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Messages - Selonianth

Help / Can't Start A Colony Using Scenarios
November 28, 2018, 02:42:27 PM
Went to make a new colony, opened the scenario screen, and the error popup appeared. Ignored it for a moment and tried to just launch the scenario. Nothing happened. So I checked, found it was printing errors every time I tried to click the start button so... help?

Log Printout Here.
Quote from: Orion on September 29, 2017, 12:20:05 AM
You're getting errors when someone tries to play horseshoes. Apparently they don't have valid stats. My guess would be that you have abnormal pawn types from another mod that are not properly implemented.

But that's about all I can guess from the log.
Well... that's helpful at least. I can get rid of the horseshoe post.
Getting huge amounts of null refs anytime visitors come by to chill. Dump here. If you can help, telling me what's conflicting or whatever you can do, I'd appreciate it.
Help / Re: Null Ref attached to WaitMaintanPosture?
September 28, 2017, 03:14:17 PM
Removing Trader's spot did nothing, visitors still endlessly cause null-refs while not looking at my stuff to buy it or whatever.
Help / Re: Null Ref attached to WaitMaintanPosture?
September 28, 2017, 11:29:59 AM
As far as I can tell nothing else should be modifying their behavior, except *possibly* traders spot. I'll remove it and see what happens.
Help / Null Ref attached to WaitMaintanPosture?
September 25, 2017, 10:20:16 AM
Playing my modded save and everything was fine, till a visitor came and started milling about. Not sure if it's a mod or if it's a vanilla bug so any help nailing down what it is, and if there's a way to fix it, would be great. Dump here.
Outdated / Re: [A14] Community Core Library v0.14.3.1
December 04, 2016, 06:59:06 AM
Quote from: skullywag on November 30, 2016, 06:51:18 AM
As stated elsewhere myself and 1000101 are "super testers" so we get the earliest access to test builds. Please everyone keep in mind this was a "perfect storm" of an alpha, all of the CCL team had real life things we needed to take of at the same time and the alpha was put through testing faster than EVER before (the next quickest being 2 weeks longer than this one). This plus the "hashing" changes to core had us turned around for a bit. I cant however say it wont happen again.
Completely understandable... am however anxiously awaiting an update to CCL, I forgot how much I loved certain parts of it.
Was playing and noticed that my fps was randomly dropping to pitiful levels. Opened the debug console, had the attached error there, over and over and over again for each of the haulbots. Not *positive* it was causing the issue with fps, but everytime after that when I checked the console during a slowdown I had about 7-8 errors (roughly the number of haulbots). Also attached is my m-odorder, if you're aware of any incompatibilities.

[attachment deleted by admin - too old]
Found an incredibly frustrating issue where my haul bots, I don't think I've seen a cleaning bot do it, just kinda seize up and twitch like they're having a seizure. If selected you can see them attempt to path every couple seconds but they just freeze and don't move again after that.

Not sure if it's connected or not but about when this happens my game starts lagging like crazy. Yet I'm not even using half my ram or CPU and my GPU doesn't seem particularly stressed.
Ideas / Re: Ruins
October 23, 2015, 08:56:51 AM
A lot of us want that. Maybe to kidnap/rescue our colonists back on top of it.
Quote from: MarvinKosh on October 21, 2015, 11:04:12 PM
Oddly though, there is a mod folder there named RimWorld914Win which probably shouldn't be there.
Ah... *boots up rimworld, disables that, it doesn't affect game loading* ... Where did that come from and what was it doing... *checks filepath* I think I accidentally installed/unpacked rimworld twice. Thanks for pointing it out.
Ideas / Re: Your Cheapest Ideas
October 19, 2015, 04:26:20 AM
A menu along the lines of the manual priorities menu that determines what to haul first instead of distance.
Ideas / Re: Constant Trader
October 19, 2015, 04:21:30 AM
Or maybe a way to order from people who are out of nominal range but it takes time for the items to arrive, along with possibly a slightly higher price.
Ideas / Re: Ruins
October 19, 2015, 04:04:02 AM
It's more that it should be a standard game feature that ruins are more useful than just as ways to accidentally kill your colonists if you don't think or sources of stone blocks.
I get that you want more research to be required in order to make the parts but I don't think you'd need to have 6 unique workbenches for that. Maybe 3 honestly, with research unlocking recipes instead of a new workbench.