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Messages - mathwizi2005

#1
What happened to Researchable Stat Upgrades on steam? It just disappeared.
I grabbed the most recent off github and it works but I'm just wondering why the removal.
#2
Could someone explain how bows.....cause suppression?
#3
Apparently the Tick Multithread mod I was experimenting with was causing the issue. The plan was to put PLANTS onto their own thread per tick but it seems it expanded beyond just plants as that one cell Toni was trying to get to was literally right next to the pawn with nothing on the tile, literally NOTHING. I have since removed the mod and the problems disappeared overnight.
#4
A mod someone (don't know who) made that forces plant ticks into another thread, specifically every plant gets its own thread. Sadly, its kinda buggy as plants tend to.....get frozen at 5% so I don't recommend yet.
#5
Ok I think I found an issue. Feels more like a mod compatibility problem since....I played a game thru with no issues....then I add a few more mods and this happens.

Lets lay out the problems. Pawn randomly freezes in place and frame rate plummets significantly. Error is as follows repeating every tick or so

Exception ticking Toni: System.NullReferenceException: Object reference not set to an instance of an object
  at BetterPathfinding.RegionPathCostHeuristic.GetPathCostToRegion (Int32 cellIndex) [0x00000] in <filename unknown>:0
  at BetterPathfinding.NewPathFinder.FindPathInner (IntVec3 start, LocalTargetInfo dest, TraverseParms traverseParms, PathEndMode peMode, HeuristicMode mode) [0x00000] in <filename unknown>:0
  at BetterPathfinding.NewPathFinder.FindPath (IntVec3 start, LocalTargetInfo dest, TraverseParms traverseParms, PathEndMode peMode) [0x00000] in <filename unknown>:0
  at BetterPathfinding.PathFinderDetour.FindPath (Verse.AI.PathFinder this, IntVec3 start, LocalTargetInfo dest, TraverseParms traverseParms, PathEndMode peMode) [0x00000] in <filename unknown>:0
  at Verse.AI.PathFinder.FindPath (IntVec3 start, LocalTargetInfo dest, Verse.Pawn pawn, PathEndMode peMode) [0x00000] in <filename unknown>:0
  at Verse.AI.Pawn_PathFollower.GenerateNewPath () [0x00000] in <filename unknown>:0
  at Verse.AI.Pawn_PathFollower.TrySetNewPath () [0x00000] in <filename unknown>:0
  at Verse.AI.Pawn_PathFollower.TryEnterNextPathCell () [0x00000] in <filename unknown>:0
  at Verse.AI.Pawn_PathFollower.PatherTick () [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()
TickMultiThread.SpecialInjector_TickMultiThreadDetour3:_DoSingleTick(TickManager)
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()


Then I find it trying to access a cell that doesn't exist to us yet. (undiscovered)

Couldn't find any cell in region Region(id=1710, mapIndex=0, center=(114, 0, 126), links=0, cells=99)
Verse.Log:Error(String)
Verse.Region:get_AnyCell()
Verse.Region:get_RandomCell()
BetterPathfinding.RegionLinkDijkstra:RegionMedianPathCost(Region)
BetterPathfinding.RegionPathCostHeuristic:GetPathCostToRegion(Int32)
BetterPathfinding.NewPathFinder:FindPathInner(IntVec3, LocalTargetInfo, TraverseParms, PathEndMode, HeuristicMode)
BetterPathfinding.NewPathFinder:FindPath(IntVec3, LocalTargetInfo, TraverseParms, PathEndMode)
BetterPathfinding.PathFinderDetour:FindPath(PathFinder, IntVec3, LocalTargetInfo, TraverseParms, PathEndMode)
Verse.AI.PathFinder:FindPath(IntVec3, LocalTargetInfo, Pawn, PathEndMode)
Verse.AI.Pawn_PathFollower:GenerateNewPath()
Verse.AI.Pawn_PathFollower:TrySetNewPath()
Verse.AI.Pawn_PathFollower:TryEnterNextPathCell()
Verse.AI.Pawn_PathFollower:PatherTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
TickMultiThread.SpecialInjector_TickMultiThreadDetour3:_DoSingleTick(TickManager)
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()


Then I start looking at Yellow alerts.

Pathfinding destination not in region, must fall back to vanilla!
Verse.Log:Warning(String)
BetterPathfinding.NewPathFinder:FindPathInner(IntVec3, LocalTargetInfo, TraverseParms, PathEndMode, HeuristicMode)
BetterPathfinding.NewPathFinder:FindPath(IntVec3, LocalTargetInfo, TraverseParms, PathEndMode)
BetterPathfinding.PathFinderDetour:FindPath(PathFinder, IntVec3, LocalTargetInfo, TraverseParms, PathEndMode)
Verse.AI.PathFinder:FindPath(IntVec3, LocalTargetInfo, Pawn, PathEndMode)
Verse.AI.Pawn_PathFollower:GenerateNewPath()
Verse.AI.Pawn_PathFollower:TrySetNewPath()
Verse.AI.Pawn_PathFollower:TryEnterNextPathCell()
Verse.AI.Pawn_PathFollower:PatherTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
TickMultiThread.SpecialInjector_TickMultiThreadDetour3:_DoSingleTick(TickManager)
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()


And then I find what the game is trying to desperately to haul when I don't even know it exists yet.

Toni pathing from (100, 0, 106) to Thing_PsychicAnimalPulser25718 ran out of cells to process.
Job:HaulToCell A=Thing_PsychicAnimalPulser25718 B=(111, 0, 104)
Faction: PlayerColony
Verse.Log:Warning(String)
BetterPathfinding.NewPathFinder:FindPathInner(IntVec3, LocalTargetInfo, TraverseParms, PathEndMode, HeuristicMode)
BetterPathfinding.NewPathFinder:FindPath(IntVec3, LocalTargetInfo, TraverseParms, PathEndMode)
BetterPathfinding.PathFinderDetour:FindPath(PathFinder, IntVec3, LocalTargetInfo, TraverseParms, PathEndMode)
Verse.AI.PathFinder:FindPath(IntVec3, LocalTargetInfo, Pawn, PathEndMode)
Verse.AI.Pawn_PathFollower:GenerateNewPath()
Verse.AI.Pawn_PathFollower:TrySetNewPath()
Verse.AI.Pawn_PathFollower:TryEnterNextPathCell()
Verse.AI.Pawn_PathFollower:PatherTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
TickMultiThread.SpecialInjector_TickMultiThreadDetour3:_DoSingleTick(TickManager)
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()


Mods are as follows in exact mod load order (most are steam workshop items):
Core
WorldPawnGC
ZhentarFix (1.5 alpha btw)
ZhentarTweaks
Make War Not Love
IdleFix
Manhunter Fix
RotTickFix
TickMultiThread
Better Pathfinding
Expanded Prosthetics and Organ Engineering
Glitter Tech (No Surgery)
Numbers
HugsLib
OHU-Dropships-1.0
Tilled Soil
RePower
QualityBuilder
ED-OmniGel
Storage Search A16
More Trade Ships
Miscellaneous 'CORE'
Misc. MapGenerator
Misc. Training
Misc. Robots
ED-Laser Drill
Xeva's Rimhair
Colony Manager
Rimsenal - Rimhair
ArmourRepair
Rimsenal - Storyteller pack
RT Quantum Storage
RT Solar Flare Shield
RT's Weapons Pack
Prepare Carefully
Repair Workbench
Hardworking Animals
Look At Me, I'm The Worker Now
NoMoreLazyPawns
Hand Me That Brick
Prisoner Harvesting
Medical Tab
WorkTab
Step Away From The Medicine
Silly Builder, Surgery is for Doctors
Silent Doors
I Can Fix It!
Craftable Robots - base robots
Trading Spot A16
Defensive Positions
Crafting Hysteresis
Refugee Stats
CaravanSpot
A Dog Said...
Industrialisation
Wildlife Tab
P-Music
Animal Tab
MineItAll
PetMute
Feed The Colonists
Hardcore Storytellers
Miniaturisation
Bulk Medicine Production
Achtung!
Map Reroll
Blueprints
Less Rebuff
Mad Skills - Tiered


Temporarily disabled the mod, also added source output log in rar (was almost a bloody meg in size)
And as a bonus, the save I'm getting the issue on.

That being said, this look like two completely different errors happening, as its trying to grab something from Ancient Danger generation that it can't access but this other one happens when it fails to find a path to a cell the pawn is literally right next to. And this doesn't need to happen to a colonist, it occurs on any pawn on the map.

off topic, wth is the 'spoiler' syntax, nothing I type in seems to be accepted and I wanted to avoid a long ass post

[attachment deleted by admin due to age]
#6
Have been having issues with the Dynamic Relaxation Chair(s) disappearing on completion, no model, no selection box.
That and debug log keeps bugging me every time a tank interacts with a joy structure (AND THEY KEEP DRINKING MY BEER!)

Using Surgery-free Version
#7
Right click Rimworld > "Properties" > "Local Files" tab > "Browse Local Files"  (forum based mods go in the Mods folder) > click "steamapps" or reverse only 2 folders up > "Workshop" > "content" > "294100"
All mods are listed by their mod IDs which you can match in the address bar on steam when viewing the mod page on the workshop
#8
The Grand Master hath returned and comes baring a scheme. This will be interesting~
#9
Personal experience states that he has a really short fuse and a long simmer (I was one of the first streamers he added for showcase (back in A9) and he promptly removed me after I said something apparently offensive. To this day, I have no clue wtf I said and I apologize either way.)
Hopefully he returns as this mod has too much quality to just let die.
#10
This mod is standalone and we recommend using v0712 on Alpha 11b or later
(I am currently running it on Alpha 11d with no issues)
#11
Quote from: SteelRev on August 01, 2015, 11:00:31 PM
Would it be possible to have a mood status bar on the colonist bar like the one you have for their health?

The best that's available atm is the Pawn State Icon mod as you need to select pawns to see status BARS current;y but at least you can have a quick icon for them using the mod, highly recommended, link to the mod is in the OP.
#12
Quote from: dareddevil7 on July 31, 2015, 12:13:15 AM
Quote from: mathwizi2005 on July 31, 2015, 12:11:10 AM
Quote from: dareddevil7 on July 30, 2015, 07:12:26 PM
some type of sub-dermal body armor would be sweet, but so would be synthetic hearts and having a second artificial heart in the even the original is shot
Its possible right now....but the problem is there isn't enough ailments to facilitate the need for bionic organs (or more to the point, they happen so rarely its not even work bothering)
But I'm sure once Cancers and diseases are added, via vanilla or in the mod, then the need for bionic organs will come with, and hopefully a full body health system will have been finalized (we are only at Alpha 11)

yeah, But do you really need an excuse for implanted body armor?

Thats because currently, the heath system does nothing with damage mitigation in anyway, it would need a partial rewrite to call up armor methods. So currently, no. Eventually, yes.
#13
Quote from: dareddevil7 on July 30, 2015, 07:12:26 PM
some type of sub-dermal body armor would be sweet, but so would be synthetic hearts and having a second artificial heart in the even the original is shot

Its possible right now....but the problem is there isn't enough ailments to facilitate the need for bionic organs (or more to the point, they happen so rarely its not even work bothering)
But I'm sure once Cancers and diseases are added, via vanilla or in the mod, then the need for bionic organs will come with, and hopefully a full body health system will have been finalized (we are only at Alpha 11)
#14
Quote from: mipen on July 29, 2015, 11:23:25 PM
What os are you running? Does this happen when you try activate the mod / start the game? It looks like the game isn't loading the assembly properly. I don't know what could cause this, but it might be your os (I compiled it on Windows 7,so that could possibly be causing an issue, I don't really know) or it could be a corrupted file or something

Win 7 and its on activation (i activate the add-on and the main screen disappears, leaving the BG image and my last post is what was in the output log)
#15
Quote from: dareddevil7 on July 29, 2015, 08:52:22 PM
Quote from: Der_Doodle on July 29, 2015, 01:02:24 PM
Quote from: mathwizi2005 on July 29, 2015, 12:51:24 PM
Quote from: Der_Doodle on July 29, 2015, 12:05:44 PM
Is it possible to heal a "frail" torso with this mod?

I can heal a bad back or damaged spine but I found no way to heal some colonist who is "frail" :(

Dam... guess I have to be more picky when choosing whom to recruit and who not then. Just realised that I had about 7 Frail Colonists out of 40 when I finally reached Crafting IV in the hope to remove those with the Spine Replacement. Well :) for the next colony then :D

Some ideas were thrown around back in Alpha 9 and early 10 but nothing got set in stone.

The only real cure for frail would be to replace every bone in their body

More or less since this isnt a coding issue, a placeholder bionic could be used just for Frail but its better to have a sound idea behind it instead of crappy PHs since the other bionics are self-explanatory.