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Messages - Wilponderroci

#16
Here is the error specifically

System.NullReferenceException: Object reference not set to an instance of an object
  at Hospitality.LordToil_VisitPoint.Leave () [0x00000] in <filename unknown>:0
  at Hospitality.LordToil_VisitPoint.Cleanup () [0x00000] in <filename unknown>:0
  at Verse.AI.Group.Lord.GotoToil (Verse.AI.Group.LordToil newLordToil) [0x00000] in <filename unknown>:0
  at Verse.AI.Group.Transition.Execute (Verse.AI.Group.Lord lord) [0x00000] in <filename unknown>:0
  at Verse.AI.Group.Transition.CheckSignal (Verse.AI.Group.Lord lord, TriggerSignal signal) [0x00000] in <filename unknown>:0
  at Verse.AI.Group.Lord.CheckTransitionOnSignal (TriggerSignal signal) [0x00000] in <filename unknown>:0
  at Verse.AI.Group.Lord.LordTick () [0x00000] in <filename unknown>:0
  at Verse.AI.Group.LordManager.LordManagerTick () [0x00000] in <filename unknown>:0
  at Verse.Map.MapPostTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.Game:<LoadGame>m__843()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Play:Update()


Seems to have something to do with the fact that the pets get really really far away from the people in the jungle.

I used the devcon to down everyone and now my ears can have peace!  ;)
#17
Quote from: wwWraith on June 27, 2017, 04:23:20 PM
Quote from: Orion on March 13, 2015, 11:19:16 AM
Known conflicts:
- Refugee stats
Lots of people run ref stats with hospitality without issue.  I have removed it to be sure and that is not the offending mod conflict.

I appreciate your attempt to help me wwWraith.

#18
So yeah this is the mod list attached if this is helpful. Not sure if its this mod specifically thats conflicting with hospitality.

Again the issue is that if a visitor trys to exit the map under certain conditions it will trigger an infinite loop of beeps and notifications.

i.e. blah faction is leaving. 

I also posted this in TropiCKAPP thread

I also have the most recent updated version of this mod

Dropbox link for the save file

[attachment deleted by admin due to age]
#19
Releases / Re: [A17] TropiCKAPP Rainforest Mod
June 27, 2017, 04:06:38 PM
So yeah this is the mod list attached if this is helpful. Not sure if its this mod specifically thats conflicting with hospitality.

Again the issue is that if a visitor trys to exit the map under certain conditions it will trigger an infinite loop of beeps and notifications.

i.e. blah faction is leaving.

I have also posted this in hospitality.

[attachment deleted by admin due to age]
#20
Outdated / Re: [A16] Psychology (2017-5-14)
June 23, 2017, 12:55:37 AM
WOULD LOVE TO SEE THIS UPDATED! :)
#21
the question here is do enemy AI see it as constructed wall or is is CAMOUFLAGED???!!!?!?!?!?!?!?

Ps Hi Thundercraft ;) see your here over from Avorion forums :P


Ahhhh yeah....  lol post is almost a year old.... fml.   : ???
#22
Releases / Re: [A17] TropiCKAPP Rainforest Mod
June 23, 2017, 12:35:53 AM
there was a weird bug where when a group was leaving the map it would just keep dinging and messaging to infinitude.

could be another mod no question. I think the map was actually desert.

I had read there were some incompatibilities due to faction adds and animals, I assumed that it may have an issue even if it wasnt on tropical.

nonetheless the dinging and spamming of the screen was rather unnerving. 

removing hospitality stopped it.

I will post the mods Im using in hospitality thread in the next 24hrs.
#23
Releases / Re: [A17] TropiCKAPP Rainforest Mod
June 22, 2017, 08:33:59 AM
I would love to see some compatibility patches with hospitality and this mod as they are both true works of art
#24
Ok so I did some experimentation and found that even with the same generation conditions (seed, etc) there is some variation.

Rivers maybe but definitely roads will most likely be different.

There is about a 20% chance you will get access to exact previous coordinates aka: 4.22ºS ,172.46ºE (otherwise it will be close but not the exact ones). (ps try these on seed:interstellar)

If you get the exact coordinates the map will be exactly the same except the structures and vegetation, but all the resources etc will be the same.
#25
 ;D

I havent had much success with 17b and generating same seeds to explore cool found locations.

I see lots of dead threads on the subject and lots of redit posts but nothing directly addressing this phenomenon.

I found this awesome area and I want to use the same map.

Using the same seed, map settings, longitude and latitude and size.

I have regenerated the map 4 times at 100% coverage  :o

The same location does not exist. World is 100% different every time.

Someone know of a way to "hack in" a previously used map?

Please confirm if at one point using the same seed etc you could actually generate a 100% same world as the last guy and that now it is 100% changed.

8) 8)
#26
Outdated / Re: [A17][Traits] ZWTraits (1.0.2)
June 18, 2017, 10:51:45 PM
this mod uploader uses hi-jackware to upload his mods..... Thumbs Down! 
#27
Outdated / Re: [A17] Vegetable Garden [5/28/17]
June 07, 2017, 12:55:12 PM
survival meals not being in the bills? that seems like still a  thing?

cant craft packaged survival meals.


Edit: ok its in there had to download an updated version of 5.4
#28
Outdated / Re: [A17] Vegetable Garden [5/28/17]
May 31, 2017, 08:51:15 AM
Quote from: dismar on May 31, 2017, 08:40:27 AM
Quote from: Wilponderroci on May 31, 2017, 08:34:16 AM
I tried I really tried to read all of this awesome work and didnt see any direct reference to my issue so please forgive me if its been addressed.

I love this mod. Its great.

I just want to remove the resource plants without breaking it.

Thanks :) <3

can anyone please help??   I thought it was modular?

It is not modular. It is offered as is. In its whole.

If you don't like a part of it just don't research it..

in its whole ;)

I actually have been playing for a few weeks, just not researching it.

Its not a real issue. I am really impressed with the amount of work that has been put into it.

I would find it difficult to play without this mod now as it is truly a work of art.

Being able to harvest metals etc from plants for me is immersion/balance breaking and... well... I just thought since you seem to be incredibly thoughtful and  responsive to feedback and balance with your mod?   :) :) :) :) :)  8) 8) 8) 8) 8) 8) 8) 8)
#29
Outdated / Re: [A17] Vegetable Garden [5/28/17]
May 31, 2017, 08:34:16 AM
I tried I really tried to read all of this awesome work and didnt see any direct reference to my issue so please forgive me if its been addressed.

I love this mod. Its great.

I just want to remove the resource plants without breaking it.

Thanks :) <3

can anyone please help??   I thought it was modular?