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Messages - denspb

#1
Releases / Re: [A16][MODLIST] Glitter Tech
December 22, 2016, 09:57:59 AM
One more thing: Re-Ambulation Pod and Dynamic Relaxation Chair should probably have minifiedDef tag.
#2
Releases / Re: [A15][MODLIST] Glitter Tech
December 22, 2016, 04:15:51 AM
If it happens for other mods as well, it might be some in-game bug. Made a topic for that.
#3
Mod bugs / [A16] CommsConsole error when Faction added
December 22, 2016, 04:13:52 AM
I've stumbled upon this error while trying to use GlitterTech mod, but it seems that other modders have same problem, so I believe it deserves place in this forum, as it might be some bug in game itself.

Reproduction sequence with GlitterTech mod:

1) Only Core  + Glitter Tech
2) Create world, crashlanding, pick location
3) Research Microelectronics (e.g. via dev menu).
4) Build solar panel, Comm Console
5) Try to use Comm Console.

Following exception appears in the log (and no menu appears on screen, making Console unusable):

NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.Building_CommsConsole.GetFloatMenuOptions (Verse.Pawn myPawn) [0x002d8] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Thing\Building\Various\Building_CommsConsole.cs:126
  at RimWorld.FloatMenuMakerMap.AddHumanlikeOrders (Vector3 clickPos, Verse.Pawn pawn, System.Collections.Generic.List`1 opts) [0x018f0] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\FloatMenuMakerMap.cs:751
  at RimWorld.FloatMenuMakerMap.ChoicesAtFor (Vector3 clickPos, Verse.Pawn pawn) [0x0006c] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\FloatMenuMakerMap.cs:74
  at RimWorld.FloatMenuMakerMap.TryMakeFloatMenu (Verse.Pawn pawn) [0x0004e] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\FloatMenuMakerMap.cs:34
  at RimWorld.Selector.HandleMapClicks () [0x000b2] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainTabs\Inspect\Selector.cs:155
  at RimWorld.Selector.SelectorOnGUI () [0x00000] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainTabs\Inspect\Selector.cs:111
  at RimWorld.MapInterface.HandleLowPriorityInput () [0x00021] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MapInterface.cs:154
  at RimWorld.UIRoot_Play.UIRootOnGUI () [0x001a9] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\UIRoot_Play.cs:119
  at Verse.Root.OnGUI () [0x0003f] in C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:148


I've played around with defs and this seems to be Faction-related, not Trader related: removing FactionDefs/PawnKindDefs results in no error.
However my attempts to find what exactly in defs lead to the error did not give any clue in a reasonable time.

Could someone with access to code/decompiler look up what exactly happens in Building_CommsConsole.cs:126 ?
#4
Releases / Re: [A15][MODLIST] Glitter Tech
December 21, 2016, 06:37:38 PM
Thanks for updating to A16.

However, something is wrong. I've managed to reduce problem to minimal repro sequence:
1) Only Core  + Glitter Tech
2) Create world, crashlanding, pick location
3) Research Microelectronics (e.g. via dev menu).
4) Build solar panel, Comm Console
5) Try to use Comm Console.

Following exception appears in the log:

Quote
NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.Building_CommsConsole.GetFloatMenuOptions (Verse.Pawn myPawn) [0x002d8] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Thing\Building\Various\Building_CommsConsole.cs:126
  at RimWorld.FloatMenuMakerMap.AddHumanlikeOrders (Vector3 clickPos, Verse.Pawn pawn, System.Collections.Generic.List`1 opts) [0x018f0] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\FloatMenuMakerMap.cs:751
  at RimWorld.FloatMenuMakerMap.ChoicesAtFor (Vector3 clickPos, Verse.Pawn pawn) [0x0006c] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\FloatMenuMakerMap.cs:74
  at RimWorld.FloatMenuMakerMap.TryMakeFloatMenu (Verse.Pawn pawn) [0x0004e] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\FloatMenuMakerMap.cs:34
  at RimWorld.Selector.HandleMapClicks () [0x000b2] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainTabs\Inspect\Selector.cs:155
  at RimWorld.Selector.SelectorOnGUI () [0x00000] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainTabs\Inspect\Selector.cs:111
  at RimWorld.MapInterface.HandleLowPriorityInput () [0x00021] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MapInterface.cs:154
  at RimWorld.UIRoot_Play.UIRootOnGUI () [0x001a9] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\UIRoot_Play.cs:119
  at Verse.Root.OnGUI () [0x0003f] in C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:148

It seems that something is wrong with new Factions/Traders.
#5
Some low-priority feature request:
I prefer to set pawn chronological age same as biological age.
But chronological age can be really large number (e.g. 400 years), UI does not allow to input the number directly, and clicking button 400 times is annoying. Is it possible to add "Copy biological age to chronological age" button?
#6
Not many things have changed, here is the list I can think about:

Traits: Heat/Cold lover seems to be gone

Growing plants: corn growth was nerfed a bit, so it might be not the best crop anymore.

Production benches now get work speed penalty for being outside, as well as being in bad temperature, so having butcher/stove inside freezer is not the best strategy anymore. It seems that now you need both freezer (<0C) for long-term storage and cooled kitchen (5C) - you will still get extra few days for meat/corpses, with normal work speed.

Almost all items now have negative beauty (usually -6), so stockpiles should be hidden from the sight.

Stonecutting is now avaliable from the start, so you can start building stone walls almost right away.

There is now new negative thought for having too ugly bedroom - worth mentioning.

Small typos:
"Planning for Happiness :Spaciousness, Beauty, Comfort, and Room Bonuses" - move the space after semicolon.
"Skill delay is a thing past rank" - deCay.

Extra info:

Growing devilstrand have negative beauty, so it makes sense to mention that, so that devilstrand fields should be planted as far from regular paths as possible.

Having some floors outside helps with traveling time - makes sense to have 1-2 tiles wide "road" to the growing areas.

Productivity tip: if there is a stockpile with input item right next to the working point, and there is a stool installed, then worker can grab item without moving - it greatly speeds up production for low-work jobs like cooking / crafting joints.

Conduits in walls do not have negative beauty. You don't need to deconstruct walls to remove conduit - just click on the selected wall tile second/third time and it will select conduit. Stone walls are fire-resistant, so it protects against Zzzzt... a bit.

As for Zzzzt.. - if you have enough guaranteed power on your base (e.g. several geothermal generators) it makes sense to disassemble/detach batteries from main grid to avoid Zzzzt... altogether.

Edit: Useful change list thread on reddit.