RimWorld
Nice Inventory Tab CE Integration
23 則留言
TROLOLOLOL 11 月 29 日 下午 10:32 
I think there is a bug when paired with hospitality where the UI breaks for guests sometimes freezing the guests in place. I don't know if this is where I should report it

Exception filling tab CombatExtended.ITab_Inventory: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 92D5AAF7]
at NITIntegrationCE.MakeItemSlot_Patch.IsGrenade (Verse.ThingDef def) [0x00009] in <9dcb72b4aeee4d3d8900eca6d2508e0a>:0
at NITIntegrationCE.MakeItemSlot_Patch.Prefix (Verse.Thing item, Verse.Pawn pawn, NiceInventoryTab.FloatRef fref, NiceInventoryTab.EquippedItem& __result) [0x00001] in <9dcb72b4aeee4d3d8900eca6d2508e0a>:0
at NiceInventoryTab.ITab_Pawn_Gear_Patch.MakeItemSlot (Verse.Thing item, Verse.Pawn pawn, NiceInventoryTab.FloatRef fref) [0x0001b] in <77c0dbba537d485e9e94861bc0ae147e>:0
- PREFIX Andromeda.NITICE: Boolean NITIntegrationCE.MakeItemSlot_Patch:Prefix(Thing item, Pawn pawn, FloatRef fref, EquippedItem& __result)
mielo 11 月 29 日 上午 8:16 
Throwing a big stinking exception when hovering a pawn in Total Faction Control's loadout manager window.

Exception filling window for NiceInventoryTab.Window_NiceInventoryTab: System.Reflection.TargetException: Non-static method requires a target.
at System.Reflection.RuntimeMethodInfo.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) <0x00114>
at HarmonyLib.Tools.PatchFunctions.UpdateWrapper (System.Object instance, System.Reflection.MethodInfo original, System.Reflection.MethodInfo prefix, System.Object[][] prefixArgs, System.Reflection.MethodInfo postfix, System.Object[][] postfixArgs) <0x00551>
at NiceInventoryTab.Patches.Armor_Patch.DrawArmorRowPrefix (UnityEngine.Rect rect, Verse.Pawn pawn) <0x00057>...

I wouldn't put my hand on the fire about this being an issue caused by this very mod, but at least it seems related.
XaocuT's Show 11 月 28 日 上午 11:02 
Thanks a lot!
Lekoda 11 月 28 日 上午 8:30 
Could have thought the main mod was CE compat
Sanakara 11 月 28 日 上午 8:29 
Hello. Right now the "quality as stars" option is breaking the inventory :)
denil380 11 月 28 日 上午 5:04 
Just subcribed. Proceed to test with Rimsort. On unrelated note, I love the compact bill list compared to both vanilla and Dubs Mint Menu. I watch your mod with interest, not yet see someone competing with Dubwise on modding the architect UI and the research UI.

I'll let you know if issues pop up, just need to figure out how to get the log ready and the screenshot without the game's crashing on me.
-=GoW=-Dennis 11 月 27 日 下午 5:06 
Could the create loadout link be added to your view, so we don't need to switch to the original view for that?

@RocketRacoon: I never used Awesome Inventory's loadout system, but the CE one. Pawns will indeed try to fulfill exactly the created loadout, but if you play with Simple Sidearms, they will nontheless pick up and equip one ranged and one melee weapon that best fit the pawn. However, most of my pawns have assigned weapons anyway, so the CE system works perfectly for my usecase.

You can also force equip weapons, they won't be dropped either.
RocketRacoon 11 月 26 日 上午 6:39 
@Buffalionian I just remembered why I didn't liked using the loadout feature. So basically if I use a Loadout and set it to medicine, my pawn won't equip any weapon, because the loadout has none in it. And this doesn't work with Auto-Arm for exemple. If will also drop the weapon if I equip it manually
RocketRacoon 11 月 26 日 上午 1:47 
@Buffalonian Thanks, I'll take a look into that. I was used to making loadouts with awesome inventory, but I'll try the loadouts from CE
Buffalonian 11 月 25 日 下午 6:33 
(Looking great, with the latest CE and 200 mods besides--thanks for the quick fix! [...and actually seeing the items in inventories is surprisingly exciting--this is great!] :D)

(@RocketRacoon: I know you're probably already aware, but CE Loadouts [on the "Assign" tab] are "the way" to do ammo management--a little tricky to get the hang of, for sure, but I really like using them to make everyone carry a couple spare medicine to patch up their buddies in an emergency! [There's a CE setting for auto-ammo equipping without loadouts that's already on by default, which might explain your colonists carrying more / less ammo than you'd prefer].)
RocketRacoon 11 月 25 日 上午 9:59 
Any chance you can set the amount of ammo that you want to hold in your inventory?
bryanfran42 11 月 25 日 上午 7:35 
You're Nice series of mods are now standard for my modlist. I can't play looking at lists (and unintuitive ones at that eer again.)

The fact that it is CE compatible and performant from the get go is platinum for me.
Sanakara 11 月 25 日 上午 4:09 
I had to resubscribe the mod... but yeah, it works again. thank you so much Andromeda for your effort and that you make rimworld much better with your mods :D *hugs*
Andromeda  [作者] 11 月 25 日 上午 3:20 
oups.. fixed!
Sanakara 11 月 25 日 上午 2:29 
... when the inventory menu breaks, the settings menu breaks too. thats the black "area" on the first pic.
Sanakara 11 月 25 日 上午 2:28 
yeah, guess encountered same bug. seems like as soon my pawn takes a range weapon the inventory breaks, as soon the pawn drops the waepon or takes a melee weapon (also modded) it works again. the "show weapons in equipment section" option seems to do nothing. weird enough... if the inventory menu is open, I can tell them to pick up the range weapons from the ground (who bugging the inventory) but not the melee weapon. hm

https://imgur.com/a/pGlakdB
InqJovan 11 月 25 日 上午 12:47 
Having an issue with CE. I'll provide more details after some more testing and sifting through my mod list. However, opening the gear tab opens the error log but the error log is an opaque black with no text or tabs present on it and the apparel and inventory section is just completely empty. guns are visible however and the bars are present.

Will do more testing but dubs mint menus so far arent the culprit of it as well as RimHud. Can't really think of anything right now so will go through modlist
Buffalonian 11 月 24 日 下午 6:48 
Bug for you: Nice Inventory UI breaks when pawns pick up a gun with Combat Extended

Reproduce with: Harmony, Combat Extended (tested both from Steam and the latest unstable version), Nice Inventory Tab, NIT CE Integration, Log Publisher

Steps to reproduce:
Dev mode, Dev quicktest, select pawn, open Gear tab, equip a gun, tab bugs out, clothes disappear, UI errors in log.

(No such error for melee weapons or no weapons. Error both with and without ammo system enabled. Let me know if I can provide more information, or config files.)

HugsLog:
https://gist.github.com/HugsLibRecordKeeper/d4d228b7c182bb2b8d06b547be0c2ce6

(Most importantly: I love all your Nice Tab mods (and pawn quick info and marks and hair)! Thanks for another great mod to add to the collection! :D)
Andromeda  [作者] 11 月 24 日 上午 5:42 
@Rocky should work, but not tested
Rocky 11 月 24 日 上午 5:28 
Hi does it work with the Dev snapshot version of CE or just base CE?
Yame 11 月 23 日 上午 8:50 
thank you
Ace Bright 11 月 23 日 上午 1:10 
Thanks for the CE integration!
Wednesday 11 月 22 日 上午 6:31 
I do not use CE, but thanks for the addon to keep things organized, love your mods