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Messages - coemgen98

#1
It seems down too. Keeps sending me a 404
#2
Releases / Re: [1.0] A RimWorld of Magic
October 31, 2018, 03:32:49 AM
Hello! It seems I encountered a problem with the ability psionic storm? The bug that was fixed about the colonist disappearing after using it is back. Whenever I use it the character gets removed/flies out from the map. The problem seems to stem from an incompatibility with the mod Zombieland since the logs seem to specifically mention it. I don't know much about coding so it's just speculation on my part. Can you check it out if that is the case?

Here's the log in-game whenever I used psionic storm with Zombieland activated:

Exception ticking FlyingObject_PsionicStorm18261 (at (138, 0, 144)): System.ArgumentNullException: Argument cannot be null.
Parameter name: key
at System.Collections.Generic.Dictionary`2<Verse.Map, ZombieLand.PheromoneGrid>.TryGetValue (Verse.Map,ZombieLand.PheromoneGrid&) <0x00208>
at ZombieLand.Tools.GetGrid (Verse.Map) <0x0003c>
at ZombieLand.Patches/Projectile_Launch_Patch.Postfix (Verse.Thing,UnityEngine.Vector3,Verse.LocalTargetInfo) <0x002f3>
at (wrapper dynamic-method) Verse.Projectile.Launch_Patch1 (object,Verse.Thing,UnityEngine.Vector3,Verse.LocalTargetInfo,Verse.LocalTargetInfo,Verse.ProjectileHitFlags,Verse.Thing,Verse.ThingDef) <0x003af>
at Verse.Projectile.Launch (Verse.Thing,Verse.LocalTargetInfo,Verse.LocalTargetInfo,Verse.ProjectileHitFlags,Verse.Thing) <0x000cc>
at AbilityUser.Projectile_AbilityBase.Launch (Verse.Thing,AbilityUser.AbilityDef,UnityEngine.Vector3,Verse.LocalTargetInfo,Verse.ProjectileHitFlags,Verse.Thing,System.Collections.Generic.List`1<AbilityUser.ApplyHediffs>,System.Collections.Generic.List`1<AbilityUser.ApplyMentalStates>,System.Collections.Generic.List`1<AbilityUser.SpawnThings>) <0x000a0>
at TorannMagic.FlyingObject_PsionicStorm.TryLaunchProjectile (Verse.ThingDef,Verse.LocalTargetInfo) <0x0033a>
at TorannMagic.FlyingObject_PsionicStorm.Tick () <0x0092c>
at Verse.TickList.Tick () <0x00487>

Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate_Patch0(Object)
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
#3
Outdated / Re: [A14] Field Surgery
August 14, 2016, 07:33:15 AM
Quote from: Adventurer on August 14, 2016, 06:58:13 AM
No incompatibilities with DE Surgery or Expanded Prosthetics, right?

It works fine with in-game prosthetics but it cannot dismember  higher tier ones from EPOE. So far, the DE surgery options are still present and working. I'm not fully sure though since I have yet to encounter errors in-game myself. The author can help us clarify that, though.
#4
Hello! I would just like to ask if you have plans for implementing a patch for Clutter Misc hands v1.0.3 by mrofa just like rimfire? Having visible hands for your weapons would make this mod even better! Thanks!
#5
Quote from: Napalm222 on August 04, 2016, 09:18:25 PM
Quote from: sma342 on August 04, 2016, 06:14:43 AM
Yes i researched them. I can't instal hook hands dentures and other "first tier" parts only peg leg

I had the same issue with not being able to install stuff like the spine and AI chip. I went through my mods and found the zombie mod causes the conflict. I like zombies, but I like a new spine a tab bit more  ::)

There's a compatibility patch for the zombies mod. Have you checked the zombie mod page again?
#6
Hello! I have been using your mod and I found your stuff to be really useful especially the wall switches. I'm sorry if this has been asked before but is the wall switch compatible with Haplo's Power switch? What I mean is will/have you integrate/ed the same "sensors" he has for detecting pawn presence? I don't know anything about coding and modding for this game so I would like to ask if this will/has be/en done. After all, it would really save time if switches activate automatically indoors instead of manually flicking them around. Other than that, thanks for your mods!