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Messages - hoaxdream

#1
Support / Sendowl reset download link
December 05, 2021, 01:19:58 PM
Hi, i need help to reset my sendowl download link for royalty.
#2
same here, it works fine before the update, after i bought the expansions it doesn't work anymore.
./start_RimWorld.sh: line 27: 44054 Aborted                 (core dumped) LC_ALL=C ./$GAMEFILE $LOG

./start_RimWorld_openglfix.sh: line 39: 51972 Aborted                 (core dumped) ./$GAMEFILE $LOG $FORCEGL $@

im on arch, i tried different kernel, lts, zen different gpu driver and still not working, my other game works fine though, hopefully this would be fix i bought the expansion for nothing
#3
yes only with edb prepare carefuly



without edb everything good no error
#4
btw i only got that error when i click the icon, see the image. thanks

#5
i also have an error, so i disable all mods and enable them one by one, then found that if i enable both edb prepare carefully and worktab i have this error

Exception filling window for WorkTab.MainTabWindow_WorkTab: System.NullReferenceException: Object reference not set to an instance of an object
at WorkTab.PriorityManager.set_ShowPriorities (Boolean value) [0x00000] in <filename unknown>:0
at WorkTab.MainTabWindow_WorkTab+<>c.<DoToggleButtons>b__31_1 (Boolean val) [0x00000] in <filename unknown>:0
at WorkTab.InteractionUtilities.ButtonImageToggle (System.Func`1 getter, System.Action`1 setter, Rect canvas, System.String tipOn, UnityEngine.Texture2D texOn, System.String tipOff, UnityEngine.Texture2D texOff) [0x00000] in <filename unknown>:0
at WorkTab.MainTabWindow_WorkTab.DoToggleButtons (Rect canvas) [0x00000] in <filename unknown>:0
at WorkTab.MainTabWindow_WorkTab.DoWindowContents (Rect rect) [0x00000] in <filename unknown>:0
at Verse.Window+<WindowOnGUI>c__AnonStorey0.<>m__0 (Int32 x) [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)
#6
Ideas / Add hospitality to the base game
June 15, 2018, 10:52:57 AM
as the title says, i think it's a nice addition to vanilla game, visitors would make sense
#7
can you add an option to turn off reloading only on auto turrets? i only want reloading on guns but not on auto turrets
#8
Quote from: NoImageAvailable on July 09, 2017, 06:45:25 AM
UPDATE: v1.4 released

Fixed various issues with loadout priorities and food pickup behavior.

The full changelog on GitHub.

thanks for the update, is it safe to upgrade from previous version without any conflict on existing save?
#9
Quote from: Morgloz on July 09, 2017, 07:43:41 AM
Quote from: hoaxdream on July 08, 2017, 11:13:24 PM
i have a question about the stable temp of industrial cooler/heater, i did a test of same size of 2 room 7x7, the first room have 1 medium cooler and the other have 1 industrial cooler, i set both to -30c, the medium has a stable temp of -29 to -30c while the industrial cooler temp is flactuating to -27c to -30c and sometimes droping to -26c, i think it's weird that medium is better than industrial considering the amount of steel needed for industrial is huge which is 300 steel compared to medium 90 steel, for now i build medium as i got stable temp with that one with the cost of low needed steel

I implanted hysteresis in the industrial heater/cooler so they are not on high power consumption all time, in fact, the industrial cooler can cool way more than -30C

thanks, but i know that it can cool more than -30c i just set it to -30c for stable temp testing and comparing to the other cooler. is it possible to make the cooler to have stable temp? for sample i set it to -200c the temp is fluctuating to -196 to -200 unlike the medium cooler its stable -199c to -200c, btw i did a test on a 2 large room size, 20x medium cooler and on the other room 20x indust cooler both set at -200 target temp.
#10
Quote from: Canute on July 09, 2017, 04:32:16 AM
Sorry your logic isn't complete. Not allways is bigger better in any way. Ind. cooler can/should cool a larger room with less power then you would need then with regular coolers.
From the expierence of RL, bigger is mosttimes slower in responce, heavy mashines need longer time to get at the working speed to 100%. Maybe this behavior comes into this mod too, lets wait what morgloz say about it.
lol im sorry too,i think you misunderstood what im trying to say here,i didn't say that the bigger is always better, i just said that the "smaller one can do it why not the bigger one which is better" the upgraded version of medium cooler, more superior, that's why you upgrade because it's more powerful, btw i also test it in bigger room, and same result not stable temp, it is always flactuating like i said from my previous post and that is my point here temp is flactuating compared to regular coolers which is stable, and maybe it's true that heavy machine takes longer time to get working 100%, but i did my test on the coolers 10 days in-game time and came up with same result. and yes that's what im trying to do from the very start, waiting only for the author's response.
#11
Quote from: Canute on July 09, 2017, 03:15:27 AM
When a single medium cooler is enough to cool the room, why do you think to build an industrial one ? You should compare it in a room which need 3 medium coolers.
But basicly you right, the reaction of the industrial could be better so he keep the temp. closer by the -30C.



obviously industrial cooler's purpose is for bigger room sizes hence it should be easily for it, to cool a small room, the logic is the smaller one can do it why not the bigger one which is better
#12
i have a question about the stable temp of industrial cooler/heater, i did a test of same size of 2 room 7x7, the first room have 1 medium cooler and the other have 1 industrial cooler, i set both to -30c, the medium has a stable temp of -29 to -30c while the industrial cooler temp is flactuating to -27c to -30c and sometimes droping to -26c, i think it's weird that medium is better than industrial considering the amount of steel needed for industrial is huge which is 300 steel compared to medium 90 steel, for now i build medium as i got stable temp with that one with the cost of low needed steel
#13
XML error: Duplicate XML node name comps in this XML block: <ThingDef ParentName="AnimalThingBase"><defName>Boomalope</defName><label>boomalope</label><description>Engineered for chemicals production, the boomalope grows a large sac of volatile chemicals on its back. Though it is weak and fragile for its size, other animals have learned to avoid it because of the huge explosion it produces when it dies.</description><statBases><MoveSpeed>2.15</MoveSpeed><ComfyTemperatureMin>-15</ComfyTemperatureMin><MarketValue>290</MarketValue><MeleeDodgeChance>0.05</MeleeDodgeChance><MeleeCritChance>0.07</MeleeCritChance></statBases><comps><li Class="Chemical_Extraction.CompProperties_Extractable"><extractDef>Neutroglycerin</extractDef><extractIntervalDays>5</extractIntervalDays><chemicalAmount>10</chemicalAmount></li></comps><verbs><li Class="CombatExtended.VerbPropertiesCE"><verbClass>CombatExtended.Verb_MeleeAttackCE</verbClass><defaultCooldownTime>1.65</defaultCooldownTime><meleeDamageBaseAmount>20</meleeDamageBaseAmount><meleeDamageDef>Blunt</meleeDamageDef><linkedBodyPartsGroup>HeadAttackTool</linkedBodyPartsGroup><meleeArmorPenetration>0.13</meleeArmorPenetration></li></verbs><race><body>QuadrupedAnimalWithHoovesAndHump</body><deathActionWorkerClass>DeathActionWorker_BigExplosion</deathActionWorkerClass><executionRange>6</executionRange><herdAnimal>true</herdAnimal><baseBodySize>1.5</baseBodySize><baseHungerRate>1</baseHungerRate><baseHealthScale>0.65</baseHealthScale><foodType>VegetarianRoughAnimal</foodType><leatherColor>(176,150,106)</leatherColor><leatherInsulation>0.9</leatherInsulation><wildness>0.6</wildness><canBePredatorPrey>false</canBePredatorPrey><gestationPeriodDays>30</gestationPeriodDays><lifeExpectancy>15</lifeExpectancy><lifeStageAges><li><def>AnimalBaby</def><minAge>0</minAge></li><li><def>AnimalJuvenile</def><minAge>0.2</minAge></li><li><def>AnimalAdult</def><minAge>0.5</minAge><soundWounded>Pawn_Muffalo_Wounded</soundWounded><soundDeath>Pawn_Muffalo_Death</soundDeath><soundCall>Pawn_Muffalo_Call</soundCall><soundAngry>Pawn_Muffalo_Angry</soundAngry></li></lifeStageAges><soundMeleeHitPawn>Pawn_Melee_BigBash_HitPawn</soundMeleeHitPawn><soundMeleeHitBuilding>Pawn_Melee_BigBash_HitBuilding</soundMeleeHitBuilding><soundMeleeMiss>Pawn_Melee_BigBash_Miss</soundMeleeMiss></race><tradeTags><li>StandardAnimal</li><li>BadassAnimal</li></tradeTags><modExtensions><li Class="CombatExtended.RacePropertiesExtensionCE"><bodyShape>Quadruped</bodyShape></li></modExtensions><comps><li Class="CombatExtended.CompProperties_ShearableRenameable"><compClass>CombatExtended.CompShearableRenameable</compClass><growthLabel>Chemical fullness</growthLabel><shearIntervalDays>20</shearIntervalDays><woolAmount>20</woolAmount><woolDef>FSX</woolDef></li></comps></ThingDef>
Verse.Log:Error(String)
Verse.XmlInheritance:CheckForDuplicateNodes(XmlNode)
Verse.XmlInheritance:ResolveXmlNodeFor(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodesRecursively(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodesRecursively(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodesRecursively(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodes()
Verse.XmlInheritance:Resolve()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()
#14
Releases / Re: [A17] TropiCKAPP Rainforest Mod
July 06, 2017, 09:54:35 AM
Quote from: kaptain_kavern on July 06, 2017, 09:20:55 AM
Hi hoaxdream,

From all I gathered, CE needs "special" animals (coded in a specific way) to be compatible. And tbh I haven't even started to look in that direction as I'm not using CE at all. I will have to make a patch I guess

It's something I may look into later, but for now, I have too many things to do. Updating and splitting the mod, making other mods, compatibility patches, Steam release, etc ...

yea my bad i didn't read that CE incompatible with adding new animals. thanks
#15
Releases / Re: [A17] TropiCKAPP Rainforest Mod
July 06, 2017, 09:12:40 AM
any ideas

CE returning BodyType Undefined for pawn CK_Python116867
Verse.Log:Error(String)
Verse.Log:ErrorOnce(String, Int32)
CombatExtended.CE_Utility:GetCollisionBodyFactors(Pawn)
CombatExtended.CollisionVertical:CalculateHeightRange(Thing, FloatRange&, Single&)
CombatExtended.CollisionVertical:.ctor(Thing)
CombatExtended.CE_Utility:GetBoundsFor(Thing)
CombatExtended.<>c__DisplayClass59_0:<CanHitCellFromCellIgnoringRange>b__0(IntVec3)
Verse.GenSight:LineOfSight(IntVec3, IntVec3, Map, Boolean, Func`2, Int32, Int32)
CombatExtended.Verb_LaunchProjectileCE:CanHitCellFromCellIgnoringRange(IntVec3, IntVec3, Thing, Boolean)
CombatExtended.Verb_LaunchProjectileCE:CanHitFromCellIgnoringRange(IntVec3, LocalTargetInfo, IntVec3&)
CombatExtended.Verb_LaunchProjectileCE:TryFindCEShootLineFromTo(IntVec3, LocalTargetInfo, ShootLine&)
CombatExtended.Verb_LaunchProjectileCE:CanHitTargetFrom(IntVec3, LocalTargetInfo, String&)
CombatExtended.Verb_LaunchProjectileCE:CanHitTarget(LocalTargetInfo, String&)
CombatExtended.Harmony.Harmony_TooltipUtility_ShotCalculationTipString_Patch:Postfix(String&, Thing)
Verse.TooltipUtility:ShotCalculationTipString_Patch1(Thing)
Verse.TooltipGiverList:DispenseAllThingTooltips()
RimWorld.MapInterface:MapInterfaceOnGUI_BeforeMainTabs()
RimWorld.UIRoot_Play:UIRootOnGUI()
Verse.Root:OnGUI()