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Messages - Haplo

#211
Robots++ is based on my robots, so..
But yes, currently I haven't added anything to heal them..
Maybe I'll add something to the recharge station, so that they will be healed while recharging..
Hmm...
#212
Do you have the newest version running?
I've overhauled the recharge code so that a bot with <10% should be FORCE return to the base..
#213
Quote from: Raf's on June 10, 2017, 12:56:29 PM
...
System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.IncidentDef.TargetAllowed (IIncidentTarget target) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentWorker.CanFireNow (IIncidentTarget target) [0x00000] in <filename unknown>:0
  at RimWorld.Storyteller.TryFire (RimWorld.FiringIncident fi) [0x00000] in <filename unknown>:0
...
Sorry, that looks like the Storyteller tries to fire an incident but fails due to a problem with the target.
But it doesn't give any infos about which incident..
Sorry, but I can't really help you with that :(

Quote from: Jimbob_ on June 10, 2017, 01:15:32 PM
Can Anyone help with this?

Got temperature for null map.
Verse.Log:Error(String)
Verse.GenTemperature:TryGetTemperatureForCell(IntVec3, Map, Single&)
Verse.GenTemperature:GetTemperatureForCell(IntVec3, Map)
BeeAndHoney.CompTimedRespawn:get_TicksUntilRespawnAtCurrentTemp()
This looks like a bug in BeeAndHoney.
I will fix it, thanks for the info :)

#214
Thanks for the info. Then I guess I can officially release MAI  8)
And yes I'm aware that the assembler really needs to be overhauled sometime soon(tm)  ;D
#215
Quote from: Ignoral on June 08, 2017, 09:17:43 AM
Same here, robots are dying because they won't go back to the recharge station, was working fine yesterday.

Yes, sorry. I've fixed a bug (party bug) and created a new one (don't recharge me bug).
Hopefully it's fixed now in 0.17.5.
#216
I've uploaded a PREVIEW build for MAI.

Unfortunately I have not much time to test her much.
Because of that I've only released a first preview build for now.

The official release (+steam) will be later when I've found a bit more time to test her..
#217
Mods / Re: [MOD REQUEST] More than 1 base
June 07, 2017, 01:23:36 PM
Go into options and increase the count of possible player bases ;D
#218
Old versions can always be found on nexus.
#219
Personally I use mostly the check for Godmode:
if ( DebugSettings.godMode )
But this is the Dev-Mode:
if ( Prefs.DevMode )
#220
*Dialing Hotline*...ring, ring... ring, ring... "Hello, how may I help you?"

Hello XPath hotline.
I'd like to know from a professional side if my code is ok as it is.
It does work, but I'm just not sure if it's really the best way to do this?

So, here is my code:

<!-- Check if <comps /> exists. If not, add it -->
<Operation Class="PatchOperationSequence">
<success>Always</success>
<operations>
<li Class="PatchOperationTest">
<xpath>*/ThingDef[statBases/AccuracyLong > 0.05]/comps</xpath>
<success>Invert</success>
</li>
<li Class="PatchOperationAdd">
<xpath>*/ThingDef[statBases/AccuracyLong > 0.05]</xpath>
<value>
<comps />
</value>
</li>
</operations>
</Operation>

<!-- Find entries where AccuracyLong > 0.5 and add the new comp -->
<Operation Class="PatchOperationAdd">
<xpath>*/ThingDef[statBases/AccuracyLong > 0.05]/comps</xpath>
<value>
<li Class="WeaponRepair.CompProperties_WeaponRepairTwo2One">
<worktableDefs>
<li>TableMachining</li>
</worktableDefs>
<allowedDefSubName>Gun_</allowedDefSubName>
<compareQuality>true</compareQuality>
<jobDef>WeaponRepairTwo2One</jobDef>
<workTypeDef>Smithing</workTypeDef>
<maxRepair>0.95</maxRepair>
</li>
</value>
</Operation>


My questions: Is this useful or is there a better way to handle all available ranged weapons (only defs: Gun_*)?
Previously I tried ThingDef[defName="Gun_*"] but that didn't work and I didn't find an alternate call for that..

Thank you for your time ;D
#221
Actually it did fix the issue. You just need to reset the robots: 8)
https://ludeon.com/forums/index.php?topic=26151.msg337692#msg337692
#222
Releases / Re: [A17] Misc. Robots++
May 31, 2017, 05:14:12 PM
Please try this: activate the godmode and then select the station of the problematic robot. It should have a recreate robot debug button. Please recreate your robot once and try it again..
It is maybe not working because the effective part will only be added at the first creation of the robot..

Note: the new robot may throw an error that something is not initialized. This can be ignored as it will then init the problem. It has no ill effect other than the message but can't be fixed now..
#223
Releases / Re: [A17] Misc. Robots++
May 31, 2017, 07:08:05 AM
Did you update to Misc. Robots V1.7.3 already?
I think I've fixed this issue already... maybe... 8)
#224
Translations / Re: Official: Catalan
May 31, 2017, 07:03:48 AM
I've changed your subject to Official: Catalan to fit to the other official posts.
Hope you don't mind 8)
#225
Quote from: Doomdark64 on May 30, 2017, 05:27:58 AM
Please Haplo for the love of god make MAI available for alpha 17 its the best mod out there and the only one not working.
Regards.
I will work on MAI as soon as the other mods stop throwing out bugs :)