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at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool)
at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0
at Verse.ModAssemblyHandler.AssemblyIsUsable (System.Reflection.Assembly asm) [0x00000] in <filename unknown>:0
Loader exceptions:
=> System.TypeLoadException: Could not load type 'HugsLib.ModBase' from assembly 'HugsLib, Version=0.18.0.0, Culture=neutral, PublicKeyToken=null'.
=> System.TypeLoadException: Could not load type 'HugsLib.ModBase' from assembly 'HugsLib, Version=0.18.0.0, Culture=neutral, PublicKeyToken=null'.
as a loader exception for me. (That's after some ugly "reflection" error says module not loadable.)
I have HugsLib 6.0.1 loaded and it is working with other mods.
https://ludeon.com/forums/index.php?topic=45988.0
Is it possible to restrict/allow crafting tables, the same way you did with the doors? Like, I want only certain people to work at "crafting spot", and since smokeleaf joints require no skills to make, I can't restrict it by skill level, and my best crafter will spend his days making joints, instead of actually useful things.
→ Oh, the doctor can't leave the door, because it's now doing the job "get something to eat".
A fainted old lady will allow other colonists that are assigned to doctor to get into her bedroom.
→ Oh, the old lady is now walking again, and the doctor is locked inside her bedroom.
Anyone will allow doctors to get into their bedrooms.
→ Oh, the doctor is getting into anywhere to use their furnitures!
However, I would like to see a feature where in that if the person inside the bedroom is suffering from a medical issue a doctor should be allowed to pass through to provide treatment. Early colonies usually do not have dedicated "medical" rooms and thus, colonists will default to their assigned bed to rest up after a medical issue.
Sorry, that's technically impossible. A door splits rooms even if is set to allow prisoners, which discourages them from passing through.
I also wish there were stealth kills, because when raiding,you're detected from the start instead of you silently killing that one person who's around you while the others patrol. Or, when a visitor comes into your armoury and takes your guns you can pin them to the ground and beat them with a crowbar so they'll stop stealing, as their caravan leaves as if nothing happened.
Thanks again!
I will update to temporarily remove inspect string injection in order to make this mod at least function.
Err, the game loads yes, one minor issue: Inspecting Wort reveals this (and a few other items like walls and that reveal relavantly simimlar results):
GetInspectString exception on Wort463391:
System.ArrayTypeMismatchException: Source array type cannot be assigned to destination array type.
at (wrapper stelemref) object.stelemref (object,intptr,object) <0x000a5>
at System.Collections.Generic.Dictionary`2<RimWorld.Building_Door, LockableDoorsEx.LockableDoorsExData>.set_Item (RimWorld.Building_Door,LockableDoorsEx.LockableDoorsExData) <0x00212>
at LockableDoorsEx.LockableDoorsExUtility.GetData (RimWorld.Building_Door) <0x0005d>
at LockableDoorsEx.LockableDoorsExUtility.GetInspectString (RimWorld.Building_Door) <0x00065>
at LockableDoorsEx.HarmonyPatches.Patch_InjectInspectString.Postfix (string&,RimWorld.Building_Door) <0x00045>
at (wrapper dynamic-method) Verse.ThingWithComps.GetInspectString_Patch1 (object) <0x000c7>
at RimWorld.InspectPaneFiller.DrawInspectStringFor (Verse.ISelectable,UnityEngine.Rect) <0x0002a>
Verse.Log:Error(String)
RimWorld.InspectPaneFiller:DrawInspectStringFor(ISelectable, Rect)
RimWorld.InspectPaneFiller:DoPaneContentsFor(ISelectable, Rect)
RimWorld.MainTabWindow_Inspect:DoPaneContents(Rect)
RimWorld.InspectPaneUtility:InspectPaneOnGUI(Rect, IInspectPane)
RimWorld.MainTabWindow_Inspect:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)
My save won't load and I'm getting:
Could not find class LockableDoors.Buildings.Building_LockableDoor while resolving node thing. Trying to use Verse.Thing instead. Full node: <thing Class="LockableDoors.Buildings.Building_LockableDoor"><def>Autodoor</def><id>Autodoor348749</id><map>0</map><pos>(131, 0, 127)</pos><rot>1</rot><health>250</health><stuff>Steel</stuff><faction>Faction_9</faction><parentThing>Thing_PowerConduitInvisible210471</parentThing><lastFriendlyTouchTick>6159701</lastFriendlyTouchTick><owners /><guests_allowed>False</guests_allowed></thing>
Verse.Log:Error(String)
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Collections:Look(List`1&, Boolean, String, LookMode, Object[])
Verse.Scribe_Collections:Look(List`1&, String, LookMode, Object[])
Verse.Map:ExposeData()
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Collections:Look(List`1&, Boolean, String, LookMode, Object[])
Verse.Scribe_Collections:Look(List`1&, String, LookMode, Object[])
Verse.Game:LoadGame()
Verse.SavedGameLoader:LoadGameFromSaveFile(String)
Verse.Root_Play:<Start>m__0()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
All up and down the debug log.
Exception ticking Door197703: System.NotImplementedException: The requested feature is not implemented.
at Verse.Entity.Tick () [0x00000] in <filename unknown>:0
at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
That error repeats itself every frame. Hope it helps.