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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2196487991
Hope it helps anyone!
Please can you check now. The update will hopefully remove the error, but it concerns me that you may have poorly configured apparel items in these mods.
____
Exception in ConfigErrors() of TGStormTrooper: System.NullReferenceException: Object reference not set to an instance of an object
at JetPack.JPUtility.GetIsJPApparel (Verse.ThingDef def) [0x00006] in <be18e5268f0c463f9cbdb8461dee3d42>:0
at JetPack.CanWearTogether_JPPostPatch.PostFix (System.Boolean& __result, Verse.ThingDef A, Verse.ThingDef B, Verse.BodyDef body) [0x00004] in <be18e5268f0c463f9cbdb8461dee3d42>:0
at (wrapper dynamic-method) RimWorld.ApparelUtility.DMD<DMD<CanWearTogether_Patch4>?331124224::CanWearTogether_Patch4>(Verse.ThingDef,Verse.ThingDef,Verse.BodyDef)
at Verse.PawnKindDef+<ConfigErrors>d__73.MoveNext () [0x00368] in <0ee2c524c4be441e9b7f8bfcb20aca6f>:0
at Verse.DefDatabase`1[T].ErrorCheckAllDefs () [0x0006c] in <0ee2c524c4be441e9b7f8bfcb20aca6f>:0
Thanks in advance!
There is a comment in response to the incompatibility with JP by the author: "Sorry, I don't intend to support individual mods."
Well it does say on the steam page that the mod is incompatible with JetPack, though it doesn't explain why. The author hasn't ever contacted me about it either.
Though I could possibly "speculate" that it is due to the custom placement of the packs as apparel with using the outer shell layer of the belt placing. This may be a limitation of how the mod operates and doesn't accommodate custom layering etc, which is also understandable to some extent if it is written to follow only vanilla conventions to replace what is already an apparent design with an overridden appearance?
The license for the mod allows others to make use of the code as they see fit as long as I'm credited for it being a derivative of my work in the mod.
here some picture : https://i.imgur.com/3Bg9jGY.png
Reinstated MP compatibility
It uses a custom process to place the Jetpack over the pawn rendered image when facing certain rotations. This then a correction to the pawn rendering process and how it sorts apparel. If you want to adjust this you'd have to harmonise a pawn rendered process to apply to the jetpack apparel to achieve the same, whilst remembering that other mods may also be applying various changes to pawn rendering.
No you do not need to have Royalty.
Tags on definitions are neutral text references that various code can use to associate connections. So only valid as and when particular code needs to reference it. So any form of text entry can be in tags, but some have uses.
Standard Jet Pack items have now been given appropriate royal apparel tags.
Look like it is properly counted as power armor.
I bought royalty recently.
Does jet armor count as power armor for purpose of cloth need of higher titles?
Despite having jet pack armor (integrated one) and recon helmet equiped I still get debuff.
Japanese translation - Proxyer
Updated
Adds DFA Splash damage with the use of additional mod options.
Hunting animals using the DFA process can be good practice, depends if you want the carcass to retain the head though.
Will consider the splash process, but won't be applying an "homing" mechanism to JP's. That would require a more involved re-write of being able to change direction mid-flight.
Correction to refiner research prerequisite to ensure that the Rimefeller loading bays are available when the refiners are available.
Its automatic, DFA will occur if you land on a pawns position (friend or foe).
Author of Marine Armor Materials here. Yeah, it's basically just stuffed power armor. I've been slowly rolling in compatibility patches as people request them, though.
I don't understand why you need to make a choice, as I mentioned there is a standalone jet pack you can use with all armours.
What I can do is discuss with any mod author the techniques or method how you can apply native support to apply JP use to modded armour sets. Though normally would be a case of them developing the art assets for them.
The discord above in the mod details would be the best place to discuss this.
The only complication here then for "Marine armor materials" is the stuffed factor (assumed), which will "muddle" the existing conversion process.
Whether then, the development of a custom conversion process to accommodate these elements can be developed is then a question of priorities and after sensible analysis and testing, since a custom recipe worker may not be sufficient to apply here. It may require harmony pass-through techniques combined with a recipe worker or a completely bespoke custom process to get the desired outcome. But it wouldn't be a priority concern for myself to develop atm.
As to the "Marine Armor Materials" mod, this will depend on what the author is doing. If it is simply a case of making "vanilla" marine armour stuffed, then that will be compatible as of now (assuming the definition of the marine armour remains the same name and not custom) using the conversion recipe, but will currently only convert to the non-stuffed definition in JP.
This since bill use here only looks at the def of the item and not its "stuff" to be converted into, this is a limitation of the vanilla bill process. This is also why properties cannot be transferred for the infused mod, but also here there are other considerations based on "when" the properties are applied by the infused mod when you make the armours which further complicates the idea of a solution to converting them.
In principle, "all" armour sets are compatible with this mod as there is the standalone jet pack that you can use with them. So it is slightly inaccurate to say that they are not compatible atm.
What I think your asking is can I make JJ have "integrated" options with other armour sets, which is more an upgrade.
As time permits and where art assets are developed then it would be possible to add recon and cataphract armour sets with integrated JJ capabilities.
Thanks!
Also, there go my dreams of turning my colony into a giant kerosene refinery, at least overnight. :)
I have applied a harmony fix to correct the hash error issue.
If adding either this mod or Rimefeller or a combination of the two part way through a save game, this is causing an obscure hash error that will corrupt marble mineables, replacing them with kerosene refiners.
If however, you "start" a new game/colony with both Rimefeller and Jetpack loaded, then this hash error doesn't occur.
Currently investigating and further details in a discussion below. (Notes added to description).
I can definitely confirm that wasn't intentional.
If it is a hash error with the items, then essentially there isn't much I can do this end. Worth making sure your game files aren't corrupted with running a validation check on them. Also I'd report it to Ludeon, but these things are just oddities sometimes.
If you feel up to it, you could explore editing your save file if you want to retain it. But that could be fiddly. If also you could jump onto RW discord and ask the troubleshooters how best to do that.
Alternatively you could capatalise on this "error" and build an airfield. You'll have the capacity to make enough fuel by the sounds of it.
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/769201959/1738841319800162375/
Harmony dependency and additional compatibility with Rimefeller: Adds a kerosene refiner.
JP's will now be disabled for use when the pilot is engaged in melee. This is due to V1.1 changes to the base vanilla game and targeting info changes associated when engaged in melee.
Though I think this is also a useful additional balance mechanism with the use of the JPs.
Please can you provide a hugslib log?