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Topics - 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
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.
#3
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
#4
It's pretty messed up. And annoying.
#5
Outdated / [MOD] (Alpha 7) MBP Compatibility Files v1
October 21, 2014, 08:01:14 PM
If you're like me, you probably want to see the operation bills stretch from edge to edge on your screen. Well, this "mod" helps you with that!

This isn't a mod at all, but instead some files to make certain mods compatible with MBP v1.3.1. The mods are:
Apothecarius vHOTFIXERINO by JuliaEllie
Extended Surgery v1.3 by Minus
Miscellaneous v1.7.2 by Haplo

For the above mods, there are some edited recipe defs included that change the body part brain implants are applied to.
For the MBP files, the Bodies.xml is changed, and a new body part def is added. It's a new part which does effectively nothing, as MBP has its own brain system. This new part allows for other mods to add their own implants to the brain while working alongside MBP implants.

Credits to the respective mod authors!

Download is attached.

[attachment deleted by admin: too old]