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Messages - Grabarz

#1
Hello!
Ill be honest with you guys - Im dumb, i can't solve problem with change dresser

Previously ( if you look at my posts on this topic ) i had problems that my colonists were naked under draft - that silly problem has been solved by explaining how to use "Manage Outfits" button. Everything was fine.

Now im struggling with a similar problem. When i create outfit and manage to use this outfit by colonists they are wearing apparel from that setup without problems, however when colonist is drafted some parts of that Outfit which is being used are disappearing. They are not dropped at the floor, they are not teleported to change dresser those items just vanishing from the game. I don't get any error message at all


[attachment deleted due to age]
#2
HumanoidAlienRaces 2.0 mod solved my problems :)
thanks!
#3
Hello, can we get a compatibility note ?
I'm getting spam of error logs, i guess is not EPOE friendly, but that's not all. I will post error log later.

Anyway nice standalone mod :)
#4
Releases / Re: [1.0] Common Sense - basic AI tweaks
July 16, 2019, 07:12:09 PM
Quote from: whyareuhere on April 26, 2019, 02:16:42 PM
Hi, I got an issue with the activation of an AI (listed as a crafting task) where the colonist is supposed to haul the materials to the deactivated AI.

The colonist picks up the materials, but the dev mode cites an issue with the colonist's job driver manager and she ends up hauling the materials to the stockpile. I'll try to recreate it later to give the actual error code.
[/b]

It would be cool if you added at least a log message.
I had a report like that there, so kinda known issue. But so far all I know is some conflict with another mod I don't know about. At least, I have screenshots of a modlist that was used  :-\


I got similar problem with Infinite Storage mod - colonist is taking resource and it should be delivered to workbench instead however colonist is moving back and forward near storage picking and dropping same resource forever in endless loop

Exception ticking Redhead (at (117, 0, 65)): System.NullReferenceException: Object reference not set to an instance of an object
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch1 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00d03>
at Verse.AI.Pawn_JobTracker.TryFindAndStartJob () <0x00245>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x004e5>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch1 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00db3>
at Verse.AI.Pawn_JobTracker.TryFindAndStartJob () <0x00245>
at Verse.AI.Pawn_JobTracker.JobTrackerTick () <0x00406>
at (wrapper dynamic-method) Verse.Pawn.Tick_Patch1 (object) <0x001f3>
at Verse.TickList.Tick () <0x00487>

Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
#5
ok so since i got some mod installed i experiencing some issues with them - by trial and error i got rid of them till now ...

Whenever i add any task to my workbenches - like for example "make a diamond necklace" or brew cup of tea... just anything from any workbench. I got strange issue that my pawn is going to get needed resource like cut diamond or tea leafs to infinite storage, when he take it he moves back and forward near storage like in loop without exit and console spawns this error :) i have no idea what is incompatible

Exception ticking Redhead (at (117, 0, 65)): System.NullReferenceException: Object reference not set to an instance of an object
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch1 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00d03>
at Verse.AI.Pawn_JobTracker.TryFindAndStartJob () <0x00245>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x004e5>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch1 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00db3>
at Verse.AI.Pawn_JobTracker.TryFindAndStartJob () <0x00245>
at Verse.AI.Pawn_JobTracker.JobTrackerTick () <0x00406>
at (wrapper dynamic-method) Verse.Pawn.Tick_Patch1 (object) <0x001f3>
at Verse.TickList.Tick () <0x00487>

Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
#6
Strange things happens again :)

Infinite Storage does not collect wood ... i set to "accept all" got enough of power....
When cut down a tree and forcing my pawns to haul the wood i get message " there is no stockpile " or something like that
But when i build another Infinite Storage and trim resources list to just wood - it accepts...


Edit: Somehow i get rid of that problem - just started new colony :)
#7
Hello this mod is totally new experience for me and i cant figure out how to clear water
Water Well --> Pumping Station --> Water tank --> Treatment station --> Basin --> Sewage Treatment 

Problem is that my Water tank shows message Quality: Untreated - Small disease

I tried to connect treatment station before water tank - same result
i tried to connect multiple treatment stations - same results

How to clear water ?
#8
does it work with already made savegames ?
#9
Releases / Re: [1.0] Psychology (2018-11-18)
November 21, 2018, 03:24:31 PM
I'm not sure if Psychology causes errors however:
If one of my colonist proposes to another one, or they get married etc. my log is spawning errors non stop.

Exception while recalculating ColonistLeftUnburied thought state for pawn Emily: System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.ThoughtWorker_ColonistLeftUnburied.CurrentStateInternal (Verse.Pawn p) [0x00000] in <filename unknown>:0
  at RimWorld.ThoughtWorker.CurrentState (Verse.Pawn p) [0x00000] in <filename unknown>:0
  at RimWorld.SituationalThoughtHandler.TryCreateThought (RimWorld.ThoughtDef def) [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
RimWorld.SituationalThoughtHandler:TryCreateThought(ThoughtDef)
RimWorld.SituationalThoughtHandler:CheckRecalculateMoodThoughts()
RimWorld.SituationalThoughtHandler:AppendMoodThoughts(List`1)
RimWorld.ThoughtHandler:GetAllMoodThoughts(List`1)
RimWorld.ThoughtHandler:GetDistinctMoodThoughtGroups(List`1)
RimWorld.ThoughtHandler:TotalMoodOffset()
RimWorld.Need_Mood:get_CurInstantLevel()
RimWorld.Need:get_CurInstantLevelPercentage()
Moody.DataCache:UpdateMood(Pawn)
Moody.DataCache:Recalculate(Pawn)
Moody.DataCache:UpdateCache(Boolean)
Moody.MoodyWindow:WindowUpdate()
Verse.WindowStack:WindowsUpdate()
Verse.UIRoot:UIRootUpdate()
RimWorld.UIRoot_Play:UIRootUpdate()
Verse.Root:Update_Patch1(Object)
Verse.Root_Play:Update()

any idea if its Psychology or not ?
#10
Releases / Re: [1.0] Psychology (2018-11-18)
November 21, 2018, 03:22:11 PM
Quote from: Ocraux on November 21, 2018, 10:00:58 AM
Hello, i have a little problem with language. I play in czech language with no problem. But if i add Psychology mod, there is a problem with text in english. Other mod in english without psychlogy woks fine, but with psychlogy same problem as on screeshot. Anyone help please?

try to change language to English and test ...
#11
Releases / Re: [1.0] [KV] Change Dresser [ModSync RW]
November 19, 2018, 02:32:10 PM
Quote from: Kiame on November 18, 2018, 08:14:02 PM
Quote from: Grabarz on November 18, 2018, 03:51:20 PM
Hello there i have problem with this mod - is great however everytime when i draft my colonists they just drop every layer of clothes and they staying naked.
i tried to configure custom outfits - however changing to "anything" does not help still naked drafted colonists...

could You provide some kind of walkthrough ?

Make sure you have at least one change dresser that can accept all apparel. When pawns are changing if removed apparel has no change dresser to be stored in, the apparel will drop on the ground.

God Bless You!
my apparel was always on the ground when colonist was drafted... then i accepted all apparel in change dresser - still my colonist prefer being nudist ...
then i went back to dresser and deleted all existing outfits, next i opened "custom outfits" and created outfit for every colonist individually - named it and turned on option called "use in battle" 

Now my colonist uses Rimsenal armors like a extension of their body, smashing zombies like a boss !

Thanks. took me while to make it work but the results are outstanding !
#12
Releases / Re: [1.0] [KV] Change Dresser [ModSync RW]
November 18, 2018, 03:51:20 PM
Hello there i have problem with this mod - is great however everytime when i draft my colonists they just drop every layer of clothes and they staying naked.
i tried to configure custom outfits - however changing to "anything" does not help still naked drafted colonists...

could You provide some kind of walkthrough ?
#13
Quote from: Giraffe on November 18, 2018, 12:29:25 AM
I think this mod would benefit from having 2 or 3 'workstation' type buildings instead of the 6 or 7 it has.

No, no, I want several machines. Building a huge lab is fun!
[/quote]

Please at least make them smaller - those machines needs to be minimalized we love this mod, however each time i have to sacrifice 2-3 large rooms to put all those equipment :S
#14
Releases / Re: [1.0][MODLIST] Glitter Tech
November 13, 2018, 04:57:24 PM
Is it possible to craft nano suit, nano helmet and reactive suit ?
#15
Releases / Re: [1.0] [KV] Hand & Footwear [ModSync RW]
November 13, 2018, 03:31:49 PM
Quote from: ultra4 on November 12, 2018, 05:51:29 PM
fabrication bench + power-armor research (checked the xml, wasn't sure, but xml is always reliable)

thanks for doing that :) one problem is solved... the other one popped up...
how to utilize  those items? I mean handwear and shoes ... It's true that i can't force my pawns to use crematorium ( need material ) however allowed to burn apparel (handwear and shoes)