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tmagic's Issues

Global Light Skip (Brightmage) loses group if map target occupied

When using Global Light Skip to travel to an occupied spot on the map, like a quest location or a faction base, the spell fires and the entire group is lost. The spell description says origin or destination may not be roofed, but I don't think this behavior is what you have in mind. Recommend making the spell fail instead (if dropping into an occupied tile is not otherwise possible).

Learning new spell reset FertileLands allowing stack recasting

There should probably be some kind of additional condition to check if it was already used (removed) in

if (this.spell_FertileLands == true)
{
this.RemovePawnAbility(TorannMagicDefOf.TM_FertileLands);
this.AddPawnAbility(TorannMagicDefOf.TM_FertileLands);
}

Other spell might be affected by this too.

By the way, how can I uncheat the extremely fertile lands? I thought the spell was disabled or something after learning a new spell and cast it on the same spot a number of times resulting in cheat fields
I think canceling the field and save-load resets the field, it's no longer cheat fields.

Probably the same bug as this other person:
https://ludeon.com/forums/index.php?topic=37161.msg408448;topicseen#msg408448

Calming Whisper upgrade for Animal Bond gives free stamina

From the description, it appears that the Calming Whisper upgrade for the Animal Bond ability is intended to reduce the static 30 stamina maintenance cost per bond by 15% of the cost itself, resulting in costs of 25.5 for level 1, 21 for level 2, and 16.5 for level 3 of the upgrade. It appears that it instead reduces the maintenance cost by a flat 15 stamina, resulting in 15 stamina being added to your pool for each bond you have.

[Build error] Try rebuild project for personal uses without results

When i try to rebuild project in Visual Studio i catch this errors - screenshot: https://ibb.co/VLhsvF1
I try load references from project config file from git (with updating project references with same_name libs because warning in References of project and errors on build)and try load libs from referenced mods assemblies, both without results what i do wrong?

P.S. i want change xpMultiplier in TorannMagic.ModOptions.Settings because leveling is too slow for me, maybe it's can be changed through xml files but i can't find where i can do it
P.S.S. I work with C# not much, maybe i can redefine this value with my lib on 2-3 lines of code (if don't count "using" statement) but i don't know how(

Translation don't make changes

Idk what is wrong, I have translated another mod and it worked, but this mod I translated like 30% but 0 changes in game, idk why, maybe my dumb time is happening now
the translation is in Pull requests, is a draft

Maybe is better create other folders in other languages, so is better to know what files need to translate
Ik that need to be translated the label and description text(as I said above, I already translated other mod) but idk what is wrong now

OK i was dumb, to translate the only thing that need to have is label and desc and other text and nothing more, thats why there was not any change

TM_Thinpop

TM_Thinpop clipFolderPath is at SFX/Thinpop

Chi degeneration

Hey there! Great mod absolutely love what it adds.
I noticed tonight after the last update that my monk can't sustain chi at all so I went looking through the last commit.
this
severityAdjustment -= (Rand.Range(.03f, .5f) - (.008f * verVal));
was changed to
severityAdjustment -= (Rand.Range(.03f, .5f) - (.008f * verVal));
so what used to be 3% to 10% was changed to 3% to 50%, did you mean .05f for 5%?

Light skip destorys objects if multi-objects lie in a cell

Here is another bug about light skip like #23.
If there are not only one object such as animals exists in a cell contained in range of light skip, using light skip will destory some objects in the range randomly. For global light skip, a message of pots destoryed will be given at the same time.

The log reported an error.

Tried to destroy already-destroyed thing TM_LightPod335705
Verse.Log:Verse.Log.Error_Patch2(String, Boolean)
Verse.Thing:Destroy(DestroyMode)
Verse.ThingWithComps:Verse.ThingWithComps.Destroy_Patch1(ThingWithComps, DestroyMode)
Verse.Building:Verse.Building.Destroy_Patch1(Building, DestroyMode)
TorannMagic.Projectile_LightSkipMass:LaunchLightPod(Thing, CompTransporter, Int32, IntVec3)

Summon Minion projectiles aren't cleaned up

What's happening:

Game running VERY slow. Basically, speed 1 and 4 are the same. Logger are full of similar errors.

Error log:

Exception ticking Projectile_SummonMinion343880 (at (0, 0, 0)): System.NullReferenceException: Object reference not set to an instance of an object
  at TorannMagic.Projectile_SummonMinion.Impact (Verse.Thing hitThing) [0x00000] in <filename unknown>:0 
  at AbilityUser.Projectile_AbilityBase.ImpactSomething () [0x00000] in <filename unknown>:0 
  at AbilityUser.Projectile_AbilityBase.Tick () [0x00000] in <filename unknown>:0 
  at TorannMagic.Projectile_SummonMinion.Tick () [0x00000] in <filename unknown>:0 
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0 
Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Mods:

  • Hardcore_SK
  • Jecstools
  • A RimWorld of Magic (1.0 from steam)

Workaround:

  1. Use dev tools to kill your pawn
  2. Open save file and replace multyline regexp with empty line:
    [\n\t]+<thing Class="TorannMagic.Projectile_SummonMinion">[<>\/\n\t\w\-\(\),\d\s="]+?</thing>
    (global search from vscode works great)
    I had more than 2000 such projectiles.
  3. Load save and resurrect the pawn back

PS I don't think this is something that can be fixed by mod author and it can be caused by other mod (HSK has a lot of them). But having this issue in github story can help people.

Necromancer Raise Undead on Animal undead hediff exception

When using raise undead on an animal, the undead hediff is applied for 1-2 seconds, and then removed.

Following error is logged:
Exception ticking hediff (TM_UndeadAnimalHD ticksSinceCreation=161) for pawn LabradorRetriever12905. Removing hediff... Exception: System.NullReferenceException: Object reference not set to an instance of an object
at TorannMagic.HediffComp_Undead.CompPostTick (System.Single& severityAdjustment) [0x001f3] in :0
at Verse.HediffWithComps.PostTick () [0x00024] in :0
at Verse.Pawn_HealthTracker.HealthTick () [0x00039] in :0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.Pawn_HealthTracker:HealthTick ()
Verse.Pawn:Tick ()
Verse.TickList:Tick ()
Verse.TickManager:DoSingleTick ()
Verse.TickManager:TickManagerUpdate ()
Verse.Game:UpdatePlay ()
Verse.Root_Play:Update ()

Modlist is just Rimworld of magic and required dependencies.

Saving while there is a Dirt Devil projectile corrupts the save

Saving when there is a Dirt Devil in flight throws an error and the created save file is corrupted.

It looks like this the Comp is saving a reference to the pawn that launched it but this pawn is not accessible when loading the projectile back? Other projectile comp may have the same issue.

Undead drain mana from all friendly necromancers

To reproduce this issue, your colony must contain 2 necromancers. 1 necromancer should have 3 points the "Raise Undead" upkeep cost. Raise undead with this necromancer. Unsure if it's an important detail, but my second necromancer read her skillbook after my colony already contained 6 undead. The owner of the 6 undead was a Lich.

The upkeep mana cost will be drained from both necromancers. This has a fairly interesting side effect where a new necromancer is rendered perpetually comatose and unable to level up when entering a colony that hosts a fleet of undead.

Please support non-Biotech players!

As a non-Biotech player, I get these errors.

RimWorld 1.4.3704 rev896
[HugsLib] version 10.0.1
Failed to find Verse.GeneDef named Ageless. There are 27 defs of this type loaded.
[UnlimitedHugs.HugsLib] Patches on methods annotated as Obsolete were detected by HugsLib: Verse.Game.DeinitAndRemoveMap
[HugsLib] initializing ARimWorlOfMagic

Here's my mod list.

Harmony
Core
HugsLib
JecsTools
A RimWorld of Magic

DesiredPowerOutput = Traverse.Create...

float DesiredPowerOutput = Traverse.Create(root: __instance).Field(name: "DesiredPowerOutput").GetValue<float>();

Is this line being used?
float DesiredPowerOutput = Traverse.Create(root: __instance).Field(name: "DesiredPowerOutput").GetValue<float>();

If not, could it be removed? For whatever reason, "Traverse.Create" creates problems with RimThreaded. If it does indeed need to be used, could it be replaced with something like this?

public static FieldRef<CompPowerPlant, float> DesiredPowerOutput= FieldRefAccess<CompPowerPlant, float>("DesiredPowerOutput");

I think "FieldRefAccess" is supposed to be more performant too, based on my discussions with the Harmony author

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