Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - GrimTrigger

#1
Support / Log filling up with errors...
June 05, 2019, 08:37:58 PM
I have a number of alien race mods, the humanoid alien 2.0 mod, facial stuff, modcheck, alien face expansion etc etc in the correct order.   My game was doing fine up until today.  I stopped playing for a few days and then loaded my game back up today to be swarmed with these errors, I do not want my log file to bloat, and it does actually cause some occasional hiccups while playing.  How in the hell do I save my game, I really do not want to start over with this colony concept.

Exception drawing Jack: System.MissingMethodException: Method not found: 'AlienRace.HarmonyPatches.DrawAddons'.
at FacialStuff.CompBodyAnimator.DrawAlienBodyAddons (UnityEngine.Quaternion,UnityEngine.Vector3,bool,bool,Verse.Rot4) <0x000ce>
at FacialStuff.Harmony.HarmonyPatch_PawnRenderer.Prefix (Verse.PawnRenderer,UnityEngine.Vector3&,single,bool,Verse.Rot4,Verse.Rot4,Verse.RotDrawMode,bool,bool) <0x01c96>
at (wrapper dynamic-method) Verse.PawnRenderer.RenderPawnInternal_Patch2 (object,UnityEngine.Vector3,single,bool,Verse.Rot4,Verse.Rot4,Verse.RotDrawMode,bool,bool) <0x00185>
at Verse.PawnRenderer.RenderPawnInternal (UnityEngine.Vector3,single,bool,Verse.RotDrawMode,bool) <0x000a9>
at (wrapper dynamic-method) Verse.PawnRenderer.RenderPawnAt_Patch2 (object,UnityEngine.Vector3,Verse.RotDrawMode,bool) <0x00196>
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_Patch1(Object)
#2
Mods / Refuel Preference (request.. maybe?)
January 21, 2018, 01:37:47 PM
I was wondering if anyone knows of a mod that changes the material Pawns use to refuel torches etc.  At the moment my pawns refuel torches, fires etc with Wood as opposed to charcoal which I have an abundance of.  If this mod doesnt exist, can it be created?
#3
Mod bugs / Disappearing furniture..?
January 12, 2018, 05:46:27 PM
Here I am again, with another problem :/
Ive done a bit of searching and have come across a couple threads pointing to "Hospitality" as the potential problem when minifying things.. I have moved its placement in the load order around but am afraid to remove it entirely to test.  I've noticed when building things like Bookshelves and Dart boards, the job will consume my resources but the object will disappear upon completion.  Has anyone else observed this behavior?  If so, any resolution?
#4
Mod bugs / Bug - Empty Trade Ships
December 30, 2017, 07:41:08 PM
Not certain if the mod "More Trade Ships" is the cause but occasionally trade ship inventories will be empty, no silver.  I can not recall the last time a Pleasure Cruiser had an inventory either.  I have a number of mods, and this isnt always the case so its not game breaking, just wondering if anyone else has experienced this... if so, what did they do to resolve the issue.
#5
General Discussion / 64 bit Rimworld - Windows
December 28, 2017, 02:33:17 PM
So I've done a search and have not seen any word on a 64 engine upgrade for Windows for some time.  Does anyone know if there are intentions of moving to the stable(ish) 64 unity engine for Windows?
#6
Mod bugs / Random Crashes with no errors...
December 10, 2017, 09:12:43 PM
I play a pretty heavily modded game but Ive not been seeing any errors in my game as I play.  The game will randomly sputter and then crash to desktop... my last crash didnt produce an output log.. just an error log


[attachment deleted by admin: too old]
#7
Mod bugs / Bug...Anomaly..? Factions with only one base.
November 28, 2017, 08:46:36 PM
So I've managed to sort through all of my mod issues (I think) but when I go to start a new game, I notice that factions now only have one base on the map.  Previously the map was littered with a factions multiple bases.  Anyone else experience this?  Know what the cause could be?
#8
Mods / Mod Management
November 23, 2017, 07:58:30 PM
Is there a way to prevent Steam from auto-updating mods?  Because Modders have not seemed to establish a standard with how they go about updating their mods.  Some chose to upload a separate new compatible version for the same item, others update the version on steam and provide a dropbox or location to download older versions... then there are those who chose to update their steam version and provide you no way to get the older version.

I hate spending days piecing my game back together so I can continue a previous save...  I know, I know.  Its my fault.
#9
Mods / [Mod Request] Earthen Pots for Tribal (Zeer)
September 30, 2017, 05:19:43 PM
I've been on a Tribal game kick lately apparently, and was wondering if anyone had thought about adding Earth Pots or the Zeer pots that the ancient egyptians used to use to refridgerate food. 

https://en.wikipedia.org/wiki/Pot-in-pot_refrigerator

I'm attempting to add this to the game myself, but my experience is limited.
#10
Mods / [Mod Request] Additional Faction Interactions
September 27, 2017, 03:00:11 PM
Reading another mod request inspired this idea.  Someone else requested a Mercenary / for hire type scenario and it made me think that while this is an interesting idea, you have no real way of knowing if there is an impending attack.   So maybe an additional event that warns of an impending attack, or maybe receiving a message on the comms console from a hostile (sufficiently advanced) faction making demands (much like the random events when your caravans are ambushed).  Maybe tribal factions send a messenger to make demands and you can 'negotiate' a compromise depending on the mood this emissary is in.  If they leave the map healthy it imparts some goodwill with the hostile faction reducing the likelihood of future threats / attacks.

The idea is for you to have an idea that an attack is on its way, giving you a little time to prepare or prevent.  Otherwise, the 'request assistance' mechanic in place is kind of pointless.  I'm not suggesting that the raid events be removed entirely either.

Additional features / scenarios would include neutral factions offering information of an incoming attack at a cost.  Friendly factions warning you altogether, "allied" or extremely friendly factions may warn and send support.

Advanced knowledge of an attack could also add an enemy caravan on the map making its way to you.  This could afford you the opportunity to intercept on the world map instead of waiting for the attack to come to you.

I see potential for these types of game mechanics to expand and flesh out the world, making it feel a bit more 'alive'.  Maybe you would see faction A sending a caravan to attack Faction B on the map. 

I have no idea, from a coding perspective, if this is something that could be added.  I imagine it would not be an easy task though.
#11
Mods / [Request] Tribal related
September 26, 2017, 03:49:13 PM
Request someone with artistic/coding abilities to make a Bonfire mod.  Simply a fire that is larger and burns longer then the current one.
I am not artistic and my ability to mod is limited.  Mostly able to 'fix' minor errors I stumble across.
#12
Ideas / Servo-Drones
June 09, 2014, 12:51:00 PM
How do people feel about the idea of developing mini-robots to perform some of the jobs the colonists currently perform?  They would have low HP, expensive to build, would require maintenance but could perform jobs like cooking, serving food to prisoners/wounded, maintaining crops, fire extinguishing and overall maintenance. Additionally they could either be solar-powered or require a docking station.  Maybe you need to build a robo-port and need to build small dock-stations attached to it to facilitate the maintenance and recharging of these little service drones.

What I would hope to try to stay away from would be having to specify priorities for the drones like you do with colonists, there would just be different categories of drones that perform 2-3 tasks.  "Hospitality Drone" for caretaking/food delivery/cooking "Service Bot" for hauling, extinguishing and base maintenance and maybe a constructor/Miner type that can mine and build or something.

This would add to the tech tree, a collection of several different technologies could also be required to unlock them, and upgradeable techs to allow you to differentiate between the plug in and charge type of bot and the solar powered one.  Additionally a little yellow bar under the mini healthbar or on its information display to show how much of a 'charge' it has left would most likely be required.  What do you guys think?

I know the one thing I left out was military-drones, but that was intentional. I think that might involve some significant balancing work, where-as these service bots maybe not so much as they would just free up colonist time.
#13
Ideas / Body Armor?
June 09, 2014, 12:35:56 PM
Forgive me if this has been asked and/or suggested before.

That being said, are there plans to ultimately include body/protective armor to characters?  Not just for aesthetic purposes but functional as well.  Either increasing their overall HP or adding a separate non-replenishable/un-repairable blue "armor" bar.  If so, to what extent?  Leather, Armor like the mediavel Teutonic Knights, Kevlar, Ceramic Plate inserts, weaved fibers, nano-fibers, back to refined metal-pseudo-exo-skeleton type armor, and even potentially adding in reflective energy shielding?

I can see this being quite the endeavor to include but would make sense considering the progression of modern warfare and desire to protect ones own self from ending up like a Monty Python skit.