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Messages - SpaceDorf

#46
Support / Re: No Menu and Interaction on the WorldMap
December 17, 2019, 12:46:18 PM
I guess I disabled or added a mod that caused the problem.

And thanks for the tip, it arrived by mindreading, I tried that too.
It could not work, because there were no active world incidents.

On the bright side, I finally found the solution or at least a work around for another problem.
https://ludeon.com/forums/index.php?topic=38184.0


==== EDIT ====

I got notepad++, rwms and rimpy
fluffies modlist manager,
modCheck,
RIMMSLoadUp,
StartUpImpact,
RuntimeGC
RIMMSAssemble
and traded mod-e for the better mod mismatch window

did I miss something ?  ;)
#47
General Discussion / Re: Unstable Caravan Creation
December 17, 2019, 12:46:00 PM
Still got the problem, when re-creating caravans from Event/Quest Maps or Campsites.

Sadly the answer is really the number of carried items. Not weight.
Especially with food mods and wild plants the number of foraged and harvested items grows really big.
Add to that every bit of looted equipment from several encounters, prisoners and harvested implants ( or the corpses )
And while the Dinosauria offers great grazing pack animals, able to carry 10 tons each, I was never able to fill even one.

Later, when pods and reusable flyers come into play the problem is no longer an issue  ;D

I am really curious if other people can replicate the problem, or if it is my computer.
( Win10, i5Quad 3.1GHz, 8 Gig Ram )
#48
Support / Re: No Menu and Interaction on the WorldMap
December 16, 2019, 01:30:38 PM
After two days of trying and failing to find either a culprit in the modlist or in the savegame
I gave up.

I started over from the savegame shortly after making planetfall .. this time I'll try to neither change the modlist midgame, nor to edit the savegame ( at least without backup .. )
... otherwise I would have failed allready again  ;D ;D .. ( I moved a settlement of the very nice walkblem providers of helpful hands by editing the save and changed the harvest recipe of "reclaim, reuse recycle" definition to accomodate for rotting corpses .. )

maybe someday Randy manages to screw my colony over before I do it myself.
#49
Support / Re: No Menu and Interaction on the WorldMap
December 14, 2019, 10:41:05 AM
No Active/Different Incidents, except a few quests ..

AllowTool Produces this error when I try the mine connected ores option, which works in the old save as well.
[AllowTool][ERR] Exception while processing context menu action: System.IndexOutOfRangeException: Array index is out of range.
  at Verse.EdificeGrid.get_Item (IntVec3 c) [0x00000] in <filename unknown>:0
  at AllowTool.Context.MenuProvider_Mine.TryGetMineableAtPos (IntVec3 pos, Verse.Map map) [0x00000] in <filename unknown>:0
  at AllowTool.Context.MenuProvider_Mine.MineDesignationExpansionIsValid (IntVec3 cellFrom, IntVec3 cellTo, Verse.Map map) [0x00000] in <filename unknown>:0
  at AllowTool.Context.MenuProvider_Mine.FloodExpandDesignationType (Verse.DesignationDef designationDef, Verse.Map map, AllowTool.Context.InitialCandidateFilter initialFilter, AllowTool.Context.ExpansionCandidateFilter expansionFilter) [0x00000] in <filename unknown>:0
  at AllowTool.Context.MenuProvider_Mine.ContextMenuAction (Verse.Designator designator, Verse.Map map) [0x00000] in <filename unknown>:0
  at AllowTool.Context.BaseDesignatorMenuProvider.InvokeActionWithErrorHandling (AllowTool.Context.MenuActionMethod action, Verse.Designator designator) [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
HugsLib.Utils.ModLogger:Error(String, Object[])
AllowTool.Context.BaseDesignatorMenuProvider:InvokeActionWithErrorHandling(MenuActionMethod, Designator)
AllowTool.Context.<>c__DisplayClass24_0:<MakeMenuOption>b__1()
Verse.FloatMenuOption:Chosen(Boolean, FloatMenu)
RecipeIcons.FloatMenuOptionLeft:DoGUI(Rect, Boolean, FloatMenu)
Verse.FloatMenu:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)

And on load I get this for every pawn

Exception while recalculating Aurora thought state for pawn Kristy: System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.ThoughtWorker_GameCondition.CurrentStateInternal (Verse.Pawn) <0x000ed>
at RimWorld.ThoughtWorker_Aurora.CurrentStateInternal (Verse.Pawn) <0x0003c>
at RimWorld.ThoughtWorker.CurrentState (Verse.Pawn) <0x0002f>
at (wrapper dynamic-method) RimWorld.SituationalThoughtHandler.TryCreateThought_Patch1 (object,RimWorld.ThoughtDef) <0x000f3>

Verse.Log:Error(String, Boolean)
RimWorld.SituationalThoughtHandler:TryCreateThought_Patch1(Object, ThoughtDef)
RimWorld.SituationalThoughtHandler:CheckRecalculateMoodThoughts()
RimWorld.SituationalThoughtHandler:AppendMoodThoughts(List`1)
RimWorld.ThoughtHandler:GetAllMoodThoughts(List`1)
Fixable_Mood_Debuffs_Alert.<>c:<AllPawnsWhoWantToMaster>b__8_0(Pawn)
System.Collections.Generic.List`1:FindAllStackBits(Predicate`1)
System.Collections.Generic.List`1:FindAll(Predicate`1)
Fixable_Mood_Debuffs_Alert.Unhappy_Pet_Owners_Alert:AllPawnsWhoWantToMaster()
Fixable_Mood_Debuffs_Alert.Unhappy_Pet_Owners_Alert:get_AllUnhappyPawns()
Fixable_Mood_Debuffs_Alert.Unhappy_Pet_Owners_Alert:GetReport()
RimWorld.Alert:get_Active()
RimWorld.AlertsReadout:AlertsReadoutUpdate()
RimWorld.UIRoot_Play:UIRootUpdate()
Verse.Root:Update_Patch1(Object)
Verse.Root_Play:Update_Patch1(Object)

=== EDIT ===

For better or worse, the small mod list ..
#50
Support / Re: No Menu and Interaction on the WorldMap
December 14, 2019, 10:17:49 AM
I knew it would be you who answers first  ;D

There were so few mods with new incidents back then, I never encountered a problem like this.
And after two days search in the forums, I still could not find a fitting description.

I allready tried to compare the two savegames, but I did not have a clue what to look for.
But I have to confess, before the bug happened, I removed two permanent world conditions from the savegame, which were added by an incident mod. ( RimOverhaul )
Those were so stupidly unbalanced, that it was just no fun. I allready was in the middle of an Toxic Fallout Incident, when the Lean Atmosphere Incident happened. It added more radiation to the atmosphere and made the temperature switch between -90°C and +100°C in a matter of in game hours ... the extreme temperatures might have been an interaction with the mod that changes heat and cold waves.

Well now I remember why I should have made a backup of my save  :D

=== EDIT ===

also I play localized, non-Steam .. so no unexpected updates either.
#51
Support / No Menu and Interaction on the WorldMap
December 14, 2019, 09:11:29 AM
I think I botched my Savegame somehow, but I don't know how.

The Game runs without problems, except when I switch to the World Map.
The the Menu on the bottom of the screen goes missing.
The mouse cursor and the hex selector are still visible, but the tileinfo is not updated.
I can return to the colony view when I click on a colonist, but thats all.

The Debug Menu spams the following error when I load the World Map.

Root level exception in OnGUI(): System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.Planet.WorldGlobalControls.WorldGlobalControlsOnGUI () [0x00000] in <filename unknown>:0
  at RimWorld.WorldInterface.WorldInterfaceOnGUI () [0x00000] in <filename unknown>:0
  at RimWorld.UIRoot_Play.UIRootOnGUI () [0x00000] in <filename unknown>:0
  at Verse.Root.OnGUI () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.Root:OnGUI()

and this output when returning to the colony map

System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.Planet.World.WorldPostTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
RimWorld.Planet.World:WorldPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update_Patch1(Object)

I run a lot of mods, but the sad thing is, when I load an older game of the same colony with the same Modlist the world map
still works.

#52
Releases / Re: [1.0] Syrchalis' Prosthetic Icons
July 30, 2018, 09:41:29 AM
Thank you Syrchalis.

A mod that feels a need I did not know I had.
#53
Quote from: XeoNovaDan on July 26, 2018, 01:47:24 PM
Quote from: EdgarDruin on July 26, 2018, 01:38:22 PM
...

Even if you restrict your animals to a zone, they'll still occasionally consume some random thing - whether it be a meal instead of zone-microed kibble, or beer, or luciferium. The only real fixes to these problems are either to wall in your drugs completely, or not have animals in the first place.

That being said, the random eating is infrequent enough that you don't really notice it until you get over 50 or so animals.

Not true .. I got 4 Retrievers and my only female was addicted to psychoid tea before the first year was over.

Storyteller: Randy Random
Difficulty: Hard
Biome: Temperate Forest
Hours played: about 8 for the game in question.
#54
Quote from: Bones on June 29, 2018, 07:50:06 PM
Don't know if this is correct/what the modder would do, but I changed this in the Apparel_*.xml files.

From: <thingDef ParentName="ArmorMakeableBase">
To: <thingDef ParentName="ArmorMachineableBase">

Factions were also giving an error because FactionBase changed name, in Factions_*.xml

From: <kindDef>FactionBase</kindDef>
To: <kindDef>Combat</kindDef>

And From: <homeIconPath>World/WorldObjects/DefaultFactionBase</homeIconPath>
To: <homeIconPath>World/WorldObjects/DefaultSettlement</homeIconPath>

Here ..
#55
Yeah, the good old cave. a hole in the ground ..
The basic foundation of Fantasy Novels and RPG's
Exploration, Imagination and Hard Rock !
#56
Thank you Dan. ;D
#57
Discord or GitHub.
Personal message on the forums might work as well.
#58
Unfinished / Re: [1.0] Gen-spliced Xenohumans
July 23, 2018, 05:44:54 AM
I think the suggestions for Wolfmen are quite off.

Wolves like Dogs are a social pack animals so giving them social debuffs seems really weird to me. The same goes for bloodlust.

Social fights for dominance sound reasonable though.
#59
Quote from: MarvinKosh on July 14, 2018, 01:53:55 AM
If you gave an artillery shell a good solid smack with your fist, you're more likely to break your hand than set it off. They're designed to go off after a high-velocity impact.

Actually without a detonator in place an artillery shell might even survive the high velocity impact.

Now to the other suggestions in Greep-Style

-(yes) hauling, though hauling opportunities are implemented now
-(Yes) to every GUI suggestion about skill efficency ( I remember a mod that did that for surgery )
-(YES) to showing required skills/worktype on Workbenches/Bills
-(Yes) to plastic surgery
-(YES) to the traits and power armor should also increase carry weight or at least counterbalance it's own weight
-(YES) to Hope and Winning buffs, could expand sickness with a small buff when immunity is reached
-(YES) to snowy optics and green toxic snow
( - river event : upstream pollution )
-(YES) to animals staying put, the get food after all

-(YES) to Fluffies Medical Tab.

-(NO) to rearranging the work types, setting priorities to manual is the first click
in every new game.
-(INSTEAD) Fluffies Work Tab, more priority numbers and ability to priorize sub-types and all features of the Allow Tool.

-(YES) to Bulk Drug Burning
-(YES) to law enforcement
-(YES) to better Doctors,
-(NEW) return of the REPAIR Priority, which should include refueling instead of hauling

-(MAYBE) to edit caravan, you can order caravan members to pick stuff up
-(YES) to better Terraforming by moisture pump and construction/farming

-(NEW) Remove Floors should also be in the Orders Menu
-(NO) to underground maps,
-(Counter) make unpassable mountains accessable from one side ( like oceancs )
to create huge cave systems. More cave stuff and farmable cave plants would be cool though.
Also an addition to encounter maps : found a cave!
-(YES) to helping out allies in combat
-(YES) to close range firing, at least with weapons designed to do so. At the moment my Beastmaster is wearing a longsword

-(YES/NO) to coldsnap nerf. this really depends on the crops. Most fruits/crops really become unconsumable when exposed to freezing temperatures.
But instant death for the plant is strange. Losing HP and growth percentage going down would be more managable.

-(YES) to joy-deprived before attacking. Also resting before an attack would be great.
-(YES) to NOT shooting Colony Members without orders.
-(Mabye) to gauging rescued colonists value, maybe adding a "stranger" tag similiar to the "guilty" tag that lets us banish the pawn without
great repercussions or Worse : if you let the raid kill/capture the fleeing pawn they will go away without bothering you. 
-(YES) to no instant Death for colonists in general. ( plot armor ). This would also remove some grievences with friendly fire.
Downed Pawns can still be killed or die.
-(Addition) chance of abducted pawns triggering the chased pawn event shortly after. ( trying to return home )
-(Maybe) better ship rewards. Butchering Mechanoids is quite rewarding on its own. Mabye a chance of Mechanoids dropping something more advanced as well.


#60
I would like this option as well.