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Messages - juntalis

#1
Releases / Re: [1.0] [KV] Path Avoid
August 11, 2018, 08:52:31 PM
Pretty helpful mod.



For a while, I was able to get all of my colonists to use speedy floor-based walkways (most of the time) with just the "Prefer" hints. Then I recruited two Syntho colonists, and started encountering search limit issues on the two colonists that prevented them from moving:

Gitta pathing from (169, 0, 243) to (255, 0, 154) hit search limit of 160000 cells.

Weirdly enough, removing all of the "Prefer" hints around the colonist suddenly let them move again, and once I removed all the path hints, the issue stopped occurring. Might try restoring the paths and recruiting a non-Syntho colonist to see if the issue is directly related to that mod.
#2
Just a heads up: was getting some null reference exceptions when loading a saved game. It was occurring in the DontShaveYourHead.Harmony_PawnGraphicSet_ResolveApparelGraphics.Postfix method during the pawn spawning for either Misc Robots or Misc Robots++. (Sorry - didn't identify which before digging in) In any case, I was able to resolve the exceptions by patching the below null check in right before the texture resolution process that starts with a reference to `pawn.story.hairDef.texPath`.


if(pawn.story == null || pawn.story.hairDef == null || pawn.story.hairDef.texPath == null)
{
return;
}


Don't know the RimWorld API enough to know which of those checks are unnecessary, but figured it was worth mentioning.