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Messages - andrei2000pc

Pages: [1]
1
Mods / Re: Mod Bundles Tested [145+]
« on: February 16, 2016, 11:45:51 PM »
Same as Haplo, original M&Co. AlertSpeaker does not define any Fragment damageDef. It must be a modified version.

As for M&Co. Mining helemet, EnergyPack is defined in M&Co. Common so M&Co. Common must be loaded first. :)

Silly me. Just another human making a mistake. Will add the common. That is weird that I would have not had the common running at the same time I had these M&Co mods. Just saw the common folder with the other mods. It is enabled first. I downloaded new copies of M&Co mods and everything seemed to work. Removed your mod from the error list. Super thanks for the support. Will be adding (Rikiki) your mod to the list and see all errors that appears. I have a string of minor errors that appear in the game with other mods but no performance lose. I will pm (Rikiki) you when I finish posting yours to the list. Thanks also, Haplo. Have about 20 more mods to add to the list. Wishing everyone and myself luck. Wish more games could bypass the graphics and do more scripting!:)

Quote
You need to activate both mods in this order:
- M&Co. Common
- M&Co. ForceField

You need to activate both mods in this order:
- M&Co. Common
- M&Co. LaserFence

You need to activate both mods in this order:
- M&Co. Common
- M&Co. Alert speaker

You need to activate both mods in this order:
- M&Co. Common
- M&Co. Mining helmet
Why does your mod say to load in this order for each single mod? I was confused for a second. Others might take this as confusing if I found this confusing.

2
Off-Topic / Re: To Forum Staff
« on: February 10, 2016, 11:37:24 PM »
Interesting reading. Glad to see this conversation in the publics eye.

3
Mods / Re: Mod Bundles Tested [145+]
« on: February 09, 2016, 06:53:39 PM »
All of the omnimods are old and not supported by me anymore why are these even being used???

I had nothing else to do and wanted to try everything.
Thanks for showing interest in my post. Cheers,  Skullywag!

4
Mods / Re: Mod Bundles Tested [155+]
« on: February 08, 2016, 01:29:56 AM »
ADDITIONAL MODS RE-TESTED ON LOADUP

    <li>AdditionalJoySodas</li>
Could not resolve cross-reference to Verse.ThingDef named Syrup 20x
 
   <li>AdvancedLamps</li>
<shadowinfo><basewidth>0.3</basewidth><baseHeight>0.3</baseHeight><tallness>0.6</tallness><offset>(0,0,-0.1)</offset></shadowinfo> doesn’t correspond to any field in type GraphicData

    <li>Apothecarius</li>
BLANK SCREEN

    <li>Apparello</li>
NO ERRORS YET

    <li>AstroTec v4.0</li>
NO ERRORS YET

    <li>AutoEquip</li>
ReflectionTypeLoadException getting types in assembly AlienAnts:
System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded

    <li>BackstoriesCore_SK</li>
NO ERRORS YET

    <li>BatteriesStuffed-BatteriesStuffed-1.2</li>
NO ERRORS YET

    <li>Bulk_Meals</li>
NO ERRORS YET

    <li>Clutter</li>
NO ERRORS YET

    <li>CrashLanding_SK</li>
NO ERRORS YET

    <li>CyberneticStorm-A12D</li>
NO ERRORS YET

    <li>DrierBorealForest</li>
NO ERRORS YET

    <li>ED-CombatRealismCompatibility</li>
ReflectionTypeLoadEsxception getting types in assembly Combat Realism Compatibility:
System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded.

    <li>ED-PersonalAnimalShields</li>
Could not find a type named Enhanced_Development.PersonalShields.Animal.ShieldPawn x20

    <li>ED-Shields</li>
NO ERRORS YET
 
   <li>EnviroSeeds_SK</li>
NO ERRORS YET

    <li>ExpandedProsthetics&amp;OrganEngineering</li>
NO ERRORS YET

    <li>FishIndustry</li>
NO ERRORS YET

    <li>Heavy defences mod</li>
Key binding conflict: Architect_Security_Turret_ArtilleryBomb and  Architect_Security_MilitaryTurretGun are both bound to H x20
 
    <li>High Caliber (Combat Realism Patch)</li>
Could not load UnityEngine.Texture2D at Things/Item/Equipment/BallisticShield in an active mod or in base
resources x30

    <li>HydroponicRoom</li>
NO ERRORS YET

    <li>MAI</li>
NO ERRORS YET

    <li>MAI_Xtension</li>
NO ERRORS YET

    <li>Mending_SK</li>
NO ERRORS YET

    <li>Miscellaneous</li>
NO ERRORS YET

    <li>Miscellaneous_Patch_CombatRealism</li>
NO ERRORS YET

    <li>MoreMechanoids</li>
NO ERRORS YET

    <li>OmniDefence</li>
BLANK SCREEN

    <li>OmniEvents</li>
ReflectionTypeLoadException getting types in assembly Meteorite:
System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded x20

    <li>OmniFactions</li>
BLANK SCREEN

    <li>OmniFloors</li>
BLANK SCREEN

    <li>OmniJoy</li>
BLANK SCREEN

    <li>OmniLighting</li>
BLANK SCREEN

    <li>OmniMedical</li>
BLANK SCREEN

    <li>OmniPower</li>
BLANK SCREEN

    <li>OmniStorage</li>
BLANK SCREEN

    <li>OmniWeapons</li>
BLANK SCREEN

    <li>RimBeast</li>
Collection cannot init: No textures found at path Things/Item/Resource/AnimalProductRaw/EggBirdSmall

    <li>RimPharma v2.02</li>
NO ERRORS YET

    <li>Rimfire</li>
NO ERRORS YET

    <li>RimworldMods-master</li>
NO ERRORS YET

    <li>SCA11Core</li>
BLANK SCREEN

    <li>Superior Crafting Redesigned</li>
NO ERRORS YET

    <li>ToolsForHaul</li>
Key binding conflict: CommandPutInInventory and CommandTogglePower are both bound to V

    <li>Turret Collection Overkill</li>
Could not load UnityEngine.Texture2d at Things/Building/Security/TurretGun in any active mod or in base resources. x40

    <li>[A11 Faction] JaffaKree! Reborn</li>
XML error: <pointsCost>10</pointsCost> doesn’t correspond to any field in type PawnKindDef. x10
 

Minor errors showing up without any major performance lose. Feb 16

Smithing Bench
error: Tried to release Steel62801 that wasn’t reserved by Gregory
error: Tried to despawn Steel66834 which is already destroyed

Professional cook stove
error: Invalid maxNumToCarry: 0, setting to 1. Job was DoBill A=CookStove53731 B=Rawwheat54473 C=(127, 0, 101)

2 tailor’s workbench
error: MakeThing error: Tried to make Apparello_GShell from CharcoalLog which is not a stuff. Assigning default

Weapon Crafting Workbench to Smithing Bench
error: Tried to release Steel70804 that wasn’t reserved by Zhang

cat error 6 times
Fluffy_DomesticCat12305 threw exception while determining jobL System.MissingFieldException: Field “Verse.AI.Pawn MindState.lastDisturbanceTick’ not found

JobDriver threw exception in initAction. Pawn=Keuneke, Job=DoBill A=UpgradingStation59222 B=UnifinishedProsthesis68913 C=(129, 0, 99), Exception: System.InvalidOperationException: Operation is not valid due to the current state of the object
happening two times

Could not reserve Steel54453 for General doing job DoBill A=TableSculpting_FromKit49062 B=Steel54453 C=(150. 0. 93) for maxPawns 1. Existing reserver: Karen doing jo DoBill A=TableSculpting FromKit49062
happening two times

5
Mods / Re: Mod Bundles Tested [155+]
« on: February 07, 2016, 04:27:49 AM »
Testing all these mods with current list above. Making a total of about 160 mods. No major errors yet.

    <li>Apparello</li>
    <li>AstroTec v4.0</li> 
    <li>BackstoriesCore_SK</li>
    <li>Bulk_Meals</li>
    <li>Clutter</li>
    <li>ED-Core</li>   
    <li>ED-Shields</li>
    <li>ExpandedProsthetics&amp;OrganEngineering</li>
    <li>FishIndustry</li>
    <li>HydroponicRoom</li>
    <li>M&amp;Co. AlertSpeaker</li>
    <li>M&amp;Co. LaserFence</li>     
    <li>M&amp;Co. MiningHelmet</li> 
    <li>M&amp;Co. OutpostGenerator</li>           
    <li>Miscellaneous</li>
    <li>Miscellaneous_Patch_CombatRealism</li>
    <li>MoreMechanoids</li>   
    <li>MAI</li>
    <li>MAI_Xtension</li>
    <li>Mending_SK</li>

6
Mods / Mod Bundles Tested [155+]
« on: February 07, 2016, 01:58:06 AM »
Hello everyone. I do not know where to start this. The past many days, many hours, I have been testing as many mods together. Ever since Hardcore SK failed to work together for me, I have been doing this. I have now made a list of as many mods as I could find, put together and looked for errors. I will give a simple word or two of the error. Please inform me if you have any questions or are interested in more input. There is a slight lag difference when you pause the game and move verses moving around when the colonists are moving. To my laptop, mods with critical lags have been removed. Thank you for your time and thank you, Ludeon.

Hopefully all this information will help the mod creators and players on current mod bugs and fixes.

My method of testing is:
Debug action menu ---> auto test tab Make Colony (full)
Tested individual mods or in groups
Time length: 5 to 10 in game days
Map size: 400 x 300
Colony size: 30-70
Mac OS X 10.9.5
Performance: slows past 50+ colonists

Slows more for every increase in game speed.
Manageable with 150 colonist at slow speed
and 200+ animal spawns around map.

No errors were found in-game when all mods below were put together in ModsConfig.xml
Please inform me if you find an error with any combination of these mods together.

    <li>Core</li>
    <li>CCL_SK</li>

     <li>AbilityPack</li>
    <li>Additional Joy Objects v2.75</li>
    <li>AlienAnts</li>
    <li>American Civil War Weapons</li>
    <li>Ancient Amulets v1.01</li>
    <li>AnimalHideWorking</li>
    <li>Armor Crafting 1.21</li>
    <li>Assassin Dagger v1.01</li>
    <li>Apparello</li> 
    <li>Better_Tribals</li>     
    <li>Bulk_Meals</li>       
    <li>BackstoriesCore</li>
    <li>BionicReplacementsCrafting 1.2</li>

    <li>CaveworldFlora</li>
    <li>CombatRealism</li>
    <li>ConduitsStuffed-ConduitsStuffed1.1</li>
    <li>ContainersForStuff</li>
    <li>CoreBackstories</li>   
    <li>Craftable Guns</li>
    <li>Craftable Medicines</li> <!-- Three Medicine mods -->
    <li>DrierBorealForest</li>     
    <li>Darkness</li>   
    <li>DefenceShield-DefenceShield1.3</li>
    <li>DermalRegenerator-DermalRegenerator1.4</li>

    <li>ED-Core</li>
    <li>ED-AutoLoader</li>
    <li>ED-DeepStrike</li>
    <li>ED-Embrasures</li>
    <li>ED-LaserDrill</li>
    <li>ED-PersonalNanoShields</li>   
    <li>ED-ReverseCycleCooler</li>
    <li>ED-Stargate</li>
    <li>ED-Vent</li>
    <li>ED-WirelessPower</li>
    <li>EdBModOrder</li>   
    <li>EnviroSeeds_SK</li>         
    <li>Extra Floors v1.02</li>
    <li>ExtendedWoodworking</li>
    <li>ExtendedStorage-ExtendedStorage1.2</li>
    <li>ExtendedMedicine-ExtendedMedicine1.1</li> <!-- Three Medicine mods -->

    <li>EdBPrepareCarefully</li>   
    <li>Embrasures 1.5</li>
    <li>ESM - DoNotDisturb</li>
    <li>ESM - MineVein</li>
    <li>ESM - MountainTemp</li>
    <li>ESM - SmoothWall</li>
    <li>Grow Goods</li>
    <li>GlitterTech</li>
    <li>HotCold_Minification</li>
    <li>HotCold_Biomes</li>
    <li>Hospitality</li>
    <li>Harsher Map Conditions</li>
    <li>High Caliber</li> 

    <li>Industrialisation</li>
    <li>Ish_MedievalArmor</li>
    <li>Ish_MedievalDefenses</li>
    <li>Ish_MedievalNobleHouse</li>
    <li>Ish_MedievalWeapons</li>
    <li>LessIncidentTrolling</li>     
    <li>LT_ASA</li>
    <li>LT-GTC</li>
    <li>LT_Brighten</li>
    <li>LT_DoorMat</li>
    <li>LT_ExpHistory</li>
    <li>LT_FixBone</li>
    <li>LT_Gardening</li>
    <li>LT_Infusion</li>
    <li>LT_NoCleaningPlease</li>
    <li>LT_RedistHeat</li>
    <li>LT_Soiling</li>   

    <li>M&amp;Co. Common</li>
    <li>M&amp;Co. ForceField</li>
    <li>M&amp;Co. MMS</li>
    <li>Mannable Turrents 1.2.6</li>   
    <li>Marines_SK</li>
    <li>MechanoidTerraformer</li>
    <li>Medical Training</li> 
    <li>MedicineKitCrafting 1.4</li> <!-- Three Medicine mods -->
    <li>MiniAMReactor</li>
    <li>MIRV Artillery 1.2.6</li>
    <li>Miscellaneous_TrainingFacility</li>
    <li>Miscellaneous_TrainingFacility_Patch_CombatRealism</li>
    <li>ModdedChargeLance</li>
    <li>Modular Tables</li>
    <li>ModularSolars1.10</li>
    <li>More Vanilla Turrets</li>
    <li>MorePlanning</li>
    <li>NaturalSurgery</li>
    <li>NeurotrainerCrafting 1.2.1</li>   
    <li>Norbals</li>   
    <li>Numbers</li>     

    <li>Pawn State Icons</li>   
    <li>PersonalShieldMKII-PersonalShieldMKII1.2</li>
    <li>Pirates!</li>   
    <li>PopCap+</li>
    <li>PowerCell-PowerCell1.2</li>
    <li>Powerless! v1.41</li>   
    <li>PowerSwitch</li>
    <li>PrisonImprovements</li>               
    <li>RaidSanity</li>
    <li>ReplacementOrganCrafting 1.2</li>       
    <li>Rimfire 1.8</li>           
    <li>Rimsenal</li>
    <li>Rimsenal_Federation</li>
    <li>Rimsenal_hair</li>   
    <li>Rimsenal_Security</li>
    <li>Rimsenal_Storyteller</li>
    <li>RT Fusebox</li>   
    <li>RT Storage</li>   
    <li>RTFTJ</li>     
    <li>RTGs</li>     
 
    <li>RW_A2B</li>
    <li>RW_A2B_Selector</li>
    <li>RW_A2B_Teleport</li>       
    <li>RW_Cats-12d.9c</li>
    <li>RW_MedicalInfo</li>     
    <li>RW_ResearchInfo</li>       
    <li>RWAutoSell</li>   
    <li>RaidSanity</li>
    <li>RimworldMods-master</li>       
    <li>Skynet_SK</li>   
    <li>SmallSolarsStuffed-SmallSolarsStuffed-1.3</li>
    <li>SmallWalls1.8</li>   
    <li>Soda Brewing v1.42</li>     
    <li>SolarsStuffed-SolarsStuffed-1.2</li>     
    <li>T-ConditionRed</li>
    <li>T-CoreCropTweaks</li>
    <li>T-ExpandedCloth</li>
    <li>T-ExpandedCrops</li>
    <li>T-MiscStuff</li>

    <li>TargetPractise</li>
    <li>Teleportation</li>
    <li>ThermalsStuffed-ThermalsStuffed-1.2</li>         
    <li>TilledSoil</li>   
    <li>Training Rack 1.0</li>       
    <li>Turret Collection</li>
    <li>USCM</li>       
    <li>Vegetable Garden v3.4</li>   
    <li>VeinMiner</li>   
    <li>Weapon Crafting 1.41</li>
    <li>World Wars Weapons</li>       
    <li>ZenGarden v1.01</li>
    <li>[Weapons] Misriah Armories</li>
               

Mods with load up error:
    <!-- <li>AdditionalJoySodas</li> Syrup error -->
Exception filling window for Verse.Dialog_DebugActionsMenu: System .NullReference Exception: Object reference not set to an instance of an object
    <!-- <li>FishIndustry</li> WorkTypeDef error --> 
    <!-- <li>Zombie Apocalypse_SK</li>  InstallOrgan error-->
    <!-- <li>RT Fusebox</li> named Powerl error-->
    <!-- <li>LT_ADogSaid</li> animal bug-->
    <!-- <li>MindAlteringDevice</li> BiosyntheticMaterial error -->
    <!-- <li>LogWall-Stuffed</li> Texture2D error -->
    <!-- <li>ExtendedFabrics-ExtendedFabrics1.0</li> harvesYieldRange error -->
    <!-- <li>Recycling</li> There are 65 defs loaded error --> 
    <!-- <li>SnowMachine</li> No Verse.ThingDef error  -->
    <!-- <li>MD2Base</li> -->
    <!-- <li>MD2Fortifications-12.0.0</li> -->
    <!-- <li>MD2Industry</li> -->
    <!-- <li>MD2Manufacturing</li> -->
    <!-- <li>MD2Power</li> -->
    <!-- <li>MD2Storage</li> -->
    <!-- <li>PreTranscended</li> PawnKindDef error--> 
    <!-- <li>ED-PersonalAnimalShields</li> shield error -->       
<!-- BELOW ALPHA 11 mod with errors-->
    <!-- <li>AutoHuntBeacon</li> -->
    <!-- <li>BunkerTech</li> -->
    <!-- <li>CTS</li> -->
    <!-- <li>ED-CombatRealismCompatibility</li> -->
    <!-- <li>ED-OmniGel</li> -->
    <!-- <li>ED-Plants24H</li> -->
    <!-- <li>Extreme Temperature Shields</li> -->   
    <!-- <li>FishIndustry_SK</li> -->
    <!-- <li>Liandri Corp</li> -->
    <!-- <li>Medical Drinks</li> -->
    <!-- <li>ProjectArmory300</li> -->
    <!-- <li>RT Fusebox_SK</li> -->       
    <!-- <li>Suicide Bomb</li> -->
    <!-- <li>SeedsPlease</li> -->

No error found:
    <!-- <li>NonDecayingStorage 1.0</li> too many colors -->
    <!-- <li>T-MoreBedsCloth</li> too many choices -->
    <!-- <li>T-MoreBedsVanilla</li> repeat -->
    <!-- <li>T-MoreFloors</li> Extra tab -->
    <!-- <li>BatteriesStuffed-BatteriesStuffed-1.2</li> never used --> 
    <!-- <li>Heavy defences mod</li> multiple turrets -->
    <!-- <li>Superior Crafting Redesigned</li> 16 tables added-->

Mods no longer with load-up errors but still testing:
    <!-- <li>Clutter</li> window error -->
    <!-- <li>ED-Shields</li> type ThingDef error x20-->
    <!-- <li>MoreMechanoids</li>  FogGrid error -->
    <!-- <li>M&amp;Co. LaserFence</li> MatterManipulation error -->
    <!-- <li>Mending_SK</li>  WorkTypeDef error -->
    <!-- <li>MAI</li> PlasteelBar error-->
    <!-- <li>Ish_MedievalNobleHouse</li> -->


-------------------------------------------------------------------
Disclaimer: These are mods created by the mod community.
Might make a link to the actual mods if required.

7
Ideas / Re: Do you think Steel ore should be Iron ore instead?
« on: February 06, 2016, 04:51:23 AM »
I second for Iron. Every other popular game has gone from Iron to Steel. No reason to start skipping a element to make other processes simpler. I am always for the harder route in life. I want this to grow!:)

8
Ideas / Re: Better performance
« on: February 04, 2016, 06:35:18 AM »
This is not a dwarf fortress game. The owner is here for the money. Fair enough. This game core source code will never be touched by anyone outside of Ludeon studios after the release. Most see that there should at least be enough respect for more help obtained on getting performance fixed. Peoples ego should not be mixed with teamwork and cooperation. In other words, more skilled workers should be brought up to Ludeon studios expectations and invited. Move the progress of the game, quicker before boredom kicks in. No one wants to lose.

I did not want to edit my post. I wanted to be honest and brash. Very thankful for this simulation game.
Many thanks to all the testers and the creators. Thanks.

9
Outdated / Re: (A12D) cybernetic storm
« on: January 17, 2016, 11:09:32 PM »
Glad to see new updates. Might be adding this to my list of mods that others could find. Thank you.

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