边缘世界 RimWorld

边缘世界 RimWorld

MIM - WH40k Anomaly
61 条留言
Blink Welder 10 月 8 日 上午 11:37 
@emitbreaker Oh, the bug isn't that they can't wear clothes, its that the whole "Assign" popup stops working ( Rimworld stops displaying all the other columns and fields).

Exception filling window for RimWorld.MainTabWindow_Assign: System.NullReferenceException: Object reference not set to an instance of an object
[Ref F8E53C9D] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.Window:InnerWindowOnGUI (int)
UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)
emitbreaker  [作者] 10 月 4 日 上午 10:15 
@Blink Welder That's not a bug. Necrons are prohibited to wear any clothing. Perhaps I need to add yet another Harmony patch to ignore those logic.
Blink Welder 10 月 4 日 上午 9:56 
@emitbreaker Thanks!

I finally hit a real "bug", which is if you capture a Necron as a prisoner instead of an anomaly (yep, it's an option) once you recruit them Rimworld fails once it tries to show their apparel policy in the “Assign” popup - it stops filling in the rest of the items in the window. I suspect them not being from a “Colonist_...” type pawn means they’re never meant to be recruited. Oh well, it was a good run, got to day 166 before I abandoned that colony!! LOL. Super fun so far, I’m really happy with all your mods.

The only other tricky thing I hit is if I revive a dead Necron anomaly, that Necron comes back at 100% health immediately, so whatever poor pawn I used to administer the reanimation protocol is pretty much getting a serious beatdown before anyone else can react. I've got a freezer full of dead Necrons waiting on figuring out a solution to that. I think I need to just load up the "doctor" with Marine armor and hope for the best :D
emitbreaker  [作者] 10 月 4 日 上午 3:46 
@Blink Welder Those Anomaly summoning mechanism works oddly sometimes. To unlock the summonings, you need to finish prerequisite summon. Will check the logic once again when I got a spare time.
Blink Welder 9 月 30 日 下午 2:58 
okay, If I manually spawn a plasmancer the "Necron Fabrication" option pops up, it's just that I'm not able to summon them normally, I only get flayers. :/ Not sure if I should keep trying or just do it in debug and move on....
Blink Welder 9 月 30 日 下午 2:44 
I’m stuck.

In the Codex, I’ve finished everything in “Necron Basic” and got the “Necron Tomb” in the advanced. On research I’m blocked on whatever is after “Raider Force” and “Tomb citadel”. I think one of them is “Necron Fabrication”, I can see “Gauss Weapons” down the chain showing it as a dependency but it’s something still labeled “unknown”. I can’t seem to summon a Plasmancer or Necron Lord, only Flayers show up, though everything lower seems to summon correctly. I’ve built the Necron research bench, smelter, and tomb. I’ve even successfully reanimated a dead flayer (I built a reanimation protocol at a crafting spot). The only other missing thing is I don’t see the techno-sorcery bench in the “production” list of buildable tables….

Not sure what’s next. Do I just need a higher summoning skill? I'm only at like 41%...
Blink Welder 9 月 29 日 下午 6:27 
I summoned a Plasmancer and "only" got 4 flayed ones. No Plasmancer. Not sure if that's something that can happen, just trying to unlock all the basic Necron anomaly stuff and going through them all one by one :D

I got lucky with a raid earlier and captured a flayed one and only lost one pawn, a leg off of another and a bunch of fingers fingers from a third. I think I got off pretty light :D. I'm terrified if it ever breaks out, though. Lots of fun!
emitbreaker  [作者] 9 月 26 日 下午 8:19 
@Blink Welder That's the purpose of this mod for now XD
Blink Welder 9 月 26 日 下午 6:08 
HA! I summoned flayers with a not great summoner and 4 (!!!) showed up. Luckily they too just wandered off the map or else they could have casually killed every living thing on the map without taking damage. Never mind, I'm very happy they just leave. I suspect that trying to do this using a
bunch of normal rimworld pawns is a really really bad idea :D :D
Blink Welder 9 月 26 日 下午 3:15 
I finally got brave enough to try summoning my first Necron's, and three (!) scarabs spawned, but they quickly exited the map and didn't attack anyone. I'm relieved, but I'm thinking that wasn't the intended outcome. I was sort of hoping to find a defeated scarab in the carnage for a bit of that sweet Necrodermis. :D
emitbreaker  [作者] 8 月 1 日 下午 9:49 
@TurtleShroom You keep posting quite aggressive comments to the series of my mods. And this one is not a sub mod of Necron Faction mod - it's upper library that will contains all other anomaly related functions.
TurtleShroom 8 月 1 日 下午 8:44 
I'm sorry, did I do something wrong? You said in this Mod's description that it needs the Necron Mod. However, the Necron Mod is not listed as a Dependency. I was simply confused.
emitbreaker  [作者] 8 月 1 日 下午 6:47 
@TurtleShroom Cause this will add new functions when the other WIP mod finished. What's wrong with you?
TurtleShroom 8 月 1 日 下午 2:12 
Why does this Mod not have the Necron Mod as a Dependency if it is essential to this Mod?
emitbreaker  [作者] 6 月 22 日 上午 4:08 
@Flagvanus Updated. Now If you started one of the necron scenario (even if it was mid-save), all necron researches are unlocked for research - yet, you need to create source for Advanced Knowledge.
emitbreaker  [作者] 6 月 21 日 下午 6:20 
@Flagvanus This mod is designed to make Non-Necron factions hard to access the necron technology, so if you intend to play with Necron Faction, the best idea is not to use this mod. I'll try to make some changes AFTER 1.6 migration.
Flagvanus 6 月 12 日 下午 12:38 
So... no Lord summon by Canoptek Spyder? Nobody from started necrons cant use Anomaly to do something with it
D10z 4 月 14 日 上午 5:01 
@emitbreaker Its not the worst problem when playing Death Guards. :D Making them eat their toxic meals is a tougher challenge with CE.
emitbreaker  [作者] 4 月 14 日 上午 4:40 
@D10z Negative Food... that's yet another interesting issue XD
D10z 4 月 13 日 下午 1:09 
The caravan problems are almost completely fixed now, I only get a negative days of food here (with no food loaded).
D10z 4 月 5 日 上午 10:41 
Too late :D Thank you, I'll give it a run.
emitbreaker  [作者] 4 月 5 日 上午 10:07 
@D10z I pushed small update at Core mod's assembly (no need to restart) to avoid mass multiply for dead pawns. I presume this may fix your issue ;)
D10z 4 月 3 日 上午 5:55 
Great! I must restart the game again later and remove some already tested factions. It works with baseliners, I am sure now. But I don't get the MIM factions I really wanted to test. :/
emitbreaker  [作者] 4 月 3 日 上午 5:36 
@D10z Ack, that may be because of recent assembly update - I slightly changed Aura ability comp. Will fix it by next update.
D10z 4 月 3 日 上午 4:45 
See here:

https://gist.github.com/Urwumpe/6809c3c6740a557f769e78a251404eb1

Not sure what effect it actually has, the exception did come up with different Plague Marines, but not with all at the same time.
emitbreaker  [作者] 4 月 3 日 上午 4:40 
@D10z Nurgles gift, you mean, the hediff triggered NRE...? How curious. If you don't mind, please share the detail with me.
D10z 4 月 3 日 上午 2:35 
First distress call triggered by dev mode,only baseliners and fleshbeasts, caravan mass adds up and stays the same value. So, everything as expected.

Only exception noticed is a NullReferenceException in Nurgles gift, that doesn't seem to have big impacts if not running in dev mode. Maybe a low priority problem to fix. Do you need a stack trace for it?
D10z 4 月 3 日 上午 12:44 
I think the observed mass is even zero because of the exception, but I can check this in detail, no problem.

Also, I don't specifically expect a logic problem on your end, I wouldn't be surprised if its as easy as an uninitialized attribute while spawning. Its easier to find a bug in existing code than something that is not there.
emitbreaker  [作者] 4 月 2 日 下午 8:00 
@D10z I meant, first mass > 0.0 CE, second mass > caravan issue.
emitbreaker  [作者] 4 月 2 日 下午 8:00 
@D10z Mass thing I can check it at my end as well but I haven't seen that sort of issue while I've tested CE previously. Well, I already spent two months only for the visual update, so maybe some condition has been changed.

About the mass, then perhaps the framework's harmony patch somehow intervene to my mod's mass calculation patch for caravans - I basically implemented the patch in very conservative way so that it only count my mod's specific pawns like Space marines and genesteaers, but if the framework change the calculation logic of world map caravan mass destructive (or creative) way, I can't 100% assure about the compatibility.

Could you give me few more details about the situation when and under what kind of condition does it happens? In my current hypothesis from your comment, it seems like the framework somehow calculate pawn's (or their deadbody's) mass carried as their weight, which is quite odd to me.
D10z 4 月 2 日 下午 2:19 
... No, I can not remove VF safely from the game without breaking everthing, maybe something was hidden in a cave that I didn't see yet. Have to restart again and look when I get the next opportunity to do the quest, can take a while.
D10z 4 月 2 日 下午 12:55 
I don't think its really a Vehicle Framework issue, since it does not show the behaviour without MIM. Also the strange behaviour of the caravan mass calculations exists already for a longer time, it can even cause a immobilized caravan by overloading. I wouldn't be surprised if the two bugs might actually be related. Bugs are like onions, maybe Vehicle Framework is just the first mod to trigger the bug, if its active. There are also some warnings coming from CE trying to load a random item with mass 0.0 into the inventory of a pawn. I'll try to reproduce the bug without Vessel Framework and see what exception comes next. My uneducated guess from the PLM world: Defensive programming resulted in a mass of 0.0 being returned from a catch block of an aggregation function instead of correcting the problem or (re)throwing a finer exception.
emitbreaker  [作者] 4 月 2 日 上午 6:46 
@D10z That I guess something went wrong at Vehicle Framework's end. Honestly I don't use the mod so I have no visibility at the moment, but I can't understand why the framework try to check my mod's races as a vehicle. You'd better to submit the issue to Vehicle framework's end.
D10z 4 月 2 日 上午 1:37 
The same kind of quest worked today, but not without spawing producing with NullReferenceExceptions. It was a Genesteeler Cult site that send the distress call, Adding the corpses of the deceased GC pawns afterwards to the caravan inventory also caused NullReferenceExceptions.

https://gist.github.com/Urwumpe/44845489b6e0bb29f5b9b4fca2edb358

It again gets triggered in the mass calculations for the (superfluous) Vehicle framework patches, but it seems to be a missing attribute used there. The weight displayed in loading the caravan was stopping below 280 kg, but the actual caravan displays > 1300 kg. The first pawn corpse getting loaded to cause it was a Purestrain Genestealer.
emitbreaker  [作者] 4 月 2 日 上午 1:29 
@D10z Thanks for the log. Very interesting... why Filth affect to the case... I presume something related to custom gases from my mod but no 100% sure. Let me try to look into it but it may takes time... hmm...
D10z 4 月 1 日 下午 11:52 
Don't be surprised by the different Ref ID in the GIST, the log file contained an exception that was not displayed in the Log window and which was happening right in the moment the caravan arrived at the quest site, so I updated it. Yeah, there seems to be a huge difference in what the dev mode log window shows and what is actually written in the player.log. The first exception of yesterday was likely just an hiccup from the mass calculations and that is likely just a distraction in that case. I play a Death Guard game here and the log files are actually surprisingly clean now, the quality at MIM has really improved a lot.
D10z 4 月 1 日 下午 11:18 
Yeah sorry, I had missed that one after being awake for 40 hours. Looks like its just the mass calculations were off there, which could be likely, the Death Guards I played displayed some weird values there before. But it only affects the Distress Call, the other quests work fine.

https://gist.github.com/Urwumpe/5c17b5befb57f86331cd0d9e5e4e78f8
emitbreaker  [作者] 4 月 1 日 上午 8:02 
@D10z That's one of the duplicated log - could you please give me the first, longer log? These Ludeon guys completely messed up with log system since 1.5, so if you just give me partial log, there is literally no meaningful information at all.
D10z 4 月 1 日 上午 7:48 
There is a problem with the "Distress Call" quest of Anomaly lately, after the recent updates of Rimworld, when using this mod. When the caravan reaches the site, the quest simple gets deleted. Not failure or success, its just gone and the caravan rests at the world tile.

Exception filling window for RimWorld.Dialog_FormCaravan: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 3B77F63C] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Window.InnerWindowOnGUI_Patch0 (Verse.Window,int)
UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)


I suspect its a spawning problem.
emitbreaker  [作者] 3 月 12 日 上午 9:23 
@Liberty Prime Umm... This mod isn't designed for Necron play-through - actually, it's the opposite; make the research difficult for non necron factions. So you need to wait until random necron attack has happened to firstly see those necrons and unlock corresponding researches.
Liberty Prime 3 月 11 日 上午 1:12 
When Starting out as necrons, How do I Advance My Knowledge of for example Warriors? The easiest way is the Ritual Site but Necrons arent able to use those.
emitbreaker  [作者] 2024 年 8 月 6 日 上午 3:19 
@fat cat I just saw your comment. Modding anomaly is not that so easy stuff as you expect - in fact, it needs to be done by bunch of hard coding only just for one additional Entity attack.
fat cat 2024 年 7 月 15 日 上午 1:41 
What about add in to do list , a warp/chaos anomalies not only necrons.
Like for example in default anomaly we have few events like attack of hounds/ zombies etc. but you can change for demons you already have (maybe add a plaguebearer) and other warp things
ASMR gaming 2024 年 7 月 10 日 上午 12:18 
thanks will do
emitbreaker  [作者] 2024 年 7 月 9 日 下午 11:09 
@ASMR gaming Done. Please update MIM WH40k Core mod.
emitbreaker  [作者] 2024 年 7 月 9 日 下午 11:05 
@ASMR gaming Hmm... that sounds odd. Just in case, I'll make it disable for NPCs to cast. I guess some sort of unexpected conflict because of those range calculation logic.
ASMR gaming 2024 年 7 月 9 日 下午 7:23 
Not sure which 40k warhammer sub mod it is but one of them ( only got those installed and the basic DLCs and no other mods) the teleport homer is not going out unless the pawn that cast it leaves the map, and it has a massive performance cpu and gpu hit (using rocketman to monitor it) , the timer stays at one day and the white flashing circle thing stays on as long as the pawn stays off the map
epicfloor 2024 年 5 月 3 日 上午 10:25 
The Emperor protect!
Uriel Septim VII 2024 年 4 月 29 日 下午 2:44 
ah 40k...how sick and twisted can we get
emitbreaker  [作者] 2024 年 4 月 29 日 上午 5:08 
@Uriel Septim VII Or you can use Held Human mod to pretend Trazen or even daemonculaba LOL