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Messages - Lennbolt7

#1
Quote from: Thirite on December 06, 2017, 05:15:02 PM
Do people still play A17?
I do. Not all the mods I'm using have been updated.
#2
I'm having an issue regarding the ability to upgrade force users. The debug log didn't give me much, so here's what I did to go alongside it. Hope this helps.

Started up the game after installing vampires, gave a vampire the force sensitive trait, then leveled them up. Lightsaber abilities and force pool could be upgraded, but force powers did not even appear. When I tried to open the debug log a dark shadow appeared where it should have been. That was fixed when exiting the force menu. The same thing happened when attempting this with a non vampire pawn.

Here's what the debug log gave me.
---------------------------------------------------------------------
Exception filling tab ProjectJedi.ITab_Pawn_Force: System.NullReferenceException: Object reference not set to an instance of an object
  at ProjectJedi.ForcePower.get_Icon () [0x00000] in <filename unknown>:0
  at ProjectJedi.ForceCardUtility.PowersGUIHandler (Rect inRect, ProjectJedi.CompForceUser compForce, System.Collections.Generic.List`1 forcePowers, UnityEngine.Texture2D pointTexture) [0x00000] in <filename unknown>:0
  at ProjectJedi.ForceCardUtility.DrawForceCard (Rect rect, Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at ProjectJedi.ITab_Pawn_Force.FillTab () [0x00000] in <filename unknown>:0
  at Verse.InspectTabBase+<DoTabGUI>c__AnonStorey44F.<>m__65A () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.Log:ErrorOnce(String, Int32)
Verse.<DoTabGUI>c__AnonStorey44F:<>m__65A()
Verse.ImmediateWindow:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey2C4:<>m__1B1(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)

Edit: I'm also getting this red error thrown at me when trying to use call of cuthulu psionics.

Exception ticking Steel: System.NullReferenceException: Object reference not set to an instance of an object
  at AbilityUser.CompAbilityUser.AddAbilityInternal (AbilityUser.AbilityDef abilityDef, System.Collections.Generic.List`1& thelist, Boolean activenow, Single savedTicks) [0x00000] in <filename unknown>:0
  at AbilityUser.CompAbilityUser.AddPawnAbility (AbilityUser.AbilityDef abilityDef, Boolean activenow, Single savedTicks) [0x00000] in <filename unknown>:0
  at CultOfCthulhu.CompPsionicUser.PostInitializeTick () [0x00000] in <filename unknown>:0
  at CultOfCthulhu.CompPsionicUser.CompTick () [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.Tick () [0x00000] in <filename unknown>:0
  at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
#3
Releases / Re: [A17] Orassans 🐱
September 26, 2017, 06:57:04 PM
Quote from: GrimTrigger on September 26, 2017, 03:20:57 PM
So... Ive not mated the orassans yet since I've downloaded the Children and Pregnancy mod, just curious if you have any intentions of doing an integration patch with that mod.  Would be neat to see a litter of kittens, maybe even have them mature faster than the human pawns, as you previously stated.
I would like to see a patch with this as well.
#4
Quote from: Rex705 on September 21, 2017, 02:24:18 PM
Yes, I noticed today that some traders turned wolf when attacked by a Cthulu monster but they were just nude dudes. But I don't have the show hair mod.
Any mod that edits, changes, or detours pawn rendering in any way will have this effect unless patched. You can see similar conficts with older versions of Thrite's children and pregnancy mod and humanoid alien races.(aliens will look human) Also you can see this kind of conflict with mods like that hair mod, or any other mod that edits how pawns are drawn. Any of these mods that aren't patched to work together will cause these types of issues.
#5
Quote from: Benis on August 24, 2017, 04:29:35 AM
Jecrell, with the addition of werewolves, I have to wonder if you've thought about vampires
If you look at his patreon post from july 3rd,(Rim Of Madness- Detailed Progress Update) you will see that he's doing werewolves, vampires, and monster hunters. I don't know if they'll be made in that order.
#6
Unfinished / Re: Rimmortality
August 23, 2017, 03:10:09 PM
Looking forward to this one!
#7
Jurassic Park has nothing on that! That comparison is actually kind of fitting if one of them goes berserk and takes out a whole colony.
#8
Mods / Re: [Mod Request] Reprogramming Mechanoids
August 20, 2017, 05:43:46 PM
Quote from: Lennbolt7 on August 20, 2017, 03:55:33 PM
Well if you get desperate like I did, you can always edit your save file to add existing mechanoids to the player faction. You won't be able to control them in any way and they will refuse to use doors, but they will be a part of your colony.

Edit: they can use doors now apparently. If you use this method watch for them wandering off.

Edit: Do NOT use this method. My save game is corrupted and this may have caused it. I can't be sure as this worked just fine in A16. Try it at your own risk.
#9
Mods / Re: [Mod Request] Reprogramming Mechanoids
August 20, 2017, 03:55:33 PM
Well if you get desperate like I did, you can always edit your save file to add existing mechanoids to the player faction. You won't be able to control them in any way and they will refuse to use doors, but they will be a part of your colony.

Edit: they can use doors now apparently. If you use this method watch for them wandering off.
#10
Is there any compatibility patch for psychology planned? I think it's causing the extended bodyparts to not show up. I know it replaces the pawns and that's the only mod that affects pawns I added before this issue occurred.
#11
Is the thrumbo + megaspider going to be in the next version? I feel like that's going to blow the thrumbear out of the water when it comes to turning pirates into kibble.
#12
Quote from: Hydromancerx on August 17, 2017, 01:10:26 PM
Please do add-ons for the Megafauna and Animal Collaboration project!
#13
Quote from: SargBjornson on August 17, 2017, 11:50:35 AM
Quote from: Headshotkill on August 17, 2017, 08:35:57 AM
Thrumbo + Megascarab = ...
WHAT HAVE YOU DONE!!! D:

I prefer Thrumbo + Megaspider :D


I have just uploaded the whole thing to GitHub. I don't quite understand GitHub, so if anyone could tell me if everything is OK I'd be grateful: GitHub link
First of all that is the most terrifyingly beautiful thing I have ever seen.

Anyway the GitHub download looks fine. Everything appears to be in the folder.
#14
Quote from: Canute on August 17, 2017, 10:10:18 AM
jecrell,
i think some werwolfs got trouble with the simplesidearm mod.
After activation the werwolf skills the UI stoped working.
Not allways, i can't reproduce it at moment, but it happen now 2-3 times. I needed to alt-f4 rimworld, because i couldn't access the menu anymore.

Latest error i got from output_log.
NullReferenceException: Object reference not set to an instance of an object
at SimpleSidearms.utilities.GettersFilters.getWeaponLists (System.Collections.Generic.List`1<Verse.Thing>&,System.Collections.Generic.List`1<Verse.Thing>&,Verse.Pawn_InventoryTracker) <0x00083>
at SimpleSidearms.intercepts.Pawn_GetGizmos_Postfix.GetGizmos (Verse.Pawn,System.Collections.Generic.IEnumerable`1<Verse.Gizmo>&) <0x00084>
at (wrapper dynamic-method) Verse.Pawn.GetGizmos_Patch3 (object) <0x00061>
at (wrapper dynamic-method) RimWorld.InspectGizmoGrid.DrawInspectGizmoGridFor_Patch0 (System.Collections.Generic.IEnumerable`1<object>) <0x00150>
at RimWorld.MainTabWindow_Inspect.DrawInspectGizmos () <0x0003e>
at RimWorld.InspectPaneUtility.ExtraOnGUI (RimWorld.IInspectPane) <0x00062>
at RimWorld.MainTabWindow_Inspect.ExtraOnGUI () <0x00014>
at Verse.WindowStack.WindowStackOnGUI () <0x00065>
at RimWorld.UIRoot_Play.UIRootOnGUI () <0x000d7>
at Verse.Root.OnGUI () <0x000c6>

Same here. Had a werewolf transform and they lost the ability to drop their weapon through the gear menu or the ui added by the sidearm mod. Even the werewolf form was forced to use that weapon. Any attempt to swap weapons with a sidearm or weapon lying on the ground resulted in the intended replacment being lost. The only thing that worked is selecting the pawn itself and pressing the drop weapon button. After doing this one I found no further issue with this. however another thing I ran into is full moon rage breaking on 3x speed. The werewolf goes through every transformation, lagging the game significantly and does not seem to end.
#15
Quote from: sidfu on August 16, 2017, 12:27:52 PM
Quote from: PixelBitZombie on August 16, 2017, 08:05:20 AM
Any Idea what this is about? v.3H by the way.



its caused by alien framework. mod seems to work fine thou only issue i had is that that error seems to cause bbabies to have hair. other than that everything seems to work fine
You never ran into the issue of alien races being rendered incorrectly,or alien specific traits and backstories breaking while using this? I know that they're incompatible, but I had to try it and ran into all three issues consistently.