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Messages - Treason5240

#1
Umm...you know there's a 19 version on steam, right?
#2
Releases / Re: [B19] Psychology (2018-9-2)
September 02, 2018, 06:19:04 PM
Quote from: Linq on September 02, 2018, 05:31:29 PM
Oh, were you using the Steam Workshop? Yeah, you probably just didn't have the update yet, then.

Yep, I'm using the Steam Workshop.  After updating, I haven't noticed a problem with the break.

Great mod, btw.  It's one of those that I consider pretty essential to any of my playthroughs.
#3
Releases / Re: [B19] A RimWorld of Magic
September 02, 2018, 02:53:38 PM
I'll admit the stone to soil was something I expected from reading the tooltip for the ability, but I may have been reading it erroneously.

Whether an Earth Sprite should or should not be able to break down stone to soil is up to you; you're the mod maker, after all.
#4
Releases / Re: [B19] Psychology (2018-9-2)
September 02, 2018, 02:51:30 PM
I was probably running without the update, then.  The error was spamming my log and constantly pausing the game.

I'll watch for things after I let my game update.
#5
Releases / Re: [B19] Psychology (2018-9-2)
September 02, 2018, 01:34:28 PM
Had my first experience with the nature break.

It broke.

Bacia started 10 jobs in one tick. newJob=Hunt (Job_19602) A=Thing_Hare56264 jobGiver=Psychology.JobGiver_GoHunting jobList=(Hunt (Job_19592) A=Thing_Rat56262) (Hunt (Job_19593) A=Thing_Iguana56268) (Hunt (Job_19594) A=Thing_Hare56266) (Hunt (Job_19595) A=Thing_Iguana56268) (Hunt (Job_19596) A=Thing_Carnotaurus56247) (Hunt (Job_19597) A=Thing_Boomrat56254) (Hunt (Job_19598) A=Thing_Boomrat56254) (Hunt (Job_19599) A=Thing_Rat56261) (Hunt (Job_19600) A=Thing_Emu56259) (Hunt (Job_19601) A=Thing_Boomrat56254) (Hunt (Job_19602) A=Thing_Hare56264)  lastJobGiver=Psychology.JobGiver_GoHunting
Verse.Log:Error(String, Boolean)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver)
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
#6
Releases / Re: [B19] A RimWorld of Magic
September 01, 2018, 04:43:45 PM
Geomancer: Interesting.  Liking what I'm seeing so far.

..except..are Sentinels supposed to show up from psychic/poison ship parts in place of mechanoids?

Edit: Earth Sprites.  Only target-able on stony soil, from what I've seen.  Also intended?  Do they not convert natural "rough stone" flooring?
#7
Releases / Re: [B18 - 0.19] A RimWorld of Magic
August 28, 2018, 11:45:39 PM
The new Psionic class is interesting.

Haven't been able to test it out much, though, due to a constant red-error being kicked in when the "psionic manipulation" buff is triggered.  Every moment the amount of energy scales up to trigger the buff, game throws an error and pauses.

This is a near constant pause, un-pause, pause, un-pause situation when your psionic pawn is doing any sort of work.
#8
Checked out the updated version.

Custom pawn relationships are working, again.

Question:  Is it intended that any new pawn you create in the "World" tab cannot be used in a relationship with a colonist while they stay in the World tab?

Example: I created a custom pawn in the World setting, left them there, and tried to add them as the parent to first, my custom pawn, then to one of the randomly generated pawns at the start of the scenario.  The custom pawn in the World setting did not show up to add to a relationship for either one.
#9
Pretty interesting being able to creature pawns for the wider world.

However, it's apparently broken the ability to customize relationships.  Familial, spousal, lover, etc, all show up in the Prepare Carefully menu when using them, but unless they were randomly created during outside of it, as soon as your pawns drop into the world, they only show up having a "friend" relationship with the other pawns.
#10
Love the mod and I'm thrilled with the changes.

That said, the first time a Siege showed up from the Athenians my game immediately goes into a constant recycling of errors that freezes everything.

System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.LordToil_Siege.CanBeBuilder (Verse.Pawn p) [0x00000] in <filename unknown>:0
  at RimWorld.LordToil_Siege+<UpdateAllDuties>c__AnonStorey28F.<>m__176 (Verse.Pawn pa) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[Verse.Pawn].MoveNext () [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.Any[Pawn] (IEnumerable`1 source) [0x00000] in <filename unknown>:0
  at Verse.GenCollection.TryRandomElement[Pawn] (IEnumerable`1 source, Verse.Pawn& result) [0x00000] in <filename unknown>:0
  at RimWorld.LordToil_Siege.UpdateAllDuties () [0x00000] in <filename unknown>:0
  at RimWorld.LordToil_Siege.LordToilTick () [0x00000] in <filename unknown>:0
  at Verse.AI.Group.Lord.LordTick () [0x00000] in <filename unknown>:0
  at Verse.AI.Group.LordManager.LordManagerTick () [0x00000] in <filename unknown>:0
  at Verse.Map.MapPostTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()

Manually deleting and 'destroying' all the unbuilt schematics and killing the invaders did nothing to solve the problem.  Oddly enough, I couldn't use the development tools to 'kill,' 'down,' or 'destroy,' one of the Athenian scythers, either.  My tooltip would show that one existed there when I scrolled over the thing, but there was 0 interaction with it.
#11
Quote from: sirgzu on February 02, 2017, 02:19:51 PM
Quote from: Rikiki on January 24, 2017, 02:59:47 PM
Quote from: sirgzu on January 24, 2017, 06:03:27 AM
Fishing pier is OP. Perhaps fish shouldn't yield leather? Seems odd.
I'm half way through my second summer and most giant leaves haven't grown back, don't know if this is normal either.
Fish resplenishment rate has been halved in last update (yesterday)! :)
Giant leaves will respawn when the stonegrass cluster is mature. Always keep 1 when harvesting it to let it regrow faster. ;)
Ha this is great and thanks for answering so quickly :)
I noticed that gleamcap are only administered when pawns are set to glitterworld medecine, is that normal?
I thought gleamcaps were a replacement for herbal medecine. Where do they lie in terms of effectiveness? Could they be made available as ingredients to craft medecine?

You can check the effectiveness of medicines by clicking on the "I" for information image on the item when selected.

If I remember right, gleamcaps are actually more effective than standard medicine.
#12
Outdated / Re: [A16] Psychology (2017-2-2)
February 02, 2017, 11:20:06 PM
Quote from: knainoa on February 02, 2017, 06:04:27 PM
Hello! Error to report: currently with Hospitality enabled pawns that visit will lose the ability to trade and (weirdly enough) lose their headgear once they reach the colony. Strangely, this error does not have a corresponding notification on the log.

It's not just a thing with Psychology.

I have Hospitality running without Psychology, and visitors seem to remove their hats all the time (how polite of them to take off their caps indoors!).

I thought it was standard behavior.
#13
I've found a strange bug that creeps up after the first raid by Crystalloids.

After repulsing them, all icons related to the state of a pawn cease to function.  The little exclamation mark that rises from a downed pawn, the "zzz"s from sleeping pawns, the positive or negative moodlets; all cease.

Saving and reloading restores these icons, but it's a consistent "feature."  It doesn't break anything, but it's still..odd.

Edit: Upon reloading the save, dead Crystalloids loose their coloration.  They all revert to pale skin and grey hair.
#14
Little disappointed:

This mod conflicts with the "Cave Biome" mod in that each uses a "crystal lamp" but the one from Crystalloid seems to overrule the other.  Which is a shame.  The other one is a cold inducing light source that was pretty nifty.
#15
Quote from: AtomicRavioli on January 23, 2017, 03:31:31 PM
Quote from: Treason5240 on January 23, 2017, 03:08:16 PM
I'm going to have to chime in and say that the psionic stat is not appearing on my crystalloid colonists despite having the latest version of Humanoid Alien Framework, Crystalloids and the EPOE patch.

Question, did you get AlienRaces from the Github link? Since it hasn't been updated in a long while there, most recent versions come from the Steam link.

I was beginning to suspect that!  Thank you for the confirmation.  I was indeed using the github link.