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Messages - rditto48801

#31
Bug or Feature?
The Grower, Mining, Crafter and Cooking droids have the Construction skill.


Quote from: silentlord on March 31, 2015, 07:44:55 AM
i use morebedsvanilla, as i didnt want the cloth as that needs the cloth mod. im having no issues... gotta be your load order.
You don't need ExpandedCloth for MoreBedsCloth.
ExpandedCloth just adds extra steps to getting cloth, for those that don't like to get cloth strait from cotton plants.

Quote from: SSS on March 31, 2015, 09:08:31 AM
Oh, right. Modmaker: Could you remove the Mechanical Defense 2 designations next to research items in future versions? It really breaks the narrative of the game when I see something so meta in the research queue. At that, breaking up the research into the separate sub-mods would be nice; if I'm just using droids I don't care to research coal, but leaving it unresearched would annoy me too.

I can agree it would be nice to move some items to the modules that use them. But what if later modules require those materials? Or other present modules are expanded and suddenly need those materials? Then they would have to be moved back into the base module or else people who then be required to install modules they don't want to use.

I got enough stuff on my mod list without adding even more mod modules to the list, such as separate modules for research. Or potentially having saves break because items are no longer where they are supposed to be as far as the save is concerned.
Or having complaints from people who didn't read the fine print specifying they have to download a second module just to research and use the module they want to use.

I can agree it is a little out of place to have the MD2 research be 'marked' as such.
On the flip side, there are going to be people who want to have certain things clearly marked. Be it wanting to dive in to a newly downloaded mod, to those less experienced with mods who might get tripped up if they have a long research list but no idea which one unlocks stuff for a mod whose stuff they want to try out.

I tend to leave techs I don't care about until last, then research them to get them out of the way, then not use whatever is unlocked.

Quote from: HefferX on March 31, 2015, 12:45:08 PM
Should droids respect the SkillLock mod for crafting tables? I don't think they do.

https://ludeon.com/forums/index.php?topic=10908.0 for reference

Those look like a handy set of mods.
You would need to set the limits pretty high to affect the droids (if they are affected, anyways)
The droids, as I have observed anyways, tend to start with their respective skills at 14-15 and passion for those skills at Burning.
#32
My MAI presently has a caffeine buzz, from coffee that is from one of the mods I use (I think Finer Things).
She has a thought of Sick, -5.
Under Health/injuries, "Whole Body            Caffeine (wired)"
Due to that, Consciousness is 115%, Movement is 120%.
It's kind of amusing, to say the least.

Edit:
Well then...
Of my two MAIs, I was checking them and saw that Mai_Beta has Caffeine (Jacked up), and the previous one, Mai_Alpha, now has Hangover (pounding)
So, yeah... they can get drunk and hungover...

Edit 2:
Bug report.
The 'knock out MAI if very low energy' thing can cause major damage to an MAI.

One of my MAI severely injured without warning. She was off in some 'dead end' corner of my colony (literally, game AI having bad pahtfinding involving building walls...), when I got a 'colonist needs rescue' alert. I found an MAI with major damage, nothing is around, on account of being 'walled in'. When I checked the health tab, I was a bit shocked.
Whole Body: Anesthetic. (understandable, considering the 'knock out' thing)
Right Arm: Crack
Left Leg: Gunshot

It would seem the 'knock out' thing is capable of crippling an MAI with severe damage.

If that other 'beaten to death' MAI reported before was in a recharge station set as a medical bed, during the day, she wouldn't recharge (sleep), and could run low on energy, and if already injured, taking multiple severe injuries to already badly damaged parts could explain the 'beaten to death' part.
#33
Quote from: hector212121 on March 30, 2015, 04:39:38 PM
Perhaps add a AI Pawn Reactivating station? So if one of your MAIs die, you can salvage them into, well, another AI pawn, maybe for just gold or the plasteel?

That sounds like a nifty idea, except for one slight problem.
From the OP
QuoteCaution: Once her damage is too high or even when her batteries are empty, she will initiate her emergency self destruction program. Try not to be anywhere nearby when she does that..

Didn't your MAI self destruct/explode?

Quote from: Haplo on March 30, 2015, 03:47:44 PM
The beaten to death MAI could be just that she died there. I use a special command to make Mai unconscious when the sleep level is too low. It may have been that what brought you the beaten to death message, but it should normally not happen inside the recharge station. Hmm, only when she received some kind of damage that killed her..

Could it be due to the Recharge Station in question being set as a Medical Bed and not a Personal Bed?
Does the 'knock out' thing cause damage in any way?
Can MAI self repair in a Recharge Station/Medical Bed if 'knocked out'? Or would being knocked out disable self repair and cause a chance to die from a bleeding type injury?

Edit:
One question that popped into mind, due to trying to make a space efficient 'recharge room' for several MAIs.
Can a Nanite Assembler work with multiple adjacent Recharge Stations, or does each Recharge Station need its own Nanite Assembler?
#34
Quote from: hector212121 on March 30, 2015, 12:04:01 PM
They were IN the medical charge station. That's when they were 'beaten to death'...
Oh, so the Recharge Station in question was set as a Medical Bed, and not personally assigned to the MAI in question?
Edit:
Also, did the Recharge Station have an adjacent Nanite Assembler with Plasteel in it?
#35
Amusing bug.
I was able to buy a Precision Turret for $0.50 from a trader, and it uses the Precision Shell texture when in the stockpile/on the ground and when carried/used, which makes it look like it is handled like a glowing red staff firing from its side when a pawn fires it.
So, yeah... something is buggy someplace with that turret's gun.

I have version 1.5.
I've encountered just one for sale over a period of almost 3 years in my present colony, so it is very rare (for comparison, I've encountered AI Persona Cores for sale more often, if that says anything).
#36
Quote from: JuiceBox on March 30, 2015, 10:33:50 AM
So I figured it out,

It is not compatible with T's mods ....

Everythings else so far looks like its compatible with... well enough to build the Droid Assembly.

That's interesting.
I use T's mods also.  I have not encountered any conflicts between the two mods. Maybe it's because they are loaded before MD2 does in my game.
Although, I went with T-MoreBedsCloth and not T-MoreBedsVanilla, which makes me wonder about something.
Did you use T-MoreBedsVanilla instead T-MoreBedsCloth?
#37
Quote from: hector212121 on March 30, 2015, 07:02:57 AM
I have no idea. One of my injured MAIs went to a recharge station, and then it said "Mai has been beaten to death."

An injured MAI?
You should make sure they are allowed to be a Patient and can get to a medical bed ASAP.

An MAI will quickly 'bandage' their own wounds when in a medical bed, then go back to their usual tasks.
That way they don't wander around injured, 'bleed to death', and then blow up someplace (possibly important) in the colony...
#38
I am using the automatic/manned turret bases that came with the Miscellaneous mod.
#39
Quote from: skullywag on March 30, 2015, 03:51:08 AM
How random. Check in the textures folder is their a dedicated top down graphic?  If there is make sure its pointing north south if its not rotate it in whatever program you have available. Ill upload a fix tonight when im home.

I checked the weapons I tested with, they all have the (weapon name)_top image with the barrel end pointing up.
On a side note, I noticed the RPG_top image looks a little blurry to me for some reason. (using Windows Photo Viewer)

Since the weapons are shooting out of the right side, as is using a default right facing image, despite using the top image, I wonder if it is the weapon base itself or the mod it is from that is the cause of the issue.

Edit
The thing that has me curious are weapons that use the 'generic' images from the turret base itself if they lack their own top texture. Those images point up, and weapons using them have the barrel pointed at the target.
#40
Quote from: Latta on March 29, 2015, 09:36:33 PM
I just redownloaded TAR and checked its direction. It is still facing top!
Can't check SA80 because I'm on mobile.

I decided to test this out myself since I was able to get both from merchants.
I am also having both the TAR21 and SA80 are shooting out of their side.
I used dev mode and spawned a number of the turret bases (auto and a manned one) and some weapons from the OP, and mounted weapons like the MP5, RPG, Revolver and RailGun, and all of those also aimed/fired out of the side.
I mount something like a minigun and it points the right direction, using the 'large gun' texture, which also points up.
#41
Quote from: Latta on March 29, 2015, 09:32:45 PM
Yes, MAI is famous for her alcoholic love!
And for a love of smoking and drinking coffee/espresso when mixing other mods with the NotOnlyBeer mod.


A robot that drinks beer and smokes cigars... I can't help but think this is building up to one big unintended Futurama reference...  The only thing missing is bending stuff and belching fire... (and there is a mod that adds a flamethrower...)
#42
Quote from: JuiceBox on March 29, 2015, 09:45:02 PM
I can private message you the log box... If you want.. Thanks for the reply. I'm going to trouble shoot the mod after supper when I get some free time and I will PM you the mod its not compatible with... maybe we can rectify why and potential sort out the problem.

There is a limit to what I can do beyond help with troubleshooting and trying to track down issues like mod conflicts.
I've been dealing with modded games for well over a decade, and have some basic modding skills, but nothing major.

One thing has come to mind.
Do you have Enhanced Defence installed by any chance?
The incomplete ED Vehicle module was accidentally included in the latest version on the mod Nexus, and it causes log window spam that makes it a pain in the rear to see if there are any other errors going on.
#43
I'm having food issues also.

They will eat delivered food, unless maybe it ends up out of the way like the far end of a prison yard, which I had happen once. (delivering close to where the prisoner was when the task was started?)
They will use the NPD in the common room, which is the main prison room I made with table and chairs. The camera there is named Prison Common Room. They won't touch food stored there. I was using the mod which adds prison meals, but in one test I stored a stack of stock game simple meals and a stack of fine meals. They rotted without the prisoners touching any of them. The prisoners would happily eat delivered simple meals even with fine meals just sitting there.
They won't touch food stored in the freezer, where the back end of the NPD and its hopper is at. A camera is there, which I named Prison Freezer.
All doors between prison rooms/cells/yard, including the one leading to the freezer, are Steel Cell Doors.

I wonder if the prisoners not touching stored food it is due to the fact the mod seems to 'forbid' items in the prison zone from being hauled anywhere.
E.g., if I right click on the stack of simple meals in the prison freezer, the bottom most thing says "Cannot haul simple meal (prisoner room)"

Also of note. In the winter, Prisoners won't touch winter clothing, like Parkas.
I would guess in hot temps they won't touch dusters.

A suggestion, a 'solid' variant of the cell door, partly for aesthetics. It looks a little silly to use a cell door for the freezer.
#44
Quote from: hector212121 on March 29, 2015, 07:55:45 PM
Make MAI nicknamable.
The long name may 'hide' the first rename option, but there is a second place to find the rename option.

Select the MAI in question.
Select the "i" to the right of the name in the info box on the lower left of the screen.
This brings up a Stats window, select the Character tab at the top.
Under the Character tab, to the right of the name is the secondary location of the rename colonist icon.
Of note, the game doesn't save names with spaces properly, so use underscores if needed.
The best example is their default name, Mobile_Artificial_Intelligence.

Edit:
(minor tweak)

Your MAI got beat to death with what?
*scratches head*

Edit 2:
Bug report.
Been noticing MAI will, on rare occasion, try to drink something, but not finish. After accidentally leaving dev mod on after testing something earlier, and saw an error relating to MAI not drinking stuff pop up, and figured I would report it just in case.
Of note, I have seen this happen with base game beer, although this particular time it was a drink from another mod.

JobDriver threw exception in initAction. Pawn=Mai_Alpha, Job=Ingest(A=Espresso3145115, B=(-1000, -1000, -1000)), Exception: System.ArgumentException: SplitOff with count <= 0

Parameter name: count

  at Verse.Thing.SplitOff (Int32 count) [0x00000] in <filename unknown>:0

  at Verse.ThingWithComponents.SplitOff (Int32 count) [0x00000] in <filename unknown>:0

  at RimWorld.Meal.SplitOff (Int32 count) [0x00000] in <filename unknown>:0

  at Verse.Thing.Ingested (Verse.Pawn ingester, Single nutritionWanted) [0x00000] in <filename unknown>:0

  at RimWorld.Meal.Ingested (Verse.Pawn eater, Single nutritionWanted) [0x00000] in <filename unknown>:0

  at RimWorld.Toils_Ingest+<FinishChewing>c__AnonStorey15F.<>m__9B () [0x00000] in <filename unknown>:0

  at Verse.AI.JobDriver.BeginNextToil () [0x00000] in <filename unknown>:0

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

#45
Quote from: JuiceBox on March 29, 2015, 05:32:44 PM
Tried them all man... The Base is loaded up first I think meaning its the first in the list when it comes to the other mods... I do have more mods that i'm trying to run it with... can you think of any mods that would alter to make the table not visable?

I have all the updated versions... I do get a pretty long list of error codes...

I will try to trouble shoot it tonight and play around with mods// on // off

Lots of errors?
Are the errors you are getting varied, or basically a single line or several lines repeated over and over in red text that basically hog the log window and push all other errors out of the log window?
If error spam of the same few lines over and over, does it involve InstallScytherKnifeProtrusion by any chance?

One more stray idea for trouble shooting.
Try having MD2 as the last of your mods to load, since the last mod loaded takes priority if multiple mods change the same things.
If it causes MD2 to work but breaks another mod, then it will at least be a step toward confirming some sort of mod conflict.

I had one time in Alpha 8 where a workbench for a mod was built and looked like a red box with a red x through it, like the game couldn't find the texture for it, and it couldn't be selected. All I remember is that it was likely due to some sort of mod conflict, because it started working after removing a few mods I didn't like.
I recall one of the removed mods changed/altered some of the resources, but I never confirmed if that was the cause for the issue.

Quote from: Pivotal on March 29, 2015, 05:56:56 PM
Rditto: Yes, even if its loaded right after Core, and with no other mods installed.

And the storage bug isn't about not moving it to deep storage. I am not even able to research deep storage as per the other problem. The storage-bug is that if I even have the storage-mod loaded, then often they wont be able to haul the starting items. At all. Anywhere. They can equip the equipables, but thats it. They cant haul any of them, and they cant use them for building or similar.

Bucketsmit: Sorry, but where can I find that?

To answer that last question.
It should be where you installed RimWorld to, in the RimWorld###Win_Data folder.
E.g., C:/Games/Rimworld727Win/RimWorld727Win_Data/output_log.txt

For the no haul issue.
To be clear, it is only starting items/resources that cannot be hauled? Stuff you get later, like wood from cut down trees, can be hauled?
If just the starting stuff, are the starting items being set to be forbidden (red x on them) by any chance?
Or can nothing be hauled or used to build in general?