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Messages - sdp0et

#1
The link to Steam Workshop says it's been removed.  Is this intended to be in the workshop?
#2
Releases / Re: [1.0] Crash Landing (v12.01) (18-10-2018)
November 03, 2018, 08:47:09 PM
Quote from: Morbo513 on November 03, 2018, 06:13:57 PM
I've also had several pawns in cryptosleep pods land fine, or at least healthy enough to walk themselves off the map. It'd be better imo if we could ensure those ones just died instead.

For me they cryptosleep secrions usually crash in water and everyone drowns immediately.
#3
Releases / Re: [1.0] Crash Landing (v12.01) (18-10-2018)
November 03, 2018, 03:59:03 PM
I added Cryptosleep Block Crash incident to my starting scenario and it's raining ship parts. Hundreds.  This is repeating in the log:
System.NullReferenceException: Object reference not set to an instance of an object
  at CrashLanding.IncidentWorker_CryptoSleepBlockCrash_Starting.TryExecuteWorker (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentWorker.TryExecute (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
  at RimWorld.ScenPart_CreateIncident.Tick () [0x00000] in <filename unknown>:0
  at RimWorld.Scenario.TickScenario () [0x00000] in <filename unknown>:0
  at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0


I checked the saved scenario.  I had set the time to occur to .01 so it happened right after start.  In the scenario file that is set as the interval.  "Interval" implies repeating, but I went back to the scenario editor to check and it is not set to repeat.  Maybe the above error makes the game think the even failed so keeps trying?

I've let it run for a few minutes and it isn't slowing down.


edit: I finally noticed that it was the STARTING crytosleep incident.  I guess that probably is meant to be a one time thing and runs special code or something.


[attachment deleted due to age]
#4
Confirming that removing the patch solves the issue
#5
I use this mod along with mending and the patch that joins them.  This mod was updated today and the other two were not, so I'm starting here with this.

When I load my save there's an error while loading the map:
Exception in BreadthFirstTraverse: System.MissingMethodException: Method not found: 'ChangeDresser.Building_Dresser.Remove'.
at (wrapper dynamic-method) Mending.WorkGiver_DoBill.TryFindBestBillIngredients_Patch1 (RimWorld.Bill,Verse.Pawn,Verse.Thing,bool,Verse.Thing&) <0x001df>
at Mending.WorkGiver_DoBill.StartOrResumeBillJob (Verse.Pawn,RimWorld.IBillGiver) <0x0015b>
at Mending.WorkGiver_DoBill.JobOnThing (Verse.Pawn,Verse.Thing,bool) <0x0023f>
at


There's a similar one when I try to right click to force someone to work at the mending bench:

Method not found: 'ChangeDresser.Building_Dresser.Remove'.
at (wrapper dynamic-method) Mending.WorkGiver_DoBill.TryFindBestBillIngredients_Patch1 (RimWorld.Bill,Verse.Pawn,Verse.Thing,bool,Verse.Thing&) <0x001df>
at Mending.WorkGiver_DoBill.StartOrResumeBillJob (Verse.Pawn,RimWorld.IBillGiver) <0x0015b>
at Mending.WorkGiver_DoBill.JobOnThing (Verse.Pawn,Verse.Thing,bool) <0x0023f>
at RimWorld.WorkGiver_Scanner.HasJobOnThing (Verse.Pawn,Verse.Thing,bool) <0x0001e>


My crafter is walking around wandering.  There are things that can be mended, but he won't work at the bench on his own and I can't force him.

I've deleted the bills and recreated one to see if there was a saved ingredient that wasn't valid, but the result was the same.  I don't currently have a dresser built, and to does not exist in my architect menu (even with dev mode on), so I can't build one to see it changes anything.

Would the update to Change Dresser today be related to that and does anyone have any ideas on how to deal with it?
#6
I have a couple stockpile area for weapons and clothing/armour, each with a few quantum stockpiles and a warehouse. Each quantum stockpile has 7-8 items on it. When I select a pawn and try to issue an order to equip a weapon or wear an article of clothing the context menu has fewer than all of the items. Sometimes it's 0-2 with options to interact (equip/wear). OTher times one or two items (never the same type. One weapon, one clothing, never two weapons) are available for interaction and a few others (still not all) have greyed out hauling options. Nothing is forbidden. The available items have no consistency I can find (not the top, bottom, most recently stored, etc)
If I change the stockpile area settings to no longer allow a certain weapon or type of clothing, I cannot mark them for haul priority or issue manual orders to haul the forbidden items.
I've tried shutting off power to see if the Quantum stockpiles were locking the items, but there's no difference. Only deleting the stockpile area over the quantum stockpile allows interaction with all items in the tile. Is this just something I'll have to live with or have I set up something incorrectly?

I found a similar question in the thread regarding chunks and the reply was to read the research descriptions. For items it does say that each item will be fully accessible.

I do use the More capacity research mod. I'm not sure if that may be a factor.
#7
Outdated / Re: [A16] Rainbeau's Fertile Fields
February 22, 2017, 07:46:07 PM
I'm having a problem with references sticking around after disabling the mod. I subscribed to this one and a couple of others that made terrain buildable (Vegetable Garden & Constructable Terrain) and wanted to look at one at a time.

There's a trace like this for several terrain types:
Could not resolve cross-reference: No Verse.DesignationCategoryDef named RFF_Adds found to give to Verse.TerrainDef WaterModerate

and one like this between each of those.
Could not resolve cross-reference to Verse.ResearchProjectDef named advterrainreclamation

These are logged when the game starts, not during a load of a save. I have re-enabled the mod and restarted and the errors are still logged, even after trying different load positions.

After restarting the game (actually quitting and starting) I generated a new world and can't build some objects (ex: fishing pier) because of terrain types that can't be found:

Failed to find Verse.TerrainDef named Muck. There are 69 defs of this type loaded.

and a similar one for Shallowmoat. The only place I can find the word "muck" is in Terrain_RFF.xml, but I can't find Shallowmoat anywhere.

Should it be possible possible for a world to be generated with defs from a mod that's not loaded after a quit-and-restart?  If this is a case of the mod not unloading, do you know of a way to deal with this?

edit: I was able to restart the game with the mod enabled and not get the errors.  Now only the error for SHallowmoat happens when I try to build, which does make it seem like the world generated with terrain types from Fertile Fields even though it was disabled. Now I just need to figure out where Shallowmoat comes from.  It's not in any file in my mods or core directories.