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Messages - tase

#1
Releases / Re: [1.0] Alpha Animals - 1.4 (18/05/19)
August 19, 2019, 01:32:38 PM
I also have the ApplySkin error some other poster had previously. I have the full log here, it's for the AA_BoulderMit:


[AnimalVariations] Loading XML data from: D:\Steam\steamapps\workshop\content\294100\1541721856/Textures/Things/Pawn/Animal/AA_BoulderMit/AA_BoulderMit_SkinSet.xml
Verse.Log:Message(String, Boolean)
AnimalVariations.AnimalMultiSkins:TryLoadSkinSet()
AnimalVariations.AnimalMultiSkins:ApplyNewSkin(Int32)
AnimalVariations.AnimalMultiSkins:<Tick>b__24_0()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Play:Update()

Could not execute post-long-event action. Exception: System.NullReferenceException: Object reference not set to an instance of an object
  at AnimalVariations.AnimalMultiSkins.ApplyNewSkin (Int32 index) [0x00000] in <filename unknown>:0
  at AnimalVariations.AnimalMultiSkins.<Tick>b__24_0 () [0x00000] in <filename unknown>:0
  at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Play:Update()
#2
Releases / Re: [B19] Rainbeau's Mods
September 22, 2018, 12:27:31 PM
Faction Control error when opening the world map mid-game. "Liberal Union of West Steron" is the name of my faction:

QuoteTried to get relation between faction Liberal Union of West Steron and itself.
Verse.Log:Error(String, Boolean)
RimWorld.Faction:RelationWith(Faction, Boolean)
RimWorld.Faction:GoodwillWith(Faction)
FactionControl.Patch_Faction_get_Color:Prefix(Faction, Color&)
RimWorld.Faction:get_Color_Patch1(Object)
RimWorld.Planet.Settlement:get_Material()
RimWorld.Planet.WorldObject:get_ExpandingIconColor()
RimWorld.Planet.ExpandableWorldObjectsUtility:ExpandableWorldObjectsOnGUI()
RimWorld.WorldInterface:WorldInterfaceOnGUI_Patch1(Object)
RimWorld.UIRoot_Play:UIRootOnGUI()
Verse.Root:OnGUI()
#3
Quote from: Minnigin on December 26, 2017, 03:28:28 PM
anyone else having this problem?
<<image>>
Yes it also happens to me, using the latest code on Github (as of today).

BTW, do the Combat Extended Guns need updating, or will they work with B18?
#4
So how's the 'A18' branch faring? Is it playable enough?
#5
Positive note about the B18 update; hes working on it, so it's not abandonned.
#6
I'm surprised this mod isn't higher up on the 'Most Subscribed' list on the Steam Workshop. Pretty fun changes. I can't wait for an update for B18 compatibility!
#7
AirThermal and LargeAirThermal have the same cost? 200 steel 3 components each.
#8
Outdated / Re: [A17] Miniaturisation Overloaded
October 14, 2017, 07:27:10 PM
If anyone wants to get this working with EPOE 2.0
Assuming a Steam install,
Go to: Steam\steamapps\workshop\content\294100\751295960\Defs\MiniaturisationDefs
Open EPOE.xml
Change the line
<requiredMod>Expanded Prosthetics and Organ Engineering</requiredMod>
to
<requiredMod>Expanded Prosthetics and Organ Engineering 2.0</requiredMod>

worked for the Bionics Workshop
ez
#9
Releases / Re: [A17] Miniaturisation
October 08, 2017, 10:22:24 AM
I get this error message after a while of playing, only thing I reinstalled was a Sun Lamp.

Not compatible with Combat Extended?

Exception printing AmmoBench_Blueprint_Install55914 at (15, 0, 237): System.InvalidOperationException: Nothing to install.
  at RimWorld.Blueprint_Install.get_MiniToInstallOrBuildingToReinstall () [0x00000] in <filename unknown>:0
  at RimWorld.Blueprint_Install.get_ThingToInstall () [0x00000] in <filename unknown>:0
  at RimWorld.Blueprint_Install.get_Graphic () [0x00000] in <filename unknown>:0
  at Verse.Thing.Print (Verse.SectionLayer layer) [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.Print (Verse.SectionLayer layer) [0x00000] in <filename unknown>:0
  at Verse.SectionLayer_ThingsGeneral.TakePrintFrom (Verse.Thing t) [0x00000] in <filename unknown>:0


#10
Releases / Re: [MOD] (Alpha 7) Auto-Turrets Mod v1.1
October 14, 2014, 05:28:16 PM
Thanks for updating this for a7
#11
I'm having tons of problem with importing colonists and having their graphics be wrong (even after multiple imports). And I can't even fix it because the menu is broken, repeats the same hair type or clothing, or straight out doesn't show anything, not even Confirm/Cancel buttons.