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Like @Tirith Amar said, would love for a psycast that recharges them in some way, or makes them not deplete charge unless repaired or something.
Just tested Ambush and Stealth precepts and 2 hours of stealth seems meh even depending on the mechanoid it's used on, ambush is fine for worker mechs and positioning for a first good hit on combat ones, changing the Stealth psycast for a recharging one would be better in my opinion.
Or just adding it in one of the two main trees, idk, maybe you wanted to keep the trees looking as they are, either way, good mod as always.
Maybe for when you may want to do a 2.0 of this mod, i'd have some suggestions for rebalancing too :)
Yes the tree will work fine without the focus type.
"Textures\UI_Mechanitor\Tree" Delete Mechtreebase.dds
"Textures\UI_Mechanitor\PsyfocusIcons" Delete Hexagon.dds
I doubt it's that but it's the last thing I can think of.
Try sending a hugslib log so I can have a look.
The Dead Man's Switch
Alpha Mechs
Deleting and resubbing didnt fix it
1.5, 1.6:
The mech booster has been added as a meditation item for the Mech-Mind focus, place up to 8 band nodes nearby to boost the meditation power.
Try updating the mod by unsub and resub? I did add them and it works in my game now, maybe steam borked your update?
Verse.ModContentPack/<>c__DisplayClass56_0:<ReloadContent>b__0 ()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished ()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent ()
Verse.LongEventHandler:LongEventsUpdate (bool&)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root.Update_Patch1 (Verse.Root)
Verse.Root_Entry:Update ()
These are the only Error Codes that Showed up that were related
[Ref F7E66971] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
GraphicSetter.StaticTools:LoadTexture (RimWorld.IO.VirtualFile,bool)
GraphicSetter.Patches.TextureLoadingPatch/LoadPNGPatch:Prefix (RimWorld.IO.VirtualFile,UnityEngine.Texture2D&)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.ModContentLoader`1[[UnityEngine.Texture2D, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]].LoadTexture_Patch1 (RimWorld.IO.VirtualFile)
Verse.ModContentLoader`1<UnityEngine.Texture2D>:LoadItem (RimWorld.IO.VirtualFile)
Verse.ModContentLoader`1/<LoadAllForMod>d__4<UnityEngine.Texture2D>:MoveNext ()
Verse.ModContentHolder`1<UnityEngine.Texture2D>:ReloadAll (bool)
Verse.InspectTabBase/<>c__DisplayClass19_0:<DoTabGUI>b__0 ()
Verse.ImmediateWindow:DoWindowContents (UnityEngine.Rect)
Verse.Window:InnerWindowOnGUI (int)
UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)
This is the error code with the mods I had on, Taking off the VPE puppeter and Hemosage actually made the error code show up
[Ref 3764C7AA]
at VanillaPsycastsExpanded.UI.ITab_Pawn_Psycasts.DoPaths (UnityEngine.Rect inRect) [0x00106] in <67c08b36bae3434b9d4b59a29aed2221>:0
at VanillaPsycastsExpanded.UI.ITab_Pawn_Psycasts.FillTab () [0x00875] in <67c08b36bae3434b9d4b59a29aed2221>:0
at Verse.InspectTabBase+<>c__DisplayClass19_0.<DoTabGUI>b__0 () [0x00039] in <fcfab19af5d14a608a65ebd77f29482f>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
@K9Salmon958 That's weird, can you try with only VPE and this installed? i've never had this issue, are you on 1.5 or 1.6?
That is all, thank you
1.6:
Added missing path defs for the supported mods.
https://pastecode.io/s/3pqbnso4
Had to truncate the log as it was spamming so many errors it was 1mb. let me know if you need more
@Bat stealer
Ye. Deploys the anti raid squad and goes back to his bunker to sip tea XD
I'll check out which mechs could be good to add in the tree, I know there's a lot of mechs in that mod so it's unlikely that every single mech will be inside the tree. I'll consider adding support for that mod though.
Just wanted to know if it's at all possible to add support for Alpha Mechs?
I checked the XML and if it didn't involve <abilityClass>, I would've tried it myself. I suck at C#
Anyway, thanks again for the cool VPE Paths (there can never be too many). Hope to see more of your ideas soon (thumbsup.jpg)
I had a quick look at the XML and noticed you used severity for the levelling.
I had tried messing with it prior too, putting max_Stack in there which didnt seem to do anything but may be where a conflict occurred.
If i notice anything else I'll let you know.
Cheers
Concerning the crash, that's odd. I only changed the hediff and the ability that grants the hediff, I didn't touch anything else.
The game then crashed shortly afterwards.
I'm assuming this is the only thing that has changed since I was last on a couple hours prior though i would have booted it up prior to your update.
I'll investigate a bit more and see if I can provide more detail.
Thank you though ^_^
@Super Colby I'll have a look.
I've read through a few pages of the comments to see if anyone else had asked this but only found you specifying it didn't.
Would you consider / be able to add a mod option that allows the bandwidth upgrade to stack?
Essentially like how the band nodes do but without the structure?
Cheers,
That aside, the only weirdness I've noted so far is casting the mechlink cast while having a mechlink removes the one in your head, puts it in your body, and untethers all yours mechs. Given I'm already using "Psychic sensitivity effects bandwidth" making my solo mechanitor a psycaster for mech summons is just a natural choice. enjoying this one, glad I didn't have to figure out how to write something like it myself.