Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
mod list/load order
1: Harmony
2: Core
3: Royalty
4: Humanoid Alien Races 2.0
5: Save Our Ship 2
6: In-game wiki
7: Borg Race (Revisited)
o the error is to big to post here >.<
not sure how to report it maybe if using just save mod list will show same error to u?
adding HugsLib stopped the big giant error, Load order i put it in middle of Royalty & Humanoid Alien Races 2.0
but adding some my other mods i noticed a duplicate error and im trying to figure out what 1 is doing that
can make a big error as some XML error Duplicate or something
so ill try re-adding all my mods now but that 1
okay HugsLib is required and needs to be added to the list. I thought it was a requirement for sos2 but i was wrong. Ima fix that asap.
I originally had minify everything as a prereq, but I was able to make only the buildings I needed to minify minifiable using a patch. All the patched buildings are space ship parts from the SoS2 addon. It must be double giving the buildings minifiable tags when the uninstall mod runs. I will have to add a conditional check to the patches to skip if it detects minify everything or uninstall, or maybe a check to see if the fields have already been added as skip of so.
I am busy for most of today, but I will give it a looking over tonight. Good looking out!
so the unilink thing when i try to click install i get this error below
mod list im using:
harmony
core
royalty
hugslib
rimhub
humanoid alien races
save our ships2
in-game wiki
borg races
mad skills
ore yields
ogrestack
dubs mint minimap
empire
reinforced walls
simply more bridges
wall light
realistic rooms (guess i dont need this 1 maybe)
recipe icon
prepare landing
notainted
prepare carefully
character editor
damage indicators
~~~~~~~~~~~
Exception in UIRootUpdate: System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.CompFacility.DrawLinesToPotentialThingsToLinkTo (Verse.ThingDef myDef, Verse.IntVec3 myPos, Verse.Rot4 myRot, Verse.Map map) [0x00094] in <0ee2c524c4be441e9b7f8bfcb20aca6f>:0
at RimWorld.PlaceWorker_ShowFacilitiesConnections.DrawGhost (Verse.ThingDef def, Verse.IntVec3 center, Verse.Rot4 rot, UnityEngine.Color ghostCol, Verse.Thing thing) [0x00022] in <0ee2c524c4be441e9b7f8bfcb20aca6f>:0
at Verse.GhostDrawer.DrawGhostThing (Verse.IntVec3 center, Verse.Rot4 rot, Verse.ThingDef thingDef, Verse.Graphic baseGraphic, UnityEngine.Color ghostCol, Verse.AltitudeLayer drawAltitude, Verse.Thing thing) [0x0007e] in <0ee2c524c4be441e9b7f8bfcb20aca6f>:0
at RimWorld.Designator_Install.DrawGhost (UnityEngine.Color ghostCol) [0x00062] in <0ee2c524c4be441e9b7f8bfcb20aca6f>:0
at RimWorld.Designator_Place.SelectedUpdate () [0x00065] in <0ee2c524c4be441e9b7f8bfcb20aca6f>:0
at RimWorld.Designator_Install.SelectedUpdate () [0x00000] in <0ee2c524c4be441e9b7f8bfcb20aca6f>:0
at Verse.DesignatorManager.DesignatorManagerUpdate () [0x00013] in <0ee2c524c4be441e9b7f8bfcb20aca6f>:0
at RimWorld.MapInterface.MapInterfaceUpdate () [0x00027] in <0ee2c524c4be441e9b7f8bfcb20aca6f>:0
at RimWorld.UIRoot_Play.UIRootUpdate () [0x00015] in <0ee2c524c4be441e9b7f8bfcb20aca6f>:0
Verse.Log:Error(String, Boolean)
RimWorld.UIRoot_Play:UIRootUpdate()
Verse.Root:DMD<DMD<Update_Patch1>?-1070212352::Update_Patch1>(Root)
Verse.Root_Play:Update()
~~~~
MakeThing error: BorgAlcove is madeFromStuff but stuff=null. Assigning default.
Verse.Log:Error(String, Boolean)
Verse.ThingMaker:MakeThing(ThingDef, ThingDef)
EdB.PrepareCarefully.GenStep_CustomScatterThings:ScatterAt(IntVec3, Map, GenStepParams, Int32)
EdB.PrepareCarefully.GenStep_CustomScatterThings:Generate(Map, GenStepParams)
EdB.PrepareCarefully.ScenPart_CustomScatterThingsNearPlayerStart:GenerateIntoMap(Map)
RimWorld.Scenario:GenerateIntoMap(Map)
RimWorld.GenStep_ScenParts:Generate(Map, GenStepParams)
Verse.MapGenerator:GenerateContentsIntoMap(IEnumerable`1, Map, Int32)
Verse.MapGenerator:GenerateMap(IntVec3, MapParent, MapGeneratorDef, IEnumerable`1, Action`1)
Verse.Game:DMD<DMD<InitNewGame_Patch1>?550938624::InitNewGame_Patch1>(Game)
Verse.<>c:<Start>b__1_2()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.<>c:<UpdateCurrentAsynchronousEvent>b__27_0()
System.Threading.ThreadHelper:ThreadStart_Context(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object)
System.Threading.ThreadHelper:ThreadStart()
~~~
MakeThing error: BorgBedLow is madeFromStuff but stuff=null. Assigning default.
Verse.Log:Error(String, Boolean)
Verse.ThingMaker:MakeThing(ThingDef, ThingDef)
EdB.PrepareCarefully.GenStep_CustomScatterThings:ScatterAt(IntVec3, Map, GenStepParams, Int32)
EdB.PrepareCarefully.GenStep_CustomScatterThings:Generate(Map, GenStepParams)
EdB.PrepareCarefully.ScenPart_CustomScatterThingsNearPlayerStart:GenerateIntoMap(Map)
RimWorld.Scenario:GenerateIntoMap(Map)
RimWorld.GenStep_ScenParts:Generate(Map, GenStepParams)
Verse.MapGenerator:GenerateContentsIntoMap(IEnumerable`1, Map, Int32)
Verse.MapGenerator:GenerateMap(IntVec3, MapParent, MapGeneratorDef, IEnumerable`1, Action`1)
Verse.Game:DMD<DMD<InitNewGame_Patch1>?550938624::InitNewGame_Patch1>(Game)
Verse.<>c:<Start>b__1_2()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.<>c:<UpdateCurrentAsynchronousEvent>b__27_0()
System.Threading.ThreadHelper:ThreadStart_Context(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object)
System.Threading.ThreadHelper:ThreadStart()
BUT the "substrate borg adapted nutrient synthesizer" has option "Make 2 substrate from raw resources" costing 25 veg 3 times = total 75 and get 6 substrate!
the doors and workbench seems like it cost way to much for what u start with, and just keeping all powered seems to be alittle challenging also while at the same time trying to stock pile substrate to save up to make workbenches that u might need
this is just random shot in the dark idea prob needs to be ironed out
what is the current reasoning for the price of things?
maybe it could be a 1:1 cost for steel(seems to be same strength i think), 2:1 wood, 1:2 plasteel for examlpe
hmm it could be interesting as well if their was a mod options to adjust the ratio of conversion, so ppl could make it more or less challenging in the future
The main idea is that raiding and fighting should be the best income for substrate, not farming or mining. So I am trying to have the plants, meats, wood and stuff worth a little something, but the real payoff comes from killing and capturing pawns for weapons, apparel, and body parts. The substrate pay off considers the rarity of the item, how you get the item (fighting), and how hard it is to store the item (rotting and stack size). Like that players don't just try to farm or mine materials for substrate.
I was thinking of adding an in-game option of adjusting values, something like a difficulty setting, but thats a ways down the to-do list