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Messages - Sirsim

#1
Not on Github yet?
#2
Everything works fine! Thank you both Fregrant and Hiztaar for this.
#3
...due missing "Peaceful" type in PawnGroupMakers for neutral faction, compare to Core's Factions_Misc file for reference.
Pirates are missing that type too, but they are hostile.

Can i do something myself to correct this?
#4
No, i am not on steam.
#5
Sorry to bother again, i did a test with just Hugslib, Jecstools, USCM core and USCM marines (in that order) and got the same error. I even checked Hospitality to be the last version as your mods too. Is by any case your mods not updated in your Dropbox?
Thanks again in advance for your time.
#6
Yes i just checked. Is it possible that other mod can cause this?
#7
Thanks a  lot for the quick reply, i downloaded the mods from your dropbox but getting the same error. I don't know if i must start a new game cause i used a save i day before the visit and got the error again.
#8
Marines faction can't visit my colony (other faction visit properly). I am getting the error:
Faction United States Colonial Marines of def USCM has no usable PawnGroupMakers for parms groupKind=Peaceful, tile=79972, inhabitants=False, points=138.7269, faction=United States Colonial Marines, traderKind=, generateFightersOnly=False, dontUseSingleUseRocketLaunchers=False, raidStrategy=, forceOneIncap=False, seed=
Verse.Log:Error(String, Boolean)
RimWorld.<GeneratePawns>c__Iterator0:MoveNext()
System.Linq.Enumerable:Count(IEnumerable`1)
JecsTools.HarmonyPatches:GeneratePawns(PawnGroupMakerParms, Boolean, IEnumerable`1&)
RimWorld.PawnGroupMakerUtility:GeneratePawns_Patch1(PawnGroupMakerParms, Boolean)
Hospitality.IncidentWorker_VisitorGroup:SpawnPawns(IncidentParms)
Hospitality.IncidentWorker_VisitorGroup:SpawnGroup(IncidentParms, Map)
Hospitality.IncidentWorker_VisitorGroup:TryExecuteWorker(IncidentParms)
RimWorld.IncidentWorker:TryExecute(IncidentParms)
Verse.<DoIncidentDebugAction>c__AnonStorey54:<>m__0()
Verse.Dialog_DebugOptionLister:DebugAction(String, Action)
Verse.Dialog_DebugOptionListLister:DoListingItems()
Verse.Dialog_OptionLister:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)

Thanks in advance
#9
Releases / Re: [B19] Mend And Recycle
October 26, 2018, 01:50:15 PM
I am using the B19 version and beside the error on loading Rimworld haven't noticed other errors in game.
#10
Quote from: GrumpyProgrammer on October 22, 2018, 04:05:53 PM
I discovered an odd bug with Spacial Priorities. All grow zones after the first will have the same crop, regardless of what is chosen. This will not change even after deleting and re-establishing a grow zone. The only way to reset what is being grown is to delete all grow zones and then make a new one, which then becomes the only crop that will be grown.

Any crop zone can be set to other crops, but only the original set crop will actually be planted and harvested.

There are no errors in the error log. This happens even with only Core, HugsLib, ModSync, and Mod Manager as the other mods.

I confirm the same. Most strange is that if you put a hydroponic basin attached to the grow zone, you can set the crop type not only to the basin but to the grow zone too.
#11
Nice, suggestion for next update: chance of diarrhea on pause  :o
#12
Same here, i am getting a 404 error 'The page could not be found or you don't have permission to view it.'
#13
Any news from VG support of the B19 version?
#14
Outdated / Re: [B18] Extended Woodworking [ModSync]
September 15, 2018, 02:24:56 PM
Does the last version for B19 going to have a VG patch?
I am getting an error:

XML error: Duplicate XML node name costStuffCount in this XML block: <ThingDef ParentName="VG_BuildingBase"><defName>FermentingBarrel</defName><label>fermenting barrel</label><description>a fermenting barrel for making different types of alcohols.</description><graphicData><texPath>Things/Building/FermentingBarrel ......

ty
#15
Mods / Re: SpaceDorfs Archive
August 11, 2017, 06:22:54 PM
Quote from: SpaceDorf on August 11, 2017, 04:44:47 PM
Quote from: Sirsim on August 11, 2017, 03:09:55 PM
When for the first time i managed to play with 115 mods and having no errors for hours,
having this game working flawlessly with as many mods is possible is far more satisfied than to launch the spaceship itself

Thats the game I am playing too .. my current high-score is 235.

Quote from: Sirsim on August 11, 2017, 03:09:55 PM
So whoever disagrees with this for whatever reasons, at list he must acknowledge the player's side of this.

People, Stop defending me with strange and farfetched arguments.
The issue DBurgdorf and DrVanGogh brought up is about redistribution, not about collecting.
Mod Makers still have rights for their intelectual property. What you are talking about is publishing my Modlist .. which nobody cares about. What I am doing is publishing the Mods themselves .. where I have to follow some rules ( which I didn't ) .. even when .. better yet .. especially when those rules are a curtesy to the creator.

Just imaging the lamenting if I published a download archive with all the DLC's I collected.

Sorry but exactly because i don't know the mod publishing and distribution rules, i  said  'for whatever reasons' that are obvious right i should add. So let me ask you that. If i have a fine-working mod collection and want to share it, is there any way to do it in a forum like this or not? Sorry if i upset you.