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Messages - DieselpunkCyborg

#1
Quote from: Divenity on October 05, 2017, 02:53:34 AM

Are you using the miniaturization mod? (https://ludeon.com/forums/index.php?topic=20619) If so I would suggest replacing it with this one https://ludeon.com/forums/index.php?topic=22763.0

I had the same issue, that should fix it.

No I'm not... I'm kinda bummed because I don't know if I should start a new game or not.
#2
I finally figured out what happened - for some weird reason, all of the marble on my map has been replaced with invisible loading benches.

You can delete them with the debug tool Destroy, but there are A LOT of them. I guess I'll delete as many as I can and see if the errors reduce.

Marble must have gotten replaced with Loading Bench either randomly or when I researched Machining - really weird.
#3
Quote from: NoImageAvailable on October 03, 2017, 10:40:49 AM
Do any of them affect the architect menu/blueprints/building mechanics or randomly place work benches on map generation (in ancient ruins or some such)?

I think I've found the culprit! Thank you for your help bro. I don't know how to fix it... might have to find them all and delete them with debug tools or something.

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#4
Quote from: NoImageAvailable on October 03, 2017, 10:40:49 AM
Do any of them affect the architect menu/blueprints/building mechanics or randomly place work benches on map generation (in ancient ruins or some such)?

Ahhh... it might be Misc. MapGenerator...

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#5
Hello, I suddenly started getting this error after loading a save after unlocking Machining through Researching. I have ammo disabled.

Exception printing AmmoBench_Blueprint_Install843419 at (259, 0, 186): System.InvalidOperationException: Nothing to install.
  at RimWorld.Blueprint_Install.get_MiniToInstallOrBuildingToReinstall () [0x00000] in <filename unknown>:0
  at RimWorld.Blueprint_Install.get_ThingToInstall () [0x00000] in <filename unknown>:0
  at RimWorld.Blueprint_Install.get_Graphic () [0x00000] in <filename unknown>:0
  at Verse.Thing.Print (Verse.SectionLayer layer) [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.Print (Verse.SectionLayer layer) [0x00000] in <filename unknown>:0
  at Verse.SectionLayer_ThingsGeneral.TakePrintFrom (Verse.Thing t) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.SectionLayer_ThingsGeneral:TakePrintFrom(Thing)
Verse.SectionLayer_Things:Regenerate()
Verse.Section:RegenerateLayers(MapMeshFlag)
Verse.MapDrawer:TryUpdateSection(Section)
Verse.MapDrawer:MapMeshDrawerUpdate_First()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


I have lots of mods (190) but everything was running fine until earlier. I did notice that the Ammo Loading bench is now in my Production tab and it wasn't before, but I've always had the Ammo mechanic in Combat Reloaded disabled and I haven't re-enabled it.
#6
Every trader that comes to my base is placing a new trade beacon, its really annoying.

EDIT: Nevermind, I made one and they stopped. It was just annoying because I have Better Beacons too so it was creating trade stockpiles every time.
#8
Bugs / Re: [0.8.657] Black screen when loading world
February 03, 2015, 11:59:53 AM
I am getting this bug too, it happens just as I sell some sculptures and buy some others ( I bought a gold and uranium normal sculpture). It persists beyond loading/saving.

EDIT: I can reproduce this graphical glitch by placing a sculpture with the dev tool. Not Minified Sculpture, but Sculpture.
#9
Outdated / Re: [MOD] (Alpha 8) Stargate - Jaffa, Kree !
February 03, 2015, 04:51:45 AM
Quote from: numen0r on January 31, 2015, 05:11:37 PM
Quote from: DieselpunkCyborg on January 31, 2015, 04:34:54 PM
I can't seem to find the Jaffa staff in the storage lists, which is annoying because they sell for so much.

Also, cool mod. It came with Epyk and it thrilled me when I realized the guys were from Stargate. You might wanna think about nerfing Jaffa armour a little bit, its pretty powerful early on and you get tons of it.

Yea I had the same problem, they're part of the ranged weapons category but are hidden from the inventory slot. you can select them by first hitting X for all weapons, the checking only "ranged weapons" category then manually deselecting everything in that category. The category itself will still show partial selection (the hidden jaffa weapons)

Ahh that's a clever solution, thanks
#10
Ideas / Re: Catching diseases
January 31, 2015, 04:45:35 PM
Quote from: GlassDeviant on January 31, 2015, 01:50:19 PM
Yes! Disease (and blight) from random events leave me flat, as they are both things that can (irl) be prevented or at least mitigated with proper precautions.

Hopefully there will be less reliance on random causes as the game is finished more.
#11
Outdated / Re: [MOD] (Alpha 8) Stargate - Jaffa, Kree !
January 31, 2015, 04:34:54 PM
I can't seem to find the Jaffa staff in the storage lists, which is annoying because they sell for so much.

Also, cool mod. It came with Epyk and it thrilled me when I realized the guys were from Stargate. You might wanna think about nerfing Jaffa armour a little bit, its pretty powerful early on and you get tons of it.
#12
Ideas / Catching diseases
January 31, 2015, 07:58:29 AM
A bunch of my colonists just caught malaria, which made me think of this. Rather than have all diseases be random events, it would be cool to be able to protect your colony from various pests with various means: bug zappers that have a certain radius for example, mouse traps for mice.

It would add another threat to the environment, which I am all for. You could maybe even have rats/mice eat food from time to time until you research and build a method to kill them.

It would be cool if you could catch diseases like rabies from meleeing rabid animals, it would make animals in a psychotic rage even more dangerous.

Just a little idea to add more threats in the environment that aren't more random events (The event system is starting to get a bit stale the longer I play.)
#14
Epic pack causing freeze? Game showing cursor and nothing else? Not responding? Black screen on startup?

1. Delete ModsConfig.XML and the game should start up fine again, if not look elsewhere for the solution to your problems.

2. Enable Core and Edb Modload Order, exit mod list and close the game to OS and start up again.

3. Try adding mods ~10 at a time, exiting the mod list then exiting to OS and starting it up again.

4. Rinse and repeat until all of your mods are added and in the correct order.

This has fixed all of my loading problems, haven't had to delete ModsConfig.XML since I tried this and haven't had to wait through 15 minute long Not Responding application hangs.

Ignore this: freeze hang error crash black screen long load loading working blank
#15
As a caffeine addict I like this mod. It would be great if the colonists had a little inventory to store it in, they could drink it on long treks across the map. My colony just failed because it took to long to cross the ludemungous map to kill a crashed ship lol.