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Messages - drd23

#1
Quote from: xylr on October 13, 2018, 10:47:34 AMHas anyone else experienced this?
I haven't come across this exact scenario, but I have opened an ancient danger and found a "N/A" prosthetic inside
#2
This all looks brilliant.  It will definitely be the basis of my next play through
#3
Releases / Re: What the Hack!? - Mechanoid hacking
October 03, 2018, 01:17:39 AM
Quote from: s44yuritch on October 02, 2018, 05:28:24 AM
A couple small things related to the pirates using hacked mechs.

1. A pirate mech is downed, I get the notification that mechanoid is low on power, deactivate it to return to platform. Problem is, it isn't my mech just yet, so I can't deactivate it.

2. After hacking said mech, it is now hacked twice! Which kind of is the case, but still, should it really have two hacks applied to different body parts? (see attached screenshot)
I ran in to this a couple of hours ago but hadn't got my hacking workshop set up yet so I just had to finish them off because I was afraid that once its battery drained, it would call a normal mechanoid hive for backup :(
#4
Quote from: Kaaven on September 06, 2018, 06:43:50 PMYeah, it was a mod conflict. The embrasures do not work if you have Doors Expanded also active.
That's odd.  I have both mods active and embrasures work just fine for me
#5
Releases / Re: [B19] Smart Speed
September 06, 2018, 10:25:09 AM
FYI your steam link in the OP doesn't link directly to your mod
#6
 :-[  Turns out the problem was that I had somehow subscribed to and activated HugsLib twice in Steam (one was 1st and the other was right in the middle).  I've disabled the second one and the "Short Hash" messages have disappeared.

Thanks for your great mods and your time looking at my stupid mistake for me
#7
Quote from: UnlimitedHugs on September 04, 2018, 06:40:33 AMOne of your mods is causing some (or all) xml defs to be loaded twice, which is producing these messages.
If you post a log (Ctrl+F12) I'll take a look, maybe something will stand out. But as long as things are working fine, I won't insist :)
That might explain why it's taken so much longer to load up in the last few days.  ???

Here's the log - https://git.io/fABYP Thanks for having a look for me.
#8
Quote from: Canute on September 02, 2018, 02:59:36 AM
drd23,
how many allow tools did you installed ?
Just download the latest version and install these.
Don't forget to delete previously version before you copy/unzip them.
It's subscribed through Steam so I would assume that it removes the old ones when it updates?

It doesn't appear to affect anything in game though
#9
I assume all the red errors on starting the game that "AllowTool already has short hash" don't matter?

RimWorld 0.19.2009 rev486
Verse.Log:Message(String, Boolean)
RimWorld.VersionControl:LogVersionNumber()
Verse.Root:CheckGlobalInit()
Verse.Root:Start()
Verse.Root_Entry:Start()

AllowTool_2_3_0 already has short hash.
Verse.Log:Error(String, Boolean)
Verse.ShortHashGiver:GiveShortHash_Patch1(Def, Type)
Verse.ShortHashGiver:GiveAllShortHashes()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

AllowTool_2_4_0 already has short hash.
Verse.Log:Error(String, Boolean)
Verse.ShortHashGiver:GiveShortHash_Patch1(Def, Type)
Verse.ShortHashGiver:GiveAllShortHashes()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

AllowTool_3_0_0 already has short hash.
Verse.Log:Error(String, Boolean)
Verse.ShortHashGiver:GiveShortHash_Patch1(Def, Type)
Verse.ShortHashGiver:GiveAllShortHashes()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

AllowTool_3_2_0 already has short hash.
Verse.Log:Error(String, Boolean)
Verse.ShortHashGiver:GiveShortHash_Patch1(Def, Type)
Verse.ShortHashGiver:GiveAllShortHashes()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

AllowTool_3_4_0 already has short hash.
Verse.Log:Error(String, Boolean)
Verse.ShortHashGiver:GiveShortHash_Patch1(Def, Type)
Verse.ShortHashGiver:GiveAllShortHashes()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

AllowTool_3_5_0 already has short hash.
Verse.Log:Error(String, Boolean)
Verse.ShortHashGiver:GiveShortHash_Patch1(Def, Type)
Verse.ShortHashGiver:GiveAllShortHashes()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
#10
Releases / Re: [B19] Advanced Cultivation
September 02, 2018, 01:30:41 AM
Quote from: ultra4 on September 01, 2018, 05:34:54 PMhas the numbers i'm used to, in fact normal soil not being the 100% seems so confusing, it's like using a scale that is calibrated wrong.
Agreed.  Normal soil being so low and rich soil only being 100% makes this a mod that I would probably only consider using if I were to start a colony somewhere with a long growing season.  As I'm really loving trying out Naked Brutality runs in Boreal forest/Tundra biomes, this would up the difficulty massively

I do understand the feeling of wanting something simpler than Rainbeau's Fertile Fields though
#11
Whatever you changed in the update to QualityBuilder fixed my issue too fwiw.  Thanks very much
#12
I tried to add this to my current 0.19 colony as I loved using it in b19 but it threw pages and pages of errors very similar to the below as the colony was loading.  Once it was loaded I wasn't able to access my colony at all.  All I could see was the world screen
Could not resolve reference to object with loadID Thing_Human429194 of type Verse.Pawn. Was it compressed away, destroyed, had no ID number, or not saved/loaded right? curParent=(KilledMySpouse, moodPowerFactor=1, age=0) curPathRelToParent=
UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogWarning(Object)
Verse.Log:Warning(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:58)
Verse.LoadedObjectDirectory:ObjectWithLoadID(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Loader\CrossRefHandler\LoadedObjectDirectory.cs:94)
Verse.CrossRefHandler:TakeResolvedRef(String, IExposable) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Loader\CrossRefHandler\CrossRefHandler.cs:102)
Verse.CrossRefHandler:TakeResolvedRef(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Loader\CrossRefHandler\CrossRefHandler.cs:114)
Verse.Scribe_References:Look(Pawn&, String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Scribe_References.cs:78)
RimWorld.Thought_Memory:ExposeData() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Pawn\Trackers\Thought\Thoughts\Thought_Memory.cs:70)
RimWorld.Thought_MemorySocial:ExposeData() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Pawn\Trackers\Thought\Thoughts\Thought_MemorySocial.cs:37)
Verse.CrossRefHandler:ResolveAllCrossReferences() (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Loader\CrossRefHandler\CrossRefHandler.cs:84)
Verse.ScribeLoader:FinalizeLoading() (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Loader\ScribeLoader.cs:126)
Verse.Game:LoadGame() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:471)
Verse.SavedGameLoaderNow:LoadGameFromSaveFileNow(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Map\MapIniter\SavedGameLoaderNow.cs:39)
Verse.Root_Play:<Start>m__0() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:46)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)

(Filename: C:/Dev/RimWorld/Assets/Scripts/Verse/Utility/Debug/Log/Log.cs Line: 58)

FWIW Rimworld Conflict Checker says it has 2 "core conflicts", one each with Misc. Map Generator and Fluffy's Medical tab
#13
Are friendly allies who arrive via drop pod to provide military assistance supposed to crash through the roof of your base?