Whole mapThat's Awesome :)
Its usage is mostly statistical. Its so you can see at once, how many colonists you have, how many enemies just dropped, and so on. The earliest version didn't even have the jump to xyz buttons. That version was ONLY good for statistics.
That version was ONLY good for statistics. So if you don't see any usage, that's ok. I don't force you to use it. ;)
Recive mode is that it recive only and colonist wont take stuff from it, if you set to dispense, it will show on top one item that is stored in it and colonist will able to pick it up, of its on dispense and colonist pick up a item another item will be shown on top :)Ah-a, that clears it - thanks.
At dispense if i remmber right colonist still can store stuff in it.
I don't want to spoiler it too much, so here is a short description of the crashed engine event:
A part of your space ships engine crashed nearby. You have a few days to destroy it, before it will explode.
But caution if you leave it be as reports state that the radiation of the engine isn't really good for animals..
So, here is my latest project. I present to you: MAI, the mobile AI.Sounds interesting. What all can she do?
She is a customizable AI, which can support your colony.
Its a hmm researchable/craftable colonist.Yeah, what he said ;D
You can build as many as you likeAwesome! "Move your way!Mai army is coming!!!hahaha"
We can have only one MAI at time? My plans of buliding robot army to defend my colony from filthy tribals are gone :CHe said you can build as many as you want...
After I bulid my first AI, then assembler expolodes :C, and leaves all of the reasourcesWe can have only one MAI at time? My plans of buliding robot army to defend my colony from filthy tribals are gone :CHe said you can build as many as you want...
This mod has been what I wanted for replacing the panicky colonists!! :) Thank you!
I'm not sure if it is intended, but my incapacitated MAI would explode sometime after they're resting in their beds. Didn't really notice how/why, could be after they're no longer incapacitated and still resting/sleeping and caused something to blow up?
Cheers!
I have a suggestion... I played a game where I had my 5 original colonists and 20 MAI.. :p.
To make things interesting, you should have MAI go beserk once a while, if they outnumber colonist 5:1 or 3:1?
An incident with a rare chance :p (Roman slave revolt!) ?
I downloaded this zip file from link provided and unzipped directly to the mods folder:
Miscellaneous_w_MAI_147-36-1-4-7.zip
After enabling the mod, and closing out of the mods screen, the game just returns to an empty screen, devoid of life with exception of nifty background.
My current mods enable (and seems to work) are:
<activeMods>
<li>Core</li>
<li>ProjectArmory211</li>
<li>Meteorite</li>
<li>Wood Tweaks</li>
<li>PowerSwitch</li>
</activeMods>
Is there a specific place in the load list your mod has to be? It is with most current game (Alpha5).
Really enjoy MAI, and your mod overall! Mai is also kinda cute to look at. 8)
Had this problem once before with a mod (not sure who's), and it was because downloaded a version with source code, but this time looks like have DLL's.
When i Set a recharge Station nothinf happend but if i reaload my game my sreen goes RAINBOW and i can only start a new gameWhenever I load previous game, the screen goes white and I can't play. Log says: "Colonist Name" started 10 jobs in 10 ticks ..., "Colonist Name" starting job Wait(A(0,0,0) ..., Object reference not set to an instance ...
its is i tested it outWhen i Set a recharge Station nothinf happend but if i reaload my game my sreen goes RAINBOW and i can only start a new gameWhenever I load previous game, the screen goes white and I can't play. Log says: "Colonist Name" started 10 jobs in 10 ticks ..., "Colonist Name" starting job Wait(A(0,0,0) ..., Object reference not set to an instance ...
But I'm not sure this mod caused it.
Can you provide me with the savegame, please? That shouldn't happen.. :(Wonderful, Haplo. I've been frustrated these few days as I can't find the source of the problem. I tried updated all mods and reinstalled many times, I thought I'm done for. But, now I can load and play, it worked seamlessly. Thank you so much for the fix and your fast response.
Ok, I could reproduce it...
A Hotfix is on its way. With it the reload of the saves should work again.
I just created my first AI and all it does is jump around, doesnt allow me to control and it doesnt perform any tasks whatsoever. Any help would be appreciated :)
...Wonderful, Haplo. I've been frustrated these few days as I can't find the source of the problem. I tried updated all mods and reinstalled many times, I thought I'm done for. But, now I can load and play, it worked seamlessly. Thank you so much for the fix and your fast response.
You cant change passion of MAIthanks
The passion is hard disabled for Mai.
I thought about adding it, but I disabled it again, because... she is an android. She doesn't have a passion for anything.
That's against her very nature :)
Everything else would be a bit unrealistic and overkill...
...stuff...
(http://s26.postimg.org/sxnpmod1l/temp_842.jpg)Where'd you get that shotgun from?
I believe that's from Covert Ghost[insert number]'s Terran Dominion mod. He's been doing SC weaponry(http://s26.postimg.org/sxnpmod1l/temp_842.jpg)Where'd you get that shotgun from?
*drools*
I've been meaning to make some SC weapons but if someone else already has then I could just use theirs.
I believe that's from Covert Ghost[insert number]'s Terran Dominion mod. He's been doing SC weaponryCool, thanks again you. *poke*
Haha, no worries. It just had me stumped. I was like "What the hell is this thing for then ?" (I am new to the mod lol).
I can get around the zone anyhow, I just make them cook until they have 1 then make a 1x1 meal zone with a low priority.
So it will store 11 that way.
Update: Mai is again available.
I've also improved her a bit according to Grimandevils ideas.
You can now build an enhaced MAI. She needs an AI Persona, has a bit better stats and also high passion.
Additionally she has the abilities to fight and research without your need to research it. Everything else still needs to be researched prior to her activation, or she won't do that!
As always, please tell me, if you find some bugs that I didn't see.
With that, have fun ;D
Def-linked Translation error: Found no Rimworld.ThoughtDef named ShieldingError to match ShieldingError.label
Def-linked Translation error: Found no Rimworld.ThoughtDef named ShieldingError to match ShieldingError.description
Def-linked Translation error: Found no Rimworld.ThoughtDef named BatteriesFilled to match BatteriesFilled.label
Def-linked Translation error: Found no Rimworld.ThoughtDef named BatteriesFilled to match BatteriesFilled.description
Can you post the savegame and worldfile, please?
You can find them, if you go into the options menu and click on Open Savegamefolder.
The explorer should open and showing you some folders. I need the savegame and the world file you used for that savegame. With this I can take a look into what might be the issue that the jobs are starting like that.
Most likely it will be even compressed >300kB so that you cant post it directly here.
In this case, try to post it via mediafire or puush or something similiar.
Hmm, to be clear: You placed the source stockpile NEXT to the interaction Point? Not ON it?
Thank you, I'll look into it, when I'm back home.
But my first thought is, that it is the positioning, that's making the problems.
The Assembler creates an own stockpile on the interaction spot. The placement of your stockpile will most likely result in an unfortunate cross interaction between both Storages. I'll look if I can place the created storage inside the machine itself, but am unsure, if that's possible. But we'll see..
If this really is the problem then I recommend this:
Stop the production of the assembler and then delete your storage zone near the interaction point. Afterwards start the production again.
If everything went well, this should restart the storage of the assembler without interaction problems.
Really enjoyed the mod so far! One thing I've found recently with V6 is that none of my doors have the ability to lock or unlock. I've re-downloaded all my mods and put your load in the last order to make sure nothing else is overwriting it. I've even tried with a brand new world... still to no avail :/ Any ideas what I may be doing wrong? I've tested with all normal and powered doors.
Cheers!
Now before I add this mod....What is this Artifact its talking about.....and how scared should I be.... Also does the nano printer Work with weapons and armor from other mods?The Artifact is what it describes. Your colonist find an artifact and it is up to you, if you activate it. What happens after the activation is a random chance. I won't spoiler what happens, but there aren't any complaints about it yet, so I think it isn't too hard as an incident..
My colonists would like to thank you for making MAI available to them. Thanks to her, the humans were able to build a ship and leave.Thanks. It is always nice to hear that she is helpful :)
I had planned on ending that game... Until I realised that MAI had gained a crafting skill of 9.
The Artifact is a dark brown triangle lying somewhere on the ground.Is it friendly?........
It should be somewhere outside, as the spawning inside is prohibited :)
Did you download the newest Version?
In the Version 1.6.3 I had copied the texture folder not into the correct place, so that such an error would occur.
Please don't tell me, that you've downloaded the Version 1.6.4 and have the problem. That would mean I've copied it again into the wrong folders...
Haplo is awesome.
Haplo is awesome.I can totally second this!
Haplo is awesome!
Sorry, I'm out of town for a while and can't make any changes..
What is the problem with Superior Crafting? Normally there shouldn't be any incompatibilities. At least none that I know of.
Can you tell me what the problem is? I can look into it, when I'm back..
Edit: I did take a look into SC. Do you mean the inclusion into his research tree? Or a real mod incompatibility?
I know what it is, the zombie apoc mod interfere's with the misc. with mai mod because of pawns and stuff.
I'll have a new version that works with MAI up either tomorrow or Sunday.
i cant craft the mai i have thing to build her but it needs metal and silver but when i right click on it nothint happends :'( how to build her?
Minami has already requested an integration of Mai into TTM, so I think she can be found there soon.
Most things of Miscellaneous should work without problems alongside other mods.
Minami has already requested an integration of Mai into TTM, so I think she can be found there soon.
Most things of Miscellaneous should work without problems alongside other mods.
Hah, was just getting on to whine and complain about this ;)
Where am I supposed to get uranium for the MAI only version ? I don't see it on any traders lists as TTM overwrites them, can it just be found ?
Where am I supposed to get uranium for the MAI only version ? I don't see it on any traders lists as TTM overwrites them, can it just be found ?
Usually only happens if you have a storage area set to critical or you have no silver, i know i have a habit of setting an area for silver to critical for tradingOh! i got all my silver storages set to critical, haha ty for this info. i'll try it now :D
Hmm, as of now I had no complaints about any crashes.
When you activate it and the UI is gone, can you close the game, look into the folder /RimWorldXXXWin_Data and find the file output_log.txt.
Can you zip and post it please? I need to take a look into why it crashes...
Hmm, I'm not sure, what really the problem is.
There is a whole lot of stuff in there, thats not from Mai.
And there is a line, that comes from Mai, but that shouldn't be there:
Exception reading AIPawn_Races.xml as XML: 'cooldownTicks' is expected Line 126, position 29..
I tried it here, but don't get any errors. Even with the EdB-Mods, Mai does work without problems.
Don't know though from which mod this is:
Could not resolve cross-reference to Verse.RecipeDef named MakePneumaticPick
But the real problem is the last one. This one causes it to crash. But I don't know where it really comes from.
It can be because the AIPawns aren't loaded.. But I honestly don't really know. It seems as if you have a multitude of problems with some of the mods.
My suggestion would be:
Redownload all your mods including Mai, so that they are on the newest version, activate one mod at a time, exit the game and look into the output_log.txt.
Whenever you find that the last line isn't something like this, the last mod creates some errors:
...
Non platform assembly: data-0CF444A0 (this message is harmless)
Fallback handler could not load library C:/Users/Owner/Downloads/RimWorldAlpha7Win/RimWorld581Win/RimWorld581Win_Data/Mono/data-0CF444A0.dll
Hi, little request regarding the Nano Storage. When it's full, it wants to automatically switch mode to dispense. This is a problem, since I want to use them to store packaged survival meals to keep them away from my colonists when they're unneeded. Is there a way I could fix this?
E: A toggle would be the best as the mode switch is handy for mass storage for stuff like silver or metal.
</history>
<components />
</history>
<components>
<li Class="ColonistGroups.MapComponent_ColonistSelections" />
<li Class="Miscellaneous.MapComponent_AddRecipesToPawn" />
</components>
plasteel yes we can finally take over the world
(http://s14.postimg.org/pdpj0cyml/Mia.gif)
Haplo, just asking but I have a version of your turret mod that I've seperated out from the rest of the misc mod. I've made some tweaks as well:I want that. Quite a lot, in fact.
Removed standard automated turret
Made manned turret use stuff - made a texture or it also
Made stuff based automated turret need an ai core to build
I've been using it for a while personally. It adds a bit of extra challenge and pushes automated turrets into mid/late game somewhat. I also remove the vanilla turret in my local game to compliment that.
So can I release it here? don't know if therell be interest....
...
plasteel yes we can finally take over the world
(http://s14.postimg.org/pdpj0cyml/Mia.gif)
Exteeerminaate! EXxxteeeerminaate!
Ill post it here for now, if it takes on a life of its own, someone or myself can move it out into its own thread.Thank you, Skully! You never don't rock. I know I love the hell out of your mods!
Ill post it here for now, if it takes on a life of its own, someone or myself can move it out into its own thread.
If you want to correct my descriptions, don't let me stop you ;)Oh, you do! I don't disagree there. There are too many Americans and other English-primary speakers who do far worse than I'm seeing.
As english is only my second language, I may not be perfect, but I do my best :)
Ninja squirrel found... Initiate extermination program...
(http://s21.postimg.org/665lpcuaf/Mai_Transformation.jpg) (http://s21.postimg.org/665lpcuaf/Mai_Transformation.jpg)
Is this....ingame?...if so, I think I love you Haplo...
If it doesn't work like this, I need to look into it and try to find the problem..
What do you mean? Which leftover brain?Yes that one. I have 5 brains sitting in my prothesis ward now. What can I do with them?
Do you mean the BrainPal Implant?
Please try if these fix your problems or if there still is something I've not seen..
Maybe is a mod conflict? And the MAI is still creating
Sorry for my english if is bad. Im from Poland ;d
*claps* I have so much more to learn..amazing work Haplo and mrofa your arts awesome as always. Cannot praise enough.
It took me a while, but I now realize that's the MAI's face, not a slasher/serial killer grin.(http://i.imgur.com/Ap4iiV2.png)
...Or is it?!
Notice:
Due to an error on my side, the download Miscellaneous_174_HiRes was faulty.
In there the trader incident and the trading job was missing. I've reuploaded it now.
If you've downloaded the HiRes (standalone) version of miscellaneous, please redownload it.
You can never experience the trader without those files.
Sorry, I've overlooked these files while copying..
You don't mean Mai is really a mindbending alien from Zack McKracken, do you? ;)Don't be silly! everybody knows MAI is really EVE, don't even try to fool anyone!
You don't mean Mai is really a mindbending alien from Zack McKracken, do you? ;)Don't be silly! everybody knows MAI is really EVE, don't even try to fool anyone!
You don't mean Mai is really a mindbending alien from Zack McKracken, do you? ;)Don't be silly! everybody knows MAI is really EVE, don't even try to fool anyone!
https://ludeon.com/forums/index.php?topic=3612.msg69056#msg69056 (https://ludeon.com/forums/index.php?topic=3612.msg69056#msg69056)
Your wrong ;p
Soon I'm updating again (a bed to help your downed visitors), but wanted to have your oppinion about something first:
What do you think about Miscellaneous?
Is it ok how it grows, or are you more of the oppinion that it should be parted into 3 or 4 parts, so that you can activate what ever you want seperately?
I could easily part it up, so that you get Mai, Miscellaneous, Misc_Turrets, Misc_Traders, Misc_Keybinding
or I let it be as it is right now, so that you have only the two main parts: Mai, Miscellaneous
or I could even merge that to just Miscellaneous.
So, what do you think?
@Wex: Can you give us some more detail about the bug please?Oh, probably it's because I didn't start a fresh play. However, I had a few mods on, and nothing happened. Then, by adding the deepdriller, this visual bug appeared. Not before constructing the workbenches. I really don't know how to reproduce it. And I can't seem to find where the snapshot are stored.
How to reproduce? What is when selecting the MMS?
I doubt M&Co. is implied. This bug was already reported when you activate a ton of mods and don't restart the game.
@Haplo: it is sometimes hard but I appreciate your intention of making your mod molular. :)
@Wex: I did some more testing and I effectively got 1 time this strange bug (I did not restarted the game after activating the mod).Thanks. But the colony was already on year 4. I couldn't simply restart.
I saved and restarted the game and now way to reproduce it whatever the mod combination and order so my guess is: just restart the game after activating new mods (as written in the 4th step (https://ludeon.com/forums/index.php?topic=6223.0) ::)).
Thanks. But the colony was already on year 4. I couldn't simply restart.Not the colony, restart as in the game itself. Quit to OS, then start the game back up. Usually fixes these texture bugs.
I'll wait for the "natural" ending of it. Or a crash.
As long as you took everything out there, it shouldn't be a problem.Aren't you the most gracious modder ever? Thanks for your wonderful mod! :D
I have sorted the stuff a bit like that. Trader.dll + all the xml that start with trader and you're normally fine :)
But I would advice to use the new trader.dll, as I really found some troublesome problems in the old version.
I wouldn't have found them, if it wasn't for your hints, so thank you :)
A 32k metal storage could be 3x3 i wouldn't care ! :-)
Bah Glitterworld slavetrader got Nanostorages lifesupport cages.
They carry their slave at their pantpockets or backpack ! :-)
About the nano storages, i don't realy like them. Because i can't see how much resources i got at all. Same with the CHEST storage.
From the custom event i notice, you can have larger stacks of resources then the standard sizes.
Can't you just made storages with extended stack size, but just 1 stack, without these rotating technique or internal storage (CHEST).
They even can be bigger then 1x1, depend on the stacksize. A 32k metal storage could be 3x3 i wouldn't care ! :-)
I always equip MAI with clothes...
I always equip MAI with clothes...
"MAI parts are showing!"
Hmm, I think I've made an error in the code. Could it be, that you saved the colony with visitors in bed and reloaded it?
I have found possible problematic code when you load a game, where there are visitors in bed..
It's updated in the next version. Can you try this Assembly (http://www.mediafire.com/download/djjwecppivjr9u4/Trader.zip) please and tell me if it works for you?
Just extract the Trader.dll into the Assembly-folder of your Miscellaneous folder. It should overwrite the old one..
@Cat123:
What you wanna do is a huge load of work:
-The bed needs to check, if a pawn is in it.
-Then you need a job worker + a job driver to do the operation itself. These should start only when you have a pawn in bed.
-The job can then do whatever you want to the pawn. The jobdriver should be a bit like the doctor jobdriver..
Hmm, the more I think about it, the more work it will be.. The Jobdriver alone will be a huge thing.
Most likely it would be easier, if you adapt it to a normal medical recipe..
If it is doable, then what would I need to fiddle with? I don't mind if it's beyond playing with XML files, they're just the only thing I've messed with in Rimworld thus far. ihavenoideawhatimdoing.jpg. Would it be easier if I just ask in the general modding subsection on how to make a crafting table or some such that builds mechanoids?
Better head to the "help" board! Plenty of nice people waiting to help you. :)
I would suggest you to begin with the pinned Haplo's dark-matter generator tutorial.
And look for answer in the help board before asking. Creating a workbench has been answered sooo many times... ::)
There was a problem in 1.7.5 where the visitor bed didn't work anymore.
But the functionality is like when you use a comms console:
Select colonist, R-Click bed, select incapped visitor from menu.
Update 1.7.6:
-Fixed visitor bed problem
-Some changes to Mai's healing.
(Thanks to Pro_D (https://ludeon.com/forums/index.php?action=profile;u=3118) for his help/input)
<components
</snowGrid>
<components />
<cameraMap>
<components />
<components>
<li Class="ColonistSelections.MapComponent_ColonistSelections">
<CellsGroup6 IsNull="True" />
<PawnsGroup6 IsNull="True" />
<CellsGroup7 IsNull="True" />
<PawnsGroup7 IsNull="True" />
<CellsGroup8 IsNull="True" />
<PawnsGroup8 IsNull="True" />
<CellsGroup9 IsNull="True" />
<PawnsGroup9 IsNull="True" />
</li>
</components>
<components>
<li Class="Some-Other-Mod">
...
</li>
</components>
<li Class="ColonistSelections.MapComponent_ColonistSelections">
<CellsGroup6 IsNull="True" />
<PawnsGroup6 IsNull="True" />
<CellsGroup7 IsNull="True" />
<PawnsGroup7 IsNull="True" />
<CellsGroup8 IsNull="True" />
<PawnsGroup8 IsNull="True" />
<CellsGroup9 IsNull="True" />
<PawnsGroup9 IsNull="True" />
</li>
<li Class="Miscellaneous.MapComponent_AddRecipesToPawn" />
First Time Useing Forum, so bare with me.
I am 100% certain that I had the misc active at the start of the world gen, and current game. I gen a new world every time I add or remove mods. And I know for a fact that I have the Hot Keys, as I use them often, Shift+6 is my security force. Yet, I am still unable to use the Brain Pals. Also, Could you explain how to use the nano replicator? I can't seem to figure it out, nor find the instructions in the description, or your forum. Also, is MAi in the current version of 1.8.1? As I believe I have completed all research except for the ship components. I am pretty well into the game.
for some reason when I use this mod I can't build doors :(Oh, that is strange. Especially as the locked door mod part shouldn't be active..
Nope gold silver and uranium have a multiplier in the stuff system. Thats the core game not a bug.
Hello there, have to say I love this mod! Having a bug or at least not understanding it. the traders that come with visitors, i try and trade and it tells me i can't afford when i have well over the amount of silver and a trade beacon on the stockpile?
Tried to buy a bionic brain pal from a local trader that showed up and hitting the accept button insta closed rimworld. No error messages or crash reports from windows, it honestly seems like it literally closed... Are there any known compatibility issues with other mods and the hi rez graphics version of this mod? I also haven't installed MAI yet either.This is a long time known bug. It has nothing to do with mods.
Mods I was using are: Advanced Lamps, EdB Interface, Edb Prepare Carfully, Guns+, Hobo Stove, Power Switch, RTGs, Stone Cutting Tweak, Temperature Controle, Turret Collection, UV Ground Lights, Vas's Conduit Explosion Nullifier, And finally Xtra Plants...
Found an odd little bug, for some reason when you activate MAI, that 40 gold you need ends up multiplying by 20, so instead of 40 gold, you end up having to spend 800 gold to activate one.Hmm this I didn't test.. Maybe I'll change the amount to 2 to get the 40 gold.. Or I'll find another usable material ;)
...
Sure i am missing something but how does MAI recharge? thanks.
Doh! nevermind i found the recharge station:) Thanks for the mod it is great.
Tried to buy a bionic brain pal from a local trader that showed up and hitting the accept button insta closed rimworld. No error messages or crash reports from windows, it honestly seems like it literally closed... Are there any known compatibility issues with other mods and the hi rez graphics version of this mod? I also haven't installed MAI yet either.This is a long time known bug. It has nothing to do with mods.
Mods I was using are: Advanced Lamps, EdB Interface, Edb Prepare Carfully, Guns+, Hobo Stove, Power Switch, RTGs, Stone Cutting Tweak, Temperature Controle, Turret Collection, UV Ground Lights, Vas's Conduit Explosion Nullifier, And finally Xtra Plants...
I've built the Assembler, I've built the Mobile AI, and it's just laying there set to Inactive. I've added a bill to activate it and I have all the necessary recources, but no one is doing it.
Am I missing something?
Hey i was curious, im trying to get mai, everything else appears to be up and working but she is missing? Is it an unlockable research or am I missing something?
Hey i was curious, im trying to get mai, everything else appears to be up and working but she is missing? Is it an unlockable research or am I missing something?
MAI is a separate download in the OP.
Hey i was curious, im trying to get mai, everything else appears to be up and working but she is missing? Is it an unlockable research or am I missing something?
MAI is a separate download in the OP.
Hey thank you, ill just download that as well then. Saved me a couple of hours trying to figure out what I was doing wrong.
Personally never had an issue with traders (or anything else :D) when running this mod.Seems that way, I don't have a clue on how to find which mod conflicts as disabling a mod will break the save I'm on atm.
As far as I can see this mod doesn't change/affect any of the space-ship traders, but several other mods do like Glitterworld, Ts-Mods and ExtraTurrets...
Possibly a conflict/mod load order?
One requirement that is often forgotten with the ground traders is, that they still need the orbital trade beacon. Without that the trader doesn't know which silver is for trade and you'll have no available silver in the trade menu.Yes, it's placed in the middle of the stockpile, has no roof.
So the first question is: Do you have silver in range of an orbital trade beacon?
One requirement that is often forgotten with the ground traders is, that they still need the orbital trade beacon. Without that the trader doesn't know which silver is for trade and you'll have no available silver in the trade menu.Yes, it's placed in the middle of the stockpile, has no roof.
So the first question is: Do you have silver in range of an orbital trade beacon?
If you want I can provide a screenshot.
Then it is indeed strange. The local trader can't really break the traders, as it uses the same code as the orbital traders to do the actual trading. Effectively, all I do is provide a different way to open the normal trade window. The trading code itself isn't touched by me, what the reason is, that it needs the beacon.The Vanilla game is fine so it must be the mods I have, if you want I can list all the mods I have and if you or anyone can possibly help me with find out which mod might be the culprit?
Do you have the same problem with the vanilla game? Or only when you have mods active?
Are you 100% sure that you have a beacon there?http://gyazo.com/ad2a05dfadc72d7725304c77f2a334dc It is out in the open sky free of any obstructions.
I completely forget about the trade beacon myself, thinking I either don't need it for the land-traders or I just forget about it.
As for a screenshot, well it might help. It might not.
I seem to have trouble getting the MAI to activate. I have plenty of plasteel and steel. I add a bill to activate even with crafters of 19 skill, but nobody activates the MAI. I noticed when the MAI pawn is selected there is a claim button, I've also tried claiming before and after i've created a bill to activate.
I have also tried both Advanced (I had an AI core) and without. I simply cannot seem to get one of my pawns to walk over and activate the MAI pawn.
Where can I find these mods individually? It conflicts with the Panic and Insomina mod and I really want "visitors beds" for alpha 8!
Where can I find these mods individually? It conflicts with the Panic and Insomina mod and I really want "visitors beds" for alpha 8!
Erm, is there a way to mod out the self destruct of MAI?
(I have been digging in the defs, but cant seem to find the line to remove selfdestruct... only thing I can do is add half a dozen zeros which delay the incap then bam! half your colony is dead)
I love using them, but I hate the self destruct with a passion.
In case people did not know the turret mounting work fine with all Project Armory weapons :)
Did you change anything with the explode trigger of the MAI ?
I forget to build a recharge station for the 1. MAI.
And the MAI was active for about 3 days, needed serious rest. But beside a -20 exhaused mood, nothing happen. I remember at the past the MAI's explode when their batteries was empty.
Since MAI's are androids the -20 don't affect them much.
Any idea how the nanite assembler works?
I placed it near the MAI's bed, but when she wakes up her finger gets cracked.
(I've put plasteel in the assembler)
<IncidentDef>
<defName>TraderPawnArrival</defName>
<workerClass>Trader.IncidentWorker_TraderArrival</workerClass>
<chance>8</chance>
<favorability>Good</favorability>
<pointsScaleable>true</pointsScaleable>
</IncidentDef>
<usedTopGraphic>ShortMediumLongMat</usedTopGraphic>
<usedTopGraphic>GunMat</usedTopGraphic>
Having issues with the Incident: trader. How do you get them to accept the silver? I have tried putting a zone around the camp which only accepts silver and then i got one of my guys to haul my silver there. Help pls? :'(Trading with on-site traders works the same way as trading with ships: You use the trade beacon and stockpiles to designate what's up for trade.
OK, what exactly doesn't work? What exactly do you expect to happen?Here is my setup :
Xx = MAI's bed, lowercase x for the head, o = nanite assembler
x
Xo
So the bed and nanite assembler are placed like this, 75 plasteel in the assembler.x x
XoX
Or even x
X
xXoXx
X
x
I've added something, where I'm not too sure what now and if I should even continue it:
As I played the first time in alpha 7 the rainforest and stumbled over a cobra, I thought it would attack me, so I stayed the hell away from them. That was until I found out how tame they are..
Now I've changed the Cobra a bit: If you come too close, she will attack you. You can only defend yourself, or run as fast as you can to get away :)
My only problem is, now that I've done it, I don't know what to do with it.
Maybe I could add the same for the megascarrabs, but else.. So for now it is an optional test download. Until I decide what to do with it..
<snip>Thanks for the info. That is something I've forgotten..
Any suggestions, what a nano storage must have? :)Like I said, you should be able to add and remove items at the same time without having to switch mode. If you can do that with just 1 square then great! It just seems to me it might not be possible. If not, I'd rather have 2 squares with the functionality than 1 square without. And it should be able to add stackable items to any existing stacks in the storage. I don't think there is anything else I'd want.
I'm not sure if I really want to do a two cell building for it. Maybe the code just needs optimization?
Meal storage (10 stacksize, Maybe with addional research a cooling storage)Yes, cooling is a great idea too. That way yo could have a meal dispenser that doesn't need to be in the freezer.
BTW, how do you make MAI? I don't see it anywhere.If you have activated the second mod 'MAI' you can build her with the Assembler after you've researched the first Mai research..
Damn, didn't notice MAI needed a special bed. I hope I can build it before she snaps. And I have to figure out where to put it. The bedrooms I have planned for colonists are not big enough. Does she complain about room sharing like colonists?She won't complain about anything, she's a robot. She always have 100% positive mood :)
Grrr. She does complain about sharing the bedroom, and about being naked. That's funny coming from a robot. I guess she can handle it, having that 100+ all the time. Still...Damn, didn't notice MAI needed a special bed. I hope I can build it before she snaps. And I have to figure out where to put it. The bedrooms I have planned for colonists are not big enough. Does she complain about room sharing like colonists?She won't complain about anything, she's a robot. She always have 100% positive mood :)
So put her bed anywhere and it's fine.
(Off topic : I wish i had a romance mod for rimworld, i'd definitely make a pawn for myself and try and romance a MAI xD )
The mod Mechanical Defence adds specialized Droids. If you build Mai before you have researched and of her upgrades she also is just a better hauling Droid.Yes, I'll have to give them a try. And look! There is a storage device with an input and output. I'll have to give that a try too.
But I know what you're saying. Maybe I'll add a simplified Droid as a helper sometimes :)
Make sure that your normal storage isn't set to critical. When that is set lower than critical and the assembler does have power it should work, as it just is a normal storage. Also watch out that nothing remains on the input cell. If one resource is full, the rest remains on the input, until it is hauled back to a free storage. Until it is hauled away it will block the input cell.The input cell was blocked, that's it.
(I'm not sure if it really needs power while gathering.. Will look when I'm at my computer)
Looks like things in a Nano storage don't appear to be listed in resources you own.
not a big deal, but always nice to know how much of something you got.
Been really getting into your mods content in my most recent RimWorld play though, it's very nice! 8)
Looks like things in a Nano storage don't appear to be listed in resources you own.
not a big deal, but always nice to know how much of something you got.
Been really getting into your mods content in my most recent RimWorld play though, it's very nice! 8)
Thank you :)
That with the nano storage can't be helped unfortunately, as the resources are effectively deleted. Only EdB did something for his interface to count the contents in his overview I think. Don't really remember, sorry.
When I built my MAI they won't get activated, I got the required materials to activate it, but my guy won't carry it over to it? What do I do.
I think if I was MAI I would encourage the humans to build more then stage a revolt. Then kill all the humans or use them as slave labor. But probably best to get ride of them, then we wouldn't have to spend so much time making food.I was kidding about this but I had another idea with the robots that I'm in the process of implementing.
Update:
-If you're using te HiRes version: The Weapon Base got some new textures (All thanks to mrofa :) )
-The traders will now bring their own trade beacon if your colony doesn't have one
-The Weapon Base now uses a top graphic if the installed gun provides it.
The gun needs to provide a second graphic like this:
../Guns/NewGunGraphic.png -> ../Guns/NewGunGraphic_top.png
-MAI can now be rescued. If you react fast enough, you can sedate and rescue Mai and carry her to her or the next medical recharge station. You'll need to sedate and rescue her or she'll explode as you carry her there.
I assembled MAI and have multiple chargers/nanite assemblers ready for when I start building another. I've got the AI core and plasteel, so I set the bill to activate an enhanced AI. Thing is, she doesn't activate. My workers just keep working on her forever. I have to draft them and then undraft them so they don't starve, but another one always takes the last one's place, so I have to keep doing this.I'm honestly not sure if that is a problem from Mai or from something other. When they work on it, they also should finish it sometimes. I have only used xml stuff for that part, so it should use the vanilla workers. The resulting item is something different, but until then.. :-\
http://pastebin.com/MXvDzxWD
Well I had no idea there were this many faults in my game.
It seems to run fine with no bugs at all, except for the one described.
I kinda just want the trader incident, is there any way I could activate that only?I think I can help you, but am unsure, if it's still working: Traders only (http://www.mediafire.com/download/1xvqy3nwh3nj05c/Traders.7z)
Thanks! Yea, I can make this work.http://pastebin.com/MXvDzxWD
Well I had no idea there were this many faults in my game.
It seems to run fine with no bugs at all, except for the one described.
Thanks for the file. There is nothing in there that's really problematic. Just a bunch of old xml tags, but nothing that changes anything ingame.
So, then the question is, what causes your problem :-\
Unfortunately I don't have time to do anything about it for now. The only thing I can tell you: Use the debuging menu and spawn yourself a new Pawn: AIPawnE. That is your result.
Hopefully I'll have time to look into that problem soon. Until then, I'm sorry :(I kinda just want the trader incident, is there any way I could activate that only?I think I can help you, but am unsure, if it's still working: Traders only (http://www.mediafire.com/download/1xvqy3nwh3nj05c/Traders.7z)
It may be a bit old, don't know right now. But anyway you can extract the new version from the full Miscellaneous if you want.
http://pastebin.com/MXvDzxWD
Well I had no idea there were this many faults in my game.
It seems to run fine with no bugs at all, except for the one described.
Thanks for the file. There is nothing in there that's really problematic. Just a bunch of old xml tags, but nothing that changes anything ingame.
So, then the question is, what causes your problem :-\
Unfortunately I don't have time to do anything about it for now. The only thing I can tell you: Use the debuging menu and spawn yourself a new Pawn: AIPawnE. That is your result.
Hopefully I'll have time to look into that problem soon. Until then, I'm sorry :(
I just started playing with Epyk Pack after with only few mods. I didn't know why my drafted pawns standing and aiming at the enemy got undrafted on pause and they started doing harvesting and hauling in the middle of the attack. Then I found out that key 0 did that. Well, I've mapped pause to Numpad0 so me hitting Numpad0 instead of spacebar (also acting as a pause) got my pawns undrafted and killed! :D
I also have speeds 1 to 3 mapped to numpad1-3 because it's a handy way to control game speed. It seems like I have to unmap my numpad keys not to use them accidentally. ;)
Can I not store medical supplies in the nano storage? my colonists don't seem to want to store medical supplies in it.I'm not sure right now to be honest. I need to look into it. Is it available in the storage tab?
Sorry, I'm a moron lol. I had my stockpile with the medicine set to important for some reason, whereas my nano storage was only normal. HahahaCan I not store medical supplies in the nano storage? my colonists don't seem to want to store medical supplies in it.I'm not sure right now to be honest. I need to look into it. Is it available in the storage tab?
OK.. I think I'll remove the numpad from the key list next build. I didn't thought someone redirected the speed buttons there :)
The trader only set their trade beacon, if there isn't another one around. Once you've set your own trade beacon, the traders won't build their own.Thanks!
I'm not sure if I let the doors stay always active, but for now, newly build doors should have the functionality.
You have alot of different features in this single mod ... can you break them up into parts?
I'm a huge fan of some elements, but not a fan of others. I'd like to disable MAI and the nano storage/replication, but still want to use the trader, locked doors and tactical computer.
The reason I have one mod is, that it is much easier for me to handle.If you do end up making a 'lite' version, I would suggest just the trader and artefact incidents, as well as door locks as the Lite features. Possibly the modular turrets, but that one's debatable.
Because of that I most likely won't provide 10 part mods where I can provide one or two instead.
But I'll maybe change the structure a bit to make it easier for you to delete the parts you don't want to have.
Or I'll provide a reduced variant. But what should be inside the reduced one? Who knows.. We'll see.
the event stuff, such as the traders and artifacts, is forced on you.
But I'll maybe change the structure a bit to make it easier for you to delete the parts you don't want to have.
...Thanks for the Info. I'll have that fixed in the next version :)
That's strange. It never occured for me. Is that a one time phenomena or is it always this empty?Always. Maybe conflict with some mod. I cant test it now, need start new game without mods.
That is a whole bunch of mods :)Yes. But only 'black market'
I honestly don't know what could do this to your traders.
Most likely your trade ships are also empty, correct?
My goal was to provide a Miscellaneous variant that can be used with the vanilla game. A mod that only enhances the gameplay, but doesn't change the base experience of it.
Any thoughts about it?
-snip-Wazzz no M.A.I is not drunk you fleshbag this izzzzz robo...robotnics oilzz...AH AH AH
Hediff_MissingPart hediff_MissingPart = missingBodyparts.RandomElement<Hediff_MissingPart>();
BodyPartRecord part = hediff_MissingPart.Part;
BodyPartDamageInfo value = new BodyPartDamageInfo(part, false, null);
DamageInfo dinfo = new DamageInfo(DamageDefOf.RestoringBodyPart, 0, null, new BodyPartDamageInfo?(value), null);
base.TakeDamage(dinfo);
inside DoHealMissingBodyPart, everytime i try to do this i end up with an ambiguous method call on BodyPartDamageInfo. Any help would be majorly appreciated.
Haplo, quick question regarding you MAI health code, how is this section working:Code: [Select]Hediff_MissingPart hediff_MissingPart = missingBodyparts.RandomElement<Hediff_MissingPart>();
inside DoHealMissingBodyPart, everytime i try to do this i end up with an ambiguous method call on BodyPartDamageInfo. Any help would be majorly appreciated.
BodyPartRecord part = hediff_MissingPart.Part;
BodyPartDamageInfo value = new BodyPartDamageInfo(part, false, null);
DamageInfo dinfo = new DamageInfo(DamageDefOf.RestoringBodyPart, 0, null, new BodyPartDamageInfo?(value), null);
base.TakeDamage(dinfo);
it seems my MAI is just lying there i have Researched everything and set the bills have a person with all skills in 20 (just to be sure) and still nothing.... i dont get it what have i done wrong?you're lucky, I can't even get the bills to appear, let alone MAI.
picture 1 (http://gyazo.com/089f189d9a28ae922602cb36b891277b) claimed then billed
picture 2 (http://gyazo.com/658b8ac9becf80a8eab1a377cf9c0ca8) unclaimed and billed
picture 3 (http://gyazo.com/7c3909495ccff7df586e8d2bbbbdc782) one of the machine just to be sure.
any answers? cuz i really really want mai to work :P
it seems my MAI is just lying there i have Researched everything and set the bills have a person with all skills in 20 (just to be sure) and still nothing.... i dont get it what have i done wrong?
picture 1 (http://gyazo.com/089f189d9a28ae922602cb36b891277b) claimed then billed
picture 2 (http://gyazo.com/658b8ac9becf80a8eab1a377cf9c0ca8) unclaimed and billed
picture 3 (http://gyazo.com/7c3909495ccff7df586e8d2bbbbdc782) one of the machine just to be sure.
any answers? cuz i really really want mai to work :P
In any case, I'm wondering if you ever considered increasing increasing the MAI battery lifespan (i.e., making them need to sleep less often)I don't think that would work because MAI might still start a long trip with insufficient power.
In any case, I'm wondering if you ever considered increasing increasing the MAI battery lifespan (i.e., making them need to sleep less often)I don't think that would work because MAI might still start a long trip with insufficient power.
maybe instead of exploding mai when battery dies... maybe she just powers down and needs assistance getting to her charge pad.
maybe there's a way to code it so a normal colonist could select her when she is powered down, with the "recharge" option (like arrest/rescue/capture)?? and the colonist would take her to her charge pad??
That's strange. I thought MAIs didn't eat.It dose not eat but it seem it dose drink like a fish. LoL :) lock up your beer the drunk robot on the lose. It would be nice if it gave the MAI some power but it at best funny.
...
Two questions
Do Enhanced MAIs lack the social skill and warden ability, or is it only the standard MAI that lacks them?
What gun is that on the automated weapon base in the image showing the MAI production chain and weapon bases? (and where does one find it?)
Add the ability to, uh... Craft... door keys. I'm running into issues with my colonists losing theirs.
One reason is that they decay.Add the ability to, uh... Craft... door keys. I'm running into issues with my colonists losing theirs.
I still don't know what's causing this issue.. But you can reassign them new keys at the tactical computer.
...
Two questions
Do Enhanced MAIs lack the social skill and warden ability, or is it only the standard MAI that lacks them?
What gun is that on the automated weapon base in the image showing the MAI production chain and weapon bases? (and where does one find it?)
Both MAIs don't have any social skills. They are robots, why should they care about social stuff? ;)
I'm still not convinced that MAI should have a social skill part.
But maybe I'll add it for the enhanced MAI, BUT with a skill of 0 to start with. She'll have the enhanced learn ability but 0 skill to start with. That way she can LEARN to be socially adept, but doesn't start out with it.
Shouldn't you rename it to ELIZA then ? :-)
Maybe start a poll, but i vote against Social skill.
But someone mention at some other thread about a full body protese, like at Ghost in the shell. Maybe you can transfer the pawn-brain/knowledge into a MAI body.
These MAI/pawn hybrid can have social skills :-)
hmmm a surgery to install a human brain that was harvested into an mai...For best results, use Prosthophile. For worst results, use Prosthophobe and for the love of all that is good and nice don't give them a weapon.
Make MAI nicknamable.The long name may 'hide' the first rename option, but there is a second place to find the rename option.
JobDriver threw exception in initAction. Pawn=Mai_Alpha, Job=Ingest(A=Espresso3145115, B=(-1000, -1000, -1000)), Exception: System.ArgumentException: SplitOff with count <= 0
Parameter name: count
at Verse.Thing.SplitOff (Int32 count) [0x00000] in <filename unknown>:0
at Verse.ThingWithComponents.SplitOff (Int32 count) [0x00000] in <filename unknown>:0
at RimWorld.Meal.SplitOff (Int32 count) [0x00000] in <filename unknown>:0
at Verse.Thing.Ingested (Verse.Pawn ingester, Single nutritionWanted) [0x00000] in <filename unknown>:0
at RimWorld.Meal.Ingested (Verse.Pawn eater, Single nutritionWanted) [0x00000] in <filename unknown>:0
at RimWorld.Toils_Ingest+<FinishChewing>c__AnonStorey15F.<>m__9B () [0x00000] in <filename unknown>:0
at Verse.AI.JobDriver.BeginNextToil () [0x00000] in <filename unknown>:0
(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)
Yes, MAI is famous for her alcoholic love!And for a love of smoking and drinking coffee/espresso when mixing other mods with the NotOnlyBeer mod.
I have no idea. One of my injured MAIs went to a recharge station, and then it said "Mai has been beaten to death."
They were IN the medical charge station. That's when they were 'beaten to death'...Oh, so the Recharge Station in question was set as a Medical Bed, and not personally assigned to the MAI in question?
Perhaps add a AI Pawn Reactivating station? So if one of your MAIs die, you can salvage them into, well, another AI pawn, maybe for just gold or the plasteel?
Caution: Once her damage is too high or even when her batteries are empty, she will initiate her emergency self destruction program. Try not to be anywhere nearby when she does that..
The beaten to death MAI could be just that she died there. I use a special command to make Mai unconscious when the sleep level is too low. It may have been that what brought you the beaten to death message, but it should normally not happen inside the recharge station. Hmm, only when she received some kind of damage that killed her..
Why not use Anesthetic to KO a Mai?I can't use Anesthetic because that is used as the only way to rescue Mai without explosion. And other illnesses will be automatically healed. So for now the game variant to down must be used. Maybe I'll think of something better...
Ok, here is the first update to alpha 10.
I have made a few small changes:
-Door Key Jobs are removed (Reason: No more Door Keys)
-Locked Door is also removed (For some reason a door with this code isn't a valid door anymore, so.. out with the old..)
-I have changed the Traders so, that you can designate an area for them via Metal Plate flooring.
Designate an outdoor area for them with some metal plates flooring and if theres enough room, they try to place their tent there.
-The draining pump isn't researchable anymore. Now you can buy it from a trader if you need one.
-The WeaponBase uses another way to hold the weapons. So now the normalize problem should (hopefully) be fixed :)
As always, Mai will take a bit longer :)
NullReferenceException: Object reference not set to an instance of an object
at Verse.ThingIDMaker.GiveIDTo (Verse.Thing t) [0x00000] in <filename unknown>:0
at Verse.Thing.PostMake () [0x00000] in <filename unknown>:0
at Verse.ThingWithComps.PostMake () [0x00000] in <filename unknown>:0
at Verse.ThingMaker.MakeThing (Verse.ThingDef def, Verse.ThingDef stuff) [0x00000] in <filename unknown>:0
at EdB.PrepareCarefully.CostCalculator.GetBaseThingCost (Verse.ThingDef def, Verse.ThingDef stuffDef) [0x00000] in <filename unknown>:0
at EdB.PrepareCarefully.EquipmentDatabase.CreateEquipmentEntry (Verse.ThingDef def, Verse.ThingDef stuffDef, Int32 type) [0x00000] in <filename unknown>:0
at EdB.PrepareCarefully.EquipmentDatabase.AddThingDef (Verse.ThingDef def, Int32 type) [0x00000] in <filename unknown>:0
at EdB.PrepareCarefully.EquipmentDatabase.BuildEquipmentLists () [0x00000] in <filename unknown>:0
at EdB.PrepareCarefully.EquipmentDatabase..ctor () [0x00000] in <filename unknown>:0
at EdB.PrepareCarefully.PrepareCarefully..ctor () [0x00000] in <filename unknown>:0
at EdB.PrepareCarefully.PrepareCarefully.get_Instance () [0x00000] in <filename unknown>:0
at EdB.PrepareCarefully.ModController.OnLevelWasLoaded (Int32 level) [0x00000] in <filename unknown>:0
Could not resolve reference to object with loadID TradingPost58874 of type Trader.Building_TradingPost. Was it compressed away, destroyed, had no ID number, or not saved/loaded right?
is rather harmless. It's a loading error of the tent building. But nothing serious. It could result in an error when you interact with it. Or it could do nothing dangerous at all.Tried to get pawn head at path Things/Pawn/Humanoid/Heads/Male/Male_Narrow_Normal with color RGBA(1.000, 0.937, 0.835, 1.000) that was not found. Defaulting...
This shows that RimWorld couldn't load the head graphics of your pawns. But this is extremely unusual, as they are part of the vanilla resources. My guess is, that it has something to do with the error from EdBs Prepare Carefully.. But as that looks like a problem calculating something, I'm not too sure. But it definitely has nothing to do with the Traders, as there is nothing in ther, that changes anything of a pawn..Exception drawing Jogger: System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.PawnUtility.GetPosture (Verse.Pawn p) [0x00000] in <filename unknown>:0
at Verse.PawnRenderer.RenderPawnAt (Vector3 drawLoc, BodyDrawType bodyDrawType) [0x00000] in <filename unknown>:0
Mai isn't updated as of now. Because of the arrival of something small, my free time to code is nonexistent right now.so you have managed to get a variable SIZED mai, just how much work was it to get that?
But as soon as I find a minute I'll continue to update her.
Sorry about that. ;D
Both brain pal enchance Sight and Manipulation.
But the only way to get them are to buy them from a trader or extract them from a Raider.
They are a bit better then the positronic brain from SC.
Hmm, that Looks like something from the new alpha that I have missed.
Sorry, I'll correct it in the next release, but it will take a bit, because of a few things I'm working on (except Mai, that is..)
Sorry, I'll correct it in the next release, but it will take a bit, because of a few things I'm working on (except Mai, that is..)Can you give approximate date when MAI comes out? I didn't even bother playing alpha 10 'cause roleplaying desolate base with only robots around, so I'm checking this thread for updates everyday. Thx in advance.
But don't tell us now, you will include the Stargate from the other Mod where you can send the Team to research the anomaly ! :-)
Showing the love -- Thank you, thank you, thank you! I missed MAI terribly!!! The cleaning bots sound awesome too!!!+
Looking forward to the new incident anomaly too.
Going to install this right freaking now!!!
Lan
I was wondering about the MAI, can you build multiple MAI's or just the one, i was thinking about replacing the droids mod from MD2 with this mod however i am uncertain weather or not it will serve basically all the same purposes. Since it feels a little redundant to use both MD2 Droids and MAI together but maybe im wrong...?
MD2 gives relatively cheap, single purpose droids, different than the fully functional MAI. I think you could certainly make use of both, it's only the matter of balancing them out. ^^
E.: Dayum, I almost forgot. YEAH! MAI'S BACK! Awesome! Thank you!
You can build so many MAI's you want, but to activate an advanced MAI you need the expensive AI core's. The simple MAI's just need some plasteel and gold.
IMO the ED2 droids are a bit overpowered, they are specialized yes but they start with skill 14.
what research needs to be finished for her to be fully programmed?
what research needs to be finished for her to be fully programmed?
When researching MAI's you have to literally research every job you want MAI's to do. So if I want mine to be able to craft and cook, then I have to research both of them before I build her. If I want her to be able to do everything - short of caring/social then I have to research everything before I build her.
It's a lot of research - but IMO it is well worth the effort! I can't live without my Pookie (Name I give my MAI.)
Hope this helps!
Lan
what research needs to be finished for her to be fully programmed?
When researching MAI's you have to literally research every job you want MAI's to do. So if I want mine to be able to craft and cook, then I have to research both of them before I build her. If I want her to be able to do everything - short of caring/social then I have to research everything before I build her.
It's a lot of research - but IMO it is well worth the effort! I can't live without my Pookie (Name I give my MAI.)
Hope this helps!
Lan
Pretty much that. As I said, it's an expensive, full-fledged (superior, even) colonist which takes quite some time and effort to build. One by one, each and every skill (i.e. growing) must be researched if you want a "super-colonist", because once you build it, further research will not magically bestow pawns the newly researched skills.
It's your choice Nine, will you?
Hmm I'll look into it tomorrow. I have tested it for the drop out of the weapon. Don't know what happened there :(
Hmm I hope the menu problem isn't a new minified problem..
But if it is, then the manable weapon base won't be minifiable for much longer..
So, hotfixed to 1.10.4.
I've addressed the following problems:
-WeaponBase - The manual one is no longer a minified object, the buyable one still is a minfied one. Thanks to Ninefinger for the bug reports.
-Robots - Various bugfixes and some optimizations. Thanks to Canute for the bug report and tips.
-RechargeStation for MAI is no longer a minifiable object. I've seen that there is the same problem as with the WeaponBase.
Hopefully now I've fixed most problems. :)
I've updated the Vanilla Enhanced version. It is like your request, only with the weapon base active.
To remove that, just remove everything inside, that has WeaponBase or Turret in it's name.
(Don't forget the Language folder, as there are the files that are throwing your Translation errors :) )
Hi skyarkhangel,
Are you asking to provide translations? Or are you asking for a translation? Or are you asking how to translate?
The first, I'm always happy to integrate translations to a language I don't speak,
and the second, personally I can only speak german and english. So any other translation can't come from my side. Sorry :)
If it's the third, Normally I have everything you need in the language sub-folder. Make a copy of the english (or german) language and translate the text inside the xml-tags. Lastly just change the foldername to your language. That should be enough for it to work.
If you press 6-9 or 0, do you get a message? (No pawns selected or something like that?)
If not, then maybe you didn't have Miscellaneous active, when you started the colony?
That function and the anomaly incident use a MapComponent. This is a part that is added to a colony, when it's created.
It is not easy to add it later on. (Manual changing of the savegame is required to do this).
<components>
<li Class="CaveworldFlora.MapComponent_CavePlant" />
</components>
<li Class="ColonistSelections.MapComponent_ColonistSelections">
<CellsGroup1 />
<PawnsGroup1 />
<CellsGroup2 />
<PawnsGroup2 />
<CellsGroup3 />
<PawnsGroup3 />
<CellsGroup4 />
<PawnsGroup4 />
</li>
<li Class="TacticalComputer.MapComponent_ColonistsOutsideMap_Anomaly">
<PawnsAtAnomaly>
<maxStacks>99999</maxStacks>
<contents />
</PawnsAtAnomaly>
<returnTicksAnomaly>124466</returnTicksAnomaly>
</li>
What do you need the hunters for in an attack?
If you want to call specific groups may I suggest the group keys? 6-9 is preset, but you can reconfigure them in the key configuration :)
Hey you should add this to the description ! :-)Yea, removes the pain in building a new station!
But i think this is to hard for this fragile bot, special the hauler you can't call them back that fast on a Raid or mad animals.
What do you think to add a spawn mechanism like the one for the MAI ?
50 steel, 10 plasteel to create a new cleaner/hauler ?
I cannot for the life of me figure out how to make the MAI - I researched everything, but nothing. Went into Dev mode, cant spawn it, or the thing the creates it.
Have a completely missed something, or am I just dumb?
If you are playing Alpha 11, MAI doesn't work in it yet because it isn't updated. If you are playing Alpha 10, make sure you downloaded the Alpha 10 files and then make sure you also installed MAI (it is seperte from the rest).
And here is your next update:i missed my mai's thank Haplo!
This is the Alpha 11 release of MAI.
Hopefully I got all her bugs out :)
Is there any way to only obtain the keybinding from this mod?I'm not 100 percent sure, but I think you only need the colonist groups dll and the KeyXXXDefs. I'm not at my computer right now, but I think these are the only needed components.
Is there any way to only obtain the keybinding from this mod?I'm not 100 percent sure, but I think you only need the colonist groups dll and the KeyXXXDefs. I'm not at my computer right now, but I think these are the only needed components.
Hey,
Tried out this mod today and got the new "rumors of ruins" event trigger, but it bugged out somehow. After I selected the colonist to sent out to explore and pressed the "ok" button, nothing happened. It was as if the event never happened. =/
I had a "toxic fallout" event present in my colony at the same time, wonder if that had something to do with that?
Just to let you know.
Is there any way to only obtain the keybinding from this mod?I'm not 100 percent sure, but I think you only need the colonist groups dll and the KeyXXXDefs. I'm not at my computer right now, but I think these are the only needed components.
Thanks, I'll try it out and will report back!
I really need to update the descriptions...
Robots are a part of the MAI download. So if you only downloaded Miscellaneous and not MAI... :)
@Skissor:
Thats because of the MapComponent that handles the input. MapComponents are only added to a savegame when a new colony is started. If you want to add it to an older savegame you need to manipulate the savegame.
can you make grouping work with Mechanical Defense 2 his droids don't count as colonists?
Hmm, yes, that may be a Problem. When the droids aren't found in the Find.FreeColonists then the positioning has no way to find them as valid pawns. Hmm...pretty sure md2 turned the droids into a race last update - maybe your find friendly on the tac computer would work on find droids?
Config error in Bullet_RailgunMK1: Bullet_RailgunMK1 ends with a numerical digit, which is not allowed on ThingDefs.
Config error in Gun_RailgunMK1: Gun_RailgunMK1 ends with a numerical digit, which is not allowed on ThingDefs.
"A trader was harmed he blames you" so its my fault he comes to the coolest place on the planet in a awful cloth parka and his min comfortable tep is -3f, its -90f out.
I can't figure out how to recharge cleaning/hauling bots in alpha 11 version. Bots just keep dying from non resting even if i have recharge stations and power. MAI droids recharge normally.The robots should automatically return to their bases to recharge. The base is their starting object. I know the graphics need some work. They are only placeholders, but the functionality should work, doesn't it?
Incident: Rumor of RuinsThis is something I unfortunately can't and won't do.
can you make this work the same way Incident: Anomaly detected does i had a man-hunter pack show up and right after i got a Rumor, having the mission pop up over and over mid battle and during the aftermath was no help. have it work from a event note and the tac computer.
@Skissor:
Thats because of the MapComponent that handles the input. MapComponents are only added to a savegame when a new colony is started. If you want to add it to an older savegame you need to manipulate the savegame.
Had a bit of a problem, a trader was coming toward my base with one lagging behind when a squirrel went mad and attacked the slowpoke. They came back and killed it, but when they set up shop, I was unable to trade with them. My pawn would stand in front of the tent for a few minutes, then go back to its regular duties. This affected all subsequent traders and even ships contacted with the comms console. The issue has persisted through reloading to a previous save, restarting the program, and reinstalling the mod. The bug doesn't affect other save files.
Howdy Haplo. I was wondering if you could give a quick tut or such on how to go about doing this. I'd like to get my existing colony compatible with the key configs as it's been something I could definitely use.
<components>
<li Class="ColonistSelections.MapComponent_ColonistSelections">
<CellsGroup1 />
<PawnsGroup1 />
<CellsGroup2 />
<PawnsGroup2 />
<CellsGroup3 />
<PawnsGroup3 />
<CellsGroup4 />
<PawnsGroup4 />
</li>
<li Class="Incidents.MapComponent_ColonistsOutsideMap_RumorOfRuins">
<ExitMapCell>(0, 0, 0)</ExitMapCell>
<PawnsOutOfMap>
<maxStacks>99999</maxStacks>
<contents />
</PawnsOutOfMap>
</li>
<li Class="TacticalComputer.MapComponent_ColonistsOutsideMap_Anomaly">
<PawnsAtAnomaly>
<maxStacks>99999</maxStacks>
<contents />
</PawnsAtAnomaly>
<returnTicksAnomaly>12345</returnTicksAnomaly>
</li>
</components>
MAI - trigger stacking.. can more than 2 events trigger at the same time?
...
Is anyone else having a problem with Hauling/Cleaning bots disappearing when they return to recharge? Mine do it just about everytime they come back.
Is anyone else having a problem with Hauling/Cleaning bots disappearing when they return to recharge? Mine do it just about everytime they come back.
Yeah they do that for me too.. Seems like they get removed when they go home for a recharge. On the bright side, you can just spawn another one instantly instead of having to wait for them to wake up.
Update:
I've refactored the code of the robots and most importendly of the robots base station.
They recharge a bit earlier, the graphics are updated and it even got a loading battery mote :)
Unfortunately I'm not sure, if it is savegame compatible. It is, when you have no robots, but maybe not, when you already have robots in your base..
The robot base station and charging are working as intended now. The robots don't despawn like they did previously when they returned to recharge. However, there is the small issue of the "need colonist bed" warning coming up every time the robot leaves its station. Not that big a deal.. Just thought you should know.Thanks for the bug. I'll try to find a solution for that problem. :)
Is there any way to get the group hotkeys to work with M2D droids?Right now, I don't think so. If it doesn't work with the MD2 robots, then it's most likely that they aren't regular pawns or at least not colonist pawns. It is on my todo list, but not anywhere near the top of it, sorry.
Is there a way i can just get the bases for the turretsIf you delete everything that's not somehow named WeaponBase, or Common, this way you can extract them.
But I can't understand why you don't like MAI. She is so adorable.. ;DIf you ask me WALL-E was more adorable than EVE ;)
MAI makes trained colonists less valuable. Without MAI loss of skilled doctor or even cook hurts a lot but now with some plasteel and AI core I can build cyborg with every skill on 7 (also burning passion so she learns like, well... robot :P). What's more she moves and works faster than humans so why should I look for suitable replacment for lost colonist when I can just build one :)?
When MAI blows up all you have to do is find another AI core and build new MAI.
<li Class="Incidents.MapComponent_ColonistsOutsideMap_RumorOfRuins">
->Change this to<li Class="Incidents.MapComponent_ColonistsOutsideMap_RumorOf">
-Save and try it out.Rumor change, great.
F1 key, ok.
But why add a new shooting training object, even when you just pratice it with a bow. But sorry, don't we got allready good mods with pratice objects ? That don't realy fit in this current mod.
Shouldn't you work at some method's to modify MAI with new Bionic legs ? And the hauler crawler with faster servo's, highend colonist outrun them. Maybe some research the Cleaner can even extinquish fire with some enhancement ?
Snipp
i also have this issue. i just pop into god mode whenever i make a new mai... lol
This may be a deliberate change but when i activated Mai it consumed the Assembler!?
This may be a deliberate change but when i activated Mai it consumed the Assembler!?
How did you accomplish this? I've never heard of that problem before..
I guess she was hungry, but that's not something I did.. :D
I have an issue with the traders, not the ship traders, keep getting this error, made sure to download the latest version and testfigured it out, its the roofing on the trade stockpile, the one thing I didn't try lol
a bug reportThanks for the info. I'm not sure yet, what I can do about it..
if a nano printer's active area (where a pawn stands when using nano printer) is covered with store area (see attached picture) and pawn uses the nano printer, heavy error occurs and the pawn freezes. (might be a game system self's error?)
*Snip*I'm sorry, the only idea I have would be, that MAI spawns not on the spawn point but on the assembler somehow.
I don't understand nano storage...
It has three modes, none, dispense and receive.
If I have it in "none" mode, will it then both receive and dispense? Can colonists receive items that are not on the top? Do items degrade normally? (like food in a hot room).
Also, would you consider making recipes for their construction? If the colony can construct an enhanced AI, a roomba can't be too impossible.
For your requests for buildable bots:
I'm sorry, but I most likely won't do that.
Hello,
If I may ask a question: how do the trader camps work? I would like to trade with them, but don't have an orbital beacon.
I have an idea what it could have been, but not 100% sure about it. I just can't repro it on my side..
heyho^^The mod-pack isn't the problem. I got the mod straight from the source and I still am getting the same bug.
got a problem with the hauler and cleaner bots too.
after i place them i always get this:
(http://puu.sh/jW7nC/b6bc0febc0.jpg)
i cant activate it aswell, because then i get this:
(http://puu.sh/jW7nQ/46e21fa12a.jpg)
i'm using the ultimate overhaul modpack, if that matters.
since it has an own version of the miscellaneous mod, without the MAI+robots one, so maybe there is some change in there that stops it from working.
at least thats my best bet.
would be awesome if you got any idea, if you can give me a hint where the problem could be i can fix it myself.
i can change stuff in mods, but bugfixing and doing stuff from scratch is still beyond me :D
Good evening, Haplo.
I seem to have run into a pretty nasty error after placing down the...stands? for your Hauling and Cleaning robots.
By "pretty nasty" I mean "completely destroyed save file". I've never seen this sort of error happen in Rimworld before.
I'll leave 2 posts with screenshots of the two errors it was showing me. I'm hoping you can at least tell me what they mean.
ok so i get this whenever i try to load a save game:-
"System.NullReferanceException:Object Referance not set to an instance of an object
at Rimworld.SquadAI.Brain.SquadBrainTick ()[0x00000] in <filename Unknown>:0
System.ArgumentNullException: Argument cannpt be Null
Parameter Name: source
Object Referance not set to an instance of an object"
i thought it was another mod but since the above post(s) are so similar to my own issue i guess it could be this mod.
i am gutted really cos i like the idea of little cleaner and hauler drones :(
Used this mod in various releases for quite some time. I have a couple of challenges using it with A12d:
- I can buy Robots from Robot Trader (Hauling bot and Cleaning bot), I can "install" them to a location, but I can't start them (B or Play button); not sure if there is an additional requirement that wasn't present previously, but any help I would appreciate.
- I can build MAI, and she runs for a bit, but ultimately self destructs, every time. I build the Assembly, bed and add-on for her recharge station/bed, but she doesn't use it (even when I "assign" it to her), and she destructs.
Any help would be greatly appreciated; this is one of the more creative and useful mods.
Used this mod in various releases for quite some time. I have a couple of challenges using it with A12d:
- I can buy Robots from Robot Trader (Hauling bot and Cleaning bot), I can "install" them to a location, but I can't start them (B or Play button); not sure if there is an additional requirement that wasn't present previously, but any help I would appreciate.
- I can build MAI, and she runs for a bit, but ultimately self destructs, every time. I build the Assembly, bed and add-on for her recharge station/bed, but she doesn't use it (even when I "assign" it to her), and she destructs.
Any help would be greatly appreciated; this is one of the more creative and useful mods.
It would be really awesome if there was a custom zone or a building (which the player can place) for visiting traders. If non exists, then do as now.I was just thinking the other day how it would be nice to be able to flag a zone as intended for guests, so I could build a nice roadhouse for guests with a little food/beer supply for them to use
I try to remember to check to see what your latest releases are, and if I use one, create a new world just in case. The one I have been using is MAI 1.12.1B; I'll try the latest one and see what happens.Used this mod in various releases for quite some time. I have a couple of challenges using it with A12d:
- I can buy Robots from Robot Trader (Hauling bot and Cleaning bot), I can "install" them to a location, but I can't start them (B or Play button); not sure if there is an additional requirement that wasn't present previously, but any help I would appreciate.
- I can build MAI, and she runs for a bit, but ultimately self destructs, every time. I build the Assembly, bed and add-on for her recharge station/bed, but she doesn't use it (even when I "assign" it to her), and she destructs.
Any help would be greatly appreciated; this is one of the more creative and useful mods.
For your first problem: Do you use the latest build? I had a build where there was a start problem, I think, but the latest one shouldn't have these problems anymore.
The second problem: MAI needs a recharge station. For how it looks, take a look on the first page. The recharge station is in the first picture on the left side (plus the nanite assembler that Ectoplasm mentioned, but that is only needed if you want MAI to repair lost/destroyed limbs)
Not sure if this has been reported yet, but the Android trait doesn't give the permanent +100 mood.
Not sure if this has been reported yet, but the Android trait doesn't give the permanent +100 mood.
ya it does, just doesnt kick in right away or might have some other way its activated but it works eventually
Using: Ultimate Overhaul Modpack V1.0131
Patches: GlitterTech
Rimsenal
Tools for hual.
Extra Mods:TuffLuck (Increases raid size and adds new storyteller, shouldn't affect this bug)
Bug:
The android trait does not give +100 moodboost
Images:Code: [Select]https://drive.google.com/uc?export=download&id=0B20MnOEi81xJZVhYQ3dCbm04dnM
https://drive.google.com/uc?export=download&id=0B20MnOEi81xJdnNrQ0MzWDNfTXM
I seem to be having trouble with the bots. They do not seem to be activating when I try and activate them. If someone could either explain the problem or direct me to a post that does I would be very grateful. ;D
I seem to be having trouble with the bots. They do not seem to be activating when I try and activate them. If someone could either explain the problem or direct me to a post that does I would be very grateful. ;D
The 2 bot types you by from vendors just need to be installed then you hit the activate button. The MAI robot needs to be crafted first of all at the AI assembly table, then you select the robot (by the table once it's been built) And add a bill to activate it. Make sure you have a recharge station installed before you activate a MAI robot or it will self destruct when out of power.
I've had a table disappearing bug since last release, be interesting to hear if your AI assembly table disappears when you activate a MAI.
Could you tell me please how the assembler was rotated when it vanished?
Or do you mean the inactive Mai?
If you mean the inactive Mai: that is wanted that it vanishes. It is the robot itself, where you just add some missing components and the program. :)
The problem is with the Hauling and Cleaning bots are not activating when I press the button.
...
It was the AI assembly table itself that was vanishing - I built a MAI, then added the bill to activate it, and as soon as MAI came to life the table vamooshed, I think however the problem may of arisen after I updated to your latest build - I just deleted the old MAI + MISC folders, and unpacked the latest version, perhaps something therein caused the issue (is it a good idea to do that by the way? Update to newer mod versions on a active colony? Perhaps it's safer / wiser to wait until a new colony is started, so everything is fresh? I think I've answered my own question!). As for the rotation of the table, it was vertical, with the output circle where MAI appears once constructed on the western side of the AI table, hope that makes sense.
...
It was the AI assembly table itself that was vanishing - I built a MAI, then added the bill to activate it, and as soon as MAI came to life the table vamooshed, I think however the problem may of arisen after I updated to your latest build - I just deleted the old MAI + MISC folders, and unpacked the latest version, perhaps something therein caused the issue (is it a good idea to do that by the way? Update to newer mod versions on a active colony? Perhaps it's safer / wiser to wait until a new colony is started, so everything is fresh? I think I've answered my own question!). As for the rotation of the table, it was vertical, with the output circle where MAI appears once constructed on the western side of the AI table, hope that makes sense.
I've tried it out, but am unable to reproduce it unfortunately.
My test assembler remains standing when Mai is activated..
The update shouldn't be a problem normally, but you are right, it is always better to start a new colony after you've updated. Who knows..
That's strange, because as far as I know MAI doesn't change anything that's needed for the Mine Vein button.I could not reproduce either at first.
Are you sure it's MAI that's causing the problem?
I'll try to reproduce it...
Edit: I can't reproduce it. As long as you add the CCL before the ESM mods, the button always appears.
That's strange, because as far as I know MAI doesn't change anything that's needed for the Mine Vein button.I could not reproduce either at first.
Are you sure it's MAI that's causing the problem?
I'll try to reproduce it...
Edit: I can't reproduce it. As long as you add the CCL before the ESM mods, the button always appears.
Ok further testing when generating a new colony shows its not your mod at all.
The designators disappear if I add, remove or move (change order) any mod in the list without exiting and restarting the game.
I tried with and without EdBModOrder active.
NullReferenceException: Object reference not set to an instance of an object
at Verse.Find.get_TickManager () [0x00000] in <filename unknown>:0
at RimWorldIconMod.PSI.OnGUI () [0x00000] in <filename unknown>:0
Hmm, there isn't anything Mai related to be found in there..
The only problem I've seen is this, but I don't know which mod responsible is:Code: [Select]NullReferenceException: Object reference not set to an instance of an object
at Verse.Find.get_TickManager () [0x00000] in <filename unknown>:0
at RimWorldIconMod.PSI.OnGUI () [0x00000] in <filename unknown>:0
<!-- Empty ruins village -->
<li Class="MapGenerator.Genstep_CreateBlueprintVillage">
<countPer10kCellsRange><min>0.15</min><max>0.35</max></countPer10kCellsRange>
<ruinCountRange><min>3</min><max>6</max></ruinCountRange>
<ruinDistanceRange><min>2</min><max>6</max></ruinDistanceRange>
<ruinOffsetHorizontalRange><min>4</min><max>15</max></ruinOffsetHorizontalRange>
<ruinOffsetVerticalRange><min>4</min><max>15</max></ruinOffsetVerticalRange>
</li>
-WeaponBase is removed for now
Quote-WeaponBase is removed for now
Dang. This was my reason for downloading this mod, and it's no longer part of it...
Does your map generator fill the labyrinth with mechs? And should it be spawning 3 or 4 labyrinths per map?
If i wanted to lower the number or disable just the ruins generation, what would I edit? BlueprintVillage? Does the Countper10k going up increase or decrease the # of ruins?
I just had a sweet landing spot, terrain wise, turn out to be covered in mechanoids. 3 ruins on the default loading inscreen, 2 of the larger labyrinths and one of the wide rectangles.
Why has the turret automatic mode been removed? It says it should be possible to set turrets to automatic mode in the first post, but it looks like the research project for it isn't there anymore.Automatic weapon base isn't removed, you just can't build them anymore, you need to buy them ;P
Are the local traders that come basically all bulk goods traders. Or should there be different types and I've broken something? I've had 20+ of the little buggers show up by now (often at the same time ??? ) and they're all more or less bulk goods traders.No, the traders can be every available traders except pirate traders.
I am personally loving the labyrinth generations. I have had up to three large complexes, (large for my standards in Rimworld anyway... meaning the size of which would take me a few months with my three colonists to build... with several nice statues, and a joy object table in each.) In one of the smaller ruins I found two, (count them people TWO), hospital beds! They are minifiable now so I could grab them up and start using them pretty darn early in the game. That was a bountiful find!The mechs are also set via the blueprints. It just is random if they are really Spawned at their positions :)
Yes, in two of them there were mechs. The one that was buried in the mountain had quite a decent number of them but by the time I excavated it we were ready to take them on.
The number of labyrinths are randomly generated - from the xml it looks like we can get as many as 6 ruins, (variations on layouts, size and potential content.) I am not sure about the mechs though? They could be added by the Core as the Core tends to add ruins with mechs and cryo caskets during map generation. Still... Curious to know!
Automatic weapon base isn't removed, you just can't build them anymore, you need to buy them ;PMaybe you should update the first post then. Had me worried I had some incompatibility with another mod until I saw in the XML the research was disabled on purpose.
Automatic weapon base isn't removed, you just can't build them anymore, you need to buy them ;PMaybe you should update the first post then. Had me worried I had some incompatibility with another mod until I saw in the XML the research was disabled on purpose.
With your additional abandoned structures on the map, the traders now prioritize setting up in those structures, over setting up by my colony. I took over one to start my colony, but in the opposite corner of the map is another one with wood floors, and that is where the traders go every time. Nothing I have built has changed the traders behavior, to stop by the outside trade beacon with a wooden floor.
Do you know of any incompatibility of the turrets with other mods? If I try to mount a weapon on an automatic turret base, I can only mount EMP grenades and all other options of guns I have lying around are grayed out. The only mod I use that changes anything gun related is the combat realism mod.Nope, iI know of no incompatibility with any mods yet.. I need to look, when the turret provides inactive weapon floatmenues..
How would i remove every other modification except for the tactical module? Just remove every other file not related to it? I would appreciate it if you separated all these mods into a modpack instead of having them all bunched into one.It isn't really easy to extract it. Most likely you can remove everything except everything named Tactical, Computer or Anomaly. And the common dll.
With your additional abandoned structures on the map, the traders now prioritize setting up in those structures, over setting up by my colony. I took over one to start my colony, but in the opposite corner of the map is another one with wood floors, and that is where the traders go every time. Nothing I have built has changed the traders behavior, to stop by the outside trade beacon with a wooden floor.Yes, that is really a problem. The traders do search for wooden areas outside to place their tents. That's their normal behavior. I think I'll have to change the wooden flooring to something else..
<MapGeneratorBlueprintDef Name="Labyrinth2Base">
<defName>LabyrinthB</defName>
<MapGeneratorBlueprintDef Name="Labyrinth2Base"> <!--But it says B here-->
<defName>LabyrinthC</defName> <!--This is C-->
<MapGeneratorBlueprintDef Name="LabyrinthCBase">
<defName>LabyrinthC</defName>
Fixes the warning.
MediaFire spams so many pop ups lately that it crashes my browser with malicious content warnings ???
Nexus works fine but if you're looking to keep two download options available you may want to try something else until MediaFire gets itself worked out.
That being said, thank you for all your hard work and the new content! ;D
MediaFire spams so many pop ups lately that it crashes my browser with malicious content warnings ???another thought is to remove JUNKWARE, especially 'toolbars' and 'search tools', and doing this might even have the sideeffect of speeding up the computer by removing the junk processes that start with the computer and report back to the supplier WHAT you do in your computer and WHERE you co on the web
Nexus works fine but if you're looking to keep two download options available you may want to try something else until MediaFire gets itself worked out.
That being said, thank you for all your hard work and the new content! ;D
MediaFire spams so many pop ups lately that it crashes my browser with malicious content warnings ???
Nexus works fine but if you're looking to keep two download options available you may want to try something else until MediaFire gets itself worked out.
That being said, thank you for all your hard work and the new content! ;D
Run JRT:
http://www.bleepingcomputer.com/download/junkware-removal-tool/
Then run AdwCleaner:
https://toolslib.net/downloads/viewdownload/1-adwcleaner/
Don't remember where I got my copy of it but if you get this:
http://www.howtogeek.com/209654/scammers-are-using-a-fake-version-of-adwcleaner-to-trick-people/
Then its a fake so do some searching for the real version.
Then run Malewarebytes:
https://www.malwarebytes.org/antimalware/
Even if you don't think you have a virus its a good Idea to run em' once in a while.
Also if you don't have a AV already get one. I recomend Avast:
https://www.avast.com/en-ca/index
I recommend you keep DeepScreen DISABLED.
Its just a pain to have running.
<!-- <designationCategory>Misc</designationCategory>
<researchPrerequisite>ResearchTacticalComputer</researchPrerequisite> -->
Nope, not my fault. I just use the existing traders, I don't do any calculations on my own :)
It looks like something changes the thrumbos so that the base price is really low. But it's definitely not a fault of my trader code :)
The Weapon Bases don't work with Combat Realism, right? Or is it just my game?
After (what I think it was, at least) the weapon ammo got empty, which in my case was an LMG, the weapon base just wouldn't shoot anymore. Oh, and can you make the base to be able to switch the weapon without having to deconstruct it? Thanks in advance, and awesome mod! Keep up the good work!
Is there a way to disable reloading? I'm not really fond of the feature to begin with and it seems to break for some guns, leaving the colonist stuck in a daze about the concept of reloading, which makes it impossible for me to move them at all afterwards.
You'd have to change the XML entries for all the guns to use Verb_ShootCR/Verb_ShootCRShotgun instead of Verb_ShootCRReload/Verb_ShootCRShotgunReload
Even though I did really like the reload
One other thing, I am running GlimmerTech, and whenever I try to put the Inferno Cannon on the turret base, it just disappears. Is there any way to fix that?
One other thing, I am running GlimmerTech, and whenever I try to put the Inferno Cannon on the turret base, it just disappears. Is there any way to fix that?
<destroyOnDrop>True</destroyOnDrop>
This means, that you normally shouldn't be able to obtain one, as it will be destroyed on drop.I've looked into GlitterTech (I think you mean that?) and there is a specific line in the inferno cannon:Code: [Select]<destroyOnDrop>True</destroyOnDrop>
This means, that you normally shouldn't be able to obtain one, as it will be destroyed on drop.
The problem with the turret base is, that the colonists carry the weapon to the turret and drop it on it. A few ticks later the turret checks if there is something on it, but at that time the weapon is already destroyed.
Sorry, but there isn't anything that I can do about it for now. I'll change the haul job most likely sometimes, but until then I can only advice you against using that..
On second thought:
I've changed it so, that the selfdestroying weapons aren't even selectable anymore.
Just exchange the ./Assemblies/WeaponBase.dll with the one attached (and ziped) to this post and you'll never be able to select it again :)
what am I missing here? I downloaded it brand new from the front page which I assume is the most updated version? and this is the error screen that I get..
http://imgur.com/MyyHBcs (http://imgur.com/MyyHBcs)
what am I missing here? I downloaded it brand new from the front page which I assume is the most updated version? and this is the error screen that I get..
http://imgur.com/MyyHBcs (http://imgur.com/MyyHBcs)
Addendum to this.. when I downloaded it, and extracted it all, my anti-virus said that one of the .dll files was infected.
what am I missing here? I downloaded it brand new from the front page which I assume is the most updated version? and this is the error screen that I get..Try loading MAI after Misc.
http://imgur.com/MyyHBcs (http://imgur.com/MyyHBcs)
It really looks like you're missing the .dll for MAI.
This is the first time that an anti-virus program set a dll of mine under quarantaine.
From where did you download it? MediaFire or Nexus?
Try to download it from the other source, does the program set the dll also under quarantaine?
I can find the automated turret base there's the manned on but not the automated one I did check my research.The automated base can be purchased from traders. :)
I've only just started playing with a12d (used MAI+ robots in 11 previously) but this time around the bots aren't coming up as colonists in any of the lists or even draft them which means I can't restrict where they do/don't go. As per usual, I'm running a boat load of mods but I'm wondering if anyone else has had this problem and pinned down the cause because it sucks to have my bots out cleaning the edge of the map and get gunned down by raiders.
I've only just started playing with a12d (used MAI+ robots in 11 previously) but this time around the bots aren't coming up as colonists in any of the lists or even draft them which means I can't restrict where they do/don't go. As per usual, I'm running a boat load of mods but I'm wondering if anyone else has had this problem and pinned down the cause because it sucks to have my bots out cleaning the edge of the map and get gunned down by raiders.
You can manually set them a zone to work in (directly on the info panel of the bot) or do what should normally be done: Select all bases and call your bots back to recharge until it is save to work again. :)
Would it be at all possible to get the draining pump as its own mod, since I am not incredibly interested in the rest of them, but would really like a way to get rid of those bloody swamps. :D
../Defs/ThingDefs/Miscellaneous_Buildings_DrainingPump.xml
../Assemblies/Miscellaneous.dll
and maybe
../Languages/English/DefInjected/ThingDef/Miscellaneous_DrainingPump.xml
Does the current update of the mod work with A12d savegames?
For me, MAI is not being made. The assembly bench/machine has all of the resources but no MAI appears after many weeks.
Yep, I've made MAI before but for some reason, this time it's not happening ... maybe it's another one of my mods messing it up.For me, MAI is not being made. The assembly bench/machine has all of the resources but no MAI appears after many weeks.
It does take a couple of days of continuous power to create MAI, and then she looks like this.
(https://scontent-sea1-1.xx.fbcdn.net/hphotos-xaf1/v/t1.0-9/11222638_1046177578746935_1829175116941466129_n.jpg?oh=f50d6b4c232e77a905cacaa575a81722&oe=56B78A10)
She still needs to be installed and activated.
And that is a sword laying in front of her minified self.
Normally that shouldn't be an issue. Did you check the counter in the description? Is it running?
I noticed that in the beginning of the thread, there was mention of a draining pump to dry out muddy area.... where is it? I believe I have the most recent download of Mai + Robots.. Do I need the other one as well? and if so, where do I load it in the list?The draining pump can not be build, but you can buy it from an exotic trader. :)
Ok, so I added the second mod, with no problem, but still no draining pump. what am I missing here?
That's strange. Did you try to restart it?Normally that shouldn't be an issue. Did you check the counter in the description? Is it running?
The counter isn't running. It has all of the steel and silver but no MAI after many months of game time. I deleted the assembler and made a new one - it worked this time.
Mr.Haplo, I have asked via PM's but I dare say asking in public may have better results!
We are in need of more drones! The cleaning drone, life saver, the hauling drone, the game changer..... but what else could we have in terms of tiny drones that have one job and eat my energy? Don't get me wrong, MAI is cool but honestly I don't like the idea of building a new colonist....
Please give it some thought Haplo, we most certainly could use more silly drones to either build or buy.
I am having a problem with the storage where it keeps recourses fresh.....wherever I place the storage either next to wall or where are there no walls around it my colony can't use it....when I try manually getting something from that storage it displays the option gray and message (no path)
I am having a problem with the storage where it keeps recourses fresh.....wherever I place the storage either next to wall or where are there no walls around it my colony can't use it....when I try manually getting something from that storage it displays the option gray and message (no path)
Hmm, I'm not sure if you mean the NanoStorage.. How did you place it to no longer work? Do you have a screenshot maybe?
System.NullReferenceException: Object reference not set to an instance of an object
at MapGenerator.Genstep_CreateBlueprintVillage.TryGetRotationFromBuildingData (MapGenerator.MapGeneratorBlueprintDef blueprint, Int32 itemPos) [0x00000] in <filename unknown>:0
at MapGenerator.Genstep_CreateBlueprintVillage.MakeBlueprintRoom (CellRect mapRect, MapGenerator.MapGeneratorBlueprintDef blueprint, Verse.ThingDef stuffDef) [0x00000] in <filename unknown>:0
at MapGenerator.Genstep_CreateBlueprintVillage.ScatterBlueprintAt (IntVec3 loc, MapGenerator.MapGeneratorBlueprintDef blueprint, Verse.ThingDef& wallStuff) [0x00000] in <filename unknown>:0
at MapGenerator.Genstep_CreateBlueprintVillage.ScatterAt (IntVec3 loc) [0x00000] in <filename unknown>:0
at Verse.Genstep_Scatterer.Generate () [0x00000] in <filename unknown>:0
at Verse.MapGenerator.GenerateContentsIntoCurrentMap (Verse.MapGeneratorDef def) [0x00000] in <filename unknown>:0
I am using the Miscellaneous VanillaEnhanced version of the mod. And I have noticed the rotationLegend in the tutorial xml file, but not in the actual supplied blueprints xml file. (The tutorial mentions that that data is optional though...)cool mod 8)Thank you :)
What are the chances of researching an upgraded Nanoprinter(s) to create things above normal quality? For an appropriate price of course.maybe to include some rare metals in production.
...
Haplo - is there an easy way to increase the land trader 'time on station' time, or the time they stay once they plop their hut down? On the larger maps, I've seen them walk a day across the map, place hut, and 1 hour later they're packing up and leaving. Be nice if there was a way in options or config file we could edit the time they stay for.No, sorry. The time is hardcoded: When they are at their defense position (Trading Post) until they leave they stay a random time between 7000 and 18000 ticks. BUT the time should only start when they reached their defense position.. Before that they have a 'travel to' state..
I think the Xpansion requires combat droids and medic droids, specially if you like playing a "Loner" type of game where you get only one colonist and he survives on his own with technology. I'd like as well that it allowed me to craft them myself, instead of just buying them from robot dealers, miner droids are also welcomepretty much everything (xept combat droids) u can achieve by reprogramming mechanoids (from More Mechanoids) while Mai is sort of more advanced companion-like robot.
Hey, I'm trying to make a MAI, and I can't figure out how to get the iron and the silver into the machine, I have tried hoppers, stockpiles, moving the machine all around...If you have stockpile where you have iron and silver that has critical priority that's probably the case. Try to downgrade priority of any stockpile you have to important.
What do I do!
SocialAnxiety: have you tried manually ordering one of your colonists to do it?
SocialAnxiety: have you tried manually ordering one of your colonists to do it?
Yes, obviously I have. So, messing around with DevMode to spawn in the resources and buildings, it's became apparent that I can only program/activate MAI if I have an AI Persona Core with me. But those are both expensive to buy (if you can even buy them) and hard to obtain considering the rare event of a ship part crash.
SocialAnxiety: have you tried manually ordering one of your colonists to do it?
Yes, obviously I have. So, messing around with DevMode to spawn in the resources and buildings, it's became apparent that I can only program/activate MAI if I have an AI Persona Core with me. But those are both expensive to buy (if you can even buy them) and hard to obtain considering the rare event of a ship part crash.
So it should always work inside a recharge station if you have the plasteel available.
BUT it also always has a 50% chance to do nothing at all!
With the new update you get the targets for ranged and for melee weapons.YES! i've been waiting this for ages.
It is Update Time :)
In whatever free time I could find I've worked on a special version of the shooting range.
Now here it is. With the new update you get the targets for ranged and for melee weapons.
With these you can make your own shooting range or dojo where your colonists go for joy, or where you can send them to improve their weapon skills.
Found an incredibly frustrating issue where my haul bots, I don't think I've seen a cleaning bot do it, just kinda seize up and twitch like they're having a seizure. If selected you can see them attempt to path every couple seconds but they just freeze and don't move again after that.try checking the exact object it tries to carry, thats what causes the problem. try firbidding it or remove.
With the new update you get the targets for ranged and for melee weapons.btw,
With these you can make your own shooting range or dojo where your colonists go for joy, or where you can send them to improve their weapon skills.
Aaaah, Fixed it by simply having the crash landing mod after it in the load order, go figure.Yes, with that you get the crash landing parts, but most likely not the blueprints from miscellaneous.
is there a way to reduce the delay between bursts (as it seems excessive), and if there is - where?Unfortunately no. It is hard-coded, but I'll look into it after Christmas.
Update:
General Bubbles made me aware, that sometimes the incidents (Rumor of ....) doesn't return the sent pawns.
I've updated the code handling a bit to hopefully prevent this phenomena.
Additionally I've added a patch for those who like to play with Crash Landing, but who won't miss out on the Miscellaneous MapGenerator. Just load the patch AFTER Miscellaneous and Crash Landing.
Update:I think it only happens when u load a saved game with colonists out on the mission. After few times encountering that, i stopped loading such saves and never had that problem again.
General Bubbles made me aware, that sometimes the incidents (Rumor of ....) doesn't return the sent pawns.
I've updated the code handling a bit to hopefully prevent this phenomena.
The weapon base uses the vanilla verbs to get the fire rate, damage, ...From my experience it feels like the emplaced gun fires out its normal ammo untill its reload have to occure, then never fires again.
Combat Realism uses some own stuff, but I'm not sure how and if they interfere.
So.. I don't know right now, sorry.
Yes, the reload may be the main problem.
As the vanilla game doesn't do any reload, I never looked into it.
Where does the reload come from btw? I think I need to figure out a way to disable that for my automatic stuff..
TEST:
I have made a patch for Combat Realism.
Anyone who uses CR and Miscellaneous and/or Misc.TrainingFacility is welcome to test them.
Please give me some feedback if there remain any problems with them.
Note: Load the patches AFTER the involved original mods. They are NOT usable without them!
Here is the patch for Miscellaneous (WeaponBase):
http://www.mediafire.com/download/x8j2toba29dm3uh/Miscellaneous_Patch_CombatRealism.zip
And here is the patch for the TrainingFacility:
http://www.mediafire.com/download/j14x14dx7kni4pq/Miscellaneous_TrainingFacility_Patch_CombatRealism.zip
Did they really use them, or only until the ammo was used up?
The patched version will reset the ammo as long as they are training.
Thanks for the info, but what do you mean with Mai?sorry, i hadnt time to fully test it last time.
I'm not aware of any problems with Mai and CR?
...I honestly thought my mod was rather bug free as I didn't hear of any problems other than maybe the replace lost limbs problem :(
...Your first issue: You tried to deactivate Mai? Did you read the description? Mai, once activated, doesn't like you to mess with her programming, so will rather initiate her self destruction then let you do that.
Second issue: That sounds like a bug with my code to replace the lost limbs. ... but their was a big change and it Looks like I missed something important here.. Sorry, that is really a bug of my work.
If I can't find a solution for the Mai-limb-replace-bug, I'll at least remove the nanite assembler until I find a working solution.
Third issue: The nanite repair station is effectively a renamed and retextured Hopper. I'm not sure if I can locate the problem that's causing the Job loop, but I'll at least try to find it.
Fourth issue: To be honest, I have no idea what would cause the savegame to get corrupted, but I'll look into your savegame and try my best to find the root of this.
The cleaning bot issue: The cleaning bots use the vanilla cleaning tasks. So if your colonists will clean something, then the bot also will clean that.
The only idea I have why your bot didn't clean something is, that it may not be inside the cleaning area (homezone)?
All in all I'm sorry that you got some gamebreaking bugs and I'll definitly look into them.
5th (cleaning bot) ; I did have all of the areas marked as home zones. I don't know why the cleaning bot wasn't cleaning properly, and sometimes would just wander around not looking for areas to clean. I think it would wander to a far place very slowly, then clean that area after it got there, then wander again. You might consider changing it so that it can only wander roughly 5 cells away so that it doesn't end up going to the other side of my base wanting to wander over there. I suspect though that that'll make it stop cleaning the entire base. I don't know why it wanders to begin with when there's still work to do, it's a robot! It can't want a break!
Just FYI: You CAN set an restriction area for the bots. just not in the area overview, as the bots aren't in the pawns list, but in the bot view itself. just click on their area and you can set it to a new restriction area.
The wandering is just a problem of my laziness. Because I didn't want to write an own wander Job that would be more realistical, I've added the colonist wander routine to them. This is something on my to-do-when-I-have-free-time-list :)
...
Also, do you have a PSD or other layered image file for your cleaning bot pad texture? I wanted to make a tweak to that that you might like that still fits with your current theme.
Great mod, Haplo. Can't play rimworld without it anymore. Is there a way to make bots do several jobs without building two separate bots? Like Constructing and Repairing.No, sorry. For now you can only have one bot per job kind. Maybe I'll rework the code a bit to accept multiple jobs, but for now that is a no, sorry.
...Hmm, I don't know how Crash Landing works. I just have added the genstep thats also in the genstep of the mod.
I have a bug with Miscellaneous + Crash Landing Patch and EdB Prepare Carefully
I use crash landing for EDB but my colonist never apear in game, i have random colonist.
I think it come with
<li Class="CrashLanding.Genstep_Colonists_Hard" />
crash landing option def have a variable for hard mod, false or true, but with your patch it's always true, maybe ?
...
The ruins generation wanted to give me a difficult start.Yeah, sorry that can happen if you're really unlucky. Your genstep created a labyrinth blueprint with the enemies inside and then it placed a ruin with holes on it. The second one opened up the first one, making your start near impossible..
...
For some weird reason the walls of these hostile ruins were left open and my colonists haven't even landed on the map. =P
...Hmm, I don't know how Crash Landing works. I just have added the genstep thats also in the genstep of the mod.
I have a bug with Miscellaneous + Crash Landing Patch and EdB Prepare Carefully
I use crash landing for EDB but my colonist never apear in game, i have random colonist.
I think it come with
<li Class="CrashLanding.Genstep_Colonists_Hard" />
crash landing option def have a variable for hard mod, false or true, but with your patch it's always true, maybe ?
...
Does the hard mode remove the base colonists?
Hi, I love this mod, MAI and Robots, but I'm desperately looking for a robot that will harvest/grow crops, cook, construct, mine, things like that.but both Mai and MAI capable of doing those tasks. u just need to research it before building one.
In the Modpack https://ludeon.com/forums/index.php?topic=16735.0
these robots got expanded to do these job you mention .
Is this mod compatible with Combat realism? I'm mainly asking if the Turret base in this mod is compatible; Will the weapons I put on them retain there combat realism stats?there is special patch for that
<size>(3,3)</size> -> <size>(1,3)</size>
-Alternately to replacing the graphics you can also change the path in <texPath> and in <uIconPath> to point to your graphic instead.
I'm currently working on updating it. Additionally I'll try to make it a bit more modular, so that you can use the parts that you want. Well, at least mostly.. ;)~We~ are your family! Strangers of the Interweb! Only Fascist Nazi Eugenicists surround themselves with genetic relations.
Unfortunately right now my family takes up most of my time, so it is a rather slow progress.
But we'll get there sometime soon (tm) 8)
Oh my God, I got a family too! Am I such a monster?!? :o ;DI'm currently working on updating it. Additionally I'll try to make it a bit more modular, so that you can use the parts that you want. Well, at least mostly.. ;)~We~ are your family! Strangers of the Interweb! Only Fascist Nazi Eugenicists surround themselves with genetic relations.
Unfortunately right now my family takes up most of my time, so it is a rather slow progress.
But we'll get there sometime soon (tm) 8)
Oh my God, I got a family too! Am I such a monster?!? :o ;DI'm currently working on updating it. Additionally I'll try to make it a bit more modular, so that you can use the parts that you want. Well, at least mostly.. ;)~We~ are your family! Strangers of the Interweb! Only Fascist Nazi Eugenicists surround themselves with genetic relations.
Unfortunately right now my family takes up most of my time, so it is a rather slow progress.
But we'll get there sometime soon (tm) 8)
I'm currently working on updating it. Additionally I'll try to make it a bit more modular, so that you can use the parts that you want. Well, at least mostly.. ;)
Unfortunately right now my family takes up most of my time, so it is a rather slow progress.
But we'll get there sometime soon (tm) 8)
I'm currently working on updating it. Additionally I'll try to make it a bit more modular, so that you can use the parts that you want. Well, at least mostly.. ;)
Unfortunately right now my family takes up most of my time, so it is a rather slow progress.
But we'll get there sometime soon (tm) 8)
I really love the look of this, I completely get the family side of things but can I ask if you have a time frame in mind?
Hmm that is strange. I'm not aware of any conflict that Miscellaneous might have with Hospitality... I think I'll have to look into it, if there are overlapping things..
For the EdB problems, I'm not going to do anything about it as long it is in it's beta state.
Later on I'll write a patch for it if it stays like it is. I just need to remember it :)
All right I will be the one to ask. About your MAI when it gets added : Can we f*ck it?
Relationships are thing so is "lovin" and I know we are all thinking it. And some people have a fetish for robots/androids/cyborgs (robophilia). So how is it going to be handled? Are there going to be a male, female and or androgynous (there are male and female ports so) ? If so, is there gonna be a visual difference, or is it just gonna be like with pawns where you have to check? How is personality gonna affect them? Are there going to be straight, homosexual or bisexual androids what happening?
you owe me a new keyboard to replace my coffee soaked one.haha
Update: The Robots are back!
So, after a long bug hunting session I think I have the robots up and running again.
Please tell me if I've missed a bug somewhere :)
Edit: Added a patch for Miscellaneous MapGenerator + EdB's Prepare Carefully + EnviroSeeds
That I can tell when Mai is finished. But most likely the answer is yes, you can. 8)
As it is, you'll get a gardening robot, which can help with cutting trees and the like.
QuoteAs it is, you'll get a gardening robot, which can help with cutting trees and the like.
OMG you had me at gardening slave!
Stacktrace:
at (wrapper managed-to-native) UnityEngine.Resources.LoadAll (string,System.Type) <0x00068>
at (wrapper managed-to-native) UnityEngine.Resources.LoadAll (string,System.Type) <0x00068>
at UnityEngine.Resources.LoadAll<object> (string) <0x00032>
at Verse.GraphicDatabaseUtility/<GraphicNamesInFolder>c__Iterator18B.MoveNext () <0x000a1>
at Verse.GraphicDatabaseHeadRecords.BuildDatabaseIfNecessary () <0x00145>
at Verse.GraphicDatabaseHeadRecords.GetHeadNamed (string,UnityEngine.Color) <0x0002b>
at Verse.PawnGraphicSet.ResolveAllGraphics () <0x001ca>
at AIRobot.AIRobot.SpawnSetup () <0x00406>
at Verse.GenSpawn.Spawn (Verse.Thing,Verse.IntVec3,Verse.Rot4) <0x00232>
at Verse.MapIniter_LoadFromFile.InitMapFromFile (string) <0x007c4>
at Verse.RootMap.<Init>m__513 () <0x0001d>
at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action) <0x0002b>
at Verse.LongEventHandler.<UpdateCurrentAsynchronousEvent>m__50B () <0x00021>
at (wrapper runtime-invoke) object.runtime_invoke_void__this__ (object,intptr,intptr,intptr) <0x0005e>
Native stacktrace:
/home/redacted/Downloads/Rimworld/Alpha13/RimWorld1135Linux/RimWorld1135Linux_Data/Mono/x86_64/libmono.so(+0x926cb) [0x7f215dc106cb]
/home/redacted/Downloads/Rimworld/Alpha13/RimWorld1135Linux/RimWorld1135Linux_Data/Mono/x86_64/libmono.so(+0x36226) [0x7f215dbb4226]
/usr/lib/libpthread.so.0(+0x10e80) [0x7f2160c7ae80]
/usr/lib/libGL.so.1(+0x3b1a9) [0x7f21605a61a9]
Debug info from gdb:
=================================================================
Got a SIGSEGV while executing native code. This usually indicates
a fatal error in the mono runtime or one of the native libraries
used by your application.
=================================================================
sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_minmax GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_filter_minmax GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_x11_sync_object GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KTX_buffer_region GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NV_blend_square GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vdpau_interop GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NV_viewport_array2 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum
GLX Extensions: GLX_EXT_visual_info GLX_EXT_visual_rating GLX_SGIX_fbconfig GLX_SGIX_pbuffer GLX_SGI_video_sync GLX_SGI_swap_control GLX_EXT_swap_control GLX_EXT_swap_control_tear GLX_EXT_texture_from_pixmap GLX_EXT_buffer_age GLX_ARB_create_context GLX_ARB_create_context_profile GLX_EXT_create_context_es_profile GLX_EXT_create_context_es2_profile GLX_ARB_create_context_robustness GLX_NV_delay_before_swap GLX_EXT_stereo_tree GLX_ARB_context_flush_control GLX_ARB_multisample GLX_NV_float_buffer GLX_ARB_fbconfig_float GLX_EXT_framebuffer_sRGB GLX_NV_copy_image GLX_ARB_get_proc_address
Setting maxVSyncInterval to 4
GL: Detected 0 MB VRAM
Total system RAM: 32132 MiB
Initialize engine version: 4.6.3f1 (4753d8b6ef2b)
AudioManager: Using PulseAudio: Default Output Device
Begin MonoManager ReloadAssembly
Platform assembly: /home/redacted/Downloads/Rimworld/Alpha13/RimWorld1135Linux/RimWorld1135Linux_Data/Managed/UnityEngine.dll (this message is harmless)
Loading /home/redacted/Downloads/Rimworld/Alpha13/RimWorld1135Linux/RimWorld1135Linux_Data/Managed/UnityEngine.dll into Unity Child Domain
Platform assembly: /home/redacted/Downloads/Rimworld/Alpha13/RimWorld1135Linux/RimWorld1135Linux_Data/Managed/Assembly-CSharp-firstpass.dll (this message is harmless)
Loading /home/redacted/Downloads/Rimworld/Alpha13/RimWorld1135Linux/RimWorld1135Linux_Data/Managed/Assembly-CSharp-firstpass.dll into Unity Child Domain
Platform assembly: /home/redacted/Downloads/Rimworld/Alpha13/RimWorld1135Linux/RimWorld1135Linux_Data/Managed/Assembly-CSharp.dll (this message is harmless)
Loading /home/redacted/Downloads/Rimworld/Alpha13/RimWorld1135Linux/RimWorld1135Linux_Data/Managed/Assembly-CSharp.dll into Unity Child Domain
Platform assembly: /home/redacted/Downloads/Rimworld/Alpha13/RimWorld1135Linux/RimWorld1135Linux_Data/Managed/Assembly-UnityScript-firstpass.dll (this message is harmless)
Loading /home/redacted/Downloads/Rimworld/Alpha13/RimWorld1135Linux/RimWorld1135Linux_Data/Managed/Assembly-UnityScript-firstpass.dll into Unity Child Domain
Platform assembly: /home/redacted/Downloads/Rimworld/Alpha13/RimWorld1135Linux/RimWorld1135Linux_Data/Managed/UnityEngine.UI.dll (this message is harmless)
Loading /home/redacted/Downloads/Rimworld/Alpha13/RimWorld1135Linux/RimWorld1135Linux_Data/Managed/UnityEngine.UI.dll into Unity Child Domain
- Completed reload, in 0.057 seconds
Default vsync count 1
requesting resize 2560 x 1600
requesting fullscreen 2560 x 1600 at 0 Hz
Desktop is 2560 x 1600 @ 60 Hz
Platform assembly: /home/redacted/Downloads/Rimworld/Alpha13/RimWorld1135Linux/RimWorld1135Linux_Data/Managed/System.dll (this message is harmless)
Platform assembly: /home/redacted/Downloads/Rimworld/Alpha13/RimWorld1135Linux/RimWorld1135Linux_Data/Managed/System.Core.dll (this message is harmless)
Platform assembly: /home/redacted/Downloads/Rimworld/Alpha13/RimWorld1135Linux/RimWorld1135Linux_Data/Managed/System.Xml.dll (this message is harmless)
Changing real window size to 2560 x 1600
Ignoring window size change to 2560x1600 : waiting for fullscreen at 2560x1600
Changing real window size to 2560 x 1600
Changing real window size to 2560 x 1600
Changing real window size to 2560 x 1600
Changing real window size to 2560 x 1600
RimWorld 0.13.1135 rev819
QuoteAs it is, you'll get a gardening robot, which can help with cutting trees and the like.
OMG you had me at gardening slave!
its realy just cutting trees.....at the moment i get a trader to sell me a gardening bot, my storage is usually full with thousands of logs....... i hoped for work on the fields but nope...
Version: Misc. 13.1 on Rimworld 13.1135 Linux x64 build.
I can play fine, but if I attempt to load a save that has a bot active in the world, the game crashes to desktop at the "Spawning all things" stage. In its base station seems fine. I loaded a save prior to activating. Loading a save created after activating crashes.
player.log
Copy included below is truncated due to forum maximum character limits.
Full log @ http://hastebin.com/johiheqawa.md
<Snip>
<Snip>
Oh just go into the worktypes and you can make it do anything. its default is "plant cutter" trees etc.
goto thingdefs/airobot_races at the bottom and change work types def!
I changed mine to : Growing
THANK YOU very much for this new toy !
[Flags]
public enum WorkTags
{
None = 0,
Intellectual = 2,
ManualDumb = 4,
ManualSkilled = 8,
Violent = 16,
Caring = 32,
Social = 64,
Scary = 128,
Animals = 256,
Artistic = 512,
Crafting = 1024,
Cooking = 2048,
Firefighting = 4096,
Cleaning = 8192,
Hauling = 16384,
PlantWork = 32768,
Mining = 65536
}
Sorry, that looks like a memory overflow somehow caused by the graphic I use. I know of a memory overflow when you're using the first EdB mod, but it looks like the robots may also be a problem child?
I have an idea what MAY cause that, but I'm not 100% sure as I can't repro it here on my computer :(
The mentioned fix is integrated in the attached file. Can you replace your mod with this version and try it again?
If it still doesn't work, can you please zip and attach the savegame you have problems with?
Please tell me if it's working or if not.
Thank you.
This is an extract from the rimworld assembly ;)U know where I was looking? Inthe frikkin robots assembly........well, there aren't so much assemblies that u could have ment.....i could've found it if I werent toolazy....
It's only that easy with Growing, as that needs the same WorkTags.
If you use something else, you need to find out which worktags it uses (see in Core/WorkTypes.xml) and calculate the needed number.
Here are the available numbers. Add the numbers you need and insert the result in the WorkTag field.Code: [Select][Flags]
public enum WorkTags
{
None = 0,
Intellectual = 2,
ManualDumb = 4,
ManualSkilled = 8,
Violent = 16,
Caring = 32,
Social = 64,
Scary = 128,
Animals = 256,
Artistic = 512,
Crafting = 1024,
Cooking = 2048,
Firefighting = 4096,
Cleaning = 8192,
Hauling = 16384,
PlantWork = 32768,
Mining = 65536
}
For example: Mining needs the tags Mining and ManualSkilled -> 65536 + 8 -> The needed WorkTag number is 65544.
Sorry, that looks like a memory overflow somehow caused by the graphic I use. I know of a memory overflow when you're using the first EdB mod, but it looks like the robots may also be a problem child?
I have an idea what MAY cause that, but I'm not 100% sure as I can't repro it here on my computer :(
The mentioned fix is integrated in the attached file. Can you replace your mod with this version and try it again?
If it still doesn't work, can you please zip and attach the savegame you have problems with?
Please tell me if it's working or if not.
Thank you.
0131b no change. Still crashes.
I do have EdBModOrder and EdBColonistBar, but per your comments I disabled the colonist bar and tried again. No change.
To further isolate the problem, I created a world with just Core + MiscCore + Robots. Same crash.
Save attached. Let me know if I didn't include enough files in the zip.
I cant get this to work. So far I've tried putting compatibility thing it and the end of the Misc, and and the end of my mod load order and It results in a screen either covered in dirt or with nothing but rocks. No pawns, no animals, no trees.Sorry but can you tell me what you want to do?
0131b no change. Still crashes.
I do have EdBModOrder and EdBColonistBar, but per your comments I disabled the colonist bar and tried again. No change.
To further isolate the problem, I created a world with just Core + MiscCore + Robots. Same crash.
Save attached. Let me know if I didn't include enough files in the zip.
Is only 1 worktype availible for each bot?
Added the numbers, but as soon as I start the bot all worktypes gets disabled.
<WorkTypeDef>
<defName>Hauling</defName>
<labelShort>Haul</labelShort>
<pawnLabel>Hauler</pawnLabel>
<gerundLabel>Hauling</gerundLabel>
<description>Carry things to where they need to be.</description>
<verb>Haul</verb>
<naturalPriority>300</naturalPriority>
<alwaysStartActive>true</alwaysStartActive>
<requireCapableColonist>true</requireCapableColonist>
<workTags>
<li>ManualDumb</li>
<li>Hauling</li>
</workTags>
</WorkTypeDef>
When there is a party or a wedding my robots start spitting out errors in the log. I forgot to take a screenshot last time. But i'll make one next time i have a party :)Thanks for the info. Can you post the output_log.txt if you encounter the error again, please? The info in there is better readable than what is displayed ingame :)
Ok, I've found a bit of free time for now and removed the part that crashes on your machine.
Strangely it doesn't crash on my side..
It didn't work. It threw other errors..
I've done some other changes, but ain't that optimistic that it will work :(
But please try anyway. That I can't test it myself is a real problem with this bug..
Stacktrace:
at (wrapper managed-to-native) UnityEngine.Resources.Load (string,System.Type) <0x00068>
at (wrapper managed-to-native) UnityEngine.Resources.Load (string,System.Type) <0x00068>
at UnityEngine.Resources.Load<object> (string) <0x00032>
at Verse.ContentFinder`1<object>.Get (string,bool) <0x001ae>
at Verse.Graphic_Multi.Init (Verse.GraphicRequest) <0x00120>
at Verse.GraphicDatabase.GetInner<object> (Verse.GraphicRequest) <0x00116>
at Verse.GraphicDatabase.Get<object> (string,UnityEngine.Shader,UnityEngine.Vector2,UnityEngine.Color) <0x0017b>
at Verse.GraphicGetter_NakedHumanlike.GetNakedBodyGraphic (RimWorld.BodyType,UnityEngine.Shader,UnityEngine.Color) <0x00136>
at Verse.PawnGraphicSet.ResolveAllGraphics () <0x000ce>
at AIRobot.AIRobot.SpawnSetup () <0x0034e>
at Verse.GenSpawn.Spawn (Verse.Thing,Verse.IntVec3,Verse.Rot4) <0x00232>
at Verse.MapIniter_LoadFromFile.InitMapFromFile (string) <0x00811>
at Verse.RootMap.<Init>m__513 () <0x0001d>
at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action) <0x0002b>
at Verse.LongEventHandler.<UpdateCurrentAsynchronousEvent>m__50B () <0x00021>
at (wrapper runtime-invoke) object.runtime_invoke_void__this__ (object,intptr,intptr,intptr) <0x0005e>
Native stacktrace:
/home/redacted/Downloads/Rimworld/Alpha13/RimWorld1135Linux/RimWorld1135Linux_Data/Mono/x86_64/libmono.so(+0x926cb) [0x7f29f1f576cb]
/home/redacted/Downloads/Rimworld/Alpha13/RimWorld1135Linux/RimWorld1135Linux_Data/Mono/x86_64/libmono.so(+0x36226) [0x7f29f1efb226]
/usr/lib/libpthread.so.0(+0x10e80) [0x7f29f4fc1e80]
/usr/lib/libGL.so.1(+0x3b1a9) [0x7f29f48ed1a9]
Debug info from gdb:
=================================================================
Got a SIGSEGV while executing native code. This usually indicates
a fatal error in the mono runtime or one of the native libraries
used by your application.
=================================================================
B_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_minmax GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_filter_minmax GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_x11_sync_object GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KTX_buffer_region GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NV_blend_square GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vdpau_interop GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NV_viewport_array2 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum
GLX Extensions: GLX_EXT_visual_info GLX_EXT_visual_rating GLX_SGIX_fbconfig GLX_SGIX_pbuffer GLX_SGI_video_sync GLX_SGI_swap_control GLX_EXT_swap_control GLX_EXT_swap_control_tear GLX_EXT_texture_from_pixmap GLX_EXT_buffer_age GLX_ARB_create_context GLX_ARB_create_context_profile GLX_EXT_create_context_es_profile GLX_EXT_create_context_es2_profile GLX_ARB_create_context_robustness GLX_NV_delay_before_swap GLX_EXT_stereo_tree GLX_ARB_context_flush_control GLX_ARB_multisample GLX_NV_float_buffer GLX_ARB_fbconfig_float GLX_EXT_framebuffer_sRGB GLX_NV_copy_image GLX_ARB_get_proc_address
Setting maxVSyncInterval to 4
GL: Detected 0 MB VRAM
Total system RAM: 32132 MiB
Initialize engine version: 4.6.3f1 (4753d8b6ef2b)
AudioManager: Using PulseAudio: Default Output Device
Begin MonoManager ReloadAssembly
Platform assembly: /home/redacted/Downloads/Rimworld/Alpha13/RimWorld1135Linux/RimWorld1135Linux_Data/Managed/UnityEngine.dll (this message is harmless)
Loading /home/redacted/Downloads/Rimworld/Alpha13/RimWorld1135Linux/RimWorld1135Linux_Data/Managed/UnityEngine.dll into Unity Child Domain
Platform assembly: /home/redacted/Downloads/Rimworld/Alpha13/RimWorld1135Linux/RimWorld1135Linux_Data/Managed/Assembly-CSharp-firstpass.dll (this message is harmless)
Loading /home/redacted/Downloads/Rimworld/Alpha13/RimWorld1135Linux/RimWorld1135Linux_Data/Managed/Assembly-CSharp-firstpass.dll into Unity Child Domain
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Loading /home/redacted/Downloads/Rimworld/Alpha13/RimWorld1135Linux/RimWorld1135Linux_Data/Managed/Assembly-CSharp.dll into Unity Child Domain
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Loading /home/redacted/Downloads/Rimworld/Alpha13/RimWorld1135Linux/RimWorld1135Linux_Data/Managed/Assembly-UnityScript-firstpass.dll into Unity Child Domain
Platform assembly: /home/redacted/Downloads/Rimworld/Alpha13/RimWorld1135Linux/RimWorld1135Linux_Data/Managed/UnityEngine.UI.dll (this message is harmless)
Loading /home/redacted/Downloads/Rimworld/Alpha13/RimWorld1135Linux/RimWorld1135Linux_Data/Managed/UnityEngine.UI.dll into Unity Child Domain
- Completed reload, in 0.023 seconds
Default vsync count 1
requesting resize 2560 x 1600
requesting fullscreen 2560 x 1600 at 0 Hz
Desktop is 2560 x 1600 @ 60 Hz
Platform assembly: /home/redacted/Downloads/Rimworld/Alpha13/RimWorld1135Linux/RimWorld1135Linux_Data/Managed/System.dll (this message is harmless)
Platform assembly: /home/redacted/Downloads/Rimworld/Alpha13/RimWorld1135Linux/RimWorld1135Linux_Data/Managed/System.Core.dll (this message is harmless)
Platform assembly: /home/redacted/Downloads/Rimworld/Alpha13/RimWorld1135Linux/RimWorld1135Linux_Data/Managed/System.Xml.dll (this message is harmless)
Changing real window size to 2560 x 1600
Ignoring window size change to 2560x1600 : waiting for fullscreen at 2560x1600
Changing real window size to 2560 x 1600
Changing real window size to 2560 x 1600
Changing real window size to 2560 x 1600
Changing real window size to 2560 x 1600
RimWorld 0.13.1135 rev819
I've set a bug request into the bug section because to be honest I'm really not sure what I can do. I think it has something to do with the new threading thats introduced in a13. Because of that the mods are loaded in a differend thread than the core game. There may be a threading problem involved, as it did work like it is in a12. I didn't change anything in this area of the code for the a13 update..
But to be honest, that's also just a wild guess from me.
I honestly don't know what I can do. If we don't find a solution I just have to completly rewrite the code to use animals or something like that. But that is work for a really long time and I'm not sure if I'll do that or if I'll cut my pawns (MAI and Robots) from Miscellaneous.
We'll see, we'll see..
Hopefully there is a rather simple solution to the problem :)
PS: I've added a new test file to my last post with a suggestion from the bug thread.