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Messages - RequiemFang

#1
Quote from: TREH on June 04, 2019, 01:39:51 PM
can blood packs be used for transfusions on pawns with blood loss?

if not, would be a good idea..

Yes they can, which is pretty helpful.
#2
Quote from: Kori on April 08, 2019, 11:50:03 AM
Quote from: Bengto on April 08, 2019, 11:39:18 AM
I think and I can't be sure but I think the children, school and learning might be the cause, since C&P adds children and pregnancy, the CS&L mod really isn't needed since it basically does the same thing might be causing a conflict due to that.

It's Combat Extended. The Harmony patch error is caused by CE and can't be avoided, no matter how you change your load order.
I have been playing with CE + CnP forever and haven't noticed any problems though, still I hope Thirite can fix it someday.  :)

That explains it, yes I do have CE.

Quote from: Bengto on April 08, 2019, 11:39:18 AM
-snip-

no idea what you were trying to say seeing as everything is in quotes, try putting your reply after the quote code and not within it.
#3
in other news I'm getting this at game start, no idea why

[HugsLib][ERR] Failed to apply Harmony patches for HugsLib.Children_and_Pregnancy_testing. Exception was: System.Exception: Exception from HarmonyInstance "HugsLib.Children_and_Pregnancy_testing" ---> System.Exception: Wrong null argument: br NULL
  at Harmony.ILCopying.MethodBodyReader+<>c__DisplayClass19_0.<FinalizeILCodes>b__1 (Harmony.CodeInstruction codeInstruction) [0x00000] in <filename unknown>:0
  at Harmony.CollectionExtensions.Do[CodeInstruction] (IEnumerable`1 sequence, System.Action`1 action) [0x00000] in <filename unknown>:0
  at Harmony.ILCopying.MethodBodyReader.FinalizeILCodes (System.Collections.Generic.List`1 transpilers, System.Collections.Generic.List`1 endLabels, System.Collections.Generic.List`1 endBlocks) [0x00000] in <filename unknown>:0
  at Harmony.ILCopying.MethodCopier.Finalize (System.Collections.Generic.List`1 endLabels, System.Collections.Generic.List`1 endBlocks) [0x00000] in <filename unknown>:0
  at Harmony.MethodPatcher.CreatePatchedMethod (System.Reflection.MethodBase original, System.String harmonyInstanceID, System.Collections.Generic.List`1 prefixes, System.Collections.Generic.List`1 postfixes, System.Collections.Generic.List`1 transpilers) [0x00000] in <filename unknown>:0
  --- End of inner exception stack trace ---
  at Harmony.MethodPatcher.CreatePatchedMethod (System.Reflection.MethodBase original, System.String harmonyInstanceID, System.Collections.Generic.List`1 prefixes, System.Collections.Generic.List`1 postfixes, System.Collections.Generic.List`1 transpilers) [0x00000] in <filename unknown>:0
  at Harmony.PatchFunctions.UpdateWrapper (System.Reflection.MethodBase original, Harmony.PatchInfo patchInfo, System.String instanceID) [0x00000] in <filename unknown>:0
  at Harmony.PatchProcessor.Patch () [0x00000] in <filename unknown>:0
  at Harmony.HarmonyInstance.<PatchAll>b__9_0 (System.Type type) [0x00000] in <filename unknown>:0
  at Harmony.CollectionExtensions.Do[Type] (IEnumerable`1 sequence, System.Action`1 action) [0x00000] in <filename unknown>:0
  at Harmony.HarmonyInstance.PatchAll (System.Reflection.Assembly assembly) [0x00000] in <filename unknown>:0
  at HugsLib.ModBase.ApplyHarmonyPatches () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
HugsLib.Utils.ModLogger:Error(String, Object[])
HugsLib.ModBase:ApplyHarmonyPatches()
HugsLib.HugsLibController:EnumerateChildMods(Boolean)
HugsLib.HugsLibController:LoadReloadInitialize()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
#4
Quote from: Bengto on April 07, 2019, 06:48:58 AM
Quote from: Tenshi~Akari on April 07, 2019, 06:29:20 AM
^^ If that is the case and you have both HugsLib and C&P (as well as the game itself) in there most current forms, then it might help us a little more if we get your mod list order?  Could very well be another mod causing that error.;)

Here is the active mods i have atm.



I think and I can't be sure but I think the children, school and learning might be the cause, since C&P adds children and pregnancy, the CS&L mod really isn't needed since it basically does the same thing might be causing a conflict due to that.
#5
Quote from: ThiiSoul on March 06, 2019, 09:26:23 PM
Any ideia of version 10?  :-[

Mod is being reworked totally by the developer, best place to check currently for info and updates is on the steam page and discord.
#6
Anyone one got an unoffical animal armor update for this mod? I think the other one is sort of outdated and has issues.
#7
Kinda wish the plant saver thing and it's various patches were merged together with an autodetect feature if said mod is installed that part of the mod activates sort of thing. I just really don't like how I have to have multiple things cluttering up my mod list.
#8
So what's changed in the B18 updates? I've been away from the game a little before B18 dropped a while back. What's new?  :P
#9
Quote from: Saebbi on April 02, 2018, 09:05:01 AM
Quote from: RequiemFang on April 02, 2018, 02:16:29 AM
Possiblity of getting a CE patch for Orassans? the https://ludeon.com/forums/index.php?topic=36209.0 older patch is outdated and I don't think the author is active anymore. I could be wrong though.

Try this one: Orassans and Ni'Hal CE Patch



douh search failure on my part, thanks though!
#10
Possiblity of getting a CE patch for Orassans? the https://ludeon.com/forums/index.php?topic=36209.0 older patch is outdated and I don't think the author is active anymore. I could be wrong though.
#11
Releases / Re: [B18] Orassans 🐱
April 02, 2018, 12:08:29 AM
So no updated CE patch? I noticed the one on steam is severely outdated and the nexus one is just as old. Forgive me if I'm missing anything It's been a few months since I took a break from this game. (honestly got distracted by other things lol)
#12
Quote from: kubolek01 on October 25, 2017, 10:24:43 AM
Not even say 5000... My laptop will crash from that. As well as from using this Ion Cannon Mk.II

lol guess I wasn't the only one to think how well this would work with the Tibrim mod XD
#13
Quote from: Wandering_Savage on October 22, 2017, 11:44:40 PM
Any one else having a problem with Combat Extended conflicting with Prepare Carefully?  I have always used them together in the past but now, when i click on the Prepare Carefully button nothing happens.  I have checked/unchecked every mod until i figured out it was Combat Extended conflicting.

Have had this happen usually when starting a new colony, usually happens if I was already playing a game and decided to start a new one without shutting the game down.
#14
Quote from: Nameless on October 25, 2017, 02:00:47 PM
Would it be possible to add the shut down option for downed shock trooper?

I second this, they are in the mechanoid class so they really should have the health/operation tab to make a pawn shut them down once they're disabled but not killed. btw I think it would be too OP if your pawn somehow managed to salvage the weapon these suckers use, but that's just me saying that :p
#15
Releases / Re: [A17/A16] Stack XXL
October 22, 2017, 12:03:29 AM
Quote from: PictoSyaff on October 21, 2017, 04:33:01 AM
Does anyone know if increasing stack sizes helps with end game lag??

surely having 10 piles of silver rather than 100 must cut down on system resource use?
Hello friend you should really look into this mod over here.
https://ludeon.com/forums/index.php?topic=33484.0

and yes it is a good thing to have less stacks of something than more, less the game has to process to render what's on screen means better performance overall.