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Messages - Seikikai

#31
Quote from: Canute on July 13, 2016, 06:50:11 AM
Could you try some things ?
- Delete the RT_QuantumStorage...  folder complete and unpack it again. Don't overwrite it, delete it.
- If you use Modorder, try to move RT_QuantumStorage to the end of the modlist. If not install Modorder first.

Look if that solve the problem.
But i think Ratys will update the mod to A14 first.

Already Tried Both Options But Didn't Worked.
#32
Getting This Error When A Pawn Finishes A Painkiller Rib. The Pawn Doesn't Create The Item Leaving An Unfinished Item With A Work Value Of 0 Or -1

QuoteJobDriver threw exception in initAction. Pawn=Cleveland, Job=DoBill A=Thing_TableBionics3044358 B=Thing_UnfinishedProsthesis3580120 C=(210, 0, 170), Exception: System.InvalidOperationException: Operation is not valid due to the current state of the object

  at System.Linq.Enumerable.First[Thing] (IEnumerable`1 source, System.Func`2 predicate, Fallback fallback) [0x00000] in <filename unknown>:0

  at System.Linq.Enumerable.First[Thing] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0

  at USCM_DB.JobDriver_DoBill.ProcessedIngredients (Verse.AI.Job job, Verse.Thing& dominantIngredient) [0x00000] in <filename unknown>:0

  at USCM_DB.JobDriver_DoBill+<>c__DisplayClass12_0.<FinishRecipeAndStartStoringProduct>b__0 () [0x00000] in <filename unknown>:0

  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0
#33
Quote from: MechanoidHater on May 25, 2016, 12:25:43 PM
Unfortuaetly its me again. Out of the sudden the game started to lag and when looking at the debug log I found this:

Exception ticking Building_RTQuantumWarehouse2441591: System.NullReferenceException: Object reference not set to an instance of an object

  at RT_QuantumStorage.Utilities+<>c.<GetItemList>b__3_0 (Verse.Thing x) [0x00000] in <filename unknown>:0

  at System.Collections.Generic.List`1[Verse.Thing].RemoveAll (System.Predicate`1 match) [0x00000] in <filename unknown>:0

  at RT_QuantumStorage.Utilities.GetItemList (IntVec3 cell, Boolean includeChunks) [0x00000] in <filename unknown>:0

  at RT_QuantumStorage.CompRTQuantumWarehouse.DefragStockpileStacks () [0x00000] in <filename unknown>:0

  at RT_QuantumStorage.CompRTQuantumWarehouse.QuantumWarehouseTick (Int32 tickAmount) [0x00000] in <filename unknown>:0

  at RT_QuantumStorage.CompRTQuantumWarehouse.CompTick () [0x00000] in <filename unknown>:0

  at Verse.ThingWithComps.Tick () [0x00000] in <filename unknown>:0

  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0


Getting Something Similar When Trying To Build A QW

QuoteException in UIRootUpdate: System.NullReferenceException: Object reference not set to an instance of an object

  at Verse.ThingMaker.MakeThing (Verse.ThingDef def, Verse.ThingDef stuff) [0x00000] in <filename unknown>:0

  at RT_QuantumStorage.PlaceWorker_RTNoQSOverlap.AllowsPlacing (Verse.BuildableDef checkingDef, IntVec3 loc, Rot4 rot) [0x00000] in <filename unknown>:0

  at RimWorld.GenConstruct.CanPlaceBlueprintAt (Verse.BuildableDef entDef, IntVec3 center, Rot4 rot, Boolean godMode) [0x00000] in <filename unknown>:0

  at RimWorld.Designator_Build.CanDesignateCell (IntVec3 c) [0x00000] in <filename unknown>:0

  at RimWorld.Designator_Place.SelectedUpdate () [0x00000] in <filename unknown>:0

  at RimWorld.Designator_Build.SelectedUpdate () [0x00000] in <filename unknown>:0

  at Verse.DesignatorManager.DesignatorManagerUpdate () [0x00000] in <filename unknown>:0

  at RimWorld.UIRoot_Map.UIRootUpdate () [0x00000] in <filename unknown>:0
#34
Mods / [Mod Request] Assignable Animal Beds
July 05, 2016, 06:18:14 PM
I Wanted To Modify My Animal Farm And Tought It Would Be Gread If Animal Beds/Spot/Boxes Could Have An Option To Assign 1 Animal Or 1 Species To It.

Hope Someone Wants To Work On This Idea :)
#35
Oh, I See It Now, Great :D

Thanks For Your Time Bro.
#36
I Used The Upgrade To NanoShield Button But It Only Added A Shield To Any Colonist In Range And Spawned Another In The Ground -One For Each Colonist In Range- But Nothing With Animals.
#37
Quote from: Minnigin on July 04, 2016, 07:02:53 PM
Quote from: Seikikai on July 04, 2016, 06:11:52 PM
But How I Can Equip Animals With The Shields?

Once you have the upgrade station built the animals will automatically have shields on, they just need to go near the station to charge

Still Nothing. Tested It Using Spawned Animals And Nothing Happened. Also Checked The Xml Files -From My Mod Folder And Downloads- Finding Only The Animal Races Definition Files So Probably There's A Problem With The Current Mod File.
#38
Quote from: Minnigin on July 03, 2016, 10:28:23 PM
Once you have an upgrade station made any animal that goes near it will charge its shield, the shields for animals unlock along side the colonist ones

But How I Can Equip Animals With The Shields?
#39
I Would Like To Know How The Animal Personal Shield Mod Works Because I Don't Know What To Do :1
#40
Seems That Won't Be Necessary. After Writte The Post, I Continued Trying To Find What Caused The Error And Found That Was Caused By The Component Assembly Factory From Component Factory v1.0. Destroy The Hopper Attached To It Done Nothing But Rebuild The Machine Worked.



I Will Let The Modder Know About The Bug Later. Thanks For Your Help :)
#41
I've Been Having This Problem Since A Couple Of Weeks. At The Begining It Wasn't Something Serious So I Decided To Ignore It But Now Everytime This Error Is Registered The Game Freezes For A Couple Of Seconds And It's Starting To Annoy Me (*-__-)

After Search About It At The Web Found That It Was Caused By A Bug At Hoppers So Decided To Remove All Hoppers And Structures That Can Storge Items But The Error Continue :1

Hope Someone Could Help Me. Thanks.

#42
Ideas / Lock Items At Storage Areas
June 23, 2016, 03:18:41 PM
I've Using A Mod Called A2B To Create A Belt That Makes Possible To Transport Food To A Cooler.



But Due A Conflict With The Cooler Storage And The Belt Loader Priority The Colonists Take Items From Cooler And Put Them In The Belt Creating A Loop :V

So, Why Not To Add To The Storage/Hopper/Rack Settings The Option To Block Items At These Storage Preventing That Colonist Move Them Unless Them Be Required For A Job, In This Way Items Won't Be Needlesly Changing Of Storages. It Can Help Not Only To The People Who Use A2B, Also Can Be Useful In Other Circunstances Like When You Manage Multiple Storage Areas And You're Continuosly Changing The Priority In One Of Them.
#43
Found 2 Errors That Are Making My Game Pause Everytime Them Pop-Up

QuoteException in BreadthFirstTraverse: System.NullReferenceException: Object reference not set to an instance of an object

  at CorePanda.Building_Sink+<>c__DisplayClass5_0.<ImplyWashedAtSink>b__1 (Verse.Region r) [0x00000] in <filename unknown>:0

  at Verse.RegionTraverser+BFSWorker.BreadthFirstTraverseWork (Verse.Region root, Verse.RegionEntryPredicate entryCondition, Verse.RegionProcessor regionProcessor, Int32 maxRegions) [0x00000] in <filename unknown>:0

  at Verse.RegionTraverser.BreadthFirstTraverse (Verse.Region root, Verse.RegionEntryPredicate entryCondition, Verse.RegionProcessor regionProcessor, Int32 maxRegions) [0x00000] in <filename unknown>:0

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


Sink Error: When A Game Is Loaded, It Keep The Game Paused. Can Be Fixed By Uninstalling The Sink In God Mode In Case Someone Else Have It.

QuoteException ticking CP_Sink575685: System.NullReferenceException: Object reference not set to an instance of an object

  at CorePanda.Building_Sink.Tick () [0x00000] in <filename unknown>:0

  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
#44
I Like The MAI Mod But There's Some Things That Need To Be Fixed :1

- MAIs Being Affected By Toxic Fallout
- MAIs Being Uncapalbe Of Move When Are On Fire
- MAIs Sleeping At Beds/Hospital Beds And Colonists Sleepeng At Recharge Stations

Also Would Be Good If Be Possible To Customize MAI Color And Change MAI Body Type To A Male Body
#45
I've Been Having A Problem With The Caravan Manager. Every Time I Try To Open The GUI Nothing Happens And Debug Log Show This Report:

Quote
Exception filling window for Verse.FloatMenuMap: System.IndexOutOfRangeException: Array index is out of range.

  at RimWorld.Planet.WorldGrid.Get (IntVec2 sq) [0x00000] in <filename unknown>:0

  at TRCaravans.Goods_Generator.MakeFactionGoods () [0x00000] in <filename unknown>:0

  at TRCaravans.FactionTradeInfo.PreOpen () [0x00000] in <filename unknown>:0

  at Verse.WindowStack.Add (Verse.Window window) [0x00000] in <filename unknown>:0

  at TRCaravans.TRC_TradePost+<>c.<GetFloatMenuOptions>b__4_0 () [0x00000] in <filename unknown>:0

  at Verse.FloatMenuOption.Chosen (Boolean colonistOrdering) [0x00000] in <filename unknown>:0

  at Verse.FloatMenu.DoWindowContents (Rect inRect) [0x00000] in <filename unknown>:0

  at Verse.FloatMenuMap.DoWindowContents (Rect inRect) [0x00000] in <filename unknown>:0

  at Verse.Window+<WindowOnGUI>c__AnonStorey20A.<>m__14F (Int32 x) [0x00000] in <filename unknown>:0

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


Also Would Like To Know More About This :)

Quote from: Thorbane on June 02, 2016, 09:21:19 PM
Hey, I've noticed that traders spawned by this mod never bring or trade in animals.  Is this intended?  It seems like they should bring animals from wherever they are living, and at least outlanders should occasionally bring domestic farm animals.