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Messages - Hyena

#1
I am having a problem with hauling/inventory management. (I saw someone mention a similar/same problem a few posts back, so I am adding my two cents)

Pawns will sometimes get stuck in a loop of picking up and dropping an object. I wasn't sure what was happening in previous situations it occurred (usually just telling them to do something else 'fixed' it), but in this recent case, I had a pawn getting very confused about hauling ammunition.

He seemed absolutely determined to move charged cells to Stockpile 1. He would pick them up, drop them, pick them up, drop them, over and over, gradually moving him and the cells 'south' down the map until hitting an impassable object, and then he would keep picking up/dropping the item there in a loop.

The really strange thing was that the cells were already in Stockpile 1. So I have no idea why he decided to move them in the first place.

The only thing that currently makes sense is that charged cells are part of his current loadout (100 of them for his charged rifle). If I remove them (edit for clarity: and the rifle) from his loadout, the bug basically stops, and he puts all of the cells in his inventory and drops the rifle.

In case it matters, in this case I had changed the default Nothing loadout to one that included the charge rifle + ammo, rather than create a new loadout.

Mod List:
Core
Hugslib
Dubs Bad Hygiene
Combat Realism
Vegetable Garden
Xeva's Rimhair
The Birds and the Bees
Fluffy Breakdowns
Worktab
Colony Manager
Animal Tab
Medical Tab
Relations Tab
OSHA Compliance
Fences and Floors
Glass+Lights
I Can Fix It!
#2
I was looking forward to the scenario system, as I quite like the idea of setting up situations, but I was surprised that some options that seemed fairly obvious to me, were left out. Such as the ability to select a forced backstory, in the same way forced traits are an option. I can't understand why one would be there while another isn't, especially since character backstory is a lot more relevant to setting up a scenario than traits are - for example, I wanted to create a scenario where a rancher/cattle transporter crashes on a planet with nothing but himself, some surviving cattle, and just way too much milk on its way to spoiling.

Unfortunately this can't be done, and instead I find myself looking at mods like Prepare Carefully that have been around for several game versions to do what this update basically promised to do. =(

Still, it's nice to have the steam workshop for mods now.
#3
Outdated / Re: [A13] Mod MEGA PACK - reloaded
June 09, 2016, 11:55:05 PM
And now I'm having a problem where I cannot load saves made with the pack. From a fresh install, started a new world/colony, played for a bit, tried to load a save, and got an error just like Spencerroo9.

Snipped out some parts of the log to meet the character limit.

Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F2E5018.dll
Initialized the EdB Mod Order mod

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Non platform assembly: data-0EE0C068 (this message is harmless)
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0EE0C068.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F12D010.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F132E18.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F138E48.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F13E600.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F2EDF70.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F2FA3D8.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F1A4C60.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F312280.dll
Platform assembly: C:\Games\RimWorld1135Win\RimWorld1135Win_Data\Managed\System.Configuration.dll (this message is harmless)
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F325580.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F32E108.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F32F510.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F1A1450.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F339328.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F346958.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0EE45098.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F348160.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F34A568.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F369B80.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F36BD88.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F36E390.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F3737A0.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F3751A8.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F384DC0.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F385FC8.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F3881D0.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F38ADD8.dll
..
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F395FE8.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F3A7330.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F3B0070.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F3C1088.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F3D92D0.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F3DD6D8.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F3ED0F8.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F1A3058.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F494010.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F436008.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F4C8008.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F4E2C18.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F443888.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F4E5620.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F4E6828.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F19DC40.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F4F8238.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F4FFC48.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F51D860.dll
MapComponentInjector: initializing for RTMadSkills.MapComponent_RTSkillIncreaser

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F51F668.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F525478.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F526680.dll
Could not load UnityEngine.Texture2D at Things/Building/Embrasure/Embrasure in any active mod or in base resources.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

MatFrom with null sourceTex.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

116CC9F8

(Filename: ...UnityEngineDebug.cpp Line: 56)

Community Core Library :: v0.13.3

(Filename: ...UnityEngineDebug.cpp Line: 56)

(Validations)

(Filename: ...UnityEngineDebug.cpp Line: 56)

Community Core Library :: Advanced Research :: Validations :: Validated

(Filename: ...UnityEngineDebug.cpp Line: 56)

Community Core Library :: Minimap Controller :: Validations :: Validated


(Filename: ...UnityEngineDebug.cpp Line: 56)

Plants24H.DetourInjector.Inject() Compleated.

(Filename: ...UnityEngineDebug.cpp Line: 56)

Inspector tab types on humans:

(Filename: ...UnityEngineDebug.cpp Line: 56)

ITab_Pawn_Health

(Filename: ...UnityEngineDebug.cpp Line: 56)

ITab_Pawn_Needs

(Filename: ...UnityEngineDebug.cpp Line: 56)

ITab_Pawn_Character

(Filename: ...UnityEngineDebug.cpp Line: 56)

ITab_Pawn_Training

(Filename: ...UnityEngineDebug.cpp Line: 56)

ITab_Pawn_Gear

(Filename: ...UnityEngineDebug.cpp Line: 56)

ITab_Pawn_Guest

(Filename: ...UnityEngineDebug.cpp Line: 56)

ITab_Pawn_Prisoner

(Filename: ...UnityEngineDebug.cpp Line: 56)

ITab_Pawn_Social

(Filename: ...UnityEngineDebug.cpp Line: 56)

Resolved tab instances on humans:

(Filename: ...UnityEngineDebug.cpp Line: 56)

Health

(Filename: ...UnityEngineDebug.cpp Line: 56)

Needs

(Filename: ...UnityEngineDebug.cpp Line: 56)

Character

(Filename: ...UnityEngineDebug.cpp Line: 56)

Training

(Filename: ...UnityEngineDebug.cpp Line: 56)

Gear

(Filename: ...UnityEngineDebug.cpp Line: 56)

Guest

(Filename: ...UnityEngineDebug.cpp Line: 56)

Prisoner

(Filename: ...UnityEngineDebug.cpp Line: 56)

Social

(Filename: ...UnityEngineDebug.cpp Line: 56)

Community Core Library :: Injection Controller :: Initialization :: Initialized


(Filename: ...UnityEngineDebug.cpp Line: 56)

Community Core Library :: Advanced Research :: Initialization :: Initialized

(Filename: ...UnityEngineDebug.cpp Line: 56)

Community Core Library :: Help System :: Completed in 00:00:01.2244034


(Filename: ...UnityEngineDebug.cpp Line: 56)

Community Core Library :: Help Generator :: Initialization :: Initialized

(Filename: ...UnityEngineDebug.cpp Line: 56)

Community Core Library :: Library Core :: Initialization :: Mod Configuration Menus initialized

(Filename: ...UnityEngineDebug.cpp Line: 56)

Community Core Library :: Minimap Controller :: Initialization :: Initialized


(Filename: ...UnityEngineDebug.cpp Line: 56)

Community Core Library :: Initialized

(Filename: ...UnityEngineDebug.cpp Line: 56)

Hospitality injected.

(Filename: ...UnityEngineDebug.cpp Line: 56)

UnloadTime: 0.939623 ms
Unloading 4 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)

Unloading 22 unused Assets to reduce memory usage. Loaded Objects now: 7317.
Total: 38.318584 ms (FindLiveObjects: 0.183718 ms CreateObjectMapping: 0.457130 ms MarkObjects: 37.103077 ms  DeleteObjects: 0.084745 ms)

Platform assembly: C:\Games\RimWorld1135Win\RimWorld1135Win_Data\Managed\Boo.Lang.dll (this message is harmless)
Initializing map from file Silver Pines with mods Core, Community Core Library, Community Core Library - Vanilla Tweaks, EdBModOrder, Darkness_Lights_A13_1.0, PowerSwitch, Miscellaneous_Core, Miscellaneous_MapGenerator, Miscellaneous_Incidents, MoreSunLamps, HeatedSunLamps, Recycle, RoofBomb-RoofBomb1.3, RW_EnhancedTabs-0.13.0.1, DermalRegenerator-DermalRegenerator1.5, AdditionalLighting-AdditionalLighting1.6, VeinMiner, AllowTool, Smart Bears, LessIncidentTrolling, RT_Fuse-A13-1.0.0, RT_SolarFlareShield-A13-1.0.0, EdBColonistBar, DESurgeries, Trade-12, ED-AutoLoader, ED-OmniGel, ED-SubspaceTransponder, ED-Moat, ED-Embrasures, ED-LaserDrill, ED-Plant24H, ED-ReinforcedStuff, ED-Shields, ED-ClosableVent, ED-PoweredVent, ED-ReverseCycleCooler, BetterCoolers-BetterCoolers1.1, BetterVents-BetterVents1.1, ED-ReverseCycleCooler-BetterCoolers, ED-ClosableVent-BetterVents, ED-PoweredVents-BetterVents, ExtendedFabrics-ExtendedFabrics1.2, Fences, Modular Tables, kNumbers-0.4.3.1-A13, RW_Blueprints-0.13.0.1, RW_MedicalInfo-0.13.0.1, oceanmod, Bulk_Meals, M&Co. MMS, CaveworldFlora, LT_NoCleaningPlease-0.13.0.1, LT_Soiling, Trait Pack, CombatRealism, CombatRealism Defence, ED-Shields-CR, ED-Embrasures-CR, ExpandedProsthetics&OrganEngineering, CombatRealism EPOE, High Caliber, High Caliber (Combat Realism Patch), Rimfire for CombatRealism, Rimworld Westernization Project, Misc_Patch_-_Core_-_CombatRealism, Hospitality, CTS, SolarsStuffed-SolarsStuffed-1.3, ThermalsStuffed-ThermalsStuffed-1.3, BatteriesStuffed-BatteriesStuffed-1.3, ConduitsStuffed-ConduitsStuffed1.2, SmallSolarsStuffed-SmallSolarsStuffed-1.4, FastFloors, Stonecutting Tweak, SkilledBuilderOff, TRCaravans, AnimuHair, Rimsenal_hair, xeva_hair, Rimsenal_Storyteller, More Furniture, Mad Skills, Component Factory, ExtendedStorage-ExtendedStorage1.5, AnimalHideWorking, DarknessRevampSB, and RW_AreaUnlocker-0.13.0.1

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Exception from asynchronous event: System.InvalidOperationException: SaveableFromNode exception: System.NullReferenceException: Object reference not set to an instance of an object

  at CaveworldFlora.MapComponent_CavePlant.GetCavePlantDefsList () [0x00000] in <filename unknown>:0

  at CaveworldFlora.MapComponent_CavePlant.ExposeData () [0x00000] in <filename unknown>:0

  at Verse.ScribeExtractor.SaveableFromNode[MapComponent] (System.Xml.XmlNode subNode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
Subnode:
<li Class="CaveworldFlora.MapComponent_CavePlant" />

  at Verse.ScribeExtractor.SaveableFromNode[MapComponent] (System.Xml.XmlNode subNode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0

  at Verse.Scribe_Collections.LookList[MapComponent] (System.Collections.Generic.List`1& list, Boolean saveDestroyedThings, System.String label, LookMode lookMode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0

  at Verse.Scribe_Collections.LookList[MapComponent] (System.Collections.Generic.List`1& list, System.String label, LookMode lookMode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0

  at Verse.Map.ExposeComponents () [0x00000] in <filename unknown>:0

  at Verse.MapIniter_LoadFromFile.InitMapFromFile (System.String fileName) [0x00000] in <filename unknown>:0

  at Verse.RootMap.<Init>m__513 () [0x00000] in <filename unknown>:0

  at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action action) [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Not all loadIDs which were read were consumed. 23 singles and 23 lists remain.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not execute post-long-event action. Exception: System.NullReferenceException: Object reference not set to an instance of an object

  at Verse.VerbTracker.get_PrimaryVerb () [0x00000] in <filename unknown>:0

  at Verse.CompEquippable.get_PrimaryVerb () [0x00000] in <filename unknown>:0

  at Combat_Realism.CompFireModes.get_verb () [0x00000] in <filename unknown>:0

  at Combat_Realism.CompFireModes.InitAvailableFireModes () [0x00000] in <filename unknown>:0

  at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not execute post-long-event action. Exception: System.NullReferenceException: Object reference not set to an instance of an object

  at Verse.VerbTracker.get_PrimaryVerb () [0x00000] in <filename unknown>:0

  at Verse.CompEquippable.get_PrimaryVerb () [0x00000] in <filename unknown>:0

  at Combat_Realism.CompFireModes.get_verb () [0x00000] in <filename unknown>:0

  at Combat_Realism.CompFireModes.InitAvailableFireModes () [0x00000] in <filename unknown>:0

  at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not execute post-long-event action. Exception: System.NullReferenceException: Object reference not set to an instance of an object

  at Verse.VerbTracker.get_PrimaryVerb () [0x00000] in <filename unknown>:0

  at Verse.CompEquippable.get_PrimaryVerb () [0x00000] in <filename unknown>:0

  at Combat_Realism.CompFireModes.get_verb () [0x00000] in <filename unknown>:0

  at Combat_Realism.CompFireModes.InitAvailableFireModes () [0x00000] in <filename unknown>:0

  at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not execute post-long-event action. Exception: System.NullReferenceException: Object reference not set to an instance of an object

  at Verse.VerbTracker.get_PrimaryVerb () [0x00000] in <filename unknown>:0

  at Verse.CompEquippable.get_PrimaryVerb () [0x00000] in <filename unknown>:0

  at Combat_Realism.CompFireModes.get_verb () [0x00000] in <filename unknown>:0

  at Combat_Realism.CompFireModes.InitAvailableFireModes () [0x00000] in <filename unknown>:0

  at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not execute post-long-event action. Exception: System.NullReferenceException: Object reference not set to an instance of an object

  at Verse.VerbTracker.get_PrimaryVerb () [0x00000] in <filename unknown>:0

  at Verse.CompEquippable.get_PrimaryVerb () [0x00000] in <filename unknown>:0

  at Combat_Realism.CompFireModes.get_verb () [0x00000] in <filename unknown>:0

  at Combat_Realism.CompFireModes.InitAvailableFireModes () [0x00000] in <filename unknown>:0

  at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not execute post-long-event action. Exception: System.NullReferenceException: Object reference not set to an instance of an object

  at Verse.VerbTracker.get_PrimaryVerb () [0x00000] in <filename unknown>:0

  at Verse.CompEquippable.get_PrimaryVerb () [0x00000] in <filename unknown>:0

  at Combat_Realism.CompFireModes.get_verb () [0x00000] in <filename unknown>:0

  at Combat_Realism.CompFireModes.InitAvailableFireModes () [0x00000] in <filename unknown>:0

  at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not execute post-long-event action. Exception: System.NullReferenceException: Object reference not set to an instance of an object

  at Verse.VerbTracker.get_PrimaryVerb () [0x00000] in <filename unknown>:0

  at Verse.CompEquippable.get_PrimaryVerb () [0x00000] in <filename unknown>:0

  at Combat_Realism.CompFireModes.get_verb () [0x00000] in <filename unknown>:0

  at Combat_Realism.CompFireModes.InitAvailableFireModes () [0x00000] in <filename unknown>:0

  at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not execute post-long-event action. Exception: System.NullReferenceException: Object reference not set to an instance of an object

  at Verse.VerbTracker.get_PrimaryVerb () [0x00000] in <filename unknown>:0

  at Verse.CompEquippable.get_PrimaryVerb () [0x00000] in <filename unknown>:0

  at Combat_Realism.CompFireModes.get_verb () [0x00000] in <filename unknown>:0

  at Combat_Realism.CompFireModes.InitAvailableFireModes () [0x00000] in <filename unknown>:0

  at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

UnloadTime: 1.157982 ms
Unloading 1 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)

Unloading 2 unused Assets to reduce memory usage. Loaded Objects now: 7316.
Total: 130.020981 ms (FindLiveObjects: 0.160521 ms CreateObjectMapping: 0.423418 ms MarkObjects: 128.437103 ms  DeleteObjects: 0.119076 ms)

#4
Outdated / Re: [A13] Mod MEGA PACK - reloaded
June 09, 2016, 08:08:22 PM
Update: Even after removing the mod pack and deleting the ModConfig I was still getting the blackscreen, so I ended up deleting the game and reinstalling fresh. After that, installing the mod worked fine.

I'm not entirely sure if the blackscreen was related to the mod pack or what. But if anyone else has that issue, just reinstall the game I guess.
#5
I don't think the game is 'skipping' anything, really. You're playing as ship-wrecked members of a vastly technologically advanced people. Yeah the options for primitive weapons are there if you're in a pinch, but keep in mind that the projectile weapons in the game are largely described as being basically 'primitive' by the standards of the glitter worlds. They have tools and technologies that would make us blush, presumably.

I'm not necessarily against dragging out the 'primitive' period and getting more use out of those options, but I'm not sure I agree that there's some problem with the way the game is set up. It's not Minecraft, it's supposed to be a wild-west thing. People have guns. That's sort of the theme of the game and it makes sense in the context of the game.

I would like to see seeds turned into an item though, and only starting with a small 'survival pack' that you must get by with.
#6
Outdated / Re: [A13] Mod MEGA PACK - reloaded
June 09, 2016, 07:43:27 PM
Ugh. For some reason when I try to load the game after installing this pack, the game gets to 'Loading Defs' and then goes black screen.

I'm pretty sure I did everything correctly, it's not my first rodeo with mods. The new ModConfigs.xml file is in the right location, all other files in that folder were deleted, and the mods themselves are obviously in the right spot.

Notably, if I try to launch a second time, it goes straight to 'Initializing Interface' and then goes blackscreen.
#7
It would be interesting if the caravans got fed up with you if you didn't actually trade with them, and there was an imposed delay between when you could request caravans depending on how 'profitable' the previous caravan was. Surely they don't like to send out people for no good reason.

That way people would be more likely to only request caravans when they have stuff to trade rather than just requesting them immediately on the off-chance they have something the player wants, or whatever.

No idea how yoi could determine whether a trade caravan was 'profitable' though.
#8
Quote from: Killaim on May 13, 2016, 12:20:42 PM
well damn. tried the mod loved it, especially the hold your fire button, then mechanoids came. one centipeed murdered me completely.

They are a huge hassle. Especially since it's possible for them to show up well before you've acquired launchers/explosives. I've been attacked by one where the only weapon I had that could deal with it was a mortar. That was awful.

You can damage the sensors with gunfire, at least, and it will run out of ammo (eventually) so if you manage it you can at least reduce it to an ineffectual slug-monster that will only attack if you get close enough for it to melee. Even if you can't kill it.
#9
Ideas / Re: Hunting Ground Zone
May 13, 2016, 02:22:39 PM
Quote from: cultist on May 13, 2016, 05:36:53 AM
It's not gonna work. Animals move around too much, especially when you shoot at them or the map is cold. You'd constantly run into situations where your hunter just stops dead in their tracks and walks home because an animal moved 3 inches outside the zone. Just accept that hunting is dangerous and not something you just auto 5 pawns at once.

I think you're really misunderstanding the intention here. The intent isn't to create small zones where you want to hunt, but to create zones where you don't want to hunt. 90% of the map could be hunting grounds. But there's no reason to run around your farms chasing a rabbit (unless you are going to micro it).

I don't think it's going to be difficult or cause complications if your hunter decides to not fire the weapon around your other working pawns.

If it makes you feel better, could always reverse it and call it a 'no hunting zone' and just paint the area you don't want your hunters to hunt. Because it's stupid and dangerous to fire off weapons around other pawns when you're not directing them manually.
#10
Ideas / Hunting Ground Zone
May 12, 2016, 03:38:21 PM
Given the AI's propensity to waltz in front of people shooting guns/bows, it's incredibly frustrating when you find out a colonist has been injured because your hunter is taking potshots at a rabbit that wandered into your home area.

The idea is that you must hunt in a hunting zone. You would select the area you want to hunt in, and it would be handled similarly to the areas and animal areas (it would be invisible unless being managed). Your hunters will not attack animals outside of these zones, thus avoiding most cases of friendly fire.

By default, if no hunting ground is set, hunters will hunt anywhere on the map.
#11
Ideas / Re: World Flavor: From Simple to Complex
May 12, 2016, 02:13:09 PM
I myself kind of prefer the earth-like aesthetic. It might not be terribly hard for modders to reskin a more alien world, also, so if that's what you're into maybe that's the solution.

I sort of doubt the game will go this way, because a funky weird green/blue whatever world would definitely lose the overarching 'wild west/colonialism' visual and audio theme of the game.

In any case, if this kind of feature does get added, I hope that it comes less in the form of randomization and more in the form of selecting from two or more pre-set planets with variations in themes, with their own biomes. One would be your default wild-west type world, one might be an alien jungle, whatever. I dunno.
#12
There would need to be a way for the game to determine how much fuel-value each item would use. Preferably it would need to be formulaic based on its intrinsic qualities rather than a new tag, otherwise modded in objects wouldn't work.

Perhaps based on its weight and remaining hit points.
#13
Ideas / Re: Prioritize extinguishing colonists
May 12, 2016, 02:04:01 PM
+G

Kind of a no-brainer.
#14
Ideas / Re: Your Cheapest Ideas
May 12, 2016, 02:01:51 PM
Quote from: b0rsuk on May 12, 2016, 02:50:34 AM
On the Deconstruct button, show a tooltip telling the (estimated) amount of resources and components I'd get. I'm currently playing permadeath, have 24 components and need 18 more to afford 10 cryptosleep caskets. I might get enough by deconstructing my base, but I don't know.

Either way, components as a game mechanic suggest a recycling approach.

+1, that would be super helpful.
#15
Ideas / Re: "Colony" Factions
May 12, 2016, 02:00:54 PM
Sort of a 'retire colony' option? Turn them into an NPC group? That would be neat. There might need to be an upper limit on how many factions could be added this way, or else certain menus could get cluttered. Perhaps the game picks the nearest 4 to appear as factions you can communicate with, or randomly selects 4, or whatever.