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Messages - makute

#1
Hello everyone. I need help with the L tag not getting "mended" in Profitable Weapons. I'm still using RW 1.0, mainly because not all my favourite mods are yet updated to 1.1.

I've seen the fixes everyone posted in the Steam Workshop, that is, to update both Mend&Recycle and Profitable Weapons to its latest versions, but that desn't works for me. So I thought, what are exactly the latest versions of each mod for 1.0? I found 1.0.1.1 for M&R and 1.2.6/1.2.7 for PW. Neither works for me. Are these versions compatible? Changing load order doesn't helps either.

I'd appreciate any help you could provide. Thanks a lot.
#2
Hi Doc,

Any recommended load order when working along Preemptive Strike? I can't find the watchtowers on the Architect tab.

Thanks a lot.
#3
Help / Re: Which mod has "Anti-Mech Rifle"?
November 13, 2019, 02:54:14 AM
Give RWMS a try then. It resolved some issues with the mod order for me.
#4
Help / Re: Which mod has "Anti-Mech Rifle"?
November 12, 2019, 03:07:51 AM
CE + Guns has the PTRS-1 and the Tac-50. They one shot Lancers and Scythers with ease.
#5
Mod bugs / Spam log lagging my game
November 10, 2019, 02:48:02 PM
Suddenly, the following started spamming my debug log in the hundreds:

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.StorytellerUtility.DefaultSiteThreatPointsNow () <0x0003f>
at RimWorld.Planet.SiteMaker.MakeSite (RimWorld.SiteCoreDef,System.Collections.Generic.IEnumerable`1<RimWorld.SitePartDef>,int,RimWorld.Faction,bool,System.Nullable`1<single>) <0x00155>
at RimWorld.Planet.SiteMaker.MakeSite (RimWorld.SiteCoreDef,RimWorld.SitePartDef,int,RimWorld.Faction,bool,System.Nullable`1<single>) <0x0006f>
at MoreFactionInteraction.World_Incidents.IncidentWorker_HuntersLodge.TryExecuteWorker (RimWorld.IncidentParms) <0x0014b>
at (wrapper dynamic-method) RimWorld.IncidentWorker.TryExecute_Patch3 (object,RimWorld.IncidentParms) <0x0008b>
at RimWorld.Storyteller.TryFire (RimWorld.FiringIncident) <0x0008e>
at RimWorld.IncidentQueue.IncidentQueueTick () <0x000c4>
at RimWorld.Storyteller.StorytellerTick () <0x0002f>
at Verse.TickManager.DoSingleTick () <0x00610>

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


Tried to draw quad with null material.
Verse.Log:Warning(String, Boolean)
RimWorld.Planet.WorldRendererUtility:DrawQuadTangentialToPlanet(Vector3, Single, Single, Material, Boolean, Boolean, MaterialPropertyBlock)
RimWorld.Planet.WorldObject:Draw()
RimWorld.Planet.WorldDynamicDrawManager:DrawDynamicWorldObjects()
RimWorld.Planet.World:WorldUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


I can see references to "CombatReadiness", "MoreFactionInteraction" and maybe some other event related mod.

Any help will be appreciated.
#6
Quote from: megatech2795 on November 08, 2019, 08:11:02 PM
So I installed this with CE guns and I instantly had an issue when I loaded a new game. The moment I spawned in there was no menu bar at the bottom. Whenever I would move my mouse the bar would flicker rapidly in and out of being. I can't use it or click anything on it. This makes the game unplayable. I have no idea why this is happening but I have the new 1.6.2 CE and the 1.6 CE guns releases. Anyone got a solution?
Most probably an installation issue or a corrupted download. I've installed the latest version of both mods and works flawlessly, apart from the obvious problems with the current weapon behaviour.

That said, I want to thank @NoImageAvailable for his continous effort in improving what may be the single best RimWorld mod. I look forward to wreack havok upon my enemies with the new smoke mechanics :)

BTW, were you aware of the "Combat Effects for Combat Extended" mod? It looks amazing. What are the chances of a collaboration between the two to implement those effects in CE?
#8
Just want to add that I do not run Achtung!, Hospitality nor Train Combat, but I get the same issue where NPC vehicles (even those spawned via dev mode) are crewed by regular pawns and vehicles. I first noticed this when I entered a city from RimCities.

Said city had no defenses other than turrets and a frigging lot of tanks and APCs roaming the streets. I can provide some logs after I get back at home.
#9
Unfinished / Re: [1.0] Prison Labor
November 05, 2019, 02:45:04 AM
Quote from: Embershade on November 04, 2019, 02:26:43 PMmake prisoner's restraints optional so that if you're alright with them being able to escape more easily they can work better.
You won't keep them for long then. Even with 100% motivation and a good mood, there is always a chance for prisioners to escape, and in most cases they'll outrun you easily without the restraints, specially if they are working near the map borders.

My suggestion is to give your prisioners works inside the colony, in your case butchering and cooking, and make your pawns provide the ingredients instead.
#10
Quote from: NinjaSiren on November 04, 2019, 05:07:52 AM
Multiple compatibility issues of the Tenants mod with Vehicle Framework, like hundreds of them, usually denoting either initializing compatibility, generating pawns, or connected with children in-game.

Vehicles in this mod is treated as an animal/pet by the game. An animal/pet that needed pawns inside to move it. (Though there are instances that no pawns inside, but the vehicle still works.)
So, something similar to what I found a while ago, isn't it?:
Quote from: makute on October 30, 2019, 04:39:10 AM
On a different note: I just installed RimCities and found that most of the APC's and tanks defending the cities are manned by other APC's and tanks, Matrioska style.

I can send an error log if needed.
#11
Releases / Re: [1.0] Ammo Tweaks for CE
November 02, 2019, 01:04:56 PM
Well, this doesn't looks good then. It's obvious we need @Sladki to shed some light on this issue, but his last post is from April, so...
#12
Releases / Re: [1.0] Ammo Tweaks for CE
November 02, 2019, 12:02:31 PM
Read my previous post. That happened before the new version of CE too, so maybe there is another mod at fault here, but we don't have an answer yet.
#13
I'm really eager to give the new CE a run! :)

As of the CEGuns changelog, the P7 and Kriss Vector have been removed. Any reason behind that change? I always thought we were short on the sidearms aspect. Is the S-11 Charge SMG meant to fill their void or just to add more colour to the charge weapons?

Are there plans to add more late-game guns to CEGuns? I tried a couple of "futuristic" mods in the past, but their weapons are just plain OP and unbalanced, and doesn't fit into the lore much.

Also, I'd like to thank you for giving support to Vanilla Armor Expanded. It adds a lot to the poor selection of armors available.

BTW, I wish you good luck with your "Ascent of Ashes" project. I really dig the art direction and character design. Did you know of "Unclaimed World"? Is a little game about a group of stranded colonist on an alien planet. A bit heavy in the micromanaging aspect, but fun and engaging. You should give it a try, it may be helpful at giving hindsight on what design decisions should be avoided, specially on the UI ;)
#14
Unfinished / Re: [1.0] Prison Labor
October 30, 2019, 07:11:21 AM
@Avius, thank you so much for the latest update.

I've been using Prison Labor since B18, and the improvement in the prisioners behaviour is incredible now. They respond a lot better to motivation, and spend less time wandering and wasting my wardens time.

If I may make a suggestion: would it be possbile to add a second area, similar to "Expand Labor" in function but the opposite? Kind of an "Off-Limits" area for prisioners. Where they are not allowed, except maybe under certain conditions: mental breaks, low motivation, etc.

Thanks again for your time and keep up the good work :)

PS: I was thinking of another suggestion, one where prisioners that get hold of a weapon really use it against their captors, but I'm afraid of the consequences :D
#15
Weird. Perhaps there is a third mod interacting with Yes, Vehicles and CE.

On a different note: I just installed RimCities and found that most of the APC's and tanks defending the cities are manned by other APC's and tanks, Matrioska style. Maybe is a strange interaction between the pawn pool the city spawing rutine uses and the vehicles themself being basicaly modified living beings. Could be possible to include a check so that only regular human pawns can spawn inside vehicles?

Also, it would be cool if vehicles were affected from EMP weapons, disabling them for a few seconds.

Thanks a lot.