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Messages - 12345abcde

#1
Releases / Re: [1.0] Marvin's Stuff
March 24, 2020, 06:44:05 PM
Hello, I seem to be getting an error when some (not all) raids try to spawn and I'm not sure if it's related to your mod but it is mentioned in the log.

Error while generating pawn. Rethrowing. Exception: System.InvalidCastException: Cannot cast from source type to destination type.
  at RimWorld.ChildRelationUtility.DefinitelyHasNotBirthName (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at RimWorld.PawnRelationWorker_Sibling.GenerateParentParams (Single minChronologicalAge, Single maxChronologicalAge, Single midChronologicalAge, Single minBioAgeToHaveChildren, Verse.Pawn generatedChild, Verse.Pawn existingChild, PawnGenerationRequest childRequest, System.Single& biologicalAge, System.Single& chronologicalAge, System.Single& melanin, System.String& lastName) [0x00000] in <filename unknown>:0
  at RimWorld.PawnRelationWorker_Sibling.GenerateParent (Verse.Pawn generatedChild, Verse.Pawn existingChild, Gender genderToGenerate, PawnGenerationRequest childRequest, Boolean newlyGeneratedParentsWillBeSpousesIfNotGay) [0x00000] in <filename unknown>:0
  at RimWorld.PawnRelationWorker_Sibling.CreateRelation (Verse.Pawn generated, Verse.Pawn other, Verse.PawnGenerationRequest& request) [0x00000] in <filename unknown>:0
  at Verse.PawnGenerator.GeneratePawnRelations (Verse.Pawn pawn, Verse.PawnGenerationRequest& request) [0x00000] in <filename unknown>:0
  at Verse.PawnGenerator.TryGenerateNewPawnInternal (Verse.PawnGenerationRequest& request, System.String& error, Boolean ignoreScenarioRequirements, Boolean ignoreValidator) [0x00000] in <filename unknown>:0
  at Verse.PawnGenerator.GenerateNewPawnInternal (Verse.PawnGenerationRequest& request) [0x00000] in <filename unknown>:0
  at Verse.PawnGenerator.GenerateOrRedressPawnInternal (PawnGenerationRequest request) [0x00000] in <filename unknown>:0
  at Verse.PawnGenerator.GeneratePawn (PawnGenerationRequest request) [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.PawnGenerator:GeneratePawn(PawnGenerationRequest)
RimWorld.PawnGroupKindWorker_Normal:GeneratePawns(PawnGroupMakerParms, PawnGroupMaker, List`1, Boolean)
RimWorld.PawnGroupKindWorker:GeneratePawns(PawnGroupMakerParms, PawnGroupMaker, Boolean)
RimWorld.PawnGroupMaker:GeneratePawns(PawnGroupMakerParms, Boolean)
RimWorld.<GeneratePawns>c__Iterator0:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
SometimesRaidsGoWrong.MarvsRandom_RaidEnemy:TryRandomExecuteWorker(IncidentParms)
SometimesRaidsGoWrong.MarvsRandom_RaidEnemy:TryExecuteWorker(IncidentParms)
RimWorld.IncidentWorker:TryExecute(IncidentParms)
Verse.<DoIncidentDebugAction>c__AnonStorey54:<>m__0()
Verse.Dialog_DebugOptionLister:DebugAction(String, Action)
Verse.Dialog_DebugOptionListLister:DoListingItems()
Verse.Dialog_OptionLister:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)


Exception while generating pawn group: System.InvalidCastException: Cannot cast from source type to destination type.
  at RimWorld.ChildRelationUtility.DefinitelyHasNotBirthName (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at RimWorld.PawnRelationWorker_Sibling.GenerateParentParams (Single minChronologicalAge, Single maxChronologicalAge, Single midChronologicalAge, Single minBioAgeToHaveChildren, Verse.Pawn generatedChild, Verse.Pawn existingChild, PawnGenerationRequest childRequest, System.Single& biologicalAge, System.Single& chronologicalAge, System.Single& melanin, System.String& lastName) [0x00000] in <filename unknown>:0
  at RimWorld.PawnRelationWorker_Sibling.GenerateParent (Verse.Pawn generatedChild, Verse.Pawn existingChild, Gender genderToGenerate, PawnGenerationRequest childRequest, Boolean newlyGeneratedParentsWillBeSpousesIfNotGay) [0x00000] in <filename unknown>:0
  at RimWorld.PawnRelationWorker_Sibling.CreateRelation (Verse.Pawn generated, Verse.Pawn other, Verse.PawnGenerationRequest& request) [0x00000] in <filename unknown>:0
  at Verse.PawnGenerator.GeneratePawnRelations (Verse.Pawn pawn, Verse.PawnGenerationRequest& request) [0x00000] in <filename unknown>:0
  at Verse.PawnGenerator.TryGenerateNewPawnInternal (Verse.PawnGenerationRequest& request, System.String& error, Boolean ignoreScenarioRequirements, Boolean ignoreValidator) [0x00000] in <filename unknown>:0
  at Verse.PawnGenerator.GenerateNewPawnInternal (Verse.PawnGenerationRequest& request) [0x00000] in <filename unknown>:0
  at Verse.PawnGenerator.GenerateOrRedressPawnInternal (PawnGenerationRequest request) [0x00000] in <filename unknown>:0
  at Verse.PawnGenerator.GeneratePawn (PawnGenerationRequest request) [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
RimWorld.PawnGroupKindWorker:GeneratePawns(PawnGroupMakerParms, PawnGroupMaker, Boolean)
RimWorld.PawnGroupMaker:GeneratePawns(PawnGroupMakerParms, Boolean)
RimWorld.<GeneratePawns>c__Iterator0:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
SometimesRaidsGoWrong.MarvsRandom_RaidEnemy:TryRandomExecuteWorker(IncidentParms)
SometimesRaidsGoWrong.MarvsRandom_RaidEnemy:TryExecuteWorker(IncidentParms)
RimWorld.IncidentWorker:TryExecute(IncidentParms)
Verse.<DoIncidentDebugAction>c__AnonStorey54:<>m__0()
Verse.Dialog_DebugOptionLister:DebugAction(String, Action)
Verse.Dialog_DebugOptionListLister:DoListingItems()
Verse.Dialog_OptionLister:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)


Got no pawns spawning raid from parms (target=(Map-1-PlayerHome) points=36160.82 raidStrategy=ImmediateAttack )
Verse.Log:Error(String, Boolean)
SometimesRaidsGoWrong.MarvsRandom_RaidEnemy:TryRandomExecuteWorker(IncidentParms)
SometimesRaidsGoWrong.MarvsRandom_RaidEnemy:TryExecuteWorker(IncidentParms)
RimWorld.IncidentWorker:TryExecute(IncidentParms)
Verse.<DoIncidentDebugAction>c__AnonStorey54:<>m__0()
Verse.Dialog_DebugOptionLister:DebugAction(String, Action)
Verse.Dialog_DebugOptionListLister:DoListingItems()
Verse.Dialog_OptionLister:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)


Mod list:

<modNames>
<li>Core</li>
<li>BetterLoading</li>
<li>Startup impact</li>
<li>Mod Manager</li>
<li>SRTS Expanded</li>
<li>HugsLib</li>
<li>Camera+</li>
<li>TD Enhancement Pack</li>
<li>4M Mehni's Misc Modifications</li>
<li>ED-EnhancedOptions</li>
<li>Kill For Me</li>
<li>Allow Tool</li>
<li>Alpha Animals</li>
<li>Animal Food Restrictions</li>
<li>Auto Seller</li>
<li>LWM's Deep Storage</li>
<li>Better Pawn Control</li>
<li>Common Sense</li>
<li>Don't Drop Weapon</li>
<li>EdB Prepare Carefully</li>
<li>Food Alert</li>
<li>Gear Up And Go</li>
<li>Go Explore!</li>
<li>HolyWasher</li>
<li>Interaction Bubbles</li>
<li>Level Up!</li>
<li>[SS]Lovely Hair Style</li>
<li>Master of Cooking</li>
<li>Master of Crafting</li>
<li>Medical Tab</li>
<li>More Mechanoids</li>
<li>More Planning</li>
<li>[KV] More Trait Slots - 1.0</li>
<li>Nature is Beautiful v2.5 [1.0]</li>
<li>[RF] Pawns are Capable! [1.0]</li>
<li>Pick Up And Haul</li>
<li>QualityBuilder</li>
<li>Quarry 1.0</li>
<li>Realistic Rooms Lite</li>
<li>Recipe icons</li>
<li>Relations Tab</li>
<li>Replace Stuff</li>
<li>RimCities (Dev Build)</li>
<li>[KV] RimFridge - 1.0</li>
<li>Rimsenal - Rimhair</li>
<li>Rimworld Search Agency</li>
<li>RockSmooth Walls [1.0]</li>
<li>RimOverhaul - Without Ore and Gas System</li>
<li>RunAndGun</li>
<li>[KV] Show Hair With Hats or Hide All Hats - 1.0</li>
<li>Simple sidearms</li>
<li>Snap Out!</li>
<li>Spoons Hair Mod</li>
<li>Spotted</li>
<li>[KV] Trading Spot - 1.0</li>
<li>Tribal Headgear Retexturing</li>
<li>Veinminer R1.0</li>
<li>Work Tab</li>
<li>[KV] Faction Control - 1.0</li>
<li>Smart Medicine</li>
<li>OgreStack</li>
<li>Auto Caravan Equip (Autoseller Extension)</li>
<li>A Dog Said... Animal Prosthetics</li>
<li>Real Ruins</li>
<li>[RF] Realistic Planets [1.0]</li>
<li>Numbers</li>
<li>Circle And Oval</li>
<li>No Friendly Fire</li>
<li>PawnTargetFix</li>
<li>RimHUD</li>
<li>Door Mat R1.0</li>
<li>Tilled Soil</li>
<li>[1.0] Drugs are not Food</li>
<li>Animals Logic</li>
<li>ED-Embrasures</li>
<li>[FSF] Rain Washes Away Filth</li>
<li>Grazing Lands</li>
<li>[FSF] Growable Grass</li>
<li>99 Percent</li>
<li>Deconstruct Return Fix</li>
<li>Dubs Mint Menus</li>
<li>Dub's Paint Shop</li>
<li>Everybody Gets One</li>
<li>Faster Smoothing</li>
<li>Field Medic [1.0]</li>
<li>Incident Person Stat</li>
<li>InventoryTab</li>
<li>Defensive Positions</li>
<li>Days Matter</li>
<li>Carry Capacity Fix</li>
<li>Better Vanilla Masking</li>
<li>Armor Racks</li>
<li>Animal Gear</li>
<li>Animal Armor: Vanilla</li>
<li>[RF] Advanced Bridges [1.0]</li>
<li>Let's Trade! [1.0]</li>
<li>MiningCo. Spaceship</li>
<li>[KV] Adjustable Trade Ships - 1.0</li>
<li>Better Traders (x2)</li>
<li>Billy's Improved Caravan Formation</li>
<li>Large Faction Bases</li>
<li>Large Outpost</li>
<li>Large Prison Camp</li>
<li>More Harvest Designators!</li>
<li>More Sculpture</li>
<li>[XND] Turret Extensions</li>
<li>Try to find it!</li>
<li>Vanilla Fences</li>
<li>Vanilla Furniture Expanded</li>
<li>Vanilla Furniture Expanded - Production</li>
<li>Vanilla Furniture Expanded - Security</li>
<li>Vanilla Weapons Expanded</li>
<li>Vanilla Armour Expanded</li>
<li>Vanilla Apparel Expanded</li>
<li>Wall Light</li>
<li>Won hair_women </li>
<li>Won hair_men</li>
<li>Stuffed Floors</li>
<li>Stackable Chunks [1.0]</li>
<li>Sparkling Worlds - Core Mod [1.0] - Reduced features</li>
<li>Sparkling Worlds Addon - Blue Moon Corp [1.0] - Standalone Addon</li>
<li>Sparkling Worlds Addon - Mech Serum Crafting [1.0] - Standalone Addon</li>
<li>Sparkling Worlds Addon - More Events [1.0] - Standalone Addon</li>
<li>Simple Turrets</li>
<li>Simple Turrets - TE Patch</li>
<li>Mortar Accuracy</li>
<li>[WD] Simple Concrete 1.0</li>
<li>ShowModDesignators</li>
<li>Show Draftees Weapon</li>
<li>Shield Generators by Frontier Developments</li>
<li>Share The Load</li>
<li>SF Grim Reality</li>
<li>Map Reroll</li>
<li>NamesGalore</li>
<li>Pack Mules Extended</li>
<li>Progress Renderer</li>
<li>Quest Tab</li>
<li>Range Finder</li>
<li>RBSE Hardcore Edition</li>
<li>Remote Tech</li>
<li>Rimsenal - Enhanced Vanilla Pack</li>
<li>[KV] Save Storage, Outfit, Crafting, Drug, &amp; Operation Settings - 1.0</li>
<li>Pharmacist</li>
<li>MendAndRecycle</li>
<li>Begone, Message!</li>
<li>Trade Ships Drop Spot</li>
<li>[KV] Change Skill Levels &amp; Don't Lose Levels</li>
<li>DegradationMod</li>
<li>Timelapse 2000</li>
<li>Music on the Rim</li>
<li>[1.0] ExtendedInspectData</li>
<li>CCP's Stone Tweaks Vanilla</li>
<li>WearedArmorInfo</li>
<li>[KV] Change Dresser - 1.0</li>
<li>More Graphs</li>
<li>[KV] No Max Bills - 1.0</li>
<li>Better Workbench Management</li>
<li>RuntimeGC</li>
<li>Search and Destroy</li>
<li>Neuter Animals</li>
<li>[NL] Custom Portraits</li>
<li>[KV] Consolidated Traits - 1.0</li>
<li>CaravanColonistInfo</li>
<li>Additional Traits w/ Heroes + Gods</li>
<li>[KV] Impassable Map Maker - 1.0</li>
<li>Little Storage for LWM's Deep Storage</li>
<li>Loading In Progress</li>
<li>More Crashed Ship Parts</li>
<li>More Filters</li>
<li>Remove Death Amnesia</li>
<li>ResearchPal</li>
<li>Rimworld: Spartan Foundry</li>
<li>Roo's Accessory Hairstyles</li>
<li>Sometimes Raids Go Wrong</li>
<li>Use Bedrolls</li>
<li>[SF] Priority treatment 1.1</li>
<li>TicksPerSecond</li>
<li>Dubs Performance Analyzer</li>
<li>Cremate Auto Strip</li>


EDIT: I have been testing and going from what the log says I'd guess it's an issue generating relationships which happens more often at really high wealth (because more pawns are generated). I don't really have any mod that touches relationships though so I'm puzzled. It's happening somewhat rarely but still happens here and there when forcing a raid spawn.

EDIT2: This also only seems to be happening on Randy (I started using Randy a couple days ago, I played on Cassandra the whole game and this never happened and it's not happening after spawning a lot of raids with her). So... I guess it's on me or my mods, unlikely to be related to yours.

EDIT3: It finally happened with Cassandra, just took a lot longer. I'm seriously clueless here.
#2
Indeed, stuff was fine if I skipped the menus and just loaded the save right after launching. Thanks.
Any idea why the Finish Off work is suddenly gone though? Would be pretty annoying to have to set it in the save file if I wanna use it properly lol.
I don't have anyone with a good melee skill but then again, when I started this colony that was also the case and I could set the Finish Off priority pretty sure.

EDIT: Upon closer inspection, I actually don't have anyone with 1 priority on Finish Off on my save, I guess I just saw wrong before and I simply never had the job showing in this colony. Reverting to an older version did bring back the job, I guess it could always be why Work Tab is throwing that error. Oh well, I can live with that I guess.
#3
Seems like changing any of the mod setting now breaks modded gizmos (i.e More Planning, Quality Builder, that's just the ones I notice).
Also seems like the option to use AllowTool's forbid/unforbid icons doesn't save properly. I enable it, the gizmos above break, I restart the game and it's back to the old icons and gizmos working. Changing any other setting also breaks the gizmos though from what I can tell but other setting do save correctly.

I do not use RIMMSqol.

Correction: The icons' option is saving correctly after all, my mistake. The rest does apply, it also seems like if I enable the icons before I load a save it doesn't break Quality Builder (it does break More Planning) but changing any other setting in the mod mid-game breaks it until I restart again, disabling the icons brings back both mods fine (after a restart).

There doesn't seem to be any obvious issues with the mod though and I'd like to keep this version as well as the custom icons, is there any way (through xml editing or something) for me to change the icons without breaking the other mods?

EDIT: For some reason the Finish Off work is now gone too... I know it used to be there because on my save one of my pawns has it set to 1. The option to make Finish Off dependent on skill level is also gone, again, I know that used to be there because I turned it off and the config file shows it's off. My pawns can still finish off things, I just can't set the priority anymore.
Think I should just revert to an older version because clearly my other mods aren't liking this update.

Here's a log: https://gist.github.com/HugsLibRecordKeeper/f5251b79ffc8f63c043abe531daa42f4
The "Could not do PostLoadInit on RimWorld.Pawn_WorkSettings" error is from a Work Tab and Prepare Carefully incompatibility.
#4
Releases / Re: [1.0] Degradation (2019-11-26)
January 22, 2020, 02:28:38 PM
Quote from: geojak on January 21, 2020, 04:46:17 PM
well this is the altered version i use (plus sources), but it is stripped of some features i were not using in hopes of optimizing performance by reducing garbace colletion of c#. (it is not really relevant nor noticable)

the version i posted before was the original with my attempt at fixing the 2 bugs and leaving the rest unchanged.

This is not my mod. i feel a bit uneasy posting here anything beyond bug fixes...
It's exactly how I wanted. Thank you very much!
#5
Releases / Re: [1.0] Degradation (2019-11-26)
January 22, 2020, 03:33:01 AM
Quote from: geojak on January 21, 2020, 04:46:17 PM
well this is the altered version i use (plus sources), but it is stripped of some features i were not using in hopes of optimizing performance by reducing garbace colletion of c#. (it is not really relevant nor noticable)

the version i posted before was the original with my attempt at fixing the 2 bugs and leaving the rest unchanged.

This is not my mod. i feel a bit uneasy posting here anything beyond bug fixes...
I'll check it out, thanks.
#6
Releases / Re: [1.0] Vanilla Weapons Expanded
January 21, 2020, 07:01:45 AM
I saw in the patch notes for Vanilla Weapons Expanded - Quickdraw that it was patched to work with Run and Gun but it seems like the Bullpup Rifle still causes pawns to get stuck in place while firing.
#7
Quote from: Jackhenry621 on January 21, 2020, 05:46:36 AM
Hi all, just started using this mod and I need help with an event.

Event: Hive Crack
Problem: How do I close this said crack so that those bugs stop spawning?

Thank you in advance.
Destroy it.
#8
Releases / Re: [1.0] Degradation (2019-11-26)
January 20, 2020, 05:38:08 PM
Quote from: geojak on January 20, 2020, 01:58:00 PM
That is actually a feature I think. I also didn't like it a d removed it from my personal version. (not the one posted here)
Could you please share that one as well? I'd much rather have it that way too. Thanks.
#9
Releases / Re: [1.0] Degradation (2019-11-26)
January 19, 2020, 02:46:09 PM
I seem to have found a bug as well, if the guns are at 100% hit pots, they never degrade. I have vanilla degradation turned on and they never degrade, no matter how much time passes or how much they shoot.
Weapons below 100% do degrade both with vanilla method and shooting.
#10
Releases / Re: [1.0] Degradation (2019-11-26)
January 18, 2020, 10:19:15 AM
Quote from: geojak on January 14, 2020, 04:59:25 PM
fixed the error with turrets on shot trying to degrade their non existant weapon
Thanks for this. Just want to point out this only fixes mini turrets, other turrets still have errors, not as big of a deal though.
#11
So does this mod end up working for Randy? I'm assuming if we set an high value we're basically never gonna get any other event outside of trade ships, right?
And if we use Cassandra does having a low value (so more ships) not dilute the events pool?