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Messages - comlink

#1
Quote from: Der Failer on July 16, 2016, 06:37:47 PM
There seems to be a problem with this mod and the vanilla tribe scenario (the other two same to be fine). This only happens if pawns have noting to do. I've test this with only CCL and Hospitality activ.
Vulture threw exception while determining job (main): System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.ThinkNode_ConditionalNeedPercentageAbove.Satisfied (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at RimWorld.ThinkNode_Conditional.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_Tagger.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at RimWorld.ThinkNode_Conditional.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.Pawn_JobTracker.DetermineNextJob (Verse.ThinkTreeDef& thinkTree) [0x00000] in <filename unknown>:0  lastJobGiver=


I get the same. It appears to have something to do with Joy actions. I don't see any joy need bars for my tribals, so I assume Hospitality is either breaking Joy for them, or the fact they don't have a joy need is causing the idle actions to fail.
#2
Aha, this is a known bug apparently. I searched the superior crafting redesigned thread and came across this:
Quote from: the.adoxographer on November 03, 2015, 05:28:03 PM
In order to fix this add

<designationCategory>Structure</designationCategory>

to line 206 of Mods/Superior Crafting Redesigned/Defs/ThingDefs/Buildings_Structure.xml and it will fix the issue (it also fixes the issue with other wall placeable s)

All new walls will work so there is no need to create a new game - but already existing walls will need to be replaced.
Testing now.

As for the doubled up heater, I loaded the RemoveProcessedResourcesPatch (I like patches so I loaded everything per instructions) but it's still there.
#3
Having an issue where no through-wall items will place. Everything says "you can't place this here!". I tried all of the LT vents and the small cooler. I thought I had tracked it down to a mod I added, but turns out that wasn't the case. The real issue seems to be: there's only two types of basic wall listed - wood and bamboo (this is with godmode or all research enabled). It appears any constructed wall won't accept on-wall items, while walls that are preconstructed with the map allow placement of objects on them. Also no basic door save wood and bamboo listed even with the requisite resources available. Really weird and super annoying! I ran probably twenty tests with various permutations of options and such and can not get this to work.

Second thing I noticed (after clearing up the above error) with no other mods loaded save the ones in the list, it appears there's two industrial heaters. One is 300 steel while the other is 250. Looks like a copy between superior crafting redesigned and LT_redistHeat, according to my awesome windows search function skills.
#4
An acme idea! The one thing I haven't liked about modpacks is the complete dependence of every line item towards the whole. I'd guess simply posting a link of dependencies would help out with that greatly, but I like the "cafeteria plan" you have much more.
On a side note: Wouldn't it be nice if there was a dependencies highlighter mod so you knew what took what in a case like this?

Anyway, I'm downloading and attempting a game with this. Perhaps I'll try plugging in some combat mods later if I get bored of creating :)
#5
Add this to the "should be stock" list. I've been waiting for someone to make this mod.
#6
Outdated / Re: [MOD](Alpha 10) Less mechanoids
May 10, 2015, 12:47:15 PM
Quote from: Boboid on May 09, 2015, 07:19:41 PM
Quote from: Ykara on May 09, 2015, 05:08:57 PM
and why are the mechanoids so terrible pilots?

Is mechanoids a mass-noun? Is it Less or Fewer? I can never remember.

I believe that subject is well covered here: https://www.youtube.com/watch?v=8Gv0H-vPoDc :D

Anyway, thanks for this mod! I don't have the time or brainpower to figure this stuff out anymore, but I was getting terribly annoyed by mech drops right at the front door. I assume I could continue to modify this to make it a 0 instead of 20 to remove the possibility entirely?
#7
I like the ducting system a lot. I believe this is the first "conduit" system I've seen other than the stock power distribution system and it really adds to the game.

I was thinking: what if there was a heater/AC unit, placed outside, with a duct system running inside to vents? Essentially the same as a real central AC system. This could be a higher tier system after the standalone space heaters and through-the-wall chiller units. I'd like to see that.
#8
Quote from: Quillia on April 23, 2015, 08:23:04 PM
I really enjoy this mod, but I can't seem to find the new turret types.

I noticed the zip for the security pack doesn't extract to it's own folder under Mods. You may need to create the folder and extract the zip to it.
#9
Quote from: Igabod on April 19, 2015, 01:33:49 PM
Are you maybe using an older version? I corrected all those issues with the 2.2 release. Try re-downloading and install it again.

Sure enough, I'm running 2.1. Thank you, this is a great mod!
#10
This is a really excellent addition to the game. I'm glad that vehicles of any sort are being worked on. I do have an issue where my haulers stop hauling if the items are far away (playing on mountainous map).

Shouldn't the cargo be called a cart? It looks like a cart, and cargo is what is hauled, not what hauls.
#11
Getting some errors on loading, with dev mode on. I usually play with a bunch of mods but I turned them all off and loaded this one by itself, and upon hitting "close" on the mods window, these errors appear. Don't know if it's causing any issues other than making the debug log pop up:)

Could not resolve cross-reference: No RimWorld.StatDef named MaxHealth found to give to RimWorld.StatModifier RimWorld.StatModifier

Cannot call ItemFromXmlFile with resolveCrossRefs=true while loading is already in progress.

Could not resolve cross-reference: No RimWorld.StatDef named MaxHealth found to give to RimWorld.StatModifier RimWorld.StatModifier

Cannot call ItemFromXmlFile with resolveCrossRefs=true while loading is already in progress.

Could not resolve cross-reference: No RimWorld.StatDef named MaxHealth found to give to RimWorld.StatModifier RimWorld.StatModifier
#12
Mods / [Mod Request] Faction Selector
April 16, 2015, 06:02:17 PM
I was thinking it would be super cool to be able to select the factions one will encounter in a world or scenario. Think "Prepare Carefully" but for factions. I thought of this after a massive mechanoid drop took out yet another fledgling township. This would be another range of customization that could lead to fun situations. I'd love to set up a scenario where constant tribal skirmishes between tribes are happening, for instance.

I'd settle for someone telling me how to disable mechanoids though! :D