I've uploaded version 1.03e. Could you try to see if it fixes the savegame problem? If not, I'll need the new errors and logfile...
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#1022
Releases / Re: [MOD](Alpha 9) Hospitality (v1.01)
March 23, 2015, 12:40:29 PM
Changelog
1.01 - 23.03.2015
- You can choose to improve the relationship with a visitor's faction
- Improving relationships with factions using silver gets increasingly more expensive
- Fixed various problems
1.01 - 23.03.2015
- You can choose to improve the relationship with a visitor's faction
- Improving relationships with factions using silver gets increasingly more expensive
- Fixed various problems
#1023
Outdated / Re: [MOD](Alpha 9) More Mechanoids (v1.03)
March 23, 2015, 09:36:31 AMQuote from: Latta on March 23, 2015, 07:39:54 AMThat's the missing piece! I think I can fix it with this.
Argument out of range? Why I couldn't see this.
#1024
Releases / Re: [MOD](Alpha 9) Hospitality (v1.00)
March 23, 2015, 06:16:11 AMQuote from: Klaatu on March 23, 2015, 04:05:13 AMThanks for pointing this out. I'm looking into it.
You need to add a check to break out of this recruitment loop.
#1025
Outdated / Re: [MOD](Alpha 9) More Mechanoids (v1.03)
March 23, 2015, 06:14:19 AMQuote from: AllenWL on March 23, 2015, 12:16:26 AMWhen I find the time, they will be added to the game.
I noticed a bunch of textures in the mod that doesn't seem to be used. What are those for?
Quote from: AllenWL on March 23, 2015, 12:16:26 AMYeah, they can be quite nasty if they get in reach of your base.
Oh, and just met some flamebots. I must say, I panicked for a bit when they shot their flame. That was epic. But then my colonists took them out pretty quick. Still, if there where more of them, I could have been in trouble.
Quote from: Latta on March 22, 2015, 09:00:29 PMI really wonder what's going on. Could you send me screenshots of the errors you're getting and the log file, please? I don't have enough information to fix it, so I can only guess, which isn't leading anywhere.
EDIT: I'm sorry to say this but its not fixed yet. It's not null causing the error; list is there. But the game, it can't instantiate or something from the given list. Would it possible to make bool isControlled at individual mechanoids and save value to there, instead of a list? As I can't live without this mod I'll continue with deleted LookList now.
#1026
Releases / Re: [MOD] (Alpha 9) Rimsenal v0.242 : Another hairstyles
March 22, 2015, 06:45:26 AM
Fantastic work on all the new stuff again!
#1027
Outdated / Re: [MOD](Alpha 9) More Mechanoids (v1.03 preview)
March 21, 2015, 01:31:28 PMQuote from: Latta on March 21, 2015, 04:35:05 AMSorry you had to put so much effort into it, but also thanks for locating the problem!
I... fixed this problem by deleting whole ScribeCollections.LookList()... I think there is something very wrong with saving list.
I'll attach modified dll for ones like me.
I made an attempt to handle it gracefully. I'd like you to try it out and see if you still have the problem.
Released Version 1.03d
- Better failing for loading reference list
#1028
Outdated / Re: [MOD](Alpha 9) More Mechanoids (v1.03 preview)
March 21, 2015, 01:16:45 PM
You do need a new chip then - but otherwise you'd need spare parts or something, so I guess it comes down to roughly the same. I'll think about it, though.
#1029
Unfinished / Re: [Working Idea/WIP] Expanded Mechanoids
March 19, 2015, 12:07:19 PM
Yeah, I realized you're planning for a different approach, so probably using both mods will clash.
#1031
Outdated / Re: [MOD](Alpha 9) More Mechanoids (v1.03 preview)
March 19, 2015, 04:17:37 AMQuote from: T-Wrecks on March 18, 2015, 09:35:47 PMI'll try my best, is all I can promise.
Quite odd. I was almost certain it was edb interface. I noticed that some of my guys pawn models started disappearing and turning into purple squares. If I copy and past the errors will you fix it if you can? Also how do I copy and paste the errors. Lol. I tried earlier and the interface wouldnt let me for some reason.
There are two things that help:
1. Click each error, so the whole message is showing. Then press the print screen key on your keyboard. F12? Or somewhere around there... Haven't looked at the key I'm pressing for a while. Then paste it in Paint and crop it to what is relevant.
2. In the game's data folder is a log text file. This one is particularly useful if you get a black screen or can't get to the message. Just attach the file to your post after the error occurred (close the game first).
#1032
Outdated / Re: [MOD](Alpha 9) More Mechanoids (v1.03 preview)
March 18, 2015, 11:47:11 AM
I'm using EDB Interface too, can't reproduce any problems here...
They just take out the part of the AI that's for fighting and replace it with something like... cleaning the floor
Quote from: Boboid on March 18, 2015, 05:22:04 AMSemantics...
Just how de-weaponed can you make a scyther? They're covered in blades and made of metal O.o
There's no version of a Scyther that would be ineffective at hunting unless you removed 100% of its capacity for movement/articulation.
The same goes for a centipede really, it probably weighs upwards of 5T -it's the size of a car and presumably denser-, weaponless or not it'd crush you like a bug if it ever went rogue
And it'd be capable of killing just about anything in the animal kingdom except for maybe an elephant
Or a bulldog ant because frankly those things just aren't squishable
They just take out the part of the AI that's for fighting and replace it with something like... cleaning the floor
#1033
Releases / Re: [MOD] (Alpha 9) Rimsenal v0.221 : Hair styles update
March 18, 2015, 11:42:07 AM
Also, you have to add
to your melee weapons. Otherwise there will be errors when RimWorld tries to spawn attackers. Unfortunately it's hardcoded that everything that's of damage armor category sharp or blunt has to be made of stuff.
Code Select
<stuffCategories>
<li>Metallic</li>
</stuffCategories>
to your melee weapons. Otherwise there will be errors when RimWorld tries to spawn attackers. Unfortunately it's hardcoded that everything that's of damage armor category sharp or blunt has to be made of stuff.
#1034
Releases / Re: [MOD] (Alpha 9) Rimsenal v0.221 : Hair styles update
March 18, 2015, 05:49:07 AM
You forgot to include the texture for Vintage_back...
#1035
Outdated / Re: [MOD](Alpha 9) More Mechanoids (v1.03 preview)
March 18, 2015, 04:56:10 AM
I agree on the centipede.
With the scypher I was going with the image that it's essentially made of claws and guns, so most precise jobs don't make sense either. I tried hunting, which looks funny, but violates the idea that their weapons are disabled.
With the scypher I was going with the image that it's essentially made of claws and guns, so most precise jobs don't make sense either. I tried hunting, which looks funny, but violates the idea that their weapons are disabled.
