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Messages - Warforyou

#31
Releases / Re: [A17] Psychology (2017-6-30 v2)
June 30, 2017, 06:48:38 PM
Quote from: naschkokthe3rd on June 30, 2017, 06:08:44 PM
@Warforyou

I've just done some testing on my own (specifically: enabling batches of mods, starting new colonies, and checking whether my pawns had a Pysche tab) and my suspicion is that one or more of the "Call of Cthulu" mods are causing a conflict.

Edit: I've also found that Zombie Apocalypse suppresses the Psyche Tab

Well I've just tried messing around with this and I guess you're right and this is some sort of conflict between Psychology and one of Cthulhu mods... That didn't help to salvage my savegame but great thanks for the tip!
#32
Releases / Re: [A17] Psychology (2017-6-30 v2)
June 30, 2017, 03:51:34 PM
Quote from: Linq on June 30, 2017, 03:43:04 PM
Okay, just wanted to clarify that. Post your mod list and I'll look into it.

<li>Core</li>
<li>HugsLib</li>
<li>JecsTools-1.0.4.9</li>
<li>ADogSaid-full A17</li>
<li>ABC_Suit</li>
<li>CrashLanding</li>
<li>Cooks Can Refuel</li>
<li>Clutter Structure</li>
<li>Clutter Furniture</li>
<li>CleaningArea</li>
<li>BigBatterys</li>
<li>AllowTool</li>
<li>LDAreaRugs A17</li>
<li>Inspiration</li>
<li>High Caliber</li>
<li>Hardcore Armors - Hellfire</li>
<li>Hardcore Armors - Goliath</li>
<li>Hand Me That Brick</li>
<li>Grenade Fix Rearmed</li>
<li>Fences And Floors</li>
<li>FashionRIMsta -A17</li>
<li>Enlighten</li>
<li>LT-DoorMat</li>
<li>Embrasures-1.0</li>
<li>ED-ShieldsBasic</li>
<li>ED-ReinforcedStuff</li>
<li>Dubs Bad Hygiene</li>
<li>DESurgeries</li>
<li>BetterInfestation</li>
<li>Mannable Turrents</li>
<li>MarvsSometimesRaidsGoWrong</li>
<li>MassGraves-0.17.1.0</li>
<li>MedicalTab</li>
<li>Meltdown</li>
<li>Mending</li>
<li>MF A17</li>
<li>Miscellaneous_Core</li>
<li>Miscellaneous_MapGenerator</li>
<li>Miscellaneous_MapGenerator_FactionBase</li>
<li>Miscellaneous_Robots</li>
<li>Moody</li>
<li>more factions</li>
<li>More Vanilla Turrets</li>
<li>Nandonalt - Set-up Camp</li>
<li>Nanotrasen Armory</li>
<li>NeurotrainerCrafting</li>
<li>NerveStapling</li>
<li>NeuterAnimalsv2.1</li>
<li>OmniLocator</li>
<li>PackedLunch</li>
<li>PowerLogic</li>
<li>QOLTweaksPack-1.0.1</li>
<li>QRY-17.06</li>
<li>QualityBuilder</li>
<li>QualitySurgeon</li>
<li>Raiderpedes</li>
<li>RazzleDazzleA17</li>
<li>RBSE - Hardcore Edition 1.7</li>
<li>ReconAndDiscovery</li>
<li>Recycle</li>
<li>RemoteExplosives</li>
<li>RF - Basic Bridges</li>
<li>RF - Fertile Fields</li>
<li>RF - Smooth Stone Walls</li>
<li>Right-Tool-for-the-Job-Rebalanced</li>
<li>Rim Disorders A17</li>
<li>Rim.AcEnhancedCrafting</li>
<li>RimFridge</li>
<li>RIMkea 1.1 -A17</li>
<li>Rimsenal</li>
<li>Rimsenal_Federation</li>
<li>Rimsenal_Feral</li>
<li>Rimsenal_Security</li>
<li>Rimsenal_Vanilla</li>
<li>StackMerger</li>
<li>SSLightningRod-master</li>
<li>SimpleSidearms-1.1.1</li>
<li>A17-PlantSaver</li>
<li>RF - Wild Cultivation</li>
<li>SeedsPlease</li>
<li>Vegetable Garden 5.4</li>
<li>SeedsPlease-VG</li>
<li>RW-ExtendedTraits-master</li>
<li>RumoursAndDeceptionA17</li>
<li>RT_SolarFlareShield-A17-1.2.0</li>
<li>RT_Fuse-A17-1.0.7</li>
<li>RoofSupport A17</li>
<li>Robots_PlusPlus_Misc_Robots_Xtension</li>
<li>[A17] Vanilla-Friendly Weapon Expansion</li>
<li>[A17] Improved Anaesthetic</li>
<li>Wolfpack-0.17.1.0</li>
<li>WM Too Many Leathers</li>
<li>WM Reuse Pods</li>
<li>V.Make it Harder, Better, Faster, Stronger</li>
<li>Turret Collection</li>
<li>TribalEssentialsModPack</li>
<li>Thingamajigs</li>
<li>Temperature Control</li>
<li>TechAdvancing</li>
<li>TangleweedMod-0.17.0</li>
<li>Dubs Rimkit(Medkit)</li>
<li>Dubs Skylight</li>
<li>FFSmilodonPopulator_A17</li>
<li>FF_Smilodon_wyred_A17</li>
<li>FishIndustry</li>
<li>KK_AsSimpleAsRack</li>
<li>Medieval Times (v. 1.69.A17b)</li>
<li>MiningCo. AlertSpeaker</li>
<li>MiningCo. LaserFence</li>
<li>MiningCo. MiningHelmet</li>
<li>MiningCo. MMS</li>
<li>MiningCo. PowerFist</li>
<li>Miscellaneous_MAI</li>
<li>Miscellaneous_Incidents</li>
<li>PathAvoid</li>
<li>ResearchableStatUpgrades-master</li>
<li>[A17] Smoke Grenade</li>
<li>Faction Discovery</li>
<li>Industrialisation</li>
<li>Hospitality</li>
<li>MoreConsumables</li>
<li>EdBPrepareCarefully</li>
<li>ApparelloA17</li>
<li>RT's Weapon Pack</li>
<li>ResearchPal</li>
<li>LED-Lights-Extended-1.1</li>
<li>FluffyBreakdowns</li>
<li>Rimfall_TheFrontier</li>
<li>HeatMap</li>
<li>RimWorld-Achtung-Mod-master</li>
<li>TradingSpot</li>
<li>WaterPower [Basic Bridges Compatible]</li>
<li>Star-Wars---The-Force</li>
<li>Star-Wars---Fully-Functional-Lightsabers</li>
<li>SWFactionsA17</li>
<li>Nandonalt - Colony Leadership</li>
<li>CaveworldFlora</li>
<li>CaveBiome</li>
<li>GaussWeapons-GaussWeapons1.7</li>
<li>ImprovedWorkbenches</li>
<li>LaserWeapons-LaserWeapons1.7</li>
<li>NotificationLog</li>
<li>PersonalShieldMKII-master</li>
<li>TropiCKAPP</li>
<li>ADogSaid-CK_APP-PATCH</li>
<li>Miscellaneous_WeaponRepair</li>
<li>Extended Turrets Mod</li>
<li>ModularPowerArmor-1.0.17b.0.0</li>
<li>Additional Traits v2.2 [A17]</li>
<li>M No Death Randomness A17</li>
<li>TiberiumA17</li>
<li>Miscellaneous_TrainingFacility</li>
<li>Panacea-0.17.1.0</li>
<li>RePower</li>
<li>GHX</li>
<li>SupportBeams</li>
<li>Rimfire 2.3</li>
<li>HP Lovecraft Storyteller</li>
<li>Call-of-Cthulhu---Cosmic Horrors</li>
<li>Call-of-Cthulhu---Cults</li>
<li>Call-of-Cthulhu---Industrial-Age</li>
<li>Call-of-Cthulhu---Straitjackets</li>
<li>Call-of-Cthulhu---Factions</li>
<li>Rim-of-Madness---Arachnophobia</li>
<li>RuntimeGC</li>
<li>Rimsenal_Storyteller</li>
<li>SimpleSlavery-master</li>
<li>Infused</li>
<li>Markers-1.0.3</li>
<li>Reinforced indiscernible power conduits</li>
<li>USCM - Core</li>
<li>USCM - Faction Colonial Marines</li>
<li>USCM - Turret</li>
<li>OHU-Dropships-1.32</li>
#33
Releases / Re: [A17] Psychology (2017-6-30 v2)
June 30, 2017, 03:28:03 PM
Quote from: Linq on June 30, 2017, 03:25:24 PM
Psychology cannot modify existing saves. Unless you loaded it and then saved it, then loaded the broken one, the problem is not with Psychology.

That is exactly what I did because I prefer playing on permadeath mode.
#34
Releases / Re: [A17] Psychology (2017-6-30 v2)
June 30, 2017, 03:22:12 PM
Quote from: Linq on June 30, 2017, 02:45:28 PM
You mean that loading that save is still broken after you disable Psychology? If that's the case, then Psychology is not the problem. Saves are read-only when loaded and if Psychology is not active then it obviously can't be breaking anything.
Quote from: Linq on June 30, 2017, 02:45:28 PM
Quote from: NoImageAvailable on June 30, 2017, 03:10:59 PM

Its possible if Psychology somehow caused a game object to be created in a broken state, it would carry over in the save. From the error message it looks like some texture-related variable on a faction base didn't get instantiated properly and now it's throwing NRE's. Dunno if that's something Psychology touches on.
You mean that loading that save is still broken after you disable Psychology? If that's the case, then Psychology is not the problem. Saves are read-only when loaded and if Psychology is not active then it obviously can't be breaking anything.

The first thing I made after posting the error here (wich happened with with Psychology on) was to disable Psychology and reload the bugged save. The map was still broken (Psychology off). Then I tried to load other save that has never been loaded with Psychology and the map was working fine (Psychology off). Then I proceeded to main menu, enabled Psychology again and loaded the save2, opened world map and saw that the bug happened again. No other mods were changed and I have never got this kind of error before.
#35
Releases / Re: [A17] Psychology (2017-6-30 v2)
June 30, 2017, 02:13:02 PM
Quote from: Linq on June 30, 2017, 01:46:23 PM
Psychology doesn't touch the world map, but I'll look into it.

I have plenty of other mods but everything worked seemingly fine until I added Psychology.
The previous message always pops with this:
Tried to draw quad with null material.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

NullReferenceException: Object reference not set to an instance of an object
at RimWorld.Planet.FactionBase.get_Material () <0x00026>
at RimWorld.Planet.WorldObject.get_ExpandingIconColor () <0x00019>
at RimWorld.Planet.ExpandableWorldObjectsUtility.ExpandableWorldObjectsOnGUI () <0x00144>
at RimWorld.WorldInterface.WorldInterfaceOnGUI () <0x0003b>
at (wrapper dynamic-method) RimWorld.UIRoot_Play.UIRootOnGUI_Patch1 (object) <0x0004a>
at Verse.Root.OnGUI () <0x000c6>



UPD

Wow. Tried it on other saves made without psychology and it seems to be the case. Adding in psychology breaks world map. The thing is the map stays broken for that save even after psychology is turned off!
#36
Releases / Re: [A17] Psychology (2017-6-30 v2)
June 30, 2017, 01:41:39 PM
I am still unsure how but this mod broke world map for me when I added it midgame. Map icons are still shown but there are no world textures. The error being thrown is:
Called DrawWorldLayers() but already regenerating. This shouldn't ever happen because LongEventHandler should have stopped us.
Verse.Log:Error(String)
RimWorld.Planet.WorldRenderer:DrawWorldLayers()
RimWorld.Planet.World:WorldUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
#37
Seems like the latest hotfix broke the ability to load ships with cargo at all for me.
Assignig haulers count through load menu just makes this number of pawns disappear from the list of available passengers.

Haven't tried to reproduce the turret bug yet though.

#38
I do also have the bug with turrets. All UI buttons just disapper when I have a dropship with a turret on my screen. They show back when it's off-screen though. My orders to uninstall the rurret seem to do nothing as no one seems to care and they can't be forced to uninstall it. Seems strange cause everything seemed to be OK at first but after one raid with the ship I found out they're not working. And then UI bug came in...
#39
Quote from: Mitz on June 27, 2017, 09:43:53 AM
i had a minor glitch which THREE OHU dropships landed right on top of my base - for a seige. i deleted the evidence but a lot of my base got wrecked.
sir, this has to be removed, i'm not joking. this is overpowered.

Losing is fun!
#40
Seems like shields block even pods from orbital traders. One's just burned 6k silver worth of cargo.
#41
Outdated / Re: [A17] SeveralPuffins mods for A17
June 26, 2017, 10:14:48 AM
Don't see if this was already mentioned but if obsessive cleaning happens with a pawn that is in a caravan, the caravan stops moving completely (they don't stop with vanilla mental breaks). And the worst thing is that state never goes away. The only way to handle this is to make camp (via the corresponding mod) and then insta-reform caravan so that mental state just disappears. But this mental break can happen up to ten times a day even being on middle stage!
#42
Try giving them personal shields and some training in melee.
#43
Has the problem with Security pack been fixed? I saw some turrets and weapons (IE medium machine gun) have warmup times of 20 seconds or more.
#44
Outdated / Re: [A17] SeveralPuffins mods for A17
June 24, 2017, 05:59:31 PM
Now all my colony of about 20 pawns is doing nothing but obsessively cleaning that freaking forest. Every. Day. All day long. Doh...
#45
Quote from: Canute on June 15, 2017, 01:22:46 PM
- I think the exp gain for Force is a bit to much. Should be lowred by 50-75%.

- I think pawn's shouldn't get Force XP from regular task. They should get a big exp gain from using their abilities. And small exp gain when they are meditate on the pads (should be forceable like the training items from Misc. mod). Meditate at the pad should move their alignment too.

- Choke is a bit to strong, not only stun the target, at adept/master it allways down the target for short while. Easy way to capture the target. The chance to down the target should be lowered.

- The tailoring bench got plenty of these noncraftable faction appearals.

- custom (sith) robes crafting is far to cheap, just 50 material, even a duster need 80. Not to speak about these very high stats compared to a duster.

I agree on this. Furthermore I think that all weapons from this mod should be revised and have their cost greatly increased (i.e. stormtroopers' weapons could require uranium and more components). And you should definetely add research prerequisites for all the craftable gear. I guess that stromtroopers weaponry could use charged shot as prerequisite or sth like that. Otherwise the mod and Power system are just great!