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Messages - Prologue

#1
Mod bugs / Re: trade caravan GUI flickering
July 31, 2021, 10:31:43 AM
So, I'm not sure how to get a report from hugslib, but the full report that I got from the dev tool turn out to be 3948 lines of text when I save it in a txt document. I'm not sure if that is too much to post here  :-\
#2
Mod bugs / Re: trade caravan GUI flickering
July 31, 2021, 10:05:04 AM
To be honest I never did a bug report before on Rimworld. I'll look if I can find waht you are looking for.
#3
Mod bugs / trade caravan GUI flickering
July 31, 2021, 05:27:03 AM
I'm working on setting up a modded game for version 1.3.3076 (64 bit) (so many mods I did not count them).
So far I fixed all game breaking issues I found, but this one I have not figured out yet.
I do not have any of the DLC's.

The issue is that when I right click on a trader pawn from a friendly NPC trade caravan, to try and select the trading option from the menu, the GUI that pops up from the right click flickers intensely and I am not able to use it to navigate to the actual trade GUI. Leaving me unable to trade with the trade caravan. I am also unable to right click the trade NPC to open the GUI while the game is on pause.

So far I've not noticed any problems with other GUI elements.

I'm a bit of a noob when it comes to reading error logs, but I think I found some lines that may relate to the issue (sorry if it's too much):

UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Message (string)
Kyrun.Reunion.Util:Msg (object)
Kyrun.Reunion.GameComponent:InitOnLoad ()
Kyrun.Reunion.HarmonyPatches/Verse_Game_LoadGame:Postfix ()
(wrapper dynamic-method) Verse.Game:Verse.Game.LoadGame_Patch1 (Verse.Game)
(wrapper dynamic-method) Verse.SavedGameLoaderNow:Verse.SavedGameLoaderNow.LoadGameFromSaveFileNow_Patch2 (string)
Verse.Root_Play/<>c:<Start>b__1_1 ()
(wrapper dynamic-method) Verse.LongEventHandler:Verse.LongEventHandler.RunEventFromAnotherThread_Patch1 (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__27_0 ()
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object)
System.Threading.ThreadHelper:ThreadStart ()

Exception ticking Plant_TreeCecropia64701 (at (219, 0, 168)). Suppressing further errors. Exception: System.NullReferenceException: Object reference not set to an instance of an object
  at System.Collections.Generic.Dictionary`2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.InsertionBehavior behavior) [0x00120] in <eae584ce26bc40229c1b1aa476bfa589>:0
  at System.Collections.Generic.Dictionary`2[TKey,TValue].Add (TKey key, TValue value) [0x00000] in <eae584ce26bc40229c1b1aa476bfa589>:0
  at VEE.FertilityGrid_Patch.Postfix (Verse.IntVec3 loc, Verse.Map& ___map, System.Single& __result) [0x00058] in <a077280556534db99108071961191919>:0
  at (wrapper dynamic-method) RimWorld.FertilityGrid.RimWorld.FertilityGrid.CalculateFertilityAt_Patch1(RimWorld.FertilityGrid,Verse.IntVec3)
  at RimWorld.FertilityGrid.FertilityAt (Verse.IntVec3 loc) [0x00000] in <f429400e900f434099af71800afbc07e>:0
  at RimWorld.Plant.get_GrowthRateFactor_Fertility () [0x00017] in <f429400e900f434099af71800afbc07e>:0
  at (wrapper dynamic-method) RimWorld.Plant.RimWorld.Plant.get_GrowthRate_Patch2(RimWorld.Plant)
  at RimWorld.Plant.get_GrowthPerTick () [0x00017] in <f429400e900f434099af71800afbc07e>:0
  at (wrapper dynamic-method) RimWorld.Plant.RimWorld.Plant.TickLong_Patch1(RimWorld.Plant)
  at RimThreaded.TickList_Patch.LongThingTick () [0x00025] in <6d80dab2f81d4e0f8deef4c54db49b36>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.Log:ErrorOnce (string,int)
RimThreaded.TickList_Patch:LongThingTick ()
RimThreaded.RimThreaded:ExecuteTicks ()
RimThreaded.RimThreaded:ProcessTicks (RimThreaded.RimThreaded/ThreadInfo)
RimThreaded.RimThreaded:InitializeThread (object)
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object)
System.Threading.ThreadHelper:ThreadStart (object)

Root level exception in OnGUI(): System.MissingMethodException: bool Verse.ReachabilityUtility.CanReach(Verse.Pawn,Verse.LocalTargetInfo,Verse.AI.PathEndMode,Verse.Danger,bool,Verse.TraverseMode)
  at Verse.ThingWithComps+<GetFloatMenuOptions>d__40.MoveNext () [0x00102] in <f429400e900f434099af71800afbc07e>:0
  at (wrapper dynamic-method) RimWorld.FloatMenuMakerMap.RimWorld.FloatMenuMakerMap.AddHumanlikeOrders_Patch12(UnityEngine.Vector3,Verse.Pawn,System.Collections.Generic.List`1<Verse.FloatMenuOption>)
  at (wrapper dynamic-method) RimWorld.FloatMenuMakerMap.RimWorld.FloatMenuMakerMap.ChoicesAtFor_Patch3(UnityEngine.Vector3,Verse.Pawn,bool)
  at RimWorld.FloatMenuMakerMap.TryMakeFloatMenu (Verse.Pawn pawn) [0x000a1] in <f429400e900f434099af71800afbc07e>:0
  at (wrapper dynamic-method) RimWorld.Selector.RimWorld.Selector.HandleMapClicks_Patch1(RimWorld.Selector)
  at RimWorld.Selector.SelectorOnGUI () [0x00000] in <f429400e900f434099af71800afbc07e>:0
  at RimWorld.MapInterface.HandleLowPriorityInput () [0x0000f] in <f429400e900f434099af71800afbc07e>:0
  at RimWorld.UIRoot_Play.UIRootOnGUI () [0x000dd] in <f429400e900f434099af71800afbc07e>:0
  at (wrapper dynamic-method) Verse.Root.Verse.Root.OnGUI_Patch1(Verse.Root)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
(wrapper dynamic-method) Verse.Root:Verse.Root.OnGUI_Patch1 (Verse.Root)

Exception filling window for Verse.FloatMenuMap: System.MissingMethodException: bool Verse.ReachabilityUtility.CanReach(Verse.Pawn,Verse.LocalTargetInfo,Verse.AI.PathEndMode,Verse.Danger,bool,Verse.TraverseMode)
  at Verse.ThingWithComps+<GetFloatMenuOptions>d__40.MoveNext () [0x00102] in <f429400e900f434099af71800afbc07e>:0
  at (wrapper dynamic-method) RimWorld.FloatMenuMakerMap.RimWorld.FloatMenuMakerMap.AddHumanlikeOrders_Patch12(UnityEngine.Vector3,Verse.Pawn,System.Collections.Generic.List`1<Verse.FloatMenuOption>)
  at (wrapper dynamic-method) RimWorld.FloatMenuMakerMap.RimWorld.FloatMenuMakerMap.ChoicesAtFor_Patch3(UnityEngine.Vector3,Verse.Pawn,bool)
  at Verse.FloatMenuMap.StillValid (Verse.FloatMenuOption opt, System.Collections.Generic.List`1[T] curOpts, Verse.Pawn forPawn) [0x00061] in <f429400e900f434099af71800afbc07e>:0
  at Verse.FloatMenuMap.<DoWindowContents>g__RevalidateOption|6_0 (Verse.FloatMenuOption option, Verse.FloatMenuMap+<>c__DisplayClass6_0& ) [0x00008] in <f429400e900f434099af71800afbc07e>:0
  at Verse.FloatMenuMap.DoWindowContents (UnityEngine.Rect inRect) [0x00117] in <f429400e900f434099af71800afbc07e>:0
  at Verse.Window.InnerWindowOnGUI (System.Int32 x) [0x001ce] in <f429400e900f434099af71800afbc07e>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.Window:InnerWindowOnGUI (int)
UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)

Root level exception in OnGUI(): System.MissingMethodException: bool Verse.ReachabilityUtility.CanReach(Verse.Pawn,Verse.LocalTargetInfo,Verse.AI.PathEndMode,Verse.Danger,bool,Verse.TraverseMode)
  at Verse.ThingWithComps+<GetFloatMenuOptions>d__40.MoveNext () [0x00102] in <f429400e900f434099af71800afbc07e>:0
  at (wrapper dynamic-method) RimWorld.FloatMenuMakerMap.RimWorld.FloatMenuMakerMap.AddHumanlikeOrders_Patch12(UnityEngine.Vector3,Verse.Pawn,System.Collections.Generic.List`1<Verse.FloatMenuOption>)
  at (wrapper dynamic-method) RimWorld.FloatMenuMakerMap.RimWorld.FloatMenuMakerMap.ChoicesAtFor_Patch3(UnityEngine.Vector3,Verse.Pawn,bool)
  at RimWorld.FloatMenuMakerMap.TryMakeFloatMenu (Verse.Pawn pawn) [0x000a1] in <f429400e900f434099af71800afbc07e>:0
  at (wrapper dynamic-method) RimWorld.Selector.RimWorld.Selector.HandleMapClicks_Patch1(RimWorld.Selector)
  at RimWorld.Selector.SelectorOnGUI () [0x00000] in <f429400e900f434099af71800afbc07e>:0
  at RimWorld.MapInterface.HandleLowPriorityInput () [0x0000f] in <f429400e900f434099af71800afbc07e>:0
  at RimWorld.UIRoot_Play.UIRootOnGUI () [0x000dd] in <f429400e900f434099af71800afbc07e>:0
  at (wrapper dynamic-method) Verse.Root.Verse.Root.OnGUI_Patch1(Verse.Root)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
(wrapper dynamic-method) Verse.Root:Verse.Root.OnGUI_Patch1 (Verse.Root)

Exception filling window for Verse.FloatMenuMap: System.MissingMethodException: bool Verse.ReachabilityUtility.CanReach(Verse.Pawn,Verse.LocalTargetInfo,Verse.AI.PathEndMode,Verse.Danger,bool,Verse.TraverseMode)
  at Verse.ThingWithComps+<GetFloatMenuOptions>d__40.MoveNext () [0x00102] in <f429400e900f434099af71800afbc07e>:0
  at (wrapper dynamic-method) RimWorld.FloatMenuMakerMap.RimWorld.FloatMenuMakerMap.AddHumanlikeOrders_Patch12(UnityEngine.Vector3,Verse.Pawn,System.Collections.Generic.List`1<Verse.FloatMenuOption>)
  at (wrapper dynamic-method) RimWorld.FloatMenuMakerMap.RimWorld.FloatMenuMakerMap.ChoicesAtFor_Patch3(UnityEngine.Vector3,Verse.Pawn,bool)
  at Verse.FloatMenuMap.StillValid (Verse.FloatMenuOption opt, System.Collections.Generic.List`1[T] curOpts, Verse.Pawn forPawn) [0x00061] in <f429400e900f434099af71800afbc07e>:0
  at Verse.FloatMenuMap.<DoWindowContents>g__RevalidateOption|6_0 (Verse.FloatMenuOption option, Verse.FloatMenuMap+<>c__DisplayClass6_0& ) [0x00008] in <f429400e900f434099af71800afbc07e>:0
  at Verse.FloatMenuMap.DoWindowContents (UnityEngine.Rect inRect) [0x000a6] in <f429400e900f434099af71800afbc07e>:0
  at Verse.Window.InnerWindowOnGUI (System.Int32 x) [0x001ce] in <f429400e900f434099af71800afbc07e>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.Window:InnerWindowOnGUI (int)
UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)

Root level exception in OnGUI(): System.MissingMethodException: bool Verse.ReachabilityUtility.CanReach(Verse.Pawn,Verse.LocalTargetInfo,Verse.AI.PathEndMode,Verse.Danger,bool,Verse.TraverseMode)
  at Verse.ThingWithComps+<GetFloatMenuOptions>d__40.MoveNext () [0x00102] in <f429400e900f434099af71800afbc07e>:0
  at (wrapper dynamic-method) RimWorld.FloatMenuMakerMap.RimWorld.FloatMenuMakerMap.AddHumanlikeOrders_Patch12(UnityEngine.Vector3,Verse.Pawn,System.Collections.Generic.List`1<Verse.FloatMenuOption>)
  at (wrapper dynamic-method) RimWorld.FloatMenuMakerMap.RimWorld.FloatMenuMakerMap.ChoicesAtFor_Patch3(UnityEngine.Vector3,Verse.Pawn,bool)
  at RimWorld.FloatMenuMakerMap.TryMakeFloatMenu (Verse.Pawn pawn) [0x000a1] in <f429400e900f434099af71800afbc07e>:0
  at (wrapper dynamic-method) RimWorld.Selector.RimWorld.Selector.HandleMapClicks_Patch1(RimWorld.Selector)
  at RimWorld.Selector.SelectorOnGUI () [0x00000] in <f429400e900f434099af71800afbc07e>:0
  at RimWorld.MapInterface.HandleLowPriorityInput () [0x0000f] in <f429400e900f434099af71800afbc07e>:0
  at RimWorld.UIRoot_Play.UIRootOnGUI () [0x000dd] in <f429400e900f434099af71800afbc07e>:0
  at (wrapper dynamic-method) Verse.Root.Verse.Root.OnGUI_Patch1(Verse.Root)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
(wrapper dynamic-method) Verse.Root:Verse.Root.OnGUI_Patch1 (Verse.Root)

Exception filling window for Verse.FloatMenuMap: System.MissingMethodException: bool Verse.ReachabilityUtility.CanReach(Verse.Pawn,Verse.LocalTargetInfo,Verse.AI.PathEndMode,Verse.Danger,bool,Verse.TraverseMode)
  at Verse.ThingWithComps+<GetFloatMenuOptions>d__40.MoveNext () [0x00102] in <f429400e900f434099af71800afbc07e>:0
  at (wrapper dynamic-method) RimWorld.FloatMenuMakerMap.RimWorld.FloatMenuMakerMap.AddHumanlikeOrders_Patch12(UnityEngine.Vector3,Verse.Pawn,System.Collections.Generic.List`1<Verse.FloatMenuOption>)
  at (wrapper dynamic-method) RimWorld.FloatMenuMakerMap.RimWorld.FloatMenuMakerMap.ChoicesAtFor_Patch3(UnityEngine.Vector3,Verse.Pawn,bool)
  at Verse.FloatMenuMap.StillValid (Verse.FloatMenuOption opt, System.Collections.Generic.List`1[T] curOpts, Verse.Pawn forPawn) [0x00061] in <f429400e900f434099af71800afbc07e>:0
  at Verse.FloatMenuMap.<DoWindowContents>g__RevalidateOption|6_0 (Verse.FloatMenuOption option, Verse.FloatMenuMap+<>c__DisplayClass6_0& ) [0x00008] in <f429400e900f434099af71800afbc07e>:0
  at Verse.FloatMenuMap.DoWindowContents (UnityEngine.Rect inRect) [0x000a6] in <f429400e900f434099af71800afbc07e>:0
  at Verse.Window.InnerWindowOnGUI (System.Int32 x) [0x001ce] in <f429400e900f434099af71800afbc07e>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.Window:InnerWindowOnGUI (int)
UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)

Root level exception in OnGUI(): System.MissingMethodException: bool Verse.ReachabilityUtility.CanReach(Verse.Pawn,Verse.LocalTargetInfo,Verse.AI.PathEndMode,Verse.Danger,bool,Verse.TraverseMode)
  at Verse.ThingWithComps+<GetFloatMenuOptions>d__40.MoveNext () [0x00102] in <f429400e900f434099af71800afbc07e>:0
  at (wrapper dynamic-method) RimWorld.FloatMenuMakerMap.RimWorld.FloatMenuMakerMap.AddHumanlikeOrders_Patch12(UnityEngine.Vector3,Verse.Pawn,System.Collections.Generic.List`1<Verse.FloatMenuOption>)
  at (wrapper dynamic-method) RimWorld.FloatMenuMakerMap.RimWorld.FloatMenuMakerMap.ChoicesAtFor_Patch3(UnityEngine.Vector3,Verse.Pawn,bool)
  at RimWorld.FloatMenuMakerMap.TryMakeFloatMenu (Verse.Pawn pawn) [0x000a1] in <f429400e900f434099af71800afbc07e>:0
  at (wrapper dynamic-method) RimWorld.Selector.RimWorld.Selector.HandleMapClicks_Patch1(RimWorld.Selector)
  at RimWorld.Selector.SelectorOnGUI () [0x00000] in <f429400e900f434099af71800afbc07e>:0
  at RimWorld.MapInterface.HandleLowPriorityInput () [0x0000f] in <f429400e900f434099af71800afbc07e>:0
  at RimWorld.UIRoot_Play.UIRootOnGUI () [0x000dd] in <f429400e900f434099af71800afbc07e>:0
  at (wrapper dynamic-method) Verse.Root.Verse.Root.OnGUI_Patch1(Verse.Root)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
(wrapper dynamic-method) Verse.Root:Verse.Root.OnGUI_Patch1 (Verse.Root)
#4
I would be disappointed if the next DLC is just another mashup of popular mods again. That really would undercut the potential this game has to grow into something more epic. If they are going to do something along those lines, I hope it will at least be focused on some element of the game that needed a push either way. Such as world exploration for example, which currently feels like it's just a gimmick in the game while having the potential to push the game as a whole into a whole new dimension of game play.
#5
First DLC was totally unexpected, I assume they are working on DLC 2, also no clue what that will be. I hope it won't be a similar mashup of popular mods like last time though.. We already have an awesome moding community, I much rather see a bunch of improvements and features that will lift the game to new heights.
#6
Mods / Re: Prison labour bug
November 29, 2020, 09:02:52 AM
Quote from: Canute on November 27, 2020, 08:39:44 AM
I never used Prison labor myself, but can't it be that the quarry area isn't a prison area ?
It is outdoors or indoors, place a sleeping spot next to it and assign it for prisoner when it is indoors.

There is not such a thing as a prisoner area defined by the game. I can set a prisoner labour area, which will prevent my colonists from preforming any work there, but I actually need some work to be done in the prison area such as hauling, cleaning, repairing, delivering food, recruiting and medical support.

Besides that I use the lock mod to allow the prisoners to leave their barrack and work in the outdoor area next to it, the game does not recognize this area as meant for prisoners, so my wardens will take them back inside during their work hours.
#7
Mods / Re: Prison labour bug
November 26, 2020, 08:11:12 AM
To some extend, yes I can forbid my wardens to not go into the quarry, though this is not incredibly helpful since A: prisoners need more freedom of movement than just the quarry, they need to be able to move from their sleeping spot to it, B: they are doing more work than just mining at the quarry, they also need to do stone cutting and C: my pawns also help out with hauling items from the quarry and surrounding stockpiles. So this suggestion is not any better then my current fix, which allows me to let them work uninterrupted at night.
#8
Ideas / Re: Your Cheapest Ideas
November 23, 2020, 11:10:46 AM
I would like to see weapons being added to the outfit restrictions in the assign menu. Currently you can manage all allowed gear automatically, but you have to micro adjust each pawns weapons, which they also some times lose. Never really understood why this was not yet implemented as feature.
#9
Download from https://bitbucket.org/shakeyourbunny/rwms/downloads/ seems to not work for me, as in it won't download.
#10
You have a scratch on your leg that is itchy? Lets cut it off and replace it with a bionic one!
#11
Mods / Mod suggestion - forbid beds
November 21, 2020, 07:46:14 AM
Make it possible to forbid the usage of beds, since this is not yet a feature and makes some management issues more easy.
#12
Ideas / Re: Your Cheapest Ideas
November 21, 2020, 07:45:31 AM
Make it possible to forbid the usage of beds, since this is not yet a feature and makes some management issues more easy.
#13
Currently captured prisoners are taken to a random empty prisoner bed. When you have multiple places where prisoners can sleep this may result in freshly captured (and often wounded) prisoners getting moved around to every corner of my colony. I have some methods to prevent this from happening such as not allowing specific doors, but when there are multiple beds in one room this can still lead to issues. It would be nice if they were taken to the closest available sleeping spot be default, that way you can simply make a dedicated room for freshly captured prisoners close to the defensive perimeter of your colony. This would make prisoner sorting a lot more easy and prevents unnecessary deaths.
#14
Ideas / Re: Your Cheapest Ideas
November 20, 2020, 11:30:58 AM
Currently captured prisoners are taken to a random empty prisoner bed. When you have multiple places where prisoners can sleep this may result in freshly captured (and often wounded) prisoners getting moved around to every corner of my colony. I have some methods to prevent this from happening such as not allowing specific doors, but when there are multiple beds in one room this can still lead to issues. It would be nice if they were taken to the closest available sleeping spot be default, that way you can simply make a dedicated room for freshly captured prisoners close to the defensive perimeter of your colony. This would make prisoner sorting a lot more easy and prevents unnecessary deaths.
#15
Mods / Mod suggestion - sapper AI change
November 20, 2020, 06:39:10 AM
I would like to see a mod that limits the sapper AI to only go for constructed walls and doors and not just dig random tunnels through a mountain, so that it can pressure my defences while at the same time lets me make use of a dug out mountain base for cover.