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Messages - Litcube

#1
That sounds really specific!
#2
When a raid comes, and the pawns decide to flee, some of them near doors freeze.  This causes lag to the point where I will get 1 frame per two seconds.  As the pawns die, while they're standing still, the frame rate increases.

I have a save.  Without the mod, they flee fine.  This save should still work ok with the mod packs I sent you.  If not, let me know.

https://www.dropbox.com/s/0zkycebpa6dmofi/Quicksave.rws?dl=0
#3
Quote from: Zhentar on November 08, 2016, 10:21:44 PM
Peter can sometimes take paths that are a bit funny looking.

We all know Peter's an idiot.
#4
Quote from: Zhentar on November 08, 2016, 02:11:19 PM
Hmmm, I'll have to investigate further. Would it be possible for you to post the save, along with a zip of your mods folder?

PM sent.
#5
Quote from: Zhentar on November 07, 2016, 12:30:51 AM
Quote from: Litcube on November 06, 2016, 04:51:31 PM
There's an issue with what I can only guess is "fast colonists".

One of my colonists, Peter, has a lot of bionics that puts him at 260% move speed.  I'd tell Peter to inject some Gojuice, and Peter would.  But as soon as Peter did, the game would lock up.  Not crash, just freeze completely.  No output.txt addendums.  Fuck, Peter.

Do you have a floor mod that makes colonists move faster? Try the 1.3 release candidate I posted a page back.

I tried it and Peter still can't gojuice without freezing the game.
#6
There's an issue with what I can only guess is "fast colonists".

One of my colonists, Peter, has a lot of bionics that puts him at 260% move speed.  I'd tell Peter to inject some Gojuice, and Peter would.  But as soon as Peter did, the game would lock up.  Not crash, just freeze completely.  No output.txt addendums.  Fuck, Peter.

So I looked into it, and had a hunch it might be this mod.  The only thing I did was disable it and try again, and boom, no lockup.  I tried it again with the mod enabled again, and lock up.

Other colonists who aren't nearly as fast as Peter can gojuice all they want with your mod no problem.

Gojuice puts Peter at 290%.
#7
I'm getting this now, whenever my pawn sells automatically:

Pawn Emma threw exception while executing toil's finish action (0), curJob=JobDriver_AutoSell A=Thing_CommsConsole9154622: System.NullReferenceException: Object reference not set to an instance of an object
  at RWAutoSell.ASTrade+<>c.<SetTradables>b__10_5 (RimWorld.Tradeable el) [0x00000] in <filename unknown>:0
  at System.Linq.SortSequenceContext`2[RimWorld.Tradeable,System.String].Initialize (RimWorld.Tradeable[] elements) [0x00000] in <filename unknown>:0
  at System.Linq.QuickSort`1[RimWorld.Tradeable].PerformSort () [0x00000] in <filename unknown>:0
  at System.Linq.QuickSort`1+<Sort>c__Iterator21[RimWorld.Tradeable].MoveNext () [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable+<CreateSelectIterator>c__Iterator10`2[RimWorld.Tradeable,RWAutoSell.Defcountpair].MoveNext () [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.Count[Defcountpair] (IEnumerable`1 source) [0x00000] in <filename unknown>:0
  at RWAutoSell.ASTrade.SetTradables (System.Collections.Generic.List`1& cachedTradeables, System.Collections.Generic.List`1& Bought, System.Collections.Generic.List`1& Sold, System.Int32& Currency) [0x00000] in <filename unknown>:0
  at RWAutoSell.ASTrade.CreateTrade (ITrader Ship, Verse.Pawn pawn, Boolean ShowReport) [0x00000] in <filename unknown>:0
  at RWAutoSell.ASTrade.TradeAllShips (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at RWAutoSell.JobDriver_AutoSell.<MakeNewToils>b__4_2 () [0x00000] in <filename unknown>:0
  at Verse.AI.Toil.Cleanup () [0x00000] in <filename unknown>:0
#8
Nice!

Well done on the AI report.  Gonna update now.
#9
So the rules aren't independent of themselves?  I assumed that autoseller just goes down the list from top to bottom selling according to the rules.
#10
For whatever it's worth, it's working again.  Either it's because of a quit/reload, or because I remade the rule itself, I'm not sure.
#11
All of the kevlar helmets were 100% health.  Quality ranged from good to superior.
#12
AutoSeller won't sell my Kevlar helmets.


<Rule Type="Thing">
      <Category SubCats="False">Headgear</Category>
      <SellCount>0</SellCount>
      <SellValue>0</SellValue>
      <Quality>
        <Min>Awful</Min>
        <Max>Legendary</Max>
      </Quality>
      <Health>
        <Min>0</Min>
        <Max>1</Max>
      </Health>
      <Thing>Apparel_KevlarHelmet</Thing>
      <ReorderPoint>0</ReorderPoint>
      <RestockLevel>0</RestockLevel>
    </Rule>


^That's my rule.  Will not sell them.  The helmets are showing in the trade list (are within orbital beacon range).

Other apparel (jackets, t-shirts, pants) sell fine.
#13
Every so often, when working on crafting a weapon from RT's mod or a bionic limb from EPOE, my crafter will stand in front of the workbench indefinitely.  The item is at 0 work left, and it says "wooden unfinished [etc]".  None of the items where this happens even include wood in their ingredients.

Anyone see this before?  Anyone know what causes this?
#14
Vegetable Garden.  I think it's a bug in their mod.  I fixed the issue by making cheese an "Ingredient" as opposed to an "Ingredient" and a "FoodMeal".
#15
Curious if someone could shed some light on the following yellow debug message:

AutoSeller Parser Warning (LoadAdvanced): Advanced Rule Thing Category does not match Parent Rule Category, Advanced Rule not Loaded. - Line 998
AutoSeller Parser Warning (LoadAdvanced): Advanced Rule count doesn't match Loaded Advanced Rules - line 989

Here's the references config xml in question:

<Rule Type="Thing">
      <Category SubCats="False">FoodMeals</Category>
      <SellCount>0</SellCount>
      <SellValue>0</SellValue>
      <Quality>
        <Min>Awful</Min>
        <Max>Legendary</Max>
      </Quality>
      <Health>
        <Min>0</Min>
        <Max>1</Max>
      </Health>
      <ReorderPoint>0</ReorderPoint>
      <RestockLevel>0</RestockLevel>
      <Exceptions>
        <Advanced>
          <Thing>bakedpolenta</Thing>
          <SellCount>50</SellCount>
        </Advanced>
        <Advanced>
          <Thing>bowlstew</Thing>
          <SellCount>50</SellCount>
        </Advanced>
        <Advanced>
          <Thing>cheese</Thing>
          <SellCount>50</SellCount>
        </Advanced>
      </Exceptions>
    </Rule>





I'm asuming AutoSeller doesn't think that cheese is a meal?

Edit

I think it might have something to do with cheese's parent being category CookingSupplies, and inside the cheese def itself, it is a FoodMeal.