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Messages - ridjack

#1
Quote from: wwWraith on May 05, 2020, 08:20:20 AM
DanielCoffey, if I understand you right, you can try Numbers. It's highly customizable and can be used alongside Moody.

Does the 1.0 version work in 1.1? I couldn't find a 1.1 version, and your link is broken.
#2
Are bananas meant to be a dangerous food type?

#3
Know of any likely candidates? I have a healthy-sized mod list, and trying to pin down the cause of an error that doesn't happen all the time will take quite awhile on my own.

I'm removing Royalty Tweaks at the moment as the only mod I saw that explicitly modifies royalty, but any thoughts on other possibilities would be appreciated. :)
#4
Just had a guy show up from my game's shattered empire with bionic eyes, stoneskin gland, Industrious+Great Learner, full cataphract armor all at excellent quality.

He was able to be recruited immediately. Guest screen showed "0/0 Royal friends" for the requirement, and he only caused a 20 relationship hit.

Looking at the log, I see a couple things:

Failed to read royalty titles or their required apparel. This means you are using a mod that changes these and broke them.
System.NullReferenceException: Object reference not set to an instance of an object
  at Hospitality.ItemUtility+<>c__DisplayClass1_0.<IsRequiredByRoyalty>b__0 (RimWorld.RoyalTitle title) [0x00000] in <5113c67bff384e17a9e7135b975dff75>:0
  at System.Collections.Generic.List`1[T].FindIndex (System.Int32 startIndex, System.Int32 count, System.Predicate`1[T] match) [0x0003b] in <567df3e0919241ba98db88bec4c6696f>:0
  at System.Collections.Generic.List`1[T].FindIndex (System.Predicate`1[T] match) [0x00000] in <567df3e0919241ba98db88bec4c6696f>:0
  at Verse.GenCollection.Any[T] (System.Collections.Generic.List`1[T] list, System.Predicate`1[T] predicate) [0x00000] in <032d0428bd3b4871b44e7cd832eb5c58>:0
  at Hospitality.ItemUtility.IsRequiredByRoyalty (Verse.Pawn pawn, Verse.ThingDef apparelDef) [0x0002c] in <5113c67bff384e17a9e7135b975dff75>:0
Verse.Log:Error(String, Boolean)
Hospitality.ItemUtility:IsRequiredByRoyalty(Pawn, ThingDef)
Hospitality.ItemUtility:PocketHeadgear(Pawn)
Hospitality.GuestUtility:Arrive(Pawn)
Hospitality.LordToil_VisitPoint:Arrive()
Hospitality.LordToil_VisitPoint:Init()
Verse.AI.Group.Lord:GotoToil(LordToil)
Verse.AI.Group.Transition:Execute(Lord)
Verse.AI.Group.Transition:CheckSignal(Lord, TriggerSignal)
Verse.AI.Group.Lord:CheckTransitionOnSignal(TriggerSignal)
Verse.AI.Group.Lord:ReceiveMemo(String)
Hospitality.LordToil_CustomTravel:LordToilTick()
Verse.AI.Group.Lord:LordTick()
Verse.AI.Group.LordManager:LordManagerTick()
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


<color=#D09B61FF>Sabbas</color> has a chance of Infinity of showing up.
Verse.Log:Message(String, Boolean)
Hospitality.<RandomlyUsingTitleAsChance>d__11:MoveNext()
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
Verse.<InRandomOrder>d__4`1:MoveNext()
System.Linq.EnumerablePartition`1:ToList()
System.Linq.Enumerable:ToList(IEnumerable`1)
Hospitality.IncidentWorker_VisitorGroup:GetPawnsToSpawn(IncidentParms)
Hospitality.IncidentWorker_VisitorGroup:SpawnPawns(IncidentParms, List`1)
Hospitality.IncidentWorker_VisitorGroup:SpawnGroup(IncidentParms, Map)
Hospitality.IncidentWorker_VisitorGroup:TryExecuteWorker(IncidentParms)
RimWorld.IncidentWorker:TryExecute(IncidentParms)
RimWorld.Storyteller:TryFire(FiringIncident)
RimWorld.IncidentQueue:IncidentQueueTick()
Hospitality.Hospitality_MapComponent:MapComponentTick()
Verse.MapComponentUtility:MapComponentTick(Map)
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Sabbas is the pawn in question.

Full log on Gist: https://gist.github.com/ridjack/1af541147a712fb56081e548a65e3ac1

(Top half or so of that log is filled with a (theoretically) unrelated error spam that occurred when my returning caravan had nowhere to unload their inventory.)
#5
Releases / Re: [1.1][SYR] Syrchalis' Mods
May 03, 2020, 09:45:07 AM
I don't know if Stone Rebalance is supposed to have any config options or not, but all I see is this:




Only SR and Harmony installed to test.
#6
Might be worth making sure that Islands is dependent on Core being loaded first. Thought the auto sort was handling all that and took way too long to remember to check it when I was having errors.
#7
Quote from: Orion on May 02, 2020, 01:50:41 PM

This mod has been updated for Royalty. In fact, I spent weeks doing so.

Apologies, I either misread or misremembered. Good to know either way!
#8
I realize this hasn't been updated for Royalty as yet, but is there any possibility of getting a config option (or even just a snippet of code to slap into a file) to disable the Shattered Empire faction from visiting? They've been my most frequent visitors, and I end up allied with them just from that. Feels a bit cheesy.
#9
They are, uh, "lovin'" WAY WAY WAY too often. I just turned the 'hookup base rate' slider down to 50%, and it's still too frequent; it was actually comical before I did that. Like, I watched one couple go into a room, hookup, and then one propositioned the other again before they could even make it to the door and they went right back to it. My colonists aren't getting anything done.

Might be fine if this were a late-game colony, but this is happening almost as soon as beds are down.
#10
Releases / Re: [A12-18][MODLIST] Fluffy's Mods
January 22, 2018, 06:59:47 PM
I'm absolutely horrible at Tetris, so I probably shouldn't even be *trying* to wrap my head around these logistics, but oh well.

Quote from: Fluffy (l2032) on January 22, 2018, 03:35:42 AM
the main problem for me is wasted _vertical space_

That's interesting, because it certainly isn't the problem I see. I'm seeing huge regions of blank horizontal space:



That red region is actually the only completely empty row I was able to find in the entire tree, with ~145 mods.

But I see lots of areas like this (the two in red are the only two in that entire column):



Which causes the rest of that era to look like this (red is same column as previous pic):



All that being said, my vertical scrollbar is noticeably smaller than my horizontal one, so I can see what you're saying. Not attempting to disagree; just wanting to help and offering what's going in my head!

As Canute said, I think the ability to zoom in and out would at least mitigate the issue a considerable amount. No idea if that's any easier than outright solving the layout problem (or indeed if it's even possible), but I do think it's a solid idea.

(EDIT: Good grief, those images made the post tall. Is there any way to mitigate that?)
#11
Releases / Re: [B18] Psychology (2018-1-19)
January 21, 2018, 06:33:05 PM
Quote from: Madman666 on January 21, 2018, 04:29:01 PM
So after latest update which supposed to fix pawns hanging out together bugs I get errors each time they do it, which look like this:

Tried to use the same driver for 2 pawns: RimWorld.JobDriver_SocialRelax, first pawn= Celani, second pawn=Fellers
Verse.Log:Error(String)
Verse.AI.Job:GetCachedDriver(Pawn)
Verse.AI.Job:TryMakePreToilReservations(Pawn)
Psychology.JobGiver_SpendTimeTogether:TryGiveJob(Pawn)
Verse.AI.ThinkNode_JobGiver:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
RimWorld.ThinkNode_Duty:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Tagger:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Subtree:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
RimWorld.ThinkNode_JoinVoluntarilyJoinableLord:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob_Patch1(Object, ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Pawns themselves are just standing on a single same tile and do nothing. I wasn't encountering this error earlier.

Someone was having a similar-sounding issue in the Psychology thread: https://ludeon.com/forums/index.php?topic=16120.msg392784#msg392784

Obviously don't know if it's related at all, but thought I'd offer the info regardless.
#12
Releases / Re: [A12-18][MODLIST] Fluffy's Mods
January 21, 2018, 06:12:51 PM
The Research Tree as it stands is damn near perfect aside from the wasted space. From reading your previous posts, it seems like that's a side effect of your workaround to avoid overlapping; I'm curious, would removing the visual era delineations (neolithic, medieval etc) help compact it at all? It's a nice organizational move and I prefer it over not having it, but you could also indicate the era in other ways (e.g. color coding). I think if it could cut down that wasted space, it's probably for the better.

@Harry_Dicks: I know you said you've moved on from that issue, but (EDIT: Wrong person, oops) I wanted to ask if you actually removed the ResearchPal file from your mods? I've seen it said that even having the mod unselected in your folder could cause issues.
#13
Releases / Re: [B18] Psychology (2018-1-19)
January 20, 2018, 10:08:29 PM
Quote from: Madman666 on January 19, 2018, 05:25:27 PM
Quote from: Linq on January 19, 2018, 05:21:57 PM
Minor breaks have a 7.5% base chance, minus how Laid-back the pawn is.

3 hits with 7.5%? I definitely should go play roulette. It was a rather crappy climate cycle run, so I guess it was inevitable at some point. Still 7.5% for a minor break to get a semi-permanent (thank god) condition you can't get rid of without lategame items is a bit harsh. Thats not counting laid-back value though. So taking that into account probably fine? I think with my rotten luck I'll get it even with 0.1% so I might as well get used to it =))

I really don't think it's just you. I'm also getting anxiety more times than not.
#14
Releases / Re: [B18] Marvin's Stuff
January 19, 2018, 11:09:54 PM
Amazing, thank you! I'll let you know if I run into any issues I can believably trace back to it.
#15
Outdated / Re: [B18] cuproPanda's Mods (10 Jan 18)
January 19, 2018, 11:08:48 PM
Can something be done with burlap? My colonists seem to ALWAYS prefer grabbing burlap apparel over almost anything else, and then they have a mood debuff that I might not notice for quite awhile. A couple of games have gotten to the point that I've had my colonists equip burlap apparel, run outside with it and then drop it all in a pile for me to blow it up with grenades.

Even just removing burlap apparel from raiders/visitors/wanderers/etc would be enough to make me stop randomly yelling about burlap and scaring my poor wife.

Thanks! Your mods have been in every playthrough since I found them several versions ago, and I always look for them when a new version is out.