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Messages - Anfi0312

#1
Help / Game freezes every day at 16h
August 03, 2017, 05:55:17 PM
Hello everyone,

My modded version of Rimworld freezes every ingame-day at around 16h. I tried to disable every mod that isn't essential, sadly to no avail. Maybe someone can help me.

Debug log: https://pastebin.com/4U164ELW
Output log: https://pastebin.com/c0B8eN8y


My mods:

Core
HugsLib
964388988
726479594
729908976
AllowTool
AreaUnlocker
ColonyManager
CombatExtended
CombatExtended Guns
DeathRattle
AJO
CentralizedClimateControl
Clutter Furniture
Clutter Hands
Clutter Laser Rifle
Clutter Structure
Dubs Bad Hygiene
Dubs Skylight
EconomicStability-17-5-30
ED-LaserDrill
EdBPrepareCarefully
ExpandedIncidents
ExpandedProsthetics&OrganEngineering
FluffyBreakdowns
ForceDoJob
FuckFriendlyFire
HeatMap
KK_AsSimpleAsRack
LDAreaRugs A17
Logistics
LongRangePodLauncher
LT-DoorMat
MadSkills-A17-2.0.0
Markers-1.0.3
MassStorage-master
MedicalTab
Mending
Miniaturisation
Miniaturisation-0.17.1
MiningShaft-1.2-alpha
MiningShaft-StoneAddon-A17
Miscellaneous_Objects
Miscellaneous_Robots
Miscellaneous_TrainingFacility
Moody
Nandonalt - Set-up Camp
PrepareLanding
Portable Power Generator
Psychology
QOLTweaksPack-1.0.1
RemoteExplosives
Rim.AcEnhancedCrafting
RimWorld-Achtung-Mod-master
Robots_PlusPlus_Misc_Robots_Xtension
RuntimeGC
sd_luciprod
SimpleSidearms-1.0.2
Shhhhhhhhhhhhhhh
StackMerger
static_quality_plus_A17
Vanilla-Friendly-Weapon-Expansion-2.1
Vegetable Garden 5.4
VeinMiner
WM Reuse Pods
WM Smarter Food Selection
[A17] Hand 'n' Footwear
[A17] Quality Cooldown
[A17]Organized Research Tab v1.0.3
[Cab]Beat The Meat
A17b-Combat-Extended-Artillery-1.31
AllowDeadMansApparel
AnimalTab
ConduitDeconstructMod-master
ED-Embrasures
ED-OmniGel
Friendly Berserk
Hydroponic Hay
sd_adv_powergen
sd_pillowsCo
WorkTab
823126273
Modular Tables A16
AnimalsLogic
A_Dog_Said-A17
LED-Lights-Extended-1.1
ChangeDresser
#2
For some reason my colonists don't want to pick up their assigned loadout. I have all weapons and ammunition. Bulk and weight shouldn't be a probem also, a naked colonist without stuff in his inventory can't equip a pistol automatically. Since nobody reported this issue I think there is a conflict with my mods. Does somebody know where the problem may be?
[Is it possible to put long lists in a spoiler tag?]

Core
HugsLib
Izzyssentials Core
Better Pathfinding
EdBPrepareCarefully
Blueprints
Bulk Medicine Production A16
Additional Joy Objects
AllowTool
Appetite Suppressant A16
Caerbannog
Chemicals & Neutroamine
Clutter Furniture
ColonyManager
CombatRealism-1.6.9.5
Crate
DeadMansClothing
ED-Embrasures
ED-LaserDrill
ExpandedIncidents
ExpandedProsthetics&OrganEngineering
Fences And Floors
FishIndustry
FluffyBreakdowns
HaulPriorityLite
High Caliber
High Caliber (Combat Realism Patch)
Hospitality
ImTheWorkerNow
Izzyssentials Furniture
Izzyssentials Hydro
Izzyssentials Solar
Izzyssentials Switch
kNumbers-0.6.0
LED Lights More Furniture Patch
LED Lights Redux
LT_DoorMat
M No RNG in Death
MadSkills-A16-1.2.1
MakeComponentsx10-1.0.1
MF A16
MineItAll
MiningShaft-StoneAddon
MiningShaftA16
Nandonalt - Camping Stuff
Nandonalt - Colony Leadership
Nandonalt - Pests
Nandonalt - Set-up Camp
Psychology
QualityBuilder
Rainbeau's Fertile Fields
RD_FireDepartment
RD_ReinforcedConcreteWall
Reinforced indiscernible power conduits
RelationsTab
ResearchList
RimFridge
Signs_and_Memorials
RT_Fuse-A16-1.0.5
RT_QuantumStorage-A16-1.0.8
RT_SolarFlareShield-A16-1.1.2
RumoursAndDeceptionA16
RW_MedicalInfo
Soylent green a16
static_quality_plus_A16.1.2
StepAway
Super Soil
WM Medivac
WM Reuse pods
WM SyncGrowth
ZhentarFix
[SS]BiggerBatteries
[SS]BiggerFuses
823126273 (Roof Support A16 from Workshop)
729908976 (Colonist Bar KF 0.16.2.2 from Workshop)
726479594 (Storage Search A16 from Workshop)
Assorted Leather Scraps
Clutter Misc
CombatRealism EPOE
Crafting Neutroamine [1.1]
ED-Embrasures-CR
luciferium
Mending
sd_power
Where Is Rich Soil
Tranq Turrets
765650558 (JTSavagePrisonersCompatPsychology from Workshop)
Miniaturisation-0.16.2
Miniaturisation
Bulk Meals A16
Hunting Alert
Pandora Dark
Patient Sanity
RW_RefugeeStats-master
AdvancedLamps [A15]
#3
I have  a problem with the bigger guns (like the flak gun or the KPV mg). They seem to disappear after crafting and spawning them causes a charge rifle (with name of the CR weapon) to lay on the ground. They can be loaded and fired but vanish after dropping. Also they seem to be fired like a normal weapon from the shooters hands. Is there a way to fix this because my defence could really need a few heavier gun?
#4
Help / Problem with fertilized chicken eggs
October 05, 2015, 09:20:28 PM
I have run into a problem with chicken breeding. As soon as a fertilized egg progresses to 100% it does not spawn a chick but the log displays the following error over and over again:

Exception ticking EggChickenFertilized270692: System.ArgumentNullException: Argument cannot be null.

Parameter name: type

  at System.Activator.CheckType (System.Type type) [0x00000] in <filename unknown>:0

  at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00000] in <filename unknown>:0

  at System.Activator.CreateInstance (System.Type type) [0x00000] in <filename unknown>:0

  at Verse.ThingMaker.MakeThing (Verse.ThingDef def, Verse.ThingDef stuff) [0x00000] in <filename unknown>:0

  at Verse.PawnGenerator.GeneratePawn (Verse.PawnKindDef kindDef, RimWorld.Faction faction, Boolean newborn, Int32 tries) [0x00000] in <filename unknown>:0

  at RimWorld.CompHatcher.Hatch () [0x00000] in <filename unknown>:0

  at RimWorld.CompHatcher.CompTick () [0x00000] in <filename unknown>:0

  at Verse.ThingWithComps.Tick () [0x00000] in <filename unknown>:0

  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)


Without mods it is working like intended. So it must be caused by one of the mods I'm using. I searched for other people reporting this problem but to no avail.

Mods I'm using (in this order):

Core
EdBModOrder
Community Core Library
LT_ASA
LT_ADogSaid
LT_RaidPlus
MD2Base-12.0.1
MD2Fortifications-12.0.0
MD2Manufacturing-12.0.0
MD2Industry-12.0.0
Rimsenal
RimBeast
Rimsenal_Federation
Rimsenal_Security
Rimsenal_Storyteller
Industrialisation
Turret Collection
Turret Collection Anti-Tank Weapons
AdditionalJoyObjectsV2.50
Storm Sound Balance
RW_EnhancedTabs-12d.4f
EdBInterface
ESM - DoNotDisturb
ESM - MineVein
ESM - SmoothWall
Bio Generator
BiomeSpawnTweak
CanIBrewIt
Craftable Guns
Craftable Medicines
ExpandedProsthetics&amp;OrganEngineering
FishIndustry
Fashioning Hyperweave and Synthread
GaussWeapons-GaussWeapons1.4
HayforYou
Hydroponic Hay
Glass_N_Lights-12b.0
LaserWeapons-LaserWeapons1.4
LED Lights 1.2
Bulk_Meals
FlameWeapons-FlameWeapons1.4
LT_DoorMat
LT_RedistHeat
Mad Skills
MatterConverter
A11 Nappa v1
PowerArmourMKII-PowerArmourMKII1.1
Pawn State Icons
PlasmaWeapons-PlasmaWeapons1.4
RoofBomb-RoofBomb1.2
PowerSwitch
RT Storage
TilledSoil
The cat at the wall
Stonecutting Tweak
ToolsForHaul
MiniAMReactor
Mending_SK
ED-Core
ED-PersonalNanoShields
ED-Plants_24H
ED-ReverseCycleCooler
ED-Shields
ED-Vent
Clock
AutoHuntBeacon
Modular Tables
More Metal Floors
NeurotrainerCrafting 1.2
TargetPractise
Training Rack 1.0
ModularSolars1.10
Dragons
AdvancedLamps
ED-PersonalAnimalShields
Ancient Amulets V1.01
EdBPrepareCarefully
#5
Outdated / Re: [A11] Auto-hunt Beacon v2.3 (2015-06-18)
September 17, 2015, 01:05:25 PM
Update to Alpha 12d

Until Carry has time, here is a provisional update.

Original mod: Carry
Updated to A12: Ninefinger for his Ultimate Overhaul Modpack  (https://ludeon.com/forums/index.php?topic=14229.0)
Edited to work without the modpack (basically two lines of .xml): me

[attachment deleted due to age]
#6
Outdated / Re: [A11] Auto-hunt Beacon v2.3 (2015-06-18)
September 17, 2015, 09:15:54 AM
The Ultimate Overhaul Modpack version works with a few changes. Before I upload the updated mod, I will ask Ninefinger for permission.
In the meantime you can use these instructions:


  • Download the Ultimate Overhaul Modpack (http://ultimateoverhaulmodpack.weebly.com/)
  • Extract the Auto-hunt Beacon-folder. You can find it under UltimateOverhaulModpack-master.zip -> UltimateOverhaulModpack-master -> UltimateOverhaulModpackA12.rar -> AutoHuntBeacon
  • Open the Building_AutoHuntBeacon.xml (AutoHuntBeacon\Defs\ThingDefs) with a .xml-editor or with Windows editor
  • Remove in line 54 both "Bar"s
    Before:
    <SteelBar>60</SteelBar>
    After:
    <Steel>60</Steel>
  • Now delete the whole line 66 (<researchPrerequisite> ...)
  • Save it and install the mod like any other.
#7
Off-Topic / Re: Please allow me to introduce myself
September 04, 2015, 08:26:29 PM
The Devil
(Sympathy For The Devil by The Rolling Stones)
#8
I found a little bug for the rough stone floor. Smoothing it results in the following error: "Tried to set terrain at (101,0,147) to null."
#9
Ideas / Re: Rimworld for mobile
May 09, 2015, 08:13:51 PM
Tynan answered this question a bit earlier.
Quote from: Tynan on May 05, 2015, 02:00:20 AM
I hope to release something like this... some day.
#10
Yesterday I was raided by a group of pirates. My colonists took quiet a beating: 2 lost eyes, an cuted off arm und a destroyed lung. I tried to capture the only survivor but without a proper cell she had to move into my kitchen. She was patched up without medicine while her friends were butchered or turned into Soylent Green right next to her. Later I removed every organ (or swaped the vital organs with blood pump, urine filter, ...). In the end I striped her and brought her to my corpse freezer. I think she still lies there frozen stiff and waiting to be processed.
#11
Bugs / Re: Invisible Doors
March 24, 2015, 12:12:02 PM
The door is not invisible, it's just open. Remove the chunk and it should close.
#12
Mods / Re: Looking For a Mod?
March 20, 2015, 12:33:07 PM
I think it could be the Miscellaneous mod (https://ludeon.com/forums/index.php?topic=3612.0).
It contains a lot of stuff including trading visitors.