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Messages - mrkorb

#1
Outdated / Re: [A12d] Colony Manager V2
February 17, 2016, 10:58:10 PM
I'm running into a bug related to animal training.

Exception ticking FM_AIManager835509: System.NullReferenceException: Object reference not set to an instance of an object
  at FluffyManager.ManagerJob_Livestock.<DoTamingJobs>b__29_0 (Verse.Pawn p) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[Verse.Pawn].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.ToArray[Pawn] (IEnumerable`1 source) [0x00000] in <filename unknown>:0
  at System.Linq.QuickSort`1[Verse.Pawn]..ctor (IEnumerable`1 source, System.Linq.SortContext`1 context) [0x00000] in <filename unknown>:0
  at System.Linq.QuickSort`1+<Sort>c__Iterator21[Verse.Pawn].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 FluffyManager.ManagerJob_Livestock.DoTamingJobs (System.Boolean& actionTaken) [0x00000] in <filename unknown>:0
  at FluffyManager.ManagerJob_Livestock.TryDoJob () [0x00000] in <filename unknown>:0
  at FluffyManager.JobStack.TryDoNextJob () [0x00000] in <filename unknown>:0
  at FluffyManager.Manager.DoWork () [0x00000] in <filename unknown>:0
  at FluffyManager.Building_AIManager.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0


I suspect it's because my colonists are attempting to train puppies for Rescue and Hauling, both of which are tasks they are currently too small for.  Normally you can't even tick the boxes for these training options until the dogs are bigger, but the AI Manager auto-ticks them, and so when the colonist decides to go train the puppy, there's an obvious conflict since they can't yet be trained for that.

Or that was what I thought.  Now that I no longer have any puppies and all the dogs are fully trained, this is occurring in conjunction with Muffalo on the map that I am attempting to tame.

Also I've run into the "10 tasks at once" bug that was mentioned earlier in the thread, and I managed to get around it not by deconstructing the workbench, but by deleting all the existing work orders on that bench and letting the manager repopulate the order list.  You can't blame MVP in this instance, since I'm not using that mod pack or any other pack.
#2
I don't suppose you can program this mod to prevent auto-equipping the ballistic shields when the colonist is already equipped with an incompatible weapon?  The current workaround I have for this at the moment is to create a second outfit for those equipped with small arms that allows the shields, while unticking the shield option on the existing default 'Soldier' outfit for those carrying the larger weapons.  It just seems like an unnecessary bit of micromanagement on the part of the player, but I don't know if that can be addressed through programming or not.
#3
I posted a mod request here to move mouseover text into a space that is always visible when the architect and colonist panels are opened, and it occurred to me that it might actually be an option that fits in with this UI mod.  If you could take a look and consider incorporating it, I'd be appreciative.  Thanks for your work.
#4
Mods / [Mod Request] Move the mouseover text
February 05, 2015, 08:34:42 PM
Basically, I want something that does this:



That way it's never hidden behind the tools, and is located in a place where it is always visible.

EDIT: image size reduced