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Messages - Rathael

#16
Releases / Re: [MOD] (Alpha 9) Glitter Tech v0.81
February 23, 2015, 04:35:33 PM
I just moved Cybernetic Storm to load after Glittertech and it seems to work fine that way. No need to move files.
#17
Quote from: Sadler on February 23, 2015, 01:03:20 AM
Quote from: Rathael on February 22, 2015, 08:45:08 PMOutput log is getting spammed with NullReferenceException Verse.Find.get_ListerPawns
Is it appears in game menu or during the gameplay? I think, if there is "Find.ListerPawns == null" as it says, your game files are totally corrupted. Reinstallation may help.

In future releases I will add the check to just disable the mod if your core isn't provides all necessary objects.

It only shows up in the output.txt log. Doesn't seem to affect gameplay. I will re-install and see if it goes away.
#18
Keep seeing this in debug after researching gun turret cooling:


Exception applying research mod for project GunTurretCooling: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.OmniResearchModsSpecial.OmniTurretCooling () [0x00000] in <filename unknown>:0
  at Verse.ResearchMod.Apply () [0x00000] in <filename unknown>:0
  at Verse.ResearchProjectDef.ReapplyAllMods () [0x00000] in <filename unknown>:0

Failed to find Verse.ThingDef named Gun_LeeEnfield. There are 1130 defs loaded.

#19
Output log is getting spammed with:

(Filename:  Line: -1)

NullReferenceException: Object reference not set to an instance of an object
  at Verse.Find.get_ListerPawns () [0x00000] in <filename unknown>:0
  at RimWorldIconMod.PSI.OnGUI () [0x00000] in <filename unknown>:0
#20
Don't know if it affects anything, but I'm seeing this in the log:

Exception ticking IndustrialHeater267488: System.TypeLoadException: Could not load type 'RimWorld.MoteMaker' from assembly 'RimWorld_CentralHeatingMod'.
  at CentralHeatingMod.Building_SuperHeater.TickRare () [0x00000] in <filename unknown>:0
  at Verse.TickList.SingleTick () [0x00000] in <filename unknown>:0
#21
I am getting this too:

JobDriver threw exception in initAction. Pawn=Julia, Job=DoBill(A=NanoRiflingBenchCS275272, B=NanomitesItemCS281605), Exception: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.GenRecipe.PostProcessProduct (Verse.Thing product, Verse.RecipeDef recipeDef, Verse.Pawn worker) [0x00000] in <filename unknown>:0
  at Verse.GenRecipe+<MakeRecipeProducts>c__Iterator13E.MoveNext () [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[Verse.Thing].AddEnumerable (IEnumerable`1 enumerable) [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[Verse.Thing]..ctor (IEnumerable`1 collection) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.ToList[Thing] (IEnumerable`1 source) [0x00000] in <filename unknown>:0
  at Verse.AI.Toils_Recipe+<FinishRecipeAndStartStoringProduct>c__AnonStorey210.<>m__2D4 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.BeginNextToil () [0x00000] in <filename unknown>:0
#22
Yup, just double-checked. I'm running 2.6.3

Someone posted an error over there, so it looks like it may be an issue with his mod.

Edit: I posted the error I get too as it is slightly different.

#23
Still getting crafting not working on some tables. Clothing works after changing the alternate tab settings, but Cyberstorm's Nano and Cyber crafting tables don't work. They still just eat the resources and produce nothing. I tested by trying to make both a nano and cyber pistol and some other guns. His implant tables work though.

Edit: It might be a problem with cyberstorm and not this mod.
#24
Quote from: Tynan on February 22, 2015, 01:47:38 PM
It's only -4.

Ah, I meant the "Very High Expectations" which gives -8.
#25
I would like to see a delay of at least a few days from "item creation" or "last stored inside" before they start to decay. It is very annoying to have something decay from 100 to 99 the moment it touches the ground. :/
#26
I don't like it. This is what the new colony buff is for. I don't like having a permanent -8 debuff on all my colonists that I can do nothing about.
#27
Weapons are being hauled for me as normal. I did not notice deterioration problems in my last game, but I was not looking for them.
#28
After updating some other mods the trader problem went away *shrug*. Guess it wasn't your fault after all! ;)
#29
Yes, it needs research.
#30
I'm not getting any traders or visitors at all. The dev log pops open with a message like "7.4d: VisitorGroup      (points=165 )" but no visitors at all.