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Messages - Napple

#1
I Figured out the mod which was stopping me from using vehicles at all. it's the verb expansion framework mod.

System.NullReferenceException: Object reference not set to an instance of an object
at VerbExpansionFramework.VEF_Comp_Pawn_RangedVerbs.AtLeastOnePawnHasRangedVerb () <0x000c5>
at VerbExpansionFramework.VEF_Comp_Pawn_RangedVerbs/<CompGetGizmosExtra>d__4.MoveNext () <0x00042>
at Verse.ThingWithComps/<GetGizmos>c__Iterator1.MoveNext () <0x0019e>
at Verse.Pawn/<GetGizmos>c__Iterator2.MoveNext () <0x001c4>
at System.Collections.Generic.List`1<Verse.Gizmo>.AddEnumerable (System.Collections.Generic.IEnumerable`1<Verse.Gizmo>) <0x000d7>
at System.Collections.Generic.List`1<Verse.Gizmo>..ctor (System.Collections.Generic.IEnumerable`1<Verse.Gizmo>) <0x000e5>
at System.Linq.Enumerable.ToList<Verse.Gizmo> (System.Collections.Generic.IEnumerable`1<Verse.Gizmo>) <0x00070>
at TD_Enhancement_Pack.StopGizmo.Postfix (System.Collections.Generic.IEnumerable`1<Verse.Gizmo>&,Verse.Pawn) <0x00136>
at (wrapper dynamic-method) Verse.Pawn.GetGizmos_Patch17 (object) <0x000ad>
at (wrapper dynamic-method) RimWorld.InspectGizmoGrid.DrawInspectGizmoGridFor_Patch0 (System.Collections.Generic.IEnumerable`1<object>,Verse.Gizmo&) <0x0024f>

Verse.Log:Error(String, Boolean)
Verse.Log:ErrorOnce(String, Int32, Boolean)
RimWorld.InspectGizmoGrid:DrawInspectGizmoGridFor_Patch0(IEnumerable`1, Gizmo&)
RimWorld.MainTabWindow_Inspect:DrawInspectGizmos()
RimWorld.InspectPaneUtility:ExtraOnGUI(IInspectPane)
RimWorld.MainTabWindow_Inspect:ExtraOnGUI()
Verse.WindowStack:WindowStackOnGUI()
RimWorld.UIRoot_Play:UIRootOnGUI()
Verse.Root:OnGUI()
#2
I have hospitality, what the hack, and rimworld of magic in my modlist. Looks like there might be a compatibility issue with Marv's combat readiness check mod as well.
#3
I got this error which appears in the log every few seconds when I built one of the vehicles and had it assembled. It does mention something about marvs combat readiness check

System.NullReferenceException: Object reference not set to an instance of an object
at CRC_Reintegrated.ArmouryUtility.GetColonistArmouryPoints (System.Collections.Generic.IEnumerable`1<Verse.Pawn>,RimWorld.IIncidentTarget,single&,single&) <0x00459>
at CRC_Reintegrated.MarvsStoryTellerUtility.CombatReadinessPoints (RimWorld.IIncidentTarget) <0x0006f>
at CRC_Reintegrated.MarvsStoryTellerUtility.Prefix (RimWorld.IIncidentTarget,single&) <0x00020>
at (wrapper dynamic-method) RimWorld.StorytellerUtility.DefaultThreatPointsNow_Patch1 (RimWorld.IIncidentTarget) <0x0005e>
at RimWorld.StorytellerComp_OnOffCycle/<MakeIntervalIncidents>c__Iterator0.MoveNext () <0x0026d>
at RimWorld.Storyteller/<MakeIncidentsForInterval>c__Iterator1.MoveNext () <0x00443>
at RimWorld.Storyteller/<MakeIncidentsForInterval>c__Iterator0.MoveNext () <0x001ce>
at RimWorld.Storyteller.StorytellerTick () <0x00105>
at Verse.TickManager.DoSingleTick () <0x00610>

Verse.Log:Error(String, Boolean)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update_Patch1(Object)

I also get this error whenever I select the vehicle and right click something. I think this one is conflict with hospitality.

Root level exception in OnGUI(): System.NullReferenceException: Object reference not set to an instance of an object
at Hospitality.WorkGiver_Recruiter.ShouldSkip (Verse.Pawn,bool) <0x00034>
at (wrapper dynamic-method) RimWorld.FloatMenuMakerMap.AddJobGiverWorkOrders_Patch3 (Verse.IntVec3,Verse.Pawn,System.Collections.Generic.List`1<Verse.FloatMenuOption>,bool) <0x01a82>
at (wrapper dynamic-method) RimWorld.FloatMenuMakerMap.AddUndraftedOrders_Patch1 (UnityEngine.Vector3,Verse.Pawn,System.Collections.Generic.List`1<Verse.FloatMenuOption>) <0x0036d>
at (wrapper dynamic-method) RimWorld.FloatMenuMakerMap.ChoicesAtFor_Patch5 (UnityEngine.Vector3,Verse.Pawn) <0x0036b>
at RimWorld.FloatMenuMakerMap.TryMakeFloatMenu (Verse.Pawn) <0x001e7>
at (wrapper dynamic-method) RimWorld.Selector.HandleMapClicks_Patch1 (object) <0x002ab>
at RimWorld.Selector.SelectorOnGUI () <0x0001c>
at RimWorld.MapInterface.HandleLowPriorityInput () <0x0006d>
at RimWorld.UIRoot_Play.UIRootOnGUI () <0x002f9>
at Verse.Root.OnGUI () <0x00112>

Verse.Log:Error(String, Boolean)
Verse.Root:OnGUI()

And this error happens whenever I right click the vehicle itself, I think it has something to do with A rimworld of magic

Root level exception in OnGUI(): System.NullReferenceException: Object reference not set to an instance of an object
at TorannMagic.HarmonyPatches/WorkGiver_Tend_Patch.Postfix (Verse.Pawn,bool&) <0x0001a>
at (wrapper dynamic-method) RimWorld.WorkGiver_Tend.HasJobOnThing_Patch1 (object,Verse.Pawn,Verse.Thing,bool) <0x001df>
at RimWorld.WorkGiver_TendOther.HasJobOnThing (Verse.Pawn,Verse.Thing,bool) <0x00032>
at RimWorld.WorkGiver_TendOtherUrgent.HasJobOnThing (Verse.Pawn,Verse.Thing,bool) <0x00032>
at (wrapper dynamic-method) RimWorld.FloatMenuMakerMap.AddJobGiverWorkOrders_Patch3 (Verse.IntVec3,Verse.Pawn,System.Collections.Generic.List`1<Verse.FloatMenuOption>,bool) <0x0054b>
at (wrapper dynamic-method) RimWorld.FloatMenuMakerMap.AddUndraftedOrders_Patch1 (UnityEngine.Vector3,Verse.Pawn,System.Collections.Generic.List`1<Verse.FloatMenuOption>) <0x0036d>
at (wrapper dynamic-method) RimWorld.FloatMenuMakerMap.ChoicesAtFor_Patch5 (UnityEngine.Vector3,Verse.Pawn) <0x0036b>
at RimWorld.FloatMenuMakerMap.TryMakeFloatMenu (Verse.Pawn) <0x001e7>
at (wrapper dynamic-method) RimWorld.Selector.HandleMapClicks_Patch1 (object) <0x002ab>
at RimWorld.Selector.SelectorOnGUI () <0x0001c>
at RimWorld.MapInterface.HandleLowPriorityInput () <0x0006d>
at RimWorld.UIRoot_Play.UIRootOnGUI () <0x002f9>
at Verse.Root.OnGUI () <0x00112>

Verse.Log:Error(String, Boolean)
Verse.Root:OnGUI()


And the errors seem to stop me from using a vehicle at all.
#4
For the pregnancy mod the pawns being born don't generate with the child backstory added by the mod for child colonists who were born at the colony. They instead get a random backstory.
#5
Reporting the children and pregnancy mod is incompatible with the editable backstories. Specifically editable backstories removes all the backstories which includes the basic child backstory added by the CAP mod so any colonists who are born get random backstories instead.
I think they still get the child backstory if I'm running the lite version. 
#6
Releases / Re: [B18] A Dog Said... Animal Surgery
December 23, 2017, 12:52:51 AM
So you want certain bionics to increase caravan carrying capacity for animals?
#7
Releases / Re: [B18] A Dog Said... Animal Surgery
December 22, 2017, 02:54:27 PM
By increasing the overall stacksize everything including the animals can haul more based on size and other traits which increase hauling capacity. Without you will be limited by 75.
#8
Releases / Re: [B18] A Dog Said... Animal Surgery
December 22, 2017, 12:05:16 PM
Quote from: fl0 on December 22, 2017, 05:37:51 AM
i thought i found a bug and wanted to post it, turns out im just an idiot :D

but since im already here, i got two questions: does the bionic jaw alter the eating speed somehow? it says so when i hover over the installed part, but animals have no eating entry in the healts tab, unlike humans. (just out of curiosity, not that i care at all about how long they eat).
second thing is, is there a way a bionic pimped animal could carry more weight when picked for a caravan? the carrying capacity in the stats tab goes up accordingly to the actual manipulation of the animal. thats how much it can carry when hauling stuff, but wouldnt it be logical (and convenient :D) that a bionic pimped animal can also carry more weight on their back? or are my pawns that dumb that they can install bionic parts on a formerly unknown animal species like a muffalo, but never bothered to put BIGGER bags on their backs after they installed a brand new shiny plasteel spine using only some dirty leaves they found around the corner to anesthesize the pet?
Use a stacking mod since they increase the maximum stack size so your pawns and animals can haul as many as they actually can.
#9
here's the github from one of the mod authors you should find it the animal collab project there.

https://github.com/XenEmpireAdmin?tab=repositories
#10
The taiga animal mod is already incorporated into the animal collab project on the steam workshop.
#11
Outdated / Re: [A17] Organized Research Tab v1.0.3
October 09, 2017, 01:05:55 AM
Can anyone post the a17 version. The attachment was deleted.
#12
Releases / Re: [A17] Rikiki's MiningCo. (02-08-2017)
October 08, 2017, 03:37:27 PM
I am getting errors in the tundra marsh fishing areas and only catching oysters and gold and the log is showing errors.
#13
Do the new implants count as bionics since they could be useful limb replacements for prosthophobes.
#14
Error while creating AIPawnE.
Cannot cast from source type to destination type.
STACK:
  at AIPawn.AIPawnGenerator.GeneratePawn (Verse.PawnGenerationRequest& request, Verse.Map map, Int32 tries) [0x00000] in <filename unknown>:0
  at AIPawn.AIPawnGenerator.GeneratePawn (System.String kindDefName, RimWorld.Faction faction, Verse.Map map, Gender gender) [0x00000] in <filename unknown>:0
  at AIPawn.Building_AIPawnCreator.CreateAIPawn (System.String pawnDefName, IntVec3 position, Verse.Map map, RimWorld.Faction faction, Gender gender) [0x00000] in <filename unknown>:0
  at AIPawn.Building_AIPawnCreator.CreateAIPawn (System.String pawnDefName, IntVec3 position, Verse.Map map, Gender gender) [0x00000] in <filename unknown>:0
  at AIPawn.Building_AIPawnCreator.Create () [0x00000] in <filename unknown>:0
  at AIPawn.Building_AIPawnCreatorEnhanced.Create () [0x00000] in <filename unknown>:0
  at AIPawn.Building_AIPawnCreator.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
AIPawn.Building_AIPawnCreator:Tick()
AIPawn.Building_AIPawnCreatorEnhanced:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

I get this error every time i try to activate mai. also when i generated a mai using dev mode they used normal human bodies.
#15
Disregard the bone mod problems. I just had to uninstall the tropical forest mod for no errors at all.