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Messages - espk

#1
Mod bugs / Re: Wood won't stack above 5
December 06, 2020, 02:54:00 PM
Quote from: Canute on December 05, 2020, 11:32:41 AM
Try to change the value for resources.

QuoteLoad Order

    It hopefully won't matter. The stack modification code attempts to run after initial processing is complete. But if you have problems. Try moving OgreStack to last place.
Try that out too, move Ogrestack at the end of the modlist.

Maybe try to deactivate Ogre too. Load the safegame, check if you can get wood above 5.
If not another mod block it.
If it all ok, safe and activate Ogre.


You don't use another mod that modify the stockpile settings to limit it at some kind ?

Ty for helping!

I only use ogrestack. Changed it to fix, but now game wont start. Get's stuck at initializing:

#2
Mod bugs / Re: Wood won't stack above 5
December 05, 2020, 10:50:54 AM
Quote from: Canute on December 03, 2020, 09:53:21 AM
Hi,
at first check the settings of the mod that allow you to have larger stacks.
Some got individual numbers from different stuff.
Check the Config folder and check for a folder with that mod name, delete it to reset the settings.

Delete the folder of that mod or unsubscribe  then reinstal/subscribe to get a fresh install.

Tried it all.
I use ogre stack and it is set for 1k, deleted all mods folders and after everything, still only 5 woods and no errors...
#3
Mod bugs / Wood won't stack above 5
December 03, 2020, 09:46:38 AM
Title says it all. Wood won't stack above 5, even with mods changing the stack size.

Anyone else had this issue?

No error on logs. Any clues on how to fix?

#4
Mod bugs / Re: HELP! UI missing
November 02, 2020, 07:03:57 PM
Quote from: Canute on November 02, 2020, 02:53:41 AM
Hi,
could you look what the pawns Peetoom and Jattington are special.
Race , equipment or what is he currnt doing. I think since you don't have an UI it will hard to investigate.
But you mention it just appear today, so it is either from a mod update (if you use workshop) or some newly build workbench/furniture or appareal they you just crafted.

Just a hint for the the next time.
When you activate mods, check the log window if any error's show up after activation. Better don't use such mods.
At last that reduce the chance that such problems appear later.
And don't forget to report these error's to the mod author.

Ty for the tips! I manage to figure out that any pawn can cause the error, with this msg logged:

Exception drawing ThingOverlay for Nussman: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.PawnCollisionTweenerUtility.GetPawnsStandingAtOrAboutToStandAt (Verse.IntVec3 at, Verse.Map map, System.Int32& pawnsCount, System.Int32& pawnsWithLowerIdCount, System.Boolean& forPawnFound, Verse.Pawn forPawn) [0x00078] in <d72310b4d8f64d25aee502792b58549f>:0
  at Verse.PawnCollisionTweenerUtility.PawnCollisionPosOffsetFor (Verse.Pawn pawn) [0x00087] in <d72310b4d8f64d25aee502792b58549f>:0
  at Verse.PawnTweener.TweenedPosRoot () [0x00067] in <d72310b4d8f64d25aee502792b58549f>:0
  at Verse.PawnTweener.ResetTweenedPosToRoot () [0x00000] in <d72310b4d8f64d25aee502792b58549f>:0
  at Verse.PawnTweener.PreDrawPosCalculation () [0x0001d] in <d72310b4d8f64d25aee502792b58549f>:0
  at Verse.Pawn_DrawTracker.get_DrawPos () [0x00000] in <d72310b4d8f64d25aee502792b58549f>:0
  at Verse.Pawn.get_DrawPos () [0x00006] in <d72310b4d8f64d25aee502792b58549f>:0
  at Verse.GenMapUI.LabelDrawPosFor (Verse.Thing thing, System.Single worldOffsetZ) [0x00000] in <d72310b4d8f64d25aee502792b58549f>:0
  at (wrapper dynamic-method) Verse.PawnUIOverlay.Verse.PawnUIOverlay.DrawPawnGUIOverlay_Patch4(Verse.PawnUIOverlay)
  at Verse.Pawn.DrawGUIOverlay () [0x00006] in <d72310b4d8f64d25aee502792b58549f>:0
  at (wrapper dynamic-method) Verse.ThingOverlays.Verse.ThingOverlays.ThingOverlaysOnGUI_Patch1(Verse.ThingOverlays)
Verse.Log:Verse.Log.Error_Patch1(String, Boolean)
Verse.ThingOverlays:Verse.ThingOverlays.ThingOverlaysOnGUI_Patch1(ThingOverlays)
RimWorld.MapInterface:RimWorld.MapInterface.MapInterfaceOnGUI_BeforeMainTabs_Patch2(MapInterface)
RimWorld.UIRoot_Play:UIRootOnGUI()
Verse.Root:Verse.Root.OnGUI_Patch1(Root)


But i can't figure out what's causing that. "Verse.PawnCollisionTweenerUtility.GetPawnsStandingAtOrAboutToStandAt" ?
#5
Mod bugs / HELP! UI missing
November 01, 2020, 09:19:22 PM
Hello everyone!

So, i love mods and use a ton of them. Never had any major issue, but i guess it was luck, because i don't know anything about coding or fixing issues with the game.

Was running 1.2 just fine and today i started having this weird issue when my UI just disappears mid game. Can't figure out whats going on and which mod is the reason.

Can anyone help a fellow colonist? Ty a lot!

The log:
https://git.io/JT5kD
#6
Help / Re: World wont generate
June 30, 2019, 01:39:37 PM
Quote from: K on June 30, 2019, 01:25:06 PM
There's a lot of bad things going on when you're loading, but that somewhat expected running with so many mods.

I can tell you that at least one issue you have is that you're loading CyberNet before GlitterNet (I'm the author of both). Make sure that you load GlitterNet first and that will remove at least some of the errors.

When i put them on right order, it gets even worse. I'm trying to figure out why for the last hour and have absolute no clue about why.
Just went to the old trial/error to see if i can find a way to run..
Even tried those "auto sorter" mods we can find here on the forums...
ty for the help
#7
Help / World wont generate
June 30, 2019, 12:43:30 PM
Hey guys!

Can anyone help me?
Got some new mods and now the game won't generate a new world when starting a new colony.

the log file i got: https://gist.github.com/4b81bb7e02b0554d36afaac986772d03

Ty a lot!
#8
Mod bugs / ERROR "Already has short hash"
November 10, 2018, 10:21:27 AM
Hey lads!

So, EdB Prepare Carefully won't work and I started getting these "... already has short hash" messages.
Any ideas?

Log: https://git.io/fptqy

Thank you!!
#9
Mod bugs / Re: [0.18.1722] multi-analyzer missing
July 20, 2018, 09:20:19 AM
Quote from: Canute on July 20, 2018, 08:56:33 AM
Ok since you said you got a null msg. this isn't included in the log you posted.

But it is hard to tell which mod cause that.
If you don't encounter any other problems, i would say you just enable developer mode, select at the icon on top God mod, and place a Multi-analyer.
Don't forget to disable god mod after it.

It won't place even with god mode. I'm getting a clean install of rimworld and i'll se if it fixes the issue.
I'll inform here if I find any solution.
Ty!!!
#10
Bugs / Re: [0.18.1722] multi-analyzer missing
July 20, 2018, 08:49:27 AM
Quote from: Illusion Distort on July 19, 2018, 09:43:45 PM
No problem, the fact you use your time to come here and try to help us is amazing.
Just love this community around Rimworld.

Removing/moving threads is done by admins or moderators, so if this thread is in the way or noticed, they will most likely re/move it for you.

Have fun looking for quirks in the game. :)

Hey, thanks for that! I really appreciate it.
I'm a long time player, yet I was somewhat resistant to reach for help because of other terrible experiences with other games.
So far, i'm having the best experience possible with any community.
Guess the game itself maybe wasn't Tynan's top work. Community may beat it xD
Thank you for the help!! Wish you the best.
#11
Mod bugs / Re: [0.18.1722] multi-analyzer missing
July 20, 2018, 07:39:40 AM
Quote from: Canute on July 20, 2018, 03:07:39 AM
Hi,
your error log don't show any major problem.

Could you maybe descripe your problem a bit closer ?
Does the resources don't get hauled to the blueprint.
Or doesn't you can't find the blueprint anymore.

Maybe one of your 193 mod's change some about research ?

I can haul the resources, the pawn starts to build it, but when it's supposed to be done, it disappears. It's like, instead of build build, it just vanishes.
Don't get any major error, except a null message.
In some way, almost every mod messes with research, but not with the multy-analyzer itself.
Went one by one and couldn't find a specific mod who's messing with the analyzer..
I'm basic clueless atm.
Ty mate!!
#12
Mod bugs / [0.18.1722] multi-analyzer missing
July 19, 2018, 09:34:45 PM
I'm not sure what is going on, but my multi-analyzer just won't build. It's like it no longer exists.

Got the log:
https://git.io/fNc9r

Can anyone help me?
Ty!!
#13
Bugs / Re: [0.18.1722] multi-analyzer missing
July 19, 2018, 09:32:49 PM
Quote from: Illusion Distort on July 19, 2018, 09:22:10 PM
Looks like you are loading with mods, if that is the case, please post these types of bugs on the mods bug forum, not here. (since mods often break the game, vanilla is the preffered format, since then Tynan can be sure that a mod is not the culprit.)(heavily modded games like it seems this makes it really hard to find out what is breaking, and if it is the game or the mods.)

Good luck bug catching.
(also, since the unstable is public and currently being worked on, posting bugs from 0.18 wont be solved, since they might have been fixed in the unstable branch)

Got it!
Any way i can remove this thread?
My first time, so went route 1. Sorry for that and thank you for the help!!
#14
Bugs / [0.18.1722] multi-analyzer missing
July 19, 2018, 09:06:41 PM
I'm not sure what is going on, but my multi-analyzer just won't build. It's like it no longer exists.

Got the log:
https://git.io/fNc9r

Can anyone help me?
Ty!!