Thanks for the update of Alpha Animals! Just a question, is there a Combat Extended Patch currently available for this update? Fission mouse is giving an error for melee penetration on Combat Extended.
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
#17
Releases / Re: [1.0] Combat Extended - 1.3 LoS overhaul (02.03.2019)
April 11, 2019, 02:14:23 AM
In addition, I get the error log here:
Code Select
Saving _def
Verse.Log:Message(String, Boolean)
CombatExtended.HoldRecord:ExposeData()
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Collections:Look(List`1&, Boolean, String, LookMode, Object[])
.....
Failed to find any texture while constructing Multi(initPath=Things/Apparel/TacVest_Male, color=RGBA(1.000, 1.000, 1.000, 1.000), colorTwo=RGBA(1.000, 1.000, 1.000, 1.000)). Filenames have changed; if you are converting an old mod, recommend renaming textures from *_back to *_north, *_side to *_east, and *_front to *_south.
Verse.Log:Error(String, Boolean)
Verse.Graphic_Multi:Init(GraphicRequest)
Verse.GraphicDatabase:GetInner(GraphicRequest)
Verse.GraphicDatabase:Get(String, Shader, Vector2, Color)
RimWorld.ApparelGraphicRecordGetter:TryGetGraphicApparel(Apparel, BodyTypeDef, ApparelGraphicRecord&)
Verse.PawnGraphicSet:ResolveApparelGraphics()
Verse.PawnGraphicSet:ResolveAllGraphics()
Verse.PawnRenderer:RenderPawnAt_Patch2(Object, Vector3, RotDrawMode, Boolean)
Verse.PawnRenderer:RenderPawnAt(Vector3)
Verse.Pawn_DrawTracker:DrawAt(Vector3)
Verse.Pawn:DrawAt_Patch1(Object, Vector3, Boolean)
Verse.Thing:Draw()
Verse.ThingWithComps:Draw()
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Spawning Random Prey, Because I Can. Deal with it.maxdensity:986.6667, current:80.34998, spawning:AA_ShockGoat
Verse.Log:Message(String, Boolean)
RimWorld.Alert_PreyPopulationStable:GetReport()
RimWorld.Alert:get_Active()
RimWorld.AlertsReadout:AlertsReadoutUpdate()
RimWorld.UIRoot_Play:UIRootUpdate()
Verse.Root:Update_Patch2(Object)
Verse.Root_Play:Update()
Spawning Random Prey, Because I Can. Deal with it.maxdensity:986.6667, current:80.34998, spawning:ACPRedPanda
Verse.Log:Message(String, Boolean)
RimWorld.Alert_PreyPopulationStable:GetReport()
RimWorld.Alert:get_Active()
RimWorld.AlertsReadout:AlertsReadoutUpdate()
RimWorld.UIRoot_Play:UIRootUpdate()
Verse.Root:Update_Patch2(Object)
Verse.Root_Play:Update()
Spawning Random Prey, Because I Can. Deal with it.maxdensity:986.6667, current:80.34998, spawning:ACPKiwi
Verse.Log:Message(String, Boolean)
RimWorld.Alert_PreyPopulationStable:GetReport()
RimWorld.Alert:get_Active()
RimWorld.AlertsReadout:AlertsReadoutUpdate()
RimWorld.UIRoot_Play:UIRootUpdate()
Verse.Root:Update_Patch2(Object)
Verse.Root_Play:Update()
Spawning Random Prey, Because I Can. Deal with it.maxdensity:986.6667, current:80.34998, spawning:AA_Wildpawn
Verse.Log:Message(String, Boolean)
RimWorld.Alert_PreyPopulationStable:GetReport()
RimWorld.Alert:get_Active()
RimWorld.AlertsReadout:AlertsReadoutUpdate()
RimWorld.UIRoot_Play:UIRootUpdate()
Verse.Root:Update_Patch2(Object)
Verse.Root_Play:Update()
Spawning Random Prey, Because I Can. Deal with it.maxdensity:986.6667, current:80.34998, spawning:AA_OvergrownColossus
Verse.Log:Message(String, Boolean)
RimWorld.Alert_PreyPopulationStable:GetReport()
RimWorld.Alert:get_Active()
RimWorld.AlertsReadout:AlertsReadoutUpdate()
RimWorld.UIRoot_Play:UIRootUpdate()
Verse.Root:Update_Patch2(Object)
Verse.Root_Play:Update()
System.NullReferenceException: Object reference not set to an instance of an object
at ExpandedIncidents.Harmony.InteractionWorkerCliquePatch.ManageCliques (RimWorld.InteractionWorker,Verse.Pawn,Verse.Pawn) <0x000a3>
at (wrapper dynamic-method) RimWorld.InteractionWorker.Interacted_Patch2 (object,Verse.Pawn,Verse.Pawn,System.Collections.Generic.List`1<Verse.RulePackDef>,string&,string&,Verse.LetterDef&) <0x0004d>
at Rumor_Code.CaravanSocialManager.TryInteractWith (Verse.Pawn,Verse.Pawn,RimWorld.InteractionDef) <0x002e4>
at Rumor_Code.CaravanSocialManager.TryInteractRandomly (Verse.Pawn) <0x0032e>
at Rumor_Code.CaravanSocialManager.MakeCaravanInteract (RimWorld.Planet.Caravan) <0x000e0>
at Rumor_Code.CaravanSocialManager.MakeCaravansInteract () <0x00084>
at Rumor_Code.Watcher.MapComponentTick () <0x00058>
at Verse.MapComponentUtility.MapComponentTick (Verse.Map) <0x00075>
Verse.Log:Error(String, Boolean)
Verse.MapComponentUtility:MapComponentTick(Map)
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
#18
Releases / Re: [1.0] Combat Extended - 1.3 LoS overhaul (02.03.2019)
April 11, 2019, 02:05:26 AM
Hello, I seem to have an issue where certain textures of Combat Extended apparel seem to be missing textures (such as the tactical vest and tactical helmet). I have verified that the textures do exist, it just seems that Rimworld doesn't recognize them...
#19
Releases / Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.1
February 24, 2019, 03:23:26 AM
I installed the compatibility patches for Megafauna and Alpha Animals, and it turned each piece of compacted steel on the map (including the ones which I did not discover) into 1 piece of squirrel meat. Yep, I traded the entire map's supply of steel into less than 5 pieces of squirrel meat. Yay.
Strangely enough, no errors occurred. Is there any way in god mode to put back compacted steel in the map?
Strangely enough, no errors occurred. Is there any way in god mode to put back compacted steel in the map?
#20
Releases / Re: [1.0]Smarty Storyteller. A storyteller that tracks your boredom
February 24, 2019, 02:15:23 AM
I commented earlier on the issue with the raids on the Sometimes Raids go Wrong mod. What I think would fix this is to keep the raid difficulty, but to dictate how and when to send a limited amount of raids. Manhunter pack? Smarty should try to delay the raid for a few days (if the manhunter pack isn't dead), or when raids fail, only send a certain amount of raids (a cap of around 2 to 3 raid events) and to send then a few hours apart to spook the player.
#21
Releases / Re: [1.0] Alpha Animals - 1.09 (01/12/18)
February 23, 2019, 03:47:58 AM
May I suggest that the chance of slurrypedes appearing in the wild be lowered? I've only survived for 2 years and I already have 4 slurrypedes. Maybe make them as rare as tetraslugs, I make free cash just by having them graze and spit out their disgusting nutrient pastes.
#22
Releases / Re: [1.0] Alpha Animals - 1.09 (01/12/18)
February 22, 2019, 12:50:35 PM
Thanks! Is there anywhere that I can find these compatibility patches without buying Rimworld on Steam?
#23
Releases / Re: [1.0] Parallel Power Grid (Parallel Conduits) (v1.6) (15.01.2019)
February 20, 2019, 12:16:03 AM
Is there any way to transfer power between power grids? Say, a blue power grid to a red power grid or a normal color power grid (Rimworld default) to a blue power grid? So far, I've had to use sockets for every power transfer. Kinda sucks as nearby heaters, lights, etc. tend to latch onto that power socket.
#24
Releases / Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.1
February 20, 2019, 12:09:35 AM
Is there any way to download the patch without Steam? Like Github or something?
#25
Releases / Re: [1.0] Alpha Animals - 1.09 (01/12/18)
February 20, 2019, 12:06:14 AM
It says that it has been removed by the author....
#26
Releases / Re: [1.0] Megafauna (v1.4) - More cenozoic beasts! - (01.11.2018 - Update #5)
February 12, 2019, 02:20:22 PM
Good point, acidentally got it from last year
#27
Releases / Re: [1.0] Megafauna (v1.4) - More cenozoic beasts! - (01.11.2018 - Update #5)
February 11, 2019, 06:29:24 PM
I've just tried seeing which mods conflict, and it seems that the CE mod conflicts directly - the CE patch for this mod doesn't work!
#28
Releases / Re: [1.0] Megafauna (v1.4) - More cenozoic beasts! - (01.11.2018 - Update #5)
February 11, 2019, 12:46:17 AM
I've loaded the mod and unfortunately, only some of the Megafauna animals have descriptions. Not sure if it's a mod conflict or not, just says that there is an
"Exception filling window for Verse.Dialog_infoCard: System.Invalid.CastException: Cannot cast from source type to destination type."
Kinda annoying, as without the descriptions, for example, I couldn't tell that one of the giant Black Hive insects throws fireballs at you.
"Exception filling window for Verse.Dialog_infoCard: System.Invalid.CastException: Cannot cast from source type to destination type."
Kinda annoying, as without the descriptions, for example, I couldn't tell that one of the giant Black Hive insects throws fireballs at you.
#29
Releases / Re: [1.0]Smarty Storyteller. A storyteller that tracks your boredom
February 09, 2019, 09:25:15 PM
I've learned that this storylettler is not compatible with the Sometimes Raids go Wrong mod. Manhunting animal goes berserk, kills raiders. AI spawns MORE raiders (usually overkill). Once done killing the animals, the extreme amount of raiders come in to kill me. So RIP!
Still, it's fun and relaxing. To fix this, I'm playing savage Cassandra, and she's just so BORING!
Still, it's fun and relaxing. To fix this, I'm playing savage Cassandra, and she's just so BORING!
#30
Releases / Re: [1.0] Combat Extended - 1.2b Reload hotifx (03.02.2019)
February 09, 2019, 09:21:51 PM
When hunting exploding animals such as boomalopes and boomrats, after downing them, a large lag spike appears. In verbose logging, the error says
"JobDriver threw exception in IntAction for pawn Lapu driver=JobDriver_hunt( (toilindex=3) driver.job (Hunt (Job1121616) A=Thing Boomalope186353) lastJobGiver=Verse.AI.ThinkNode QueueJob"
Maybe the author forgot to add in shooting the boomalopes/boomrats when they're down for hunting?
"JobDriver threw exception in IntAction for pawn Lapu driver=JobDriver_hunt( (toilindex=3) driver.job (Hunt (Job1121616) A=Thing Boomalope186353) lastJobGiver=Verse.AI.ThinkNode QueueJob"
Maybe the author forgot to add in shooting the boomalopes/boomrats when they're down for hunting?