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Messages - Igan

#1
Basically, I play with a heavy modded game. Not every mod is quite big nor it implies big overhauls, but there's a lot of them (around 112 I think) in my game. I've been getting the next error for quite a while so removed a lots of mods trying to pinpoint which one is breaking my game.

Thing is, whenever a Mechanoid Ship crashes and I shoot at it, usually only the first shoot actually damages the ship -and releases the mechs-, the other ones do nothing, not even a 0 damage, and every "bullet" just bring the next error, making it impossible to actually damage the ship.

Exception ticking Bullet_BoltActionRifle1002: System.MissingMethodException: Cannot create an abstract class 'Verse.ThingComp'.
at System.Activator.CheckAbstractType (System.Type) <0x000aa>
at System.Activator.CreateInstance (System.Type,bool) <0x00039>
at System.Activator.CreateInstance (System.Type) <0x00012>
at Verse.ThingWithComps.InitializeComps () <0x0007e>
at Verse.ThingWithComps.PostMake () <0x0001e>
at Verse.ThingMaker.MakeThing (Verse.ThingDef,Verse.ThingDef) <0x00258>
at Verse.PawnGenerator.TryGenerateNewNakedPawn (Verse.PawnGenerationRequest&,string&,bool) <0x0009d>

at Verse.PawnGenerator.GenerateNewNakedPawn (Verse.PawnGenerationRequest&) <0x00174>
at Verse.PawnGenerator.GeneratePawnInternal (Verse.PawnGenerationRequest) <0x0054f>
at Verse.PawnGenerator.GeneratePawn (Verse.PawnGenerationRequest) <0x00024>
at Verse.PawnGenerator.GeneratePawn (Verse.PawnKindDef,RimWorld.Faction) <0x00127>
at RimWorld.CompSpawnerMechanoidsOnDamaged.TrySpawnMechanoids () <0x002da>
at RimWorld.CompSpawnerMechanoidsOnDamaged.PostPreApplyDamage (Verse.DamageInfo,bool&) <0x00111>
at Verse.ThingWithComps.PreApplyDamage (Verse.DamageInfo,bool&) <0x00068>
at Verse.Building.PreApplyDamage (Verse.DamageInfo,bool&) <0x000f1>
at (wrapper dynamic-method) Verse.Thing.TakeDamage_Patch0 (object,Verse.DamageInfo) <0x0018c>
at RimWorld.Bullet.Impact (Verse.Thing) <0x00245>
at Verse.Projectile.CheckForFreeIntercept (Verse.IntVec3) <0x00170>
at Verse.Projectile.CheckForFreeInterceptBetween (UnityEngine.Vector3,UnityEngine.Vector3) <0x0028c>
at Verse.Projectile.Tick () <0x001c9>
at Verse.TickList.Tick () <0x002c6>


Screenshot of a Quickstart Game, summoning the event with the dev tools.
https://i.imgur.com/NExEnGE.png

You can found the full log and mod list at
https://gist.github.com/HugsLibRecordKeeper/d07985253f84b0651a58496246064e79

Strange enough, placing a Ship like a furniture with the dev tools causes no errors and eats all the damage.
https://i.imgur.com/kVa5lKA.png

Thanks beforehand 😓
#2
Hey, is StuffedVents still working on B18?

Am searching all my old mods to burn my time again
#3
Any word about the Linux/MacOS crashes? Is there anything we can do for help?
#4
Any news about the Work Tab?
#5
Releases / Re: [A17] Support Beams - v1.2
July 04, 2017, 06:37:50 PM
Holy shit how did I even played without this?

Awesome mod!
#6
Quote from: Marnador on April 04, 2017, 11:06:51 PM
Had to be done, Devastators felt a little too easy to maintain considering you're getting a burst of 5 shells with tighter spread of 8 cells instead of 12.
Even with the ammo disadvantage cells are still more safe.
That said, I looked through the numbers again and 2 components is a bit expensive, I'll drop it down to 1 component instead.

Why don't repurpose the old mortar shells? By the time you got the Devastator Mortar, usually you already have been using the normal mortars for a while, and possibly have a nice amount of shells stored. Even more, possibly obtained them either by buying them from pirate merchants and looting from failed sieges.

In the late game, components are somewhat scarse and a pain in the ass to fabricate from scratch. Mortar shells are more abunants.

It could be 1 mortar sheel + a nice amount of silver to produce the cells, since practically the 5 kW of power we are consuming is spent in "overcharging" the shells.
#7
Outdated / Re: [A16] MiniMap
March 27, 2017, 10:14:12 PM
Does it have a distinction for structures, water and mountains? Or it's just for pawns/animals?
#8
Releases / Re: [A16] Stack XXL
March 10, 2017, 08:24:30 AM
Quote from: Tyolan on March 10, 2017, 05:22:47 AM
Custom new values (XL and XXL) seems to not work for me. I choose XL=4 and XXL=8 but all my stuffs are stacked by 750 (=10). I'm the only one?

Have you reseted the game?
#9
Outdated / Re: [A16] Priority Treatment
March 07, 2017, 10:57:53 AM
Don't worry! The mod works extremely fine so far.

Keep it with the good work!
#10
Question: I was creating a new scenario and I saw the Railgun available in the editor menu. I never noticed how much I miss that weapon since last time I played (A13-14). I created the scenario to start with that weapon in the sole survivor mode.

Is there a legal way to craft/obtain the Railgun in game? (Rather than spawning it wih the dev menu).
#11
Outdated / Re: [A16] Priority Treatment
March 05, 2017, 03:35:14 PM
Is there a Steam release planned?
#12
Outdated / Re: [A16] Prison Extensions
March 05, 2017, 03:33:58 PM
How does this mod works with Dubs Bad Hygiene? I'd love to put a door to separate the bathroom from the barracks.
#13
Could be possible to regenerate missing fingers and such? Like DESurgeries, but more hardcore.

I often end with various pawns losing a couple of fingers, but it is not worth replacing the whole hand wih a bionic one.

The operations would cost the 1 glitterworld medicine and, let's say, 10 plasteel (minimum), to simulate artificial or plastic bone.

What do you think?
#14
It's because everything that is behind a door and has 4 walls is considered a room.
#15
This along the minimap is the thing that I most miss about CCL.

Thank you!