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Messages - Zhadum

#1
Outdated / Re: [A12] Containers For Stuff (v1.1.1)
August 26, 2015, 07:47:45 AM
I've been a good little bug tester and actually read through all comments so far and can't find a mention of clothes being inaccessible to wear.

Which seems to be the case for me. My guys won't get new clothes from these containers and seem to prefer to run around half naked. But when I decided to move to a normal storage, they went and got dressed quick enough.
#2
Outdated / Re: [A11d] Containers For Stuff (v1.0)
August 19, 2015, 02:33:50 PM
I wish it had just healed the items... would have been much more playable that way until fixed XD
#3
Outdated / Re: [A11d] Containers For Stuff (v1.0)
August 19, 2015, 08:19:36 AM
Yeah, you can't see item health while in container I believe anyway.
#4
Outdated / Re: [A11d] Containers For Stuff (v1.0)
August 19, 2015, 07:56:51 AM
Didn't have a potato, but a broken medkit.
Got full health.
So it would seem all items are replaced with identical versions with normal quality if applicable.
#5
Outdated / Re: [A11d] Containers For Stuff (v1.0)
August 19, 2015, 07:49:29 AM
I think I found a bug that will make me not want to use these until fixed.

Just noticed that all the stuff I had in the containers didn't need mending and they are all of normal quality... that felt a bit odd.. So i made a guy haul a good parka in there.. and it turned into a normal parka with full health.

So as it is now, it seems to replace all clothing (haven't tested weapons) with a new piece of clothing that has normal quality.
#6
Ideas / Re: better sorting of mods forum
July 06, 2015, 06:16:32 PM
Something simple that I miss when looking for mods would be subboards for which mods are for which release. Since a lot of old mods gets comments about if they will be updated when an update is released they often end up above the ones that are updated.

I don't mind too much looking through all the available mods, but I would very much appreciate it if I ONLY had to look through the ones actually updated.

So creating a new subboard for every new release where Mod creators create a new thread with their updated mod is my suggestion.
It removes the history of communication around a mod for every iteration, but I don't think that there is much value in most fo those.
I also suspect that threads can be simply moved to the new subboard when they are updated so it's a non issue anyway.
#7
I seem to have found one issue. There was a strip clothes button added in last update of the game which I can't find anymore after installing this mod. I assume that your new buttons somehow overrides that one.

#8
I built and rebuilt both warehouses and relays several times.
The last thing you write.. I don't know what that means.
#9
So far really liking this mod. But, a question. Not sure if I'm somehow doing something wrong, but after trying for a few hours, reading this thread and getting most every other item to work I still have problems making Raw devilstrand show up in my relay thingie.

At first I had issues getting Cotton to show up as well, but then all of a sudden that worked, but devilstrand I can't seem to make work.
A few textiles as well were problematic.
I'm guessing it might have to do with other mods, but since I got this from companion mod superior crafting it seems weird that it would be that.

Either way, I'm out of ideas here.
I've had over 500 raw devilstrand in the stockpile, had a warehouse there and pointed the relay there. I have not had only devilstrand there though. I also had for example cotton.. and cotton worked fine to teleport, but devilstrand is a no show.
#10
Awesome!
#11
Outdated / Re: [MOD] (Alpha 9) Fireproof Conduits (v1.0)
February 22, 2015, 12:33:33 PM
your about.def has this listed as floor lights.
Was a bit surprised when trying to find it in mod list.
#12
I am still having issues. But I am not sure which mod or mods are causing it.
Game starts and works fine, except that I get error messages while playing. as far as I can tell it's in conjunction with visitors or traders or enemies supposed to arrive. They never do. (just started a new colony and haven't had a single incident yet after several days, but in the log window 3 times I've seen what seems to be those kinds of incidents not occuring.

Only reason I post here is because when searching forum for a term that showed up, this thread was the only one containing it.

System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.StatWorker.GetValueUnfinalized (StatRequest req, Boolean applyPostProcess) [0x00000] in <filename unknown>:0
  at RimWorld.StatWorker.GetValue (StatRequest req, Boolean applyPostProcess) [0x00000] in <filename unknown>:0
  at RimWorld.StatWorker.GetValueAbstract (Verse.EntityDef def, Verse.ThingDef stuffDef) [0x00000] in <filename unknown>:0
  at RimWorld.StatExtension.GetStatValueAbstract (Verse.EntityDef def, RimWorld.StatDef stat, Verse.ThingDef stuff) [0x00000] in <filename unknown>:0
  at RimWorld.PawnWeaponGenerator.IsDerpWeapon (Verse.ThingDef thing, Verse.ThingDef stuff) [0x00000] in <filename unknown>:0
  at RimWorld.ThingStuffPair.get_Commonality () [0x00000] in <filename unknown>:0
  at RimWorld.PawnWeaponGenerator.<TryGenerateWeaponFor>m__F0 (ThingStuffPair w) [0x00000] in <filename unknown>:0
  at (wrapper delegate-invoke) System.Func`2<RimWorld.ThingStuffPair, single>:invoke_single__this___ThingStuffPair (RimWorld.ThingStuffPair)
  at Verse.GenCollection.RandomElementByWeight[ThingStuffPair] (IEnumerable`1 source, System.Func`2 weightSelector) [0x00000] in <filename unknown>:0
  at RimWorld.PawnWeaponGenerator.TryGenerateWeaponFor (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.PawnGenerator.GeneratePawn (Verse.PawnKindDef kindDef, RimWorld.Faction faction) [0x00000] in <filename unknown>:0
  at RimWorld.PawnGroupMaker+<GenerateArrivingPawns>c__Iterator71.MoveNext () [0x00000] in <filename unknown>:0
  at RimWorld.PawnGroupMakerUtility+<GenerateArrivingPawns>c__Iterator72.MoveNext () [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[Verse.Pawn].AddEnumerable (IEnumerable`1 enumerable) [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[Verse.Pawn]..ctor (IEnumerable`1 collection) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.ToList[Pawn] (IEnumerable`1 source) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentWorker_Raid.TryExecute (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentWorker_RaidEnemy.TryExecute (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentQueue.IncidentManagerTick () [0x00000] in <filename unknown>:0
  at RimWorld.Storyteller.StorytellerTick () [0x00000] in <filename unknown>:0
  at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0


I imagine that snippet is very similar to the one posted earlier in this thread. Might be wrong though.

Edit: your mod is not condusive to testing XD
it very heavily crashes if removed and game loaded XD
Edit2: It does in fact seem to be your mod that is causing issues for me. Using the dev tools I tried sending in various raids, wandererjoin etc incidents. Some/most of the time it failed when using your mod. In another colony with same set up of mods minus yours I did not manage to get a fail message when doing the same.
I am not a coder, but it seems to be erroneus by calling for a file or function (or faction?) that doesn't exist.
#13
Quote from: ItchyFlea on February 19, 2015, 05:05:17 PM
I found the cause, and the solution.
Unfortunately the solution ruins how this mod works, and as such I am not going to fix it. In the mean-time, generate a new world before activating this mod.

EDIT: I'll clarify that the cause is due to a bug in the game, not the mod itself. The only affected part of the game is world generation. Normal gameplay is not affected. Fixing the issue that causes the world generation to fail will break the balancing of the mod.

I just spent several annoying minutes adding and removing mods to finally figure out that it was yours that was causing that issue.
Thanks for clarifying here that it will work and how to work around it.
Tip: Add this info to first page!