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 - Razuhl

#16
- Expanded the recipe settings. It should now include everything. Previous settings regarding ingredient count are lost.

- Added "Materials" and "Additional costs" to building configuration. With that all building costs can be changed. In order for it to take effect the buttons must be refreshed.

- Added new patch: "ThingFilter fixes" that corrects some normally unused vanilla code which was supposed to allow things based on material categories.

- Bug Fix: plants that could not be eaten would log a warning and be excluded from configuring(burning tree)
#17
Support / Re: constant random crashes
August 06, 2019, 04:13:06 PM
=> OS-Version: 6.0.6000
Windows Vista without any Service packs installed. Try updating your OS and drivers. Rimworlds unity version doesn't support vista, it's more of a "might work" thing and using outdated versions won't improve your chances.
#18
Help / Re: Game stops responding after one year
July 17, 2019, 06:11:21 AM
If you suspect a specific mod to be the culprit or that it is at least involved then you should check out the steam page of that mod.

In this case you would find that the bug was reported to more faction interaction, identified as an incompatibility with rimcities and fixed about a month ago. In your log it shows that you are using an outdated version, probably the latest release from github, if you update to the steam version(or github-master if you don't wan't to use steam) it should solve your problem.
#19
Added new patch "dropdowns with icons". The floating menues on the architect buttons will now display icons in addition to the text. This works for selecting buildings and selecting material.
#20
Mods / Re: [MOD REQUEST] Help fix UI
July 09, 2019, 06:43:22 PM
Since you are already using RIMMSqol you can edit the architect menu.

Edit your workbenches under the building category in the mod menu and change the fields "Architect Category" and "Architect Category Dropdown". The category dropdown allows you to group buildings into a single button if they are in the same category and use the same dropdown(like colored lights).

In addition the mod changes it so you can group buildings that use materials into a dropdown. By clicking the dropdown multiple times you switch between selecting a building and selecting a material for the currently selected building.

Special buttons in the architect menues are configured using the architect category in the mod menu.
#21
Well dubs bad hygiene lists prison labor as incompatible on their steam page because of that error. Maybe if you follow the uninstall instructions on prison labor and remove it, it goes away. Comparing mod lists from other bug reports the shared mods in all of them were:

Dubs Bad Hygiene
EdB Prepare Carefully
Prison Labor
[KV] RimFridge - 1.0
#22
When loading a game you are prompted with:

Error in Map.FinalizeLoading(): System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
at System.Collections.Generic.List`1<Verse.IThingHolder>.get_Item (int) <0x00083>
at Verse.ThingOwnerUtility.GetAllThingsRecursively (Verse.IThingHolder,System.Collections.Generic.List`1<Verse.Thing>,bool,System.Predicate`1<Verse.IThingHolder>) <0x001ba>
at Verse.ThingOwnerUtility.GetAllThingsRecursively<Verse.Thing> (Verse.Map,Verse.ThingRequest,System.Collections.Generic.List`1<Verse.Thing>,bool,System.Predicate`1<Verse.IThingHolder>,bool) <0x00341>
at RimWorld.WealthWatcher.CalculateWealthItems () <0x0011f>
at RimWorld.WealthWatcher.ForceRecount (bool) <0x000bc>
at (wrapper dynamic-method) Verse.Map.FinalizeInit_Patch2 (object) <0x0052a>
at Verse.Map.FinalizeLoading () <0x00aa8>
at Verse.Game.LoadGame () <0x005f0>


That means inside the FinalizeLoading method occurred an error and that prevents all follow up instructions to run(Namely no MapComponents are initialized). Which is probably why your game later throws errors.

Try deleting all rimfridges, make a save to another file and load that to see if it fixes the error.
#23
Bugs / Re: My world is stuck in a grey screen
June 16, 2019, 03:28:20 PM
Your areManager in your save file is probably set to null which in turn fails the spawning of some things and prevents the rendering layers to be initialized(amongst other things).

If you have a backup save try that and otherwise you would have to post the save.
#24
You can download the version 1.0.16 from Hospitality and use that until the update or to perform the workshop instructions for deinstallation of soft warm beds.
#25
Probably due to "soft warm beds". It compiles against the hospitality mod and that got updated. All mods that reference a foreign assembly break until they are recompiled against the new foreign version.

That is due to the faulty implementation of rimworlds assembly resolver in Verse.ModAssemblyHandler.ReloadAll(). If an exact match can not be made(e.g. version of the assembly changed) then rimworld returns its own assembly. Thats why mods don't need to be recompiled if the rimworld version changes. However it's doing that without paying any attention to what is actually requested so it works for no other assembly. And it's impossible for mods to fix that behaviour. The correct approach is to build an assembly name with the requested assembly, nulling the version and then loading the assembly with the now more lenient assembly request.
#26
Added fields to building editing "Architect Category" and "Architect Category Dropdown" which allow changing where and how buildings show up in the architect menu.

Added new patch "dropdowns with mats". When active the architect dropdown menus support material selection. The menu will cycle between building and material selection when openening the menu in quick succession. The material selection counts only for the currently selected building.
#27
Bugs / Re: Colonist not forming bond with dog
June 14, 2019, 01:48:49 PM
You are correct, the method RimWorld.RelationsUtility.TryDevelopBondRelation is bugged in that it skips the relation for psychopaths but still assigns a name(if not already named) and sends the notification about bonding/bonding with new name.
#28
You can google "UnityEngine.Display.RecreateDisplayList" and try the known solutions.

https://steamcommunity.com/discussions/forum/1/1480982971174752598/
#29
Doubt it's related to this mod.

Delete and redo your drug policies. Maybe you have removed a mod that added a drug that is still referenced in a policy, thus causing the exception when tryig to determine which drug to take. As far as I know the policies do not clear invalid entries after loading them from the save file(nor do they add new entries).
#30
Added stats from traits to be editable.

Architect buttons can now change which designators(buttons) they contain.