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Messages - Rambus200

#1
Does anyone know what ticking exception error means, and does anyone know how to find the object that the .get_ParentArmor is referring too. It just says unknown in the log. Example error below:

Exception ticking Bullet_762x54mmR_AP75527 (at (121, 0, 121)): System.NullReferenceException: Object reference not set to an instance of an object
  at CombatExtended.CompSuppressable.get_ParentArmor () [0x00000] in <filename unknown>:0
  at CombatExtended.ProjectileCE.ApplySuppression (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at CombatExtended.ProjectileCE.CheckCellForCollision (IntVec3 cell) [0x00000] in <filename unknown>:0
  at CombatExtended.ProjectileCE.CheckForCollisionBetween () [0x00000] in <filename unknown>:0
  at CombatExtended.ProjectileCE.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

I'm trying to troubleshoot my mod list and this is the last common error i get in a fire fight.
#2
Releases / Re: [1.0] Remote Doors
December 09, 2018, 09:47:05 AM
How compatible is it with the mod Locks and Extended Doors?
#3
Quote from: Kiame on November 13, 2018, 02:46:05 AM
Quote from: Rambus200 on November 13, 2018, 01:52:23 AM
What's the average time for the reducing crossings for the research tree mod? Mine is taking like 10 mins to load?

Keep in mind i have like 90 mods in total. Has anyone found a mod that increases the loading time for the Fluffy's research tree? Or even better a feature that saves the current topography of the research tree so it doesn't have to keep initializing the same tree organizing algorithm?

Thanks if someone can help! 8)

If you want to see what's taking so long to load you can enable Verbose Logging in the game's options then restart the game. In the logs one of the messages will read something like

--THread2---
123 ms LoadAllPlayData

if you select that you can scroll down and see how long each mod takes to load in milliseconds

For those that are afflicted by long loading times when first entering the Fluffies research screen. Apparently Technology Blueprints mod causes this to happen; at least in my case it was the cause.
#4
Releases / Re: [1.0] RimBees - 1.01 (12/11/18)
December 01, 2018, 12:11:14 PM
I also haven't seen any trader's in-game that will trade for bee items either(ie bees, honey combs)? Maybe this can be added?
#5
Releases / Re: [1.0] RimBees - 1.01 (12/11/18)
November 25, 2018, 06:12:39 PM
Quote from: sophiasong on November 18, 2018, 05:59:03 PM
Love the mod! As soon as we found it, my gf and I set out to make an entirely bee-based colony.

A QoL thing: none of the structures in the "Bees" architect menu can be uninstalled/reinstalled. I just modified buildings.xml to make everything minifiable and I vastly prefer it.

Bug report:
"Insert drone" and "insert queen" jobs (beehouse structure)

Expected behavior:
Job assigned to a pawn based on a list of pawns that have permission to do the job (insert drone, insert queen).

Observed behavior:
Job is assigned to the first first pawn on the list of colonists. The job assignment cancels that pawn's current task and prioritizes the "insert drone" or "insert queen" job.

Steps to reproduce:
1. Build a beehouse
2. Have at least one of any type of drone or queen bee
3. Select beehouse
4. Click "insert drone" and select an available drone; click "insert queen" and select an available queen

Comments:
It seems like the code looks for the first pawn that can use manipulation and assigns the job to that pawn. Also, it seems there is no associated permission for the "insert drone" and "insert queen" jobs (e.g., "haul general" or "cut stone blocks from chunks"), so there is no interaction with pawn settings on the "work" tab.

I am having the same issue as above. Especially when you have multiple bee houses and you are trying to insert multiple bees into each house. It just ignores the last insert bee( which becomes really annoying when you got 20 houses to insert bees into) and the first colonist only inserts bees from the house that had the latest request for bee insertion.
#6


Quote from: Kiame on November 13, 2018, 02:46:05 AM
Quote from: Rambus200 on November 13, 2018, 01:52:23 AM
What's the average time for the reducing crossings for the research tree mod? Mine is taking like 10 mins to load?

Keep in mind i have like 90 mods in total. Has anyone found a mod that increases the loading time for the Fluffy's research tree? Or even better a feature that saves the current topography of the research tree so it doesn't have to keep initializing the same tree organizing algorithm?

Thanks if someone can help! 8)

If you want to see what's taking so long to load you can enable Verbose Logging in the game's options then restart the game. In the logs one of the messages will read something like

--THread2---
123 ms LoadAllPlayData

if you select that you can scroll down and see how long each mod takes to load in milliseconds

So i tried looking for the time loading the tech tree, but the only time output i get is for is for loading the save file instead of loading the tech tree layout.

However i do get an error output when i load the techtree which i get here shown below. I don't believe it is that useful, but one of the rimworlders here might have encountered something similar. 

Exception from long event: System.Exception: Can't swap nodes on different layers
  at FluffyResearchTree.Tree.Swap (FluffyResearchTree.Node A, FluffyResearchTree.Node B) [0x00000] in <filename unknown>:0
  at FluffyResearchTree.Tree.EdgeLengthSweep_Local_Layer (Int32 l, Boolean in) [0x00000] in <filename unknown>:0
  at FluffyResearchTree.Tree.EdgeLengthSweep_Local (Int32 iteration) [0x00000] in <filename unknown>:0
  at FluffyResearchTree.Tree.MinimizeEdgeLength () [0x00000] in <filename unknown>:0
  at Verse.LongEventHandler.UpdateCurrentSynchronousEvent (System.Boolean& sceneChanged) [0x00000] in <filename unknown>:0
#7
What's the average time for the reducing crossings for the research tree mod? Mine is taking like 10 mins to load?

Keep in mind i have like 90 mods in total. Has anyone found a mod that increases the loading time for the Fluffy's research tree? Or even better a feature that saves the current topography of the research tree so it doesn't have to keep initializing the same tree organizing algorithm?

Thanks if someone can help! 8)
#8
That is why i was asking if it was taboo to do that or at least until the author does update it here. Some people might be okay with mirrors and others that are not. It was also stated on the discord that he hasn't gotten around to posting yet.
Quote from: Canute on November 04, 2018, 09:53:55 AM
Rambus200,
steam account is free, and you can get a free steam key if you bought the game from ludeon itself.
If you don't want use steam (like me) you should stop to look at the workshop for mod's or updates.
Ofcouse you could be a pirate user of Rimworld and don't have access to steam then you shouldn't even post here. :P

It is the mod author decision not to update the forum entry, respect that.
#9
Can someone that uses steam, grab the android mod for v1 and post it to a mirror on here or is that a crime against the high heavens? :o Or at least till the mod author(s) is able to update it here.
#10
Releases / Re: [1.0] Spotted
October 26, 2018, 02:20:35 PM
I am guessing this will conflict with SafelyHiddenAway mod due to both mod adjusting or delaying raids? Great mod by the way!
#11
Been waiting for a mod like this, thanks!
#12
Quote from: lionsilverwolf on January 15, 2018, 10:42:42 PM
Quote from: Rambus200 on January 15, 2018, 11:07:37 AM
Quote from: TerrorThomasCao on January 01, 2018, 12:28:33 AM
Quote from: LAWolves on December 23, 2017, 04:48:43 PM
Got a bug report for you -> https://gist.github.com/641c3a3f5ddcd598740d975e54835ce4
Built a Droid and it just stood there, I think it's a bad interaction with KF Colonist Bar, posting it there too.

The savefile is too big so I'm uploading it -> https://www.dropbox.com/s/1tf11pt1l0jmyok/Slyders.rws?dl=0

Yeah, same problem here, I don't know what's up but, when I make the first tier of pawns at the assembler from components and steel, they just stand there and say they're doing something but they don't. I tried downing and reviving them but they just stand there, could be mod conflicts but I wanted to see if anything is known about it? Also got the colonist bar so that seems to be it.

I got the same error soon as i added KFbar mod. Droids just stand in on place. Tried turning on the compatibility mode for the NullReference in mod settings but still no dice :P.

Incompatible with the KFbar mod currently.

I'm running it fine with KFbar, load order issue?

I tried switch KFbar above Androids, but still same error. It could be with another mod in my list but the error directly points at KFbar when both androids and KFbar are running. When i remove KFbar, no issues occur.

Here is the error and as you can see ColonistBarkF object is having issues with finding a value.

Exception ticking Droid 0: System.InvalidOperationException: Nullable object must have a value.
  at System.Nullable`1[System.Single].get_Value () [0x00000] in <filename unknown>:0
  at ColonistBarKF.CompPSI.UpdateColonistStats () [0x00000] in <filename unknown>:0
  at ColonistBarKF.CompPSI.CompTick () [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.Tick () [0x00000] in <filename unknown>:0
  at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

I donno maybe i missed something, in earlier threads?
#13
Quote from: TerrorThomasCao on January 01, 2018, 12:28:33 AM
Quote from: LAWolves on December 23, 2017, 04:48:43 PM
Got a bug report for you -> https://gist.github.com/641c3a3f5ddcd598740d975e54835ce4
Built a Droid and it just stood there, I think it's a bad interaction with KF Colonist Bar, posting it there too.

The savefile is too big so I'm uploading it -> https://www.dropbox.com/s/1tf11pt1l0jmyok/Slyders.rws?dl=0

Yeah, same problem here, I don't know what's up but, when I make the first tier of pawns at the assembler from components and steel, they just stand there and say they're doing something but they don't. I tried downing and reviving them but they just stand there, could be mod conflicts but I wanted to see if anything is known about it? Also got the colonist bar so that seems to be it.

I got the same error soon as i added KFbar mod. Droids just stand in on place. Tried turning on the compatibility mode for the NullReference in mod settings but still no dice :P.

Incompatible with the KFbar mod currently.
#14
So i see that there is B18 update to this mod on steam but it's not available in the dropbox? Someone willing to make it available ?
#15
Outdated / Re: [A16] Rainbeau's Fertile Fields
March 06, 2017, 05:56:56 PM
Quote from: dburgdorf on March 05, 2017, 01:50:55 PM
On another note, I had a chance to take a look at "Better Terrain," and while I agree it's a very impressive mod, I'm afraid that the odds of my creating a compatibility patch to allow "Fertile Fields" to work with it are slim. "Better Terrain" makes a lot of changes to terrain generation, including adding a huge variety of new terrain tile types. A compatibility patch would likely end up actually being a whole new mod, larger and more complex than "Fertile Fields" is right now.

That's too bad. I did think it would be complicated.  Thanks for looking into it!

Another thought is maybe creating a simplified version of your mod, which just has research for rich/tilled soil(one type of enriched soil and that's it) that requires fertilizer like how your mod is now,requiring fertilizer(without digging up dirt requirement). But maybe works for 'any' soil type that allows plants to grow? It's kind of like Sam_'s tilled soil mod but with one step further with research and fertilizer? I donno how hard that would be to code, but hopefully there is a tag identifying which soil types allow for farming to make it easy? Just an idea.