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Messages - Muffalo Wool

#1
I can't seem to shred Krakens at the machining table. It throws this error. I am also using "What The Hack?!" btw.

JobDriver threw exception in initAction for pawn Fry driver=JobDriver_DoBill (toilIndex=13) driver.job=(DoBill (Job_4155941) A=Thing_TableMachining652530 B=Thing_Corpse_Mechanoid_Kraken1197297 C=(145, 0, 181))
System.ArgumentNullException: Value cannot be null.
Parameter name: type
  at System.Activator.CreateInstance (System.Type type, System.Boolean nonPublic) [0x00003] in <567df3e0919241ba98db88bec4c6696f>:0
  at System.Activator.CreateInstance (System.Type type) [0x00000] in <567df3e0919241ba98db88bec4c6696f>:0
  at Verse.ThingMaker.MakeThing (Verse.ThingDef def, Verse.ThingDef stuff) [0x000ac] in <38bafb9a5a234cc6b4bf6e781ae2a196>:0
  at Verse.Thing+<ButcherProducts>d__156.MoveNext () [0x00066] in <38bafb9a5a234cc6b4bf6e781ae2a196>:0
  at System.Collections.Generic.List`1[T]..ctor (System.Collections.Generic.IEnumerable`1[T] collection) [0x00077] in <567df3e0919241ba98db88bec4c6696f>:0
  at System.Linq.Enumerable.ToList[TSource] (System.Collections.Generic.IEnumerable`1[T] source) [0x00018] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
  at NewAlphaAnimalSubproducts.Thing_ButcherProducts_Patch.ChangeMeatAmountByAge (Verse.Thing __instance, System.Single efficiency, System.Collections.Generic.IEnumerable`1[Verse.Thing]& __result) [0x0001e] in <7d9dae3f2354484ab94eda1aeb9c610d>:0
  at (wrapper dynamic-method) Verse.Thing.DMD<DMD<ButcherProducts_Patch2>?992689536::ButcherProducts_Patch2>(Verse.Thing,Verse.Pawn,single)
  at Verse.Pawn.<>n__0 (Verse.Pawn butcher, System.Single efficiency) [0x00000] in <38bafb9a5a234cc6b4bf6e781ae2a196>:0
  at Verse.Pawn+<ButcherProducts>d__203.MoveNext () [0x00098] in <38bafb9a5a234cc6b4bf6e781ae2a196>:0
  at Verse.Corpse+<ButcherProducts>d__39.MoveNext () [0x00078] in <38bafb9a5a234cc6b4bf6e781ae2a196>:0
  at Verse.GenRecipe+<MakeRecipeProducts>d__0.MoveNext () [0x002fe] in <38bafb9a5a234cc6b4bf6e781ae2a196>:0
  at System.Collections.Generic.List`1[T]..ctor (System.Collections.Generic.IEnumerable`1[T] collection) [0x00077] in <567df3e0919241ba98db88bec4c6696f>:0
  at System.Linq.Enumerable.ToList[TSource] (System.Collections.Generic.IEnumerable`1[T] source) [0x00018] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
  at Verse.AI.Toils_Recipe+<>c__DisplayClass3_0.<FinishRecipeAndStartStoringProduct>b__0 () [0x000a2] in <38bafb9a5a234cc6b4bf6e781ae2a196>:0
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x001df] in <38bafb9a5a234cc6b4bf6e781ae2a196>:0
Verse.Log:Error(String, Boolean)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.<>c__DisplayClass2_0:<DoRecipeWork>b__1()
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
#2
Tried this and found that they are way too strong in melee. I get that they're supposed to be but how can a gorilla have a stronger bite than a thrumbo? They can deal as much as 37 damage per bite and it's different depending on the target's bodysize/race. I took a look at the xml and found out that they have the same melee attack mechanic as a hunting predator without the stun ("surprise" attacks that deal extra damage). Maybe it has something to do with that?
Check this guy out dealing nearly half the body part's health in one instance of attack.

[attachment deleted due to age]
#3
Releases / Re: [A18] SimpleSidearms (1.2.5)
April 08, 2018, 01:21:12 PM
Quote from: wwWraith on March 01, 2018, 11:06:38 AM
As Pete is here again, I have an old problem. While my colonists are able to equip sidearms as expected, in A17 the raiders/visitors/whatever were spawned with only shivs as sidearms. In B18, they spawn with no sidearms at all. I've tried many settings including "enable all without any limits". I'm afraid there could be more than 1 mod conflicting so the other info could be useful.
My problem as well. At least high level pirates should get proper guns/melee weapons for sidearms rather than crappy shivs. I would like to see a few elite raiders with longswords or snipers with pistols/smgs.
#4
Releases / Re: [B18] Rimsenal v1.1: Early adapter edition
December 25, 2017, 10:59:31 AM
Nobody's yet mentioned that ferals can now be reasoned with. This means they'll initiate peace talks, quests etc. They don't have caravans though and the visitors are bugged as they don't spawn anyone. Also, "travelers passing by" event will only spawn twisted.
#5
The rocket complex needs to be nerfed. High damage, massive range, high rate of fire, very accurate and requires no ammunition. I find myself one-shotting those rocket pirates because of its range. It's basically a cost-free mortar, but better.
#6
Since this mod adds factions to the game, I'm curious to know if the world is limited to 5 different factions. Currently using Rimsenal which makes it so that there's 1 Outlander, Tribal, Pirate, Feral and Federation faction.
#7
Outdated / Re: [A17][Update03]RuntimeGC In-Game Cleaner
November 16, 2017, 09:30:20 PM
*sigh* after 5 years the number of alive pawns still reached 120 because of those damned prisoners I released and 2-3 colonist relatives appearing in every raid/trade caravans.
#8
Are the medkits single-use? I think it's unfair if they weren't.
#9
Quote from: Kori on October 16, 2017, 02:09:43 PM
Is anyone playing this mod with CE?

Because I tried to and even though I like this mod and the new mechanoids a lot, I unfortunately had to disable it. :(

Reason: it's just too difficult, I'd even say IMPOSSIBLE (almost). They way how CE changes the combat system, making it much more dangerous and deadly for the pawns, makes the new mechanoids and their weapons absolutely OP!
Whenever a group of them appears on the map, an unstoppable wave of fire, death and destruction overruns my base until everything is dead or destroyed. The vanilla mechanoids (even lots of them) are a piece of cake compared to them.

Could you please add some kind of difficulty setting (less HP, weaker weapons, lower chance for super deadly weapons..) that can be lowered for CE-users? If such a mod setting is too much work, maybe an alternative version?

I stopped playing CE for this reason. Only thing that works against them is target breaking. When a mech raid happens, I spend 90% of the fight pausing and looking at the mech's warmups because like hell I'm gonna let them fire. Letting them fire is instadeath/down 90% of of the time, especially miniguns.  Minigun deals like 30-something damage per bullet, inferno cannon deals 100 damage, to name a few.  Combat isn't as enjoyable with CE.
#10
Some issues on this mod:
1. The new races don't seem to bleed out.
2. Seekers and Razortooths can ignite stuff? Seekers are already hard enough since they're hard to hit and they explode on death and set stuff on fire. It's like fighting speedy boomrats with pretty decent melee damage.
3. Unfinished carbon jumpsuit is weird. Sometimes it says it's "cloth carbon jumpsuit" and sometimes plasteel which doubles the amount of work.
#11
Explosions are hitting pawns over walls. http://imgur.com/a/reVEa
I'm not at all sure of this but maybe this has something to do with the new explosion mechanics as I've noticed the way charged scatterguns (from Vanilla Friendly weapons) are treated as explosions (you can easily reproduce this by spawning a Scyther with a scattergun and a colonist, have him take go-juice and let the scyther kill the colonist with the gun. A notification then pops up saying: "colonist" has died in an explosion). and thus go through walls similarly. I'm using the 1.3 version. I don't have any mods that alter combat except for CE but if you need it I'll provide a list of my mods.
#12
lol i accidentally angered a thrumbo and it destroyed the tribal caravan passing by because it's armor was unpenetrable by their weapons. If this is intended then thrumbos are a lot more op now i'm just saying
#13
I don't know if this is a bug but for some reason, one of my colonist died instantly due to an unfinished infection he got from a burn from an EMP shell. http://imgur.com/a/bdU6w