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Messages - code99xx

#31
Outdated / Re: [A17][Update03]RuntimeGC In-Game Cleaner
September 01, 2017, 04:24:25 AM
Quote from: maculator on August 28, 2017, 11:17:41 AM
Whats the point in restricting the download to members only?

Are you refering to the attachments on this forum?

Thats how the forum is setup to work, its Ludeon studios doing, the mod author has no control over this. Thats how most forums i know of work anyway ... i dont see a problem, its free to register and you dont get spam or anything like that.
#32
Quote from: Mehni on August 31, 2017, 03:58:12 PM
Was a problem in an older version of Hospitality. Update it and you should be good to go.

Many thanks!

I've downloaded the new hospitality mod and all works well now, thanks!
#33
Title says it all.

I was pretty shocked that my 2 elephants which i spent ages training (i thought you had to train them in hauling to carry stuff) dont add any hauling space to the caravans ... I dont get why only a couple of animals can carry things, makes no sense to me. Im pretty sure elephants have been used and are still being used somewhere in the world for this.

So, any mods like that out there? I dont have any carrying capable animals on my map and i really need a caravan.
#34
Hope someone can help me out a bit...

In my current game i put a pawn to make some sculptures in hopes of selling them but when he completed the sculptures they disappeared! At first i couldnt tell wth was going on thinking he somehow failed to do them, essentially breaking them but at some point i saw a message saying "work completed" so ...


I enabled dev mode and there is an error with the sculptures and the game removes them. I dunno how to read those errors, maybe you guys can help. I dont know if this happens with anything else (other manufactured items) as i havent made anything except food and stone blocks atm.

Anyway, to the errors:

JobDriver threw exception in initAction. Pawn=Elex, Job=DoBill A=Thing_MinifiedSculpture201618 B=(94, 0, 167) C=(96, 0, 163), Exception: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.ThingFilter.Allows (Verse.Thing t) [0x00000] in <filename unknown>:0
  at RimWorld.StorageSettings.AllowedToAccept (Verse.Thing t) [0x00000] in <filename unknown>:0
  at Verse.AI.Toils_Haul+<PlaceHauledThingInCell>c__AnonStorey4AF.<>m__78F () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0  lastJobGiver=RimWorld.JobGiver_Work, curJob.def=DoBill, curDriver=Verse.AI.JobDriver_DoBill
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:TryEnterNextPathCell()
Verse.AI.Pawn_PathFollower:PatherTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Removing invalid minified thing of type Sculpture.
Verse.Log:Message(String)
Hospitality.Harmony.<>c__DisplayClass1:<DestroySafely>b__0()
Hospitality.ModBaseHospitality:Tick(Int32)
HugsLib.HugsLibController:OnTick()
HugsLib.Core.HugsTickProxy:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Current mod list (so far its been stable, except for the sculptures issue ofc):

<activeMods>
    <li>Core</li>
    <li>HugsLib</li>
    <li>RF - More Trait Slots</li>
    <li>TradingSpot</li>
    <li>Refactored Work Priorities</li>
    <li>AllowTool</li>
    <li>PrepareLanding</li>
    <li>LT-DoorMat_1.0.7</li>
    <li>MapReroll</li>
    <li>Hospitality</li>
    <li>BetterVents-BetterVents1.4</li>
    <li>ExpandedProsthetics&amp;OrganEngineering</li>
    <li>EPOERebalanced-1.2</li>
    <li>AreaUnlocker</li>
    <li>FeedTheColonists-A17.2</li>
    <li>Hand Me That Brick</li>
    <li>ImprovedWorkbenches</li>
    <li>USCM - Core</li>
    <li>USCM - Turret</li>
    <li>Additional Traits v2.2 [A17]</li>
    <li>CentralizedClimateControl</li>
    <li>Cooks Can Refuel</li>
    <li>DontShaveYourHead_17.0</li>
    <li>ED-Embrasures</li>
    <li>ED-ShieldsBasic</li>
    <li>GaussWeapons-GaussWeapons1.7</li>
    <li>Grenade Fix Rearmed</li>
    <li>High Caliber</li>
    <li>Industrial-Drill-Rig-Vanilla-Edition</li>
    <li>LaserWeapons-LaserWeapons1.7</li>
    <li>Miscellaneous_Core</li>
    <li>Miscellaneous_Objects</li>
    <li>Miscellaneous_Robots</li>
    <li>Miscellaneous_TrainingFacility</li>
    <li>NackbladIncRimhair</li>
    <li>Nandonalt - Set-up Camp</li>
    <li>RF - Basic Bridges</li>
    <li>RF - Fertile Fields</li>
    <li>RF - Concrete</li>
    <li>RF - Consolidated Traits</li>
    <li>RF - Smooth Stone Walls</li>
    <li>Rimsenal</li>
    <li>Rimsenal_Hair</li>
    <li>Rimsenal_Security</li>
    <li>Rimsenal_Storyteller</li>
    <li>Rimsenal_Vanilla</li>
    <li>RT's Weapon Pack</li>
    <li>RT_Fuse-A17-1.0.7</li>
    <li>Spoons Hair Mod -A17</li>
    <li>SSLightningRod-master</li>
    <li>StackMerger</li>
    <li>T-MoreBedsVanilla</li>
    <li>T-MoreFloors</li>
    <li>T-RawCropThoughts</li>
    <li>[A17]Organized Research Tab v1.0.3</li>
    <li>[SS]BiggerBatteries A17</li>
    <li>[SS]BiggerFuses A17</li>
    <li>EdBPrepareCarefully</li>
    <li>VeinMiner</li>
    <li>PriorityTreatment A17</li>
  </activeMods>
#35
Ive spent the past hour trying to figure out the various conflicts i seem to have between mods and so far ive found 1 conflict between Psychology and EDB Prepare Carefully.

With only those 2 mods enabled (and HugsLib ofc) I cant save characters creating with prepare carefully. I can save one but when i try to save subsequent characters im getting this error:

Called InitSaving() but current mode is Saving
Verse.Log:Error(String)
Verse.ScribeSaver:InitSaving(String, String)
EdB.PrepareCarefully.ColonistSaver:SaveToFile_Patch0(CustomPawn, String)
EdB.PrepareCarefully.ControllerPawns:SaveCharacter(CustomPawn, String)
EdB.PrepareCarefully.<>c__DisplayClass12_0:<DrawPanelContent>b__1(String)
EdB.PrepareCarefully.Dialog_SaveColonist:DoSpecialSaveLoadGUI(Rect)
EdB.PrepareCarefully.Dialog_Colonist:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey2C4:<>m__1B1(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)



Any ideas on how to fix this? I remember in A16 or something I was able to run psychology and prepare carefully without a problem ...what changed?
#36
Releases / Re: [A17] Psychology (2017-7-16 v2)
August 28, 2017, 12:57:06 AM
Quote from: Hungry Colonist on August 26, 2017, 12:48:38 PM
Quote from: code99xx on August 26, 2017, 11:36:32 AM
Hi,

I hope you guys can help me, i want to start a new game with mods, i have downloaded a lot of mods and im having all sort of issues (to be expected) and ive been trying to narrow down the mods that are causing problems and one of the mods seems to be this one.


I'd take a look at those trait mods you have. I'm not sure, but I use psychology with a ton of mods, however none of them affecting pawns personalities except psychology.

I always load psychology last, don't know if it makes a difference, but I never got any errors related to psychology.

That's just my 2 cents, the mod author can help you better.

You mean the mod that adds more trait slots or the mods that add new traits?
I've been trying to figure this one out since i made that post, i still cant tell where is the conflict ...


EDIT: I've spent the past hour trying to figure out which mods conflict and unrelated to my issue in the previous post, i found this:

Called InitSaving() but current mode is Saving
Verse.Log:Error(String)
Verse.ScribeSaver:InitSaving(String, String)
EdB.PrepareCarefully.ColonistSaver:SaveToFile_Patch0(CustomPawn, String)
EdB.PrepareCarefully.ControllerPawns:SaveCharacter(CustomPawn, String)
EdB.PrepareCarefully.<>c__DisplayClass12_0:<DrawPanelContent>b__1(String)
EdB.PrepareCarefully.Dialog_SaveColonist:DoSpecialSaveLoadGUI(Rect)
EdB.PrepareCarefully.Dialog_Colonist:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey2C4:<>m__1B1(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)


This is a conflict between Psychology and EDB Prepare Carefully. (im pretty sure about this, i only have edb prepare carefully and psychology enabled atm, mod order doesnt matter) I get the error when trying to save a character i created in prepare carefully. Works with the first character (it saves properly) but start giving this error when trying to save subsequent pawns.
#37
Im also having these issues when trying to save created pawns in prepare careful:

Prepare Carefully could not find the pawn kind definition for the saved character: "AIPawn"
Verse.Log:Warning(String)
EdB.PrepareCarefully.PresetLoaderVersion3:LoadPawn_Patch1(Object, SaveRecordPawnV3)
EdB.PrepareCarefully.ColonistLoaderVersion3:Load(PrepareCarefully, String)
EdB.PrepareCarefully.ColonistLoader:LoadFromFile(PrepareCarefully, String)
EdB.PrepareCarefully.ControllerPawns:LoadCharacter(String)
EdB.PrepareCarefully.PanelLoadSave:<DrawPanelContent>b__12_0(String)
EdB.PrepareCarefully.Dialog_LoadColonist:DoMapEntryInteraction(String)
EdB.PrepareCarefully.Dialog_Colonist:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey2C4:<>m__1B1(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)


and this

Exception filling window for EdB.PrepareCarefully.Dialog_LoadColonist: System.NullReferenceException: Object reference not set to an instance of an object
at Psychology.Harmony.Optional.PresetLoaderPatch.AddPsyche (EdB.PrepareCarefully.CustomPawn&,EdB.PrepareCarefully.SaveRecordPawnV3) <0x0005c>
at (wrapper dynamic-method) EdB.PrepareCarefully.PresetLoaderVersion3.LoadPawn_Patch1 (object,EdB.PrepareCarefully.SaveRecordPawnV3) <0x014c3>
at EdB.PrepareCarefully.ColonistLoaderVersion3.Load (EdB.PrepareCarefully.PrepareCarefully,string) <0x00371>
at EdB.PrepareCarefully.ColonistLoader.LoadFromFile (EdB.PrepareCarefully.PrepareCarefully,string) <0x00124>
at EdB.PrepareCarefully.ControllerPawns.LoadCharacter (string) <0x0003e>
at (wrapper delegate-invoke) EdB.PrepareCarefully.PanelLoadSave/LoadCharacterHandler.invoke_void__this___string (string) <0x00067>
at EdB.PrepareCarefully.PanelLoadSave.<DrawPanelContent>b__12_0 (string) <0x00018>
at EdB.PrepareCarefully.Dialog_LoadColonist.DoMapEntryInteraction (string) <0x00018>
at EdB.PrepareCarefully.Dialog_Colonist.DoWindowContents (UnityEngine.Rect) <0x00c1d>
at Verse.Window/<WindowOnGUI>c__AnonStorey2C4.<>m__1B1 (int) <0x00735>

Verse.Log:Error(String)
Verse.<WindowOnGUI>c__AnonStorey2C4:<>m__1B1(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)


These happen only when i try to save the third character i create. I go into prepare carefully, create one character, save it, create a second character, save it, create a third character, try to save but the console pops up with the above errors. If i restart the game, it works for 2 characters and then the third bugs out again.


Then im getting this error when trying to start a new game:

Exception filling window for EdB.PrepareCarefully.Dialog_Confirm: System.Reflection.TargetException: Non-static field requires a target
  at System.Reflection.MonoField.GetValue (System.Object obj) [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.Controller.ReplaceScenarioParts (RimWorld.Scenario actualScenario, RimWorld.Scenario vanillaFriendlyScenario) [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.Controller.PrepareGame () [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.Controller.StartGame () [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.Page_PrepareCarefully.<ShowStartConfirmation>b__26_0 () [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.Dialog_Confirm.DoWindowContents (Rect inRect) [0x00000] in <filename unknown>:0
  at Verse.Window+<WindowOnGUI>c__AnonStorey2C4.<>m__1B1 (Int32 x) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.<WindowOnGUI>c__AnonStorey2C4:<>m__1B1(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)


Drew tabs without any being selected.
Verse.Log:Error(String)
Verse.Log:ErrorOnce(String, Int32)
Verse.TabDrawer:DrawTabs(Rect, IEnumerable`1)
RimWorld.Page_ConfigureStartingPawns:DoWindowContents_Patch1(Object, Rect)
Verse.<WindowOnGUI>c__AnonStorey2C4:<>m__1B1(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)



These dont happen everytime but if I spend some time creating custom pawns, these errors start happening. If i start the game straight away without customizing much, it works.
#38
Quote from: BeoTea on August 19, 2017, 09:17:43 AM
I've run into a problem. I'm playing with Misc MAI, the android mod. the problem is that when I set more than three colonists the next one becomes a MAI. As in, I have 4 people made, but one of them, the same person each time, turns into a MAI as soon as they exit the escape pod. Their picture at the top even shows them as them before they land, but it changes as soon as it opens.

The person suffering the robotification also isnt the fourth person, she was one of the original three. It seems its only her, because I dont run into the problem when I delete her and add a different person.

Sorry if my question is repetitive or if this was already asked. Thanks in advance.

Update: It seems no matter what I do, one of them is always turning into MAI.

Im also having this issue. I am trying to play an RP game of sorts and i have made 6 people and 3 of them always end up as MAI. I dunno why this is happening ...

#39
Releases / Re: [A17] Psychology (2017-7-16 v2)
August 26, 2017, 11:36:32 AM
Hi,

I hope you guys can help me, i want to start a new game with mods, i have downloaded a lot of mods and im having all sort of issues (to be expected) and ive been trying to narrow down the mods that are causing problems and one of the mods seems to be this one.

Im getting the following error :

Exception in Verse.AI.ThinkNode_Priority TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.LocalTargetInfo.get_Cell () [0x00000] in <filename unknown>:0
  at Psychology.JobGiver_SpendTimeTogether.TryGiveJob (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
RimWorld.ThinkNode_Duty:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
RimWorld.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Tagger:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Subtree:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
RimWorld.ThinkNode_JoinVoluntarilyJoinableLord:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob(ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


I think its related to psychology but cant be sure ... any idea what this means? Ive resolved most of the incompatibilities so far but i cant figure this one out ...

This is my current enabled mods in order:

<activeMods>
    <li>Core</li>
    <li>HugsLib</li>
    <li>EdBPrepareCarefully</li>
    <li>AllowTool</li>
    <li>AreaUnlocker</li>
    <li>BetterVents-BetterVents1.4</li>
    <li>Cooks Can Refuel</li>
    <li>ED-Embrasures</li>
    <li>ED-ShieldsBasic</li>
    <li>ExpandedProsthetics&amp;OrganEngineering</li>
    <li>EPOERebalanced-1.2</li>
    <li>CentralizedClimateControl</li>
    <li>FoodAlert-0.17.0.1</li>
    <li>FuckFriendlyFire</li>
    <li>GaussWeapons-GaussWeapons1.7</li>
    <li>Grenade Fix Rearmed</li>
    <li>Hand Me That Brick</li>
    <li>High Caliber</li>
    <li>Hospitality</li>
    <li>ImprovedWorkbenches</li>
    <li>Industrial-Drill-Rig-Vanilla-Edition</li>
    <li>LaserWeapons-LaserWeapons1.7</li>
    <li>MapReroll</li>
    <li>MedicalTab</li>
    <li>Miscellaneous_Core</li>
    <li>Miscellaneous_MAI</li>
    <li>Miscellaneous_Objects</li>
    <li>Miscellaneous_Robots</li>
    <li>Miscellaneous_TrainingFacility</li>
    <li>NackbladIncRimhair</li>
    <li>Nandonalt - Set-up Camp</li>
    <li>PowerSwitch</li>
    <li>PrepareLanding</li>
    <li>Psychology</li>
    <li>RealisticStarvationMod</li>
    <li>RT's Weapon Pack</li>
    <li>RF - Fertile Fields</li>
    <li>RF - Concrete</li>
    <li>RF - Consolidated Traits</li>
    <li>RF - More Trait Slots</li>
    <li>RF - Smooth Stone Walls</li>
    <li>Rimsenal</li>
    <li>Rimsenal_Hair</li>
    <li>Rimsenal_Security</li>
    <li>Rimsenal_Storyteller</li>
    <li>Rimsenal_Vanilla</li>
    <li>Spoons Hair Mod -A17</li>
    <li>T-ExpandedCrops</li>
    <li>T-RawCropThoughts</li>
    <li>USCM - Core</li>
    <li>USCM - Turret</li>
    <li>VeinMiner</li>
    <li>[A17]Organized Research Tab v1.0.3</li>
  </activeMods>


#40
Ok this is really frustrating. Is there a way to teleport pawns, make them invulnerable or do something about the crashlanded scenario?

Ive tried 10 times now to save my survivors from the big ship wreck that just crashes on top of them and I failed every single time.


And yes, i know i can change the scenario but i dont want to for RP reasons ...
#41
Hi, Im getting this error when enabling this modpack (fresh game install, no other mods enabled):

EDIT: I also had to disable Moody since the console goes nuts with errors when I press the "gear" button (settings?) in-game.


#42
Outdated / Re: [A14] More Traits v1.3.1.1
September 20, 2016, 08:22:06 AM
Oh cool, thanks, ill download it now!
#43
Yeah I think imma start using that mod ... something about this just doesnt feel right ... "what? your leg is broken? no worries, im a good doctor (18 doctor) and we got a spare bionic leg, we will just amputate your broken leg and replace with this better leg."

3 tries later "sorry, we did the best we could, sadly you lost the other leg, we couldnt install the bionic leg and your brain and kidney is gone BUT dont worry, we got one to spare" and so it continues.

I was using medikits (normal ones, not the gliter things), cant remember the chances but it was around 95-98%.

The guy died shortly after my 4th attempt.
#44
Outdated / Re: [A14] More Traits v1.3.1.1
September 19, 2016, 02:17:10 AM
Does this work in A15?
#45
Outdated / Re: [A14] No Cleaning Please! 1.0.2
September 19, 2016, 12:06:05 AM
I so need this mod! I cant stand my colonists cleaning up ... dirt from dirt outside of my base. Hopefully ccl will get updated sooner rather than later!