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Messages - Sigan

#1
Releases / Re: [B18] A RimWorld of Magic
June 21, 2018, 01:57:25 AM
Can you patch the ability to grow full arms out of missing toes back in? That sounds like a lot of fun... :o ;D
#2
Releases / Re: ~
June 19, 2018, 09:02:17 PM
Quote from: TheAzn123 on June 19, 2018, 07:53:57 PM
Quote from: Sigan on June 19, 2018, 05:58:42 AM
I found a slight bug.

A Priest attempting to use Advanced Heal, or Purify, on an animal will get stuck forever.

If you can't reproduce this bug in your version, please tell me. I've modified some stuff in my game - all over the place, in the laziest of ways - and so it could be just me. I believe it's not me, but I'd like some feedback from someone else in the community if possible. Thanks!

If you press the ~ it should give you a log of errors and other things. Maybe you can use that to figure out the problem/bug

Thank you. I might have known this at one point in my many playthroughs over the many different versions, but I completely forgot about that.

I'll give a bit more information, though. Restarting the exe completely didn't solve the problem, but the pawns that were stuck (both Priests) are now unstuck and back to normal. They likely wouldn't have survived due to starvation, but my modded version is practically God mode. As a result, they survived long enough for (I think) the dog that they both tried to heal/purify to heal through natural means.

Reloading a save or the game wouldn't fix the problem if the problem was contingent on the health of the dog.

Either way, the problem is gone now so I have no way to look it up... I'd still like confirmation from someone else that this is a problem with your mod, and not just a problem with my game.

And thank you again, TheAzn123, for the reminder about that feature. Have a great day! :)
#3
Releases / Re: [B18] A RimWorld of Magic
June 19, 2018, 05:58:42 AM
I found a slight bug.

A Priest attempting to use Advanced Heal, or Purify, on an animal will get stuck forever.

If you can't reproduce this bug in your version, please tell me. I've modified some stuff in my game - all over the place, in the laziest of ways - and so it could be just me. I believe it's not me, but I'd like some feedback from someone else in the community if possible. Thanks!
#4
Outdated / Re: [A13] Mod MEGA PACK - reloaded
June 16, 2016, 08:08:57 PM
Just to throw in my problem to the mix...

I have no problem, so far as I can tell, with Caveworld Flora.  No bugs in the startup log (except the aforementioned Embrasures bug, with the same positive results regardless).  The problem I have is random hauling/cleaning jobs being started for a tick, but then stopped with no error logged.  The result is that a pawn with that job prioritized starts it, it fails for whatever reason, the pawn stands, stunned, and then resets.  If the pawn's priorities haven't changed by the time they're ready to start doing work again, about 3 seconds later or so, they try the exact same job again with the same results.

I have forbid a particular stack of resources, for instance, before, and the pawn moved on to the next job possible, without a problem. However, unforbidding that stack, causes the problem to persist, but only sometimes.

Then there's the cleaning problem, which happens and I can't forbid it.  So, the pawn tries to clean something, and is unsuccessful for some reason, trying over and over again until his priorities change to something else - like eating or sleeping.

I removed VeinMiner because there is a pathing error that it causes, and it is a documentable error.  These hauling/cleaning errors, however, aren't documented anywhere.  So, I have no idea why they're happening.

Anyone else facing this?  Anyone?  ...Beuller?
#5
Isn't there something in the save file, or somewhere, that I could look at to see a potential error?  It only seems to happen when I have an empty stockpile, awaiting an item, and then either hauling or cleaning (to include hauling a specific item stack or three to a construction) causes the standing still bug.

Could this be a problem with pawn logic, or resource definition, or zone declaration... ??  I'd like to pinpoint the problem without the time-consuming unload mods, reload mods, reload game, start new game, get to a certain point to see if the bug exists, load more mods...

There has to be a more precise way.
#6
Yeah... Well, that would help a little.  Recently, I've started using the debugger.

My colonists seem to get stuck on very specific hauling jobs.  I paused the game while the colonist was standing around.  I drafted and then released them.  It prioritized the hauling job (and I presume this is the same one), and then I unpaused it to see what it would do.  Nothing.  The colonist reverts to "Standing" action instead of following through.

I then forbid that specific pile of meat (or leather, or whatever one it is), then drafted and undrafted.  There were times when the colonist would select a different resource pile, and start working again immediately.  Other times, they switch to a different pile and end up having the same result.  So, I rinse and repeat forbidding the object, draft and undraft, and see what the pawn does.

The latest thing was a "Cleaning Dirt" job.  The pawn attempts it, can't do it for some reason, but I can't forbid that job.  Therefore, the pawn gets stuck until some other priority overrides cleaning the dirt.

Now, I'm thinking a log should report the pawns actions, but they don't show up as an exception anymore in the debug log, and the inspector just says, in code, what I already could tell by watching the game.

Anything I can do to narrow down the problem?  I'm not sure where to start.
#7
I'm here to report that I've also seen this error.  Same modpack, downloaded from that link, which links to the VeinMiner Fix page of this post.  I'm going to do some testing to see if the problem is with the original VeinMiner in the first post, or if the problem is within the fix.  I'm also going to check and see why that error comes up under the error:


30  Oject.reference not set to an instance of an object
1  PawnPathPool leak: more paths than spawned pawns.  Force-recovering.


In my game, it leads to pawns standing around attempting to pick things up for one tick every million or so and, for whatever reason, failing that.  They then stand there - seemingly stunned - only to do so again shortly after.

I'm able to draft them and move them, or prioritize a specific thing only to have them complete one action toward it before going back to doing whatever it is they're trying to do.

I'll look into it and get back.
#8
After turning on Dev mode, which I had forgotten about, I set it to pause on error.

Now, I'm getting the errors


30 Object reference not set to an instance of an object.
1 "PawnPathPool leak: more paths than spawned pawns.  Force-recovering."


These are things I don't understand.  Everything works fine on load (now), and all my extra mods are running, so far as I can tell.  However, I have a pawn just standing there trying to move something, and this is the error that she seemed to create.
#9
Also, pay no attention to all the "AlphaPoly," "BetaPoly," "Titanium," from Glitterworld mods because they're getting edited out.  They're not even installed, really, just a remnant that I haven't removed from my custom mod.  They're not objects that are in the game, although a flooring recipe will call for them, but I know that and so I never build the floor.  I'm working on putting them back in, but it's a WIP for my setup, and it's not that important of a mod for me right now.  I'm more interested in why I can't make meals.
#10
Help / I understand coding language... sometimes...
June 15, 2016, 10:42:40 PM
I have a problem.  Well, maybe a few problems, and there might be a root to my problem that could help me in the future.

First, I play with a ton of mods.  Say what you like, and the Mod list is long, but I throw 'em in here and there, and usually I can make them work.  If they require a little tweaking, I can usually figure it out myself, but this one is causing me problems and I've been scratching my head with it.

Colonists will be assigned a job to make meals up to a certain amount, butcher animals indefinitely, and then make weapons, and smelt weapons based on quality or type (I've made those codes, which have work fine stand-alone).  I also threw in the mods from the Mega Mod List (https://ludeon.com/forums/index.php?topic=20669.0).

None of that really matters though, as I have digressed.  Sorry.

The problem, as it seems to show up, is that a colonist will pick up something, and put it down - standing stunned for a while - eventually moving on to doing something completely different.

In the output_log, it seems to be linked to this line:

ColonistName threw exception while determining job (main): System.NullReferenceException: Object reference not set to an instance of an object

I've attached the log, and that line can be found at line 7939, as well as extremely frequently the further up the code you go.

The game plays fairly well, but I can't make meals as a result of this.  I play with the mod "Bulk Meals," but with that removed the problem remains.

Any tips on finding the answer myself?  Any obvious problems that I can fix?  What am I looking for?

Thank you, regardless, for your time.  Have a great day!

[attachment deleted by admin - too old]
#11
As far as the Unfinished item bug goes:  thanks for looking into it.
#12
I would totally insert that if statement to overcome this.  Where does that go?
#13
That works, but it's a little micromanagy.  As well, I doubt it's supposed to do this.  I'd like to have it not do this anymore.  I feel like an if statement or something could fix this, but I don't know how to make it happen.

At the moment, I can't craft any advanced bionic arms.  The work required gets to zero, then slowly ticks into the negatives for some reason.
#14
I have a problem with periodically going past 0 work left on items.  My pawns will create bionics or advanced bionics and, after working for a while, it will say "Work left -21".  This will continue extremely slowly further into the negatives, never completing the item.  They'll just stand around and it'll flicker to working on that item and back, and then they'll go to bed only to start working on it again the next day.

How can I fix this?
#15
This has been working for me with no problems.  All the same mods are being used, nothing has changed other than your update.  Thank you :)