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Messages - joaonunes

#1
There can never be too many weapons, love this mod!! Uninstalled the previous weapons mods I had and found out one of them was actually causing a problem with CE, so I killed two birds with one stone :D

Quote from: PouncingFox on November 05, 2017, 09:24:48 AM
I'm quite amazed by this arsenal you've made. You actually made time to create multiple variations of a single gun and you've almost completed the AK family and even the M16. But, aside from just plain preference how do you plan to give purpose to every gun? I mean like for example, you can get the AK47 but, wouldn't you just skip the AK47 and straight to the AKM?

It depends on the way you play.
For example, right now I'm having a really hard time finding steel in the map, so I use whichever weapons pops up first. If the ammo types are all different I might reconsider doing it, otherwise any weapons that fits the situations I am hoping to face will do it.
#2
Here are the steps I used to reproduce the issue:
- Created a new game with default start (so Lee-Enfield spawns automatically);
- Forced pawn to pick Lee; He automatically picked ammo afterwards;
- Clicked button to drop ammo in gear tab, nothing happened;
- Made a loadout with Lee and 40 ammo and assigned it to the pawn using the weapon; he kept 40 ammo and the rest disappeared with a console error.
Files in the attachments.
This is the only weapon I have seen with this error...
On an aditional note, the .303 ammo type does NOT show up in the Loadout screen, I had to pick the ammo for the Lee from the list by using the "+" button next to the weapon, this ammo type did not show in the ammo list.

[attachment deleted by admin: too old]
#3
Outdated / Re: [A17] SeveralPuffins mods for A17
October 22, 2017, 09:47:04 AM
The mod "RazzleDazzle" is causing my game to HEAVILY drop the game's FPS when I right-click an item with a pawn selected and the contect menu shows up. As soon as I removed your mod from my load order this issue never occurred again. I did several tests with this mod and the results were consistent with this one being the one causing this issue.

Here's the mod list I was using at the time:

    <li>Core</li>
    <li>HugsLib</li>
    <li>ModSwitch</li>
    <li>CombatExtended</li>
    <li>ExpandedProsthetics&amp;OrganEngineering</li>
    <li>[A17] XeoNovaDan's Surgery Tweaks</li>
    <li>QualitySurgeon</li>
    <li>DESurgeries</li>
    <li>Harvest Everything!</li>
    <li>BionicButchery</li>
    <li>DeathRattle</li>
    <li>ExtendedImmunityDrugs</li>
    <li>A_Dog_Said-A17</li>
    <li>AllowTool</li>
    <li>Hospitality</li>
    <li>BalancingAct</li>
    <li>DeadMansClothing</li>
    <li>AllowDeadMansApparel</li>
    <li>Cooks Can Refuel</li>
    <li>AntiAutoUnload</li>
    <li>Bulk Medicine Production A17</li>
    <li>Efficient Light-A17</li>
    <li>Grenade Fix Rearmed</li>
    <li>Hand Me That Brick</li>
    <li>ICanFixIt</li>
    <li>just_say_no</li>
    <li>Less Rebuff</li>
    <li>MarvsCombatReadinessCheck</li>
    <li>MarvsLimitedBlight</li>
    <li>WM Too Many Leathers</li>
    <li>[A17] Plant Cutting is for Growers!</li>
    <li>PawnsAreCapable</li>
    <li>QOLTweaksPack-1.0.2</li>
    <li>CombatExtended Guns</li>
    <li>20th Century Weapons Mod</li>
    <li>20th CWM CE v8</li>
    <li>Vegetable Garden 5.4</li>
    <li>RT_Fuse-A17-1.0.7</li>
    <li>RT_SolarFlareShield-A17-1.2.1</li>
    <li>Additional-Joy-Objects-17.22</li>
    <li>ApparelloA17</li>
    <li>FashionRIMsta -A17</li>
    <li>HandNFootwear-1.3</li>
    <li>Fire Extinguisher</li>
    <li>Expanded-Power-17.19</li>
    <li>Dubs Rimkit(Medkit)</li>
    <li>Cupros-Drinks-17.31</li>
    <li>Clutter Furniture</li>
    <li>CaveworldFlora</li>
    <li>CaveBiome</li>
    <li>Fences And Floors</li>
    <li>LT-DoorMat_1.0.7</li>
    <li>MF A17</li>
    <li>No Drop In Raids</li>
    <li>Quarry-17.310</li>
    <li>RazzleDazzleA17</li>                     <<------------------
    <li>Realistic Night &amp; Weather Lighter V</li>
    <li>Notifications Archiver</li>
    <li>Nandonalt - Colony Leadership</li>
    <li>Nandonalt - Set-up Camp</li>
    <li>QualityBuilder</li>
    <li>RumoursAndDeceptionA17</li>
    <li>RF - Consolidated Traits</li>
    <li>Right-Tool-for-the-Job-Rebalanced</li>
    <li>FluffyBreakdowns</li>
    <li>Faction Discovery</li>
    <li>AnimalsLogic</li>
    <li>AreaUnlocker</li>
    <li>Autoclose Event Notifications</li>
    <li>DefensivePositions</li>
    <li>RelationsTab</li>
    <li>MedicalTab</li>
    <li>Moody</li>
    <li>FoodAlert-0.17.0.1</li>
    <li>ColonyManager</li>
    <li>RW_ColonistBarKF-0.17.3.1</li>
    <li>WorkTab</li>
    <li>AnimalTab</li>
    <li>Wild Haygrass A17</li>
    <li>way more factions</li>
    <li>WanderingCaravans</li>
    <li>TradingSpot</li>
    <li>TilledSoil-0.17.1546</li>
    <li>static_quality_plus_A17.1</li>
    <li>sd_adv_powergen</li>
    <li>RW_FacialStuff-0.17.3.4b</li>
    <li>RuntimeGC</li>
    <li>CrashLanding</li>
    <li>EdBPrepareCarefully</li>
    <li>AvoidFriendlyFire</li>
    <li>BetterPawnControl_v1.6.5</li>
    <li>Refactored Work Priorities</li>
    <li>ImprovedWorkbenches</li>
    <li>ExpandedContextMenu</li>
    <li>StackXXL</li>
    <li>StackMerger</li>
    <li>RF - More Trait Slots</li>
    <li>Mending</li>
    <li>ResearchPal</li>
#4
I think "Combat Extended Guns" is breaking the .303 ammo, every time I load both CE and CE Guns the latter overwrites the "Bolt Action Rifle" name to "Lee Enfield" and the .303 ammo can not be dropped at all, and when the pawn is forced to drop that ammo type due to outfit limits an exception occurrs saying that the dropped item is of type null, not actually dropping the ammo but losing it in the process.
#5
Quote from: faltonico on February 11, 2017, 01:45:21 PM
Thanks a lot!
Trying it now.

EDIT: It worked like a charm, thanks!

Glad I could help :D
I've asked for Morgloz to put this "fix" in the main post for those who wanted to install the mod in an existing save but I don't think he wants to do it :P
#6
Releases / Re: [A16] [Modlist] Marvin's Stuff
February 12, 2017, 08:08:33 AM
Please check the link for the steam page, it has "%22http//" instead of "http://" so it won't open properly
#7
Quote from: faltonico on February 10, 2017, 05:21:41 PM
Is there anything I can do for the ductwork to work on existing save games?

Yes, there should be. A while back I found out what was missing for the ducts to work. You basically need two things:
- Before installing the mod remove all temperature related buildings;
- After installing the mod look for this string in the save file:

<components>
...
...
<li Class="RedistHeat.AirNetTicker" />
</components>
<cameraMap>
...
...
</cameraMap>


This string must be in the components list in your save, if it's not you can manually add it, just copy the line above and paste it at the end of the "components" list
#8
Quote from: gendalf on February 08, 2017, 11:55:00 PM
...
- Add prisoners to the circle, just color their name orange or add an orange background.
...

If that was in fact in the mod it would be better to have it as a toggle-able  option, some of us like to create prisoner camps for organ harvesting, selling to the black market and even recruiting. Having the prisoners appear next to the colonists even if with a different colour would make more clutter late game after the player already has a lot of colonists
#9
A berserker has been elected in my colony as a military leader and now I am scared about what he might do if he rages xD
#10
Quote from: Ni42 on February 08, 2017, 02:53:54 PM
Did you try connecting intakes to your ductwork? After installing them, I could cool rooms. But I agree, the way Flow works is rather confusing. I wonder if the current flow is displayed somewhere, just so I know how many intakes/outlets I can balance to get efficient.

Ok, let me describe the system a bit better:
- small coolers are touching the wall;
- They are both connected to the same pipe, same with the outlets;
- There are only two outlets connected to the pipe which is about 2 squares long in length;
- The coolers are under a room but they are "outside", meaning they are in a relatively large room with no doors, only an open space as entrance;
- The closet thing to the coolers other than the wall is a battery that has exactly one square between it and the coolers ;
- The coolers are touching each other;

Maybe one of those things is violating the "mechanical rules" for it to work... I remember the coolers working even in closed spaces like in an old colony I had where they were in a completely closed room which heated the room for A LOT xD
#11
I think I need some help... I started a completely new save after installing RedistHeat, built a freezer and placed 2 "ACs" (cant remember the name) outside with ducts linking them to the outlets (automatic ones). Both the ACs and outlets set to -10ºC and to use the "low" duct, but the temperature in the room does not decrease... it stays at 15ºC (the same as outside) in a metal walled room with only "one door" (actually there are two doors and a pawn must go through both to enter the freezer).

Am I doing something wrong? It seemed to work in the past... I have pretty much the same mods as before and the ones I added affect pawns, not temperature stuff...

Is anyone else experiencing this?
#12
Quote from: BlackGyver on February 06, 2017, 01:30:51 AM
Sparrow started 10 jobs in one tick. thinkResult=(job=HaulToCell A=Thing_Silage10550111 B=(151, 0, 149) sourceNode=RimWorld.JobGiver_Work) lastJobGiver=RimWorld.JobGiver_Work
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Psychology.Detour._Pawn_JobTracker:_EndCurrentJob(Pawn_JobTracker, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Psychology.Detour._Pawn_JobTracker:_EndCurrentJob(Pawn_JobTracker, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Psychology.Detour._Pawn_JobTracker:_EndCurrentJob(Pawn_JobTracker, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Psychology.Detour._Pawn_JobTracker:_EndCurrentJob(Pawn_JobTracker, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Psychology.Detour._Pawn_JobTracker:_EndCurrentJob(Pawn_JobTracker, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Psychology.Detour._Pawn_JobTracker:_EndCurrentJob(Pawn_JobTracker, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Psychology.Detour._Pawn_JobTracker:_EndCurrentJob(Pawn_JobTracker, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Psychology.Detour._Pawn_JobTracker:_EndCurrentJob(Pawn_JobTracker, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Psychology.Detour._Pawn_JobTracker:_EndCurrentJob(Pawn_JobTracker, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Psychology.Detour._Pawn_JobTracker:_EndCurrentJob(Pawn_JobTracker, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Psychology.Detour._Pawn_JobTracker:_EndCurrentJob(Pawn_JobTracker, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()


I have the same error too but it seems that as soon as I expanded my dumping stockpile the error disappeared... For some reason my pawns would bug out when hauling stone to the dump because there was no space...

It does not fix the problem (permanently) but it might help figure out what is the cause. I too started to see those errors after installing this mod.

EDIT:
The error is not related to the dumping zone, as soon as it filled again the error appeared too but it seems that it happens when trying to haul steel around my stockpile instead of sillage like in your case.
The mod has been added to an existing save, maybe that has something to do with the error?


EDIT 2:
I tried creating a separate stockpile only for steel and the pawns started moving the steel to the new stockpile. Soon after they started that job I noticed there was steel on top of some batteries, and as soon as that steel from the top of the batteries was removed I removed the newly created stockpile (steel was not moved to the new one entirely, only about half the steel was moved from one to the other) and now the error did not appear, they merged the stacks correctly, so I can probably assume it has something to do with item/building overlap...
I'll report any occurrence that might appear if it appears again. It is an annoying bug that slows the game and prevents the pawns from doing anything useful, they just stand there...
#13
Quote from: Morgloz on February 05, 2017, 11:04:54 PM
Ok it's updated! have fun :)

What a great way to wake up to! :D
#14
I love you Fluffy! I mean your mods :P The Stack Merger is probably one of the most asked features since forever, and you did it!!!

Another mod for the collection :D I am reaching Skyrim levels of modding over here... Some day I'll have so many mods installed something will break xD
#15
Outdated / Re: [A16] Colony Leadership and Teaching v1.2
February 04, 2017, 10:20:49 AM
I think there are backstories where the pawns were/are actual teachers. Are you considering adding something for the "real" teachers? Maybe each could have a specification too depending on the stats they have and they could do the teaching instead while the leaders gave the buff and maybe some other stuff...

Great idea though :D Will install right away