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Messages - Merlon

#1
Quote from: legion2303 on February 02, 2017, 09:57:45 AM
Anyone know whats up with the resource list on the top left? I can see all my resources they just keep piling up.. Is there mod that I can use to categorize all my stuff? I have never had this problem with stock..
There's a button in the bottom right corner.
#2
Quote from: entity on January 26, 2017, 03:20:56 AM
I seem to be running into some problems with my pawns. No errors are shown but they are standing around an awful lot. Drafting and un-drafting does not change anything as they return to standing. Forced priority also fail to achieve anything. Behaviour only stops when pawn need rest and food. Cancelling the work they are standing on and rescheduling it will make them stand again. Some times they chased resources around like cats... Not sure if bug or features.
From what I see on github there was an update yesterday about food packing causing some kind of loop. Perhaps this could be related to your issue?

Otherwise I've seen a looping behaviour when crafting an item causes the ingredients to be placed within the catchment area of a quantum stockpile. The ingredient is gathered, placed, picked up by the stockpile, then gathered by the pawn again in a loop. In this case it can be stopped manually though, so doesn't match your description.
#3
I also had one of those load game failures. In my case it produced the following three errors:

Exception in SetupToils (pawn=Feenix812395, job=DrawEnergyFromFire A=Thing_Fire812598): System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.AI.ToilFailConditions.FailOnDespawnedOrNull[Toil] (Verse.AI.Toil f, TargetIndex ind) [0x00000] in <filename unknown>:0
  at SK.JobDriver_DrawEnergyFromFire+<MakeNewToils>d__0.MoveNext () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.SetupToils () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.AI.JobDriver:SetupToils()
Verse.AI.JobDriver:ExposeData()
Verse.PostLoadInitter:DoAllPostLoadInits()
Verse.Game:LoadGame()
Verse.SavedGameLoader:LoadGameFromSaveFile(String)
Verse.Root_Play:<Start>m__736()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()

Exception from asynchronous event: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.AI.Pawn_JobTracker.CleanupCurrentJob (JobCondition condition, Boolean releaseReservations, Boolean cancelBusyStancesSoft) [0x00000] in <filename unknown>:0
  at Verse.AI.Pawn_JobTracker.EndCurrentJob (JobCondition condition, Boolean startNewJob) [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.EndJobWith (JobCondition condition) [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.SetupToils () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.ExposeData () [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()

Could not execute post-long-event action. Exception: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.VerbTracker.get_PrimaryVerb () [0x00000] in <filename unknown>:0
  at Verse.CompEquippable.get_PrimaryVerb () [0x00000] in <filename unknown>:0
  at Combat_Realism.CompFireModes.get_verb () [0x00000] in <filename unknown>:0
  at Combat_Realism.CompFireModes.InitAvailableFireModes () [0x00000] in <filename unknown>:0
  at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Play:Update()

Deleting the Feenix from the save allowed the game to load. Note that this was using yesterday's version, so I don't have the latest "Replace CR job" change I can now see on github. So if that fixes it, ignore this report.

A good portion of the time when using the reclaim fabric option on damaged clothing I get the following error:

Spawned thing with 0 stackCount: Component849530
Verse.Log:Error(String)
AlienRace.GenSpawnAlien:SpawnModded(Thing, IntVec3, Map, Rot4)
Verse.GenSpawn:Spawn(Thing, IntVec3, Map)
SK.Detour_GenPlace:TryPlaceDirect(Thing, IntVec3, Map, Thing&, Action`2)
Verse.GenPlace:TryPlaceThing(Thing, IntVec3, Map, ThingPlaceMode, Thing&, Action`2)
Verse.GenPlace:TryPlaceThing(Thing, IntVec3, Map, ThingPlaceMode, Action`2)
Verse.AI.<FinishRecipeAndStartStoringProduct>c__AnonStorey419:<>m__674()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.<DoRecipeWork>c__AnonStorey418:<>m__66F()
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()

Appears to be a lack of 0 size stack check somewhere.

The mine extractor when it runs out produces the following error:

Tried to spawn ExtractorDebris849086 in a null map.
Verse.Log:Error(String)
AlienRace.GenSpawnAlien:SpawnModded(Thing, IntVec3, Map, Rot4)
Verse.GenSpawn:Spawn(Thing, IntVec3, Map)
Verse.GenSpawn:Spawn(ThingDef, IntVec3, Map)
SK.CompLifespanDebris:TickDown(Int32)
SK.CompLifespanDebris:CompTick()
Verse.ThingWithComps:Tick()
SK.Building_Extractor:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()


Hope that helps.
#4
There appears to be a typo in the Wooly Horse entries as I'm getting an error and big pink squares moving on my map.
<texPath>Things/Pawn/Animal/Horse/WoolyHorse/WoolyHorse</texPath>
Should probably be:
<texPath>Things/Pawn/Animal/WoolyHorse/WoolyHorse</texPath>

Also tundra creature related: Just got some wooly rhinohide and found myself puzzled by its rather low insulation factor of 90%. Is this as intended?
#5
I've run into a problem with the world map. The attached image shows my colony site at the hex on the coast with the yellow outline. My colony icon is not visible, the UI has disappeared, and no sites can be clicked when on that side of the world. The dev console lists the following error happening every tick:

Argument cannot be null.
Parameter name: key
  at System.Collections.Generic.Dictionary`2[System.String,UnityEngine.Texture2D].TryGetValue (System.String key, UnityEngine.Texture2D& value) [0x00000] in <filename unknown>:0
  at Verse.ModContentHolder`1[UnityEngine.Texture2D].Get (System.String path) [0x00000] in <filename unknown>:0
  at Verse.ContentFinder`1[UnityEngine.Texture2D].Get (System.String itemPath, Boolean reportFailure) [0x00000] in <filename unknown>:0
  at Verse.MaterialPool.MatFrom (System.String texPath, UnityEngine.Shader shader, Color color) [0x00000] in <filename unknown>:0
  at RimWorld.Planet.FactionBase.get_Material () [0x00000] in <filename unknown>:0
  at RimWorld.Planet.WorldLayer_WorldObjects.Regenerate () [0x00000] in <filename unknown>:0
  at RimWorld.Planet.WorldLayer.Render () [0x00000] in <filename unknown>:0
  at RimWorld.Planet.WorldRenderer.DrawWorldLayers () [0x00000] in <filename unknown>:0
  at RimWorld.Planet.World.WorldUpdate () [0x00000] in <filename unknown>:0
  at Verse.Game.Update () [0x00000] in <filename unknown>:0
  at Verse.Root_Play.Update () [0x00000] in <filename unknown>:0

Scrolling nearer to the equator stops the error, shows the UI, and allows selection, but as my colony is in the affected area I can't actually use the world map for much of anything.

I'm playing using the Asari Republic scenario should that affect things. Any ideas?

[attachment deleted by admin due to age]
#6
I've run into an issue with the new version's job(?) AI affecting raiders. In short, whenever I get a siege or a raid that doesn't attack immediately, a portion of the raiders may run towards my colony to equip various items or even grab steel for construction (siege). This leads to the raiding force getting split into smaller more easily managed pieces and usually forces the raid to all attack once a sufficient number of enemies have been stopped at the open warehouse.

If this was fixed by the job update fix on your github feel free to ignore this report. :)