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Messages - Vehicular_Zombicide

#1
Unfinished / Re: [1.0][WIP] Real Ruins
April 25, 2020, 03:56:30 AM
Quote from: JaJe on April 03, 2020, 11:12:56 AM
I just encountered a bug when I tried to send my pawn with transport pod to the ruin that was discovered. Once the transport pod reach there it simply disappear my pawn and my other pawns don't even get upset/happy for it.

my transport pod was filled with 110 steel, 30 fuel and 2 components

EDIT: here a video of the bug:

https://streamable.com/xqv7ju

I'm having this same bug and the only other mods I'm running are Humanoid Aliens 2.0, Harmony, Hugslib, and Jecstools. It looks like an inherent bug with the code.
#2
Unfinished / Re: [1.0][WIP] Real Ruins
March 26, 2020, 03:06:27 AM
Both the 2.1.0 and 2.1.2 versions that were released for Rimworld 1.1 have a bug in which all structures added by Real Ruins cannot be claimed, moved, or deconstructed except with Dev Mode.

EDIT: Upon further testing this bug appears to be caused by an incompatability between Real Ruins and Jecstools. This was easily fixed by placing Real Ruins above Jecstools in the load order.
#3
I've unpacked the 1.1 version into my mods folder as directed, but it still isn't showing up in game. Even when I check mark it in the "mod" dialog it will not show up in either the "mod options" menu or in game. I believe it is responsible for the following error message, which constantly gets thrown multiple times per second.

System.MissingMethodException: string Verse.Translator.Translate(string)
  at Verse.MapComponentUtility.MapComponentTick (Verse.Map map) [0x00013] in <b19ae9c6a2b34f38a22a7741fa26973e>:0
Verse.Log:Error(String, Boolean)
Verse.MapComponentUtility:MapComponentTick(Map)
Verse.Map:DMD<DMD<MapPostTick_Patch1>?968604288::MapPostTick_Patch1>(Map)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:DMD<DMD<Update_Patch1>?-516819840::Update_Patch1>(Root_Play)


EDIT: It appears to be an issue with the 2.5.2 release of this mod. I installed the 2.5.0 release instead and it works just fine now.
#4
Quote from: carpediembr on November 20, 2019, 12:18:49 PM
How do I destroy the generator?

I tried melee and shooting it.

https://i.imgur.com/Q5LtKFI.png

I have this same issue. It's at 0% health and not even dev mode "destroy" command will destroy it.
#5
Unfinished / Re: (1.0) [WIP] סוס חיוור
December 09, 2019, 08:02:49 PM
Quote from: Ruisuki on October 22, 2019, 04:48:48 PM
So its a horror mod

I hope so, I love horror mods.
#6
Help / Re: Game stops responding after one year
December 09, 2019, 08:01:31 PM
The Ghost Army mod was also conflicting with something and causing this same issue. I'm not inclined to spend the time to figure out what it conflicted with since merely identifying one of the conflicting mods took several days of binary searches, but I'm just throwing this out there for documentation's sake.
#7
Releases / Re: [1.0] Don't Drop Weapon!
December 09, 2019, 07:58:59 PM
A bit off topic but what's that wooden totem thing that's on fire in the screenshot?
#8
Help / Game slows when traders appear
December 01, 2019, 06:41:28 PM
Whenever trade caravans enter the map, the game automatically drops down to double speed and will not go any faster until the trade caravans have left. I think it's a tick error that might be related to these ones that Dubs Bad Hygiene throws all the time, but with increased frequency when traders are on the map.

Exception in SetupToils for pawn Kazuki driver=JobDriver_washHands (toilIndex=-1) driver.job=(washHands (Job_241037) A=Thing_PrimitiveWell74774) lastJobGiver=Verse.AI.ThinkNode_QueuedJob
System.NullReferenceException: Object reference not set to an instance of an object
at DubsBadHygiene.JobDriver_washHands/<MakeNewToils>d__4.MoveNext () <0x001f1>
at (wrapper dynamic-method) Verse.AI.JobDriver.SetupToils_Patch1 (object) <0x0011c>


and

Exception ticking Sajaki (at (154, 0, 126)): System.ArgumentNullException: Argument cannot be null.
Parameter name: type
at System.Activator.CheckType (System.Type) <0x00095>
at System.Activator.CreateInstance (System.Type,bool) <0x00027>
at System.Activator.CreateInstance (System.Type) <0x0001e>
at Verse.RoomStatDef.get_Worker () <0x00033>
at Verse.Room.UpdateRoomStatsAndRole () <0x001af>
at Verse.Room.GetStat (Verse.RoomStatDef) <0x00027>
at DubsBadHygiene.Need_Hygiene.get_FallRateMulti21 () <0x000ed>
at DubsBadHygiene.Need_Hygiene.get_FallPerTick () <0x00081>
at DubsBadHygiene.Need_Hygiene.NeedInterval () <0x0007c>
at RimWorld.Pawn_NeedsTracker.NeedsTrackerTick () <0x0006c>
at (wrapper dynamic-method) Verse.Pawn.Tick_Patch1 (object) <0x00329>
at Verse.TickList.Tick () <0x00487>


These errors are thrown over and over again for each pawn that is in the colony. This link leads to my log file, with the mod list in the very beginning. I already tried updating the game and updating to the newest version of Dubs Bad Hygiene, and neither option helped. Does anyone else know how I might fix this?
#9
Does the age range enhancements include pawns spawned in-game? For example, could I make it so ALL pawns (raiders, caravans, refugees, colonists, etc) are within a certain age range if I wanted to keep all potential colonists in their prime?
#10
Would it be possible to add a ship vehicle that can only move on coastal and water tiles?
#11
How does this mod differ from OHU Dropships, besides the lack of weapons? Is it less buggy? I know you can't land directly on a trade caravan request without destroying the faction base, can you do that here? Do these spawn in the world as part of drop pod raids like the OHU ships do?

Also, can I swap out the textures in this mod with the textures from OHU Dropships if I want the mechanics of this mod with the textures of OHU?
#12
Releases / Re: [1.0] Go Explore!
September 14, 2019, 07:34:39 PM
Quote from: Kori on September 13, 2019, 04:36:36 AM
Please add some balance to the Prisoner Camps for the early game.
My colony existed for only a few weeks now with 4 colonists and poor equipment when I got my first Prisoner Camp quests.
These places are swarming with 20+ enemies and they even have mortars! Because the maps are so small, the mortars can cover them completely, which means the second you arrive your people and animals get bombarded with no chance to prepare or take cover. Especially when playing with CE, mortar shells are extremely deadly with an huge AoE, making these quests absolutely impossible and the poor reward you would get is not worth it at all. :(

The other extreme was the Ambrosia addicted animals event, where I found one ambrosia plant guarded by one animal.

I would argue that balance is not necessarily, and that not everything should be scaled to level, so to speak. For quests that have no negative repercussions if you choose not to complete them and are entirely optional, making them an event that only an endgame colony could beat gives the player something to strive for.
#13
Unfinished / Re: [WIP] Deep Storage (functional)
August 15, 2019, 12:15:27 PM
Quote from: Vehicular_Zombicide on July 30, 2019, 01:13:27 AM
Is this compatible with Stack XXL, or will they likely conflict?

I know Rimfeller adds chemfuel storage tanks that can store up to 10,000 units of chemfuel- along with pumps to allow you to add chemfuel to the tank or remove it. Not sure if they explode when damaged though.
#14
Try installing v3.0 instead of the most up to date release. I had that exact issue with the current version, but it works just fine while using an older one.
#15
As it turns out, the crashing error was not due to Rimcities- it was actually due to the Humanoid Project mod. I was believed there was one bug at play when there were actually two. The other one is an incompatibility between More Faction Interaction and Rimcities that breaks the storyteller so that no more world incidents are thrown.