RimWorld
Dark Ages : Crypts and Tombs
Коментарів: 267
Dizzy_Dares 15 черв. о 10:15 
does any of these give bonus to psyfocus gain for psycaster who have the grim focus thingy ?(cannot remember the real name at the moment.
or ideologies that like grim styled things?
Deankiller Turnupseed 12 трав. о 13:25 
do these spawn naturally too?
iGeo 1 трав. о 8:12 
My bad, I didn't read the description text and expected it to behave like the vanilla reliquary. Thanks for the answer!
Sir Van  [автор] 29 квіт. о 16:40 
@Azraile Works perfectly on my end.

As for the second part, you can make a local copy (or patch) and go in the mod folder 1.5/Mods/SepulchralReliquary/Defs/Buildings_Reliquary and tweak the <containedThingOffset>(0,-100,1)</containedThingOffset> and set the -100 to 0. (Yes the relic is stored 100 layers underground, just to be safe)
Azraile 29 квіт. о 16:31 
Yah righting clicking on the reliquary gives shows like there is no relic, doing it on a normal one shows to install the relic normaly and i would rather the relics float over the box than not show up personaly.
Sir Van  [автор] 29 квіт. о 4:38 
@stalksetcup I have no idea but i'd assume it works fine

@Azraile Right click on the reliquary

@iGeo unfortunately no, it's in the silver box. I originally wanted the relics to show up but couldn't due to how the north-sprite is so i had to go for that option.
stalksetcup 29 квіт. о 4:25 
Question: will this mod have problems with the game style "Development from the level of savage development to the technological future" where the Neolithic and Middle Ages fragment takes up only half of the game?
Azraile 28 квіт. о 16:39 
I couldn't get my pawns to even place them in the reliquaries at all.
iGeo 25 квіт. о 9:08 
It's just me or relics don't show up on these beautiful reliquaries?
Sir Van  [автор] 20 квіт. о 5:34 
@MilkyFresh @fr0 Sorry i hadn't received any sort of ping for the latest comment until fr0. It shoooould be fixed, do tell me if it isn't or you encountered some weird errors along the way
fr0 19 квіт. о 13:36 
@MilkyFresh I have the same issue. I also have no idea how to make them.
MilkyFresh 12 квіт. о 4:19 
For some reason my throne rooms require the darklight sepulchral statues. Any idea what might be causing this?
Eselt 28 берез. о 7:16 
I was waffling if I needed this mod or not. Then I saw your kofi banner at the bottom and went, yeah, this person is hilarious, I need it.
Them8 19 берез. о 11:31 
Does the Braziers from this work for VFE-Empire throne rooms?
Sir Van  [автор] 9 берез. о 4:26 
@glenninjapan No problems, have a good one
glenninjapan 8 берез. о 17:16 
Thanks for taking the time to look into it, and as the aesthetic of the mod is awesome for building tombs I will be more than happy to just avoid building the skeleton statues and keep using the other stuff. Again, thanks for your time, much appreciated.
Sir Van  [автор] 8 берез. о 3:34 
@glenninjapan Just ran a quick devtest with the aforementioned mods and i still can't replicate the error. I don't know what kind of sorcery there is in your game, but to throw a wall of text on a copy-paste of vanilla XML is something
glenninjapan 7 берез. о 15:58 
It is definitely only happening with skeleton statue. just god modded all the other items from Dark ages, saved and reloaded and had the same errors pop for the skeleton statue. So easy solution, I just wont build them :) Mod is too nice to rmove for that :steamthumbsup:
glenninjapan 7 берез. о 15:48 
have done a clean install of rimworld and the mentioned mods below, and upon reloading get the same errors popping up. Hope this all helps, and sorry for the inconvenience.
glenninjapan 7 берез. о 15:24 
getting the error again with all mods disabled, aside from prepatcher, harmony, fishery, better log, performance fish and hugs lib. Was able to build the statue straight away also without requiring the dark ages research.

hope this helps,

https://gist.github.com/HugsLibRecordKeeper/352cf40a51a344ea50d2ce69be940277
Sir Van  [автор] 7 берез. о 4:03 
@glenninjapan Oh it's totally a conflict but i can't seem to find what it is. I don't know who's the culprit but it's quite a fit to throw a wall of red text over a copy of a vanilla statue with a different graphicpath, description and such
glenninjapan 7 берез. о 3:58 
I'm guessing it's more than likely a conflict, will try it with only this mod on sometime to see if I get the error. Thanks for the reply. Will let you know how it goes
Sir Van  [автор] 7 берез. о 3:21 
@glenninjapan Don't really know why it'd do that, it's a simple XML statue which works perfectly on my game and every game i played, there's no world it should even manage to create an error.
glenninjapan 6 берез. о 16:59 
Tried to make the statues again using slate and got the same errors.
glenninjapan 6 берез. о 16:39 
getting a slew or red errors for the statues like this

Tried to register the same load ID twice: null, pathRelToParent=/lastUser, parent=DA_SkeletonStatue994288
UnityEngine.StackTraceUtility:ExtractStackTrace ()

and

Could not get load ID. We're asking for something which was never added during LoadingVars. pathRelToParent=/lastUser, parent=DA_SkeletonStatue994288
UnityEngine.StackTraceUtility:ExtractStackTrace ()

Will try and make the statues out of a different material and see if I get the same error.
hope the log helps.

https://gist.github.com/HugsLibRecordKeeper/e578cfd9b2a27cb9cd30c9180bf41869
Tardo The Ass-Monkey 21 лют. о 12:29 
Seconding the request for Wall Tombs to allow funerals.
W.A.D 21 січ. о 19:53 
multiplayer is ok?
Cynthwayve 21 груд. 2024 о 17:05 
Can you add a funeral type for the wall tomb?
Unfaventia 9 листоп. 2024 о 23:23 
Hah, I noticed it when I was scrolling down to comment and was shocked I'd somehow never noticed it in-game. Turns out I'm not crazy! :Sprat:
beetlecat 9 листоп. 2024 о 12:43 
The wall tomb is such a great addition. Columbariums FTW!
Sir Van  [автор] 9 листоп. 2024 о 5:59 
@Unfaventia it was a small update, just added in some wall tombs (i do forget that changelogs are a thing for mods)
Unfaventia 9 листоп. 2024 о 5:47 
Are there any change notes for the update just pushed out on steam, or anywhere I've missed we can view them? Love the gorgeous furniture/objects in this mod :love_seagull:
Sir Van  [автор] 5 листоп. 2024 о 9:21 
@Fluffer It does not, just launched both the game and a savefile with the reliquary and no errors occured. I don't think the reliquaries could cause a unity error even if it tried.

So most likely a weird interaction with one of your other mods.
Fluffer 5 листоп. 2024 о 8:59 
Looks like the Reliquary is causing unity errors on launch.
Sir Van  [автор] 27 жовт. 2024 о 6:24 
(We should probably take that to discord)
Sir Van  [автор] 27 жовт. 2024 о 6:24 
@Inglix Gonna have to disagree back, just changed the color of the bloodflame ones by a bright purple and it indeed overwrites the base glow. I also changed the glow radius to 10 on both, using the old bloodflame color and they are not the same color of light.
Inglix 27 жовт. 2024 о 6:19 
Yeah I've seen those notes as well and always assumed it had to be that specific RGB code for it to work. I think my extremely low value example isn't allowed though. Tried to use (0, 1, 1) in the change color dialog and it forced the values for G and B to 255. Guess there must be some additional logic preventing you from choosing glow colors that are too dark.

However (127, 255, 255) works fine and my darklight loving pawn is perfectly happy standing in that lightg.
Inglix 27 жовт. 2024 о 6:11 
@Sir Van - I respectfully disagree. I just built a bunch of bloodflame candles in an otherwise dark room, and they are definitely not emitting the correct color of light.

You can verify this beyond judging by the naked eye by turning on dev mode, open the debug logging menu, click the Settings tab, and enabling Editable Glower Colors. That very clearly shows the glower color on the bloodflame candles to be identical to the regular candles.
Sir Van  [автор] 27 жовт. 2024 о 6:08 
Does it not ? pretty sure there's a note next to darklight buildings stating that it needs that specific RGB.
Inglix 27 жовт. 2024 о 6:01 
Also did you know that you don't have to use that specific RGB value for light to be considered darklight? There's a formula in the code (VerseDarklightUtility.IsDarklight) which determines whether a particular RGB value qualifies as darklight.

Basically R must be less than or equal to half of G or B (whichever is higher), and G and B must not be too far apart (the lower value cannot be less than 85% of the higher value).

That means even something as bright as (127, 255, 255) or as dark as (0, 1, 1) should technically qualify as darklight. Haven't tried it in-game yet, but based on the code it should work.
Sir Van  [автор] 27 жовт. 2024 о 5:54 
@Inglix And it's exactly why it's weird, because it has the proper RGB glower. You'd say "It doesn't overwrites" but Bloodflame candles does, and it uses a base which also use the base flame glower.
Inglix 27 жовт. 2024 о 5:45 
The <li> nodes under <researchPrerequisites> would be appended like any other list elements. The reason that doesn't pose an issue here is because the Bloodflame research project has the Catacombs research as its own prerequisite, so you can never have Bloodflame researched without having completed Catacombs first.

As for the color, the darklight sepulchral statue definitely was not emitting the correct color of light. I had a completely enclosed roofed room with a darklight brazier at one end and a darklight sepulchral statue at the other, and they were not remotely the same. After I edited the XML file locally and reloaded that same save, the light from both looked identical and my test pawn was no longer complaining about the light.
Sir Van  [автор] 27 жовт. 2024 о 5:38 
At one point i might need to do a proper rewrite of my old XML shenanigans, altho i really just hate XML.
Sir Van  [автор] 27 жовт. 2024 о 5:33 
@Inglix Yeah it was pretty much my very first XML mod, inconsistences are bound to happen. But here it's not the problem i never had a single issue when it came to a <li> overwriting a parent, this is the sole case of that. And it's a 100% certain it is because of how darklight is poorly handled.
Inglix 27 жовт. 2024 о 5:31 
The way the XML is currently written is inconsistent. Your darklight sepulchral statue inherits from the regular sepulchral statue (which causes this issue) but your blood flame sepulchral statue inherits directly from BuildingBase, which is why its glowColor is correct.

It would probably be best to have all three variations of the sepulchral statue inherit from a single abstract parent def that only has the specific xml that will be common to all three. That way the abstract parent would not have the CompProperties_Glower comp at all, and that would only be defined in the three individual child defs.

Hopefully I'm not coming across as critical. I know I'm rambling about this a lot, but any mod with art this damn good deserves to work flawlessly.
Sir Van  [автор] 27 жовт. 2024 о 5:30 
@Inglix They are, for example the <li> for the research needed is overwritten. Bloodflame candles, statues and so on use another type of research that overwrites the parent research.

Same for darklight, they are overwritten, the color is the same as darklight stuff, the problem comes with the hardcoded effects of said darklight stuff.
Inglix 27 жовт. 2024 о 5:17 
@Sir Van - I can't say whether the code handling XML inheritance was changed at any point, but I can say with 100% certainty from looking at the current RimWorld assembly file in a decompiler that all XML nodes named <li> are never overwritten, even if they have a specific Class attribute like CompProperties_Glower.

In case you (or anyone else reading this) feel like looking at the method in question, it's near the end of Verse.XmlInheritance.RecursiveNodeCopyOverwriteElements. You can see it explicitly appends any <li> nodes rather than overwriting them. Could they have written this to overwrite the node from the parent def if it had a matching Class attribute? Yes, but they didn't.
Sir Van  [автор] 27 жовт. 2024 о 4:20 
@Inglix ..So yeah it was another dumbassery from Tynan.

Parents are basically "presets" so that you don't need to rewrite everything on a def each time, if you need something to override something from the preset you just rewrite it in the def. But apparently alongside Tynan genius idea to tie darklight effects to a RBG code (Game designer btw) it also seems to not completely override the base glower ?

I'm like, 80% sure all buildings worked in 1.4. Aight well, guess it's time to rewrite some xml for crypts.

Thanks for the info/fix, should be fixed by tonight when i'm back.
Inglix 26 жовт. 2024 о 19:38 
The exact same problem exists for both the darklight candles and the darklight candelabras. The reason why the darklight sepulchral brazier isn't affected is because you didn't have it inherit from the regular sepulchral brazier.
Inglix 26 жовт. 2024 о 19:35 
Figured out what is causing the darklight issue.

So as a specific example, DA_DarkligtSepulchralStatue has an attribute of ParentName="SepulchralStatue". That means it will inherit values from DA_SepulchralStatue, which has the attribute Name="SepulchralStatue".

For most things this is fine as the values on the child will just overrule those from the parent. In the case of comps however, that's a collection filled with <li> tags, which will not overwrite the values from the parent but just combine both collections together.

The result of this is you have two instances of CompProperties_Glower, one with the darklight color (78, 226, 229) and one with a decidedly non-darklight color (252,187,113). The one inherited from the parent appears to be taking precedence, so you end up with regular light instead of darklight.