RimWorld

RimWorld

JetPack
50 kommentarer
Mlie 13. aug. 2020 kl. 13.11 
Since Pelador has announced their retirement from modding I made an update of this:
https://steamproxy.com/sharedfiles/filedetails/?id=2196487991
Hope it helps anyone!
Eoftar 14. juli 2020 kl. 0.06 
Yep, it works now. Not that the game is playable now, but at the very least my log is not filled with repeating error message. Thank you for quick response!
Pelador  [skaper] 13. juli 2020 kl. 17.54 
@Update @Eoftar

Please can you check now. The update will hopefully remove the error, but it concerns me that you may have poorly configured apparel items in these mods.
Eoftar 13. juli 2020 kl. 11.57 
Well, I can't post this part because it exceeds the message limit... is there a way I can send it to you? Without sending the whole damn log - it is huge. I can only post a small part of it here.

____

Exception in ConfigErrors() of TGStormTrooper: System.NullReferenceException: Object reference not set to an instance of an object
at JetPack.JPUtility.GetIsJPApparel (Verse.ThingDef def) [0x00006] in <be18e5268f0c463f9cbdb8461dee3d42>:0
at JetPack.CanWearTogether_JPPostPatch.PostFix (System.Boolean& __result, Verse.ThingDef A, Verse.ThingDef B, Verse.BodyDef body) [0x00004] in <be18e5268f0c463f9cbdb8461dee3d42>:0
at (wrapper dynamic-method) RimWorld.ApparelUtility.DMD<DMD<CanWearTogether_Patch4>?331124224::CanWearTogether_Patch4>(Verse.ThingDef,Verse.ThingDef,Verse.BodyDef)
at Verse.PawnKindDef+<ConfigErrors>d__73.MoveNext () [0x00368] in <0ee2c524c4be441e9b7f8bfcb20aca6f>:0
at Verse.DefDatabase`1[T].ErrorCheckAllDefs () [0x0006c] in <0ee2c524c4be441e9b7f8bfcb20aca6f>:0
Eoftar 13. juli 2020 kl. 11.57 
I have a problem with this mod. It seems to be messing up with some other mods, it has this part that repeats on and on in my log with words like JP or Jet Pack, so I guessed it was this mod. I'm not a programmer, so I don't understand much of it. What is going on and what should I do?

Thanks in advance!



Pelador  [skaper] 7. juni 2020 kl. 22.18 
@Yo [cont ...]

There is a comment in response to the incompatibility with JP by the author: "Sorry, I don't intend to support individual mods."
Pelador  [skaper] 7. juni 2020 kl. 22.09 
@Yo

Well it does say on the steam page that the mod is incompatible with JetPack, though it doesn't explain why. The author hasn't ever contacted me about it either.

Though I could possibly "speculate" that it is due to the custom placement of the packs as apparel with using the outer shell layer of the belt placing. This may be a limitation of how the mod operates and doesn't accommodate custom layering etc, which is also understandable to some extent if it is written to follow only vanilla conventions to replace what is already an apparent design with an overridden appearance?
Yo 7. juni 2020 kl. 21.15 
apperently this is not complatible with appearance clothes mod. according to mod manager.
Pelador  [skaper] 30. mai 2020 kl. 23.24 
@Archaon

The license for the mod allows others to make use of the code as they see fit as long as I'm credited for it being a derivative of my work in the mod.
Archaon 30. mai 2020 kl. 21.32 
Honestly, It's great work. if you don't mind, I made a jumppack mod from Warhammer 40k based on your mod, but I'd really appreciate it if you could allow me to upload it. sry for my bad eng:(
here some picture : https://i.imgur.com/3Bg9jGY.png
Pelador  [skaper] 21. mai 2020 kl. 14.16 
@Update

Reinstated MP compatibility
Pelador  [skaper] 2. mai 2020 kl. 20.36 
@Jhaneri

It uses a custom process to place the Jetpack over the pawn rendered image when facing certain rotations. This then a correction to the pawn rendering process and how it sorts apparel. If you want to adjust this you'd have to harmonise a pawn rendered process to apply to the jetpack apparel to achieve the same, whilst remembering that other mods may also be applying various changes to pawn rendering.
GURPS tamada 1. mai 2020 kl. 11.41 
Why does your mod remove the transparency of various items and apparel? How can i change this?
Pelador  [skaper] 28. mars 2020 kl. 17.04 
@yagiou

No you do not need to have Royalty.

Tags on definitions are neutral text references that various code can use to associate connections. So only valid as and when particular code needs to reference it. So any form of text entry can be in tags, but some have uses.
Oniwabanshu 28. mars 2020 kl. 15.52 
What does that update means? Is it necessary to have the paid mod now?
Pelador  [skaper] 28. mars 2020 kl. 11.24 
@Update @khanonius

Standard Jet Pack items have now been given appropriate royal apparel tags.
khanonius 28. mars 2020 kl. 11.19 
Nevermind, I missed that my colonist decided to get rid off ruffle shirt.
Look like it is properly counted as power armor.
khanonius 28. mars 2020 kl. 10.51 
First of all I love your mod and it is great work!
I bought royalty recently.
Does jet armor count as power armor for purpose of cloth need of higher titles?
Despite having jet pack armor (integrated one) and recon helmet equiped I still get debuff.
Pelador  [skaper] 24. mars 2020 kl. 19.37 
@Update

Japanese translation - Proxyer
DEADSHOOT 24. mars 2020 kl. 14.04 
I'll check it again before I see this function in the settings. By the way, the mod is chic and perfectly complements the role -playing game Warhammer 40,000.
Pelador  [skaper] 24. mars 2020 kl. 13.54 
@Deadshoot

Updated
DEADSHOOT 24. mars 2020 kl. 13.53 
Already updated? Or just plans?
Pelador  [skaper] 24. mars 2020 kl. 10.31 
@Update @Deadshoot

Adds DFA Splash damage with the use of additional mod options.
Pelador  [skaper] 24. mars 2020 kl. 8.01 
@DEADSHOOT

Hunting animals using the DFA process can be good practice, depends if you want the carcass to retain the head though.

Will consider the splash process, but won't be applying an "homing" mechanism to JP's. That would require a more involved re-write of being able to change direction mid-flight.
DEADSHOOT 24. mars 2020 kl. 7.52 
DFA works a little weird. If possible, try to make the fighter with the jetpack fly for the goal that dfa wants to make. Well, or splash from landing. It's pretty hard to aim for an accurate air strike.
Pelador  [skaper] 24. mars 2020 kl. 7.48 
@Update

Correction to refiner research prerequisite to ensure that the Rimefeller loading bays are available when the refiners are available.
Pelador  [skaper] 24. mars 2020 kl. 5.33 
@Deadshoot

Its automatic, DFA will occur if you land on a pawns position (friend or foe).
DEADSHOOT 24. mars 2020 kl. 5.07 
How does DFA work? How to use the game after activation in the mod settings?
Joe the Tech 18. mars 2020 kl. 8.57 
@Pelador
Author of Marine Armor Materials here. Yeah, it's basically just stuffed power armor. I've been slowly rolling in compatibility patches as people request them, though.
Pelador  [skaper] 18. mars 2020 kl. 5.53 
@dumble

I don't understand why you need to make a choice, as I mentioned there is a standalone jet pack you can use with all armours.
Latex Santa 18. mars 2020 kl. 5.45 
@Pelador I sort-of kind-of get it. Thanks for the response. If I have to choose between one or the other, oh well, I'll make a choice and live with it.
Pelador  [skaper] 18. mars 2020 kl. 4.04 
@dumble [cont...]

What I can do is discuss with any mod author the techniques or method how you can apply native support to apply JP use to modded armour sets. Though normally would be a case of them developing the art assets for them.

The discord above in the mod details would be the best place to discuss this.

The only complication here then for "Marine armor materials" is the stuffed factor (assumed), which will "muddle" the existing conversion process.
Pelador  [skaper] 18. mars 2020 kl. 3.57 
@dumble [cont...]

Whether then, the development of a custom conversion process to accommodate these elements can be developed is then a question of priorities and after sensible analysis and testing, since a custom recipe worker may not be sufficient to apply here. It may require harmony pass-through techniques combined with a recipe worker or a completely bespoke custom process to get the desired outcome. But it wouldn't be a priority concern for myself to develop atm.
Pelador  [skaper] 18. mars 2020 kl. 3.51 
@dumble [cont...]

As to the "Marine Armor Materials" mod, this will depend on what the author is doing. If it is simply a case of making "vanilla" marine armour stuffed, then that will be compatible as of now (assuming the definition of the marine armour remains the same name and not custom) using the conversion recipe, but will currently only convert to the non-stuffed definition in JP.

This since bill use here only looks at the def of the item and not its "stuff" to be converted into, this is a limitation of the vanilla bill process. This is also why properties cannot be transferred for the infused mod, but also here there are other considerations based on "when" the properties are applied by the infused mod when you make the armours which further complicates the idea of a solution to converting them.
Pelador  [skaper] 18. mars 2020 kl. 3.41 
@dumble

In principle, "all" armour sets are compatible with this mod as there is the standalone jet pack that you can use with them. So it is slightly inaccurate to say that they are not compatible atm.

What I think your asking is can I make JJ have "integrated" options with other armour sets, which is more an upgrade.

As time permits and where art assets are developed then it would be possible to add recon and cataphract armour sets with integrated JJ capabilities.
Latex Santa 18. mars 2020 kl. 2.32 
@Pelador Will your Jetpack mod be compatible eventually with the new Recon and Cataphract armor sets added by the Royalty DLC? What about the Marine Armor Materials mod? Thank you for your time.
jpcosta92 2. mars 2020 kl. 12.25 
You fixed it!
Thanks!
Also, there go my dreams of turning my colony into a giant kerosene refinery, at least overnight. :)
Urist McMurgen 1. mars 2020 kl. 18.21 
Great job 1
Pelador  [skaper] 1. mars 2020 kl. 14.30 
@Update

I have applied a harmony fix to correct the hash error issue.
Pelador  [skaper] 1. mars 2020 kl. 9.04 
*** IMPORTANT NOTE ***

If adding either this mod or Rimefeller or a combination of the two part way through a save game, this is causing an obscure hash error that will corrupt marble mineables, replacing them with kerosene refiners.

If however, you "start" a new game/colony with both Rimefeller and Jetpack loaded, then this hash error doesn't occur.

Currently investigating and further details in a discussion below. (Notes added to description).
Urist McMurgen 1. mars 2020 kl. 5.52 
can confirm. mod not save compatible. turns all marble into Kerosene generators
Pelador  [skaper] 29. feb. 2020 kl. 10.52 
@Jpcosta92

I can definitely confirm that wasn't intentional.

If it is a hash error with the items, then essentially there isn't much I can do this end. Worth making sure your game files aren't corrupted with running a validation check on them. Also I'd report it to Ludeon, but these things are just oddities sometimes.

If you feel up to it, you could explore editing your save file if you want to retain it. But that could be fiddly. If also you could jump onto RW discord and ask the troubleshooters how best to do that.

Alternatively you could capatalise on this "error" and build an airfield. You'll have the capacity to make enough fuel by the sounds of it.
jpcosta92 29. feb. 2020 kl. 6.52 
jpcosta92 29. feb. 2020 kl. 6.50 
@Pelador, just load my game after this last update. All mountains made of marble have turned into kerosene refiners...
Pelador  [skaper] 29. feb. 2020 kl. 5.58 
@Update

Harmony dependency and additional compatibility with Rimefeller: Adds a kerosene refiner.
Pelador  [skaper] 27. feb. 2020 kl. 19.58 
@Update

JP's will now be disabled for use when the pilot is engaged in melee. This is due to V1.1 changes to the base vanilla game and targeting info changes associated when engaged in melee.

Though I think this is also a useful additional balance mechanism with the use of the JPs.
Cavalry 24. feb. 2020 kl. 3.33 
:steamhappy:Boba Fett
Finning Spish 20. feb. 2020 kl. 16.51 
Yeah, let me try and recreate it. It may not be this mod specifically though. I'm getting the same errors across various mods that stuff isn't found for it to reference to.
Pelador  [skaper] 20. feb. 2020 kl. 16.29 
@Reaper Main

Please can you provide a hugslib log?
Finning Spish 20. feb. 2020 kl. 13.45 
This doesn't seem to work with 1.1 yet, it slams me with errors.