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Messages - Commander Beanbag

#1
Throwback to this bug report: https://ludeon.com/forums/index.php?topic=55167.0

That older report claims that the error only happens when blinding pawns with the Blindsight meme. This is not the case; it happens to any human.

Now for my own report. I was getting raided, threw down a blinding pulse psycast on the enemy. Then the errors began: one every time a psychically-blinded pawn got damaged. Interestingly, this error pauses the game every single time it's thrown, making combat rather tedious with blinding pulse being used. (alright, looks like I unknowningly clicked "pause when an error is logged"...)

I deleted the enemy pawns who were affected, and used blinding pulse on my own colonists. Same error, same conditions.

I was playing with some mods at the time, but went ahead and loaded this save with 0 mods, and saved again. This is the save I am uploading first, because the issue is still present.
It loads in mid-combat with bullets flying, blinding pulse already used, and the error happens almost immediately when I unpause. Hope it helps.
https://www.dropbox.com/s/dzfdrz53yte92x7/The%20Scarred%20Covenant%20infinite%20no%20mods.zip?dl=0

Detected infinite stat recursion when evaluating Sight
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.PawnCapacitiesHandler:GetLevel (Verse.PawnCapacityDef)
RimWorld.StatPart_SightPsychicSenstivityOffset:TryGetPsychicOffset (Verse.Thing,single&)
RimWorld.StatPart_SightPsychicSenstivityOffset:TransformValue (RimWorld.StatRequest,single&)
RimWorld.StatWorker:FinalizeValue (RimWorld.StatRequest,single&,bool)
RimWorld.StatWorker:GetValue (RimWorld.StatRequest,bool)
RimWorld.StatWorker:GetValue (Verse.Thing,bool)
RimWorld.StatExtension:GetStatValue (Verse.Thing,RimWorld.StatDef,bool)
Verse.PawnCapacityUtility:CalculateCapacityLevel (Verse.HediffSet,Verse.PawnCapacityDef,System.Collections.Generic.List`1<Verse.PawnCapacityUtility/CapacityImpactor>,bool)
Verse.PawnCapacitiesHandler:GetLevel (Verse.PawnCapacityDef)
Verse.PawnCapacitiesHandler:CapableOf (Verse.PawnCapacityDef)
RimWorld.PawnUtility:IsBiologicallyBlind (Verse.Pawn)
RimWorld.PawnUtility:IsBiologicallyOrArtificallyBlind (Verse.Pawn)
RimWorld.ThoughtWorker_Pretty:CurrentSocialStateInternal (Verse.Pawn,Verse.Pawn)
RimWorld.ThoughtWorker:CurrentSocialState (Verse.Pawn,Verse.Pawn)
RimWorld.SituationalThoughtHandler:TryCreateSocialThought (RimWorld.ThoughtDef,Verse.Pawn)
RimWorld.SituationalThoughtHandler:CheckRecalculateSocialThoughts (Verse.Pawn)
RimWorld.SituationalThoughtHandler:AppendSocialThoughts (Verse.Pawn,System.Collections.Generic.List`1<RimWorld.ISocialThought>)
RimWorld.ThoughtHandler:GetSocialThoughts (Verse.Pawn,System.Collections.Generic.List`1<RimWorld.ISocialThought>)
RimWorld.ThoughtHandler:GetDistinctSocialThoughtGroups (Verse.Pawn,System.Collections.Generic.List`1<RimWorld.ISocialThought>)
RimWorld.ThoughtHandler:TotalOpinionOffset (Verse.Pawn)
RimWorld.Pawn_RelationsTracker:OpinionOf (Verse.Pawn)
RimWorld.LovePartnerRelationUtility:ExistingMostLikedLovePartnerRel (Verse.Pawn,bool)
RimWorld.ThoughtWorker_OpinionOfMyLover:CurrentStateInternal (Verse.Pawn)
RimWorld.ThoughtWorker:CurrentState (Verse.Pawn)
RimWorld.SituationalThoughtHandler:TryCreateThought (RimWorld.ThoughtDef)
RimWorld.SituationalThoughtHandler:CheckRecalculateMoodThoughts ()
RimWorld.SituationalThoughtHandler:AppendMoodThoughts (System.Collections.Generic.List`1<RimWorld.Thought>)
RimWorld.ThoughtHandler:GetAllMoodThoughts (System.Collections.Generic.List`1<RimWorld.Thought>)
RimWorld.ThoughtHandler:GetDistinctMoodThoughtGroups (System.Collections.Generic.List`1<RimWorld.Thought>)
RimWorld.ThoughtHandler:TotalMoodOffset ()
RimWorld.Need_Mood:get_CurInstantLevel ()
RimWorld.Need_Seeker:NeedInterval ()
RimWorld.Need_Mood:NeedInterval ()
RimWorld.Pawn_NeedsTracker:NeedsTrackerTick ()
Verse.Pawn:Tick ()
Verse.TickList:Tick ()
Verse.TickManager:DoSingleTick ()
Verse.TickManager:TickManagerUpdate ()
Verse.Game:UpdatePlay ()
Verse.Root_Play:Update ()
#2
Releases / Re: [1.0] Rimatomics | Rimefeller
April 04, 2019, 01:16:03 AM
Hey, I'm using Combat Extended and Rimefeller together. I noticed CE creates some new stuff categories while also patching out the vanilla ones from most crafting recipes. Example, melee weapons use the new "Metallic_Weapon" category, and armor uses "Steeled". This makes Synth Composite rather useless, only for spike traps and basic structures. Is there anything that can be done on Rimefeller's end or does the fix have to be a patch on CE's end?
#3
Hi, I've got some weird stuff happening with melee weapons. Weapons that do sharp damage ignore all armor, no matter the weapon's quality or material, nor the armor's stats. Weapons dealing blunt damage seem to behave normally. Mod list is Core, CE, CE Guns, all latest versions from Github. I wanted to check if anyone else has this issue before posting it on Github.
#4
Found a nasty hitching problem caused by this mod. Or most likely is; I have 120 mods and it can get confusing.

The work subtype to install/uninstall ship weapons, added as part of Construction task, causes a short but extremely frequent hitch, because it triggers every time a builder pawn looks for a new job to do.
To fix this, you can install Fluffy's work tab and unassign this work subtype, or completely delete it from your copy of the mod.
#5
Quote from: sirbardiel on May 02, 2018, 09:53:47 AM
Quote from: Seven on July 26, 2017, 09:12:56 AM
Since load bearing gear count as clothing, is there some way to get around the lack of a quality flag for them in the outfit template configuration (and storage, though a second stockpile can take care of that)? If you for example tell a colonist to only wear legendary clothes, they will not equip backpacks/tac vests since they don't have a quality (or rather, they seem to have a hidden one; if you set the lower limit low enough, I'm guessing at "normal", they will be equipped). I tried adding them to the loadout template instead, but that just resulted in my colonist putting them unequipped in their inventory.
How do I solve this issue? :P

Chipping in to say I'm having this issue as well.
#6
Nate here was snorting some yayo and accidentally had a major overdose, incapacitating him. Unluckily, he almost instantly got brain chemical damage from the overdose, giving the brain -50% efficiency (for a total of 50% consciousness).
Once the major overdose naturally decayed to a minor one, the -50% consciousness that the minor overdose hediff gives kicked in and instantly killed Nate:



(It's a modded game, but the problem exists in a vanilla def)

While there is a deathMtbDays in a major overdose, theoretically allowing instant deaths anyway, the brain chemical damage thing is basically useless with this happening.
The effect is easily testable with dev tools by adding ChemicalDamageModerate to the brain, and then adding drug overdose to body.
#7
Being able to smelt crappy bows/clubs/whatever was a good way to automate garbage disposal, even if you didn't get anything back from it. As it is, the mod removes all neolithic weapons from smelting bills.
Another big problem is mod compatibility. Example: Most weapons from Medieval Times that have a large amount of steel and 1 piece of wood in the recipe are completely disallowed from smelting, such as all the swords, which use wood for the hilt. Doesn't make sense.
IMO, the smelting fix as it stands is a bit overreaching for this mod. I think a better way is to remove non-smeltable stuffs from smelt product lists, assuming that is possible.
#8
How would you reclaim materials from wood, jade etc weapons now?
#9
Similar issues to @DavidMM18.



Using EDB prepare carefully (haven't tested without), each time the map is re-rolled results in another duplicate pawn entry in the save file. I played a colony for about 20 days after rerolling the map 6 times; results in some awful issues. There were indeed 6 pawn entries in the save; I had some pawns become lovers and an effect of the duplicates was they didn't have their relationship connected to the real pawn on the map, resulting in debuffs for shared bed/room.
Also, there were two entries for one pawn in the social tab, and clicking the 'lover' one displayed a "X is off the map message." They also claimed to be in a different faction for some reason.



Edit: Manually removing all duplicate pawn entries from the save file seems to fix it. It didn't reoccur after post-fix saving either.
#10
Dunno if this is fixed in the dev build but my colonist lost a leg and thus had no carry weight capacity, causing the bar to freak out:



It happens in the pawn gear tab as well.
#11
Last I tried, CCL actually refused to load if it detected it's not #2 in the load order. I'm surprised he even got in-game.
#12
If you have a pawn with grenades equipped and the same type in the inventory, unequipping the grenade will delete it (it doesn't add to the inventory grenade count).
#13
Great work on the update!
I'm seemingly too late with my suggestion though.
I've added quantum refrigerators to my game using CCL's refrigerator comp. It seems like the sort of thing that belongs in this mod. Best used for teleporting hay to your barn.

Also, "qunatum" in the post title.
#14
Phew, I thought it was the ol' late-game hitching making a return.
#15
Help / [A13] Heated Paths - No more snow shoveling
April 12, 2016, 05:47:13 AM
Basic mod that adds a new floor type. It costs 6 metal, looks like paved tiles and snow does not pile up/survive on it.

Use this mod in your own mod/modpack. I barely made it.

Download from Dropbox: https://www.dropbox.com/s/dwlxkw1lk2qgp5t/Heated%20Paths.zip?dl=0