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Topics - Wastelander

#1
Hello!

I was playing A18 with some mods recently when I stumbled across this problem; I have a character who can't be drawn, and when the game tries to, an NPE bubbles up in the draw loop and prevents the GUI from rendering. :(

The specific problem behavior is that whenever the 'broken' character would be rendered, instead the whole GUI disappears. The GUI returns if you pan the camera off the problem character.

Here's the stack trace:

Object reference not set to an instance of an object
  at RimWorld.PawnUtility.GetPosture (Verse.Pawn p) [0x00000] in <filename unknown>:0
  at Verse.PawnCollisionTweenerUtility.PawnCollisionPosOffsetFor (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.PawnTweener.TweenedPosRoot () [0x00000] in <filename unknown>:0
  at Verse.PawnTweener.ResetTweenedPosToRoot () [0x00000] in <filename unknown>:0
  at Verse.PawnTweener.PreDrawPosCalculation () [0x00000] in <filename unknown>:0
  at Verse.Pawn_DrawTracker.get_DrawPos () [0x00000] in <filename unknown>:0
  at Verse.Pawn.get_DrawPos () [0x00000] in <filename unknown>:0
  at Verse.TooltipGiverList.DispenseAllThingTooltips () [0x00000] in <filename unknown>:0
  at RimWorld.MapInterface.MapInterfaceOnGUI_BeforeMainTabs () [0x00000] in <filename unknown>:0
  at RimWorld.UIRoot_Play.UIRootOnGUI () [0x00000] in <filename unknown>:0
  at Verse.Root.OnGUI () [0x00000] in <filename unknown>:0


Though I did have mods installed and active when I encountered this, I'm hoping this could be handled regardless of mod errors; DispenseAllThingTooltips() calls giver.DrawPos, and an exception there can blow up the GUI rendering.
#2
I'm creating this thread as a spot to host my minor mods. My goal with these is to keep them simple and compatible with other mods.

Alpha 12d

Mending

Version 1.0
This mod allows colonists to repair damaged items. It adds a 'mending' work type and a mending workbench where the work takes place. Colonists with the mending labor enabled will automatically find damaged items, haul them to the workbench, and fix them up to 100%, then haul them to a storage zone. The workbench also has a filter to define what items should be mended and a radius like bills do. Mending does not require any resources. At the moment, items, weapons and apparel can be mended.
DOWNLOAD: A12d A11 A11b patch

Alpha 9

Outfitter
Version 1.0
This mod will cause colonists to automatically swap out frayed or damaged clothing (any clothing damaged enough to cause the thought) with other clothing on the ground. Colonists will only swap the same type of clothing for the same type, so for example a colonist with a damaged cowboy hat will only look for other cowboy hats. Colonists who want to wear pants will also automatically find and put them on.
DOWNLOAD: http://www19.zippyshare.com/v/BQ2K10aW/file.html

Skill Lock

Version 1.0
This mod adds a "Skill Lock" tab to all production buildings. This tab will allow you to restrict who can use the building based on how skilled they are. No more food poisoning from bad cooks or awful art you have to hide away! Note that the "number of colonists in this range" does not take into account labor settings, just the skills of your colonists.
This mod should work with any production buildings added by other mods, as long as they have a bills tab.
DOWNLOAD: http://www50.zippyshare.com/v/KtUMmI2X/file.html


How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.
#3
Slavers Mod



Description:
Slavers is a mod that changes your colonists from calm, reasonable worker ants to badass slavers and pirates. To thrive in this mod, you'll need to capture and manage a pool of slaves that do all the real work around the colony while your slavers kick their feet up at the bar. The main changes in this mod are:

Slaves
Prisoners can now be enslaved by crafting a slave collar at a tailor's workbench. Slaves work much like colonists in that they can be assigned tasks, drafted, and use all the same facilities that your colonists can. The biggest change is that over time, slaves will start to be mischievous and sabotage the colony, by sneakily destroying items, painting ugly graffiti, slacking off and avoiding work, or even powering down turrets when you aren't looking! To combat this, you can discipline your slaves by beating them, hanging their dead in gibbet cages, or even executing some to send a message to the rest. Be careful, though, the methods of disciplining slaves cause them to be unhappy, so don't lay it on too thick.

Pirates and Slavers
Instead of a colony built by survivors of a crash, the colony is a pirate clan marooned on the Rimworld. As pirates, the colonists won't care about murder, death, or slavery, but do expect wages to be paid once per month. Wages are paid by building an ATM building with attached money hoppers and filling the hoppers with gold or silver - the slavers will use the ATM on payday automatically.

Slavers expect all the heavy lifting in the colony to be done by slaves, and will grow very unhappy if they have to work!

New Stuff!
   -New Storyteller!
   -New turrets: beanbag turret and sonic turret! Both non-lethal, the beanbag turret is short range and rapid-firing, while the sonic turret is very long range, very low rate of fire, but almost guaranteed to put someone down when it hits.
   -New melee weapon: whip! Does almost no damage, perfect for disciplining slaves.
   -New buildings: ATM and money hopper! Build so colonists can draw wages.
   -New events: Nomads and Slave Riot!
   -New work: Guard! Like Warden but for slaves instead of prisoners.
   -All the stuff from the Prison Improvements mod!

If you don't want spoilers, feel free to download the mod and check it out. If you want to know exactly how this mod works, check out the SPOILERS document, which lists each and every change in the mod.

Screenshots
Click for the full size image.








Thanks to:
Haplo for the job tutorial post in particular
EDB for the awesome mods
Justin C for the non-lethal turrets mod

Download

http://www81.zippyshare.com/v/RgVOo3ZR/file.html

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

Changelog

1.01:
- Colonist wages now cost (skillpoints * 3), instead of (skillpoints * 5). This should put the average wages around 150 instead of 250 per month.
- Colonists don't expect wages to be paid until the end of the second month (24 days in). "Buy pirates today and get the first month free!"
- Adjusted unpaid negative thoughts downward from -15 and -30 to -7 and -14.
- Adjusted Toiled to only stack to 5 (-25 total).
- Adjusted mischief to only gain at the rate of 3% instead of 5% per day
- Adjusted downward the saw turret and saw gibbet cage thoughts to -4 and -6
- New slaves get the disciplined state for 12 days after being enslaved.


Known issues / Bugs
   -Takes two keypresses to rotate security camera
   -Not all input is caught when naming a security camera - for example, 1-2-3 still change game time while naming. Will work on this one at some point.
   -Bloodlust trait has been removed (all slavers act like they have bloodlust anyway)
   -Slaves aren't sellable at the moment, you have to imprison them first
        -Wages are still being balanced, if your colony keeps running out of money you can turn off wages by modifying Slavers\Defs\ThoughtDefs\SlaversThoughtDefs.xml and setting the unpaid states to 0 effect.

A Note on Compatibility
This mod replaces a lot of behavior from the core game. Unfortunately that means this mod will not work with many of the other mods for this game.

Mods that just add new things - like new guns, turrets, plants - will probably work fine; mods that change the core game, like the mods that add zombies or aliens or whatnot, probably will not work. If you notice a problem with this mod or any other, please try disabling all the mods except Slavers before reporting a problem, and let me know in this thread what mods do and don't work together.

Compatible / Incompatible Mods:
* My Minor mods (https://ludeon.com/forums/index.php?topic=10908.0): Works!
* Prison Improvements: Already rolled into this mod, so disable when using Slavers.
* EDB's mods (interface, prepare carefully): Works!
#4
Bugs / 9.275 - Prisoners won't use food dispensers
February 21, 2015, 03:27:23 PM
I shut off all my mods, but still prisoners won't use food dispensers.

If I had to hazard a guess, is it related to this change?

QuoteRaiders will no longer eat from players’ nutrient paste dispensers.

Were food dispensers locked to colonist faction only?
#5
Prison Improvements Mod



Changelog

V1.1:
-Tried something...unorthodox.... to make the mod more compatible with other mods. Let me know if it breaks.
-Colonists will now transfer downed (I.E. legless) prisoners, as long as there is a free bed in the destination zone.
-Added slave collars, enslavement, and enslaved thought from the Slavers mod.
-Modified exercise job so it can be done in a room 64 sq instead of 300 sq.
-Added Blazergong's door gfx as alternate gfx. Rename the alternate door images to use them.


Description:
This is a component of a larger mod I'm working on. It adds a few features specific to prisoners:

Cell Door
A door which prisoners and colonists can open. Used to create prisoner bedrooms, separate areas of the prison, create fenced yards, etc.

Security Camera
Found under the Misc menu, designates a room as a prison without requiring a bed. Self-destructs if it is in a room touching a map edge or if there are colonist beds in the room.

Yards
Prisoners with cabin fever will automatically seek out open prison spaces to exercise. An open space is a 'room' with at least 64 unroofed tiles. (if you notice your prisoners refusing to go exercise, it's probably because the yard is too small.)

Prison Transfer
Transfer prisoners to any named security camera.


Enslavement
Added a few features from my Slavers mod to this mod; you can craft slave collars at a tailor's workshop. There's a new prisoner interaction button that lets you enslave prisoners rather than try to convert them. Enslaving is immediate, but slaves gain a permanent -3 mood modifier.

Warden changes
Wardens will no longer haul prisoners back to their beds if they stay within the prison.

Download:
Mod: A11b A9
Source: http://www67.zippyshare.com/v/VaSrMEEL/file.html


How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

Known bugs / issues:
- Security Camera takes two keypresses to rotate.
- Not all input is caught when naming a security camera - for example, 1-2-3 still change game time while naming. Will work on this one at some point.
- Can only transfer incapacitated prisoners to a security camera if there is an unowned prisoner bed in the destination room.