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Messages - Eetere

#1
Having a bug with the loadouts, nothing is showing up. The error that shows up when I open a loadout: https://pastebin.com/i1UUCsBn
This doesn't happen on a new game, but I have no idea why the game I'm doing right now would suddenly have this error.
#2
Mod bugs / Severe lag when a caravan appears.
September 20, 2017, 12:54:44 PM
I was playing just fine, then a caravan that I called in appeared and everything lagged horribly. If someone could tell me how to fix this, I would appreciate it. I have been playing this save for 10 days now, and don't want to lose it.

The log:
System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.StockGeneratorUtility+<TryMakeForStock>c__Iterator175.MoveNext () [0x00000] in <filename unknown>:0
  at RimWorld.StockGenerator_SingleDef+<GenerateThings>c__Iterator17A.MoveNext () [0x00000] in <filename unknown>:0
  at RimWorld.ItemCollectionGenerator_TraderStock.Generate (ItemCollectionGeneratorParams parms, System.Collections.Generic.List`1 outThings) [0x00000] in <filename unknown>:0
  at RimWorld.ItemCollectionGenerator.Generate (ItemCollectionGeneratorParams parms) [0x00000] in <filename unknown>:0
  at RimWorld.PawnGroupKindWorker_Trader.GeneratePawns (RimWorld.PawnGroupMakerParms parms, RimWorld.PawnGroupMaker groupMaker, System.Collections.Generic.List`1 outPawns, Boolean errorOnZeroResults) [0x00000] in <filename unknown>:0
  at RimWorld.PawnGroupKindWorker.GeneratePawns (RimWorld.PawnGroupMakerParms parms, RimWorld.PawnGroupMaker groupMaker, Boolean errorOnZeroResults) [0x00000] in <filename unknown>:0
  at RimWorld.PawnGroupMaker.GeneratePawns (RimWorld.PawnGroupMakerParms parms, Boolean errorOnZeroResults) [0x00000] in <filename unknown>:0
  at RimWorld.PawnGroupMakerUtility+<GeneratePawns>c__IteratorC9.MoveNext () [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[Verse.Pawn].AddEnumerable (IEnumerable`1 enumerable) [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[Verse.Pawn]..ctor (IEnumerable`1 collection) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.ToList[Pawn] (IEnumerable`1 source) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentWorker_NeutralGroup.SpawnPawns (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentWorker_TraderCaravanArrival.TryExecute (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
  at RimWorld.Storyteller.TryFire (RimWorld.FiringIncident fi) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentQueue.IncidentQueueTick () [0x00000] in <filename unknown>:0
  at RimWorld.Storyteller.StorytellerTick () [0x00000] in <filename unknown>:0
  at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

My mod list is in picture form because I'm too lazy to type out the names of 102 mods. If you can't see them or access them, I'll upload them somewhere else and link to it if that is aloud.

[attachment deleted by admin: too old]
#3
Mods / [Mod Request] Architect menu UI extensions
September 07, 2017, 11:26:03 PM
I have a bunch of mods installed and I can't see most of the tabs in the Architect menu due to there being so many. If there is a mod that can do this, or someone can extend the Architect menu, I would very much appreciate it. I'm even willing to make the mod myself if someone could tell me how to.

A few examples in case you don't understand what I mean:
- A scroll bar with an extended menu.
- A taller or wider menu.
- A drop down menu like with the crafting benches.

And a screenshot of the menu itself, just in case: http://rimworldwiki.com/images/d/d7/ArchitectMenu.png

My menu currently holds 16 different tabs, which is more then in vanilla. Some kind of extension is already there, so this seems to be possible at the very least.
#4
Releases / Re: [A17] Psychology (2017-7-16 v2)
August 30, 2017, 11:29:33 AM
It seems that when elections finish, and one of the people who could be elected (or the one who wins, don't really know which) is in a caravan, it will cause massive FPS drops and a spam of errors. It can be fixed by teleporting them back using dev mode, but it would be nice to have it fixed.
If this has been fixed, or if it just my game, then disregard this message.