Terra Invicta
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ModMaster9000

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14RMS

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12 comments

  1. ahmeterkan
    ahmeterkan
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    mod doesnt work, it says need restart everytime when i open the game, i read description carefully and installed mod properly  i think, in the mods section the mod seem enabled but doesnt work.
    1. 14RMS
      14RMS
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      Hello, thank you for posting about this.

      Check if the checkbox to use mods is checked in the mods section of the game in the main menu.

      Go out of the game and back in, it must show the in game unity mod manager, not the usual mod list, it should be this gray window when in the main menu
    2. 14RMS
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      Something caused by the core game is causing this issue, but the workaround is just to exit the game again and then go back in, the unity mod manager (gray window) must show in the main menu, then this mod is properly activated
    3. ahmeterkan
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      thank you for response, i already exit and start the game many times, checked the use mods in the mods menu too(already checked anyway) but the issue remains, in the logs menu it says:
       [Manager] Parsing mods.
      [Manager] Reading file 'D:\Terra Invicta\Mods/Enabled\TI_General_Adjustments_and_Alterations\ModInfo.json'.
      [Manager] Sorting mods.
      [Manager] Loading mods.
      [TI_General_Adjustments_Alterations] Version '0.1.9'. Loading.
      [TI_General_Adjustments_Alterations] [Error] Error trying to call 'TI_General_Adjustments_Alterations.Main.Load'.
      [TI_General_Adjustments_Alterations] [Exception] TargetInvocationException - Exception has been thrown by the target of an invocation.
      [TI_General_Adjustments_Alterations] Not loaded.
      [TI_General_Adjustments_Alterations] Loading time 0,08 s.
      [Manager] F?N?SH. SUCCESSFUL LOADED 0/1 MODS.
    4. 14RMS
      14RMS
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      thanks for coming back to me, yes, this seems to be an error caused by my mod, I am very sorry about this, if you could maybe just please forward me the player.log file to [email protected] then I will fix this very quick.

      To access the player log file, enable the mod again, then go in the game, in the main menu when the gray window shows there should be a button at the bottom with the text of "View Detailed Log"(or something like that), please press this button it will then take you to the player log file, I need that to see what is causing this issue, thanks again for coming back to me, its probably a small issue which I will be able to resolve quickly.
    5. 14RMS
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      I got the player log file contents and know exactly what the issue is, so it is not clear for you what caused this, it is for me, I will make a change to help you and prevent you from accidentally causing this, so what happened is:

      in the config file you made a adjustment which broke the config, the format of some value or key is wrong, and its causing issues..

      to fix this, delete config file and replace with the original mod's default config file, then carefully modify config file, you can post it here for me to confirm it is done correctly, I should have know these issues would happen, because I am asking people to modify JSON files lol...

      so what I am going to do to fix this for long-term is just to create a simple key=value config file that is easy to edit and where the chances of it breaking things if you change a value is far lower, also I will write a custom error message that will show saying something was not set right in the config file.

      Thanks for all your efforts and help in solving this bug ahmeterkan
    6. ahmeterkan
      ahmeterkan
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      you should be thanked more, you tried to solve it even though the mod is free, thank you :D
    7. ahmeterkan
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      the mod seems working now except nukes still do huge damage to all non targeted nations, i did the config file just like the following:
      {
          "nuclear_barrage_related_configurations_enabled" : true,
          "nuclear_GDP_damage_to_target_nation_factor" : 0.25,
          "nuclear_GDP_damage_to_all_nations_if_above_certain_million_deaths_factor" : 0.01,
          "agent_follow_up_success_failure_modifiers_enabled" : true,
          "agent_follow_up_failures_decrease_chances_of_success_max_count" : 0,
          "agent_follow_up_failures_decrease_chances_of_success_factor" : 0.15,
          "agent_follow_up_successes_decrease_chances_of_success_max_count" : 3,
          "agent_follow_up_successes_decrease_chances_of_success_factor" : 0.10,
          "faction_related_configurations_enabled" : true,
          "faction_hab_mission_point_generation_multiplier" : 1.0,
          "mission_related_slider_additions_enabled" : true,
          "mission_related_slider_operations_boost_modifier" : 0.33,
          "agent_attributes_alterations_enabled" : true,
          "agent_attributes_all_range_recruit_pool_modifier" : 1.0,
          "agent_attributes_investigation_range_recruit_pool_modifier" : 1.0,
          "agent_attributes_loyalty_range_recruit_pool_modifier" : 1.0,
          "agent_attributes_apparentloyalty_range_recruit_pool_modifier" : 1.0,
          "agent_attributes_cost_factor_multiplier" : 2.0
      }
    8. ahmeterkan
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      Lol, i found the solution, in the config file :
         "nuclear_GDP_damage_to_target_nation_factor" : 0.25,
          "nuclear_GDP_damage_to_all_nations_if_above_certain_million_deaths_factor" : 0.01
      it says it is factor, not multiplier, so i changed 0.01 to -0.80, nuke damage has dropped significantly.:D
    9. 14RMS
      14RMS
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      good to know its working lol, thanks for the update, yea those "factors" are weird but they sort of work lol...

      I will update the mod with new format for config files soon, tomorrow, that will however overwrite you current config settings so maybe make a backup.

      I am currently working on a Rimworld mod, Animals Enhanced (or Animals Expanded), basically it will make animals more useful in a colony by giving them "civilized" levels, from uncivilized, to civilized, so partially civilized to almost civilized then the final one should be civilized

      It basically means certain animals can do planting (will take body parts into account and apply modifiers etc.) or mine, or even wield equipment (and be controllable like human pawns)

      but every animal will get access to the melee skill, this should make certain animals that are good hunters more dangerous...

      Also what I will is add a hidden fertility rating

      Also I am adding traits for them, and later backstories (like abused, arena-animal, police-animal, war-animal etc., research test subject etc.)

      also, later on I will add stuff to create hostility between animals if you put prey and predator animals in the same animal pen that does not have a lot of space, generally herd species should be okay with each other, but everything becomes more risky by mixing it with predators or having one type of predators with another type etc.

      basically it will expand on what animals can do and their usefulness and depth
    10. ahmeterkan
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      i just learned after many tries,    
       "nuclear_GDP_damage_to_all_nations_if_above_certain_million_deaths_factor" : x, this line is incorrect, it just determines the number of people who will die, i did -100 and europe union pop go up to 1400 bln, :D i did 2 and more people died. it doesnt effect other nations at all :D
    11. 14RMS
      14RMS
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      that's disappointing to hear, I did not fully test this, I will fix this, thank you for mentioning it.

      EDIT: A fix has been applied, please check if able