RimWorld

RimWorld

Arrow Please (Continued)
49 Comments
Svela 25 Mar @ 5:18am 
Oh, sorry. Will do.
Mlie  [author] 25 Mar @ 5:02am 
@Svela Please see the Reporting Issues section described above
Svela 25 Mar @ 5:00am 
Throwing Torch info card error:

Exception filling window for Verse.Dialog_InfoCard: System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
[Ref 819530BF] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch4 (string)
Verse.Window:InnerWindowOnGUI (int)
UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)

Would you be able to help me with this, please?
Svela 25 Mar @ 4:59am 
I'm having a weird situation where there are two throwing torch bills when crafting. One is the basic "Make throwing torch" made with 30 wood and the other is "Make torch x10" made with 40 wood. The 30 wood throwing torch bill successfully makes the normal torch but said torch doesn't have a functioning "view info" window (it's completely blank), while the x10 torch bill produces nothing and DOES have a functioning "view info" window. I assume the x10 is ammo, but some sort of glitch or incompatibility causes the torches to just not spawn. I have an error log for the "Throwing Torch" info card being blank, but not for the "torch x10" not spawning.
tuk0z 21 Oct, 2022 @ 10:08am 
Thank you Mlie for updating this for Rimworld v1.4 :-) Will try it ASAP.
uberjammer 11 Mar, 2022 @ 12:43am 
Weirdest thing - equipping a bonemold throwing torch resulted in my pawn's ui buttons disappearing. Dropping it makes the buttons come back immediately. Doesn't happen with the Waist Crossbow. I wonder if it doesn't like Yayo's Combat 3.
Tec 9 Feb, 2022 @ 6:26am 
at least for now the ballista's will shoot without errors. :)
Tec 9 Feb, 2022 @ 6:25am 
Still not worked out how to add new ammo sets/types completely, but temporarily made ballista's use the Javelins(Pila's) from CE as ammo as they had a turret projectile type that wasnt being used. And made a Triple Ballista a 3 Burst Shot. @Mlie
Mlie  [author] 19 Jan, 2022 @ 5:37am 
@Tec Noticed, Ive added a link in the description
Tec 19 Jan, 2022 @ 5:31am 
made*
Tec 19 Jan, 2022 @ 5:31am 
so, it takes a while for the dev of CE to do updates, so until then, make a quick mod to fix "most" of the errors, will stop error spam atleast when AI is using tomahawk and throwable torches. Still doesnt like viewing the throwable torch infocard for its fuel, but thats ok. Thought about changin the ballista's to use ammo, instead of a fuelable, but ive not ahd time to do it. Anyway, here you go, anone that wants it. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2723720602
Tec 10 Jan, 2022 @ 4:36am 
@Mile Ahh ok no problem, maybe ill try and add it myself. :)
Mlie  [author] 9 Jan, 2022 @ 9:35pm 
@Tec The CE-patches are included in the CE-mod now so I guess anyone can send them a PR with updates if its needed. I dont use CE myself so that is why the patches were moved over to the CE team
Tec 9 Jan, 2022 @ 4:16pm 
hey, so if you want to fix the ammo/projectile errors, in particular for the throwable torches and tomahawk. You need to an a CE Projectile, so it knows what ammo to use, as they work different to normal ammo. An Example is in this https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2195996970 . Which adds a fire extinguisher, with the similar idea that the ammo is in the item itself. if you look at the CE patch folder in that mods directory, you'll see two things created.

<ThingDef Class="CombatExtended.AmmoDef" ParentName="BaseGrenadeProjectile">

and

<projectile Class="CombatExtended.ProjectilePropertiesCE"> which is inside that def.

just gotta replace the name, the texpath for your textures and of course the tomahawk wont have an explosion.
borgKick 27 Sep, 2021 @ 8:23am 
all the weapons seem to be CE working however i cant seem to fire the ballistas n treb/pult. was so hyped to finally have a old weapon type that could hurt mechs :P
MIK 27 Jul, 2021 @ 12:09am 
@Milie, thanks. CE not critical for me as well, just put this error here since description mentions CE compatibility. Maybe it will help someone else to pinpoint mod conflict.
Mlie  [author] 26 Jul, 2021 @ 12:18pm 
@MIK Fixed the research-error but the CE error is a bit outside my knowledge. I dont use CE myself so Im a bit at a loss of what needs to be done other than some type of patch for the turrets.
MIK 26 Jul, 2021 @ 1:18am 
That was quick. Thanks for all your work.
Maybe intentional, but now catapult/trebuchet research shows that those unlocked only after Mortar researched as well.

Also when used with Combat Extended when hovering over Caliber in Ballista/Triple-bow crossbow Info Card CE throws:

CE tried getting projectile readout with null props
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
CombatExtended.AmmoUtility:GetProjectileReadout (Verse.ThingDef,Verse.Thing)
CombatExtended.StatWorker_Caliber:GetExplanationUnfinalized (RimWorld.StatRequest,Verse.ToStringNumberSense)
RimWorld.StatWorker:GetExplanationFull (RimWorld.StatRequest,Verse.ToStringNumberSense,single)
RimWorld.StatDrawEntry:GetExplanationText (RimWorld.StatRequest)
RimWorld.StatsReportUtility:DrawStatsWorker (UnityEngine.Rect,Verse.Thing,RimWorld.Planet.WorldObject)
RimWorld.StatsReportUtility:DrawStatsReport (UnityEngine.Rect,Verse.Def,Verse.ThingDef)
Mlie  [author] 25 Jul, 2021 @ 1:52pm 
@MIK Should be fixed now, thanks for the report!
MIK 25 Jul, 2021 @ 12:54pm 
Yep, sorry, forgot to add.
Mlie  [author] 25 Jul, 2021 @ 11:18am 
@MIK I assume its 1.3?
MIK 25 Jul, 2021 @ 10:20am 
Not sure how important it is but turrets (catapult/trebuchet) throw NullReferenceException when Info Card is opened. Happens even if Core and this mod are the only enabled ones. Fastest way to reproduce is to open info on those from research "Siege Engine".

Exception filling window for Verse.Dialog_InfoCard: System.NullReferenceException: Object reference not set to an instance of an object
at Verse.ThingDef+<SpecialDisplayStats>d__308.MoveNext () [0x017cc] in <d89f3c80243544d4a2243b44d67a34bc>:0
at System.Collections.Generic.List`1[T].InsertRange (System.Int32 index, System.Collections.Generic.IEnumerable`1[T] collection) [0x000db] in <eae584ce26bc40229c1b1aa476bfa589>:0
at System.Collections.Generic.List`1[T].AddRange (System.Collections.Generic.IEnumerable`1[T] collection) [0x00000] in <eae584ce26bc40229c1b1aa476bfa589>:0
...
dmcintos 25 Mar, 2021 @ 6:13am 
strange - im running the lord of the rims mod - the trebuche wont fire - it says limited range...
posthum 10 Jan, 2021 @ 12:30pm 
Is there a way to prevent siege events from using this? I actually like the threat these events generate, and mortar sieges are scarier.
Mlie  [author] 25 Sep, 2020 @ 10:17am 
@Transflux No the CE-support is built in the mod.
D.Cub3d 25 Sep, 2020 @ 8:00am 
I see in the comments you've removed CE support and said you added it to another mod? I'm unable to find it though
Mlie  [author] 12 Sep, 2020 @ 10:20pm 
@DisKorruptd Sorry I have over 300 mods to support, i cant really go through a whole modlist looking for errors. Just remove mods until you find out what other mod thats causes it and then I may be able to help you.
DisKorruptd 12 Sep, 2020 @ 5:51pm 
if you do figure out what is causing it, please, do let me know
DisKorruptd 11 Sep, 2020 @ 12:42pm 
I am using other mods too, give me a minute and I'll get the full mod-list, the most notable of them would likely be run & Gun and Combat Extended
Mlie  [author] 11 Sep, 2020 @ 12:10pm 
@DisKorruptd Tested this and I could move while having the sling equipped. Does it happen with only this mod loaded?
DisKorruptd 11 Sep, 2020 @ 11:53am 
I think there's a bug with the sling causing pawns to be incapable of moving when it's equipped
Alexander 28 Jul, 2020 @ 7:00pm 
Trajada ask the discord
Trajda 22 Jul, 2020 @ 11:17am 
Is there a 1.1 version of Arrow Please faction?
Bobby_Hill (♀) 24 Apr, 2020 @ 3:59pm 
wait 10 minutes? how many mods you running ?!

NRFBToyStore 24 Apr, 2020 @ 2:49pm 
@Mlie I don't use CE thou, HEH. It loaded after like 10 minutes (usually 45 seconds)... **SHRUGS** Gonna RunTime it, save, reload, try to calm it down.
Mlie  [author] 24 Apr, 2020 @ 2:41pm 
@NRFBToyStore The CE-patch is a separate mod now, linked in description. Try adding that and see if it works out!
NRFBToyStore 24 Apr, 2020 @ 2:31pm 
And now...my game I was playing last night, isn't loading, heh.

I'm gonna let it sit here for a hour, see if pops up, it seems to be getting "stuck" while checking some wounds on a pawn. I do recall a weird moment, using a bunch of FIRE bows to take someone out, they were bleeding out in 0 seconds for MINUTES...i just imprisoned them and took them home...wondering if their immortal selves are freaking out my save.
Bobby_Hill (♀) 24 Apr, 2020 @ 12:14pm 
its all good
this mod makes tribal and medival factions a bit harder
Mlie  [author] 24 Apr, 2020 @ 10:14am 
Removed CE-support from the mod, will release CE-patches as a separate mod instead.
Sorry for the errors!
Bobby_Hill (♀) 24 Apr, 2020 @ 7:45am 
cool i was wondering what all those errors were about
Mlie  [author] 24 Apr, 2020 @ 12:06am 
Dang, im new at this CE-stuff. Sorry about that, ill fix it tonight.
CrankyKong 23 Apr, 2020 @ 8:44pm 
Yeah the CE patch is causing it. If you go into the folder located at "Steam\steamapps\workshop\content\294100\2064675036\Patches" and delete the CE patches, it'll stop the log spam.
NRFBToyStore 23 Apr, 2020 @ 6:05pm 
@Mlie Is that why I have pages of RED errors??? XML error: <weaponTags><li>MedievalRanged</li><li>CE_Bow</li></weaponTags> doesn't correspond to any field in type PatchOperation. , type messages.
Mlie  [author] 23 Apr, 2020 @ 12:31pm 
Added CE-support for all hand-held weapons.
Norwegian Forest 19 Apr, 2020 @ 12:37am 
Thank you
Hydromancerx 17 Apr, 2020 @ 7:02pm 
Thank you!
Rex705 17 Apr, 2020 @ 3:00pm 
Another update sweet my 1.0 list is getting closer to 1.1. Now if only Baby and children mod can get updated.
pgames-food 17 Apr, 2020 @ 2:05pm 
cool, thanks mlie