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Messages - kcirdor

#1
Releases / Re: [A17] TropiCKAPP Rainforest Mod
June 12, 2017, 03:59:08 PM
Thank god they figured out it.  For the life of me I couldn't figure out the cause and I didn't want to keep bringing it up if I was the only one experiencing the problem.
#2
Releases / Re: [A17] TropiCKAPP Rainforest Mod
June 07, 2017, 09:26:17 AM
Quote from: 2Ton21 on June 07, 2017, 05:54:20 AM
My feedback having played this mod.

The biggest issue I have is the spawn rate of the dam trees, the small plants I could get but having a new full 300 health tree pop up where I just cut down a tree makes no sense and with the increase in cut down time means I practically lose the whole day getting rid of it AGAIN. The trees need more growth stages with separate cut down times. It should take more time for a cleared section to recover then from being Cut planted down. I cant even cut paths it grows back so quick, I waste time sending pawns to cut a section for my builder to build walls and rooms in when the dam trees and plants are back within the dam hour it seems, ugh its silly. If this was Indiana Jones vines would be growing back right behind the ones he was cutting as he moved forward. Really ruins it but overdoing it. Cant even feel like I am making a dent. Maybe add a dam chainsaw?


For pathing set it to build wooden floors and you have wood immediately next to you as you clear. Place walls on top of wood pathing, bam no worries about reseeding.   OR , place wood walls, and use the mod JT replace walls to put down stone walls in place of the wood. You are welcome.  Source: Over a couple hundred hours with this mod.
#3
Releases / Re: [A17] TropiCKAPP Rainforest Mod
June 05, 2017, 07:13:17 PM
Quote from: Dryerlint on June 05, 2017, 05:28:53 PM
I have encountered some clearing problems where as soon as I clear a tiles a new plant will grow up in its place.

That is exactly what I am referring too in placing wood down for paths because the reseeding is almost instantaneous. That isn't a "problem" but a feature of the mod.  Its supposed to be extremely difficult to clear the rain forest.
#4
Releases / Re: [A17] TropiCKAPP Rainforest Mod
June 05, 2017, 02:22:40 AM
This mod is awesome.  I did encounter the Harvest problem again, after a good 5 hours into a game. But I just deleted my grow zones, kept one for heal root, and decided to live off the meat provided by the jungle cats constantly hunting wild life.  Every day I use the Allow tool mod to allow all, and I get a good 5 to 11 dead animals to butcher. 

Just keep in mind the cats will attack you so you need to bring your animals along for back up.  Not bad when you tame a few cats either.  I currently have a stable with a White tiger, a Panther, a Jaguar to go with my Elephant and Panda. That's not even including the cattle and huskies that joined.  They all live off the land, except the huskies.

This biome is difficult to traverse, so I suggest settling on a road. I also suggest building your own road to get to the other side of the map.  A wooden road is best, because as you clear out trees, you just have 1000's of materials already close by to place down before the ground is quickly reseeded.

I am not sure what is causing the Harvest bug.  Seems when there are more than one grow zone it happens sometimes.  But I am not sure.  Of course I like that the little picture has me harvesting in the OP.

tip for everyone... you can make plenty of money selling the wood. Just collect it before it deteriorates, cause it rains pretty steady and most things deteriorate within a few days.
#5
Playing well so far.  Thanks!
#6
Lion is the colonist, but I don't think it is the scenario version. Even using the default scenario for rich explorer gives me that same note when I get the bug.  It doesn't crash the game, it just causes the grower to get stuck.  Some times the bug takes a while to show up as well.  Sometimes it will show up almost immediately.
#7
RimWorld 0.17.1546 rev887
Verse.Log:Message(String)
RimWorld.VersionControl:LogVersionNumber()
Verse.Root:CheckGlobalInit()
Verse.Root:Start()
Verse.Root_Entry:Start()

Could not load UnityEngine.Texture2D at Things/Plant/Bush/BushCoffea in any active mod or in base resources.
Verse.Log:Error(String)
Verse.ContentFinder`1:Get(String, Boolean)
Verse.Graphic_Single:Init(GraphicRequest)
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Verse.GraphicDatabase:Get(String, Shader, Vector2, Color)
Verse.Graphic_Collection:Init(GraphicRequest)
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Verse.GraphicDatabase:Get(Type, String, Shader, Vector2, Color, Color, GraphicData)
Verse.GraphicData:Init()
Verse.GraphicData:get_Graphic()
Verse.ThingDef:<PostLoad>m__836()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Entry:Update()

MatFrom with null sourceTex.
Verse.Log:Error(String)
Verse.MaterialPool:MatFrom(MaterialRequest)
Verse.Graphic_Single:Init(GraphicRequest)
Verse.GraphicDatabase:GetInner(GraphicRequest)
Verse.GraphicDatabase:Get(String, Shader, Vector2, Color)
Verse.Graphic_Collection:Init(GraphicRequest)
Verse.GraphicDatabase:GetInner(GraphicRequest)
Verse.GraphicDatabase:Get(Type, String, Shader, Vector2, Color, Color, GraphicData)
Verse.GraphicData:Init()
Verse.GraphicData:get_Graphic()
Verse.ThingDef:<PostLoad>m__836()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Entry:Update()

Could not load UnityEngine.Texture2D at Things/Plant/Bush/BushCoffea_crop in any active mod or in base resources.
Verse.Log:Error(String)
Verse.ContentFinder`1:Get(String, Boolean)
Verse.Graphic_Single:Init(GraphicRequest)
Verse.GraphicDatabase:GetInner(GraphicRequest)
Verse.GraphicDatabase:Get(String, Shader, Vector2, Color)
Verse.Graphic_Collection:Init(GraphicRequest)
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Verse.GraphicDatabase:Get(Type, String, Shader, Vector2, Color, Color, GraphicData)
Verse.GraphicData:Init()
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Verse.ThingDef:<PostLoad>m__836()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
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MatFrom with null sourceTex.
Verse.Log:Error(String)
Verse.MaterialPool:MatFrom(MaterialRequest)
Verse.Graphic_Single:Init(GraphicRequest)
Verse.GraphicDatabase:GetInner(GraphicRequest)
Verse.GraphicDatabase:Get(String, Shader, Vector2, Color)
Verse.Graphic_Collection:Init(GraphicRequest)
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Verse.GraphicData:Init()
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Verse.ThingDef:<PostLoad>m__836()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Entry:Update()

Could not load UnityEngine.Texture2D at Things/Plant/Bush/BushDreamVine in any active mod or in base resources.
Verse.Log:Error(String)
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Verse.Graphic_Single:Init(GraphicRequest)
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MatFrom with null sourceTex.
Verse.Log:Error(String)
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Verse.GraphicDatabase:Get(Type, String, Shader, Vector2, Color, Color, GraphicData)
Verse.GraphicData:Init()
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Verse.ThingDef:<PostLoad>m__836()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Entry:Update()

Could not load UnityEngine.Texture2D at Things/Plant/Bush/BushDreamVine_crop in any active mod or in base resources.
Verse.Log:Error(String)
Verse.ContentFinder`1:Get(String, Boolean)
Verse.Graphic_Single:Init(GraphicRequest)
Verse.GraphicDatabase:GetInner(GraphicRequest)
Verse.GraphicDatabase:Get(String, Shader, Vector2, Color)
Verse.Graphic_Collection:Init(GraphicRequest)
Verse.GraphicDatabase:GetInner(GraphicRequest)
Verse.GraphicDatabase:Get(Type, String, Shader, Vector2, Color, Color, GraphicData)
Verse.GraphicData:Init()
Verse.GraphicData:get_Graphic()
Verse.ThingDef:<PostLoad>m__836()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Entry:Update()

MatFrom with null sourceTex.
Verse.Log:Error(String)
Verse.MaterialPool:MatFrom(MaterialRequest)
Verse.Graphic_Single:Init(GraphicRequest)
Verse.GraphicDatabase:GetInner(GraphicRequest)
Verse.GraphicDatabase:Get(String, Shader, Vector2, Color)
Verse.Graphic_Collection:Init(GraphicRequest)
Verse.GraphicDatabase:GetInner(GraphicRequest)
Verse.GraphicDatabase:Get(Type, String, Shader, Vector2, Color, Color, GraphicData)
Verse.GraphicData:Init()
Verse.GraphicData:get_Graphic()
Verse.ThingDef:<PostLoad>m__836()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Entry:Update()

Could not load UnityEngine.Texture2D at Things/Plant/Bush/BushPalmB in any active mod or in base resources.
Verse.Log:Error(String)
Verse.ContentFinder`1:Get(String, Boolean)
Verse.Graphic_Single:Init(GraphicRequest)
Verse.GraphicDatabase:GetInner(GraphicRequest)
Verse.GraphicDatabase:Get(String, Shader, Vector2, Color)
Verse.Graphic_Collection:Init(GraphicRequest)
Verse.GraphicDatabase:GetInner(GraphicRequest)
Verse.GraphicDatabase:Get(Type, String, Shader, Vector2, Color, Color, GraphicData)
Verse.GraphicData:Init()
Verse.GraphicData:get_Graphic()
Verse.ThingDef:<PostLoad>m__836()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Entry:Update()

MatFrom with null sourceTex.
Verse.Log:Error(String)
Verse.MaterialPool:MatFrom(MaterialRequest)
Verse.Graphic_Single:Init(GraphicRequest)
Verse.GraphicDatabase:GetInner(GraphicRequest)
Verse.GraphicDatabase:Get(String, Shader, Vector2, Color)
Verse.Graphic_Collection:Init(GraphicRequest)
Verse.GraphicDatabase:GetInner(GraphicRequest)
Verse.GraphicDatabase:Get(Type, String, Shader, Vector2, Color, Color, GraphicData)
Verse.GraphicData:Init()
Verse.GraphicData:get_Graphic()
Verse.ThingDef:<PostLoad>m__836()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Entry:Update()

Loaded file (Scenario) is from version 0.16.1393 rev536, we are running version 0.17.1546 rev887.
Verse.Log:Warning(String)
Verse.ScribeMetaHeaderUtility:LoadGameDataHeader(ScribeHeaderMode, Boolean)
Verse.GameDataSaveLoader:TryLoadScenario(String, ScenarioCategory, Scenario&)
RimWorld.ScenarioFiles:RecacheData()
RimWorld.ScenarioLister:RecacheData()
RimWorld.ScenarioLister:RecacheIfDirty()
RimWorld.<ScenariosInCategory>c__Iterator128:MoveNext()
System.Linq.Enumerable:FirstOrDefault(IEnumerable`1)
RimWorld.Page_SelectScenario:EnsureValidSelection()
RimWorld.Page_SelectScenario:PreOpen()
Verse.WindowStack:Add(Window)
RimWorld.MainMenuDrawer:<DoMainMenuControls>m__602()
Verse.ListableOption:DrawOption(Vector2, Single)
Verse.OptionListingUtility:DrawOptionListing(Rect, List`1)
RimWorld.MainMenuDrawer:DoMainMenuControls(Rect, Boolean)
RimWorld.MainMenuDrawer:MainMenuOnGUI()
Verse.UIRoot_Entry:DoMainMenu()
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Verse.Root:OnGUI()

Initializing new game with mods Core and CK_AnimalPlant_Pack-dev
Verse.Log:Message(String)
Verse.Game:InitNewGame()
Verse.Root_Play:<Start>m__855()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__851()

Loaded file (Scenario) is from version 0.16.1393 rev536, we are running version 0.17.1546 rev887.
Verse.Log:Warning(String)
Verse.ScribeMetaHeaderUtility:LoadGameDataHeader(ScribeHeaderMode, Boolean)
Verse.GameDataSaveLoader:TryLoadScenario(String, ScenarioCategory, Scenario&)
RimWorld.ScenarioFiles:RecacheData()
RimWorld.ScenarioLister:RecacheData()
RimWorld.ScenarioLister:RecacheIfDirty()
RimWorld.<ScenariosInCategory>c__Iterator128:MoveNext()
System.Linq.Enumerable:FirstOrDefault(IEnumerable`1)
RimWorld.Page_SelectScenario:EnsureValidSelection()
RimWorld.Page_SelectScenario:PreOpen()
Verse.WindowStack:Add(Window)
RimWorld.MainMenuDrawer:<DoMainMenuControls>m__602()
Verse.ListableOption:DrawOption(Vector2, Single)
Verse.OptionListingUtility:DrawOptionListing(Rect, List`1)
RimWorld.MainMenuDrawer:DoMainMenuControls(Rect, Boolean)
RimWorld.MainMenuDrawer:MainMenuOnGUI()
Verse.UIRoot_Entry:DoMainMenu()
Verse.UIRoot_Entry:UIRootOnGUI()
Verse.Root:OnGUI()

Initializing new game with mods Core and CK_AnimalPlant_Pack-dev
Verse.Log:Message(String)
Verse.Game:InitNewGame()
Verse.Root_Play:<Start>m__855()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__851()

Lion started 10 jobs in one tick. newJob=Harvest jobGiver=RimWorld.JobGiver_Work jobList=(Harvest) (Harvest) (Harvest) (Harvest) (Harvest) (Harvest) (Harvest) (Harvest) (Harvest) (Harvest) (Harvest)  lastJobGiver=RimWorld.JobGiver_Work
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
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Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
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Verse.AI.JobDriver:EndJobWith(JobCondition)
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Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
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Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
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i have just this, it's not giving me the option to upload a log to share.
#8
Yes, the Harvest issue is with the latest build, with just this mod active.
#9
Quote from: kcirdor on January 06, 2017, 11:58:15 PM
Quote from: SteelRev on January 06, 2017, 10:46:19 PM
Added this mod,  started a new  game.  My haulers are repeatedly pulling a single meal from a rack then puting back.  Over and over again. Any idea on why a map gen MOD would cause this behavior. Doesn't happen to ground stockpiles just rack type stockpiles (Rimfridge,  storageracks,  and refrigerated storage racks)

Edit: seems it was a CR bug causing the meal issue but there is a job giver problem.  My dedicated Gardner is having a started 10 jobs in one tick error if I don't force tell him to sow and area.

yea I got that jobs error too.

I still get this error. I am also getting errors trying to load the textures for the crops this mod adds.
#10
Quote from: kaptain_kavern on May 23, 2017, 07:19:24 AM
I'm back folks! 8)
But not Coercion it seems. To me he is still AWOL.
Anyway, thx Tamma and Qwynn for managing this baby.

So, how are things? do you want this mod to live still ? (I'm just trying to see which ones of my mods I should focus on)

OMG!  This mod is my favorite mod for this game. Welcome Back!   I sat out A16 mostly, and I'd say this mod not being up at 100% was a main contributor to that.
#11
Releases / Re: [A16] Minions for RimWorld!
February 23, 2017, 04:38:14 PM
Papoy?

Banana.
#12
Is that star going to conflict with Killface's Colonist bar?
#13
Quote from: deathstar on January 23, 2017, 11:49:51 AM
Quote from: Canute on January 23, 2017, 11:22:14 AM
Call me dump, but i still don't see/find the way to set an area for visitors.

Just like you would when assigning areas your colonists or animals are/aren't allowed in. Manage Areas.

Right, Manage Areas, create one just for guests.  Go to Guests Tab on the visitor and assign your guests to the guest area you just created.  You can keep them our of your storage this way, and they will only buy items found in the guest area.  I prefer they purchase dead mans clothes and or any drugs I leave in the guest room later in the game.  Early on I prefer they give me all the silver they can because I start out with nothing but my one pawn on tribal.  So the guest area comes in handy after I have settled in.
#14
Outdated / Re: [A16] Psychology (2017-1-10)
January 10, 2017, 05:22:42 PM
The compulsive cleaner incident feels more like my friend that takes adderall to "help" her clean her house more than someone that is compulsively cleaning. 

It seems a compulsive cleaner wouldn't pick random spots far away from each other.  They would instead hunker down in a room and make that room spic and span meticulously before moving to the next room.  And/or possibly clean a already clean room if they see one spot of dust.

Now watching my friend take an adderall and then focus on cleaning the house, she will be in one room for a moment, then she will suddenly create a new task on the other side of the house make a pile there and then suddenly she is in a totally other room creating an entirely new "organizational" task in that room. The house goes through a whirlwind of getting progressively worse before it ever starts looking organized and clean.  So it ends up taking her like 6 hours to do something she can do in probably 2 to 3 hours if she didn't have these scatterbrained adderall cleaning sessions.
#15
Quote from: SteelRev on January 06, 2017, 10:46:19 PM
Added this mod,  started a new  game.  My haulers are repeatedly pulling a single meal from a rack then puting back.  Over and over again. Any idea on why a map gen MOD would cause this behavior. Doesn't happen to ground stockpiles just rack type stockpiles (Rimfridge,  storageracks,  and refrigerated storage racks)

Edit: seems it was a CR bug causing the meal issue but there is a job giver problem.  My dedicated Gardner is having a started 10 jobs in one tick error if I don't force tell him to sow and area.

yea I got that jobs error too.