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Messages - KageNoOni

#1
If you have a saved scenario that has scenario parts that come from a mod, and the mod isn't loaded, you can't start a new game at all.  Instead you have to load the mod then start a new game.  This can be a problem if you've subscribed to a scenario on Steam that uses a modded scenario part forcing you to load a mod that might not be compatible with the current version, as it isn't updated yet.

Edit:  For context, I'm not talking about using the modded part.  I'm talking about being in vanilla and just hitting New Game and happening to have a scenario saved into the scenario directory that uses something that came from a mod.  The new game won't come up, and you get an error about being unable to find the modded scenario part.
#2
A bug I've noticed, I didn't see it mentioned anywhere.  If you click the underground half of the mine shaft, the ability to create new stockpiles breaks.  Colonists ignore any new stockpiles you create, and if you save after creating a stockpile, then reload, the new stockpile disappears.  Also, if debug is on, clicking the mine shaft results in a missing string error.

It seems as a workaround, you can load a save, click the lower mine shaft, then reload the save, and the bug goes away.  Clicking the lower mineshaft won't trigger the bug again until you restart RimWorld.

Quote from: Canute on May 17, 2019, 02:21:09 AM
Quote from: redxlaser15 on May 16, 2019, 05:31:15 PM
3) Why isn't this one the steam workshop?
Why arn't all workshop mod's on the forum too ? :-)

Most people have a Steam account, even among those who visit these forums, not everyone has a forum account
Steam has integration with the game, automatically downloading and updating mods for you, and installing them for you, there's a convenience factor there, which is probably the main reason people ask why it isn't on Steam
Even for those who have an account on these forums, there's no file hosting, so you need another account on yet another site to be able to host your mods
It's easier to upload mods through Steam, simply load the game, go to your mods, select the mod, and click the button to upload it
Searching the workshop is easier than searching here.  You search for a mod, you see a name, description, and screenshots.  You search the forums, and you are more likely to get false flags, because the search picks up every post, not just the threads, and you have to click the thread in question to see what the mod does
Steam shows you what mods are popular, which makes it easier to curate good mods.  They naturally rise to the top, on the forums more work is required to investigate.  I remember this problem specifically with Portal back when it was newer, the various levels I downloaded from forums were usually not that great, yet when the steam workshop came around, I found the levels that were highly rated, or popular, tended to be much better.

It's not hard to see why people ask for mods on the Steam Workshop, yet never ask for them specifically to be here, and also why people would choose Steam over the forums for uploading their mods.  I have no problem grabbing mods here, if I see something I like, this is just an explanation for why people want them on Steam, instead of needing to look here.
#3
Quote from: Edixo on February 04, 2018, 01:06:14 AM
If you use a healer mech serum on a person that's on contraceptive, it removes the contraceptive, and more importantly, wastes a healer mech serum.

pls fix

Made a patch that fixes that.  Children and Pregnancy Fix
#4
Ok, came across a strange bug.  Right after a colonist had a baby, I would get the same debug error about an index being out of range, and it kept re-appearing, and referenced the colonist in question, Pruitt.  The food, rest, joy, and mood meters all maxed out and would not change.  Screenshot  Also, the debug log (and any other debug item such as debug actions) got bugged in appearance, when looking at the mood tab for that colonist.  Also, it caused some errors, a lot of them.  One error in particular repeated hundreds of times once the game loaded up.  Output_log.txt  Zipped copy of bugged save file

I managed to fix this, by opening the dev console, killing the colonist, spawning in resurrector mech serum, and having a colonist resurrect her.
#5
Quote from: Pboy0011 on June 10, 2017, 08:47:57 AMWhat is the percentage of pregnancy because it seems very low.

Not sure on exact percentages, but age is a factor.  If I start a colony with people at 20-30 years old, pregnancies happen almost immediately after the first couple forms.
#6
I'm not sure this is actually a bug.  As long as work is started, but not completed, the unfinished item remains linked to the bench with the bill that started the work.  The unfinished component won't be hauled unless something happens to destroy the link.  (bill gets deleted, bench gets destroyed/deconstructed)
#7
Bugs / Re: [A17] Game hangs while Generating Map
May 04, 2017, 05:24:51 PM
Ok, got it uploaded to Google Drive.  Pastebin gave me a 413 error.

output_log.txt

Moderator's edit (Calahan) - Here is a link for the download friendly 1Mb compressed version of the above log file.
http://www14.zippyshare.com/v/sdyo98fh/file.html
#8
Bugs / Re: [A17] Game hangs while Generating Map
May 04, 2017, 05:10:48 PM
That file is absurdly large.  It's a shame there aren't any dates in the file, as it would be easier to find only the relevant section of the log.  I'm attempting to upload it now, but the file is nearly 300 MB in size, and Pastebin is uploading it rather slowly.  The relevant errors are actually over 60k lines long, and look about the same as what was in the screenshot.
#9
Bugs / Re: [A17] Game hangs while Generating Map
May 04, 2017, 05:30:33 AM
Quote from: SURU on May 04, 2017, 04:39:06 AM
Start including some logs to help devs..

There aren't any.  I checked.  The logs I do have are dated March 27th, April 2nd, April 12th, and two for April 26th.  None of them apply here.

Edit: By the way, there were errors generated, the kind that usually show up in logs.  In my first post, I quoted the exact errors, and even linked a screenshot of the errors.
#10
Bugs / Re: [A17] Game hangs while Generating Map
May 04, 2017, 02:22:57 AM
I was mostly using defaults.  I didn't touch map size, starting season, or mods.  The only thing I changed was 50% world size instead of 30%.
#11
Bugs / [A17] Game hangs while Generating Map
May 04, 2017, 01:08:14 AM
The development console opens and it repeats the same messages over and over.  Tried to spawn {Animal#####} out of bounds at (-1000, -1000, -1000).  It's been hanging like this for around 20 minutes, so it's not just going slowly.

Screenshot
#12
Quote from: caekdaemon on April 03, 2017, 03:08:43 PM
Quick question, since I've read through the thread and haven't been able to find an answer, but do children inherit their parent's physical appearance like hair color, or is such a thing not yet finished/not actually possible?

I'm just wondering for when I give the mod a go myself :)

That appears to be the case for skin color at least.  A colony of mine.  Nerhesi and Juliet were my starting couple here, and their children are Rafael, Manny, Wendy, and Katten.
#13
Using the Children and Pregnancy mod with Misc Robots and Misc Robots++.  No errors, no incompatabilities.  When I activate the bots, I briefly (1 frame) see the sprite for a newborn baby, then the correct sprite takes over.  This only happens once per bot, and deactivating and reactivating the bot later shows the correct sprite.  In case it matters, I have Children and Pregnancy loaded before Misc Robots and Misc Robots++.

Edit:  I should probably mention I'm still on version 0.1i, since 0.1j just freezes RimWorld on load for me.
#14
For some reason, the game is repeatedly giving me log messages about resolving age graphics for my entire colony.

Salamander
Verse.Log:Message(String)
RimWorldChildren.ChildGraphics:ResolveAgeGraphics(PawnGraphicSet)
RimWorldChildren.ChildGraphics:_ResolveAllGraphics(PawnGraphicSet)
RimWorldChildren.Hediff_Baby:TickRare()
RimWorldChildren.Hediff_Baby:Tick()
Verse.Pawn_HealthTracker:HealthTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()


And a quick link to show it in action.
#15
On the latest update, I get the following error every time I disassemble a mechanoid.

Could not execute post-long-event action. Exception: System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorldChildren.ChildGraphics.ResolveAgeGraphics (Verse.PawnGraphicSet graphics) [0x00000] in <filename unknown>:0
  at RimWorldChildren.ChildGraphics+<_ApparelChanged>c__AnonStorey0.<>m__0 () [0x00000] in <filename unknown>:0
  at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:ExecuteWhenFinished(Action)
RimWorldChildren.ChildGraphics:_ApparelChanged(Pawn_ApparelTracker)
RimWorld.Pawn_ApparelTracker:DestroyAll(DestroyMode)
Verse.Corpse:Destroy(DestroyMode)
Verse.RecipeWorker:ConsumeIngredient(Thing, RecipeDef, Map)
Verse.AI.Toils_Recipe:ConsumeIngredients(List`1, RecipeDef, Map)
Verse.AI.<FinishRecipeAndStartStoringProduct>c__AnonStorey418:<>m__674()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.<DoRecipeWork>c__AnonStorey417:<>m__66F()
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()