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 - FallenBR

#1
Bugs / Psyfocus drops hard (1% per hour)
January 29, 2021, 03:19:35 PM
Hello Guys

The problem: my pawn loses about 1% of psyfocus, almost every hour, no matter how much psyfocus it has stocked, no matter where the desired bar is. No linking to mood eighter. No error on debug when that happens!

Heavily modded player here. 225 to be more exactly. None of the mods directly change psyfocus, nor complement it. I dont use any other form of psy mods.

log: https://gist.github.com/7e7f2ec049011330ae96d4ab6e18af99

thanks in advance!
#2
Hello people!

Using 370+ mods. Only error in the initial debug log (yes, they are doubled):

Config error in FoodPoisoning: Verse.HediffCompProperties_Immunizable: two comps with same compClass: Verse.HediffComp_Immunizable

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Config error in FoodPoisoning: Verse.HediffCompProperties_Immunizable: two comps with same compClass: Verse.HediffComp_Immunizable

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

A little tired for disabling mod by mod or groups of mods until finding the error. Anyone received something similar or have a direction in with mod to look?

Thanks
#3
Mod bugs / Siege Event BUG
May 08, 2019, 06:51:48 PM
Hello people!

Second time enemies try to siege on me, they make the blueprints but never attack, standing still until starvation. Receiving this error the moment they stablish the blueprints:

Exception while ticking lord with job RimWorld.LordJob_Siege:
  at RimWorld.TurretGunUtility+<TryFindRandomShellDef>c__AnonStorey0.<>m__0 (Verse.ThingDef x) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[Verse.ThingDef].MoveNext () [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[Verse.ThingDef].AddEnumerable (IEnumerable`1 enumerable) [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[Verse.ThingDef]..ctor (IEnumerable`1 collection) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.ToList[ThingDef] (IEnumerable`1 source) [0x00000] in <filename unknown>:0
  at Verse.GenCollection.TryRandomElement[ThingDef] (IEnumerable`1 source, Verse.ThingDef& result) [0x00000] in <filename unknown>:0
  at RimWorld.TurretGunUtility.TryFindRandomShellDef (Verse.ThingDef turret, Boolean allowEMP, Boolean mustHarmHealth, TechLevel techLevel, Boolean allowAntigrainWarhead, Single maxMarketValue) [0x00000] in <filename unknown>:0
  at RimWorld.LordToil_Siege.Init () [0x00000] in <filename unknown>:0
  at Verse.AI.Group.Lord.GotoToil (Verse.AI.Group.LordToil newLordToil) [0x00000] in <filename unknown>:0
  at Verse.AI.Group.Transition.Execute (Verse.AI.Group.Lord lord) [0x00000] in <filename unknown>:0
  at Verse.AI.Group.Transition.CheckSignal (Verse.AI.Group.Lord lord, TriggerSignal signal) [0x00000] in <filename unknown>:0
  at Verse.AI.Group.Lord.CheckTransitionOnSignal (TriggerSignal signal) [0x00000] in <filename unknown>:0
  at Verse.AI.Group.Lord.ReceiveMemo (System.String memo) [0x00000] in <filename unknown>:0
  at Verse.AI.Group.LordToil_Travel.LordToilTick () [0x00000] in <filename unknown>:0
  at Verse.AI.Group.Lord.LordTick () [0x00000] in <filename unknown>:0
  at Verse.AI.Group.LordManager.LordManagerTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.AI.Group.LordManager:LordManagerTick()
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Any help? Thanks!
#4
Mod bugs / Error with mod Musical Instruments
May 07, 2019, 05:08:49 PM
Hello friends

Receiving this error everytime I try to put a music spot anywhere in the map, from the mod Musical Instruments:

Root level exception in OnGUI(): System.ArgumentNullException: Argument cannot be null.
Parameter name: type
at System.Activator.CheckType (System.Type) <0x00095>
at System.Activator.CreateInstance (System.Type,bool) <0x00027>
at System.Activator.CreateInstance (System.Type) <0x0001e>
at (wrapper dynamic-method) Verse.ThingMaker.MakeThing_Patch3 (Verse.ThingDef,Verse.ThingDef) <0x0036e>
at RimWorld.Designator_Build.DesignateSingleCell (Verse.IntVec3) <0x00291>
at (wrapper dynamic-method) Verse.DesignatorManager.ProcessInputEvents_Patch1 (object) <0x00198>
at RimWorld.MapInterface.HandleMapClicks () <0x00069>
at RimWorld.UIRoot_Play.UIRootOnGUI () <0x001f4>
at Verse.Root.OnGUI () <0x00112>

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

Mod is 1.0, but apparently is dead. Any suggestions for correcting this by myself?
#5
Mod bugs / Possible error spawning animals
May 07, 2019, 05:02:16 PM
Hello friends!

Receiving various of this errors just before or after the normal log message "Spawning Random Prey, Because I Can. Deal with it....". I think some animals may not be spawning normally. Any directions, corrections or ideias of what I'm losing in my game?

The red log error:
Could not execute post-long-event action. Exception: System.NullReferenceException: Object reference not set to an instance of an object
  at AnimalVariations.AnimalMultiSkins.ApplyNewSkin (Int32 index) [0x00000] in <filename unknown>:0
  at AnimalVariations.AnimalMultiSkins.<Tick>b__24_0 () [0x00000] in <filename unknown>:0
  at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:ExecuteWhenFinished(Action)
AnimalVariations.AnimalMultiSkins:Tick()
RimWorld.Planet.WorldPawns:WorldPawnsTick()
RimWorld.Planet.World:WorldTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

I'm using these animal mods:

<li>[1.0] Wild Animal Sex V4.1</li>
<li>A Dog Said... Animal Prosthetics</li>
<li>Animals Logic</li>
<li>Hunt for Me</li>
<li>Kill For Me</li>
<li>Vanilla Animals Overhaul Reloaded</li>
<li>Vanilla Animals Expanded — Livestock</li>
<li>AnimalCollabProj</li>
<li>ZWAnimals</li>
<li>Spidercamp's Dog Pack (1.0)</li>
<li>FishIndustry</li>
<li>Rimbirds</li>
<li>[Syulipia]SlimeMOD</li>
<li>[Syulipia]OrientalDragonMOD</li>
<li>Flommel [1.0]</li>
<li>Animal Variety Coats</li>

Thanksssss!
#6
Bugs / Too many good (blue) events
February 03, 2019, 10:20:31 AM
Hello people!

I came here to see if anyone can help me. Im having too many blue good events. At least 3 blue events for a day (vanilla events like outposts, and mod events), in the last 20 days. At least one oficial trader come to my colony once a day. Gray, yellow and red events came in a normal sense (one for 3-5 days). The fact is: im not using any mod that increase any event frequency rate. I use mods that create another events (like more faction interaction, larger outposts, misc events, rimquest), but no one says that increase the chance of events up. Its nice in the beggining, but my worldmap is crowded with events. Doesnt matter with soryteller I use (I use just the vanilla ones) nor the difficult of the game. I dont not put mods on ongoing games. For the first nine days of my colocny, the events seems it was in a normal occurancy. Im sure its a mod, please healp me. Thanks in advance.

Debug log: https://git.io/fhS2Q