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and the Learning and Skill beacons every time. These abilities are so beyond powerful even in the most extreme modpacks ive tried.
One of the best Psycast classes.
Hope you find free time and add two planned classes :)
https://gist.github.com/HugsLibRecordKeeper/65a98147842432fe9e7997836265f7bb <--- Hugslib_Log
question why was support for the earlier version removed from the mod?
Exception ticking MakaitechPsy_PK_ChainBeam114140 (at (140, 0, 129)): System.NullReferenceException: Object reference not set to an instance of an object
[Ref 7D2BAABE] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch2 (string)
Verse.TickList:Tick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch3 (Verse.TickManager)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.TickManagerUpdate_Patch2 (Verse.TickManager)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch2 (Verse.Game)
Verse.Root_Play:Update ()
i think it just kept hitting the same bug i casted it on
https://gist.github.com/HugsLibRecordKeeper/3ede5304fd4f4feef6566b42ddd49ef9 <--- Hugslib_Log
This happens with both Chain *bolt* and chain *beam* - Beam just got stuck because it went into the negatives for its timer instead of clearing as expected, probably due to the lag - which added to its own lag causing problems.
@ProfileName I've never seen that, when the bug happen, does the pawn hold any weapon?
Chain Beam, however, is even worse - as it's permanently attached itself to one tile and the Caster.
https://gist.github.com/HugsLibRecordKeeper/e86d70dce0004916245aa32e2ab2a0e9
If a pawn has the Second/Double Hearted gene from Super Hero Genes (basically a free res)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2980061828
Regardless on the condition on the Heart, the pawn's recent history of events, or any good or bad conditions/hedriffs the pawn has recently or not recently gotten
Using Fateweaver's Reverse Fate will always kill the pawn within a few seconds due to the second heart hedriff reversing until both hearts are gone.
Accelerate Fate is okay in the matter, and will quickly restore the second heart but that won't help much when bad hedriffs are accelerating as well like infections or bleeding
And will of the fallen buff sometimes go down example it became 100 and then drop 78.
TL;DR this mod isn't compatible 1.4 right now, don't list it as Such
"I'm not sure if I would create a separate project for 1.4."
Would you consider it? You could add a "[No Longer Being Maintained]" or "[DISCONTINUED]" in the mod title after re-uploading to make it clear. This would be preferable to dropping support for 1.4 altogether. And I'm pretty sure this will not be the last time to see comments talking about how this mod no longer works in RimWorld 1.4.
"it is likely it isn't compatible since a lot of code changed."
Please continue to support users of RimWorld 1.4. Please don't give up.
RimWorld has had true multiversion support since version 1.0:
https://steamhost.cn/steamcommunity_com/games/294100/announcements/detail/1703951108841054240
There is a way to make a mod compatible with multiple game versions - even in the case where the .DLL (assembly) has to be recompiled to be compatible with each version.
Quote:
Version-specific content should go in a folder named after the version being targeted.
You can do this with the “Defs”, “Assemblies”, and “Patches” folders. Other data types, like textures, are always shared between versions.
If you do not need the multi-version content loading, you place the “Defs”, “Assemblies” and “Patches” folders in the mod’s root folder, just like before.
it is likely it isn't compatible since a lot of code changed.
I'm not sure if I would create a separate project for 1.4.
also I understand remained on 1.4 because as of now. mod update are quite hectic