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Topics - butanefireflies

#1
On a piece of clothing (eg , marine armour), accessing the information pane and viewing "Armor-Sharp" lists protection against explosions.

On a material (eg steel, cloth), accessing the information pane and viewing "Armor-Blunt" lists protection against explosions.

Information should be corrected and homogenous across all instances.

(Possible further suggestion: "damage" stat on weapon info card for guns and explosives should list damage type (sharp, blunt) as seen on "melee damage" stat.)

:)
#2
Mod bugs / [B19] Apparel Utility Spawn Pawn Errors?
September 23, 2018, 01:07:22 PM
Is anyone else getting bugs in B19 with mods that add additional clothing layers when raids/pawns try to spawn? I don't know if this is a mod conflict or if something in the vanilla code changed; Aparello would break basically any pawn spawn, and now Medieval Times is breaking any medieval spawns (raid or dev spawn pawn.)

[edit: I also forgot to note some other weird behaviour: My pawns can equip many layers at a time, but the the sprites show the apparel graphics in the wrong order, like a jacket over Medieval Times' armor. I'm also using the SF Faceplate mod, which adds another apparel layer.  Also, crosspost to reddit https://www.reddit.com/r/RimWorld/comments/9i9z0a/b19_apparel_utility_spawn_pawn_errors/]

I'm running a bunch of mods, and a bunch of them spew harmless errors, and I'm also on Mac, which may change things and which also gives a bunch of errors for sound and stuff, so my output log is a mess, but here it is:

https://git.io/fAFcQ

And here are the 3 errors from this log related to my error:

QuoteRandomElementByWeight with totalWeight=0 - use TryRandomElementByWeight.
Verse.Log:Error(String, Boolean)
Verse.GenCollection:RandomElementByWeight(IEnumerable`1, Func`2)
RimWorld.PawnApparelGenerator:GenerateWorkingPossibleApparelSetFor_Patch0(Pawn, Single, Boolean)
RimWorld.PawnApparelGenerator:GenerateStartingApparelFor_Patch3(Pawn, PawnGenerationRequest)
Verse.PawnGenerator:GenerateGearFor_Patch3(Pawn, PawnGenerationRequest)
Verse.PawnGenerator:TryGenerateNewPawnInternal_Patch1(PawnGenerationRequest&, String&, Boolean, Boolean)
Verse.PawnGenerator:GenerateNewPawnInternal(PawnGenerationRequest&)
Verse.PawnGenerator:GenerateOrRedressPawnInternal(PawnGenerationRequest)
Verse.PawnGenerator:GeneratePawn_Patch2(PawnGenerationRequest)
Verse.PawnGenerator:GeneratePawn_Patch1(PawnKindDef, Faction)
Verse.<DoListingItems_MapTools>c__AnonStorey36:<>m__0()
Verse.DebugTool:DebugToolOnGUI()
Verse.DebugTools:DebugToolsOnGUI()
RimWorld.UIRoot_Play:UIRootOnGUI()
Verse.Root:OnGUI()


Error while generating pawn. Rethrowing. Exception: System.NullReferenceException: Object reference not set to an instance of an object
>!at RimWorld.ApparelUtility.GenerateLayerGroupPairs (Verse.BodyDef,Verse.ThingDef,System.Action`1<RimWorld.ApparelUtility/LayerGroupPair>) <0x000e9>!<
>!at RimWorld.PawnApparelGenerator/PossibleApparelSet.Add (RimWorld.ThingStuffPair) <0x000dc>!<
>!at (wrapper dynamic-method) RimWorld.PawnApparelGenerator.GenerateWorkingPossibleApparelSetFor_Patch0 (Verse.Pawn,single,bool) <0x002b9>!<
>!at (wrapper dynamic-method) RimWorld.PawnApparelGenerator.GenerateStartingApparelFor_Patch3 (Verse.Pawn,Verse.PawnGenerationRequest) <0x004aa>!<
>!at (wrapper dynamic-method) Verse.PawnGenerator.GenerateGearFor_Patch3 (Verse.Pawn,Verse.PawnGenerationRequest) <0x000e6>!<
>!at (wrapper dynamic-method) Verse.PawnGenerator.TryGenerateNewPawnInternal_Patch1 (Verse.PawnGenerationRequest&,string&,bool,bool) <0x00dfc>!<
>!at Verse.PawnGenerator.GenerateNewPawnInternal (Verse.PawnGenerationRequest&) <0x0034f>!<
>!at Verse.PawnGenerator.GenerateOrRedressPawnInternal (Verse.PawnGenerationRequest) <0x00ac7>!<
>!at (wrapper dynamic-method) Verse.PawnGenerator.GeneratePawn_Patch2 (Verse.PawnGenerationRequest) <0x00130>!<

Verse.Log:Error(String, Boolean)
Verse.PawnGenerator:GeneratePawn_Patch2(PawnGenerationRequest)
Verse.PawnGenerator:GeneratePawn_Patch1(PawnKindDef, Faction)
Verse.<DoListingItems_MapTools>c__AnonStorey36:<>m__0()
Verse.DebugTool:DebugToolOnGUI()
Verse.DebugTools:DebugToolsOnGUI()
RimWorld.UIRoot_Play:UIRootOnGUI()
Verse.Root:OnGUI()


Root level exception in OnGUI(): System.NullReferenceException: Object reference not set to an instance of an object
>!at RimWorld.ApparelUtility.GenerateLayerGroupPairs (Verse.BodyDef,Verse.ThingDef,System.Action`1<RimWorld.ApparelUtility/LayerGroupPair>) <0x000e9>!<
>!at RimWorld.PawnApparelGenerator/PossibleApparelSet.Add (RimWorld.ThingStuffPair) <0x000dc>!<
>!at (wrapper dynamic-method) RimWorld.PawnApparelGenerator.GenerateWorkingPossibleApparelSetFor_Patch0 (Verse.Pawn,single,bool) <0x002b9>!<
>!at (wrapper dynamic-method) RimWorld.PawnApparelGenerator.GenerateStartingApparelFor_Patch3 (Verse.Pawn,Verse.PawnGenerationRequest) <0x004aa>!<
>!at (wrapper dynamic-method) Verse.PawnGenerator.GenerateGearFor_Patch3 (Verse.Pawn,Verse.PawnGenerationRequest) <0x000e6>!<
>!at (wrapper dynamic-method) Verse.PawnGenerator.TryGenerateNewPawnInternal_Patch1 (Verse.PawnGenerationRequest&,string&,bool,bool) <0x00dfc>!<
>!at Verse.PawnGenerator.GenerateNewPawnInternal (Verse.PawnGenerationRequest&) <0x0034f>!<
>!at Verse.PawnGenerator.GenerateOrRedressPawnInternal (Verse.PawnGenerationRequest) <0x00ac7>!<
>!at (wrapper dynamic-method) Verse.PawnGenerator.GeneratePawn_Patch2 (Verse.PawnGenerationRequest) <0x00130>!<

Verse.Log:Error(String, Boolean)
Verse.Root:OnGUI()

#3
Circumstances:

A large raid spawned on the map from a faction that was hostile but not pirate / hostile-locked - approval rating was approximately -5. Before the raiders' equipment arrived via drop pod, I contacted the faction on the comm console and offered a bribe to improve relations, which succeeded; I received the good will notification and the faction was listed as a friend, no longer hostile.

What happened:

The raiders on map received their drop pods, built their mortars, and proceeded to mortar-attack my colony.

What I expected to happen:

The raiders would leave

Reproduction:

Dev spawn siege raid until a not hostile-locked faction arrives. On comms console, dev plus good will until the faction is no longer hostile. Observe that the siege continues.

Addendum:

I did not wait to see if the siege party would be resupplied. Dev destroying the mortars caused the foreign pawns to mill around, I didn't wait long enough to see if they would attack or leave. Dev destroying most of the foreign pawns caused them to perform action 'take what they can and leave,' and did not change relations with that faction. As expected, attacking the foreign pawns with my colonists caused bad will and the faction turned hostile.