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Messages - butanefireflies

#1
On a piece of clothing (eg , marine armour), accessing the information pane and viewing "Armor-Sharp" lists protection against explosions.

On a material (eg steel, cloth), accessing the information pane and viewing "Armor-Blunt" lists protection against explosions.

Information should be corrected and homogenous across all instances.

(Possible further suggestion: "damage" stat on weapon info card for guns and explosives should list damage type (sharp, blunt) as seen on "melee damage" stat.)

:)
#2
Great work. Running on Mac ssd with 280 mods, startup time is down from 40 min to 5 min. However, both my savegames and world gen are broken - certainly a mod conflict but worth noting. Thanks for your efforts!
#3
Releases / Re: [1.0] [KV] Hand & Footwear [ModSync RW]
January 30, 2019, 03:13:13 PM
Hey Kiame, love the mod. Crossposting from Steam because.

I'm getting some errors while making power gloves, haven't seen it anywhere else yet. Doesn't happen every time, weirdly, but is consistent. I get a popup error on starting the work, and get "unfinished wooden power gloves," and then after some random? amount of work, the unfinished gloves disappear with another popup error; the work order doesn't go down by one and I have to start over, having lost the ingredients.

Relevant errors:
https://pastebin.com/76kSDSDp

I can give you a modlist & more info if you'd like... Thanks for taking a look :)

edit: happens with power boots too, it seems
#4
Ideas / Re: Your Cheapest Ideas
September 28, 2018, 11:40:14 AM
A truly tiny idea (?) that I've been wanting since about my second base:

for the on-map labels for animals, can we get a Show Animal Names: Tame (Bonded Only) please?

That would be really nice   :D
#5
Mod bugs / [B19] Apparel Utility Spawn Pawn Errors?
September 23, 2018, 01:07:22 PM
Is anyone else getting bugs in B19 with mods that add additional clothing layers when raids/pawns try to spawn? I don't know if this is a mod conflict or if something in the vanilla code changed; Aparello would break basically any pawn spawn, and now Medieval Times is breaking any medieval spawns (raid or dev spawn pawn.)

[edit: I also forgot to note some other weird behaviour: My pawns can equip many layers at a time, but the the sprites show the apparel graphics in the wrong order, like a jacket over Medieval Times' armor. I'm also using the SF Faceplate mod, which adds another apparel layer.  Also, crosspost to reddit https://www.reddit.com/r/RimWorld/comments/9i9z0a/b19_apparel_utility_spawn_pawn_errors/]

I'm running a bunch of mods, and a bunch of them spew harmless errors, and I'm also on Mac, which may change things and which also gives a bunch of errors for sound and stuff, so my output log is a mess, but here it is:

https://git.io/fAFcQ

And here are the 3 errors from this log related to my error:

QuoteRandomElementByWeight with totalWeight=0 - use TryRandomElementByWeight.
Verse.Log:Error(String, Boolean)
Verse.GenCollection:RandomElementByWeight(IEnumerable`1, Func`2)
RimWorld.PawnApparelGenerator:GenerateWorkingPossibleApparelSetFor_Patch0(Pawn, Single, Boolean)
RimWorld.PawnApparelGenerator:GenerateStartingApparelFor_Patch3(Pawn, PawnGenerationRequest)
Verse.PawnGenerator:GenerateGearFor_Patch3(Pawn, PawnGenerationRequest)
Verse.PawnGenerator:TryGenerateNewPawnInternal_Patch1(PawnGenerationRequest&, String&, Boolean, Boolean)
Verse.PawnGenerator:GenerateNewPawnInternal(PawnGenerationRequest&)
Verse.PawnGenerator:GenerateOrRedressPawnInternal(PawnGenerationRequest)
Verse.PawnGenerator:GeneratePawn_Patch2(PawnGenerationRequest)
Verse.PawnGenerator:GeneratePawn_Patch1(PawnKindDef, Faction)
Verse.<DoListingItems_MapTools>c__AnonStorey36:<>m__0()
Verse.DebugTool:DebugToolOnGUI()
Verse.DebugTools:DebugToolsOnGUI()
RimWorld.UIRoot_Play:UIRootOnGUI()
Verse.Root:OnGUI()


Error while generating pawn. Rethrowing. Exception: System.NullReferenceException: Object reference not set to an instance of an object
>!at RimWorld.ApparelUtility.GenerateLayerGroupPairs (Verse.BodyDef,Verse.ThingDef,System.Action`1<RimWorld.ApparelUtility/LayerGroupPair>) <0x000e9>!<
>!at RimWorld.PawnApparelGenerator/PossibleApparelSet.Add (RimWorld.ThingStuffPair) <0x000dc>!<
>!at (wrapper dynamic-method) RimWorld.PawnApparelGenerator.GenerateWorkingPossibleApparelSetFor_Patch0 (Verse.Pawn,single,bool) <0x002b9>!<
>!at (wrapper dynamic-method) RimWorld.PawnApparelGenerator.GenerateStartingApparelFor_Patch3 (Verse.Pawn,Verse.PawnGenerationRequest) <0x004aa>!<
>!at (wrapper dynamic-method) Verse.PawnGenerator.GenerateGearFor_Patch3 (Verse.Pawn,Verse.PawnGenerationRequest) <0x000e6>!<
>!at (wrapper dynamic-method) Verse.PawnGenerator.TryGenerateNewPawnInternal_Patch1 (Verse.PawnGenerationRequest&,string&,bool,bool) <0x00dfc>!<
>!at Verse.PawnGenerator.GenerateNewPawnInternal (Verse.PawnGenerationRequest&) <0x0034f>!<
>!at Verse.PawnGenerator.GenerateOrRedressPawnInternal (Verse.PawnGenerationRequest) <0x00ac7>!<
>!at (wrapper dynamic-method) Verse.PawnGenerator.GeneratePawn_Patch2 (Verse.PawnGenerationRequest) <0x00130>!<

Verse.Log:Error(String, Boolean)
Verse.PawnGenerator:GeneratePawn_Patch2(PawnGenerationRequest)
Verse.PawnGenerator:GeneratePawn_Patch1(PawnKindDef, Faction)
Verse.<DoListingItems_MapTools>c__AnonStorey36:<>m__0()
Verse.DebugTool:DebugToolOnGUI()
Verse.DebugTools:DebugToolsOnGUI()
RimWorld.UIRoot_Play:UIRootOnGUI()
Verse.Root:OnGUI()


Root level exception in OnGUI(): System.NullReferenceException: Object reference not set to an instance of an object
>!at RimWorld.ApparelUtility.GenerateLayerGroupPairs (Verse.BodyDef,Verse.ThingDef,System.Action`1<RimWorld.ApparelUtility/LayerGroupPair>) <0x000e9>!<
>!at RimWorld.PawnApparelGenerator/PossibleApparelSet.Add (RimWorld.ThingStuffPair) <0x000dc>!<
>!at (wrapper dynamic-method) RimWorld.PawnApparelGenerator.GenerateWorkingPossibleApparelSetFor_Patch0 (Verse.Pawn,single,bool) <0x002b9>!<
>!at (wrapper dynamic-method) RimWorld.PawnApparelGenerator.GenerateStartingApparelFor_Patch3 (Verse.Pawn,Verse.PawnGenerationRequest) <0x004aa>!<
>!at (wrapper dynamic-method) Verse.PawnGenerator.GenerateGearFor_Patch3 (Verse.Pawn,Verse.PawnGenerationRequest) <0x000e6>!<
>!at (wrapper dynamic-method) Verse.PawnGenerator.TryGenerateNewPawnInternal_Patch1 (Verse.PawnGenerationRequest&,string&,bool,bool) <0x00dfc>!<
>!at Verse.PawnGenerator.GenerateNewPawnInternal (Verse.PawnGenerationRequest&) <0x0034f>!<
>!at Verse.PawnGenerator.GenerateOrRedressPawnInternal (Verse.PawnGenerationRequest) <0x00ac7>!<
>!at (wrapper dynamic-method) Verse.PawnGenerator.GeneratePawn_Patch2 (Verse.PawnGenerationRequest) <0x00130>!<

Verse.Log:Error(String, Boolean)
Verse.Root:OnGUI()

#6
Love the mod :) I found a quirky but harmless bug, thought I'd let you know - my pawn rode to the edge of the map such that her muffalo is standing on the absolute outer tile and she's apparently off the map - refer to the linked photo. Pushes a small red error, see the pastebin. Nothing big, but it's interesting!

https://imgur.com/a/ix9B2Pl

https://pastebin.com/5GALq6Py
#7
Circumstances:

A large raid spawned on the map from a faction that was hostile but not pirate / hostile-locked - approval rating was approximately -5. Before the raiders' equipment arrived via drop pod, I contacted the faction on the comm console and offered a bribe to improve relations, which succeeded; I received the good will notification and the faction was listed as a friend, no longer hostile.

What happened:

The raiders on map received their drop pods, built their mortars, and proceeded to mortar-attack my colony.

What I expected to happen:

The raiders would leave

Reproduction:

Dev spawn siege raid until a not hostile-locked faction arrives. On comms console, dev plus good will until the faction is no longer hostile. Observe that the siege continues.

Addendum:

I did not wait to see if the siege party would be resupplied. Dev destroying the mortars caused the foreign pawns to mill around, I didn't wait long enough to see if they would attack or leave. Dev destroying most of the foreign pawns caused them to perform action 'take what they can and leave,' and did not change relations with that faction. As expected, attacking the foreign pawns with my colonists caused bad will and the faction turned hostile.