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Messages - Ruisuki

Pages: [1] 2 3 ... 68
1
Releases / Re: [1.3] Children and Pregnancy - v4.1.0
« on: May 01, 2022, 11:41:21 PM »
Hey so do i need to do anything special to get pawns pregnant? its been a year in game and theyve done lovin' but nothing so far. no contraception used either
I dont think its error related but posting just in case https://gist.github.com/585ffdcfb036326476ddf7d6bc7746de

I didnt touch the settings, pawn limit is set to 0 etc. I have seen kids, teenagers in game so the mod is active
i have this mod auto sorted with rimpy so that shouldnt be an issue at least

Error in static constructor of RimWorldChildren.HarmonyPatcher: System.TypeInitializationException: The type initializer for 'RimWorldChildren.HarmonyPatcher' threw an exception. ---> HarmonyLib.HarmonyException: Patching exception in method System.Void Verse.PawnRenderer::RenderPawnInternal(UnityEngine.Vector3 rootLoc, System.Single angle, System.Boolean renderBody, Verse.Rot4 bodyFacing, Verse.RotDrawMode bodyDrawType, Verse.PawnRenderFlags flags) ---> System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
  at System.ThrowHelper.ThrowArgumentOutOfRangeException (System.ExceptionArgument argument, System.ExceptionResource resource) [0x00029] in <eae584ce26bc40229c1b1aa476bfa589>:0
  at System.Collections.Generic.List`1[T].InsertRange (System.Int32 index, System.Collections.Generic.IEnumerable`1[T] collection) [0x00012] in <eae584ce26bc40229c1b1aa476bfa589>:0
  at RimWorldChildren.Patches.PawnRenderer_RenderPawnInternal_Patch+<Transpiler>d__4.MoveNext () [0x00269] in <223b849f1b0f476cab5816064045ffb8>:0
  at System.Collections.Generic.List`1[T]..ctor (System.Collections.Generic.IEnumerable`1[T] collection) [0x00077] in <eae584ce26bc40229c1b1aa476bfa589>:0
  at System.Linq.Enumerable.ToList[TSource] (System.Collections.Generic.IEnumerable`1[T] source) [0x00018] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
  at HarmonyLib.CodeTranspiler.GetResult (System.Reflection.Emit.ILGenerator generator, System.Reflection.MethodBase method) [0x00051] in <212c5fc0752a439c852373c986c00088>:0
  at HarmonyLib.MethodBodyReader.FinalizeILCodes (HarmonyLib.Emitter emitter, System.Collections.Generic.List`1[T] transpilers, System.Collections.Generic.List`1[T] endLabels, System.Boolean& hasReturnCode) [0x0014a] in <212c5fc0752a439c852373c986c00088>:0
  at HarmonyLib.MethodCopier.Finalize (HarmonyLib.Emitter emitter, System.Collections.Generic.List`1[T] endLabels, System.Boolean& hasReturnCode) [0x00000] in <212c5fc0752a439c852373c986c00088>:0
  at HarmonyLib.MethodPatcher.CreateReplacement (System.Collections.Generic.Dictionary`2[System.Int32,HarmonyLib.CodeInstruction]& finalInstructions) [0x00286] in <212c5fc0752a439c852373c986c00088>:0
  at HarmonyLib.PatchFunctions.UpdateWrapper (System.Reflection.MethodBase original, HarmonyLib.PatchInfo patchInfo) [0x00057] in <212c5fc0752a439c852373c986c00088>:0
  at HarmonyLib.PatchClassProcessor.ProcessPatchJob (HarmonyLib.PatchJobs`1+Job[T] job) [0x000bb] in <212c5fc0752a439c852373c986c00088>:0
   --- End of inner exception stack trace ---
  at HarmonyLib.PatchClassProcessor.ReportException (System.Exception exception, System.Reflection.MethodBase original) [0x0010f] in <212c5fc0752a439c852373c986c00088>:0
  at HarmonyLib.PatchClassProcessor.Patch () [0x00093] in <212c5fc0752a439c852373c986c00088>:0
  at HarmonyLib.Harmony.<PatchAll>b__10_0 (System.Type type) [0x00007] in <212c5fc0752a439c852373c986c00088>:0
  at HarmonyLib.CollectionExtensions.Do[T] (System.Collections.Generic.IEnumerable`1[T] sequence, System.Action`1[T] action) [0x00014] in <212c5fc0752a439c852373c986c00088>:0
  at HarmonyLib.Harmony.PatchAll (System.Reflection.Assembly assembly) [0x00006] in <212c5fc0752a439c852373c986c00088>:0
  at HarmonyLib.Harmony.PatchAll () [0x0001b] in <212c5fc0752a439c852373c986c00088>:0
  at RimWorldChildren.HarmonyPatcher..cctor () [0x0000c] in <223b849f1b0f476cab5816064045ffb8>:0
   --- End of inner exception stack trace ---
  at (wrapper managed-to-native) System.Runtime.CompilerServices.RuntimeHelpers.RunClassConstructor(intptr)
  at (wrapper dynamic-method) System.Runtime.CompilerServices.RuntimeHelpers.System.Runtime.CompilerServices.RuntimeHelpers.RunClassConstructor_Patch1(System.RuntimeTypeHandle)
  at (wrapper dynamic-method) Verse.StaticConstructorOnStartupUtility.Verse.StaticConstructorOnStartupUtility.CallAll_Patch4()
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch4 (string)
(wrapper dynamic-method) Verse.StaticConstructorOnStartupUtility:Verse.StaticConstructorOnStartupUtility.CallAll_Patch4 ()
Verse.PlayDataLoader/<>c:<DoPlayLoad>b__4_3 ()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished ()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent ()
Verse.LongEventHandler:LongEventsUpdate (bool&)
(wrapper dynamic-method) Verse.Root:Verse.Root.Update_Patch1 (Verse.Root)
Verse.Root_Entry:Update ()

2
Releases / Re: [1.3] Children and Pregnancy - v4.1.0
« on: April 27, 2022, 06:49:26 PM »
Hey so do i need to do anything special to get pawns pregnant? its been a year in game and theyve done lovin' but nothing so far. no contraception used either
I dont think its error related but posting just in case https://gist.github.com/585ffdcfb036326476ddf7d6bc7746de

I didnt touch the settings, pawn limit is set to 0 etc. I have seen kids, teenagers in game so the mod is active

3
Releases / Re: [1.3] Children and Pregnancy - v4.1.0
« on: April 23, 2022, 08:18:24 PM »
Hey so do i need to do anything special to get pawns pregnant? its been a year in game and theyve done lovin' but nothing so far. no contraception used either

4
Releases / Re: [1.3] Children and Pregnancy - v4.1.0
« on: April 22, 2022, 03:01:27 AM »
can you finaly please fix the pawn spawn age relation of faction PawnKindDefs since the shattered empire did just send me another batch of 10 year old Janissaries.
Thank you, finaly, but does that mean they are still inculded in the outlander, tribal and space pirates lists?
Do they all use the same spawn lists for caravans and visitors as for raiding parties?

By the way i never figured the "adopt" part out just "arresting" a random child that walks by.
No, they're removed from all visiting factions for the time being. It should be the case that the only children you will see are children born in the colony.

The Adoption feature is essentially a way to capture another faction's abandoned child without suffering reputation penalties. If you use it while that faction has adults on the map, it will be treated the same as an arrest and will make them hostile. If they leave without the child for whatever reason - mostly because Rimworld doesn't do a good job of simulating pawn compassion for down pawns, or children being born on your map - you can use this to easily take the child in, for those who have qualms with leaving them to starve to death.
theres a chance for pregnant pawns to pass through your base and give birth? I cant think of another situation where that specific scenario would happen

5
Releases / Re: [1.0] Faction Manager (4-11-2018)
« on: April 22, 2022, 02:59:29 AM »
can unloaded colonies age? or do they freeze completely. since you mentioned immersion in your op I hoped itd be possible that they still grew old instead of acting like cryptosleep for your secondary pawns

6
Unfinished / Re: [WIP] [1.2] Persistent RimWorlds
« on: April 22, 2022, 02:55:44 AM »
hows it going?

7
Mod bugs / Caravan doesnt move on the world map
« on: April 18, 2022, 12:19:06 PM »
1a) After a certain point I became no longer able to travel with a caravan. Any caravans built, with any combination of my 9 colonists linger outside in the adjacent tile to my settlement. While I can use devmode to travel this is not ideal. If I have all of my colonists leave the colony (even if done in groups or one at a time) I get a gray screen and cant even load afterward so I must reboot. https://cdn.discordapp.com/attachments/319678499118120960/965571951601000458/unknown.png

1b) Additionally, the music no longer plays. When i first noticed it I didnt think it a big deal but I did load an earlier save and noticed this wasnt affected. Unfortunately I kept going with the affected file. That said idk if it would have eventually ended up like this anyway.

1c) Lastly the map itself is a problem. I noticed enemies and hostile wildlife sometimes disappeared when fighting me. I recently found out they were still in my map when my colonists drew their weapon and shot at seemingly nothing. I used dev mode to kill by clicking in the general direction. Once dead, their bodies appeared. That said there are still a couple areas near and inside the edge of the colony map where my colonists cant move towards even when drafted. If I somehow do manage to pathfind to these areas they themselves disappear, and I cannot get them back out of whatever they are stuck in.

2) I expected to be able to travel with caravans and not have the map cause these weird hiccups. There seems to be instances where old hostiles are trying to reach me and cause a constant ticking based on what I can decipher from the logs. That and unable to draw an object, im guessing the raiders themselves.

3) Partial Solution - I did figure out that by abandoning the map I am able to get the game back to normal. Not only does the music immediately come back on, but all of my caravans suddenly are able to move. Unfortunately this means leaving behind all colony progress and no confirmation whether this issue will just travel with me to another base eventually

I have since tried a few things. veryifying games integrity on steam, cleared my config files, resorted all mods once manually and now through rimpy manager, downloaded all your base, and have prayed to the rimgods. Ive attached my modlist, save and config files below
https://drive.google.com/file/d/1sJMQmE6k7BAmXsbr3sviSZ78BwVjmS46/view?usp=sharing
https://drive.google.com/file/d/1IhQQGXvFLdcXRnNOvVnkiorlEdMz3-oy/view?usp=sharing
https://gist.github.com/5b72ddefa330b8d0053edf20f0857a71

8
Mod bugs / Re: Grey screen bug
« on: April 18, 2022, 11:45:04 AM »
I get the same thing except it mostly happens, really without exception when I leave my map with all of my colonists. If one stays behind it doesnt happen, but if all leave i get that screen. Cant even load it afterward have to restart.

9
Mods / Re: Caravan doesnt move on the world map
« on: April 18, 2022, 07:39:03 AM »
Remember how you pointed out performance optimizer was a potential issue in the first post canute? Well another one of the authors mods is faction manager, which I suspect is the more likely culprit. As soon as I clicked 'unload' one of the invisible npcs that keeps ticking on the log showed up hostile. I still cant see them but my pawn is shooting at them. So thats progress I guess

Ended up using devmode to destroy them and the colonist that was engaged with them went up to lvl 20 brawling(almost as if it was fighting them the entire time it was ticking).

10
Mods / Re: Caravan doesnt move on the world map
« on: April 18, 2022, 07:24:56 AM »


Quote
What could this mean? a pawn, colony or the map itself was bugged?
When the caravan without him is moving, i would say the pawn made problems.
You need to investigate the pawn closer, maybe it is based on his race,equip,traits,.... and you can't get at this way to the mod.
I just edited my post with new info but, it actually isnt one pawn that had the issue. Ive tried every combo of pawns traveling and all could not do so even individually on their own caravans. It was only after i abandoned my base that all of the caravans began to move

11
Mods / Re: Caravan doesnt move on the world map
« on: April 18, 2022, 06:59:47 AM »
Im trying out ways to fix this save and while I have just one guy out on caravan as usually hes not moving. I decide to abandon the colony (9 pawns and 9 animals along with the base itself) the second I do my caravan regains movement. What could this mean? a pawn, colony or the map itself was bugged?

12
Mods / Re: Caravan doesnt move on the world map
« on: April 18, 2022, 06:06:46 AM »
I would say, just live with the problems.
Enable developer mode and let the caravan instant reach their destination, if you think they stand long enough at the world.

And for your next playthrough, try to adjust your modlist that you don't have error's at the startup.
Basicly that is all you can do as player.
How do I know this wont just happen on a new save though? I feel like one year into the game is when things fall apart. I downloaded rimpy, all your base, cleared config folder and verified game files. So I want to learn how to make sure this doesnt happen or at least why it does, in case I ever try to play the game again
---
Edit: Im trying out ways to fix this save and while I have just one guy out on caravan as usually hes not moving. I decide to abandon the colony (9 pawns and 9 animals along with the base itself) the second I do my caravan regains movement. What could this mean? a pawn, colony or the map itself was bugged?

ive tried forming a caravan with every one of my colonists and all seem to suffer the same stoppage during caravan and all move exactly when the colony is abandoned. But when I move every single one of my colonists (leaving behind only animals) the game gives me this screen before i can click abandon. https://cdn.discordapp.com/attachments/319678499118120960/965571951601000458/unknown.png

I cannot do anything even reload and im forced to restart the game. Another thing I did notice was a hostile animal having a queud action to attack a pawn named Maike (not mine no idea who that is) and after traveling for a bit disappeared from the map. Im also getting ticking errors to this effect of both Maike, and the animal itself in the logs. Ive looked into using the dev console to remove pawn from world but dont see either of the ticking pawns names there

13
Mods / Re: Caravan doesnt move on the world map
« on: April 17, 2022, 11:08:45 PM »
went through my entire modlist using this. Idk if its worse or not but the caravan is still broken
https://rwom.fandom.com/wiki/Mod_Order_Guide

14
Mods / Re: Caravan doesnt move on the world map
« on: April 16, 2022, 11:10:08 PM »
Hi,
i am allways looking for a "patch" text at the errors. And i saw "IsPotentialThreat_Patch0"
Searching for "IsPotentialThreat" at the patch list i found
GenHostility.IsPotentialThreat: TRANS: PerformanceOptimizer.Optimization_FasterGetCompReplacement.Transpiler

So i would point at the PerformanceOptimizer at first.
so this is what the author said

"Ignore the PerformanceOptimizer.Optimization_FasterGetCompReplacement.Transpiler
it won't cause issues at all, if you in doubt you can disable the faster get comp tweak in the mod settings."
I did as he suggested, and it didnt work. So I then disabled the mod, along with "Almost there" which also deals with caravan speed and the issue yet remains. The only other major mods that might affect this are giddy up and yayos caravan, though the latter is just animating the caravan with an icon of the pawns.

15
Mods / Re: Caravan doesnt move on the world map
« on: April 16, 2022, 04:09:08 AM »
Hi,
i am allways looking for a "patch" text at the errors. And i saw "IsPotentialThreat_Patch0"
Searching for "IsPotentialThreat" at the patch list i found
GenHostility.IsPotentialThreat: TRANS: PerformanceOptimizer.Optimization_FasterGetCompReplacement.Transpiler

So i would point at the PerformanceOptimizer at first.
Hmmm okay i will try disabling that mod first thing tomorrow and report back if that fixes the error

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