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Nahlásit problém s překladem
⚝SheiFoxy⚝ [author] Just now
@Tekel Ahh. That was a typo. I fixed it back to 1.4 where it belonged.
Sorry and thank you for pointing it out!
DaemosZythaer 8 hours ago
Thanks for updating, the game feels less intuitive without this mod.
Tekel1959 8 hours ago
With or without the mod, I am getting 595 for granite walls.
New game I am seeing
Stone/Wall-HP-in-game/patched-statfactor-max-hp
Slate/420/1.2
Limestone/455/1.3
Marble/525/1.5
Granite/595/unpatched=1.0
Sandstone/840/2.4 ( statfactormaxhp was only 1.4 in b19 )
patched-statfactor-max-hp number is from <MaxHitPoints> under StatFactor in ThingDefs_Misc-Various_Stone.xml
what I am seeing in game looks sane with code but not in comparison to B19 - sandstone has been majorly buffed
I can live with everything except the bloated sandstone HP, it seems out of whack, nothing else is remotely close.
Tekel1959 9 hours ago
hmm, i am seeing different numbers, but it was on a save where I had "version bumped" your B19 code locally. Switching to your updated version on that save resulted in the usual "damage" effect for some stone... but granite was now weak. Will try a fresh start, thank you for updating.
⚝SheiFoxy⚝ [author] 10 hours ago
@Tekel, I just checked and I'm getting the correct values in game.
The vanilla values had not changed from previous versions. I'm not sure where you got that idea, but if you look in game on a totally vanilla save, my info is accurate.
The file says 900 on Granite but it's because there's a series of calculations that make the final value and that number is not the final hit points number.
So no worries, it's working as intended.
⚝SheiFoxy⚝ [author] 10 hours ago
@Tekel, did you test them in game and get those values?
I honestly probably just didn't remember to update the desc.
I didn't change the statBase, only the statFactor. So if that value went up, this takes the value up too.
I will look at it and see how I want to rebalance it if so.
⚝SheiFoxy⚝ [author] 10 hours ago
@Tekel Thanks for the reports. And yes, the menu is from More Steel from Slag. I'll ask Rainbeau if the name can update for this mod. If not, that is still the correct menu. I'l change the desc if necessary.
As for the hp values, I did not know the vanilla values changed so much. I'll check them against vanilla again, but on my inspection, I didn't see these changes.
Tekel1959 19 hours ago
Sandstone/Granite went from ~400/900 hp in b19 to base * 2.4/1.0 - effectively 840/595 in 1.0. I suspect you flipped these by mistake, as granite is now the weakest stone ?
Tekel1959 19 hours ago
"Open settings>mod settings>SF Materials Rebalanced." ...Does not exist, actually uses title from old mod "More Steel from Slag".
Edit:Works now thank you
I get a single error on load:
Error in SF Materials Rebalanced, assembly name: More Steel from Slag, method: Settings:DoWindowContents, exception: System.MissingMethodException: void Verse.Listing_Standard.CheckboxLabeled(string,bool&,string)
at (wrapper managed-to-native) System.Reflection.Module.ResolveMethodToken(intptr,int,intptr[],intptr[],System.Reflection.ResolveTokenError&)
at System.Reflection.MonoModule.ResolveMethod (System.Int32 metadataToken, System.Type[] genericTypeArguments, System.Type[] genericMethodArguments) [0x00015] in <eae584ce26bc40229c1b1aa476bfa589>:0
at HarmonyLib.MethodBodyReader.ReadOperand (HarmonyLib.ILInstruction instruction) [0x0040b] in <255414689d344b1385ae719f6cce8c55>:0
at HarmonyLib.MethodBodyReader.GenerateInstructions () [0x00022] in <255414689d344b1385ae719f6cce8c55>:0
at HarmonyLib.MethodCopier..ctor (System.Reflection.MethodBase fromMethod, System.Reflection.Emit.ILGenerator toILGenerator, System.Reflection.Emit.LocalBuilder[] existingVariables) [0x00038] in <255414689d344b1385ae719f6cce8c55>:0
at HarmonyLib.MethodCopier.GetInstructions (System.Reflection.Emit.ILGenerator generator, System.Reflection.MethodBase method, System.Int32 maxTranspilers) [0x0002b] in <255414689d344b1385ae719f6cce8c55>:0
at HarmonyLib.PatchProcessor.GetCurrentInstructions (System.Reflection.MethodBase original, System.Int32 maxTranspilers, System.Reflection.Emit.ILGenerator generator) [0x0000b] in <255414689d344b1385ae719f6cce8c55>:0
at ModErrorChecker.AssemblyChecker.ParseMethod (System.Reflection.MethodInfo method) [0x00000] in <e69c392a10ed4370ab5a233fb1caa69e>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch5 (string)
ModErrorChecker.AssemblyChecker:ParseMethod (System.Reflection.MethodInfo)
ModErrorChecker.AssemblyChecker:CheckAssemblies ()
ModErrorChecker.AssemblyChecker:.cctor ()
(wrapper dynamic-method) System.Runtime.CompilerServices.RuntimeHelpers:System.Runtime.CompilerServices.RuntimeHelpers.RunClassConstructor_Patch1 (System.RuntimeTypeHandle)
(wrapper dynamic-method) Verse.StaticConstructorOnStartupUtility:Verse.StaticConstructorOnStartupUtility.CallAll_Patch5 ()
Verse.PlayDataLoader/<>c:<DoPlayLoad>b__4_5 ()
(wrapper dynamic-method) Verse.LongEventHandler:Verse.LongEventHandler.ExecuteToExecuteWhenFinished_Patch0 ()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent ()
Verse.LongEventHandler:LongEventsUpdate (bool&)
(wrapper dynamic-method) Verse.Root:Verse.Root.Update_Patch1 (Verse.Root)
(wrapper dynamic-method) Verse.Root_Entry:Verse.Root_Entry.Update_Patch0 (Verse.Root_Entry)
And opening the More Steel from Slag mod options results in eternal spam of this error (until you close the blank dialogue box)
Exception filling window for RimWorld.Dialog_ModSettings: System.MissingMethodException: void Verse.Listing_Standard.CheckboxLabeled(string,bool&,string)
at MSFS_Code.Controller.DoSettingsWindowContents (UnityEngine.Rect canvas) [0x00001] in <8588e79d9e684a63aa22e015540136cd>:0
at (wrapper dynamic-method) RimWorld.Dialog_ModSettings.RimWorld.Dialog_ModSettings.DoWindowContents_Patch1(RimWorld.Dialog_ModSettings,UnityEngine.Rect)
at (wrapper dynamic-method) Verse.Window.Verse.Window.InnerWindowOnGUI_Patch0(Verse.Window,int)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch5 (string)
(wrapper dynamic-method) Verse.Window:Verse.Window.InnerWindowOnGUI_Patch0 (Verse.Window,int)
UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)
Mod seems to work perfectly other than that. And I'm honestly after the Metal Rebalance, not the extra metal, so it doesn't bother me too much. Just.. less red text is always nice :)