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Messages - FrozenSnowFox

#1
I put my female colonist on priority 1 for Childcare but it results in her just standing around at the crib a lot of the time.  Checking the log a lot of errors are being thrown.  I do have Dubs Bad Hygiene with thirst enabled so I'm not sure if that makes any difference.  Also it seems that I can't tell my people to give the baby water to satisfy the thirst need.

Seara started 10 jobs in 10 ticks. List: (Wait_MaintainPosture (Job_967478)) , (PlayWithBaby (Job_967480) A=Thing_Human128246) , (PlayWithBaby (Job_967482) A=Thing_Human128246) , (PlayWithBaby (Job_967486) A=Thing_Human128246) , (PlayWithBaby (Job_967489) A=Thing_Human128246) , (PlayWithBaby (Job_967491) A=Thing_Human128246) , (PlayWithBaby (Job_967496) A=Thing_Human128246) , (PlayWithBaby (Job_967501) A=Thing_Human128246) , (PlayWithBaby (Job_967503) A=Thing_Human128246) , (PlayWithBaby (Job_967507) A=Thing_Human128246)  curDriver=JobDriver_PlayWithBaby (toilIndex=3) curJob=(PlayWithBaby (Job_967507) A=Thing_Human128246)
Verse.Log:Warning(String, Boolean)
Verse.AI.JobUtility:DMD<DMD<TryStartErrorRecoverJob_Patch0>?1878566016::TryStartErrorRecoverJob_Patch0>(Pawn, String, Exception, JobDriver)
Verse.AI.Pawn_JobTracker:FinalizeTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:DMD<DMD<Tick_Patch1>?-520848384::Tick_Patch1>(Pawn)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:DMD<DMD<UpdatePlay_Patch1>?-2126437376::UpdatePlay_Patch1>(Game)
Verse.Root_Play:Update()
#2
In the process of working on a new mod I discovered that you can't use decimals in the cost list for items such as apparel/weapons.  Since gold is a small volume material you would need to write 0.1 for 10 gold.  Attempting to do so however generates an error "cost in Gold is zero".  Interestingly while item costlists generate errors when using decimals recipedefs do not.  The vanilla game itself even does this with the recipedef for advanced components where it requires 0.3 gold.

If possible could you please have the cost list take small volume materials into account and allow decimals so its not necessary to use a workaround by making a recipedef?
#3
While working on my bionics mod I discovered some bionics which look like they might have the wrong parentdef for their HediffDef and RecipeDef.  The Detoxifier Stomach I'm fairly certain is a bug.  As it has an efficiency of 1.25 listed in its files but upon installing it in game it does not get the efficiency bonus.  Most likely because it's recipe installs it as an implant rather than a body part.  I looked over the file and below is a list of what I believe might be errors.

Detoxifier Stomach
- It's hediff uses ImplantHediffBase which is for implants but its install recipe uses SurgeryInstallBodyPartArtificialBase which is for body parts. It's part efficiency is listed as 1.25 but upon install it does not receive this bonus most likely because it's hediff is listed as an implant.

Nuclear Stomach
- It's hediff uses AddedBodyPartBase which is for body parts but its install recipe uses SurgeryInstallImplantBase which is for implants.

Gastro Analyzer
- It's hediff uses AddedBodyPartBase which is for body parts but its install recipe uses SurgeryInstallImplantBase which is for implants.

Aesthetic Nose
- It's hediff uses ImplantHediffBase which is for implants but its install recipe uses SurgeryInstallBodyPartArtificialBase which is for body parts.
#4
Some monument quests require you to keep the building and protect it for x days.  Upon completing one of these the game framerate drops immensely.  On a clean game with default settings without mods the game runs 120 fps on 3 speed.  After building the monument it runs 18 fps on 3 speed and sticks around that.  Using dev mode to end the quest fixes the issue skyrocketing the framerate back up to 120 fps on 3 speed.

I've encountered this issue numerous times in my main game with mods.  I've tried saving, loading and ending the quests with dev mode.  I've found whenever the monument is in a "must be protected" state it causes the framerate to drop massively.

To reproduce the bug start a clean game. Generate a monument protection quest with 4000 points.  Place the marker and use dev mode to finish the monument.  Upon being completed it should enter the protect phase and cause the framerate to drop.

Below is a link to the save I made to test the issue.  The monument is completed and in the protection phase.
https://www.dropbox.com/s/qdyg4bw3p9d3drt/Monument%20Bug%20Save.7z?dl=0
#5
Releases / Re: [1.0/1.1] Early Times mod
March 01, 2020, 07:51:55 PM
Quote from: vovik on March 01, 2020, 07:38:26 PM
Sorry, i accidentally added filth_various from core files, already deleted that in latest release.
Its messy to do updates with both 1.0/1.1 versions.

No worries thanks for taking care of it so quick.
#6
Releases / Re: [1.0/1.1] Early Times mod
March 01, 2020, 06:53:07 PM
It's come to my attention that this mod is incompatible with my mod [FSF] Filth Vanishes With Rain And Time.  Looking at the files it looks like you included the entire filth_various file with minor changes.  Could you please switch to patching the filth_various file it's much less intrusive and won't cause large incompatibility issues.
#7
Well I managed to check the update out before you reverted it.  While I absolutely love the fact that we can now get our own chocolate its a bit weird to harvest trees and get ready to eat chocolate.  I think you should make it work like drugs so it needs to be refined into a usable product.

The flak jacket is a nice addition but with the introduction of all these flak protection items devilstrand has become largely useless.  The only item worth making now is a button down shirt, everything else has better protection items.  With devilstrands minimum plant skill of 10 and the 22.5 growing days its a very difficult crop to get grown.  I think most people will just go for flak items immediately and ignore devilstrand entirely.

One thing I noticed is the flak jacket is under tailoring but the flak pants are under machining.  So I imagine the flak jacket is most likely wrongly categorised.
#8
QuoteNutrient paste dispenser no longer requires research.
Finally tribals can impress offworlders with their scientific knowledge of constructing nutrient paste dispensers.  You may want to revert this one.
#9
Quote from: Tynan on June 21, 2018, 04:35:49 AM
Made smokeleaf joint and pekoe makeable at drug lab.

Glad to see this was added.  The smokeleaf recipe still specifically excludes workspeedstat and workskill though.  It's the only drug that does not become faster to craft with bionics or other bonuses which is a bit weird.
#10
Bugs / Re: [0.18.1717] Mod xPath Patch broken
November 09, 2017, 05:30:15 PM
I've had the same issue.  All of my patch mods throw errors and disable all mods.  I found a post by ChJees in the release thread about the issue.

Quote from: ChJees on November 09, 2017, 11:38:02 AM
Mods issue
The Patching system code must had been reverted. We can no longer use comments and have more than one patch in a Patch file.

I am pretty sure ZorbaTHut fixed this in A17.
#11
Quote from: ChJees on November 09, 2017, 11:38:02 AM
Mods issue
The Patching system code must had been reverted. We can no longer use comments and have more than one patch in a Patch file.

I am pretty sure ZorbaTHut fixed this in A17.

That explains why all of my simple patch mods cause the game to throw the incompatible error and disable all mods.
#12
Mods / Re: [mod request] Auto "No Drugs"
September 28, 2017, 03:15:28 AM
The clothing and drug policy defaults to the first policy in the list.  So if you modify the first policy to "No Drugs" then they will always be auto set to your no drugs policy by default.
#13
A clean save on the newest version without Colony Manager and then Colony Manager added immediately after seemed to work fine.

Now I'm not sure how relevant this is but I figured it might be worth posting it.  I keep a save from an earlier version after crash landing which I use for testing.  Until now I hadn't noticed any issues.  Putting Colony Manager on though screwed up the work window and made a bit of a mess, it took a while to even get the log up to see the error.  I even tried loading the game and saving it so it was the newest version before trying to add Colony Manager but got the same result.  Anyway here's the log.

RimWorld 0.17.1543 rev1027
Verse.Log:Message(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:30)
RimWorld.VersionControl:LogVersionNumber() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Utility\Version\VersionControl.cs:83)
Verse.Root:CheckGlobalInit() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:76)
Verse.Root:Start() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:31)
Verse.Root_Entry:Start() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Entry.cs:16)

Loading game from file Fox Start 1 with mods Core, Lightweight Building Polymer, and ColonyManager
Verse.Log:Message(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:30)
Verse.SavedGameLoader:LoadGameFromSaveFile(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Map\MapIniter\SavedGameLoader.cs:17)
Verse.Root_Play:<Start>m__854() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:29)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:439)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__851() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:353)

Loaded file (Map) is from version 0.17.1532 rev1003, we are running version 0.17.1543 rev1027.
Verse.Log:Warning(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:36)
Verse.ScribeMetaHeaderUtility:LoadGameDataHeader(ScribeHeaderMode, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\ScribeMetaHeaderUtility.cs:86)
Verse.SavedGameLoader:LoadGameFromSaveFile(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Map\MapIniter\SavedGameLoader.cs:29)
Verse.Root_Play:<Start>m__854() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:29)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:439)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__851() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:353)

Exception filling window for RimWorld.MainTabWindow_Work: System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
  at System.Collections.Generic.List`1[System.Int32].get_Item (Int32 index) [0x00024] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/List.cs:635
  at Verse.DefMap`2[Verse.WorkTypeDef,System.Int32].get_Item (Verse.WorkTypeDef def) [0x00000] in C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\DataTypes\DefMap.cs:20
  at RimWorld.Pawn_WorkSettings.GetPriority (Verse.WorkTypeDef w) [0x00006] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\AI\Pawn_WorkSettings.cs:138
  at RimWorld.WidgetsWork.DrawWorkBoxFor (Single x, Single y, Verse.Pawn p, Verse.WorkTypeDef wType, Boolean incapableBecauseOfCapacities) [0x001d8] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\WidgetsWork.cs:108
  at RimWorld.PawnColumnWorker_WorkPriority.DoCell (Rect rect, Verse.Pawn pawn, RimWorld.PawnTable table) [0x00097] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\PawnTable\PawnColumnWorkers\Misc\PawnColumnWorker_WorkPriority.cs:32
  at RimWorld.PawnTable.PawnTableOnGUI (Vector2 position) [0x0025f] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\PawnTable\PawnTable.cs:182
  at RimWorld.MainTabWindow_PawnTable.DoWindowContents (Rect rect) [0x00007] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\MainTabWindows\MainTabWindow_PawnTable.cs:46
  at RimWorld.MainTabWindow_Work.DoWindowContents (Rect rect) [0x00000] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\MainTabWindows\MainTabWindow_Work.cs:30
  at Verse.Window+<WindowOnGUI>c__AnonStorey2C5.<>m__1B2 (Int32 x) [0x001ff] in C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\Window.cs:192
Verse.Log:Error(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:48)
Verse.<WindowOnGUI>c__AnonStorey2C5:<>m__1B2(Int32) (at C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\Window.cs:196)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle) (at C:\buildslave\unity\build\Runtime\IMGUI\Managed\GUI.cs:1896)
#14
Quote from: Ykara on May 16, 2017, 05:12:33 PM
Thanks ^^
And yes, "bad" is an understatement, it looks absolutely horrible. I personally use the Organized Research Tab mod from Lazevedo, because I don't know if it's possible to fix the research menu any other way. Every tip on how it is done is appreciated!

You can change the position of research projects by using X and Y coordinates on each research project def.  Unfortunately even if you do that it might not fit nicely in with existing research or other mods if you need to add half a dozen research projects.  Organised Research is the best way to fix it and I'm surprised it wasn't implemented into the game with A17.  Anyway X is horizontal and Y is vertical on the research tree.  You'll probably need to screw around entering and exiting the game to get positioning right.

<researchViewX>0</researchViewX>
<researchViewY>0</researchViewY>
#15
Quote from: Cabdono on May 18, 2017, 04:50:43 PM
It's white and easy, what's not to like.
But in more seriousness, liking the idea, but maybe not as cheap/easy to make, could be a special machine to synthesize it or something like that, otherwise it'd be a bit too good.

Looking forward to more of this!

I think there's already far too many production benches getting added so adding another for just a single item seems a bit much.  Plus other than some initial cost I don't believe it would make it harder to make.

I could double the crafting cost so it becomes 1 steel for 5 polymer which is probably more balanced.  I wouldn't want to increase the cost further than that since it needs to be cheap.  I could also maybe make it instead cost 1 steel and 1 plasteel for 10 polymer which might make more sense and balance the whole thing better.

Currently it takes approximate 1 hour of game time to produce 50 polymer.  Considering a base is going to need about 1000+ I think that's a rather fair amount.  You would need to invest approximately 2-3+ work days of production to get the polymer you need for your expedition.  I could maybe double that though if necessary.  Assuming the player deconstructs their base when done they should get about 75% of the resources back.

I could also increase the amount of research required or its research position.  Although I felt that was in a fairly decent place.

Any thoughts on the above?