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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3246956515
In the folder 1.5 there is a Thoughts.xml with the code:
<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>
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 ()
(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 ()
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.
or ideologies that like grim styled things?
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 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.
hope this helps,
https://gist.github.com/HugsLibRecordKeeper/352cf40a51a344ea50d2ce69be940277
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
So most likely a weird interaction with one of your other mods.
However (127, 255, 255) works fine and my darklight loving pawn is perfectly happy standing in that lightg.
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.