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Messages - Der Failer

#16
Off-Topic / Re: Count to 9000 before Tynan posts!
August 25, 2017, 01:10:13 PM
Hmmm delicious brainz....

6949
thumb
#17
Do worry guys, it's not a bug it's feature. Orion just wants to help us, to keep our bases well organized, and what is more organized then all of this annoying furniture? Right no more furniture!

But yes i also was confused about my furniture just vanishing when i moved some stuff. But I'm sure Orion will fix it soon. :)
#18
Look like i broke something again -.-'

Exception filling window for RimWorld.Page_ModsConfig: System.NullReferenceException: Object reference not set to an instance of an object
at ModListBackup.UI.Page_ModsConfig_Controller/<>c__DisplayClass40_0.<GetModByIdentifier>b__0 (ModListBackup.Mods.ModMetaDataEnhanced) <0x00026>
at System.Linq.Enumerable.First<ModListBackup.Mods.ModMetaDataEnhanced> (System.Collections.Generic.IEnumerable`1<ModListBackup.Mods.ModMetaDataEnhanced>,System.Func`2<ModListBackup.Mods.ModMetaDataEnhanced, bool>,System.Linq.Enumerable/Fallback) <0x0008b>
at System.Linq.Enumerable.First<ModListBackup.Mods.ModMetaDataEnhanced> (System.Collections.Generic.IEnumerable`1<ModListBackup.Mods.ModMetaDataEnhanced>,System.Func`2<ModListBackup.Mods.ModMetaDataEnhanced, bool>) <0x0003a>
at ModListBackup.UI.Page_ModsConfig_Controller.GetModByIdentifier (Verse.ModMetaData) <0x00070>
at ModListBackup.UI.Page_ModsConfig_Controller/<ModsInListOrder>d__42.MoveNext () <0x001d6>
at ModListBackup.UI.Page_ModsConfig_Controller.DoWindowContents (RimWorld.Page_ModsConfig,UnityEngine.Rect) <0x00a59>
at ModListBackup.Patches.Page_ModsConfig_Patches.DoWindowContents_Patch.Prefix (RimWorld.Page_ModsConfig,UnityEngine.Rect&) <0x00048>
at (wrapper dynamic-method) RimWorld.Page_ModsConfig.DoWindowContents_Patch1 (object,UnityEngine.Rect) <0x002bc>
at Verse.Window/<WindowOnGUI>c__AnonStorey2C4.<>m__1B1 (int) <0x00735>

Verse.Log:Error(String)
Verse.<WindowOnGUI>c__AnonStorey2C4:<>m__1B1(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)

Full log

I loaded the game with only HugsLib and your mod active and them loaded this mod list.

Core
HugsLib
Mod List Backup
[sd] chicken nest
Mending
Relations Tab
ResearchPal
Miscellaneous 'CORE'
Misc. Robots
Allow Tool
AC-Enhanced Crafting - A17
AllowDeadMansApparel
Apparello 2
Architect Sense
Stack Merger
[T] MoreFloors
Alpha 16 Stone Tiles Addition
Area Unlocker
Blueprints
CleaningArea
Colony Manager
Hospitality
I Can Fix It!
Infused
Stuffed Floors
A Dog Said...
Animal Feed Trough V1.1
Barn Stall V1.0
CaveworldFlora
Chemfuel Generator
Chemicals &amp; Neutroamine
Conduit Deconstruct
Dubs Hygiene and Central Heating
ED-Embrasures
ED-ReverseCycleCooler
ElectricStonecutting
Enlighten
Expanded Prosthetics and Organ Engineering 2.0
Faction Discovery
Fluffy Breakdowns
Hand Me That Brick
LT-DoorMat
Mad Skills
Medical Tab
MiningCo. ForceField
MiningCo. MMS
MJ - MiniMap (A17)
Moody
More Planning
Mountain Miner
Plant Cutting is for Growers!
PowerSwitch
Practise Target
PrisonerRansom
QualityBuilder
QualitySurgeon
Quarry
RimFridge - A17
Rimsenal - Storyteller pack
Roof Support A17
RT Fuse
RT Power Switch
RT Solar Flare Shield
RTGs
Rimworld Search Agency
The Birds and the Bees
Vegetable Garden
Veinminer
Zen Garden
Facial Stuff 0.17.1.2
[SS]Lovely Hair Style
Rimsenal - Rimhair
Xeva's Rimhair (A15, A16, A17)
More Vanilla Turrets
Psychology
Zombieland
BetterCoolers
BetterVents
ExtendedStorageFluffyHarmonised
AdditionalLighting
Miniaturisation
Notifications Archiver
[RF] Pawns are Capable! (No Traits) [a17]
Work Tab
Death Rattle
RuntimeGC
MiningCo. MiningTurret
Path Avoid - A17

I attached the file, as well.

[attachment deleted by admin: too old]
#19
Off-Topic / Re: Count to 9000 before Tynan posts!
August 25, 2017, 10:14:54 AM
6945
#20
Off-Topic / Re: Count to 9000 before Tynan posts!
August 15, 2017, 09:22:18 AM
Quote from: mabor0shi on August 15, 2017, 03:07:45 AM
Quote from: Der Failer on August 14, 2017, 09:51:47 AM
Quote from: mabor0shi on August 11, 2017, 09:41:37 PM
Look, I made it has a reflection!
6889
9886
Mind -> blown
It's fans like you that give me the courage to keep going. Thanks Der Failer.
6899
Here comes 6900!
You'r welcome :)

6901
...
2099 to go
#21
Off-Topic / Re: Count to 9000 before Tynan posts!
August 14, 2017, 09:51:47 AM
Quote from: mabor0shi on August 11, 2017, 09:41:37 PM
Look, I made it has a reflection!
6889
9886
Mind -> blown



    6896      6896      6896      6896      6896      6896      6896      6896    6896      6896      6896      6896      6896      6896      6896      6896    6896      6896      6896      6896      6896      6896      6896      6896        6896      6896      6896      6896      6896      6896      6896      6896        6896      6896      6896      6896      6896      6896      6896      6896 
#22
Off-Topic / Re: Count to 9000 before Tynan posts!
August 07, 2017, 04:11:59 PM
6869
#23
Outdated / Re: [A16]RuntimeGC In-Game Cleaner
August 03, 2017, 11:07:52 AM
#24
Quote from: RadicalIon on July 31, 2017, 09:17:42 AM
Hey, I'm really loving this mod, I just have a strange (maybe) question:

I scoured all of the workbenches, but I can't seem to find anywhere to make auxiliary AIs? Can anybody help me out? I've spent a week trying to scrape by with a solitary pawn, who was buffed as hell for roleplaying reasons and got his adv. bionic arm blown off by an explosive launcher on day 1. Now I have this prisoner I keep around exclusively to put a medical AI in him, have him butcher a few other unlucky passer-by's to grind some skill and install a new arm on my dorf. I'm close to chewing my hat over this.
Auxiliary AIs can only be bought from a pirate merchant or a prostheses trader, there is no way to craft them.
#25
Quote from: dburgdorf on July 30, 2017, 03:16:59 PM
And another (but not quite so overdue) bug fix, this one for Pawns Are Capable! ("No Traits" Version):

- Fixed the glitch that was preventing pawns who hate firefighting from putting out fires, even if assigned to do so. This should also take care of any other miscellaneous cases of pawns not doing what they're assigned.
Just updated, and now the game fails to generate raids.

Could not generate a pawn after 70 tries. Last error: Generated pawn incapable of violence. Ignoring scenario requirements.
Verse.Log:Error(String)
Verse.PawnGenerator:GenerateNewNakedPawn(PawnGenerationRequest&)
Verse.PawnGenerator:GeneratePawn(PawnGenerationRequest)
RimWorld.PawnGroupKindWorker_Normal:GeneratePawns(PawnGroupMakerParms, PawnGroupMaker, List`1, Boolean)
RimWorld.PawnGroupKindWorker:GeneratePawns(PawnGroupMakerParms, PawnGroupMaker, Boolean)
RimWorld.PawnGroupMaker:GeneratePawns(PawnGroupMakerParms, Boolean)
RimWorld.<GeneratePawns>c__IteratorC9:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
RimWorld.IncidentWorker_Raid:TryExecute(IncidentParms)
RimWorld.IncidentWorker_RaidEnemy:TryExecute(IncidentParms)
Verse.<DoListingItems_MapActions>c__AnonStorey596:<>m__A9B(Int32)
Verse.<DoListingItems_MapActions>c__AnonStorey596:<>m__A9C()
Verse.Dialog_DebugOptionLister:DebugAction(String, Action)
Verse.Dialog_DebugActionsMenu:DoListingItems_MapActions()
Verse.Dialog_DebugActionsMenu:DoListingItems()
Verse.Dialog_OptionLister:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey2C4:<>m__1B1(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)

Pawn generation error: Generated pawn incapable of violence. Too many tries (100), returning null. Generation request: kindDef=Drifter, context=NonPlayer, faction=The Poison Crushers, tile=1149, forceGenerateNewPawn=False, newborn=False, allowDead=False, allowDowned=False, canGeneratePawnRelations=True, mustBeCapableOfViolence=True, colonistRelationChanceFactor=1, forceAddFreeWarmLayerIfNeeded=False, allowGay=True, allowFood=False, inhabitant=False, certainlyBeenInCryptosleep=False, validator=, fixedBiologicalAge=, fixedChronologicalAge=, fixedGender=, fixedMelanin=, fixedLastName=
Verse.Log:Error(String)
Verse.PawnGenerator:GenerateNewNakedPawn(PawnGenerationRequest&)
Verse.PawnGenerator:GeneratePawn(PawnGenerationRequest)
RimWorld.PawnGroupKindWorker_Normal:GeneratePawns(PawnGroupMakerParms, PawnGroupMaker, List`1, Boolean)
RimWorld.PawnGroupKindWorker:GeneratePawns(PawnGroupMakerParms, PawnGroupMaker, Boolean)
RimWorld.PawnGroupMaker:GeneratePawns(PawnGroupMakerParms, Boolean)
RimWorld.<GeneratePawns>c__IteratorC9:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
RimWorld.IncidentWorker_Raid:TryExecute(IncidentParms)
RimWorld.IncidentWorker_RaidEnemy:TryExecute(IncidentParms)
Verse.<DoListingItems_MapActions>c__AnonStorey596:<>m__A9B(Int32)
Verse.<DoListingItems_MapActions>c__AnonStorey596:<>m__A9C()
Verse.Dialog_DebugOptionLister:DebugAction(String, Action)
Verse.Dialog_DebugActionsMenu:DoListingItems_MapActions()
Verse.Dialog_DebugActionsMenu:DoListingItems()
Verse.Dialog_OptionLister:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey2C4:<>m__1B1(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)

Exception filling window for Verse.Dialog_DebugActionsMenu: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.GenSpawn.Spawn (Verse.Thing newThing, IntVec3 loc, Verse.Map map, Rot4 rot, Boolean respawningAfterLoad) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentWorker_Raid.TryExecute (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentWorker_RaidEnemy.TryExecute (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
  at Verse.Dialog_DebugActionsMenu+<DoListingItems_MapActions>c__AnonStorey596.<>m__A9B (Int32 pts) [0x00000] in <filename unknown>:0
  at Verse.Dialog_DebugActionsMenu+<DoListingItems_MapActions>c__AnonStorey596.<>m__A9C () [0x00000] in <filename unknown>:0
  at Verse.Dialog_DebugOptionLister.DebugAction (System.String label, System.Action action) [0x00000] in <filename unknown>:0
  at Verse.Dialog_DebugActionsMenu.DoListingItems_MapActions () [0x00000] in <filename unknown>:0
  at Verse.Dialog_DebugActionsMenu.DoListingItems () [0x00000] in <filename unknown>:0
  at Verse.Dialog_OptionLister.DoWindowContents (Rect inRect) [0x00000] in <filename unknown>:0
  at Verse.Window+<WindowOnGUI>c__AnonStorey2C4.<>m__1B1 (Int32 x) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.<WindowOnGUI>c__AnonStorey2C4:<>m__1B1(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)

Full log
#26
Off-Topic / Re: Count to 9000 before Tynan posts!
July 30, 2017, 03:45:50 PM
6828
#27
Off-Topic / Re: Count to 9000 before Tynan posts!
July 28, 2017, 04:07:17 PM
10
#28
Off-Topic / Re: Count to 9000 before Tynan posts!
July 27, 2017, 03:19:07 PM
6806
#29
Outdated / Re: [A16-A17] BaconBits' Mods ~ 06/28/17
July 27, 2017, 02:16:25 PM
Barn Stall
Small bug i just noticed, your barn stall still uses "WorkToMake" instead of "WorkToBuild" and is therefore build in one tick.

[attachment deleted by admin: too old]
#30
Releases / Re: [A17] Psychology (2017-7-16 v2)
July 27, 2017, 12:49:35 PM
Two of my guys are hanging out (playing billiard), and every time one of them changes position this pops up (names and pos change ofc).
Tried to release (169, 0, 132) that wasn't reserved by Roberts.
Verse.Log:Error(String)
Verse.AI.ReservationManager:Release(LocalTargetInfo, Pawn)
Verse.AI.<Release>c__AnonStorey4F9:<>m__7E1()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Full log


Edit:
I'm not sure if this is a problem in vanilla or Psychology, but one of my colonist husband died, and she has a debuff for friend died (-3) and husband died (-20), if seems kind of odd to me having two debuff for the death of one person. IDK if is has something to do with it but her husband was in a caravan from another faction.

Edit2:
Ups switched auto-open off and therefore didn't notice this:
Exception ticking Taiki: System.NullReferenceException: Object reference not set to an instance of an object
  at Psychology.Pawn_PsycheTracker.TotalThoughtOpinion (Psychology.PsychologyPawn other) [0x00000] in <filename unknown>:0
  at Psychology.Hediff_Conversation.PostRemoved () [0x00000] in <filename unknown>:0
  at Verse.Pawn_HealthTracker.RemoveHediff (Verse.Hediff hediff) [0x00000] in <filename unknown>:0
  at Psychology.Hediff_Conversation.PostRemoved () [0x00000] in <filename unknown>:0
  at Verse.Pawn_HealthTracker.RemoveHediff (Verse.Hediff hediff) [0x00000] in <filename unknown>:0
  at Psychology.Hediff_Conversation.Tick () [0x00000] in <filename unknown>:0
  at Verse.Pawn_HealthTracker.HealthTick () [0x00000] in <filename unknown>:0
  at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Full log