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Messages - MercuryDoll

#16
Outdated / Re: [A16] Lockable Doors
February 02, 2017, 10:20:17 AM
Sadly doesn't play well with Misc Robots, as they are technically not a colonist they can't use the door since they can't be assigned.
#17
Outdated / Re: [A16] We Care Less About Prisoners
January 27, 2017, 09:26:26 AM
Would be nice to have a breakdown of what exactly you changed, as your vague description implies that this mod affects quite a lot.
#18
Mod bugs / Freezing issue at raid/caravan generation
January 11, 2017, 04:29:48 PM
I'm using quite a lot of mods, but in regular gameplay there's absolutely no performance issue, i can even fastforward without problems.
But as soon as a raid party or trade caravan is generated on the map edge, the game freezes. In a15 i had the same problem, though after a minute or two (depending on raid/caravan size) it continued normally.
Now in a16 the game seems to freeze permanently and i have to force close it. The process is stuck at a constant 25% (probably due to singlecore process) and is not responding.
I suspect it's due to conflicts when generating outfits or something, but i can't pinpoint it.

Specs: Athlon II x4 quadcore 3.2ghz, GTX 760 192bit 1.5gb, 2x 4gb RAM

Modlist:
18/11/2016  10:58    <DIR>          ADogSaid - EPOE patch
18/11/2016  10:58    <DIR>          ADogSaid-full A16
21/12/2016  05:58    <DIR>          Better Pathfinding
16/12/2016  08:28    <DIR>          Call of Cthulhu - Cosmic Horrors V1.4 A16
29/12/2016  02:39    <DIR>          Call of Cthulhu - Cults 1.1d A16
16/12/2016  17:22    <DIR>          Call of Cthulhu - Industrial Age V1.1d A16
15/11/2016  15:35    <DIR>          CaveworldFlora
16/07/2016  09:15    <DIR>          CheaperComponents
25/12/2016  16:21    <DIR>          Core
26/12/2016  05:26    <DIR>          CrashLanding
22/12/2016  05:14    <DIR>          EdBPrepareCarefully
25/12/2016  17:26    <DIR>          ExpandedProsthetics&OrganEngineering
11/01/2017  19:05    <DIR>          Faction Discovery
18/11/2016  10:58    <DIR>          FashionRIMsta
31/12/2016  01:42    <DIR>          FeedTheColonists-A16
12/11/2016  14:17    <DIR>          FishIndustry
21/12/2016  03:55    <DIR>          Hand Me That Brick
04/01/2017  00:52    <DIR>          Hospitality
15/12/2016  20:12    <DIR>          HugsLib
06/01/2017  23:51    <DIR>          LessArbitrarySurgery
16/11/2016  06:34    <DIR>          LT_DoorMat
14/12/2016  08:42    <DIR>          Medieval Times (v. 1.54.A16)
24/12/2016  09:23    <DIR>          Mending
15/06/2016  19:56    <DIR>          Miscellaneous_Core
04/01/2017  21:20    <DIR>          Miscellaneous_Robots
15/07/2016  19:55    <DIR>          MoreTradeShips
19/07/2016  03:00    <DIR>          NackbladIncRimhair
28/08/2016  22:25    <DIR>          Orassan (EPOE Patch)
14/12/2016  00:56    <DIR>          Orassan (heads)
31/12/2016  08:49    <DIR>          Psychology
11/01/2017  16:36    <DIR>          RedistHeat
11/01/2017  19:52    <DIR>          ResearchList
04/01/2017  00:53    <DIR>          RimFridge
30/12/2016  00:10    <DIR>          RIMkea 1.1
12/12/2016  17:01    <DIR>          Rimsenal
12/12/2016  17:01    <DIR>          Rimsenal_Federation
12/12/2016  17:01    <DIR>          Rimsenal_Feral
12/12/2016  17:01    <DIR>          Rimsenal_Hair
12/12/2016  17:01    <DIR>          Rimsenal_Storyteller
18/11/2016  10:58    <DIR>          Spoons Hair Mod
25/12/2016  17:27    <DIR>          T-MoreFloors
04/01/2017  00:52    <DIR>          TechAdvancing
20/12/2016  16:47    <DIR>          TradingSpotA16
#19
Is there absolutely no way of "upgrading" a MAI once it has been activated? I had a cargopod drop an inactive MAI shortly after the start of a new game and though i could use the helping hand, so i used the spare materials i found to activate her but she didn't do much outside of cutting trees and hauling stuff.
Was that a design decision or is it a technical limit?
#20
Quote from: jecrell on October 20, 2016, 08:19:10 AM
Quote from: MercuryDoll on October 19, 2016, 06:49:04 PM
[Images removed]

I'm sorry I can't see the image files you linked. I want to fix this problem for you. Can you send the output_log.txt file?


Right, so now your images loaded. If I had to guess, it seems to be turret-mod related.
Image host acting funky again, eh. And yeah, that's what i assumed first as well, that the turret acted funky. But in the second image the exception came from a different gun, the "wailer" is actually a pawn-held gun from Rimsenal. What i forgot to mention is that unlike the Star Vampires and Dark Young i believe that spawned earlier in my game, they did not leave corpses upon death. Which is my assumption where the error comes from (the bullet tried to hit something that didn't exist because the game couldn't spawn a corpse item?) Though after loading the game up today this did oddly not happen now, which is weird. But i also saved the game when they were already spawned at the edge of the map this time. Might be something funky with the engine loading mods perhaps.

But i have something else to report which i assume is mostlikely your mod itself, because it happens consistently and only with this type of monster: Star Vampires only spawn solo, which could be intended, but the game tries to spawn more and fails, spitting out a debug error. They also apparently still retain their aggressive AI when incapacitated, the debugger throwing another error and i noticed them still "watching for targets" while incapped.
Screenshots of the debug log http://imgur.com/a/vC4kS
#21
Just had a Shoggoth raid of 3 and during the fight my game froze up after i killed the second. Plenty of mods installed so not sure if it was this one directly or if it was the turretmod, but i got these errors at the exact moment i killed a Shoggoth.



Aaand a second time this happened, this time with Deep Ones and Great Deep Ones. Again, error message on kill, with a crash following shortly after the second one. This time i got to see the debug message.

#22
To be honest, "incapable of dumb labor" was a stupid concept. If you drop Kanye West in the middle of nowhere i'm sure he too will eventually start hauling wood to survive, he'd just be pissed that he has to do such plebeian tasks. Which is how it should be: instead of outright refusing to do that, they should get mood debuffs if they are tasked for it, and if they are currently doing these tasks, with a low chance of them actually going to do them as they prioritize other things first.
#23
Outdated / Re: [A14/A13] Aristocat's mods
September 13, 2016, 10:43:37 AM
Tried this mod on A13, using the EPOE and ADS modules, several issues arose:
The modoptions became unavailable and it also disabled the minimap that came with the coremod.
Several research techs only needed 100 research, which felt kinda cheaty.
The brewing table broke, hops were used up but no beer was made, the error paused the game.