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Messages - Entropy147

#31
Well, I think I've found the error, (there's a lot of them, so I had to whittle it down to when it was triggered by on pawn)
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Svejgaard threw exception while determining job: System.MissingFieldException: Field 'Verse.AI.Pawn_MindState.lastDisturbanceTick' not found.

  at Verse.AI.ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at Verse.AI.ThinkNode_PrioritySorter.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at Hospitality.ThinkNode_FilterGuestRooms.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at RimWorld.ThinkNode_Duty.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at RimWorld.ThinkNode_Conditional.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at Verse.AI.ThinkNode_Subtree.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at Verse.AI.Pawn_JobTracker.DetermineNextJob () [0x00000] in <filename unknown>:0  lastJobGiver=

I'm not sure if this is what you meant by send but this is a copy of what was in the output_log
#32
I've found a bug! (whilst in dev mode) the error comes up as (Visitor Name) threw exception while determining job: System.MissingFieldException: field 'Verse.Ai.Pawn_mindstate.lastDisturbanceTick' not found, it causes the visitors to stand around doing nothing until the visitor collapses from exhaustion or leaves, it seems to trigger when the visitor is about to sleep (I could of posted a screenshot but I don't know how to)
#33
maybe a DMR? (I don't know any names of any DMRs) so a rifle that fires one or two shots at long range
#34
Question: If limited ammo is introduced will you have to purchase it from a trader or will you be able to craft it?
#35
Ideas / Re: Idea: Improved fatigue system
January 03, 2016, 04:50:00 PM
Hmmm, I see what you mean, well the movement debuff could be half of what I suggested (or something like that) It's merely from my subjective experience that, also I suppose the consciousness slows movement all together so the movement debuff could be removed altogether
#36
Ideas / Idea: Improved fatigue system
January 03, 2016, 04:26:28 PM
I noticed during a raid that one of my colonists was exhausted (nearly passing out) and I thought, why isn't there fatigue or any debuffs apart from a mood debuff of "I'm tired", I know full well (being an insomniac) that being exhausted does more than simply making you a bit cranky. My idea is that each separate stage of tiredness should entail some degree of a debuff, for example,

Tired: -10% consciousness, -15% movement, -15% manipulation and a -10% debuff to sight
Very tired: -25% consciousness, -30% movement, - 30% manipulation and a - 25% debuff to sight
Exhausted: -35% consciousness, -45% movement, - 45% manipulation, -35% debuff to talking and sight

I don't know what you think, I personally think that at the moment the tiredness system is quite trivial and easily ignorable (unless you have a nervous, very neurotic/volatile brawler or someone with a big gun) It seems strange that malnutrition has some debuffs but not exhaustion.
#37
I actually like the advanced prosthetics the way they are now, although I noticed that the melee damage from artificial parts is a bit off for example, a steel arm does 10 damage, and the bionic arm does 9.
#38
I had the dev tools on, with all research finished, and still couldn't find the items, I couldn't even spawn in individual glass panes
#39
Quote from: Ungrateful on December 02, 2015, 11:56:36 PM
I seem to have issues with this mod activating? Anyone else?


Yep, to me the mod is loaded but there's no items or wall materials from the mod
#40
Quote from: Grimandevil on November 29, 2015, 01:08:14 PM
Quote from: Llamageddon on November 29, 2015, 02:36:14 AM
As the game's title suggests, it happens on a rimworld, this isn't a glitterworld where people can craft advanced bionics
the colonists themselves arent savages, but from advanced world, so as the time goes they can settle some technology in their "basement". but maybe advanced bionics have to have higher requirements for crafting skills (and req some science knowledge).

I agree, also vancidium to some extent all ready does this as it's quite expensive to fabricate and requires a high-ish crafting and research level to create, also advanced bionics are very late game items (usually) also bionics need a lot of plasteel, which I usually have one hell of a job trying to find
#41
Hi, I don't know if anyone else is having this issue. but my colonists can't melee if both of their hands are bionic, same applies with simple prosthetics (including full arms) and the very basic prosthetics
-Edit- Also effects advanced bionic hands
-Edit 2- I found the issue, you're missing the Hediff comp (or whatever) in the HediffDefs that assigns how much damage a part can to another pawn by hitting them
#43
hi, I really like the idea of this mod -it's awesome!- however I noticed both of the combat realism links seem to be broken
#44
Quote from: dismar on October 12, 2015, 07:03:16 PM
Here is another release for SA from me. It's about 90-95% the original now. With just three things missing from the original :
The Growing is not hidden behind research.
Healing scars has been removed.
Training tools has been removed.

Mainly because I didn't want to mess with stuff inside the Dll.
Most everything else is working now and should be in the right spots with updates to a12.
I am just one person there's probably bugs here and there. But I did take a colony from start to blast off building everything along the way...

I take no credit for this updated mod, only know that we miss you Abrexus. And hope your new project out shines this one!
Download Here!


I don't know if it's on my side but the bionics table and the option to make advanced prosthetics is missing, good job though  8)
#45
I think I found a bug! - I installed the drugged rib, and they got the debuff from having the silent jaw even though the pawn didn't have a silent jaw implanted