RimWorld

RimWorld

Blood Animations (1.6 Temp)
42 Comments
Clandyishere 20 hours ago 
Adding to the thank you's here. Appreciate your work on this!
femoral2 16 Jul @ 6:56pm 
Thank you @ajperson1927 for supporting this mod
miliyx 16 Jul @ 10:00am 
thank you for this update
ajperson1927  [author] 16 Jul @ 9:50am 
I'll have the chance this weekend to look into the map generation issues with the Fortification - Concrete and Save Our Ships 2 mods. I'll try to make them compatible again. Seems like it should be an easy fix
TeamLoad 16 Jul @ 8:17am 
@Nilo.for Sos 2, same when starting game with any scenario, after map starting generating, game trowns you to main menu with error "Failed generating map" or somthing like that.
Nilo. 16 Jul @ 6:08am 
Hello, I know this may seem a bit annoying, but your mod is probably causing the Map Generation error. The Rimpy log is saved if you need it, and here's a portion of the log I found after playing through Rimpy's Log Analyzer.

"Exception from asynchronous event: System.MissingMethodException: Default constructor not found for type BloodAnimations.FleckSystemThrownBlood"

I don't understand much about Logs, sorry.
TeamLoad 16 Jul @ 5:23am 
For some reasons this mod is conflicts with Save our ship 2, when generating map.
Wyrd 16 Jul @ 3:50am 
Heads up, you've included a bunch of other .dlls in the 1.5 folder that you didn't mean to. Also please edit the About.xml to change the package name, otherwise it'll cause issues for folks subscribed to both while they wait for the original to update.
ReSkipper 15 Jul @ 9:10pm 
Gotcha @Antiquary, thank you
Cato 15 Jul @ 8:49pm 
Those update notes are from the original mod and the change log is empty. Please could you provide us with some details on what you have done to make this 1.6 compatible?
Antiquary 15 Jul @ 6:53pm 
@ReSkipper RimWorld loads things based on PackageID. If it's the same it will load one at random.
alphaxbasil059 15 Jul @ 4:36pm 
So I find out, the standalone of the Fortification - Concrete mod is the problem, the concrete from the Fortification-Industrial is okay. Just don't install the standalone concrete and it should be good.
ReSkipper 15 Jul @ 3:59pm 
I also had to delete the original mod to get this mod to work.
ReSkipper 15 Jul @ 3:59pm 
I just had an issue where rimworld was taking the original mod and using it, even though in rimsort, this temp mod was selected and was supposed to be used. Is this a rimsort issue? Sorry if this is the wrong place to ask.
carrotgamer700 14 Jul @ 5:30pm 
ily :beeped:
QraTz 14 Jul @ 5:13pm 
Thank you so much brother, war crimes just dont feel the same without this
ItsPatao 14 Jul @ 4:03pm 
I MISS MOOM
Orbit 14 Jul @ 12:31pm 
the main mod author hasnt been online for 120 days
Thebrokenbucket 13 Jul @ 2:45pm 
legend
あ⁧🐾 12 Jul @ 8:40am 
thanks for the temporary update
тетеря, блин 12 Jul @ 6:50am 
thanks alls, updating to this version of Blood Animations and disabling concrete mods (just in case) allowed to load a map. many hours saved.
Margwa_slayer2 12 Jul @ 4:28am 
Satisfactory.
Wretched Boy-King 11 Jul @ 8:49pm 
Thanks brochacho
Boony 11 Jul @ 11:58am 
this may help some, but i had a mod that included concrete, that conflicted with this mod. i disabled that and it works perfectly now
horologium 10 Jul @ 9:48pm 
Its understandable but imo its a grey area when it comes to temp/continued mods. If you dont its no real issue, I plan on making local copies of mods for my 1.6 playthrough and I can just edit the id there, i just wanted to bring it up
ajperson1927  [author] 10 Jul @ 9:37pm 
Yeah I'm running 110 mods alongside this, generating new maps constantly to test other mods I'm updating, and haven't run into any map gen issues yet. It's gotta be a conflict.
Reason I kept the same package id is so anyone who makes mods using this one won't have to change their mod when the original Blood Animation updates. I could change it though
horologium 10 Jul @ 8:10pm 
Loading unstable with just this mod and harmony and worldgen is fine. Possibly another mod conflict. You'll want to check your modlist and your logs.

I do want to say though, @ajperson1927 PLEASE, PLEASE change the package name. My grandma beats me with her stroller whenever she sees the "duplicate packageId" error in the log. I know this is a "temp" mod but please change it. I curled up on the floor and started crying because of the devastation this has caused me. I can do it for you if you want, there's no reason not to change it in my opinion.
🥺
🙏
horologium 10 Jul @ 8:04pm 
if only there was... some sort of system... maybe named after segments of a tree trunk... that could be used to register whenever an error occurs in the game. hmm, i wonder what we could call this innovation. It would be really helpful to be able to see what kind of error the game is producing? 🤔
Personally I would keep such a file at "C:\Users\USERNAME\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Player.log" so that it could be easily read with a text editor, but I can't get hired at Tesco much less Ludeon so I guess its up in the air for now 🤷‍♀️
✞ Star∞ 10 Jul @ 6:02pm 
also having issues with generating a map using this lol
moo 10 Jul @ 3:36pm 
This mod is not the cause of mapgen issues

Separately I wanted ajperson1927's attention for a second. I have over 100 pawns on screen fighting (devtest) and I was wondering if BA could use some performance tuning?

https://pasteboard.co/KtwyZbquTp3H.png
ajperson1927  [author] 10 Jul @ 11:27am 
Interesting. Are either of you able to send me you logs and mod list?
Frank 10 Jul @ 10:02am 
I'm also having issues with generating a map using this
alphaxbasil059 10 Jul @ 8:24am 
Dunno if its just me but when I installed along with the other mods, it just forces me back to the main menu with an error saying 'unable to generate map. Dunno if its just me but I've been testing some of the mods I have so yeah by just disabling them....but this is mainly something from the mods I install so yeah just sharing this in case if anyone is also suffering from this...or just me being dumb.
Shadow 10 Jul @ 6:31am 
Thank you for updating this mod, you're doing some good work. If you take requests, would it be appreciated if you could update the Take off coat indoors mod to the new 1.6 version.
水晶哥牌音响 10 Jul @ 2:46am 
hero
blackkanye 9 Jul @ 8:25pm 
That person needs a priest or something. No way to explain whatever that is, but possessed
Irismono 9 Jul @ 7:33pm 
@Gerewoatle I'm pretty sure he didn't add anything. The description os verbatim from the original mod.

Impatient? Maybe. Disrespectful? Wouldn't aay so. He straight up says it's a patch job until the original is back. That's about as respectful as you can get for mods distributed freely.
ajperson1927  [author] 9 Jul @ 6:53pm 
Huh? You good?
Gerewoatle 9 Jul @ 4:58pm 
No patience. No respect. Not even the base intellect to not bloat the fucking mod with pointless cruft.

About what I expect from people who get the goddamn DTs from instant gratification withdrawal.
AbitHigh 9 Jul @ 2:45pm 
Let's goooo