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Messages - Demonlord091

#16
We look forward to seeing this mod brought back to life.

It was a very useful mod to have.

Keep up the good work.
#17
I've begun to notice that, when the colony has a few prisoners lurking about, they are unable to feed them the raw fruit from the trees.

While this isn't a major problem it is a bit odd that they would rather starve than eat fruit.

Any idea what the cause is?
#18
Glad to see this mod is alive again. I used this all the time when it was new, made the game Hell but it was definitely fun.

Keep up the good work.
#19
Quote from: Haplo on May 01, 2016, 05:56:49 AM
Quote from: Maitri on April 30, 2016, 07:54:31 PM
Unsure if this is a widespread problem but I cannot create new worlds with Miscellaneous Map Generator turned on.

You click 'generate' and then it just blinks and goes back to the world generator screen, creating nothing. With this turned off, it works fine. Took me a while to identify it.
Hmm, I don't know what could be the problem there..
Can you post your output_log.txt file from after you've tried it, please?
You can find it in the folder RimWorld/RimWorldXXXWin_Data/


UPDATE:
I've updated MAI and Robots. This is only a small update to fix the robot trader.
Big thank you to Hiztaar for finding it :)

Furthermore I fixed a ?possible? savegame-breaking bug in Incidents.
This may be the reason why Demonlord091 and ticattack have a destroyed savegame.
The problem is that incidents fires the incident to spawn a new visitor if there isn't anyone nearby.
This spawning was faulty by allowing the colony faction to be a valid faction. This is a problem for the incident handler..
Thanks to Demonlord091 I could identify this big mistake.

I recommend everyone using Misc. Incidents to update to the newest version asap!

Sorry for the inconveniences.  :-[



If you have a savegame that doesn't load because of Incidents, please post it and I'll try to repair it.

If you want, you can also do it yourself:
- open the savegame with a text editor (like notepad++)
- search for <storyteller>
- In there delete all entries in <queuedIncidents> so that it looks like this:
<incidentQueue>
<queuedIncidents />
</incidentQueue>

-save and try to load the game

Sorry it took me so long to get back to you, real life has been...weird lately.

Aside from a few minor hiccups with other mods your tweaks to my save fixed it. Everything is working as it should.
Hell as soon as I loaded your tweaked file I got raided. XD Sort of a "Yay it works!...aw damnit" kind of moment.

Thanks for the help, Haplo. Best of luck.
#20
Quote from: Haplo on May 01, 2016, 05:11:27 AM
Quote from: Demonlord091 on April 29, 2016, 01:30:03 AM
Quote from: ticattack on April 28, 2016, 06:35:58 AM
I can do so, but I'll need to work out where the output files are saved first. A savegame I can provide, but I'm running quite a few small mods, so it may be of limited use. I'd be curious if Demonlord091 (or anyone else experiencing this issue) is running other mods, see if there's any overlap.

I'll try to find the output_log.txt file and post it when I do.

Username>AppData>LocalLow>LudeonLow>Ludeon Studios>Rimworld>Saves   is where the output log is located on Windows 7.

I am indeed using an unpleasant amount of mods, so as I said I can't be sure it's this one that's causing the problem. It was around 5am or so when I posted my last message, so I'll take another look at it to see what I can dig up.

My log file should be attached as well as my (mostly) unchanged save file.

Sorry it took me a while to take a look at your files.
From my look at it you have multiple problems with your mods:
-Follow Me throws an error
d3d: failed to create 2D texture id=6001 w=1 h=1 mips=3 d3dfmt=21 [invalid call]
I AM NOW HERE:
   at System.Environment.get_StackTrace()
   at FollowMe.Bootstrap+<>c.<.ctor>b__0_0()
   at Verse.LongEventHandler.ExecuteToExecuteWhenFinished()
   at Verse.LongEventHandler.UpdateCurrentAsynchronousEvent()
   at Verse.LongEventHandler.LongEventsUpdate()
   at Verse.Root.RootUpdate()
   at Verse.RootEntry.RootUpdate()
   at Verse.RootGameObject.Update()


Multiple errors from the CommunityCoreLibrary:
Exception spawning loaded thing ElectricSmelter360955: System.NullReferenceException: Object reference not set to an instance of an object
  at CommunityCoreLibrary.CompPowerLowIdleDraw.get_LowPowerMode () [0x00000] in <filename unknown>:0
  at CommunityCoreLibrary.Detour._CompGlower._ShouldBeLitNow (Verse.CompGlower obj) [0x00000] in <filename unknown>:0
  at Verse.CompGlower.PostSpawnSetup () [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.SpawnSetup () [0x00000] in <filename unknown>:0
  at Verse.Building.SpawnSetup () [0x00000] in <filename unknown>:0
  at RimWorld.Building_WorkTable.SpawnSetup () [0x00000] in <filename unknown>:0
  at Verse.GenSpawn.Spawn (Verse.Thing newThing, IntVec3 loc, Rot4 rot) [0x00000] in <filename unknown>:0
  at Verse.MapIniter_LoadFromFile.InitMapFromFile (System.String fileName) [0x00000] in <filename unknown>:0



This one really is problematic to identify as the iterator brings a null result. But why? Don't know..
System.ArgumentNullException: Argument cannot be null.
Parameter name: source
  at System.Linq.Check.SourceAndPredicate (System.Object source, System.Object predicate) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.Where[PawnGroupMaker] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0
  at RimWorld.PawnGroupMakerUtility+<GenerateArrivingPawns>c__IteratorAE.MoveNext () [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[Verse.Pawn].AddEnumerable (IEnumerable`1 enumerable) [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[Verse.Pawn]..ctor (IEnumerable`1 collection) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.ToList[Pawn] (IEnumerable`1 source) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentWorker_NeutralGroup.SpawnPawns (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentWorker_VisitorGroup.TryExecute (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentQueue.IncidentQueueTick () [0x00000] in <filename unknown>:0
  at RimWorld.Storyteller.StorytellerTick () [0x00000] in <filename unknown>:0
  at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0


I've made a change to your savegame. Can you try this please?
There where incidents queued at the storyteller which I think shouldnt be there..
Right now I am too lazy to get all your mods :)

Lol sure. I certainly can't blame you for not wanting to load all the mods I was fooling with. I actually forgot I had FollowMe since it never actually worked, I'll remove that later.

CCL has been kind of buggy ever since the first time I first used it, but more often than not the bugs were harmless.
I'll let you know how the savegame works.
#21
Quote from: ticattack on April 28, 2016, 06:35:58 AM
I can do so, but I'll need to work out where the output files are saved first. A savegame I can provide, but I'm running quite a few small mods, so it may be of limited use. I'd be curious if Demonlord091 (or anyone else experiencing this issue) is running other mods, see if there's any overlap.

I'll try to find the output_log.txt file and post it when I do.

Username>AppData>LocalLow>LudeonLow>Ludeon Studios>Rimworld>Saves   is where the output log is located on Windows 7.

I am indeed using an unpleasant amount of mods, so as I said I can't be sure it's this one that's causing the problem. It was around 5am or so when I posted my last message, so I'll take another look at it to see what I can dig up.

My log file should be attached as well as my (mostly) unchanged save file.

[attachment deleted by admin - too old]
#22
It would certainly be nice if the full mod could get an update.

I know a few people that would get a kick out of the slave collars thing.  ;)
#23
I recently started a new colony with the Miscellaneous mods thinking it would be cool to have the features and MAI back again.

Then, after several hours, I started wondering why no events or raids had triggered.

I can't say for sure it's your mods causing this little problem, but I figured you might have some clever ideas since you have to fiddle with these things each time Rimworld gets an update.

I'm an old fan of your work and hope to see more of your beautiful mods as Rimworld continues to advance.

The screenshot file is attached. Thank you for any help you can provide.

[attachment deleted by admin - too old]
#24
Worked for about 10 minutes, then stopped working and started throwing errors.

Screenshot of said errors is attached.

Any clever ideas?

[attachment deleted by admin - too old]
#25
Lmfao Way to go Skully. XD

That's the funniest thing I've seen all day.

#26
Outdated / Re: [A12d] Warhammer 40k Weapons V8.0
April 07, 2016, 03:19:11 PM
So do we have to make an account with ModDB in order to download this mod? It's been a while since I've fiddled with Rimworld mods, longer still since I've even looked at the ModDB website.

I hope this mod continues to get worked on. Keep up the good work.
#27
Makes sense.

Thanks for the response. I'll just have to keep poking at them until I figure out which ones hate each other.
#28
I seem to have encountered an unusual bug with this mod.  I've never had any problems before now, so I'd bet on it being a conflict.
I just can't seem to think of what it could be.

Any ideas?  I'm wondering if it has anything to do with the second image. I've only seen that sort of horror once before, but the same solution doesn't work this time.

[attachment deleted due to age]
#29
Quote from: Loki88 on October 06, 2015, 08:03:30 PM
MediaFire spams so many pop ups lately that it crashes my browser with malicious content warnings  ???

Nexus works fine but if you're looking to keep two download options available you may want to try something else until MediaFire gets itself worked out.

That being said, thank you for all your hard work and the new content!  ;D

I'm no fan of Mediafire, but it sounds like you need a good adblocker.  Try Adblock Plus if you haven't already, it helps with that sort of nonsense.

I haven't gotten any ads on it lately.
#30
Is the Bio Generator compatible with the Zombie Apocalypse Mod?

Figured I'd ask.

Keep up the good work.