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
Could not resolve cross-reference: No RimWorld.ResearchTabDef named FalloutNV found to give to Verse.ResearchProjectDef FalloutNV_ERG
Verse.Log:Error(String, Boolean)
Verse.WantedRefForObject:TryResolve(FailMode)
Verse.<>c__DisplayClass15_1:<ResolveAllWantedCrossReferences>b__0(WantedRef)
Verse.<>c__DisplayClass6_1`1:<ParallelForEach>b__0(Object)
System.Threading.QueueUserWorkItemCallback:WaitCallback_Context(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.QueueUserWorkItemCallback:System.Threading.IThreadPoolWorkItem.ExecuteWorkItem()
System.Threading.ThreadPoolWorkQueue:Dispatch()
System.Threading._ThreadPoolWaitCallback:PerformWaitCallback()
Love the mod and the work you put into the pack for Vanilla Expanded Mechs. With the newest update though, I keep getting this error when I boot the game and load a save:
Could not load reference to Verse.ThingDef named 2SP_1EliteRiotJacket
Verse.Log:Error(String, Boolean)
Verse.ScribeExtractor:DefFromNode(XmlNode)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticGenericMethod(Type, Type, String, Object[])
Verse.ScribeExtractor:DefFromNodeUnsafe(XmlNode)
Verse.Scribe_Collections:Look(List`1&, Boolean, String, LookMode, Object[])
Verse.Scribe_Collections:Look(HashSet`1&, Boolean, String, LookMode)
Verse.Scribe_Collections:Look(HashSet`1&, String, LookMode)
Verse.ThingFilter:ExposeData()
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Deep:Look(ThingFilter&, Boolean, String, Object[])
Verse.Scribe_Deep:Look(ThingFilter&, String, Object[])
LWM.DeepStorage.DefChangeTracker:ExposeSettingDeep(String, String, ThingFilter&)
LWM.DeepStorage.Dialog_DS_Settings:ExposeDSUSettings(IEnumerable`1)
LWM.DeepStorage.Settings:ExposeData()
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Deep:Look(Settings&, Boolean, String, Object[])
Verse.Scribe_Deep:Look(Settings&, String, Object[])
Verse.LoadedModManager:ReadModSettings(String, String)
LWM.DeepStorage.Settings:DefsLoaded()
LWM.DeepStorage.LWM_Hug:DefsLoaded()
HugsLib.HugsLibController:OnDefsLoaded()
HugsLib.HugsLibController:LoadReloadInitialize()
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()
I get 3 identical error messages, one for the Jacket (shown above), one for the Helmet, and one for the Armor. I wasn't having this issue before the update today. Is it anything to worry about?
here you guys are, again, sorry bout that. I'll start keeping some old versions when/if another big update happens. Here's the link to the git, lemme know if there's any issues with it. https://github.com/2ScoopsPlz/Rimworld-FNVERA
I get these errors when my craftsman finishes crafting:
Make_2SP_StuffableEliteRiotHelmet needs workSkill because it creates a product with a quality.
Verse.Log:Verse.Log.Error_Patch2(String, Boolean)
Verse.GenRecipe:Verse.GenRecipe.PostProcessProduct_Patch1(Thing, RecipeDef, Pawn)
DMD<>?-489699328:Verse.GenRecipe+<MakeRecipeProducts>d__0.MoveNext_Patch0(<MakeRecipeProducts>d__0)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
ProjectRimFactory.Common.<Postfix>d__0:MoveNext()
TD_Enhancement_Pack.<Variate>d__2:MoveNext()
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
Verse.AI.<>c__DisplayClass3_0:Verse.AI.Toils_Recipe+c__DisplayClass3_0.<FinishRecipeAndStartStoringProduct>b__0_Patch0(<>c__DisplayClass3_0)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.<>c__DisplayClass2_0:<DoRecipeWork>b__1()
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Verse.Pawn.Tick_Patch7(Pawn)
Verse.TickList:Verse.TickList.Tick_Patch2(TickList)
Verse.TickManager:Verse.TickManager.DoSingleTick_Patch3(TickManager)
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Verse.Root_Play.Update_Patch1(Root_Play)
Did not find skill of def , returning Shooting: 3 (1445.49xp)
Verse.Log:Verse.Log.Error_Patch2(String, Boolean)
RimWorld.Pawn_SkillTracker:GetSkill(SkillDef)
RimWorld.QualityUtility:RimWorld.QualityUtility.GenerateQualityCreatedByPawn_Patch5(Pawn, SkillDef)
Verse.GenRecipe:Verse.GenRecipe.PostProcessProduct_Patch1(Thing, RecipeDef, Pawn)
DMD<>?-489699328:Verse.GenRecipe+<MakeRecipeProducts>d__0.MoveNext_Patch0(<MakeRecipeProducts>d__0)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
ProjectRimFactory.Common.<Postfix>d__0:MoveNext()
TD_Enhancement_Pack.<Variate>d__2:MoveNext()
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
Verse.AI.<>c__DisplayClass3_0:Verse.AI.Toils_Recipe+c__DisplayClass3_0.<FinishRecipeAndStartStoringProduct>b__0_Patch0(<>c__DisplayClass3_0)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.<>c__DisplayClass2_0:<DoRecipeWork>b__1()
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Verse.Pawn.Tick_Patch7(Pawn)
Verse.TickList:Verse.TickList.Tick_Patch2(TickList)
Verse.TickManager:Verse.TickManager.DoSingleTick_Patch3(TickManager)
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Verse.Root_Play.Update_Patch1(Root_Play)
Does the helmet need shooting skill to craft? It is not stated in the requirements for crafting, only "8 Crafting".
I will now sleep for 100 years.
(but lemme know if I missed somethin)
Edit: Tested it a bit further, and it looks like the helmet specifically is the culprit. The non-stuffable variant.
...alrighty, you know any of the mods it's breaking? And I'll look through the helm stuff, I might've missed something obvious. It was fairly late when I finished up that update, so I wouldn't put it past me.
ALSO: Not sure if this is supposed to be like this, but there are now 2 options for each Elite piece (Helmet, Armor, and Jacket), but they have slightly different stats and different required materials. They are both from your mod. Only 1 of the helmets is not classified under a apparel category as far as I can tell. The other helmet is not under 'Headgear' though.
Really like the mod! Hope this can get fixed!
Edit: I have found that the duplicate is between "elite riot ______" and "Elite Riot _____" (all versus no words capitalized). The capitalized gear has worse stats and it is the "elite riot helmet" that is not able to be put in stockpiles.
There's technically a third "item" that shouldn't be obtainable that's used to store the insulation stats for the stuffable version to use, but that one's an abstract. I'll take a look though.
But the lowercase and capital stuff sounds weird regardless so I'll get that changed.
Edit: Fixed. And yes, there's meant to be two versions, ones the stuffable variant and the other is the original. The stats of the stuffable version are entirely dependent on what material you use, the multipliers I gave each piece should give you stats extremely close to the original set if you use some of the best quality materials, which the original set also had its stats derived from (like plasteel, hyperweave, things like that).
I'd check your RJW version. I downloaded the most recent version (4.5.6.7) and everything worked good. Of course, I only tested it after I made changes to fix another bug, so maybe that bug had a hand in it. Let me know if there's still issues though, I'm not sure if I can help with them but I'll give it a go.