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 - Dante Montana

#1
Hello
With the latest download from github and a fresh installation I have this message

Failed to find any texture while constructing Multi(initPath=Things/Building/Production/Furnace, color=RGBA(0.500, 0.500, 1.000, 0.350), colorTwo=RGBA(1.000, 1.000, 1.000, 1.000))
and no texture for the furnace building.
#2
Hello,

I read a few pages back but did not find anything about it. The bundled version of colony manager to the dev branch is v0.13.0.2. There is a new version 0.13.0.3 that seem to fix some issues I had (double job entries in workbench cues for example).
Now playtesting 0.13.0.3 for a few hours with the SKdev version from 05292016. Fresh install. Looks good so far.
One thing. Just a cosmetic issue I think. The crafting workbenches shown in colony manager are for cooks (with 0.13.02 its the same). It seems colony manager cannot identify crafter. The 0.13.02 version (0.13.03 did not log anymore) of colonymanager showed a message inside the ingame log like "cannot identify .. at degree 1. Chosing first one found". These are then the shown cooks I guess. But the workbench cues are filled correctly and the jobs are done.
Thanks for this modpack and your hard work.
#3
Quote from: SuNnYxD on January 11, 2016, 03:11:10 PM
So recently I've been noticing that some of my colonist have been having an issue where they would constantly alternate between a job and standing until i prioritize a task for them, anyone have any idea whats the reason for this? (is it due to the mod or the game itself?)
Do the colonists wear a HK UMP45 as a weapon and are they assigned to hunt? This weapon caused this issue in my game. After changing the weapon my colonists behave normal again.
#4
Thank you, for this christmas present  8)
#5
Thanks for your effort Latta. With this mod I had a lot of fun the last playthroughs. Now you have implented the upper/lower ducts and a wish come true. Very impressive what is possible now. Heat/cold where ever needed.
#6
Quote from: Othobrithol on August 07, 2015, 01:34:58 AM
Quote from: Profound_Darkness on August 06, 2015, 02:22:21 PM
I suspect ......

Were there changes to the xml, or 'just' the dll (with 'just' being an understatement :P) ?
It took a while but after comparing both archives it seems that only the .dll changed. On my side I only updated the .dll (just overwrote the old one) and it works fine now.
#7
Quote from: Profound_Darkness on August 06, 2015, 02:22:21 PM
I suspect I got ActiveVents and airnet (pipe system) from fresh start of game loading save fixed though I wasn't able to replicate all the other issues I had previously with this mod so I'm guessing those were fixed before I got pointed to the sources.
Thank you. I updated my game successfully. Log is clear.
Quote from: Profound_Darkness on August 06, 2015, 02:22:21 PM
Specifically the null reference exception (ActiveVents) which caused it to fail to move air and 3 different types of ducts not moving heat around the airnet are what I concentrated on.

Hopefully this works for everyone: ......
That were all bugs I know off/that I had on my own game. So it seems to work as it should  :). Thumbs up.
#8
Quote from: g27radio on August 05, 2015, 01:48:01 PM
I tried it myself and I'm also still having the same issue, even with RedistHeat at the bottom of the modlist.  After closing the game and reloading a colony my duct intakes stop working and reconstructing them is the only thing that fixes them.   I'm also noticing the same problem with my active vents.
The active vents also?  Does a rebuild of an active vent help to initialise the mod again?

Edit:
Found this log entry.

Exception ticking ActiveVent4702554: System.NullReferenceException: Object reference not set to an instance of an object

  at RedistHeat.BuildingActiveVent.Validate () [0x00000] in <filename unknown>:0

  at RedistHeat.BuildingVent.TickRare () [0x00000] in <filename unknown>:0

  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
#9
I´m using Ultimate Overhaul Modpack also. Load order is correct (it is the last one loaded). On this side all is fine. The mod is working as long as you restart the game completly and load an old save. Then the ductnetwork isn´t initialisized. As long as you stay in the game then you can load a save and all seems to work then.
#10
Hello
Nice mod. Brings up a lot more flexibility in base building. Thanks for this.
I have found a bug but I don´t know if this was  mentioned here before.
My duct intakes and outakes that come with this mod are not pumping heat/cold when loading a save after a complete restart of the game. The ductnetwork has then the same temperature as the temperature outside. Adding a new intake (or removing an old and readd an intake) helps to pump heat/cold into the ductnet. Doing the same with the outakes and all is running again.
#11
Oh, nice.
Rimworld in space