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Messages - joey3155

#1
About 80% of my 50 plus pawns have this weird food integer overflow. I have tried moving out various food related mods from my list, nothing fixes it, tried verifying game files, I can't 50/50 because then I can't load the save to test if it's fixed and the issue does not show up in new games. Whatever is causing it is time related it started out affecting only a few colonists but as more game time accrued it affected more and more of them. And because it's not throwing an error I literally have no idea whats causing it.

Here is a screenshot of it: https://imgur.com/a/YYBrf1Y
And here is my mod list: https://pastes.io/flbrg0yveb

Besides the time aspect another thing about the food integer bug besides the fact the value is permanently locked at -2147483648% is that except for affected pawns not eating food they seem to function normally otherwise they work, play, "play", research, fight, and do everything else normally. Despite being five years into this playthrough and it affecting a good 80% of my pawns the other 20% are unaffected.
#2
So I recently built a new PC and reinstalled RimWorld on my new PC, all my mods are loaded, but this error is old from my previous PC and I could never figure it out. When loading my most recently save I am drowned in a tidal wave of text all similar to the following error.

Exception drawing Barr: System.MissingMethodException: Method not found: 'AlienRace.HarmonyPatches.DrawAddons'.
at FacialStuff.CompBodyAnimator.DrawAlienBodyAddons (UnityEngine.Quaternion,UnityEngine.Vector3,bool,bool,Verse.Rot4) <0x000d6>
at FacialStuff.Harmony.HarmonyPatch_PawnRenderer.Prefix (Verse.PawnRenderer,UnityEngine.Vector3&,single,bool,Verse.Rot4,Verse.Rot4,Verse.RotDrawMode,bool,bool) <0x01ca9>
at (wrapper dynamic-method) Verse.PawnRenderer.RenderPawnInternal_Patch8 (object,UnityEngine.Vector3,single,bool,Verse.Rot4,Verse.Rot4,Verse.RotDrawMode,bool,bool) <0x00172>
at Verse.PawnRenderer.RenderPawnInternal (UnityEngine.Vector3,single,bool,Verse.RotDrawMode,bool) <0x000a9>
at (wrapper dynamic-method) Verse.PawnRenderer.RenderPawnAt_Patch5 (object,UnityEngine.Vector3,Verse.RotDrawMode,bool) <0x0024e>
at Verse.PawnRenderer.RenderPawnAt (UnityEngine.Vector3) <0x00081>
at Verse.Pawn_DrawTracker.DrawAt (UnityEngine.Vector3) <0x0003d>
at Verse.Pawn.DrawAt (UnityEngine.Vector3,bool) <0x0004b>
at Verse.Thing.Draw () <0x00052>
at Verse.ThingWithComps.Draw () <0x0001c>
at Verse.DynamicDrawManager.DrawDynamicThings () <0x00468>

Verse.Log:Error(String, Boolean)
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


I know it's something missing from one of my mods I suspect Alien Faces but I'm not sure. Could really use help with this. I included the text files showing what popped up on game load (On load), on loading of the save in question (On Save Load), and when I scrolled up to view my base (When Looking at Base). The when looking at base text file is the one referenced in the /code bit I had to remove most of the errors from the text file since it exceeded the character limit for the forum here so the rest of the errors are in the Looking at Base file. I included the others in case you wanted to see them or if there was something important in there.
#3
Unfinished / Re: [1.0]Lost Forest (WIP)
October 10, 2019, 11:37:06 PM
Where in the load order should the resource file be loaded? Cause I placed it behind all my other library mods like Jecs and Hugs and the game never finished loading so I did something wrong.
#4
Help / What file do I edit to turn off quickstart?
September 01, 2019, 03:30:54 PM
I'd normally do it in game but I added a couple of mods to my modlist including a resource mod. I'm pretty sure it's the resource mod causing the issue the game will load itself and because I had quickstart on (I swear to god I forgot to turn it off before changing the list) the game will load my modlist then get stuck at generating world. If I can just turn off quickstart I'm pretty confident I can get to my modlist in game and simply remove the mod in question but when I start the game it auto loads a map and gets stuck.

I just need to know how to turn quickstart off in the file and then I should be good to go from there.
#5
Quote from: dareddevil7 on August 27, 2019, 02:42:47 AM
Medieval times has a reflector box which burns charcoal and makes bright light

I got to take another look at Medieval Times I didn't see it but I might have missed it. Does it heat up a room as well?
#6
I have a dream
A dream where building a mighty tundra fortress is possible
A dream where young summoners can enslave ancient Succubi for their own nefarious purposes
A dream where mighty legions usher forth from those frozen wastes to raid and conquer the weakling southerners of the temperate plains

But like all dreams it must begin with a seed...
A seed that I cannot plant and grow without using sinful electricity

And Thus I was wondering if someone could create a magical or medieval alternative to sun lamps so I can grow crops in the frozen north.
#7
The sun lamps require electricity. It's nice to include in my primary mod list but it would break the pure medieval run I want to do.
#8
Theres a mod called Make War Not Love and somebody ressurected it and supposedly upgraded it for 1.0... I don't know how well it runs but...
#9
Mods / Re: [mod request] Stealth
August 24, 2019, 07:04:41 PM
Kinda curious about this myself actually.
#10
I have a medieval modlist that I put together (after much troubleshooting) and I realized it has some really cool stuff in it but I don't know if it has a low tech equivalent to sun lamps and I kinda need something because I want to make a beautiful arcane fortress in the tundra with Medieval Times and A RimWorld of Magic...
#11
Ok I was able to load all the way to the actual game map so I guess I'm good to go? Anyway thank you all for helping me troubleshoot this issue. Arigato! :D
#12
I've kinda grown used to red errors both modlists generate huge sums of them during normal gameplay. I only worry when the game stops working correctly or if a conflict causes mod content to go missing. Otherwise I just ignore them I kinda expect them with large sums of mods interacting at once.

Funny thing is when I fixed world generation it also seems to have fixed my RimThemes issue as well... I need to confirm both which I'll do shortly I just want to eat breakfast.
#13
*Pulls off bloody latex gloves*

Ok good people, I have finally got the Medieval Pack to load a planet!! I need to progress further and see if it makes it all the way to the game world proper but at least world generation, from what I can tell, seems to be working.
#14
Different mods. One is a universal patch for any and all races without specific patches, the other is a patch for several popular races (Orassan, Ratkin, Avali, etc.)
#15
Wait a minute I have to ask you guys a question...

My general gameplay modlist is my original mod that simply grew over the course of the 1200 hours I've played RimWorld. When I downloaded Fluffy's mod manager I immediately saved that list and it still works perfectly just loaded all the way to the play map.

The list that is giving me trouble was both built and saved in Fluffy's mod manager. Could I be onto something?