RimWorld

RimWorld

Dark Ages : Crypts and Tombs
279 Comments
R Tim 24 Jul @ 9:52am 
Can you make the objects paintable?
Lord SilverTooth 23 Jul @ 10:51am 
is anyone else having the darklight sepulchral reliquary not showing relics? i haven't tried with other reliquaries and its not a vanilla relic so it could be a mod incompatibility..
Aarmik 20 Jul @ 4:43am 
I found that a mod named "Sense of Depth for Tall Buildings" helps a lot with the visual issues regarding the added buildings appearing inconsistently behind/under other structures. Link:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3246956515
Lucabaduka 19 Jul @ 3:38pm 
Kinda disappointed that it doesn't look like these can be rotated. So you can't, therefore have the brazier sepulchral statue flanking a lateral doorway in a way that makes sense.
Kirrouk 18 Jul @ 1:08pm 
@Aarmik I have the same problem.
Aarmik 17 Jul @ 7:28pm 
Does anyone else have an issue where the buildings from this mod are visually behind/under walls and other buildings? This is the only mod affected and I don't remember having this issue in 1.4 or 1.5.
Ghojo 17 Jul @ 1:25pm 
The Emporer approves!
PixiePunchPie 4 Jul @ 9:14am 
Part 1 of 5

In the folder 1.5 there is a Thoughts.xml with the code:
PixiePunchPie 4 Jul @ 9:14am 
Part 2 of 5

<ThoughtDef MayRequire="OskarPotocki.VanillaFactionsExpanded.Core,Ludeon.RimWorld.Biotech">
<defName>DA_BloodflameSepulchralReliquaryThoughts</defName>
<workerClass>VanillaFurnitureExpanded.ThoughtWorker_ThoughtFromNearbyThingDef</workerClass>
<requiredGenes>
<li MayRequire="Ludeon.RimWorld.Biotech">Bloodfeeder</li>
</requiredGenes>
<stages>
<li>
<label>bloodflame sepulchral reliquary</label>
<description>No flame burns as softly as a blood flame.</description>
<baseMoodEffect>2</baseMoodEffect>
</li>
</stages>
<modExtensions>
<li Class="VanillaFurnitureExpanded.ThoughtGiverByProximityDefExtension">
<ThingToGiveThought>DA_BloodflameSepulchralReliquary</ThingToGiveThought>
<DistanceToGiveThought>5</DistanceToGiveThought>
</li>
</modExtensions>
</ThoughtDef>
PixiePunchPie 4 Jul @ 9:14am 
Part 3 of 5

This is throwing me an error when loaded with both Biotech (or Ideology) and Vanilla Expanded Framework. The error is:

Could not resolve cross-reference: No Verse.ThingDef named DA_BloodflameSepulchralReliquary found to give to VanillaFurnitureExpanded.ThoughtGiverByProximityDefExtension VanillaFurnitureExpanded.ThoughtGiverByProximityDefExtension
UnityEngine.StackTraceUtility:ExtractStackTrace ()
PixiePunchPie 4 Jul @ 9:13am 
Part 4 of 5

(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.DirectXmlCrossRefLoader/WantedRefForObject:TryResolve (Verse.FailMode)
Verse.DirectXmlCrossRefLoader/<>c__DisplayClass16_1:<ResolveAllWantedCrossReferences>b__0 (Verse.DirectXmlCrossRefLoader/WantedRef)
Verse.GenThreading/<>c__DisplayClass7_11<Verse.DirectXmlCrossRefLoader/WantedRef>:<ParallelForEach>b__0 (object)
System.Threading.QueueUserWorkItemCallback:WaitCallback_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.QueueUserWorkItemCallback:System.Threading.IThreadPoolWorkItem.ExecuteWorkItem ()
System.Threading.ThreadPoolWorkQueue:Dispatch ()
System.Threading._ThreadPoolWaitCallback:PerformWaitCallback ()
PixiePunchPie 4 Jul @ 9:13am 
Part 5 of 5

By removing the code in Thoughts.xml I was able to bypass the error.

Mods Used to Test (in order):
Harmony
Core
Biotech
Dark Ages : Crypts and Tombs
Mod Manager (Continued) - By Fluffy
Vanilla Expanded Framework

I also tested by loading your mod after VEF. The error did not resolve. I did NOT test with Ideology though, based on the code in other places in your mod, I would assume it works with either Biotech or Ideology.
Dizzy_Dares 15 Jun @ 10:15am 
does any of these give bonus to psyfocus gain for psycaster who have the grim focus thingy ?(cannot remember the real name at the moment.
or ideologies that like grim styled things?
Deankiller Turnupseed 12 May @ 1:25pm 
do these spawn naturally too?
iGeo 1 May @ 8:12am 
My bad, I didn't read the description text and expected it to behave like the vanilla reliquary. Thanks for the answer!
Sir Van  [author] 29 Apr @ 4:40pm 
@Azraile Works perfectly on my end.

As for the second part, you can make a local copy (or patch) and go in the mod folder 1.5/Mods/SepulchralReliquary/Defs/Buildings_Reliquary and tweak the <containedThingOffset>(0,-100,1)</containedThingOffset> and set the -100 to 0. (Yes the relic is stored 100 layers underground, just to be safe)
Azraile 29 Apr @ 4:31pm 
Yah righting clicking on the reliquary gives shows like there is no relic, doing it on a normal one shows to install the relic normaly and i would rather the relics float over the box than not show up personaly.
Sir Van  [author] 29 Apr @ 4:38am 
@stalksetcup I have no idea but i'd assume it works fine

@Azraile Right click on the reliquary

@iGeo unfortunately no, it's in the silver box. I originally wanted the relics to show up but couldn't due to how the north-sprite is so i had to go for that option.
stalksetcup 29 Apr @ 4:25am 
Question: will this mod have problems with the game style "Development from the level of savage development to the technological future" where the Neolithic and Middle Ages fragment takes up only half of the game?
Azraile 28 Apr @ 4:39pm 
I couldn't get my pawns to even place them in the reliquaries at all.
iGeo 25 Apr @ 9:08am 
It's just me or relics don't show up on these beautiful reliquaries?
Sir Van  [author] 20 Apr @ 5:34am 
@MilkyFresh @fr0 Sorry i hadn't received any sort of ping for the latest comment until fr0. It shoooould be fixed, do tell me if it isn't or you encountered some weird errors along the way
fr0 19 Apr @ 1:36pm 
@MilkyFresh I have the same issue. I also have no idea how to make them.
MilkyFresh 12 Apr @ 4:19am 
For some reason my throne rooms require the darklight sepulchral statues. Any idea what might be causing this?
Eselt 28 Mar @ 7:16am 
I was waffling if I needed this mod or not. Then I saw your kofi banner at the bottom and went, yeah, this person is hilarious, I need it.
Them8 19 Mar @ 11:31am 
Does the Braziers from this work for VFE-Empire throne rooms?
Sir Van  [author] 9 Mar @ 4:26am 
@glenninjapan No problems, have a good one
glenninjapan 8 Mar @ 5:16pm 
Thanks for taking the time to look into it, and as the aesthetic of the mod is awesome for building tombs I will be more than happy to just avoid building the skeleton statues and keep using the other stuff. Again, thanks for your time, much appreciated.
Sir Van  [author] 8 Mar @ 3:34am 
@glenninjapan Just ran a quick devtest with the aforementioned mods and i still can't replicate the error. I don't know what kind of sorcery there is in your game, but to throw a wall of text on a copy-paste of vanilla XML is something
glenninjapan 7 Mar @ 3:58pm 
It is definitely only happening with skeleton statue. just god modded all the other items from Dark ages, saved and reloaded and had the same errors pop for the skeleton statue. So easy solution, I just wont build them :) Mod is too nice to rmove for that :steamthumbsup:
glenninjapan 7 Mar @ 3:48pm 
have done a clean install of rimworld and the mentioned mods below, and upon reloading get the same errors popping up. Hope this all helps, and sorry for the inconvenience.
glenninjapan 7 Mar @ 3:24pm 
getting the error again with all mods disabled, aside from prepatcher, harmony, fishery, better log, performance fish and hugs lib. Was able to build the statue straight away also without requiring the dark ages research.

hope this helps,

https://gist.github.com/HugsLibRecordKeeper/352cf40a51a344ea50d2ce69be940277
Sir Van  [author] 7 Mar @ 4:03am 
@glenninjapan Oh it's totally a conflict but i can't seem to find what it is. I don't know who's the culprit but it's quite a fit to throw a wall of red text over a copy of a vanilla statue with a different graphicpath, description and such
glenninjapan 7 Mar @ 3:58am 
I'm guessing it's more than likely a conflict, will try it with only this mod on sometime to see if I get the error. Thanks for the reply. Will let you know how it goes
Sir Van  [author] 7 Mar @ 3:21am 
@glenninjapan Don't really know why it'd do that, it's a simple XML statue which works perfectly on my game and every game i played, there's no world it should even manage to create an error.
glenninjapan 6 Mar @ 4:59pm 
Tried to make the statues again using slate and got the same errors.
glenninjapan 6 Mar @ 4:39pm 
getting a slew or red errors for the statues like this

Tried to register the same load ID twice: null, pathRelToParent=/lastUser, parent=DA_SkeletonStatue994288
UnityEngine.StackTraceUtility:ExtractStackTrace ()

and

Could not get load ID. We're asking for something which was never added during LoadingVars. pathRelToParent=/lastUser, parent=DA_SkeletonStatue994288
UnityEngine.StackTraceUtility:ExtractStackTrace ()

Will try and make the statues out of a different material and see if I get the same error.
hope the log helps.

https://gist.github.com/HugsLibRecordKeeper/e578cfd9b2a27cb9cd30c9180bf41869
Tardo The Ass-Monkey 21 Feb @ 12:29pm 
Seconding the request for Wall Tombs to allow funerals.
W.A.D 21 Jan @ 7:53pm 
multiplayer is ok?
Cynthwayve 21 Dec, 2024 @ 5:05pm 
Can you add a funeral type for the wall tomb?
Unfaventia 9 Nov, 2024 @ 11:23pm 
Hah, I noticed it when I was scrolling down to comment and was shocked I'd somehow never noticed it in-game. Turns out I'm not crazy! :Sprat:
beetlecat 9 Nov, 2024 @ 12:43pm 
The wall tomb is such a great addition. Columbariums FTW!
Sir Van  [author] 9 Nov, 2024 @ 5:59am 
@Unfaventia it was a small update, just added in some wall tombs (i do forget that changelogs are a thing for mods)
Unfaventia 9 Nov, 2024 @ 5:47am 
Are there any change notes for the update just pushed out on steam, or anywhere I've missed we can view them? Love the gorgeous furniture/objects in this mod :love_seagull:
Sir Van  [author] 5 Nov, 2024 @ 9:21am 
@Fluffer It does not, just launched both the game and a savefile with the reliquary and no errors occured. I don't think the reliquaries could cause a unity error even if it tried.

So most likely a weird interaction with one of your other mods.
Fluffer 5 Nov, 2024 @ 8:59am 
Looks like the Reliquary is causing unity errors on launch.
Sir Van  [author] 27 Oct, 2024 @ 6:24am 
(We should probably take that to discord)
Sir Van  [author] 27 Oct, 2024 @ 6:24am 
@Inglix Gonna have to disagree back, just changed the color of the bloodflame ones by a bright purple and it indeed overwrites the base glow. I also changed the glow radius to 10 on both, using the old bloodflame color and they are not the same color of light.
Inglix 27 Oct, 2024 @ 6:19am 
Yeah I've seen those notes as well and always assumed it had to be that specific RGB code for it to work. I think my extremely low value example isn't allowed though. Tried to use (0, 1, 1) in the change color dialog and it forced the values for G and B to 255. Guess there must be some additional logic preventing you from choosing glow colors that are too dark.

However (127, 255, 255) works fine and my darklight loving pawn is perfectly happy standing in that lightg.
Inglix 27 Oct, 2024 @ 6:11am 
@Sir Van - I respectfully disagree. I just built a bunch of bloodflame candles in an otherwise dark room, and they are definitely not emitting the correct color of light.

You can verify this beyond judging by the naked eye by turning on dev mode, open the debug logging menu, click the Settings tab, and enabling Editable Glower Colors. That very clearly shows the glower color on the bloodflame candles to be identical to the regular candles.