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Topics - SpaceDorf

#1
Support / No Menu and Interaction on the WorldMap
December 14, 2019, 09:11:29 AM
I think I botched my Savegame somehow, but I don't know how.

The Game runs without problems, except when I switch to the World Map.
The the Menu on the bottom of the screen goes missing.
The mouse cursor and the hex selector are still visible, but the tileinfo is not updated.
I can return to the colony view when I click on a colonist, but thats all.

The Debug Menu spams the following error when I load the World Map.

Root level exception in OnGUI(): System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.Planet.WorldGlobalControls.WorldGlobalControlsOnGUI () [0x00000] in <filename unknown>:0
  at RimWorld.WorldInterface.WorldInterfaceOnGUI () [0x00000] in <filename unknown>:0
  at RimWorld.UIRoot_Play.UIRootOnGUI () [0x00000] in <filename unknown>:0
  at Verse.Root.OnGUI () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.Root:OnGUI()

and this output when returning to the colony map

System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.Planet.World.WorldPostTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
RimWorld.Planet.World:WorldPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update_Patch1(Object)

I run a lot of mods, but the sad thing is, when I load an older game of the same colony with the same Modlist the world map
still works.

#2
General Discussion / Unstable Caravan Creation
January 12, 2018, 08:52:22 AM
I use a lot of mods,
none of which Should have an effect on Caravan Creation,
still whenever I create a caravan, especially a large one,
the Caravan Creation Screen becomes sluggish with calculation pauses measured in minutes or the game whites out and freezes completely.

And I am wondering if I am the only one experiencing this or if there are others.
Because I really don't understand how a simple variation of the trade screen is able to do this while the rest of the game is paused.

#3
Oops, I did it again.

I modded until it broke.

This time it's a sudden hickup with construction :

Object reference not set to an instance of an object
at RimWorld.PawnUtility.GetAvoidGrid (Verse.Pawn) <0x0000b>
at Verse.Region.Allows (Verse.TraverseParms,bool) <0x000ea>
at Verse.Reachability.CheckRegionBasedReachability (Verse.TraverseParms) <0x000b7>
at Verse.Reachability.CanReach (Verse.IntVec3,Verse.LocalTargetInfo,Verse.AI.PathEndMode,Verse.TraverseParms) <0x008fa>
at Verse.Reachability.CanReach (Verse.IntVec3,Verse.LocalTargetInfo,Verse.AI.PathEndMode,Verse.TraverseMode,Verse.Danger) <0x00072>
at MinifyEverything.MinifyEverything/<>c__DisplayClass3_0.<ReplaceBlueprintForBuild>b__1 (RimWorld.MinifiedThing) <0x00085>
at System.Linq.Enumerable.First<RimWorld.MinifiedThing> (System.Collections.Generic.IEnumerable`1<RimWorld.MinifiedThing>,System.Func`2<RimWorld.MinifiedThing, bool>,System.Linq.Enumerable/Fallback) <0x0008b>
at System.Linq.Enumerable.FirstOrDefault<RimWorld.MinifiedThing> (System.Collections.Generic.IEnumerable`1<RimWorld.MinifiedThing>,System.Func`2<RimWorld.MinifiedThing, bool>) <0x0003a>
at MinifyEverything.MinifyEverything.ReplaceBlueprintForBuild (Verse.BuildableDef,Verse.IntVec3,Verse.Map,Verse.Rot4,RimWorld.Faction,Verse.ThingDef) <0x00155>
at (wrapper dynamic-method) RimWorld.Designator_Build.DesignateSingleCell_Patch0 (object,Verse.IntVec3) <0x00348>
at Verse.DesignatorManager.ProcessInputEvents () <0x00105>
at RimWorld.MapInterface.HandleMapClicks () <0x0002f>
at RimWorld.UIRoot_Play.UIRootOnGUI () <0x000ed>
at Verse.Root.OnGUI () <0x000c6>


In Game it represents itself in that new Buildings either can't be placed or that the wrong blueprint is placed.

You guys think this is fixable somehow or do I have to start over ?

==== EDIT ====

I created a new game, the building list seems to be okay, but I got the following error :

System.IndexOutOfRangeException: Array index is out of range.
  at Verse.TerrainGrid.TerrainAt (IntVec3 c) [0x00000] in <filename unknown>:0
  at Verse.GridsUtility.GetTerrain (IntVec3 c, Verse.Map map) [0x00000] in <filename unknown>:0
  at TKKN_NPS.cellData.get_currentTerrain () [0x00000] in <filename unknown>:0
  at TKKN_NPS.cellData.setTerrain (System.String type) [0x00000] in <filename unknown>:0
  at TKKN_NPS.Watcher.doFloods () [0x00000] in <filename unknown>:0
  at TKKN_NPS.Watcher.MapComponentTick () [0x00000] in <filename unknown>:0
  at Verse.MapComponentUtility.MapComponentTick (Verse.Map map) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.MapComponentUtility:MapComponentTick(Map)
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
#4
Mods / Modlist on the RimWorld Wiki
October 27, 2017, 05:39:36 AM
Winter A18 is Coming

it's update Time again.
I am trying to channel my mod fetish into the RimWorld Wiki to give a bit back.

So far it's working great.
What I need is a bit of help with the Steam Workshop Mods, so we can finally create a almost complete modlist.

And If Modders would give me a short PM with their Forum Link, I am happy to include them into the Wiki.

Sincerely,
SpaceDorf,
Self Anounced - Mod-Librarian, Sheriff of Moddingham, Wannabe Modder and Rimworld Junkie.

====== EDIT 29.10.17======

Progress so far :
Wiki Modlist
#5
Mods / Mod Request : Mechanoid Sleeping Spot
October 25, 2017, 05:35:14 AM
Similiar to the animal sleeping Spot,
to where Pawns can "rescue" mechanoids before operating on them ..
#6
Mods / [Artist Needed] Dropship Weapon Textures
October 23, 2017, 08:24:37 AM
Hi there,

I know there is a huge bunch of Rimworlders out there, who like to draw weapons.

I am in the progress of creating some additional dropships and weapons and need some help in designing the weapons and creating the textures for them.

If you are interested please PM me either here on the forum or on discord.
#7
As soon as I did it right, it seems to work reliable.

Now I found an actual issue with it.

If I use the parameter every Options Setting gets saved perfectly ..
except : Fullscreen / Windowed

I use this version on a System that deletes every Windows Profile Setting on Shutdown,
so it has to be Rimworlds fault somehow ..
#8
Ideas / Reloadable Missile Launchers
October 16, 2017, 05:19:52 AM
Just a short thought of mine ..

Missile Launchers as one use item are to expensive and LAME !

I would love the option to reload them with Shells or some other special Muntion at a workbench.

I am also aware of CE,
I am not suggesting a complete ammunition mechanic for Rimworld,
just a litte less suckage for Missile Launchers.
#9
Ideas / More Detailed Sound Control
October 12, 2017, 03:43:40 PM
to lazy to search, but also can't remember having read this before.

I wish there were more options to control sounds than game sound and music.

I am playing Jungle at the moment and would like to hear messages, gunshots and everything else..
EXCEPT THOSE CRICKETS in the background .. this is driving me crazy !!
#10
I post this following Rant knowingly on the Bug Forum instead of the Suggestion Forum.

Because this is not a Suggestion but a Statement of Facts that are driving me insane.

EdB's Modlist, ModListBackup, ModSwitch, Mod-E are just the latest, the ones I remember from the top of my head, Mods that have the sole purpose of Managing other Mods inside of Rimworld.

And doing a better Job at it than even Steam Workshop ( this is not about my oppinion on steam .. still a fact )

The Mod community is triving I never had so many mods than in A17 and even with A18 slowly creeping closer like winter I see a new mod pop up every day. I am working on 3 myself at the moment and maybe the get even published one day.

So there are a few simple tweaks the Mod Management of Rimworld sorely needs.

Back to the facts :

( and the remaining Problem : )

Auto-Restart --still-- Sucks !
Please add an option to delay that. The Okay button feels very lonely and useless on that info screen he would surely be happy over a buddy with the name of "Later".

I understand that it is a technical necessity to restart the game after the modlist has changed.
But please only when I am done. Block Loading and Starting a new game if you have to but don't take the choice from me when I want to restart the game.
Not even Windows does this after changing its modlist .. making updates.

Except freedom of choice I found seven other reasons why Auto-Restart Sucks.
And always keep in mind, every restart takes several minutes, lets say 10 seconds per mod..

Reason One : Human Failure. I hit the Escape Key by accident or clicked the close button, while trying to scroll down the Mod Description. ( Happens more often to me, than I am comfortable to admit )

Reason Two : Technical Failure. Somehow the Mod-Menu gets messed up when a faulty mod is selected, or a folder cannot be opened. For whatever reason I am forced to leave the menu because it is no longer working.

Reason Three : I want to change the language or another Game Option ( or even Mod Options ) that require a restart as well after I changed the mod-list. Log Options or DevMode are a good example too ..

Reason Four : Cleaning the Modfolder from multiple copies of the same mod. Reentering the Mod Menu to reload the shown mods.

Reason Five : Multi-Tasking Error. The game runs in the background and the menu is left by accident, because a Keystroke gets send to the wrong menu.

Reason Six : Switching between the Mod Menu and the Debug Log, while hunting errors.

Reason Seven : Because I said please ?

-- halfway solved --
Burying the Config and Savegames somewhere in AppData Sucks !
Everybody does it is no valid arguement.
Only because Millions of Flies eat crap .. why should I ?
Even If I bought multiple copies of the game I could not run them parallel because the overwrote each other !
If I want to use different modlists, I have to wait several minutes to change ingame .. or use a mod, or copy and paste the modconfig.xml myself .. or like some of us do write the modconfig myself.
I can't play different Alphas of Rimworld.
Why ? Let me have a second, third .. seventh copy of Rimworld on my Disk .. who cares ?
Put the Config Files in the Game Folder where they belong.
It would even make it easier for inexperienced users to send in save games and logfiles.
Rimworld is a work of love, not a TrippleA game. Show us. Be better than those guys.


the command line parameter does work .. at least at work  ::)
I hope I can convince my machine at home ..


--solved--
Taking the crown of suck :
Clearing the SINGLE, HIDDEN, NOT AUTOMATICALLY BACKUPPED Modlist completely because some mods where incompatible with each other.
I could be okay with that, IF the game would NOT present me with an exact Logfile that tells me which Mods where incompatible and why.
With this awesome feature I could maybe solve the problem myself with just a few clicks by disabling the culprits.

But no .. after several minutes of ( maybe involuntary ) startup my work just vanishes.
.. on the black hole scale of sucking this could only be surpased if Uwe Boll reimagined Michael Bays Transformers which then get remastered by George Lucas. For good measure put in Rick Astley as after Credit Scene.


Sometimes even four-eyes are not enough.

QuoteShow us. Be better than those guys.
Mission Accomplished  :o


===== Matter of QoL or Death ====

Finally one simple request : I can't remember how often I tried to move the selection cursor in the Mod Menu with the help of the Cursor Keys .. that would be really nice to have.

I remember having read the statement that Tynan does not want to cobble together features, but only wants to add complete sets .. so would you please .. please complete the mod-installation set ?
Or do you plan to overhaul modding for Rimworld in a way that would change it radically ?

I am sorry if I came on a bit strong, but five days of work on the perfect modlist for a new game is kind of annyoing. Those pawns have some high expectations on them now.

So if there are some solid arguments to invalidate the facts I delivered please let me know.

=== EDIT ===

Made some changes, because you did .. 
#11
Nearly every game has a thread like this :)

I noticed my symptomes again today.

1.) You have tested ALL the mods
2.) know their weaknesses, bugfixes and interactions with other mods
3.) Without looking up the details.
4.) When reading suggestions you know exactly which mod allready implements this feature or if the suggestion is acutally new.
#12
Mods / GitHub Mod Archive
October 01, 2017, 06:46:53 AM
Hello fellow Modders,

after the great attachment-cleaning of 09.2017 the discussion on how to share and store mods started again.

Since my Idea of just sharing all of them on google drive generated some mixed feelings, I was thinking of taking all the mods over to github.

Before I start anything like this, I want to propose a group effort for this.
Modders already on github just need to fork their releases and modders who don't want to bother with github in general could just add their mods as files or entrust them to a Moderator/Member of the github group.
This way every mod license can be taken into account and no mod is published or re-published against the will of its creator.

What are your thoughts on this ?

What are your oppinions on this ?
#13
Help / Are Armored Buildings Possible ?
September 28, 2017, 05:01:34 PM
I was looking around for examples, but I could not find anything.

Is it possible to give armor values to buildings ?
If yes, how ?
#14
Ideas / Extended Mechanoid Behavior
September 09, 2017, 05:43:39 AM
Inspired by this Bug Report where Mechanoids dismantle their shippart, I now kind of wish they did this on purpose.

Since the Shippart event is similiar to a siege ( strong troops guarding weapons that can effect the whole map )
it would be cool if the Mechanoids started a new hive with the ressources from the ship.

1.) Dismantle ship
2.) Build AI Control Center, Build Weapon of Subtle Organic Wipeout ( release toxic cloud, radiation, psychic )
3.) Harvest Ressources,Build energy and Reproduction Centers. Kill anything Organic on sight.
4.) Grow, Built Beacon that attracts more mechanoids

Just like this.
#15
Ideas / smaller World/Globe
August 10, 2017, 12:36:04 PM
Half Filled Globes look crappy and I feel like I am keeping myself away from something.
And it just don't feels like a true world.

Instead I think it would be better to make the globe smaller, or hexes bigger .. so worldsize is still an acceptable way to
optimize the game for slower cpus .. but at least it looks complete.



#16
Mods / SpaceDorfs Archive
August 09, 2017, 12:59:50 PM
I like to brag about my list ..

now I share :

Space Dorfs Archive


The List includes mostly mods from the Forum.
Most A17 Stuff and still a lot A16 Stuff.

Some things are a bit older, because those are the mods I would love to tinker with sometimes,
but keep in mind, this is just a mirror of my local folders, I give no guarantee for the mods to be the newest Version or for the older ones to be in working condition.
If you know of any mod you miss in the archive and think should be there tell me about it and even though I don't care much about CE, I think I will add it ... soon..ish

Modders .. if you don't like your mods being found here, I will remove them if asked to do so.

In general, I have tested most of the mods in the collection, but I am still a collector, I actually don't know everything and I am not in the business of updating or converting any Mods from or to something.
#17
I got quite a bit together last year, before I had to stop because of .. reasons ..

Now I am willing to try again .. I am hopefull this project becomes my MS-DOS or IPod instead of my Moby Dick ..
but yeah, I am doing this for me, so no promises .. release date may be soon, early A19 or just in time for your dinner at Milliways.

What I want to do :

Space Marines based on the Warhammer 40k Lore.

Every implant and every ability of the angels of death.
Every weakness and rule for creation.
Of course somehow adapted to Rimworld as far as the game makes it neccessary.
But reaching for the most inbalanced Warrior Class known to Nerdkind shall be a long and bloody path for your colony.

What I have done so far :

A16 : created all the Implants
A16 : created Astartes Bodydefs
A16 : the geneseed

A17: updated to A17, all my old work seems to be still in tact.

What I worked on

A16: the link between human and Astartes

What I have planned
The whole nine yards :

- Geneseed is only harvestable from Full Grown Astartes

- Acolytes can only be young males ( i think 19 is the point where they get their second backstory ? )

- Every Astartes Implant is Grown from Geneseed.

- Every Astartes Implant has to be implanted or otherwise introduced to the Acolyte ( have to check lore )

- The Acolyte becomes a new Race, Bodydef somewhere

- The Acolyte gains his second Backstory, and New Traits

- Special Medical and Research facilities.

- Chances of Mutation and Corruption ( low )

- Space Marine Equipment can only be used by Space Marines.

- Space Marines cannot be poisoned, they can and will eat everything ( they don't have to like it though )

- In general, every described Implant does its job .. learning by eating, poison bite and special senses, and the ability to hybernate.

- Drugs, good or bad, don't work on Space Marines ( except luci I guess .. but .. I will think of something. )

- anything else I forgot ..

- a compability or special version for the Corruption Mod.

What I need :
Someone to draw cool SpaceGothik Stuff .. I am okay with pencils but I don't get along with software more advanced than paint.

Answers to a lot of questions, when they arise.
#18
Hi it's me, I will try again to wrap my head around releasing a mod ..

So first question :

I know you have to draw textures for every body type. ( thin thick, .. )
But when I create a new body type based on an old one. Bigger Buff.
Can the game rescale the textures based on the new graphic size or does it need help ?
#19
Mods / Stacks of Organs
August 08, 2017, 10:46:56 AM
I was just wondering, why aren't organs, bodyparts and their bionic replacements not stackable ?
#20
Mods / CHOCOBOS !!!!
July 24, 2017, 07:59:36 PM
as we were talking ...

Quote from: SpaceDorf on July 24, 2017, 07:57:04 PM
Quote from: kaptain_kavern on July 24, 2017, 07:11:16 PM
Because of you now I want a chocobo mod :-$

based on which version of final fantasy ?  :o
I have only played I - IX .. and would base it on VII .. I don't know the rest ..

And going from there, the breeding alone sounds like a hell of a project .. not to talk about the different abilities  ;D

Damn you Kave Guy .. now I want them too ..


dear modders .. pretty please ?