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Messages - OmagaIII

#1
I have seen something similar to this.

Although I run a highly modded pack atm. Only 3 pods drop on a new map and subsequently my 3rd member just disappears.

You can see all the members when the map start. As soon as you click on 'ok' to proceed, just before the pods come down, one of the pawns is undressed, and a second later, disappears.

If anyone knows of a config, or a mod that is known to do this, that might also help.
#2
Releases / Re: [A16/A17/B18] More Planning
May 19, 2018, 11:01:56 AM
Hi,

Awesome mod. Used it in A17 and then went off the game for a bit. So yesterday decided to load it again and and update/add mods etc.

Loaded this but getting errors on A18 when loading from the github repo. Checking the log shows:

[HugsLib][ERR] com.github.alandariva.moreplanning caused an exception during OnDefsLoaded: System.NullReferenceException: Object reference not set to an instance of an object
  at MorePlanning.PlanColorManager.ColorChanged (Int32 numColor) [0x00000] in <filename unknown>:0
  at MorePlanning.PlanColorManager.Load (HugsLib.Settings.ModSettingsPack Settings) [0x00000] in <filename unknown>:0
  at MorePlanning.MorePlanningMod.DefsLoaded () [0x00000] in <filename unknown>:0
  at HugsLib.HugsLibController.OnDefsLoaded () [0x00000] in <filename unknown>:0

[HugsLib][ERR] com.github.alandariva.moreplanning caused an exception during OnSettingsChanged: System.NullReferenceException: Object reference not set to an instance of an object
  at MorePlanning.MorePlanningMod.UpdatePlanOpacity () [0x00000] in <filename unknown>:0
  at MorePlanning.MorePlanningMod.SettingsChanged () [0x00000] in <filename unknown>:0
  at HugsLib.HugsLibController.OnSettingsChanged () [0x00000] in <filename unknown>:0
#3
Mods / [Mod Request] Production Manager
December 31, 2015, 07:43:02 AM
Good Day,

Anyone know of or interested in a production manager. Something that allows you to manage all your work tables from one screen. Also, the ability to maybe copy tasks between work tables like you can between stock piles?

In some instances I like to build multiple tables at the start, like stone cutters tables, to quickly get me settled in. Later on I'll scale it down, but to quickly get walls up, for example, have 3 tables producing blocks is required, but having to set them up separately every time is a bit of a drag since I prefer to build only granite blocks for walls, maybe later switch them all over to marble for hallway floors and change them again for something else.

A mod to help with this would be great.
#4
Quote from: Warforyou on December 12, 2015, 01:07:14 PM
Quote from: theapolaustic1 on December 09, 2015, 10:09:30 AM
My friend and I both experienced some odd behavior with this modpack. She had some mechanoids spawn inside of a cryptosleep casket chamber and actually tunnel out to attack her, instead of waiting for her to break through. I had some in a chamber that I broke into, which would constantly return to the chamber to "sleep" and only fight when attacked. Furthering the oddness with mine, the crawler showed the owned interface (the skullywag did not) and claimed to be assigned to growing... But cut off a colonist's toe when he went next to it. Now that it's dead, I can rechip it to hauling or cleaning, but I don't have the option to keep it assigned to growing?

Note that we're playing with the same mods, but it is rather heavily modded (about 14 or so total, most small). The only one I can think of that would actually touch the same stuff would be MD2, if you've had any reports of conflicts disregard this post.

I have the same problem and when it happens to a new colony it is a total disaster. I am playing with "crashlanding" and even having some weapons saved I can't do a thing to those armored monsters in early game.

I don't have crashlanding at all and the same thing has happened. That and the ridiculous slow down of the game to a crawl when you have your own mechs working for you. Forces me to return them home otherwise I can't play.

However, this that you mention here has happened to me 3 times. Also, they spawn inside mountain bases and start tunneling out. Usually only a few mins or so after landing on a planet.
#5
Quote from: Orion on December 07, 2015, 11:33:44 AM
Quote from: OmagaIII on December 07, 2015, 10:25:45 AM
I seem to be having the same problem. However, it doesn't seem to just be the crawlers. I have 4 mining centipedes, 4 growing centipedes, 2 crawler cleaners, 3 crawler haulers, 1 doctor, 4 cooks and one cutter (if i remember correctly). If I have them all active my i5 grinds to a halt. If I have about 3 active then I already notice a slight lag spike every second or so. With the haulers, even one, it basically locks up.

I think that there is something there that just doesn't compute correctly. For some or other reason I also think it might have to do with the AI path-thing of these mechs.
This sounds like a mod conflict, or you're using a very large map. With the same amount of mechanoids I don't have any slowdowns here.

I wouldn't know which mods are causing this, though. Are you getting any error messages in the console?

I'll have a look at the log and provide feedback asap.
#6
Quote from: Orion on October 26, 2015, 10:53:59 AM
Quote from: Tekuromoto on October 25, 2015, 08:50:03 PM
I love this mod, but I'm having a problem now that my colony is humming along and I have a few crawlers chipped for hauling: if there's nothing for them to haul, the game lags like mad. If I toggle them to stop working and stay home, the lagginess stops.
Any thoughts? I'm running a slew of mods but I'm hoping it's not a conflict.  ::)
Hm. I'll take a look at the corresponding code, but I'm not experiencing the problem myself, so there's a good chance it's a conflict. Are you getting error messages when it happens?

Good Day,

I seem to be having the same problem. However, it doesn't seem to just be the crawlers. I have 4 mining centipedes, 4 growing centipedes, 2 crawler cleaners, 3 crawler haulers, 1 doctor, 4 cooks and one cutter (if i remember correctly). If I have them all active my i5 grinds to a halt. If I have about 3 active then I already notice a slight lag spike every second or so. With the haulers, even one, it basically locks up.

I think that there is something there that just doesn't compute correctly. For some or other reason I also think it might have to do with the AI path-thing of these mechs.