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Messages - BBream

#106
Quote from: Adamiks on April 26, 2015, 09:03:45 AM
After this fix i do not have any crashes (yet?..) and that error was from version 1.1A.

I'm not sure it. If this problem cause from memory lick, then it will be fixed. But to make sure, you have to send output_log.txt file.
#107
Quote from: Adamiks on April 26, 2015, 07:40:40 AM
-snip

I never have seen error message like this before. If you don't mind, please send output_log.txt file. It is in RimWorld785Win_Data folder. The report you sent is too short to find cause of error.
#108
Quote from: Turtle Dude on April 26, 2015, 05:18:53 AM
I know what you mean about debugging, but I have to say it's better to get most of these bug fixed fast because it makes it were you wont have to come back later to fix them when you are/can work on something else. I actually wonder what will be your next mod if you make another one because so far this one works great and with you being active on it it shouldn't be much longer till almost all problems are gone.
Good, good. Flawless jewel! I'll Slash all of bug!

Quote from: Turtle Dude on April 26, 2015, 04:14:44 AM
I haven't had much of an issue just on and off the cargo's break making my colonists go idle (I just allowed them to use them a little bit ago and they worked again), but i keep having an issue of them placing something into the cargo and dropping them off at completely wrong stockpiles, causing other or even themselves to run all the way back to to drop them in another wrong stock pile.

So adding a function to say this cargo can only hold these items, and not these may get rid of that issue and others. But still it isn't crucial so if you don't think it would be useful, or needed then that is up to you.

Also backpacks might have a memory leaking issue, I keep getting a out of ram error, I only started to use backpacks, and only then did these crashes start happening stating it tries to get more ram, and not enough ram is there to allocateso it end up stopping.

Ok, I fix memory lick problem. Memory allocation will be not rapidly increased.

But I cannot find that items droped wrong stockpile. It sometimes move inefficiently because of fitting storage setting. Later, It would be placed correct place. Optimization is a little difficult problem.
#109
Quote from: Turtle Dude on April 26, 2015, 04:14:44 AM
-snip

Frankly speeking, I really want to make other contents. But I will be sad if anyone that use this mod is suffered by bug. Debuging make me exhausted. :'(  Sorry but I'll not add this function.

I'll check what problem is. Thanks for instant reporting.
#110
Hi.

I still find how I can make exploring other map.
I found the method related.

In class Layer_MapList_Load:

        MapInitData.Reset();
        MapInitData.mapToLoad = this.mapName;
        Application.LoadLevel("Gameplay");


In Application:
See also: http://docs.unity3d.com/ScriptReference/Application.LoadLevelAdditive.html

    public static void LoadLevelAdditive(/*Parameter with token 8001174*/string name)
    {
      Application.LoadLevelAsync(name, -1, true, true);
    }


In MapInitData:

  public static class MapInitData
  {
    public static bool startedFromEntry;
    public static string mapToLoad;
    public static string loadedVersion;
    public static int mapSize;
    public static DifficultyDef difficulty;
    public static StorytellerDef chosenStoryteller;
    public static IntVec2 landingCoords;
    public static List<Pawn> colonists;
    public static Faction colonyFaction;
    public static Month startingMonth;
    private static int debug_loadsSinceReset;
...


If I can copy colonist's data and paste other map, then I can make mod for exploring. Anyone have idea or experience?
#111
Quote from: Turtle Dude on April 26, 2015, 02:11:20 AM
I have an idea, but I don't know if you have thought of this tried and failed due to the game not being able to due it, but if it can maybe push this type of mod to another level I'll still say it.

Here it's, could you possible either create Cargos be like mobile stockpiles (6 spaces only like before) this could possible fix any issue with idling colonists, and also allow permission for what the Cargo can be used for as in only dead can be hauled in them, or maybe only wood/food.

Thanks for giving idea. But I found way to avoid error message. I have changed code and The error will not occur anymore.
This idea...you mean cargo has allowence for hauling like storage setting, don't you? I'm not sure this function is useful. If you still have problem in V1.1a, I'll add this function in cargo.
#112
This is what I found.
1) Don't use StoreUtility.TryFindBestBetterStoreCellFor() method
2) Items in container should not be included in GenClosest.ClosestThing_Global_Reachable() method searchset
3) Don't use TargetInfo in GotoThing(TargetIndex ind, PathMode mode). It should bring source code and write code by myself.
#113
Quote from: Adamiks on April 25, 2015, 04:37:09 PM
My game crashes when two people wanna put that same item into backpack. Also when i load the game i must reequid backpack if i wanna use it.

Ok, I'll fix it in next version.
First, I didn't check whether it is reserved.
Second, I didn't save maxitem value.
Thanks for reporting.
#114
Quote from: Turtle Dude on April 25, 2015, 04:06:45 PM
QuoteHolder of ChunkSlate763977 is not a usable type; it is a ToolsForHaul.Vehicle_Cargo: Verse.ThingContainer

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

This is what you wanted? The chunk type didn't seem to matter much it was saying it for every different kind, and had wide variations in the 6 digit number at the end.

Full File:

Although it interrupt current job, it is no critical effect for gameplay. it is known issue I cannot fix.
https://ludeon.com/forums/index.php?topic=12449.msg125377#msg125377

So you can ignore it if it don't always make colonist idle. I have no solution for this problem.

Thanks for your report.
#115
Quote from: Turtle Dude on April 25, 2015, 07:23:15 AM
Sorry for the post after another, but It seems the issue still persists with the Cargo, I have 2 currently one empty and one has as chunk of rock in it, if any one of them is toggle non-forbidden hauling will make colonists go idle again.

The fix did work for a little, but when she tried to dismount at a stockpile it starts a massive lag spike, and then after that it stopped working. Hopefully with this information it might help somewhat.

I mean items need to toggle is the haulables(food, weapon, resource...) not cargo.
Can you send output.txt file? It can be caused by Holder error checking. I cannot replay it in my computer.
#116
Quote from: Probe1 on April 22, 2015, 07:04:10 PM
I really like this mod but it needs an exemption for items being built on worktables.  My haulers waste everyones time by taking unfinished shirts, statues, and other similar objects to a storage pile.

I didn't fix it because you can prevent it. You can uncheck unfinished thing in storage setting then your colonist don't haul it anymore.
#117
Quote from: Turtle Dude on April 25, 2015, 01:49:14 AM
Does your mod have any restrictions when being installed as in other mods, because I've seem to run into an issue that if my colonists are going to haul they will instead be stuck in an idle mod even with over 1000+ items that are not forbidden. There is a chance this due to one of the other mods I have installed, but none of them mess with hauling besides this one.

Just did checking on what caused it, it would seem that the Cargo if they are allowed to be used at all it will cause them to mess up the hauling, and make them go into a idle state till another job opens, or they are made forbidden themselves. I have not tested the backpacks if they would do the same yet will be able to test later.

I'm so sorry. I have just found and fixed critical bug. This bug remove item from listerHaulable. For fixing it, you should follow this.
1) install this mod V1.1
2) All item make forbidden
3) All item make unforbidden

Then, item added list of haulable. I'm sorry for your inconvenience.
#118
Outdated / Re: [MOD] (Alpha 10) Laser Weapons V1
April 24, 2015, 04:59:02 AM
Quote from: Anonemous2 on April 23, 2015, 02:57:22 PM
BBream, I just downloaded your modification to my mod, and it works well, I'm going to test it out some more and I like it and I will use it in my mod, thanks for your help.
Also how do you add Images, I don't know how to put them in the topic so everyone can see it.

1) Upload your image
2) Copy image URL and put in BBC Code ""

And you should know this projectile code is derived from Industrialisation Mod Skydrill beam made by 
@eatKenny, @Rikiki
#119
Quote from: comlink on April 24, 2015, 12:25:24 AM
-snip

Ok, I'll check in mountain map but I cannot guess what problem is. You can avoid it by making forbidden all cargo.

You call it cart? Wow! someone call it box. Haha...well I think I choose wrong word but I don't want to change because if do that, everybody should start new game.
#120
Quote from: Muramas on April 23, 2015, 03:41:38 PM
It seems when a pawn is hauling multiple items with a cargo they ignore stockpile restrictions and place items in stockpiles where an item is forbidden

Right. I see this problem and I'll fix it. You can avoid it by making forbidden cargo.
Thanks