Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Canute

#31
The only thing that came close to it
https://ludeon.com/forums/index.php?topic=46983.0
#32
QuoteI think it means "Thumbstick" in context, but why use the word "rotate buttons"?
And why is it plural?
I think it is because the steam deck port, just got a port to work on it or just used the regular linux version.
Then the text don't got adjusted for the steam deck, and it is the same for the regular desktop version, and like you see at the picture there are 2 buttons, thats prolly why it is plural.

Feel free to post a bug report, at the bug section. Special when you can made screenshot's (not sure if you can made these with the steam deck, if not maybe a good picture with the mobile phone maybe).
#33
Mods / Re: How to activate mod's at a good way
April 23, 2022, 02:15:33 PM
Hi,
i don't think so. All mod's should work with ideology, or it would writen at the mod description when it wouldn't.
I only can suppose of of your mods cause the problem, you just need to find the bad one.

#34
I am not a native english speaker too, but the text is pretty clear for me.
When you select a bed to build these button, you see at the image i posted before, will appear at the left side. Alternative the key's Q and E are assigen for the rotating too (ok i think that don't be on steam deck).
If you can see these things, i think something is wrong with the port for that console.
Since i don't own steam deck, i only can give you the hint to try out your other stick and all the button/cross if they do the job and let the bed rotate.


#35
Welcome,
i am not sure what you realy mean.
But when i read rotate buttons, i think at the button to rotate a blueprint.
#36
Mods / Re: How is frostbite damage handle in code
April 18, 2022, 07:56:22 AM
Hi,
sorry i can't answer your question, just can give you some hint's how you find the answer yourself.

I highly think these gamemechanic is at some of the core files and not at the XML code.
That mean's you should grab a "c# disassembler" (search for that if you don't know any) and look at the code itself.
But you see that require knowledge of c# to understand it.
#37
Mods / Re: Caravan doesnt move on the world map
April 18, 2022, 07:04:48 AM
QuoteHow do I know this wont just happen on a new save though?
With the same mods, highly sure you will soon or later.
Verify files don't realy help's, what can cause trouble sometimes when the author changed the file structure and you got old file left from older releases. And these old file's does the verify files check don't recognize.

As normal player you can't do much, beside not to use a mod that give out error's after activation.
When you encounter during gameplay some errors/problems you mosttimes need to live with them.
That is the risk of using many mods.

QuoteWhat could this mean? a pawn, colony or the map itself was bugged?
When the caravan without him is moving, i would say the pawn made problems.
You need to investigate the pawn closer, maybe it is based on his race,equip,traits,.... and you can't get at this way to the mod.


#38
Mods / Re: Caravan doesnt move on the world map
April 18, 2022, 03:13:40 AM
I would say, just live with the problems.
Enable developer mode and let the caravan instant reach their destination, if you think they stand long enough at the world.

And for your next playthrough, try to adjust your modlist that you don't have error's at the startup.
Basicly that is all you can do as player.
#39
Mods / Re: Caravan doesnt move on the world map
April 16, 2022, 01:54:35 AM
Hi,
i am allways looking for a "patch" text at the errors. And i saw "IsPotentialThreat_Patch0"
Searching for "IsPotentialThreat" at the patch list i found
GenHostility.IsPotentialThreat: TRANS: PerformanceOptimizer.Optimization_FasterGetCompReplacement.Transpiler

So i would point at the PerformanceOptimizer at first.
#40
Help / Re: Harmony and private methods
April 15, 2022, 03:12:23 AM
Seaching for "change value of a private method return using harmony"
give this result
Search Results
which should give you a good start i think.
#41
General Discussion / Re: Rhinos in my cabbage patch!
April 11, 2022, 02:51:57 AM
Hi,
try to reread the description of the fences.
And what you can do against it:
- hunt down all big animals
- use wall's instead fences.
#42
Mod bugs / Re: Hud dissapears after a while.
April 03, 2022, 10:34:22 AM
Hi,
i think these error
QuoteRoot level exception in OnGUI(): System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.ColonistBarColonistDrawer.DrawIcons (UnityEngine.Rect rect, Verse.Pawn colonist) [0x00165] in <360933dd75ad47e8a6d2a631ae77b5d8>:0
  at RimWorld.ColonistBarColonistDrawer.DrawColonist (UnityEngine.Rect rect, Verse.Pawn colonist, Verse.Map pawnMap, System.Boolean highlight, System.Boolean reordering) [0x001c1] in <360933dd75ad47e8a6d2a631ae77b5d8>:0
  at RimWorld.ColonistBar.ColonistBarOnGUI () [0x00130] in <360933dd75ad47e8a6d2a631ae77b5d8>:0
  at RimWorld.MapInterface.MapInterfaceOnGUI_BeforeMainTabs () [0x0003c] in <360933dd75ad47e8a6d2a631ae77b5d8>:0
  at RimWorld.UIRoot_Play.UIRootOnGUI () [0x0001f] in <360933dd75ad47e8a6d2a631ae77b5d8>:0
  at (wrapper dynamic-method) Verse.Root.Verse.Root.OnGUI_Patch1(Verse.Root)
prevent that the GUI got created.
At the error i saw "ColonistBarColonistDrawer" and found it at the patches
ColonistBarColonistDrawer.DrawGroupFrame: post: SaveOurShip2.ShipIconOnPawnBar.DrawShip
Which point at Save Our Ship 2
Maybe together with the failed SOS2 patch.
My first idea is, that you move SOS2 at the end of the modlist.
And when this don't help, you should ask at the SOS2 mod discussion/discord for help.

#43
Releases / Re: [1.3] Children and Pregnancy - v4.1.0
March 31, 2022, 03:45:00 AM
QuoteBut i have run the game also with just this mod installed and still get the same error on the log.
The question is, did you start a new colony or did you just disable mods and keep the save, then the error is allready at the savegame or the conflict is with other mods you still got active.

Quotethis mod conflict with the mod performance optimizer.
But overall, when you don't got that problem without optimizer, you should report it the the optimizer author/crew.
He can investigate it further where the problem are and contact the modauthor of the other mod.

Quotemaybe he can use the proper form to provide the error to the staff.
You NEED to add the logfile or at last the error msg. to such reports.
Mosttimes you got hugslib installed too, then just use the green button "Share logs" at the log window and post the link, which include the modlist,patchlist and logfile.
#44
Mod bugs / Re: Grey screen bug
March 26, 2022, 03:42:47 PM
Hi,
i think the grey screen come's from the repeating error
QuoteRoot level exception in Update(): System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.GlowFlooder.AddFloodGlowFor (Verse.CompGlower theGlower, UnityEngine.Color32[] glowGrid) [0x0001f] in <360933dd75ad47e8a6d2a631ae77b5d8>:0
  at Verse.GlowGrid.RecalculateAllGlow () [0x000ad] in <360933dd75ad47e8a6d2a631ae77b5d8>:0
  at Verse.GlowGrid.GlowGridUpdate_First () [0x00008] in <360933dd75ad47e8a6d2a631ae77b5d8>:0
  at (wrapper dynamic-method) Verse.Map.Verse.Map.MapUpdate_Patch3(Verse.Map)
  at Verse.Game.UpdatePlay () [0x00031] in <360933dd75ad47e8a6d2a631ae77b5d8>:0
  at Verse.Root_Play.Update () [0x00032] in <360933dd75ad47e8a6d2a631ae77b5d8>:0 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
when i search for flood i found at the patchlist
QuoteFloodFiller.FloodFill: PRE:
  • RimThreaded.FloodFiller_Patch.FloodFill
so i think it is a problem with RimThreaded.
Try to ask at the RimThreaded-discussion about it.
#45
Hi,
at last the windows version got at the option "Run at background".
When the flag is on, the game keep running even when it isn't focused.
When you turn on/off that flag does it made any different for you ?