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Messages - BlackGyver

#1
Quote from: Laceylace on February 11, 2017, 03:15:57 AM
So.... What is the secret? I'm dying to know!

It wouldn't be a secret, then, would it?

If it's so vital to know, you could read the code, it just won't be a surprise anymore.
#2
Quote from: faltonico on February 11, 2017, 03:02:00 AM
Quote from: BlackGyver on February 09, 2017, 03:06:52 AM
Well, faltonico's trick apparently wasn't enough to clear these pesky errors, here's the second round, I'm pretty sure it's similar stuff;
-snip-
The error I was having was related to a mod adding some kind of new job (?) with a new update and the save game not being able to load because of worktab didn't know what to do with it (?), but the first error I see with your save is related to Psychology somehow, looks like a loop (never seen an error so long btw). Can you safely disable Psychology from your save to see if it goes away?

The second is so random that I started believing it is vanilla, I had a lot of it in A15 even without worktab.

My errors also started appearing on adding StackMerger (which adds a new type of job), I don't know if it's related to Psychology, things were going smoothly before then. I can't safely remove Psychology from my save, it would break a crapton of things.
#3
Well, the mod identifier could be another tag in the XML file, it would make it consistent no matter where the file was downloaded from, and wouldn't break if you decided to rename the folder. You wouldn't have to set the order relative to all other mods either, just some specific ones. For instance, a compatibility patch for A Dog Said+EPOE could have some tags specifying to load it after both after A Dog Said and EPOE, assuming both these mods are also properly ID tagged.
#4
Your latest feature gave me this thought, and I'm not sure about the feasibility, but what do you think of a set load priority relative to other mods? Given the number of submods or mods that don't play well if placed before/after another, I think there's a definite market for this!
#5
Well, faltonico's trick apparently wasn't enough to clear these pesky errors, here's the second round, I'm pretty sure it's similar stuff;

Omar started 10 jobs in one tick. thinkResult=(job=HaulToCell A=Thing_Steel11226241 B=(40, 0, 27) sourceNode=RimWorld.JobGiver_Work) lastJobGiver=RimWorld.JobGiver_Work
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Psychology.Detour._Pawn_JobTracker:_EndCurrentJob(Pawn_JobTracker, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Psychology.Detour._Pawn_JobTracker:_EndCurrentJob(Pawn_JobTracker, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Psychology.Detour._Pawn_JobTracker:_EndCurrentJob(Pawn_JobTracker, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Psychology.Detour._Pawn_JobTracker:_EndCurrentJob(Pawn_JobTracker, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Psychology.Detour._Pawn_JobTracker:_EndCurrentJob(Pawn_JobTracker, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Psychology.Detour._Pawn_JobTracker:_EndCurrentJob(Pawn_JobTracker, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Psychology.Detour._Pawn_JobTracker:_EndCurrentJob(Pawn_JobTracker, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Psychology.Detour._Pawn_JobTracker:_EndCurrentJob(Pawn_JobTracker, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Psychology.Detour._Pawn_JobTracker:_EndCurrentJob(Pawn_JobTracker, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Psychology.Detour._Pawn_JobTracker:_EndCurrentJob(Pawn_JobTracker, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Psychology.Detour._Pawn_JobTracker:_EndCurrentJob(Pawn_JobTracker, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()


Omar started 10 jobs in 10 ticks. lastJobGiver=, curJob.def=Wait, curDriver=Verse.AI.JobDriver_Wait
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.Pawn_JobTracker:FinalizeTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()


output_log: http://pastebin.com/WJgbwNiX

No particular thing was done to get these, they just start popping once work is assigned.
#6
Quote from: scuba156 on February 08, 2017, 08:33:06 PMI would recommend updating to the latest HugsLib and disable restart on close. HugsLib will handle the restart now instead.

Thanks, will do!
#7
Quote from: faltonico on February 08, 2017, 01:14:38 PMUninstalling your mod and loading the savefile again solved the problem, i could reinstall your mod afterwards.

I should have tried that! Well, thanks faltonico, that did the trick. :)
#8
Hi!

Small issue here: checking the "Restart On Close" option doesn't have any effect on my end, game has the usual vanilla behavior on closing the old mod menu, no error appears in the console, nothing.

Not giving you a lot of concrete things here, so if I can provide any extra information, let me know!
#9
Outdated / Re: [A16] MorePackAnimals
February 08, 2017, 12:35:28 PM
Quote from: AlexDeluxe on February 08, 2017, 12:08:20 PM
Quote from: skullywag on February 08, 2017, 07:51:57 AM
your point?
No :) The same mod has long been created by another person

Not only it's a different mod, the code is already different, the available animals are different, the balance is different, some other (minor) things (the way the packs clip on animals, for instance), and so on. If sirgzu goes with what he has planned, they'll end up differentiating themselves even more. You'll also notice it's a Workshop-only mod, some people like to avoid automatic updates, or play with the DRM-free version bought from the Rimworld website, what about them?

So what was the purpose of your link, AlexDeluxe?
#10
Damn, do you work fast! (no complaints, here!)

Well, since you *did* ask for error logs with the new WorkTab version, I had to deliver, I'm nice like that.  ;D

On loading an old save (save doesn't load, this error appears in the console):

Exception from asynchronous event: System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
  at System.Collections.Generic.List`1[System.Int32].get_Item (Int32 index) [0x00000] in <filename unknown>:0
  at Verse.DefMap`2[RimWorld.WorkGiverDef,System.Int32].get_Item (RimWorld.WorkGiverDef def) [0x00000] in <filename unknown>:0
  at Fluffy_Tabs.PawnPrioritiesTracker.SetPriority (RimWorld.WorkGiverDef workgiver, Int32 priority, Int32 hour) [0x00000] in <filename unknown>:0
  at Fluffy_Tabs.PawnPrioritiesTracker.SetPriority (RimWorld.WorkGiverDef workgiver, Int32 priority) [0x00000] in <filename unknown>:0
  at Fluffy_Tabs.PawnPrioritiesTracker.SetPriority (Verse.WorkTypeDef worktype, Int32 priority) [0x00000] in <filename unknown>:0
  at Fluffy_Tabs.Detours_WorkSettings._SetPriority (Verse.WorkTypeDef w, Int32 priority) [0x00000] in <filename unknown>:0
  at RimWorld.Pawn_WorkSettings.Disable (Verse.WorkTypeDef w) [0x00000] in <filename unknown>:0
  at Hospitality.Detouring.Pawn_WorkSettings.CheckForDisabledTypes (RimWorld.Pawn_WorkSettings _this, Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Hospitality.Detouring.Pawn_WorkSettings.ExposeData (RimWorld.Pawn_WorkSettings _this) [0x00000] in <filename unknown>:0
  at Verse.PostLoadInitter.DoAllPostLoadInits () [0x00000] in <filename unknown>:0
  at Verse.Game.LoadGame () [0x00000] in <filename unknown>:0
  at Verse.SavedGameLoader.LoadGameFromSaveFile (System.String fileName) [0x00000] in <filename unknown>:0
  at Verse.Root_Play.<Start>m__736 () [0x00000] in <filename unknown>:0
  at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action action) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()


output_log: http://pastebin.com/VJPULSUJ

I'll be happy to run some more tests or provide more information if needed.
#11
Outdated / Re: [A16] MorePackAnimals
February 08, 2017, 06:47:37 AM
Quote from: sirgzu on February 08, 2017, 06:41:01 AM
Quote from: BlackGyver on February 08, 2017, 05:25:17 AM
1. Can this be added to an existing save?
I don't know yet but I'd say so, I will test this evening and report. Feel free to report if you want to test that yourself :)

My game is currently borked due to mod issues, I'm awaiting a critical mod update to keep playing, in the meantime I'm mod-shopping!

Thanks for answering my questions, and I'll be looking forward to a per-animal configuration, it's even better!
#12
Outdated / Re: [A16] MorePackAnimals
February 08, 2017, 05:25:17 AM
Ahhh, excellent! Adding this to my little collection, then! This is great stuff!

I also have a few extra questions:

1. Can this be added to an existing save?
2. Does the "Bears" category include both grizzly and polar bears?
3. Would you consider adding more animals to the list? (some that make sense to add: Rhinoceros, Elk, Caribou, Cow - and some that make slightly less sense but could be nice to have too, both for variety's sake and to cover a better range of climates: Alpaca, Ostrich, Warg, Ibex, Wild Boar)
#13
I had posted a quick message asking if you'd consider updating the sleeping bag's graphical style, because the old one (which is also in the thumbnail) didn't look too great, and I was about to have a go at it myself when I realized the textures had already been updated! I'd recommend updating the thumbnail with the new ones!

PS: Great mods!
#14
Outdated / Re: [A16] MorePackAnimals
February 08, 2017, 05:00:47 AM
Hi! Quick question, do the new pack animals get the saddlebags graphical indicator whenever they're carrying something on them?
#15
@gendalf; Someone asked the same question, and Fluffy answered it:

Quote from: Fluffy (l2032) on February 06, 2017, 08:33:55 AM
Quote from: faketax on February 06, 2017, 08:25:10 AM
Hello i found this : https://github.com/FluffierThanThou/ResearchTree
But its not working i see some nice screenshots of this mod but i cant get it work :(

There's a reason it's not on steam or on my releases page, it's a work in progress. The screenshots you may have seen are from an older version I'm not happy with, and won't release. If you must use it, I think an A16 version is included with HCSK - you should be able to just take it out of there.

TLDR; it's ready when it's ready.

@Fluffy; Thanks a lot for the update, I'm excited for the new version now! But take your time, as always. :)