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Messages - Alex3Wood

#1
Releases / Re: [1.0]Enhanced Battery
January 20, 2019, 10:06:43 PM
Hey so nothing to do with this mod, except you said thanks to a person named "gloomylynx" my modpack is giving an error that says that sort of? I couldnt find another instance of this person or profile anywhere or a fix to the error.

"
Exception in BreadthFirstTraverse: System.NullReferenceException: Object reference not set to an instance of an object
at Gloomylynx.TantrumPatch.CheckForDisturbedSleepPrefix (Verse.Pawn) <0x00014>
at (wrapper dynamic-method) Verse.Pawn.CheckForDisturbedSleep_Patch1 (object,Verse.Pawn) <0x00016>
at Verse.Pawn.HearClamor (Verse.Thing,Verse.ClamorDef) <0x0008a>
at Verse.GenClamor/<DoClamor>c__AnonStorey0.<>m__0 (Verse.Region) <0x0014d>
at Verse.RegionTraverser/BFSWorker.BreadthFirstTraverseWork (Verse.Region,Verse.RegionEntryPredicate,Verse.RegionProcessor,int,Verse.RegionType) <0x0009e>
at Verse.RegionTraverser.BreadthFirstTraverse (Verse.Region,Verse.RegionEntryPredicate,Verse.RegionProcessor,int,Verse.RegionType) <0x000c1>

Verse.Log:Error(String, Boolean)
Verse.RegionTraverser:BreadthFirstTraverse(Region, RegionEntryPredicate, RegionProcessor, Int32, RegionType)
Verse.GenClamor:DoClamor(Thing, Single, ClamorDef)
Verse.AI.Pawn_PathFollower:TryEnterNextPathCell()
Verse.AI.Pawn_PathFollower:PatherTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick_Patch2(Object)
Verse.TickManager:DoSingleTick_Patch1(Object)
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
"
#2
Bugs / Re: Any Ideas?
January 20, 2019, 02:59:28 PM
Sorry about that, never posted before.
#3
Bugs / Any Ideas?
January 19, 2019, 10:10:39 PM
Failed to find Verse.ThingCategoryDef named CookingSupplies. There are 117 defs of this type loaded.
Verse.Log:Error(String, Boolean)
Verse.DefDatabase`1:GetNamed(String, Boolean)
Verse.ThingFilter:ResolveReferences()
Verse.IngredientCount:ResolveReferences()
Verse.RecipeDef:ResolveReferences()
Verse.DefDatabase`1:ResolveAllReferences(Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String, Object[])
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
#4
Any idea for a update for new version for this?
#5
Outdated / Re: [A16] Less/More faction bases
April 22, 2017, 11:57:14 PM
Ooo yeah I understand that, I was going to alter the modded file to make it even less if I could, but I dont know what I'm looking at so have no clue. But that idea of giving people the option of choosing sounds cool, but this will have to do for now!! Eitherway it helps my immersion by a lot.
#6
Outdated / Re: [A16] Less/More faction bases
April 22, 2017, 12:52:05 PM
Question, is it possible to make bases even more diffuse? Like this is supposed to be a RIMworld right? How many settlements could there be for other factions? Normal game it seems like there are just cities on an under developed world, nothing more. Really I wanna make them like 1/6th as populous as normal game.