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https://pastebin.com/ZKGfUV98
Also for people saying it has a virus, Virustotal just returned 1/72 detection:
TrendMicro-HouseCall - Trojan.Win32.VSX.PE04C9f
I think it's a false positive, but I'm informing, maybe it's not ...
Virustotal results [www.virustotal.com]
So I just ran across the same problem; game wouldn't update its workshop content, undid a few mods I'd recently added, still had a problem.
Then my AV comes up "I protected you from 4 Viruses just now. Here's a report." Huh, that's weird. Check report.
I've been dealing with this for over THREE DAYS and your mod updated THREE DAYS ago. Same ID number and everything.
IDK what you did to the main DLL, but its freaking out multiple AVs and is blocking updrades. Maybe roll back and see what you guys did weird? Just trying to help, this is such a neat little mod concept.
[Ref 8D2FC59D]
(wrapper managed-to-native) System.MonoCustomAttrs.GetCustomAttributesInternal(System.Reflection.ICustomAttributeProvider,System.Type,bool)
at System.MonoCustomAttrs.GetCustomAttributesBase (System.Reflection.ICustomAttributeProvider obj, System.Type attributeType, System.Boolean inheritedOnly) [0x00013] in <51fded79cd284d4d911c5949aff4cb21>:0
at System.MonoCustomAttrs.GetCustomAttributes (System.Reflection.ICustomAttributeProvider obj, System.Type attributeType, System.Boolean inherit) [0x00037]"
@eth0net
It says ApparelOffsets.dll contains a virus.
C:\Users\User\Downloads\steam\steamapps\workshop\content\294100\3132100846\1.6\Assemblies
@Kwaan Hmm, no threats found on my scan. What file did it say was responsible?
@Kwaan what file in particular and what antivirus? Just scanned the zip of the mod I sent over to @El for upload and nothing showed there for me
Cheers brother, doing my integration updates and stumbled over a tiny thing with Archeology:
The Museum.dll assembly is present in the 1.4 and 1.5 folder, but not in the 1.6 folder. Not sure if your museum room would work properly in 1.6 without the assembly being loaded, but I don't have the time to investigate that further.
Thank you to eth0net from the Rimworld Mod Market on Discord for taking care of the update and bugfixing. Note there are some minor visual bugs with the textures and some glitches with advcaned archeology projects - working on fixing these asap!
I'm also super excited about Odyssey and hope to integrate the new mechanics with Archeology.
The bugs related to the grey square and persona handaxes should be resolved, and bugfixing is ongoing.
@Enrico Probably safe to remove the mod, but the items might glitch out a bit.
@MercuryDoll Yeah interesting idea, it's to make the museum room as unique as possible but I'll consider that.
@shrimpy_nazeem Just had a test and yes I'm getting that too. Will investigate what's going on
Error while killing Wolf_Timber2899802 during phase 2: System.ArgumentNullException: Value cannot be null.
https://gist.github.com/HugsLibRecordKeeper/f261d66215134b8090d30c8994bfd3b5
I've had 1 persona handaxe for a long time The error started either when 2 new ones showed up and I bonded them, or when I destroyed my old one and edited the save file directly. I would write it off as something I did wrong there, but there's a couple odd things going on between 2 old saves on March 5 and March 14th:
- Duplicate XML info for the handaxes which also appears in-game in the info cards: biocoded, biocodedPawnLabel, codedPawn, lastKillTick, traits, name.
- Handaxes can stack and show their stack size instead of quality
https://gist.github.com/HugsLibRecordKeeper/b374c544babd0195848d784648e2d8fa
- A work-in-progress item, so archeological work isn't lost if interupted.
- Increased work time to do archeological investigations, slightly higher success rate to compensate
- Ancient persona bows & spears that require restoration
- A few crowns, which likewise require restoration but offer more favourable tradeoffs than similar rings. Only 5 rn, but I will throw in a few more once I get some more ideas.
- Scrimshaw! Inspired by The Lighthouse
- Bufg fixes around museum visits and gifts.
Let me know if these balance changes don't suit you. Another update coming soon addressing MakeThing errors and adding more stuff.
Finally, thankyou to the following from the Rimworld Mod Market:
- Eragon (erag0n001 on discord) for coding
- Immortalus (_immortalus on discord) for art for the archeology-in-progress item
- Times New Roman (timesnewroman910 on discord) for the crown and bow artworks.
"MakeThing error: EL_HandaxeUltra is madeFromStuff but stuff=null. Assigning default."
Thanks sincerely for your work!
Update coming in January will fix some bugs (like handaxe recipe, mayrequire, others mentioned below), plus introduce a few new items like crowns and damaged bows, some Anomaly tie-ins, and (hopefully) a "in progress" version of the stone chunk so that archeology can be interrupted without losing all progress. This will mean I can make the archeology task take longer, which is more realistic, without being too frustrating if pawns get distracted by a bumblebee/catatonic breakdown/golden cube.
Thanks all for the comments and pointing out the bugs. Though I do not respond to all, please trust that I read them all and they all stress me out.
It looks pretty fun! :)
One thing I noticed right away though: The work speed seems way too high. Isn't archaeology supposed to be a careful process where the archaeologist removes layer after layer so as not to destroy a potential find?
Granted, my pawn's Intellect is over 20.
But he is shredding this rock like there is no tomorrow.
So I have a request:
Could you please expose the work speed in the mod options? (Are there any at all?)
I think many users of your mod don't mind the fast chisseling.
But I would like to reduce it by at least factor 2.
Alternatively, I would change the corresponding value in the xml file myself.
I am not a modder, but I believe the appropriate file is "StatDefs" and the correct line is " <defaultBaseValue>1</defaultBaseValue>".
Is this correct?
Admittedly, I would prefer you to expose the value in the mod options, as I would have to check the file every time you update your mod.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.ThingMaker:MakeThing (Verse.ThingDef,Verse.ThingDef)
ElsArchaeology.GenRecipeMakeRecipeProducts_Postfix:Postfix (System.Collections.Generic.IEnumerable`1<Verse.Thing>&,Verse.RecipeDef,Verse.Pawn,Verse.Thing)
This is how it is.
https://imgur.com/a/qi7b6oJ
RimWorld 1.4 now.
@WabbaCat Hope you enjoy!
@deadmanreaper13 Yeah that makes sense, I'll add a small exp gain (I don't want it to snowball too much).
I have yet to make my first bench to actually try the mod despite having it since I began this playthrough... but thank you all the same!
My colonists are still working out the basics to spare any time atm >.>
Lazy I tell ya.
- Weird 1.5 bugs, e.g. when visitors arrive wearing rings, should be fixed. Please comment if you have any further issues though. Thanks to Nimrag for checking & rebuilding the assemblies!
- Added the microdrill hand thing to the machining table, can't believe I never spotted that this didn't have a recipeUser. Also: does it need a buff or is it good as is?
There may still be a couple 1.5/royalty DLC bugs, plan to fix them soon.
Exception filling window for LudeonTK.Dialog_Debug: System.MissingMethodException: Verse.TaggedString Verse.TaggedString.get_Empty()
[Ref C0A756DA]
at Museum.IncidentWorker_MuseumVisitors.TryExecuteWorker (RimWorld.IncidentParms parms) [0x000bd] in <c3da6a541a0f48f38b2eeb5e5ccbbd1d>:0
at RimWorld.IncidentWorker.TryExecute (RimWorld.IncidentParms parms) [0x0007c] in <f40318a15dd2424e8ab139f74270c36f>:0
- PREFIX OskarPotocki.VanillaStorytellersExpanded: Boolean VanillaStorytellersExpanded.Patch_TryExecute:Prefix(IncidentWorker __instance, IncidentParms parms)
Some more points:
The "Visual Exceptions" points to your mod only
This seems to happen when a trader is visiting the colony
Exception: System.NullReferenceException: Object reference not set to an instance of an object
[Ref BEB0D8AB]
at ApparelOffsets.CompHediffOnEquip.ApplyHediffs (Verse.Pawn pawn) [0x00060] in <f211911aaca74e2c9dddd8c89cf55320>:0
at ApparelOffsets.CompHediffOnEquip.CompTick () [0x0000c] in <f211911aaca74e2c9dddd8c89cf55320>:0
at Verse.ThingWithComps.Tick () [0x00024] in <f40318a15dd2424e8ab139f74270c36f>:0
at Verse.ThingOwner.ThingOwnerTick (System.Boolean removeIfDestroyed) [0x00021] in <f40318a15dd2424e8ab139f74270c36f>:0
at RimWorld.Pawn_ApparelTracker.ApparelTrackerTick () [0x00000] in <f40318a15dd2424e8ab139f74270c36f>:0
at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Verse.Pawn.Tick_Patch1(Verse.Pawn)
at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Verse.TickList.Tick_Patch2(Verse.TickList)