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Messages - Grogfeld

#31
It's not because scroll bar can't get to the edge, my errors are related to the fact that this worktype isn't there. That's why Fluffy's self-preservation method kicks in and resets priorities.

#32
Well, the error shows after loading, when in previous state there was managing job and now it's vanished and pawn want to do something, but not managing because it's not the 8:00 when I've set managing on priority 1.

Exception filling window for Verse.FloatMenu: System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
  at System.Collections.Generic.List`1[System.Int32].get_Item (Int32 index) [0x00000] in <filename unknown>:0
  at Verse.DefMap`2[RimWorld.WorkGiverDef,System.Int32].get_Item (RimWorld.WorkGiverDef def) [0x00000] in <filename unknown>:0
  at Fluffy_Tabs.PawnPrioritiesTracker.AssignFavourite (Fluffy_Tabs.WorkFavourite favourite) [0x00000] in <filename unknown>:0
  at Fluffy_Tabs.Widgets+<>c__DisplayClass21_1.<DrawFavouritesCell>b__2 () [0x00000] in <filename unknown>:0
  at Verse.FloatMenuOption.Chosen (Boolean colonistOrdering) [0x00000] in <filename unknown>:0
  at Verse.FloatMenuOption.DoGUI (Rect rect, Boolean colonistOrdering) [0x00000] in <filename unknown>:0
  at Verse.FloatMenu.DoWindowContents (Rect rect) [0x00000] in <filename unknown>:0
  at Verse.Window+<WindowOnGUI>c__AnonStorey241.<>m__175 (Int32 x) [0x00000] in <filename unknown>:0


This is from output_log.txt from new game because I wanted to see if it's consistent. I'm using many mods and that problem pop up just after update of 3 mods Hospitality, Vegetable Garden, and CorePanda. Every of this, and yours is from workshop and every of this was in game before error showed, so this shoudn't be causing this error.

Anyway setting order on 9 from 11 in worktab defs doesn't do anything. I will disable few mods, especially 3 updated and try narrow source of the problem but like you said it's always related to new mods in loaded game, or in this case updated, maybe with major changes.
#33
Quote from: Elysium on August 08, 2016, 05:10:18 PM
Quote from: Fluffy (l2032) on August 08, 2016, 05:02:34 PM
@Grogfeld, might be an issue with me miscalculating the number or required rows on edge cases. I have to implement my own scrollbar and all. I'll have a better look soon(tm).

Just to clarify, I don't think it is a case of there being too many jobs being displayed or the scroll bar not functioning properly, as all of my jobs in therapist mode seem to appear just fine.  It is only the manager job that refuses to be displayed for whatever reason.  You might want to look into if it has something to do with either the fact that it is displayed on the simple mode ( where as other mod jobs do not seem to appear here ) or that it comes after research, and maybe therapist mode is not expecting jobs to appear after research.

Correct, and I think that Fluffy just set "table" to fill with condition "< y" and should be "<=y" :P "Argument out of range. Parameter name: index" says the error. 
#34
Oh Kaptain my Kaptain. I like how it look, i will try it out. Few questions. What I understand you can make wall of this storage units? If yes then I understand they are not passable, so from which side I should store item?

Also I have small request. Can you make one or two storage units with stack limit set to 5 and 10 items? I remember in Tech Tree Minami there was a table with storage limit set to 1 item, this way my haulers could move one unit of meal to each room. Now I would haul 10 items per room, and that's not efficient. 

AAAnd speaking of terra firma mod, how about morgue slab and body bags? ;)
#35
Fluffy is there a limit to number of jobs showed/loaded in/to extended view?  I remember manager job vanishing bug and have just encounter it. I've just updated Hospitality and in my save Manager job just vanished and whole priorities had to be reset, by the way great handling with such problems :)

On new games it's the same issue.

EDIT: ONLY in extended view its gone, normal Vanilla style, it's still there.
#36
Man, I love idea to have more music in Rimworld but I think that music must be loaded to memory so more sound files produces problems that others reported to you, I don't remember how Unity handles sound files. Well I'm one of them but I have only significant FPS drops. I have low-end laptop so maybe you haven't noticed on your side. Or ,maybe, it's workshop problem, so I will give this version a try.

There could be other solution, if there are limits on sound. Third party program that read txt log file. In this log you would write events with formatted dates so this program can read it. Soundsense was the name of program in dwarf fortress.

Back to work, cheers :)
#37
Quote from: Kato_Terrance on August 07, 2016, 04:07:06 PM
Can somebody help me figure out why my colonists are neglecting the fact I have ammo in the stockpile for their weapons which they are refusing to pick up...I don't even have a reload button for the guns they have in their hands and I know everything is compatible.

No reload button means that you didn't installed it right. Make sure to restart game every time you install mod, (close it and run again because CCL's restart option doesn't always do it right). Make sure you have CR right after core and CCL. Of course new colony with CR installed is needed. Also make sure you use loadouts correctly ;)
#38
Quote from: Szara on August 07, 2016, 07:53:00 AM
I was only recently introduced to Rimworld, and in that short time I have found that Combat Realism is a wonderful addition, and I'd like to thank NoImageAvailable for developing and Skyarkhangel for continuing development on the mod. Though there's one thing that bugs me, and that's the bulk/weight penalties to move/work. Not saying it isn't realistic, or that it doesn't make sense during an attack, but when there aren't raiders at the gates, you can either micromanage your pawns picking up their gear every time they go somewhere possibly dangerous or hunting, or take an annoying hit to your efficiency. Who the heck holds onto a LMG while they're stonecutting? Just set it down, pawn! Though I'm assuming that setting it to only have an effect while a raid is in progress would be overly complicated.

I've spent about three hours trying to tweak it, but the whole thing is hidden in the DLL, and the closest I've come to unpacking that has thrown errors on several portions of the library (looking at you CompProperties_ExplosiveCR), so recompiling it would just break the whole thing. That was using Telerik JustDecompile, which got me the furthest along. I tried using the Microsoft Visual Studios but it just gave me some strange error when trying to install.

Skyarkhangel, I can see that you've not left the DLL alone, so could you tell me what tools you are using to update it? I'd much appreciate it, and gladly dive back in and mess around with it without breaking it before I've touched a thing.

First of all, welcome to Rimworld!

Loadout system was balanced in previous version, even now it's good. Maybe you want to much from your Pawns? OK, hauling your LMG is not comfortable but why to go with it in first place? Make light loadout with small arms, like PDW or pistol, and spare ammo, and then tools. Remember that backpack gives significant boost to bulk limits so its good to have it on a Pawn. Weight limits are linked to movement stat so if you give your pawn bionic legs than he can carry more. It's good to have some bunkers on perimeter with ammo and bigger guns in equipment racks. Also hunting is really efficient with small range guns like shotguns or PDW and rifles only for good shooters. In the beginning i like to target small creatures and go hunting with spear or knife, something with decent DPS and lower cooldown. Latter with guns. The key is always to spend some time to create good loadouts and use it accordingly to situations, and resources you have. This and good priority setting (I recommend Fluffy's Work Tabs with Dwarf Fortress-like job worktab) will make you and your Pawns happy :) I know you didn't want to read this but CR is a big project, I think it was to big for NIA alone, even with some help and making changes to AI to take decisions for having best outfits for the situation can be tricky also expanding bulk/weight over current limits would make it, well, unrealistic in many users opinion, and we're talking about Combat REALISM mod ;)

Sorry for big wall of tekst, I'm waiting for version with less bugs but now I see Skyarkhangel updated it so maybe I give it a try. I hope that Sky's team will make CR playable for every new Rimworld versions.



#39
I would gladly see reload mechanics from CR in vanilla. Number of bullets in magazines, and heat level of laser weapons.  Plus new loadout but in changed more friendly version. With CR or Tools for haul having grenades make sense. But this is discussion for other topic.

Now I know why NIA stopped development of this mod. So many features to handle and every new alpha changed so many things that he needed to be rewrite code. Sisyphean labours.
#40
Quote from: Reviire on August 05, 2016, 01:52:29 AM
Can someone tell me what this    <specialDisplayRadius>40</specialDisplayRadius> does?

Isn't that displayed min range, also sunlamp radius?
EDIT: Yes, sunlamp has it to.
#41
EPOE Comp. Patch is only an modification to human body parts that adds more HP and "hit probability" for organs (you can use it even without CR, probably even without EPOE) it should be compatible with alpha 14 release of CR, I'm using it and it works.  Just change in about.xml <targetVersion>Alpha 12</targetVersion>  to  <targetVersion>Alpha 14</targetVersion> and it shouldn't bother you with ver. conflict.
#42
Quote from: Bonkus72 on August 03, 2016, 12:39:09 PM
Looks like skyarkhangel went and updated Combat Realism to [A14] over at https://ludeon.com/forums/index.php?topic=9759.1605 
The bug where pawns constantly pick up and then drop items from a stockpile is back as well, or at least for me it is.

Yup, and there's more :D Pila doesn't work, no target stats. Bug that you're describing is because of bulk/weight problem, or backpack usage. With Fluffy's Work tabs you can disable hauling with backpack and everything should work. Issue with over encumbrance is another thing and it shouldn't be problem if you look at limits, with special care for trainers because they always pick additional food to train. Skyark needs time for other projects like Hardcore SK modpack but CR is essential for it so we will get it sooner then later.

Now what we have to do is wait and see whats Jack will do, if he will show up. Damn, this is a great modpack for A13 and I want it badly for A14 :D
#43
Hi. this is a really interesting mod. It's strange that no one before has created fireplace :D I really like it, now I can make a big tavern for my guests. Thanks.

EDIT: When I looked at textures, they are fine, but next to a wall it's somehow weird looking.

Maybe something like this. (sorry I'm not an art guy) Now you can make Christmas theme with socks , and candy hanging on it, or vanilla theme with mushrooms and meat that are drying... which brings me to another point, a recipe for dried food. ;)

#44
Outdated / Re: [A14] Colony Manager
August 04, 2016, 07:45:12 AM
I remember that I ask you Fluffy for something that adjust time between Pawn goes to manager desk, well I didn't expect that you create a different mod for this ;) This mod and Work tabs makes so much sense together. Now I just adjust two hours (8:00 and 20:00, start of work schedule for night and day workers ) in the day that gets priority 1 on managing and I have fully functioning colony without . Once again thanks Fluffy for great mods that makes life easier!
#45
Quote from: Vek17 on August 04, 2016, 06:05:19 AM
There is a bug related to load outs creating permanent hauling loops in some cases. I haven't 100% isolated it but the game throws:
    Pawn started 10 jobs in 10 ticks. lastJobGiver=, curJob.def=Wait, curDriver=Verse.AI.JobDriver_Wait
Initially observed it when I had a load out consisting of a simple meal, swapping to an empty load out broke the cycle.

It's normal if item that you want to load extends your bulk/weight limits. Then Pawn will drop because he's over encumbered and he will try to grab it again because he has room in inventory. But I don't think it throw any errors, maybe it's related to formula that prevents example that I described.

EDIT: I think that job "hauling with backpack" is causing it for me, but I don't remember it's also from CR, originally it was from Tools for haul mod and I have installed it to. When I remove priority from this job my Pawn goes to do other things.