45d8b395f2388d4bfd84>:0
Second, a question: Since 1.6, I've quite often had conversations and thoughts of pawns that were no longer on the map pop up, both after I left the tile with the gravship, but also from a slave that escaped. This persists until I save and reload - is this an intentional feature, or a quirk caused by some change in 1.6?
Could go a long way for immersion
Thank you very much for your help and for making this amazing mod!