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Topics - rambo

#1
Mod bugs / mining co spaceship bug
July 17, 2018, 10:02:29 AM
medics do nothing and this error pops up

JobDriver threw exception in initAction. Pawn=Zebra, Job=TendPatient (Job_14931) A=Thing_Human674, Exception: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.AI.Toils_Haul+<CheckForGetOpportunityDuplicate>c__AnonStorey2.<>m__0 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0  lastJobGiver=Spaceship.JobGiver_HealColonists, curJob.def=TendPatient, curDriver=RimWorld.JobDriver_TendPatient
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath(LocalTargetInfo, PathEndMode)
Verse.AI.<GotoThing>c__AnonStorey0:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
#2
Ideas / control over fiendlies
April 28, 2018, 03:21:16 PM
tell the friendlies to got to a specific spot simple really
#3
Mod bugs / assign tab bug
April 24, 2018, 08:12:12 AM
I have a bug were whenever I change a colonists outfit option from "anything" to "worker" it changes back to "anything" same with drug policy.
here is the error that might of caused it:
Exception in Verse.AI.ThinkNode_Tagger TryIssueJobPackage: System.TypeLoadException: Could not load type 'PickUpAndHaul.CompHauledToInventory' from assembly 'PickUpAndHaul, Version=0.18.1.7, Culture=neutral, PublicKeyToken=null'.
at (wrapper dynamic-method) RimWorld.JobGiver_OptimizeApparel.TryGiveJob_Patch0 (object,Verse.Pawn) <0x00329>
at Verse.AI.ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams) <0x00021>
at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams) <0x000a2>

Verse.Log:Error(String)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Tagger:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob(ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
#4
Mod bugs / outift bug
March 23, 2018, 07:19:51 AM
I have a bug were whenever I change a colonists outfit from "anything" to "worker" it changes back to "anything" same with drug policy.
#5
Mod bugs / Rimwolrd freezes every game day
August 17, 2017, 07:04:32 AM
I have a colony that freezes every game day at 23h and same with every other new colony i start please help its make rimworld very unplayable :'(
#6
its not that little pause before auto saving it happens every in game day at 23h before that auto save but the auto save may have nothing to do with it
#7
i want a colonists to do let's say do wood chopping from 6am to 8am then cooking from 8am to 12am and so on. so can someone make this a mod or is there a mod for already
#9
Mods / [mod request] better friendly raids
July 10, 2017, 11:39:30 AM
friendly raids are utter sh*t can someone make mod or something that makes better friendlies such as forcing them to come at a specific area (like a trading spot for friendlies) instead of coming at a random area
#10
Mods / [mod request] better transport pods
July 02, 2017, 12:21:47 PM
make pods reusable so when you land at an enemy base near the edge your pod will just stay there and after whatever you where doing at that area you can go back into the pod and land at a pod launcher home? i feel like thats what there meant to be like because when you land you have to walk back home and the pod disappears. what do you think?
#11
Mods / [mod request] fix frail colonists
June 25, 2017, 10:04:16 PM
I have a really good colonist but he has a bad back and it frail. Using EPOE I could fix the spine but the frail cant be fixed.
#12
Mods / HELP! add back hair when wearing a hat
June 24, 2017, 05:53:58 PM
is there a mod that adds back the hair went you put on a hat ( I am using Apparello and the sunglasses remove the hair when worn)
#13
I want my prisoners eyes because my colonists are starting to have a deformed stat but i can only remove the internal organs
#14
title
#15
The productions tab and the import and export tab is not there at all
https://www.dropbox.com/s/ekkys3r99s5hf7b/bugg.png?dl=0  this is the picture
#16
Stories / My colony's inevitable doom
June 12, 2017, 07:18:36 PM
Im playing lone surviver with a colonist named brush and I have Combat realism mod

Day 1: Brush lands with his trusty charge rifle and his best friend boyle the cat. He takes a good long look on the land with optimisum looking for a perfect area on the land to build his base instead of finding the land he found an ancient building with broken walls he decides to sleep there for the night
#17
Mods / [mod request] animal armor
June 11, 2017, 01:24:41 PM
Slap some metal plates on a bear and mount a machine gun on top








the machine gun part was joke but if its possible .......
#18
just a bunch of metal plates on an animal
#19
things like add and ammo system, possible on shot down, higher fire rate (like a full auto mode) ext.....
#20
Combat extended (realism) has been updated to A17 and I wanna play high calibre  and combat extended if its possible in the first place to make a patch