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Messages - silentlord

Pages: [1] 2 3 ... 6
1
Mod bugs / Re: Is this an Error?
« on: May 12, 2019, 08:29:53 AM »
never shows in game dev log.
only the output log file i generate from ingame using the `share logs` button.

2
Mod bugs / Is this an Error?
« on: May 10, 2019, 02:48:21 AM »
been adding afew mods lately and going through the output files to check what mods don't like each other, i keep seeing this same.... error? im not sure what it is.
is this an error? something to worry about?;

Code: [Select]
System.TypeInitializationException: An exception was thrown by the type initializer for Mono.CSharp.CSharpCodeCompiler ---> System.IO.FileNotFoundException: Windows mono path not found: H:\Steam\steamapps\mono\mono\mini\mono.exe
  at Mono.CSharp.CSharpCodeCompiler..cctor () [0x00000] in <filename unknown>:0
  --- End of inner exception stack trace ---
  at Microsoft.CSharp.CSharpCodeProvider.CreateCompiler () [0x00000] in <filename unknown>:0
  at System.Xml.Serialization.XmlSerializer.GenerateSerializers (System.Xml.Serialization.GenerationBatch batch, System.CodeDom.Compiler.CompilerParameters cp) [0x00000] in <filename unknown>:0
  at System.Xml.Serialization.XmlSerializer.RunSerializerGeneration (System.Object obj) [0x00000] in <filename unknown>:0
Apparel Stuff Color detours loaded, hopefully correct

3
Mod bugs / Re: Food Thief - 10 Ticks error
« on: April 19, 2019, 09:24:19 AM »
i have spent almost 2 days playing around and juggling the modlist. and thats no small feat as load times is 86secs according... haha forgotten the name of on the mod. startup or something. though i swear its alot longer than 86secs.

i have found that removing `Smarter Food Selection` solved my food thief issues. i replaced it with `Pawn Rules`, which has much the same functionality.  have 4hrs realtime playing an old save and no food hoarding in the pawn inventory. no more 10 ticks errors.

4
Mod bugs / Food Thief - 10 Ticks error
« on: April 19, 2019, 08:15:18 AM »
Got an error that results in a pawn stealing all my food and not putting it back.

i didn't know what it was, a pawn was stealing all the food a night and then sleeping. its a major headache as the pawn will literally take all meals, berries, meat.... totaling thousands of items. i then have to go hunting for it and then force him to put it back.
i can't even pin point a possible mod, as played nearly 30hrs with this current Mod-list and not really had a problem, i've had afew food thieves over the hours of play, but once i had a good stockpile of meals never really had a problem. but this new pawn named `Bit'theas` takes the biscuit, literally. for days (ingame) hes stealing the food and i cant figure out why hes different.
when i saw him doing it again i opened the dev log and i got a wall of red errors all the same;

Code: [Select]
Bit'theas started 10 jobs in 10 ticks. List: (Wait_MaintainPosture (Job_1175529)) , (TakeInventory (Job_1175531) A=Thing_bowlstew284977) (Wait_MaintainPosture (Job_1175532)) , (TakeInventory (Job_1175534) A=Thing_bowlstew284977) (Wait_MaintainPosture (Job_1175535)) , (TakeInventory (Job_1175537) A=Thing_bowlstew284977) (Wait_MaintainPosture (Job_1175538)) , (TakeInventory (Job_1175540) A=Thing_bowlstew284977) (Wait_MaintainPosture (Job_1175541)) , (TakeInventory (Job_1175543) A=Thing_bowlstew284977) (Wait_MaintainPosture (Job_1175544))  curDriver=JobDriver_WaitMaintainPosture (toilIndex=0) curJob=(Wait_MaintainPosture (Job_1175544)) lastJobGiver=null
Verse.Log:Error(String, Boolean)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver)
Verse.AI.Pawn_JobTracker:FinalizeTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch2(Object)
Verse.TickList:Tick_Patch2(Object)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

here is the hugslib output log.
https://gist.github.com/HugsLibRecordKeeper/c7e7444076ae3fef388de571e2f19c11

if anyone knows what the issue or mod is causing, let me know please. as at the minute i am verrrrrry tempted to just banish him. :P

5
Mod bugs / Re: 10 jobs in one tick & 10 ticks bugs
« on: April 19, 2019, 08:12:38 AM »
hi.

no his only job is plantwork.

ill make a post then, thank you.

6
Mod bugs / Re: 10 jobs in one tick & 10 ticks bugs
« on: April 18, 2019, 09:14:00 PM »
sorry to hijack this thread, thought it better than creating a new thread.
i am getting this error too....

i didn't know what it was, a pawn was stealing all the food a night and then sleeping. its a major headache as the pawn will literally take all meals, berries, meat.... totaling thousands of items. i then have to go hunting for it and then force him to put it back.
i can't even pin point a possible mod, as played nearly 30hrs with this current Mod-list and not really had a problem, i've had afew food thieves over the hours of play, but once i had a good stockpile of meals never really had a problem. but this new pawn named `Bit'theas` takes the biscuit, literally. for days (ingame) hes stealing the food and i cant figure out why hes different.
when i saw him doing it again i opened the dev log and i got a wall of red errors all the same;

Code: [Select]
Bit'theas started 10 jobs in 10 ticks. List: (Wait_MaintainPosture (Job_1175529)) , (TakeInventory (Job_1175531) A=Thing_bowlstew284977) (Wait_MaintainPosture (Job_1175532)) , (TakeInventory (Job_1175534) A=Thing_bowlstew284977) (Wait_MaintainPosture (Job_1175535)) , (TakeInventory (Job_1175537) A=Thing_bowlstew284977) (Wait_MaintainPosture (Job_1175538)) , (TakeInventory (Job_1175540) A=Thing_bowlstew284977) (Wait_MaintainPosture (Job_1175541)) , (TakeInventory (Job_1175543) A=Thing_bowlstew284977) (Wait_MaintainPosture (Job_1175544))  curDriver=JobDriver_WaitMaintainPosture (toilIndex=0) curJob=(Wait_MaintainPosture (Job_1175544)) lastJobGiver=null
Verse.Log:Error(String, Boolean)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver)
Verse.AI.Pawn_JobTracker:FinalizeTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch2(Object)
Verse.TickList:Tick_Patch2(Object)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

here is the hugslib output log.
https://gist.github.com/HugsLibRecordKeeper/c7e7444076ae3fef388de571e2f19c11

if anyone knows what the issue or mod is causing, let me know please.

7
hiya QuantumX

just a suggestion on changes to the mod.
The Webber Gun, although awesome the injury `Being Webbed` is not treatable and medics will endless treat it and waste medkits. I would suggest just making the injury `Tendable`... i have already adjusted in my game and no errors or conflicts sofar. its stopped me wasting those valuable imperial medkits.

also a side note i posted on steam discussion too. done both as don't know which you prefer.

other than that, amazing mod dude, so wanted a 40k mod for rimworld.

8
Mod bugs / Re: B18 Predator spawning problems
« on: March 31, 2018, 07:20:47 AM »
@Calahan: i posted in support as i wanted support. i wasn't sure what the issue was, as theres been alot of changes to vanilla since i last played.

@Canute: thanks, it appears it only happens when both mods are added together, i deactivated wild animal sex mod as it was happening frequently during the too many prey events. since then i've had no issues.
i might just pop a message to both, theres gotta be a conflict somewhere.

9
Mod bugs / B18 Predator spawning problems
« on: March 29, 2018, 11:47:44 AM »
hello.

having alot of issues with predators spawning inside my base and animal pens, i usually only learn of them when a predator has killed one of my baby animals. i am in the centre of the map and completely walled and sealed. yet getting these spawns in my base which is also at the centre of the map.

i do have mods, only 2 effecting animals, the vanilla animal overhaul and animal sex mod none of which touch the spawning locations i think, i have posted on both on steam.

just really frustrating as i spent alot of time building the walls to keep them out, and now every few days new predators appear inside my base walls  and animal pens.  can't grow my mammoth herd because no sooner are the calfs born, when i get a message about some random predator killing said calfs.


also im in an arid biome, but getting polar bears, snow foxes and panthers/cougars. not the sort of animals i would expect in this biome.

does anyone have an advice?

10
Help / Re: Help question - Factions and Guns
« on: October 09, 2017, 10:08:13 PM »
ah... i understand now. if weapontag was a folder and the various weapon types are files. the xpath patch simply just replaces the new weapontag folder of my choosing and everything in it.

been reading the guides over and over between breaks for it to set in. this patching is ingenious and saves a boat load of time for either making mods compatible and or changing adding stuff without a complete rewrite.
im growing more confident now.   

You sir, get an extra large thank you cookie! :P

11
Help / Re: Help question - Factions and Guns
« on: October 09, 2017, 09:05:51 PM »
no programming background, but like you i have been in and around the various mods xmls for awhile, usually toning down OP added guns and ranges etc....
i have a form of ADHD (ADD) makes it difficult to focus and stick to the task at hand, and generally takes far longer to do stuff.... but hey it eventually sticks and committed to memory.

i have been reading the guide you linked, and the guides it links too.
but i still have a question im unsure of....

just been looking at the pawnkinddef of one of the new factions, it has listed 3 weapontags... do i then make 3 separate patches? or lump them into a single patch code?

This is the single i have put together:
Code: [Select]
<?xml version="1.0" encoding="utf-8" ?>
<Patch>
<Operation Class="PatchOperationReplace">
<xpath>*/PawnKindDef[@Name="FrijjidCivBase"]/weaponTags//li[1]/</xpath>
<value>
<weaponTags>
<li>MedTimes_Weapon_Soldier</li>
</weaponTags>
</value>

</Operation>
</Patch>

And this is the multiple one, i have not seen anywhere that shows or explains multiples, which leaves me to think i have to make loads of singles, as the code looks messy:
Code: [Select]
<?xml version="1.0" encoding="utf-8" ?>
<Patch>
<Operation Class="PatchOperationReplace">
<xpath>*/PawnKindDef[@Name="FrijjidCivBase"]/weaponTags//li[1]/PawnKindDef[@Name="FrijjidCivBase"]/weaponTags//li[2]//PawnKindDef[@Name="FrijjidCivBase"]/weaponTags//li[3]/</xpath>
<value>
<weaponTags>
<li>MedTimes_Weapon_Soldier</li>
</weaponTags>
</value>

</Operation>
</Patch>


other than this issue i have pretty much got the hang of it, just lots of text to look through to find the xpath's

12
Help / Re: Help question - Factions and Guns
« on: October 09, 2017, 08:05:30 PM »
Hi Albion

Wow thanks alot, lots to do now. the majority of the mods/factions are Steamworkshop.
I had a feeling the weapontags was linked, i looked through the custom faction and compared to.. for example the Medieval factions. i was thinking of removing tags and lowering budgets, but wasn't sure if this was correct or just cause errors.... and i hate hunting for errors.

I very much like the patching idea, its longer term and better i reckon, than just hacking apart the xmls and then possible a day or hours later a patch via steam wipes it all out.

i think its time to do some reading of patching and hours no doubt of typing really small text on a really big screen.... *sigh* lol

Thank you very much for the help and pointing me in a direction... my poor tribal cats will no longer be mowed down from across the map by filthy guns and those unholy chargelances.

13
Help / Help question - Factions and Guns
« on: October 09, 2017, 05:53:20 PM »
Hello.

Dunno if this is the right section to ask, but it is to do with mods.
i wanted to know if it is possible to stop a custom faction using guns? i am playing a heavily modded game thats all geared to tribal or medieval. all the vanilla factions no longer use guns. however i have come across afew very nice custom factions on steam and i added one. however whenever they spawn as either raiders or caravans, they all have machineguns or chargelances. as you can imagine if its a raid then i quickly get pawned.

other than just removing the faction mods, which i don't really wanna do, is there a way to stop them spawn/using guns? i just want them to use melee or crossbows and longbows etc...

14
Mod bugs / Game Freezing/jerky - w/mods. help...
« on: July 25, 2017, 11:32:44 AM »
hello.

having some issue with current playthroughs with gameplay jerky/micro-freezes constantly. i like to play at x2 speed. however this happens at all speeds regardless. does it when zoomed in or out.
i have mods, i am uncertain if its mod related or not, as the game plays fine for a while.  this is my longest colony sofar. (65 days)

i have 8 pawns, 18 animals and 1 colony.


i have attached; mod load order, savegame (Devillos2) and output log.
not too sure what else to add. its not yet unplayable but close, just annoying as just getting into my colony. :P

Load Order.

Output.log.

save file.




[attachment deleted by admin due to age]

15
Releases / Re: [A17] Smokeleaf Rolling Table
« on: July 25, 2017, 10:20:00 AM »
hello, love the mod as it greatly helps smokeleaf production over crafting spot. however having a couple issues. getting lots of red error texts in dev log thing.
also at the table it has the make cigarillos bill, i clicked one to see what it was, it added a blank bill that also made the smokeleaf bill invisible and unable to interact with the bills to delete, only solution is to delete the table and make another.

i also couldn't see this rawtobacco in the grow lists.

other then them the table working brilliantly, been able to delete 4 crafting spots now as the table makes much more and faster.

these are the red error texts, it spams the log when first play or start. comes back in the log as well every now and then.

Could not resolve cross-reference to Verse.ThingDef named RawTobacco
Could not resolve cross-reference: No Verse.ThingDef named Cigarillos found to give to Verse.ThingCountClass
Could not resolve cross-reference to Verse.ResearchProjectDef named SK_DrugCrops

update: nvm... i edited the files to remove the research requirement of sk drugs and removed the cigarillos from the tables bills completely. no more red error texts or weird table interactions.

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