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Messages - DJMurtz

#1
Quote from: Harry_Dicks on February 10, 2018, 01:35:27 PM
DJMurtz could you please post your HugsLib error report so that we can help further? Error snippets don't always show the best picture. Also, for the comp oversized weapon, are you using Lightsabers or Forsaken mod? I think I remember them using those. Although I'm sure others do as well. Also, I would recommend that you try the game with only Core and Fog of War, and see if you still have the same issues. If not, then you have a mod conflict.

Thanks for the heads-up about the HugsLib error report, I'll do that next time. As for the bug I reported, I didn't see your reply earlier, so I edited the original post, but I found out the issue was actually due to the latest version of "Jec's Tools", reverting to an older version solved the problems for me.
#2
I have another "bug" report that I am not sure is caused by this mod, but I will investigate. I figured I'd report it anyway, since it might be related, and it might be that you know what I'm talking about and know how to fix this.

It seems that if I mark multiple animals for taming, and the animals are not within line of sight, there's a constant stutter every x seconds due to (I guess?) some kind of extreme pathing calculations going on? As soon as I cancel the taming, the stutter goes away, and the stutter also becomes less as I reduce the number of animals marked for taming (I'm talking about 1 to 4 marked animals, with a noticable difference in stutter between having one or four marked).
#3
EDIT: Turns out this was related to the latest version of "Jec's Tools". Reverting to an older version fixed the problem. Sorry for that.

I started a new game today with this mod, and it works, except for when I draft two of my four starting pawns. It logs (excessively) different errors for each of the two pawns, one being:


Cannot cast from source type to destination type.
at CompOversizedWeapon.HarmonyCompOversizedWeapon.AdjustRenderOffsetFromDir (Verse.Pawn,CompOversizedWeapon.CompOversizedWeapon) <0x0005b>
at CompOversizedWeapon.HarmonyCompOversizedWeapon.DrawEquipmentAimingPreFix (Verse.PawnRenderer,Verse.Thing,UnityEngine.Vector3,single) <0x0091f>
at (wrapper dynamic-method) Verse.PawnRenderer.DrawEquipmentAiming_Patch4 (object,Verse.Thing,UnityEngine.Vector3,single) <0x00072>
at (wrapper dynamic-method) Verse.PawnRenderer.DrawEquipment_Patch1 (object,UnityEngine.Vector3) <0x009bc>
at (wrapper dynamic-method) Verse.PawnRenderer.RenderPawnInternal_Patch2 (object,UnityEngine.Vector3,UnityEngine.Quaternion,bool,Verse.Rot4,Verse.Rot4,Verse.RotDrawMode,bool,bool) <0x011ac>
at Verse.PawnRenderer.RenderPawnInternal (UnityEngine.Vector3,UnityEngine.Quaternion,bool,Verse.RotDrawMode,bool) <0x0007d>
at (wrapper dynamic-method) Verse.PawnRenderer.RenderPawnAt_Patch1 (object,UnityEngine.Vector3,Verse.RotDrawMode,bool) <0x00219>
at Verse.PawnRenderer.RenderPawnAt (UnityEngine.Vector3) <0x00061>
at Verse.Pawn_DrawTracker.DrawAt (UnityEngine.Vector3) <0x0002a>
at Verse.Pawn.DrawAt (UnityEngine.Vector3,bool) <0x00032>
at Verse.Thing.Draw () <0x00047>
at Verse.ThingWithComps.Draw () <0x00010>
at (wrapper dynamic-method) Verse.DynamicDrawManager.DrawDynamicThings_Patch1 (object) <0x001f9>
at Verse.Map.MapUpdate () <0x00135>
at Verse.Game.UpdatePlay () <0x0005c>
at Verse.Root_Play.Update () <0x0004c>


and the other pawn (when drafted) triggers this error:


Exception has been thrown by the target of an invocation.
at System.Reflection.MonoMethod.Invoke (object,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo) <0x00182>
at System.Reflection.MethodBase.Invoke (object,object[]) <0x00025>
at FacialStuff.Harmony.HarmonyPatch_PawnRenderer.Prefix (Verse.PawnRenderer,UnityEngine.Vector3,UnityEngine.Quaternion,bool,Verse.Rot4,Verse.Rot4,Verse.RotDrawMode,bool,bool) <0x01ec2>
at (wrapper dynamic-method) Verse.PawnRenderer.RenderPawnInternal_Patch2 (object,UnityEngine.Vector3,UnityEngine.Quaternion,bool,Verse.Rot4,Verse.Rot4,Verse.RotDrawMode,bool,bool) <0x00236>
at Verse.PawnRenderer.RenderPawnInternal (UnityEngine.Vector3,UnityEngine.Quaternion,bool,Verse.RotDrawMode,bool) <0x0007d>
at (wrapper dynamic-method) Verse.PawnRenderer.RenderPawnAt_Patch1 (object,UnityEngine.Vector3,Verse.RotDrawMode,bool) <0x00219>
at Verse.PawnRenderer.RenderPawnAt (UnityEngine.Vector3) <0x00061>
at Verse.Pawn_DrawTracker.DrawAt (UnityEngine.Vector3) <0x0002a>
at Verse.Pawn.DrawAt (UnityEngine.Vector3,bool) <0x00032>
at Verse.Thing.Draw () <0x00047>
at Verse.ThingWithComps.Draw () <0x00010>
at (wrapper dynamic-method) Verse.DynamicDrawManager.DrawDynamicThings_Patch1 (object) <0x001f9>
at Verse.Map.MapUpdate () <0x00135>
at Verse.Game.UpdatePlay () <0x0005c>
at Verse.Root_Play.Update () <0x0004c>


Basically what happens, is that all pawns suddenly become invisible (except for the two that actually trigger this error), and all items on the ground as well. As soon as I undraft the pawn, everything works as expected again.

Actually, looking at this error, I was somehow thinking it was related to this mod, but I don't think it is, so please ignore my bug report of it isn't. Sorry.

Edit: actually, I now remember why I thought this mod might be the cause, because I did see this log message above it:


Cannot register drawable Capybara87358 while drawing is in progress. Things shouldn't be spawned in Draw methods.
Verse.Log:Warning(String)
Verse.DynamicDrawManager:RegisterDrawable(Thing)
RimWorldRealFoW.ThingComps.ThingSubComps.CompHiddenable:show()
RimWorldRealFoW.ThingComps.ThingSubComps.CompHideFromPlayer:updateVisibility(Boolean, Boolean)
RimWorldRealFoW.MapComponentSeenFog:incrementSeen(Faction, Int32[], Int32)
RimWorldRealFoW.ShadowCasters.ShadowCaster:computeFieldOfViewInOctantZero(Byte, Boolean[], Int32, Int32, Int32, Boolean[], Int32, Int32, Int32, Int32, Int32, Int32, Int32, Int32, Int32, Int32, Int32, Boolean[], Boolean, MapComponentSeenFog, Faction, Int32[], Int32, Int32, Int32, Int32, Int32, Int32, Int32)
RimWorldRealFoW.ShadowCasters.ShadowCaster:computeFieldOfViewWithShadowCasting(Int32, Int32, Int32, Boolean[], Int32, Int32, Boolean, MapComponentSeenFog, Faction, Int32[], Boolean[], Int32, Int32, Int32, Boolean[], Int32, Int32, Int32, Int32, Int32, Byte, Int32, Int32)
RimWorldRealFoW.ThingComps.ThingSubComps.CompFieldOfViewWatcher:calculateFoV(Thing, Int32, Boolean)
RimWorldRealFoW.ThingComps.ThingSubComps.CompFieldOfViewWatcher:updateFoV(Boolean)
RimWorldRealFoW.ThingComps.ThingSubComps.CompFieldOfViewWatcher:CompTick()
RimWorldRealFoW.ThingComps.CompMainComponent:CompTick()
Verse.ThingWithComps:Tick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


But, that wasn't an actual error, but a warning(yellow) log message, so it might not be related at all.
#4
Just wanted to check: there are no compatibility patches for the Star Wars mod races on Steam, right? (Twi'lek and Zabrak)
#5
Quote from: BlueWinds on July 23, 2016, 03:11:03 AM
I just downloaded the latest version, and unfortunately the room-sharing fix is only partial. Both colonists will go to bed in the same room, but when one wakes up earlier than the other, they'll wander around idle, blocked by the locked door until the other wakes up.

Same issue here.

temporary fix: draft the pawn that woke up early, move them next to the door, pause the game and unforbid the door, then order the pawn to move out of the door, and unpause the game.
#6
I'm having issues getting my cooling system to work as expected.

I am unsure why, but it seems that a room that is frozen to -20 C, with several intake vents, only gets the coupled pipes down to -8.

A couple of notes on the screenshot:

- I enabled/disabled the other four intake vents, made no difference
- I disconnected the cooling network to keep only a short length of pipes, that brought the temperature down to -8 (before it got stuck at ~0)
- The room with the industrial coolers is a constant -20


[attachment deleted due to age]