Menu

Show posts

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.

Show posts Menu

Messages - NotSoSubtle

#1
Having killjoy-class problem with beanbags. Posted the following in CR's thread, with no avail. (Yet.) Hoping to get some extra eyes on the problem by sharing here.

Quote from: NotSoSubtle on January 26, 2017, 09:42:50 AM
Quote from: Lady Wolf on January 03, 2017, 07:15:19 PM
Quote from: blaxblade on January 03, 2017, 06:58:57 PM
Please, bean bullets doesn't work; how can i fix?

I can confirm this, every time you fire a bean bag there's a error message that appears int he dev window. (When I get a chance to play again I'll list the exact error)

Quote from: Yoso on December 21, 2016, 03:28:02 AM
Super excited that CR updated so fast. What? No this isn't a poorly disguised ptw and I'm offended that you would think that.

Edit: Beanbag rounds don't do anything except throw errors on impact.

This has been noted a few times without comment. Bean bag ammo is one of the few (and the best) capture and containment methods in CR and without it raids turn into bloodbaths with no upside. Gunning down raiders is fun, but I'm getting tired of all the skilled raiders being gunned down dead before we can talk.

I've included my error text for reference. Any information on this would be appreciated.

Reattaching the error code. CR is so good at fixing the combat balance I can't find away to keep attackers alive, except by random RNG. Any suggestions on a fix or even a source of the problem would be gladly accepted.

Re uploading the error logs as well.

[attachment deleted by admin due to age]
#2
Quote from: Lady Wolf on January 03, 2017, 07:15:19 PM
Quote from: blaxblade on January 03, 2017, 06:58:57 PM
Please, bean bullets doesn't work; how can i fix?

I can confirm this, every time you fire a bean bag there's a error message that appears int he dev window. (When I get a chance to play again I'll list the exact error)

Quote from: Yoso on December 21, 2016, 03:28:02 AM
Super excited that CR updated so fast. What? No this isn't a poorly disguised ptw and I'm offended that you would think that.

Edit: Beanbag rounds don't do anything except throw errors on impact.

This has been noted a few times without comment. Bean bag ammo is one of the few (and the best) capture and containment methods in CR and without it raids turn into bloodbaths with no upside. Gunning down raiders is fun, but I'm getting tired of all the skilled raiders being gunned down dead before we can talk.

I've included my error text for reference. Any information on this would be appreciated.

[attachment deleted by admin due to age]
#3
Outdated / Re: [A16] Nerve Stapling v1.0
January 23, 2017, 03:39:49 PM
Had a random thought; Maybe you don't have to detour code.

Any time I apply the nerve staple in my game in works as intended. The problem is on load, a small part of it is not retained. I'd be content with the ability to refresh the nerve staples when I load in. Either a follow up surgery labeled 'reactivate chip' or a right-clickable action on pawns (like the capture action) that has the same name.

Then I realized you could add flavor to this. Maybe it's not enough to have the chip, the chip has to receive input from a transmitter to function properly. The chip has all the access it needs to make changes to the victim subject, but doesn't have the processing power on board to trigger those changes. If power goes out, all the nerve stapled pawns could get all their stats back and get a growing mood debuff as their head clears. This also limits using stapled pawns in caravans as the transmitter has to travel with them. You wouldn't even need a new building, really. Just apply the on/off check to the comm station or reuse the trade beacon sprite if you go about it this way.

I'd have no problem toggling the thing on and off when I load in to get full functionality, and I think the extra flavor/limitation would be nice too.
#4
Outdated / Re: [A16] Nerve Stapling v1.0
January 23, 2017, 08:32:38 AM
Quote from: Thirite on January 22, 2017, 01:59:56 PM
Aw fug. I guess I will have to detour the code responsible for querying if a work type is disabled or not. I didn't want to if I could get away with it, because detouring code can cause mod incompatibilities. Oh well.

Hope it works. Been waiting for a surgery=pawn conversion for a long time, and opening up all jobs was huge, even at the cost of skills and passions.

Also, my interest has nothing to do with all the other 'mad science' mods I've downloaded....  ::)
#5
Outdated / Re: [A16] Nerve Stapling v1.0
January 22, 2017, 07:58:37 AM
Bug report time.

Stapled my first pawn, worked as described for a 3-4 hour game session with no problems. I saved twice during that time. When I load either save the stapled pawn still doesn't list any negative qualities, but is blocked from working the same jobs as before being stapled.

loading with debug gave me no errors. If there's any info I can send that might help, let me know.
#6
Outdated / Re: [A13] Mod MEGA PACK - reloaded
June 22, 2016, 01:04:24 PM
Quote from: crusader2010 on June 21, 2016, 01:45:07 AM
Everyone having problems, did you try using the .dll for CombatRealism from the "ORIGINAL DLL" folder??? Copy it over in the \Assemblies subfolder of CR. The embrasures should work properly; those errors are harmless unless something else is happening too :(

I have not tried changing the .dll. Thats something for me to take a crack at.

The embrasure problem was not about the combat physics though. In game, they worked fine. from the error messages, the problem was that CR embrasures and a seperate embrasure mod were creating an object with the same name, and the texture loader broke when it tried to call up the texture. The only repeated error I had loading games was a 'failed to find embrasure texture' but I know for a fact both were in the files.

Then I removed the independent Embrasure mod (I left the CR one) and now my saves load. And I still have embrasures.

Not that I didn't discover other issues after that. Freaking caravans.
#7
Outdated / Re: [A13] Mod MEGA PACK - reloaded
June 20, 2016, 08:40:38 PM
So been playing the modpack since I cut out the one embrasure thing, yay, buuuuuut now I notice I have no caravans. Awesome. Another riddle to riddle out. Which is a real bummer, since it since i found out when I built and was looking forward to trying the caravan management building....thing.

And yes, I did try debug mode and triggering a caravan event. It's disabled. It even has a [NO] on the button. I don't k[NO]w why. Grrrrr.

Quote from: HoracioCavalo on June 20, 2016, 02:24:52 PM
First things first, excellent mod pack, you're doing a great job.

Now, 2 questions:
Can I, disable Caveworld Flora safely ? or disable will break the pack?
and, PrepareCarefully works ok when loading as last mod ?

Thx Guys!

I removed flora when trying to get other things to work. It wasn't the problem, but I left it out and haven't noticed any related problems. But who knows. I also added prepare carefully, and have the same comment.
#8
Outdated / Re: [A13] Mod MEGA PACK - reloaded
June 19, 2016, 04:40:24 AM
Alright, think i got it going. Tried removing Caveworld Flora on a whim after reading others had a problem with it. No change in problem. In several attempts I noticed the embrasures mentioned more than once, but not every time. I removed ED-Embrasures and ED-Embrasures patch for CombatRealism, made a new world, saved it, quit to Windows. Reloaded game and save without error. Then loaded old save, which complained that CaveFlora was gone but loaded fine. Saved, reloaded, no problem that time at all.

I dont know code or software, but Im guessing there was a conflict between two different embrasure types in the file, since I can still build them (with the CR pixels.) But I dont know.

This was a fun riddle. Now Im going to bed. Goodnight.
#9
Outdated / Re: [A13] Mod MEGA PACK - reloaded
June 19, 2016, 04:12:31 AM
Quote from: magik20 on June 14, 2016, 03:10:54 PM
Quote from: Havocprime on June 14, 2016, 11:20:02 AM
Quote from: altair2020 on June 14, 2016, 08:45:24 AM
this mod pack was great fun, however, when i try and load my save i get:
Error when loading map :(
Error when loading map - see log for more info.
i checked out the logs and there was an error relating to Caveworld Flora filename null.
I have since came back to my computer / fresh rimworld and found the same issue, i only managed to get it to reload a save if i disable Caveworld Flora.
Anyone else had this issue?

Quote from: Havocprime on June 10, 2016, 11:32:45 PM

  • Delete Rimworld entirely (including ludeon folder in %appdata%)
  • Unzip Rimworld onto desktop
  • Launch Rimworld
  • Close the game
  • Open mods directory and paste all of the mods into it (leaving core obviously)
  • Launch Rimworld a second time
  • Click mods
  • Check each mod on, in order that they appear in Crusader's list
  • Close Rimworld
  • Relaunch Rimworld
  • Enjoy

This was the only way I was able to fix the same issue Altair. Hopefully this works for you too!

Taking a clue from your post, I removed ONLY the config folder and tried to load a saved game that wouldnt load before.

C:\Users\xxxxx\AppData\LocalLow\Ludeon Studios\RimWorld

That did the trick, all i had to do was load back in the modconfig order.  I would suggest at present the issue is somewhere inside that folder.

quickly tried this, did not fix the problem. also tried to start a new colony, save it, and reload, and still got an error.
#10
Outdated / Re: [A13] Mod MEGA PACK - reloaded
June 19, 2016, 03:55:34 AM
Quote from: Agyptusekunn on June 18, 2016, 01:20:55 PM
Quote from: allenwalkergc on June 17, 2016, 08:08:52 AM
hi 
i have a problem  with loading save file after enabling the modpack
telling me that thers error in map loading
and sorry for my bad English
thanks for a fun mod pack
Yeah the same thing happened to me  :-\
Thirded. Different attempts to load the same file give me various errors, but a few were 'texture not found' problems. Ill look at this again tomorrow, see if I can't be more descriptive.