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Topics - Epson

#1
Help / Have haulers ignore furniture?
October 21, 2018, 12:58:51 PM
Specifically with this mod - https://ludeon.com/forums/index.php?topic=41483.120

It creates a locker that allows pawns to store apparel and switch back and forth between outfits. Pawns can haul back and forth from the locker. Pawns can also manually store stuff while drafted. The problem is pawns will haul stuff from the locker to other higher priority areas.

Can I add any code or change the furniture to have hauling pawns just totally ignore this locker but still be able to manually store stuff in it?
#2
As the question states. Are modded re-armable traps a possibility anymore? I read an offhand comment about the ability to re-arm being removed from the vanilla traps coding. Is it still possible to create a re-armable trap or is this mechanic out the game?
#3
Previously you could just edit the RaidStrategies.xml selection chance to 0 to get rid of them or increase it for more. Now the file looks very different. Any ideas how to change the frequency?

Rimworld\Mods\Core\Defs\Storyteller\RaidStrategies.xml for the file.

Specifically, this I believe is new: <selectionWeightPerPointsCurve> and <pointsFactorCurve>

Thanks.
#4
Help / Food Need Decay Rate and Nutrition Values?
July 29, 2016, 08:44:06 AM
So I'm looking for the numbers on food and nutrition. Nutrition is fairly straight forward. I'm also assuming that the numbers under needs > food are directly related to nurtrition. So a human (Food need value of 1) has to eat 25 Corn (Nutrition value of 0.04) to be full from zero and a chicken (Food need of 0.12) has to eat 3 Corn.

Where are the numbers for how fast the Food need decays? For now I'm assuming its over a 24 hour period but I can't find anything to confirm this.
#5
Mods / [Request] Colonists Don't Trigger Traps
July 26, 2016, 02:18:40 PM
As the title says. Willing to mod it myself if it is simple and someone can point me in the right direction.
#6
Help / Mod - Enemies don't target animals
December 19, 2015, 11:31:31 AM
I've been trying to fiddle about in the jobs XML to try and stop raiders from attacking tamed animals.

But so far I just keep breaking my game. Can someone point me towards what I would need to do/some good tutorials on what I need to learn to accomplish this?

Personally I just hate that I have to hide all my animals indoors because of raider attacks. And god forbid they attack at night because then my animals just lie there sleeping and die.
#7
Support / Error/Bug with Mod
December 19, 2015, 06:24:44 AM
Getting this exact error below. Specifically from rimwolves while using this mod https://ludeon.com/forums/index.php?topic=12996.0

How do I fix this?/Where can I learn how to fix it. I've tried fiddling about with the XML to no effect.

Quote from: utl on December 09, 2015, 10:09:29 AM
I've had several animals go invisible on me now since using this pack. I've grabbed the exception you get when you select the animal in the status box:

I'm hoping someone might have an idea which individual mod this could come from. I'm thinking maybe the extended animal behaviour thing?
Now this time it was an animal I was hunting that was sleeping at the time. It got shot, went invisible, the hunter stopped in his tracks but the hunting icon remained in place allowing me to select it.


Before this it was usually the starting pets and only the dogs where I noticed this bug. The first time I noticed it was a rimwolf which fell unconcious because of malnutrition. I told a colonist to rescue it and it poofed out of existence when he got to it. The next two times I just suddenly noticed they were gone. Focussing them through the tamed animal menu didn't even show the outline.

Edit: And another animal disappeared, this time a maddened megascarab. Interestingly enough right next to the lacosdile from above, I only noticed because of the icon:


Edit2:
Tried a new world with some changes, everything worked fine at first but when loading my save my dog was gone again. This time I checked the logfile and there seem to be three possibly related exceptions:
ArgumentNullException: Argument cannot be null.

Parameter name: source
  at System.Linq.Check.SourceAndSelector (System.Object source, System.Object selector) [0x00000] in <filename unknown>:0

  at System.Linq.Enumerable.Select[StatModifier,StatDef] (IEnumerable`1 source, System.Func`2 selector) [0x00000] in <filename unknown>:0

  at CommunityCoreLibrary.HelpController.HelpForBuildable (Verse.BuildableDef buildableDef, CommunityCoreLibrary.HelpCategoryDef category) [0x00000] in <filename unknown>:0

  at CommunityCoreLibrary.HelpController.ResolveThingDefList (System.Collections.Generic.List`1 thingDefs, CommunityCoreLibrary.HelpCategoryDef category) [0x00000] in <filename unknown>:0

  at CommunityCoreLibrary.HelpController.ResolveApparel () [0x00000] in <filename unknown>:0

  at CommunityCoreLibrary.HelpController.Initialize () [0x00000] in <filename unknown>:0

  at CommunityCoreLibrary.ModController.Start () [0x00000] in <filename unknown>:0

(Filename:  Line: -1)

was thrown first, then
Exception in LookDictionary: System.ArgumentException: An element with the same key already exists in the dictionary.

  at System.Collections.Generic.Dictionary`2[Verse.ResearchProjectDef,System.Single].Add (Verse.ResearchProjectDef key, Single value) [0x00000] in <filename unknown>:0

  at Verse.Scribe_Collections.LookDictionary[ResearchProjectDef,Single] (System.Collections.Generic.Dictionary`2& dict, System.String label, LookMode keyLookMode, LookMode valueLookMode) [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

was thrown about 30 times and finally
Exception drawing LabradorRetriever52894: System.NullReferenceException: Object reference not set to an instance of an object

  at RimWorld.PawnUtility.GetPosture (Verse.Pawn p) [0x00000] in <filename unknown>:0

  at Verse.PawnRenderer.RenderPawnAt (Vector3 drawLoc, RotDrawMode bodyDrawType) [0x00000] in <filename unknown>:0

  at Verse.Pawn.DrawAt (Vector3 drawLoc) [0x00000] in <filename unknown>:0

  at Verse.Thing.Draw () [0x00000] in <filename unknown>:0

  at Verse.ThingWithComps.Draw () [0x00000] in <filename unknown>:0

  at Verse.DynamicDrawManager.DrawDynamicThings () [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

gets thrown constantly, probably with every draw cycle.

At first glance it looks to me like some form of null-pointer reference which is not properly contained. It is used as an attribute somewhere which is given to LookDictionary as an argument. I'm guessing LookDictionary is part of loading up the savefile. Finally during the drawcycles the animal basically contains that same wrong reference?
Pure guesswork with the errors as generic as they are and no knowledge of rimworld code. I was thinking of disabling some parts of the pack to see what changes but noticed that the additional dogs are actually included in the Core_SK mod. The Biodiversity mod which I originally suspected seems to not be actualy in the latest pack? Either way, seems like not using the modpack for now is the only option.