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Messages - Heymom

Pages: [1] 2 3 ... 7
1
Releases / Re: [1.0] SimpleSidearms (1.3.2)
« on: April 19, 2019, 02:41:38 PM »
Started getting errors, and i think its this mod.. not sure tho. And could be other issues ofc :)

error:
Code: [Select]
Exception in Verse.AI.ThinkNode_Priority TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
  at SimpleSidearms.utilities.WeaponAssingment.SetPrimary (Verse.Pawn pawn, Verse.Thing toSwapTo, Boolean intentionalEquip, Boolean fromInventory, Boolean dropCurrent, Boolean intentionalDrop) [0x00000] in <filename unknown>:0
  at SimpleSidearms.utilities.WeaponAssingment.reequipPrimaryIfNeededAndAvailable (Verse.Pawn pawn, SimpleSidearms.rimworld.GoldfishModule pawnMemory) [0x00000] in <filename unknown>:0
  at SimpleSidearms.rimworld.JobGiver_RetrieveWeapon.TryGiveJobStatic (Verse.Pawn pawn, Boolean inCombat) [0x00000] in <filename unknown>:0
  at SimpleSidearms.rimworld.JobGiver_RetrieveWeapon.TryGiveJob (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_SubtreesByTag.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
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_Patch0(Object, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

i wouldnt mind if it wasnt for the fact that the game freezes/pauses each time :D

anyone know how to fix it, or what the culprit might be? cheers.

2
Releases / Re: [B18] Enhanced Development (Mod Collection) 2018-07-02
« on: April 13, 2019, 05:09:14 AM »
Hey

Are the shield mod updated to 1.0 version?

3
Mods / Re: removing Barrel Durability?
« on: April 07, 2019, 11:53:00 AM »
Hello i'm the guy who made the No Turret Barrels mod...

Yeah, there's a Non-steam version download right here... If you click on this link i made on this text. The link leads to the Google drive to download the non-steam version.

This includes the More Vanilla turrets Patch and the Rimsenals Security pack Patch, so you're in luck here.  :)
i did look but could only find your B19 version
TY for the v1.0 version, saved me from opening note++ :)

5
Mods / removing Barrel Durability?
« on: April 07, 2019, 06:15:05 AM »
Hey

I tend to enjoy late game more.. and the barrel durability is annoying me quite a bit now. When you get 100+ raiders/centies etc.. you run dry of steel fast.

Is there a mod that removes the need to replace barrels on turrets?

ty.

6
Releases / Re: [1.0] AI Uplifting Assistant
« on: April 03, 2019, 01:12:25 PM »
I updated the version on steam to 1.0
The mod is fully compatible with any version since B18 so you can safely use it in any playthrough regardless what the version says.
Just tried it, and it aint working. I cant build it nor deselect it once clicked on.. so i am basically stuck and have to alt+f4 kill the game. Hitting ESC does nothing, not any of the other shortcuts.

7
Heymom,
you use a very unique release versiom, 2096 wasn't a offical release.
You should just update it to the latest version.
Or maybe not, but beside the malformated error message, the mod work with all 1.0.xxxx versions.
Cheers, will give it a try then :) thanks.. think ill stay on my "special" version tho haha #showflake

8
wanted to try your mods.. but they dont seen to be made for my version 1.0.2096

9
Releases / Re: [1.0] Don't Land on Me! (Stop annoying drop pods)
« on: March 28, 2019, 02:02:43 PM »
Tried your mod, and i still get drops in my "home" area and in my buildings.

Do i need to do something to make it work besides enable it in the mod section?

10
Releases / Re: [1.0] Miscellaneous w MAI+Robots (V 1.0.2 / 13.11.2018)
« on: December 28, 2018, 12:08:47 PM »
Do you have Misc. Core loaded before the turret mod?
Yes i have.

11
Looks good, keep up the work :D

12
Mods / [MOD REQUEST] Cyber / Sci-Fi Weapons
« on: December 27, 2018, 10:08:07 AM »
Hey.

Anyone planning to make a turret/weapon mod with futuristic weapons?

keywords:Beam, Laser, Gauss, Tesla, Energy

I tend to play long games, and i find it odd that my pawns are using assault/sniper for the most of the game.

I have used misc. mod. previously, but the inability to craft the armor/weapons, puts me off it.

13
Releases / Re: [1.0/B19] Auto Seller - (v2.0.2.0) (18-12-2018)
« on: December 25, 2018, 10:07:49 AM »
snip
Thanks for the clarification, will try and see if i can find a workaround within the set rules. And i dont mind complicated answers, but we all have to start somewhere right? :) printf("thank you");

14
Releases / Re: [1.0/B19] Auto Seller - (v2.0.2.0) (18-12-2018)
« on: December 24, 2018, 04:46:55 PM »
Many guns and bows don't have a stuff, and go under the No Material option.  These items instead use a set cost list, and without a stuff they have no other variant.

A club is an example of a weapon with many variants, and the recipe specify a stuff (and can be made from anything from gold, marble down to the lowly wood.  When making a bill to create an item, stuff is usually displayed with checkboxes on the right hand side)

The material filter is best used when you want to do different things to different variants of an item (e.g. you might want to avoid selling your gold small sculptures but you do want to sell all sandstone small sculptures)
I am sorry, but that didnt help me. In your own example, you segment sales based on material, which is exactly what i am trying to do.

Not sure what "stuff" means, material ?

15
Releases / Re: [1.0/B19] Auto Seller - (v2.0.2.0) (18-12-2018)
« on: December 24, 2018, 01:10:10 PM »
Cannot get a simple rule to work..

root(and) > material:woody;stony(and) > catagory:any weapon (and)

results in nothing. And yes i have bows etc in my stockpiles. So it should return those.
If i remove the second group, it returns (test) what i want.. but more than that, composite appeal etc, which aint wood/stone.

Anyone have some insight as to why i cant get it to work?

what i want:

"sell any weapon not made from metal"

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