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we'll see what Odyssey / 1.6 brings and it may be restarted - no promises
you and me both. it works in 1.5 though. mostly.
Exception filling window for CaravanActivities.Dialog_CaravanActivity: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 6E2E9CA2]
<...>
<goodOutcomes>
<lowmeatoutcome>50</lowmeatoutcome>
<lowmeatoutcome>50</lowmeatoutcome>
<lowmeatoutcome>50</lowmeatoutcome>
<lowmeatoutcome>50</lowmeatoutcome>
</goodOutcomes>
<...>
<CaravanActivities.OutcomeDef>
<defName>lowmeatoutcome</defName>
<items>
<Cow_Meat>25</Cow_Meat> [Cow_Meat, cuz im using Optimizatiom: Meat mod]
<Lightleather>16</Lightleather>
</items>
</CaravanActivities.OutcomeDef>
there are no mod options, sorry
@Gekonius
I'd wager it's because Corpses are derived items (not defined in the XMLs) try <contains:Corpse> instead of specific hare and see if that works
i tried changing hunt outcome from meat to dead animals, but sadly game crashes on me once it finishes. Any idea if its even possible?
<CaravanActivities.OptionDef>
<defName>lowriskhunt1</defName>
<label>Short hunt for rabbits.</label>
<negativeOutcomeChance>1</negativeOutcomeChance>
<minSkillLevels>
<Shooting>3</Shooting>
</minSkillLevels>
<requiredTimeInDays>1</requiredTimeInDays>
<goodOutcomes>
<lowmeatoutcome>100</lowmeatoutcome>
</goodOutcomes>
<badOutcomes>
<colonistInjuryhuntlow>100</colonistInjuryhuntlow>
</badOutcomes>
</CaravanActivities.OptionDef>
<CaravanActivities.OutcomeDef>
<defName>lowmeatoutcome</defName>
<items>
<Corpse_Hare>1</Corpse_Hare>
</items>
</CaravanActivities.OutcomeDef>
no, but you could add more-people'd variants via XML easily
bigger risk is more % removed from the given tile. Risk is injury, death and waster raid.
thanks bro, i responded to your pull request
I had to decompile the dll's to access the codebase, it appears that the patch that you commissioned from Temmie is the culprit.
It looks like the "Vehicle Framework" changed some variable names around, and as a result the patch/mod is unable to find the "PathFollower"-component on the vehicle caravan object...
I recompiled the DLL with the correct property names using dnSpy and the mod started behaving like it was supposed to again (atleast insofar it relates to driving vehicles on the map)
it has some issues but it works
no idea, i didnt code it
noted I can't really do anything about it :|
*edit - Did some testing - can fail when I don't have animals on us for theft. But I can't seem to fail "Help Activity" no matter which difficulty, or if I have animals or not
I found what I presume is a bug - I can't Mine, Forage, Cut Trees or Remove Pollution when there is an animal present in the caravan. Is this possible to fix, or is it a limitation of the mod?
I didn't code it
link in the description
I will put it on GitHub on the weekend
Exception filling window for CaravanActivities.Dialog_CaravanActivity: System.NullReferenceException: Object reference not set to an instance of an object
at CaravanActivities.Dialog_CaravanActivity+<>c__DisplayClass4_0.<DoWindowContents>b__0 (Verse.Pawn p) [0x00017] in <942ace05036e4b93a910cfa4511fe4f0>:0
at System.Linq.Enumerable+WhereListIterator`1[TSource].GetCount (System.Boolean onlyIfCheap) [0x00018] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
at System.Linq.Enumerable.Count[TSource] (System.Collections.Generic.IEnumerable`1[T] source) [0x00029] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
at CaravanActivities.Dialog_CaravanActivity.DoWindowContents (UnityEngine.Rect inRect) [0x0041b] in <942ace05036e4b93a910cfa4511fe4f0>:0
at (wrapper dynamic-method) Verse.Window.Verse.Window.InnerWindowOnGUI_Patch0(Verse.Window,int)
.....
thanks i will fix that :)
The actual line should be <BlocksSlate>20~50</BlocksSlate> if you want it to give slate blocks.
Also I'm not seeing any issue using the mod alongside Almost There. SetUpCamp also works fine
@inVinoVeritas
can you show some screenshots on the discord or imgur? everything works fine for me so it's kinda hard to pinpoint
Any ideas?
do you have any other caravan mods? might be some incompatibility