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Messages - EPD

#1
Ok, so...
Nothing on mods side.
Apparently what i fought is an error, was correct.

In order to incidents work correctly for storyteller you need to have <queuedIncidents /> like so:
<storyteller>
<def>Rainbeau</def>
<difficulty>Rough</difficulty>
<incidentQueue>
<queuedIncidents />
</incidentQueue>
</storyteller>


All these guides to edit saves to unblock incidents by just deleting everyting in <incidentQueue> tag is wrong. Because it will lead to <queuedIncidents IsNull="True" /> which will block you for good.
Instead, clearing all what would be locked here, must be replaced with <queuedIncidents />

I hope in time my post will get visible in google results for anyone later seeking no events fixes.
EPD
#2
Hi,
Long story short: Modded Rimworld, storyteller stopped working.
System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.IncidentQueue.IncidentQueueTick () [0x00000] in <0de063f107214aa3839ba3ee388b65f4>:0
  at RimWorld.Storyteller.StorytellerTick () [0x00000] in <0de063f107214aa3839ba3ee388b65f4>:0
  at (wrapper dynamic-method) Verse.TickManager.DMD<DMD<DoSingleTick_Patch1>?-1010790912::DoSingleTick_Patch1>(Verse.TickManager)
Verse.Log:Error(String, Boolean)
Verse.TickManager:DMD<DMD<DoSingleTick_Patch1>?-1010790912::DoSingleTick_Patch1>(TickManager)
Verse.TickManager:TickManagerUpdate()
Verse.Game:DMD<DMD<UpdatePlay_Patch2>?2084384640::UpdatePlay_Patch2>(Game)
Verse.Root_Play:Update()


- I know about editing save, and <incidentQueue> section.
- I tried to remove everything that was inside it, and once it worked, but now after every edit i still have:
<storyteller>
<def>VFES_DD</def>
<difficulty>Rough</difficulty>
<incidentQueue>
<queuedIncidents IsNull="True" />
</incidentQueue>
</storyteller>

- I tried mixing ways of clearing it with changing story teller, but with no luck.
- I tried RMWS to sort out my mods, even thou I've red and sort out my mods correctly. (i hope)
Recently i updated Dubs Bad Hygiene, and added Doors Expanded, Humanoid Aliens + Androids to my mod list.
- After goooood couple of hours i'm close to giving up and starting new colony. But would be better to find solution for this one.
Problem is I don't know what exactly, or which event is trying to set in, with it I would trace missing things or something.

In attachment my output_log.txt and save game.
Any advices, new ideas are appreciated. Please help.
In mean time I will one by one turn off mods to maybe unblock Event Queue

Save game: https://drive.google.com/file/d/1-6X-QTlppPqnzECZ9gU3YmZUdR9tJl9A/view?usp=sharing
Mod List:
<modNames>
<li>Harmony</li>
<li>Core</li>
<li>Royalty</li>
<li>HugsLib</li>
<li>Mod Manager</li>
<li>4M Mehni's Misc Modifications</li>
<li>Allow Tool</li>
<li>Dual Wield</li>
<li>Humanoid Alien Races 2.0</li>
<li>EdB Prepare Carefully</li>
<li>Gunplay</li>
<li>Ammunition[1.1]</li>
<li>Faction Discovery</li>
<li>Combat Update 1.1</li>
<li>Yayo's Combat 3</li>
<li>Rainbeau Flambe - Storyteller [1.1]</li>
<li>Underground Power Conduits</li>
<li>[KV] Don't stop the music - 1.1</li>
<li>HALO: Rimworld Heretic Mechanoids</li>
<li>Pick Up And Haul</li>
<li>Prepare Landing</li>
<li>Relations Tab</li>
<li>ResearchPal</li>
<li>RimHUD</li>
<li>Roads of the Rim</li>
<li>Smart Speed</li>
<li>Work Tab</li>
<li>Where is my weapon?</li>
<li>Snap Out!</li>
<li>Vanilla Factions Expanded - Core</li>
<li>RunAndGun</li>
<li>Rimworld Search Agency</li>
<li>[SYR] Scar Removal Plus</li>
<li>Better Pawn Control</li>
<li>Realistic Rooms</li>
<li>Crash Landing</li>
<li>Damage Indicators [1.1]</li>
<li>Medical Tab</li>
<li>Idle Power Consumption</li>
<li>Share The Load</li>
<li>Defensive Positions</li>
<li>Dubs Mint Menus</li>
<li>Mad Skills</li>
<li>Interaction Bubbles</li>
<li>Level Up!</li>
<li>ExtraPsycasts</li>
<li>While You're Up (Continued)[1.1]</li>
<li>Wild Cultivation - Fan Update</li>
<li>Vanilla Furniture Expanded</li>
<li>Cybernetic Organism and Neural Network</li>
<li>Expanded Prosthetics and Organ Engineering</li>
<li>QualitySurgeon</li>
<li>Pharmacist</li>
<li>Dubs Bad Hygiene</li>
<li>SeedsPlease</li>
<li>Simple sidearms</li>
<li>Recipe icons</li>
<li>Reclaim, Reuse, Recycle</li>
<li>Map Reroll</li>
<li>MendAndRecycle</li>
<li>Spotted (Continued)</li>
<li>More Planning</li>
<li>OgreStack</li>
<li>[SYR] Set Up Camp</li>
<li>Dubs Mint Minimap</li>
<li>Death Rattle Unofficial</li>
<li>Replace Stuff</li>
<li>VGP Garden Medicine</li>
<li>Utility Columns</li>
<li>Vanilla Apparel Expanded</li>
<li>Vanilla Armour Expanded</li>
<li>Vanilla Factions Expanded - Settlers</li>
<li>Vanilla Fishing Expanded</li>
<li>Vanilla Furniture Expanded - Farming</li>
<li>Vanilla Furniture Expanded - Art</li>
<li>RT Solar Flare Shield</li>
<li>Vanilla Furniture Expanded - Medical Module</li>
<li>Vanilla Furniture Expanded - Power</li>
<li>Vanilla Furniture Expanded - Production</li>
<li>Vanilla Furniture Expanded - Security</li>
<li>Vanilla Furniture Expanded - Spacer Module</li>
<li>Vanilla Hair Expanded</li>
<li>Vanilla Textures Expanded</li>
<li>Misc. Robots</li>
<li>Misc. Robots++</li>
<li>VGP Vegetable Garden</li>
<li>Vanilla Weapons Expanded</li>
<li>Vanilla Weapons Expanded - Quickdraw</li>
<li>Centralized Climate Control (Continued)</li>
<li>Bionic icons</li>
<li>Backup Power</li>
<li>Extended Storage</li>
<li>Fertile Fields [1.1]</li>
<li>H.C_ThrumboReskin</li>
<li>High Tech Laboratory Facilities (Continued)</li>
<li>Quarry 1.1</li>
<li>P-Music</li>
<li>Mass Graves</li>
<li>Locks</li>
<li>HolyWasher (Continued)</li>
<li>[KV] RimFridge - 1.1</li>
<li>Wall Light</li>
<li>SRTS Expanded</li>
<li>[KV] Show Hair With Hats or Hide All Hats - 1.1</li>
<li>RT Fuse</li>
<li>Furnace</li>
<li>More Trade Ships</li>
<li>CM Color Coded Mood Bar [1.1]</li>
<li>Dubs Skylights</li>
<li>[T] MoreFloors</li>
<li>Cheaper Components</li>
<li>Misc. Training</li>
<li>Trader ships</li>
<li>Save Our Ship 2</li>
<li>Save Our Ship 2 - Extensions</li>
<li>ED-Embrasures</li>
<li>Field Medic [1.0+]</li>
<li>Industrial Rollers</li>
<li>Better Spots</li>
<li>Royalty Tweaks</li>
<li>Bulk Components</li>
<li>Vanilla Events Expanded</li>
<li>Doors Expanded</li>
<li>Hospitality</li>
<li>Android tiers</li>
</modNames>


Regards,
EPD
#3
Quote from: Sladki on November 20, 2018, 06:42:40 PM
Quote from: EPD on November 20, 2018, 02:17:06 PM
Hi, today I checked updates via ModSync, and there was 1.0.2.1 build of IdlePowerConsumption waiting for me to download - so I did.
Hi. Do vanilla worktables consume 100%? The mod doesn't affect consumers that have no power or switched off.
Have you tried to test with the new game? Try to create a new game, place an electrical stove and power it, please. Make sure that the mod installed properly (no duplicating directories in the mod folder).

There is no 1.0.2 version. Unfortunately, I don't have 1.0.1 too.

FIXED. Apparently Infinite Storage was somehow corrupting Idle Power. I changed mod order so IdlePowerConsumption is after HugsLib, and turned off InfiniteStorage as I didn't use it all.

Thanks for great mod :)
#4
Hi, today I checked updates via ModSync, and there was 1.0.2.1 build of IdlePowerConsumption waiting for me to download - so I did.
Unfortunately from that point it stopped working for me. I tried updates, fresh clean install, reloading with/without mod - nothing. 100% power consumption all the time. And I don't have previous build anywhere to rollback...

Any ideas? :( Maybe I'm missing something, but im loading mod as last now...
[small edit] - Could you upload 1.0.2 build so I can test if it is problem with build or with my mod collection?
#5
Hi there, Mehni could you update Orbital Transponder on github/dropbox?
Thank you in advance :)
#6
Autor already said that he won't even start before Combat Extended will be updated to 1.0. And CE was a bit delayed coz of injury of its autor so we just need to wait...

I'm still playing 0.18 with a bit modified SK pack, but i'm lacking in 0.18 new HUD UI mod. On the other hand 1.0 with no CE and additional weapons like rimfire is not enough for me anymore... I suppose I can't play rimworld without CE :D
#7
Guys, i have a question... Did anyone try to use "Impaction charge"? Somewhere in old version of some mod it used to be a way to create new geyser / mineral spot, but here (in SK) except of being quite expensive it just go boom like satchel charge.

It should work like that?
#8
Quote from: BoogieMan on February 08, 2018, 08:03:04 PM
Did I miss the description of what this actually does somewhere? Is it just a collection of other mods?

Yeah, check out first page of this thread, second and third long posts have lists of mods and FAQ
#9
Hi, everything worked fine until Fenix left my map.

Came, did some firestuff, left, and from that point - BOOM, every 2 sec PAUSE, and log spam with:

"Added Heat to null map"
Added heat to null map.
Verse.Log:Error(String)
Verse.GenTemperature:PushHeat(IntVec3, Map, Single)
Verse.CompHeatPusher:CompTick()
Verse.ThingWithComps:Tick()
Verse.Pawn:Tick()
SK.Feenix:Tick()
RimWorld.Planet.WorldPawns:WorldPawnsTick()
RimWorld.Planet.World:WorldTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Also there is a lot of these in log file

Added heat to null map.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)


So I had to roll back save and kill bastard...
#10
Hello again, after short brake and waiting for B18 I'm back with rimworld and Hardcore SK mod. Good to be back.

I found some bugs thou: Some items in menu are "blocked" and after picking up something it wont let you choose object anymore. For now i got it in "standard beds" and "trade" after researching Comms Console. As Im spamming all Rightclicks etc i got a lot of these in logs:
Maybe it will be helpfull. I will try to look for something in code on my own to help.

Operation is not valid due to the current state of the object
at System.Linq.Enumerable.Single<Verse.FloatMenuOption> (System.Collections.Generic.IEnumerable`1<Verse.FloatMenuOption>,System.Func`2<Verse.FloatMenuOption, bool>,System.Linq.Enumerable/Fallback) <0x000b9>
at System.Linq.Enumerable.SingleOrDefault<Verse.FloatMenuOption> (System.Collections.Generic.IEnumerable`1<Verse.FloatMenuOption>,System.Func`2<Verse.FloatMenuOption, bool>) <0x0003a>
at StuffCount.Designator_Build_ProcessInput_Patch.Postfix (RimWorld.Designator_Build,UnityEngine.Event) <0x003e8>
at (wrapper dynamic-method) RimWorld.Designator_Build.ProcessInput_Patch1 (object,UnityEngine.Event) <0x0037a>
at ArchitectSense.Designator_SubCategory.ProcessInput (UnityEngine.Event) <0x000ee>
at Verse.GizmoGridDrawer.DrawGizmoGrid (System.Collections.Generic.IEnumerable`1<Verse.Gizmo>,single,Verse.Gizmo&) <0x0081b>
at RimWorld.ArchitectCategoryTab.DesignationTabOnGUI () <0x00154>
at RimWorld.MainTabWindow_Architect.ExtraOnGUI () <0x00020>
at Verse.WindowStack.WindowStackOnGUI () <0x00065>
at RimWorld.UIRoot_Play.UIRootOnGUI () <0x000d7>
at Verse.Root.OnGUI () <0x000c6>


========== UPDATE after 10 minutes ============
As i found very same problem posted allready on your Github and the answer:
It's a bug in TGCPatches, disable it for now.

So guys if you have same problem - disable TGCPatches. It didn't blow up my save so it won't yours. :)

[attachment deleted by admin: too old]
#11
Hi again,

Guys can you tell me which one of the AI Storytellers will give me constant attacks from other factions, I tried pretty much all of them on 4/5th level difficulty, and I think that Rey Torturer and Hildegarde are creating more attacks than accidents / events.

I just want to be under 24h siege :D

Is there any place / file i can check it, or can you tell me by your experience?
#12
Quote from: sidfu on August 05, 2017, 01:10:55 PM
Quote from: EPD on August 05, 2017, 12:28:45 PM
Hah, now i got funny bug.

I wanted to install exoskeleton in one of my pawns. First i tried with one allready improved (arms, ribs etc.) and not only Exoskeleton removed / replaced all of those improvements but also my pawn LOST HIS HEAD :D lol. I mean graphicaly, cause nothing in health tab said "Head - cutted off" :D

After reload I tried it with on my "standard" pawn, without any improvements, and effect was same - missing head.
Im using standard mod config, nothing added like "Diseases overhauled" or "Extended Human body simulation" nor "Mod Medicine Patch"

Any advice? :D

where  u useing the expanded body and diseases?

No, i think that mod was on my "possible to activate" list for quite some time (like it was added to SK mod pack in some moment), however when i read about it, i didn't want so many new stuff to body parts, and surgeries so the answer is no, never had that turned on.
#13
Hah, now i got funny bug.

I wanted to install exoskeleton in one of my pawns. First i tried with one allready improved (arms, ribs etc.) and not only Exoskeleton removed / replaced all of those improvements but also my pawn LOST HIS HEAD :D lol. I mean graphicaly, cause nothing in health tab said "Head - cutted off" :D

After reload I tried it with on my "standard" pawn, without any improvements, and effect was same - missing head.
Im using standard mod config, nothing added like "Diseases overhauled" or "Extended Human body simulation" nor "Mod Medicine Patch"

Any advice? :D
#14
@Sidfu - Could you check also the "Wine" item, bottles of wine <defName>Wine</defName>

I can't find it or filter it in Stock List. Even if i "allow everything" wine can't be transported.
I didn't look further where there are definitions and group lists for items
#15
Hello there!

Found small recipe mistake in Recipes_Meals_Alcohol.xml:
<!-- Wine Mash -->
<RecipeDef>
<defName>Makewinemash</defName>
<label>Brew Wine Mash</label>
...
<products>
<tequilamash>10</tequilamash>   product tequila mash???? should be <winemash>
</products>


Keep up good work!