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Thank you for playing it! :)
The mods adds 3 events that, like the Defoliator event, have different negative effects as long they are alive.
I'll wait for your results then. FYI: The fact that the function is already called TryExecute_Patch 2 suggests that there are multiple mods applying patches and the error comes from the second or third patch. (I don't know if Harmony starts counting from 0 or 1).
ok i have a feeling the vanilla expanded mods might be doing that cause a lot of other mods have new incompatibilities with them. I won't be doing any more bug testing until fluffy gets his mod manager updated because i'm not rebuilding my 500+ mod list from scratch. As soon as i get to test again i'll let you know
Your error is related to the IncidentWorker, the part of Rimworld responsible for causing incidents of any kind. Somebody apparently patched it with new functionality and that functionality is now causing errors.
More Crashed Ship Parts doesn't use this kind of patch so I'm pretty sure your issue is not caused by this mod.
If you want to be sure, start a new game with only this mod + Harmony and if you still get the error in that configuration, please contact me.
at (wrapper dynamic-method) RimWorld.IncidentWorker.DMD<DMD<TryExecute_Patch2>?1993214592::TryExecute_Patch2>(RimWorld.IncidentWorker,RimWorld.IncidentParms)
at RimWorld.Storyteller.TryFire (RimWorld.FiringIncident fi) [0x00024] in <c02864cf9c3f4adea98ca1474c0fd5a0>:0
at RimWorld.Storyteller.StorytellerTick () [0x0003a] in <c02864cf9c3f4adea98ca1474c0fd5a0>:0
at (wrapper dynamic-method) Verse.TickManager.DMD<DMD<DoSingleTick_Patch1>?-1208637440::DoSingleTick_Patch1>(Verse.TickManager)
Verse.Log:Error(String, Boolean)
Verse.TickManager:DMD<DMD<DoSingleTick_Patch1>?-1208637440::DoSingleTick_Patch1>(TickManager)
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
randomly getting this error during the purple ship event. think it's related to some lightning strikes not landing?
Rain is an idea I had as well, but I think it's too easy to abuse it for your own gain since raiders would be affected as well.
To be fair, you could also call it some kind of life lesson about the consequences of postponing important matters.
I didn't even know about the binoculars in CE... I'm glad the mod is compatible with CE apart from that though.
Thanks for sharing. :)
Behold as they fire and anticlimatically miss every single shell out of 15, because they are terribly inaccurate without binoculars in Combat Extended. And my pawns can't use binoculars without being set on fire.
So Combat Extended can conflict with mods without erros now... lol
It technically should be, I suggest you try it. :)
Pretty simple: The ship doesn't know that rain exists. So it will keep setting fires even if they're being put out again almost immediately.
They're rather obvious at what they do once they drop on your map. If you still wanna know, read the spoiler below. :)
Red:
Sets stuff on fire in an expanding radius (much like the poison ship but slower).
Blue:
Causes lightning strikes. The interval is rather slow at the beginning but will increase up to a strike every few seconds.