边缘世界 RimWorld

边缘世界 RimWorld

Non uno Pinata (don't drop items)
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avil  [开发者] 2023 年 9 月 17 日 上午 5:01
Issues, suggestions and walls of text
If don't want to post these in the comments (which I commend).
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Smiley Face Killer 2023 年 9 月 18 日 上午 12:41 
Sorry it took so long for me to post the issue
This error looks entirely different then the one I was pointing out
This looks like it's more for Awesome Inventory's side, but I'll leave it here for you in case there's anything you can do, not a modder so idk

Verse.Pawn_CarryTracker container tried to drop Apparel_BowlerHat154803 which it didn't contain.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch4 (string)
Verse.ThingOwner:TryDrop (Verse.Thing,Verse.IntVec3,Verse.Map,Verse.ThingPlaceMode,Verse.Thing&,System.Action`2<Verse.Thing, int>,System.Predicate`1<Verse.IntVec3>,bool)
Verse.ThingOwner`1<Verse.Thing>:TryDrop (Verse.Thing,Verse.IntVec3,Verse.Map,Verse.ThingPlaceMode,Verse.Thing&,System.Action`2<Verse.Thing, int>,System.Predicate`1<Verse.IntVec3>)
Verse.Pawn_CarryTracker:TryDropCarriedThing (Verse.IntVec3,Verse.ThingPlaceMode,Verse.Thing&,System.Action`2<Verse.Thing, int>)
(wrapper dynamic-method) Verse.AI.Pawn_JobTracker:Verse.AI.Pawn_JobTracker.StartJob_Patch8 (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool,bool,System.Nullable`1<bool>,bool,bool)
AwesomeInventory.Jobs.UnloadNowUtility:QueueJob (Verse.Pawn,Verse.Thing)
AwesomeInventory.UI.DrawGearTabWorker:InterfaceUnloadNow (Verse.Thing,Verse.Pawn)
(wrapper dynamic-method) AwesomeInventory.UI.DrawGearTabWorker:AwesomeInventory.UI.DrawGearTabWorker.DrawThingRow_Patch1 (AwesomeInventory.UI.DrawGearTabWorker,Verse.Pawn,single&,single,Verse.Thing,bool)
AwesomeInventory.UI.DrawGearTabWorker:DrawInventory (Verse.ThingOwner`1<Verse.Thing>,Verse.Pawn,single&,single)
AwesomeInventory.UI.DrawGearTabWorker:DrawJealous (Verse.Pawn,UnityEngine.Rect,bool)
AwesomeInventory.UI.AwesomeInventoryTabBase:FillTab ()
(wrapper dynamic-method) Verse.InspectTabBase/<>c__DisplayClass16_0:Verse.InspectTabBase+c__DisplayClass16_0.<DoTabGUI>b__0_Patch0 (Verse.InspectTabBase/<>c__DisplayClass16_0)
Verse.ImmediateWindow:DoWindowContents (UnityEngine.Rect)
(wrapper dynamic-method) Verse.Window:Verse.Window.InnerWindowOnGUI_Patch0 (Verse.Window,int)
UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)
avil  [开发者] 2023 年 9 月 18 日 上午 2:33 
I can only assume that something is up with UnloadNowUtility method from AwesomeInventory.
Or maybe there is somehing else in the play that caused both CS and AI to bug out, so it could be even something else. I have no idea, what ACTUALLY is going on, but one of the wild guesses is pawn tried to drop something it has in hands or in some custom intentory (it wouldn't technically count as something in his "real" inteventory).
Vardath 2023 年 10 月 15 日 下午 2:56 
When a pawn is downed, they unequip their weapon and store it in inventory, I have to manually get them to drop and reequip their weapons which defeats the purpose of this mod entirely.
avil  [开发者] 2023 年 10 月 16 日 上午 11:33 
Not supposed to do that with that mod. Must be something else.
Svela 2023 年 10 月 23 日 上午 9:07 
引用自 Vardath
When a pawn is downed, they unequip their weapon and store it in inventory, I have to manually get them to drop and reequip their weapons which defeats the purpose of this mod entirely.

If you're interested, there is a mod called Simple Sidearms that makes it so your pawns can use any "weapon type" item even if it's not directly equipped. Say they have two melee weapons and a ranged one in their inventory. They will all be shown on the HUD next to their info box. If you click on the weapon while they are drafted they will equip it then and there, even if it's grayed out, and if they are not drafted then you can left-click and right-click the items to adjust which weapon they prefer to use in combat and the like (which also makes the weapons adjusted no longer gray if it was). They also retain any item you have them manually "pick up" while still dropping any items you had them "haul." It's quite useful since the pawns will usually swap to a different weapon when needed if it has extra functionality for work related stuff, like an axe that gives extra tree harvest speed. The auto-swapping doesn't always work for every item, but I've had good results with the swapping.

With that said, some modded races have weird issues where if they have more than one item not grayed out then it causes severe performance issues. The race that I have the most issue with is the Ancestral Oni from Oni Of The Rim, which I prefer to use as my main pawn. My solution was to only have one weapon not grayed out (equipped) while having any secondary items gray (picked up). It treats those picked up items as "forced" items, similar to forcing a pawn to wear apparel.

Anyways, here's a link to said mod: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=927155256
最后由 Svela 编辑于; 2023 年 10 月 23 日 上午 9:20
Vardath 2023 年 10 月 23 日 下午 3:43 
Thanks guys, I've started another new game and revised my mod list. Seems to be fine now. I only use xenotypes not HAR but there could be a root cause somewhere in there.
oscyp 2024 年 3 月 19 日 下午 12:14 
The mod doesn't work in the 1.5.4093 unstable build. Pawns drop their items when dead. No mod config menu is present in-game. I'm having two errors pop up right when the main menu loads; the first one goes:
Error while instantiating a mod of type NonUnoPinata.NonUnoPinata: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> HarmonyLib.HarmonyException: Patching exception in method null ---> System.ArgumentException: Undefined target method for patch method static System.Collections.Generic.IEnumerable`1<HarmonyLib.CodeInstruction> NonUnoPinata.Patches.PawnRenderer_RenderPawnInternal_NonUnoPinataPatch::Transpiler(System.Collections.Generic.IEnumerable`1<HarmonyLib.CodeInstruction> instructions, System.Reflection.Emit.ILGenerator il, System.Reflection.MethodBase mb) at HarmonyLib.PatchClassProcessor.PatchWithAttributes (System.Reflection.MethodBase& lastOriginal) [0x00047] in <6ddb2f07a97745adaa7bad4e17020462>:0 at HarmonyLib.PatchClassProcessor.Patch () [0x0006e] in <6ddb2f07a97745adaa7bad4e17020462>:0 --- End of inner exception stack trace --- at HarmonyLib.PatchClassProcessor.ReportException (System.Exception exception, System.Reflection.MethodBase original) [0x00154] in <6ddb2f07a97745adaa7bad4e17020462>:0 at HarmonyLib.PatchClassProcessor.Patch () [0x0009e] in <6ddb2f07a97745adaa7bad4e17020462>:0 at HarmonyLib.Harmony.<PatchAll>b__10_0 (System.Type type) [0x00007] in <6ddb2f07a97745adaa7bad4e17020462>:0 at HarmonyLib.CollectionExtensions.Do[T] (System.Collections.Generic.IEnumerable`1[T] sequence, System.Action`1[T] action) [0x00014] in <6ddb2f07a97745adaa7bad4e17020462>:0 at HarmonyLib.Harmony.PatchAll (System.Reflection.Assembly assembly) [0x00006] in <6ddb2f07a97745adaa7bad4e17020462>:0 at NonUnoPinata.NonUnoPinata..ctor (Verse.ModContentPack content) [0x00016] in <5055bf0d8c3b44fd9f3577cf7533eb7d>:0 at (wrapper managed-to-native) System.Reflection.MonoCMethod.InternalInvoke(System.Reflection.MonoCMethod,object,object[],System.Exception&) at System.Reflection.MonoCMethod.InternalInvoke (System.Object obj, System.Object[] parameters) [0x00002] in <eae584ce26bc40229c1b1aa476bfa589>:0 --- End of inner exception stack trace --- at System.Reflection.MonoCMethod.InternalInvoke (System.Object obj, System.Object[] parameters) [0x00014] in <eae584ce26bc40229c1b1aa476bfa589>:0 at System.Reflection.MonoCMethod.DoInvoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x0007a] in <eae584ce26bc40229c1b1aa476bfa589>:0 at System.Reflection.MonoCMethod.Invoke (System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <eae584ce26bc40229c1b1aa476bfa589>:0 at System.RuntimeType.CreateInstanceImpl (System.Reflection.BindingFlags bindingAttr, System.Reflection.Binder binder, System.Object[] args, System.Globalization.CultureInfo culture, System.Object[] activationAttributes, System.Threading.StackCrawlMark& stackMark) [0x00213] in <eae584ce26bc40229c1b1aa476bfa589>:0 at System.Activator.CreateInstance (System.Type type, System.Reflection.BindingFlags bindingAttr, System.Reflection.Binder binder, System.Object[] args, System.Globalization.CultureInfo culture, System.Object[] activationAttributes) [0x00095] in <eae584ce26bc40229c1b1aa476bfa589>:0 at System.Activator.CreateInstance (System.Type type, System.Object[] args) [0x00000] in <eae584ce26bc40229c1b1aa476bfa589>:0 at Verse.LoadedModManager.CreateModClasses () [0x00076] in <fa714d7def1f4fca9ca33a2623396168>:0 UnityEngine.StackTraceUtility:ExtractStackTrace () Verse.Log:Error (string) Verse.LoadedModManager:CreateModClasses () Verse.LoadedModManager:LoadAllActiveMods (bool) Verse.PlayDataLoader:DoPlayLoad () Verse.PlayDataLoader:LoadAllPlayData (bool) Verse.Root/<>c:<Start>b__6_1 () Verse.LongEventHandler:RunEventFromAnotherThread (System.Action) Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__28_0 () System.Threading.ThreadHelper:ThreadStart_Context (object) System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool) System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool) System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object) System.Threading.ThreadHelper:ThreadStart ()


The second issue relates to multiplayer which throws its own exception, so I'm not including it.

Any plans to update the mod to 1.5?
avil  [开发者] 2024 年 3 月 19 日 下午 1:28 
Yeah, I'll update all my mods for 1.5 at some point. At least shortly after release.
8^y 2024 年 4 月 11 日 上午 4:54 
Issue with shields from VE viking
they drop unlike other items
avil  [开发者] 2024 年 4 月 11 日 上午 4:59 
Probably shields have special kind of inventory/slot. Needs a compatability patch.
8^y 2024 年 4 月 11 日 上午 5:12 
how could that be done
avil  [开发者] 2024 年 4 月 11 日 上午 6:15 
Well, it needs to be made, I think, if it doesn't exist yet.
Jack Trades 2024 年 4 月 19 日 上午 10:14 
I tried adding this mod to my mod list today and it consistently causes a weird brown screen on map load, even when starting a new game.

https://gist.github.com/HugsLibRecordKeeper/6c0b33df8174e40567cc354951959cb3
avil  [开发者] 2024 年 4 月 19 日 上午 10:15 
This is a rendering issue. Idk what CS could even do.
Jack Trades 2024 年 4 月 19 日 上午 10:23 
I checked several times and I definitely am not getting any errors like that with the rest of my modlist, it happens specifically when I'm trying to add Non Uno Pinata.
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