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Topics - Necrikus

#1
Mod bugs / Band Node Options Not Present
April 13, 2024, 10:25:37 PM
So you know how if you select a building like a Band Node there will be a couple boxes at the bottom of the screen with different options that you can do with it? Yeah, only the "Reconnect" and "Power Toggle" boxes are present, meaning I literally cannot tune the node to my mechanist.

My debug log doesn't seem to pick up any normal issues when I select the building, so I have no clue what could be causing this. Does anyone know what could be causing this or how to fix it? It kind of sucks having one of my favorite playstyles crippled like this.

https://gist.github.com/HugsLibRecordKeeper/fcd17bb970c2ac5c8a3824a376649ce9
#2
Mod bugs / [1.4] ThinkNode_DutyConstant with no duty
November 03, 2023, 02:02:28 PM
I've been having issues with pawns just causing constant alerts of "(x pawn) doing ThinkNode_DutyConstant with no duty" over and over, every tick. I don't even know if whatever is causing the error is actually having an effect on anything since the pawns noted as "doing ThinkNode_DutyConstant with no duty" are moving around just fine. Since they usually come from animals or mechanoids, I can't see if anything is not working right.

Still, getting these constant alerts (even with the debug window off) is creating just a constant barrage of noises that I cannot play the game and listen to it at the same time.

This is my output log: https://gist.github.com/HugsLibRecordKeeper/126fbba7b4c7f97171a059c2d889c1ec

Please try to ignore the fact that there are literally hundreds of mods running; I know I have a problem, and I don't get any red text when the debug window pops up uninvited on the menu screen. All I want is to figure out why this keeps happening.

Usually, it starts at the start of a game, but sometimes I get lucky. In the game that the above log was pulled from, it didn't start until after I traded with a caravan for 3 animals; all of whom began to set off the issue. I'd be happy to axe whatever mod/incompatibilities are responsible but trying to find them manually isn't easy with so many mods and I just plain cannot understand the output logs.

So any aid or insight would be greatly appreciated. I really don't want to play this game on mute.
#3
Either there is a criminally small number of "problem-that-can-snowball-into-an-apocalypse" type mods for a survival/base-building game, or I'm blind, but as I was pondering that I was contemplating something of the sort that worked similarly to the Minecraft mod, "Scape and Run: Parasites".

Long story short, special parasite mobs spawn in and are capable of not just attacking you, but also infesting and corrupting other mobs. The mod has a point system that determines just how numerous and aggressive parasites are and whether or not stronger versions can start spawning. Points go up when certain things happen, like a parasite killing or infecting something, and points go down by things like killing parasites and creating and using certain consumable items. If the parasites have enough points, it practically becomes an apocalyptic event.

The best I can find to a Rimworld equivalent is the VFE: Mechanoids mod with its Total War system; making mechanoid raids stronger and more frequent the more bases they have. Of course, it is nowhere near the same thematically.

So, hey, free mod idea.
#4
Help / Pawns Dying of Positive Hediffs
January 13, 2022, 01:48:42 PM
I don't have much else I can say outside of what's in the subject title. I've been having issues where pawns just randomly die with the stated cause of death being some hediff that had no business harming them.

At first, it was happening from minor debuffs, like being a bit wet and cold (a hediff from a mod), but now I'm seeing it happen from actual buffs like ones that decrease hunger rate or boost consciousness (from a completely different mod).

The health tab has no explanation for how these hediffs actually killed my pawns and the log shows nothing, as though it's perfectly natural for a pawn to drop dead despite being perfectly healthy.

I don't even know where to start on figuring this out, so any advice or help would be appreciated; it's kind of annoying to open up dev mode just to undo whatever bug is killing my pawns.
#5
Mod bugs / UI Flickering
October 06, 2020, 10:40:11 PM
I noticed something strange happening while playing. It started with my pawns randomly going idle (yes, I did recently post about it; I had gotten rid of a mod that seemed to be causing the idleness to be much worse), but after a bit I noticed my UI (as in the bottom and side bars, as well as the pawn icons at the top) flickering, disappearing and appearing again at random. Whenever the UI disappears, anything on it can't be interacted with until it reappears. I went into dev mode and opened up the log... it was full of red. So yeah, no clue what was causing it but hopefully someone more programming savvy could help identify what is going on.

https://gist.github.com/42799f2d9ab6bb2f75ce6b7a90442c6e
#6
Mod bugs / Pawns Idle When They Shouldn't Be
October 05, 2020, 03:11:37 PM
Something that has been happening on numerous new starts lately is an issue where my pawns will eventually have a difficult time registering available jobs, leaving them idle as though they have no jobs to do. I have a lot of mods and have already tried removing a few likely suspects causing the issue, but I'm not exactly great at understanding this stuff so I likely am overlooking a problem mod or conflict.

This has happened over multiple saves, on numerous maps. All without me messing with job priorities or restricted zones. Usually, right after starting a new game, it isn't that much of a problem. However, after a few ingame days, my pawns will eventually have difficulty registering available jobs, especially things like hauling. I can wait for a little and they may eventually do a job or two before going idle again and I can force them to do a job manually, but that's hardly the kind of micromanagement I'd like to handle.

Here is the output log from my latest save. If someone could figure out the issue, I would be very grateful.
https://gist.github.com/5ac20e46e099bb169af6cb9c07c5c2b2
#7
Mod bugs / Cross Reference Errors
September 27, 2019, 12:26:37 AM
I downloaded a couple of mods and dropped a few that I had and now the title screen is showing the debug window with a lot of cross-reference errors and even after dropping the mods that seem like suspects, I'm not sure what's causing it and I'm pretty much illiterate to how to read the output log.

Help in figuring out the problem would be appreciated.

https://gist.github.com/5d7dabefd4138883fe084d48975518e0

#8
Ever since I had gotten this game, I occasionally would add new mods as I felt more comfortable with expanding on the game. Out of my interest to tidy up my mod order, I followed a recommended method of sorting mods from a discord channel I was on.

Things seemed okay at first with a new game I had started today until I noticed something very unusual happen; the game began to run at the base (x1) speed, regardless of setting it to higher speed settings. I know for a fact that it was not due to combat as there were no hostile present and the faster speed settings were not crossed out the way they normally are during combat. Likewise, when quitting the game and reloading, the speed settings would work fine once again, until a minute or so passes, when the game speed reverts to 1x again.

Since I use Smart Speed and encountered a similar (but different) problem in the past with it, I disabled it and reloaded the save. This time, the speed settings worked fine up until not only did the game revert to 1x speed, but my pawns stopped in place. The game didn't freeze, and if I recruited them, I could make them move and I think one or two continued on with a task, but the others just stood still.

So somehow, removing smart speed made things worse.

I'll put in my Hugslib log, so hopefully, someone can figure out this issue. I'm still very new to this game so I'm not particularly good at figuring out where to find the issue and for the most part, I've been playing with these mods just fine for a while, so I can't think of which one could be making the difference.

https://gist.github.com/HugsLibRecordKeeper/953717dfb203497e8a44426150f8b4d7