Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Oragepoilu

#196
tested again, disable drop pod event with 3 colonist and still corrupt saves whithout dev mode.
#197
Quote from: minami26 on July 27, 2014, 08:08:17 AM
hey guys, I really don't know whats the problem with that Faction error yet.
I tested the game this whole day and upon inspection the error only occurs whenever I enable Development mode.

So its like CCM that you must NOT enable development mode or else you'll get the error.

I've been playing with Alpha5 only not 5D before and this does not occur. when I switched to Alpha5D today the error happens but only when you enable development mode.

so when you play a game with TTM refrain from using Development mode. I played a good 12hours and even got my colonists launched with all ship parts, loading and saving does not get corrupted.

thx for testing it out. I'll try this, but if i loose my ctr (50 hp dude :/) it will be really annoying if i can't cheat another.

like, an earthquake happen and DANG ctr out. Game over.
#198
Quote from: Kais23 on July 24, 2014, 01:04:45 AM
Ok, gonna sound like a total noob with this, but I can't figure out how to get rid of a buzzant hill. I have tried right clicking while having a colonist selected, tried drafting them, tried all the various order commands, and got nothing. Only time it got damaged was when one of my colonists missed the and and hit it. What am I doing wrong?

Draft someone with a gun, and fire (like usual) at it while there is nothing on top of the hill.
it got 14000hp so it's a bit time consuming.
#199
Quote from: Eivind on July 23, 2014, 01:54:22 PM
Quote from: Oragepoilu on July 23, 2014, 12:45:27 PM
I quickly tested. Set to 0, still happening. Same for 0.0, or 100.
I'v tryed to delet the event, and still happening.
(yes, i quit the game before changing anything)

Because i don't know anything about coding i can't understand. Anyway, in another save, the saves got corrupted after an error message when a colonist try to eat some food inside  a small building i'v made (i'v set a stockpile for it inside) when :
Someone already eat this food
the food doesn't exist while he go pick up the food

the mod itself is quite fun to play, just so bad that saves get corrupted so easy.

That sucks, but I haven't really looked into how the events are chosen, so I've no idea how it works.
If you're really set on trying it you can just load back to a previous save whenever you get the specific events.
But yeah, there are a few bugs that can make the game unplayable, which is a shame.

I'v tryed the last 3 days to go back and load, but it's quite annoying because corrupted saves come after a lot of stuff that i can't really avoid. It's not only the event, it happen when they try to eat, haul stuff to craft, etc ...
#200
Quote from: Eivind on July 23, 2014, 12:33:09 PM
Quote from: Oragepoilu on July 23, 2014, 11:10:56 AM
Could you please explain how i set the chance of the event to 0 ? it could help in a new game.

There's a 'chance' value for all of the events in the TMMCustomEvents_Incidents.xml file.
You can find it in "rimworldInstallDir/Mods/TTMCustomEventsA5/Defs/IncidentDefs/".

I'm not completely sure how it works though, setting an events chance to 100 does not make it trigger immediately.
You might be better of just removing the entire event (from <incidentDef> to </incidentDef>), although that might break something else, idk, I haven't tried.

The three pods event is called 'Anomaly_MysteriousTransmission'. There's also another pod event added by the vanilla game, it's called 'RefugeePodCrash'.

I guess you can try remove those two, or setting the chance to 0, and see if you get the save game bug.

I quickly tested. Set to 0, still happening. Same for 0.0, or 100.
I'v tryed to delet the event, and still happening.
(yes, i quit the game before changing anything)

Because i don't know anything about coding i can't understand. Anyway, in another save, the saves got corrupted after an error message when a colonist try to eat some food inside  a small building i'v made (i'v set a stockpile for it inside) when :
Someone already eat this food
the food doesn't exist while he go pick up the food

the mod itself is quite fun to play, just so bad that saves get corrupted so easy.
#201
Quote from: Eivind on July 23, 2014, 10:42:52 AM
So I tried editing the mod (I hope you don't mind minami), and I replaced all of the custom factions that are set during the 3 pods event with the default ones ingame, and I've yet to encounter the save bug in a 4+ hour game (although I did encounter some other quirky stuff happening because of that).

In the same game however, events simply stopped happening about 3 hours into the game. Enabling developer mode showed that there was a nullreference exception happening every tick with one of the sicknesses (the flu one I think). I edited the files once more to simply remove the flu, but the events did not start up again.
That might just be a problem that I got because I edited the mod though.


Quote from: Asterix909 on July 23, 2014, 10:18:44 AM
If my compact research terminal dies in a fire am I completely shit out of luck?

Yeah, if you lose the CRT you're pretty much screwed afaik.

Could you please explain how i set the chance of the event to 0 ? it could help in a new game.

edit : for the ctr, you can always use the debug mode to give you a new one in case of. It's pretty lame to lose it because of his 50hp
#202
Quote from: Mr_Green on July 22, 2014, 10:53:13 AM
The author prompt how to open please DropPods? ? ? ?

Sell it like other buildings.
#203
Quote from: minami26 on July 22, 2014, 02:57:01 AM
@Oragepoilu
what RimWorld version are playing specifically? Can you post the screenshot of that error? that's a very weird error because the error lines you posted has something to do with the Map. in which I ddnt really modify anything in the map.

how about clearing your AppData/LocalLow/LudeonStudios Folder by deleting that. *This will delete all your saves. be sure to copy them. and Start your Rimworld for a new Config for your Rimworld files.


Want it, got it.

Version used is 0.5.492 for windows.
I already have cleaned everything before i'v used this mod BUT i'v upgraded from 2.5 to 2.6 (by deleting my save, the moditself and adding the new version) whitout doing anything more special.

@Eivind
[SPOILER OF THIS MOD FOR OTHER PEOPLE READING THIS]
i DO in EACH case my save got bugged the event with the 3 pod whith sometime an aberration, even if in this save, there wasn't any aberration.
the thing is, that it didn't bugged right after; i could play a long time after this.
[/spoiler end]

this error is only one of a lot i can get. Sometime it's about a key of a faction that should be dropped from a pawn, and a lot of weird thing like this ~ i can't write down all because i didn't have the save of it (deleted to try a new game).

i could make a screen but it's pointless because the error repeat overtime each tic when i try to load a game.
it's the basic bugged screen, with colours messed up (in a pink way usually) while the game don't show ine the right way the colony while you can still image it's loaded in some way, because you can see some weird names moving in the screen.


Here a copy of the output log that bugged my save in this case : (it's the part that is repeated overtime)

(Filename:  Line: -1)

KeyNotFoundException: The given key was not present in the dictionary.
  at System.Collections.Generic.Dictionary`2[RimWorld.Faction,System.Collections.Generic.List`1[Verse.Pawn]].get_Item (RimWorld.Faction key) [0x00000] in <filename unknown>:0

  at Verse.ListerPawns+<PawnsInFaction>c__Iterator95.MoveNext () [0x00000] in <filename unknown>:0

  at System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[Verse.Pawn].MoveNext () [0x00000] in <filename unknown>:0

  at RimWorld.Alert_ColonistNeedsRescuing+<>c__Iterator6D.MoveNext () [0x00000] in <filename unknown>:0

  at System.Linq.Enumerable.First[Pawn] (IEnumerable`1 source, System.Func`2 predicate, Fallback fallback) [0x00000] in <filename unknown>:0

  at System.Linq.Enumerable.FirstOrDefault[Pawn] (IEnumerable`1 source) [0x00000] in <filename unknown>:0

  at RimWorld.Alert_ColonistNeedsRescuing.get_Report () [0x00000] in <filename unknown>:0

  at RimWorld.Alert.get_Active () [0x00000] in <filename unknown>:0

  at RimWorld.AlertsReadout.AlertsReadoutUpdate () [0x00000] in <filename unknown>:0

  at RimWorld.UIMapRoot.UIRootUpdate () [0x00000] in <filename unknown>:0

  at VerseBase.Root.Update () [0x00000] in <filename unknown>:0

(Filename:  Line: -1)

NullReferenceException: Object reference not set to an instance of an object
  at Verse.MapDrawer.MapMeshDrawerUpdate_First () [0x00000] in <filename unknown>:0

  at Verse.Map.MapUpdate () [0x00000] in <filename unknown>:0

  at VerseBase.RootMap.Update () [0x00000] in <filename unknown>:0

(Filename:  Line: -1)

NullReferenceException: Object reference not set to an instance of an object
  at Verse.MapDrawer.MapMeshDrawerUpdate_First () [0x00000] in <filename unknown>:0

  at Verse.Map.MapUpdate () [0x00000] in <filename unknown>:0

  at VerseBase.RootMap.Update () [0x00000] in <filename unknown>:0


It didn't writte last time the whole stuff because i wasn't able to find the output log the first time and i can't really copy the whole thing because of the spawn~



I don't have error in game untill i save & reload.
#204
I'm not atually using another mod.
it happened before in 2 other games, with the 2.6version, but not with the 2.5version.
Nothing happened specially during the game - just the basic stuff (making metal, food, hauling stuff in the map ....)
I'v already seen your post, and i'v looked everywhere and yet i found nothing weird like a stack of 0 items.
Most of the time it bug with this message :


(Filename:  Line: -1)

NullReferenceException: Object reference not set to an instance of an object
  at Verse.MapDrawer.MapMeshDrawerUpdate_First () [0x00000] in <filename unknown>:0

  at Verse.Map.MapUpdate () [0x00000] in <filename unknown>:0

  at VerseBase.RootMap.Update () [0x00000] in <filename unknown>:0
#205
Hi,
any news about the bug when you load a save ?

I have no clues to avoid this and it kinda sucks,
none of my saves actually work.
#206
Outdated / Re: [MOD] (Alpha 2) More Research!
March 10, 2014, 08:05:19 PM
It's not intented for,
but because idle colonist make a lot of lag this could also give them at last something to do to avoid the freeze (and yet we would still able to see if people are iddle, because of the progression bar).

just thinking about low computer.
#207
Outdated / Re: [MOD] (Alpha 2) Wood Economy (v.0.93)
March 10, 2014, 05:25:19 AM
Quote from: ItchyFlea on March 09, 2014, 09:37:09 PM
One of the tweaks I made to trees in 0.93 was to have them allow pawns to path through them if there is no other viable route for them to take. If you are using a previous version of the mod, that will be why pawns are getting stuck. Trees in 0.92 and below all completely block pathing.

hu, i would never tought that could be possible atm.

Well, i'll have to update & make a new game then. Thx for you'r reply.
#208
Outdated / Re: [MOD] (Alpha 2) Wood Economy (v.0.93)
March 09, 2014, 07:08:18 PM
Quote from: ItchyFlea on March 09, 2014, 04:39:25 PM
Quote from: Oragepoilu on March 09, 2014, 12:19:45 PMHi,
Trees often kill raiders in my save,
because they grow while in same time don't spread much => this lead to a lot of pathfinding issue (they can't go trought trees)
So I can't really play unless I cut "line" of tree inside forest and build something like Stone Tile to avoid them growing everywhere ....
(well, it turn that it's the best defense atm - cost nothing and kill by starvation raiders)
No idea how it could be avoided tought.
I thought I had fixed that. Can you please upload your save so I can take a look and test a few things?

Sorry but you'r request lead me to 3 problems :

-I'v already placed some Stone tiles to avoid any problem, in all the area where there are some trees
-I'm using some other mods, so it may become hard to test anyway mainly because mod don't allow often to "update" unless you start a new game, so it's not the last version
-I have no idea what ppl here use to upload file.

btw, it also kill squirrel, boomrat, bufalo, travelers, drop pod. All by starvation of course.

I could try to use the newest version with another save and test a bit (doing the same i do, and see if the same event occur) but i still wonder how you may have fixed that ? Making growing tree not possible when there is another tree nearby ? Almost sure it's not possible; Avoid spawming near tree ? Even if possible, could lead to mroe problem than it solve.
#209
Outdated / Re: [MOD] (Alpha 2) Wood Economy (v.0.93)
March 09, 2014, 12:19:45 PM
Hi,

Trees often kill raiders in my save,

because they grow while in same time don't spread much => this lead to a lot of pathfinding issue (they can't go trought trees)

So I can't really play unless I cut "line" of tree inside forest and build something like Stone Tile to avoid them growing everywhere ....

(well, it turn that it's the best defense atm - cost nothing and kill by starvation raiders)

No idea how it could be avoided tought.