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Messages - Deathreaper15

#1
Ok so i am doing a multiplayer game with a friend, and he has me using a ton of mods so no idea where a conflict is, however something is throwing a ton of shade in the way of yes vehicles, and a bunch of errors is popping up in regards to the framework, and i cant really make sense of the error so posting the log.
https://gist.github.com/e060971ece6e6e97080b0f08ee9005d7
The error is at the end of the log in particular, referencing 021VehicleFramework.Harmony

Able to make any sense out of it?
#2
I narrowed it down to using only the mods that were recommended in the first place so its not one of the numerous other mods i have, not sure why, but moving it worked and cleared up all the problems so *shrug*
#3
Well i kept getting an error and the only time it didnt occur was after i changed the load order, no idea why it worked but that is my hypothesis
#4
I figured out the problem, you NEED to put combat extended AFTER yes vehicles, otherwise the bullets do not generate to be fired, i had to get advice from the rimworld discord and some trial and error, might want to update the mod loading order on the front page.
#5
https://www.dropbox.com/s/m7forkngycykw1i/vehicles%20test.txt?dl=0

ok so since this isnt getting us anywhere this is the entire thing that developement mode gives me when i try to do the test, i will try and get some others from the original game i started with, as i do remember it firing at least once but then not working at all afterwards
#6
Ok so I have no idea whats up, i cut out all the other mods other than mods listed in the opening page, this is the current load list and i am still getting the same result

Core
hugslib
jecstools
vehicle framework
combat extended
runandgun
yes,vehicles, finally!

exactly in that order and i am still getting the same error
#7
still getting the same error
QuoteException ticking APC38776 (at (111, 0, 145)): System.InvalidCastException: Cannot cast from source type to destination type.
at Verse.Verb_LaunchProjectile.TryCastShot () <0x003cb>
at (wrapper dynamic-method) Verse.Verb_Shoot.TryCastShot_Patch2 (object) <0x0007a>
at (wrapper dynamic-method) Verse.Verb.TryCastNextBurstShot_Patch0 (object) <0x0006c>
at Verse.Verb.WarmupComplete () <0x0003b>
at Verse.Verb_LaunchProjectile.WarmupComplete () <0x00021>
at Verse.Verb_Shoot.WarmupComplete () <0x00023>
at Verse.Stance_Warmup.Expire () <0x00022>
at Verse.Stance_Busy.StanceTick () <0x0002b>
at (wrapper dynamic-method) Verse.Stance_Warmup.StanceTick_Patch1 (object) <0x003bb>
at Verse.Pawn_StanceTracker.StanceTrackerTick () <0x0005d>
at (wrapper dynamic-method) Verse.Pawn.Tick_Patch1 (object) <0x00178>
at Verse.TickList.Tick () <0x00487>

Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
as for my mod load order
(its a long one)
core
HugsLib

Neutramine Synthesis
Simple sidearms
Children, school and learning
Harvest Organs Post Mortem
Base Robots Expansion
Base Robots
Arctic SE Hauling Bot
Arctic SE Cleaning Bot
Gems [v1.0]-LinkableDoors
Less Arbitrary Surgery
In-wall coolers and vents [1.0]
[SYR] Prosthetic Table
[FSF] Vanilla Bionics Expansion
Wall Light
Meals On Wheels
[FSF] No Default Sheld Storage
Mass Graves
PrisonerRansom
A Dog Said... Animal Prosthetics
Expanded Prothetics and Organ Engineering
Misc. Training
Fluffy Breakdowns
RT Fuse
Work Tab
Animal Tab
Colony Manager
Medical Tab
Relations Tab
Skilled Stonecutting
ResearchPal
[KV] RimFridge - 1.0
[1.0] Rimcuisine 2 Core
[1.0] Rimcuisine 2 Meals and Munchies
[1.0] Rimcuisine 2 Bottling and Booze
[1.0] Rimcuisine 2 Smokes and Shrooms
[1.0] Rimcuisine 2 All Plants All Biomes Optional Patch
The Zerg!
Collapser
[SYR] Prosthetic Icons
Simply More Bridges
Replace Stuff
Use Bedrolls
Anesthetic Gun Mod [1.0]
Hospitality
Dubs Mint Menus
Pharmacist
Better ModMismatch Window
LifeSupport
Power++
EdB Prepare Carefully
JecsTools
[O21] Vehicle Framework
Combat Extended
Yes,Vehicles, Finally!
RunAndGun

Rimsenal
Rimsenal + Combat Extended Compatability Patch
Camping Stuff
[SYR] Set Up Camp
Smart Medicine
Clear The Stockpiles
[SYR] Individuality
Please Haul Perishables
Snow Clearance Sanity
Roads of the Rim

Not sure if its cause it might be further back in the load order, if i screwed up some other placement, or if there is an incompatable mod in there somewhere.

#8
Exception ticking APC1793689 (at (90, 0, 117)): System.InvalidCastException: Cannot cast from source type to destination type.
at Verse.Verb_LaunchProjectile.TryCastShot () <0x003cb>
at (wrapper dynamic-method) Verse.Verb_Shoot.TryCastShot_Patch2 (object) <0x0007a>
at (wrapper dynamic-method) Verse.Verb.TryCastNextBurstShot_Patch0 (object) <0x0006c>
at Verse.Verb.WarmupComplete () <0x0003b>
at Verse.Verb_LaunchProjectile.WarmupComplete () <0x00021>
at Verse.Verb_Shoot.WarmupComplete () <0x00023>
at Verse.Stance_Warmup.Expire () <0x00022>
at Verse.Stance_Busy.StanceTick () <0x0002b>
at (wrapper dynamic-method) Verse.Stance_Warmup.StanceTick_Patch1 (object) <0x003bb>
at Verse.Pawn_StanceTracker.StanceTrackerTick () <0x0005d>
at (wrapper dynamic-method) Verse.Pawn.Tick_Patch1 (object) <0x00178>
at Verse.TickList.Tick () <0x00487>

Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Tested it in development mode and this is the error that comes up when it tries to fire, as for the load order i tested it with only the mods core, hugs lib, jecstools, [o21]vehicleframework,combat extended,yes, vehicles finally!, and run and gun, the same error comes up even with only those mods
#9
Hey I just started using this mod, tried looking through this to get an idea of whats going on but couldnt really find anything, so i managed to obtain an enemies APC, however i only managed to get it to fire once, and now it simply wont fire, i even changed the equipted weapon and no dice, i loaded the mod list in the suggested order so no idea if there might be a mod conflict or if something just broke.
#10
i have no mods at all installed.
#11
Bugs / lethal injury having no effect, Waist: cut off
October 06, 2018, 05:31:31 AM
So I recently had this happen, one of my colonists had their waist cut off. This should obviously be a severely crippling or lethal injury but checking the wiki and how its behaving in the game treats it as no big deal or even anything other than painful. This might just be an oversight as from what else i have seen is that the waist has 0% coverage and shouldn't be capable of being hit in the first place. I saw these details mentioned in other spots and one more instance of this exact injury occuring but could not comment on the thread.