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
MODERROR [More Modding Goodies!] - <...>\steamapps\workshop\content\333640\3403942187\CSharpWishMaker.cs(340,64): error CS0234: The type or namespace name 'Public' does not exist in the namespace 'Accessibility' (are you missing an assembly reference?)
This is the same error that @Killian posted in the comments. He was able to resolve it by verifying Qud game files in steam.
Can you try that?
This error would *seem* to indicate that your Qud installation folder is missing
MODERROR [More Modding Goodies!] - Exception thrown during event.
System.InvalidCastException: Specified cast is not valid.
at (wrapper castclass) System.Object.__castclass_with_cache(object,intptr,intptr)
at XRL.World.ModPooledEvent`1[T].Dispatch (XRL.IEventHandler Handler) [0x00000] in <ab2b6f4d7bf141aa96358980923d7ffe>:0
at (wrapper dynamic-method) XRL.World.GameObject.XRL.World.GameObject.HandleEventInner_Patch1(XRL.World.GameObject,XRL.World.MinEvent)
at (wrapper dynamic-method) XRL.World.GameObject.XRL.World.GameObject.HandleEvent_Patch2(XRL.World.GameObject,XRL.World.MinEvent)
at tyrir.lib.GetMagazineAmmoLoaderReloadEnergyCostEvent.GetFor (XRL.World.GameObject actor, System.Int32 baseAmount, System.String type, XRL.World.Parts.MagazineAmmoLoader loader, XRL.World.GameObject weapon, XRL.World.GameObject ammo, System.Int32 ammoCountBeforeReload, System.Int32 percentageReduction, System.Int32 linearReduction, System.Int32 minAmount, System.Boolean passive) [0x000d6] in C:\Program Files (x86)\Steam\steamapps\workshop\content\333640\3403942187\MoreEvents.cs:313
at tyrir.lib.GetMagazineAmmoLoaderReloadEnergyCostEvent_Patch+<>c.<Transpiler>b__1_2 (XRL.World.Parts.MagazineAmmoLoader loader, System.Int32 ammoCountBeforeReload) [0x00042] in C:\Program Files (x86)\Steam\steamapps\workshop\content\333640\3403942187\Patches.cs:138
Thanks for the bug report. I saw they changed the ModPooledEvent code a bit in the latest version 1.0.2, but nothing stood out as potentially causing issues. I'll have a look at it.
Can you please upload a Player.log file (see https://wiki.cavesofqud.com/wiki/File_locations ) with this error to pastebin.com and link it here?
I think this error might have to due with some other mods that overwrite mutations in unadvised ways that result in casting errors. A few of the more popular mutations mods have this problem, improved mutations, wm mutations, and a 3rd I can't recall atm. This error is occurring when IParts (which mutations are) are being cast, so I have a hunch that could be related to the issue.
Also, if you have a save game you could attach here along with repro steps to cause the error to appear, that'd be helpful.
Here's the player.log up to where the error occurred; fair warning, it is a big modlist and does include the mutation mods you mentioned.
I don't have the save game (bad ragequit habit even on checkpoint mode), but as far as repro steps, it was a "Deprived - Wretched Kin" character from this mod here (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3416963926) with mutations: (Unstable Genome x2, Night Vision, Albino, Cold-Blooded, Nerve Poppy, Spontaneous Combustion, and Genetic Memory [this last one is from WM's mutation mod), and it only seems to have started happening upon entering the Stilt. I do have the following mods installed relating to the Stilt: (Sultan of Smoke https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3063297428 , Lulihart with recoiler https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3036159087 , and CoQ Expanded - Grand Bazaar https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1476131257&searchtext=stilt ).
Thanks for providing the player.log.
It looks like you're using the "Friendly" versions of Graven's and Improved Mutations, which should fix some or all of the mutation issues I mentioned earlier. However, I'm not sure if WM Mutations still has such issues, which you also have enabled.
It's difficult to debug the issue further without a save game unfortunately. So what I've done is updated More Modding Goodies with a couple things that can help track down which mod is causing the issue if it occurs again.
I genuinely don't even think it's a bug. They're robotic beings with weapons, why couldn't you cut off the stand and take it?
I know it's toggleable, but ideally modding libraries should try to be as non-disruptive as possible. Was very confusing trying to figure out why it was broken, since none of my mods touch turrets at all.
Sure, I'll change the default in More Modding Goodies to disabled. In the Undeploy Turrets mod, I can set the default to enabled.