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 - asquirrel

#466
Releases / Re: [A15] RT Mods - A15 is here! (30.08.16)
October 02, 2016, 12:13:01 AM
I hooked the fuses up this way and my batteries exploded.  How am I supposed to hook them up?  Put all three batteries together and then stack the fuse box on top of it without any wire?

[attachment deleted by admin - too old]
#467
Outdated / Re: [A15] CPBeasties (v. 0.8)
October 01, 2016, 07:02:27 PM
Oh sweet.  I'm going to start a new game and enable the mod before I start it.  I really want my panda skin rug. Or maybe I can't make a rug out of it.  but I can at least eat the meat and make a pet sleeping spot out of it. :D
#468
Outdated / Re: [A15] CPBeasties (v. 0.8)
October 01, 2016, 05:55:34 PM
Only critter of yours I ran into was a panda.  I could kill them but I could not skin them or take their meat.  Too bad, I was looking forward to have  a nice panda skin rug or panda stew. :)
#469
Today I started with zero mods and then added 10 at a time.  After each mod load I checked output_log.txt for errors.  I narrowed the error down to A.RimPhD by Andrew version Version 1.0.3.  I checked his thread here and he's up to 1.04.  Hilariously (or not), someone else complained in the forum about the same error I was getting.  Here's the link:
https://ludeon.com/forums/index.php?topic=11148.msg268375#msg268375
I'm going to put a reply to this thread just so he's aware of it.
That being said, I don't know whether or not this will fix the error.  So far I haven't had the screen blank out during pawn generation since I've removed the mod but I'll keep you all posted.
#470
Getting this error in Output_log.txt

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

NullReferenceException: Object reference not set to an instance of an object
  at RTMadSkills.MapComponentInjectorBehavior.FixedUpdate () [0x00000] in <filename unknown>:0

(Filename:  Line: -1)

Mod file name - MadSkills-A15-1.1.7

Note - this error message is generated right after I create pawns but I don't start a game.  I test that far into the game.  Then I back out and check the log for errors.
#471
Ideas / Some UI suggestions
October 01, 2016, 03:03:37 PM
In the spot of Rimworld where you can put in mods.

Mod activation / deactivation screen:

Allow Rimworld to work with Steam downloaded and enabled mods when I use Steam in offline mode.  Doesn't work for me because when I'm offline Rimworld cannot pull some data regarding the mod through Steam.

Allow the ability to deleted mods directly from the mod box area, instead of having to alt / tab, search for the mod and manually delete it through windows.  I know it would be a problem with Steam Workshop mods, but you could always alt tab out and then uncheck the item in the workshop.  But with manually installed mods, the ability to delete them directly in the mod enable / disable screen would be a welcome change.

Ability to use the keyboard to move up and down the mods instead of the mouse wheel or having to grab the slider bar and drag down on the right side of the screen.

Map screen:

Ability to move around the map screen with the keyboard and mouse, not just the mouse.  I would like the ability to move inside the map with the arrow keys rather than having to click on individual map cells to get the right topography I like.  Clicking at different spots is harder to do and I miss spots that might have the rocks I need (I'm a granite and marble only fan).

Thanks for listening. :)
#472
Output_log file attached.

[attachment deleted by admin - too old]
#473
I'm having a recurring problem with Rimworld.  I have a ton of mods running.  The problem occurs before I even get to the map.  I try to generate my pawns.  Randomly the generation screen goes blank and I have to alt/f4 to get back to windows.  It's like the program gets stuck when I'm generating my pawns.  This is the recurring error I get. 

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Exception filling window for RimWorld.Page_ConfigureStartingPawns: System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.Page_ConfigureStartingPawns.<DoWindowContents>m__428 (Verse.Pawn c) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable+<CreateSelectIterator>c__Iterator10`2[Verse.Pawn,Verse.TabRecord].MoveNext () [0x00000] in <filename unknown>:0
  at Verse.TabDrawer.DrawTabs (Rect baseRect, IEnumerable`1 tabsEnum) [0x00000] in <filename unknown>:0
  at RimWorld.Page_ConfigureStartingPawns.DoWindowContents (Rect rect) [0x00000] in <filename unknown>:0
  at Verse.Window+<WindowOnGUI>c__AnonStorey25B.<>m__183 (Int32 x) [0x00000] in <filename unknown>:0


I will post the output.log in the next post because of the 6 attachment limit.

[attachment deleted by admin - too old]
#474
Thanks!  I'm not running that mod so that explains the error! :)
#475
Here's the mods at the end.  Sorry for the double post but I could only upload 600kb max for the screenshot.

[attachment deleted by admin - too old]
#476
I'm getting some weird error when I load your mod regarding titanium.  When I disable the glittertech addon it disappears.  Here's a screenshot of the mod load order and the error message.  Could you give me a possible solution? Thanks! :)

[attachment deleted by admin - too old]
#477
Hi Dingo,

Thank for that info.  My UI disappearance appeared to happen randomly.  I'm wasn't clicking on tabs or anything.  I did click on some characters or objects in the game but that's it.  I didn't open any tabs or anything like that.  Well, I did remove some more mods so maybe that will help.  If I still get the UI disappearing act, I'm going to go through all my mods again and disable any that affect moods.   Off the top of my head I know I've got a few of those running.  Less Rebuff is one of them. Toughen up plus is another. I'll keep you folks posted.  Amazing game BTW.  I can remember a game that sucks up free time like black hole.  Or a Hoover. :D
#478
Uh oh.  I guess it would be worse and not work at all.  I remember trying to load mods in Fallout New Vegas.  I had some serious problems working through those errors because instead of things disappearing the game would just crash. 
#479
More or less.  Even after I disabled those mods it still locked up during character generation.  I then disabled Herzblatt again and was able to get through the generation process, which is strange because I had previously disabled it and it didn't do anything to stop the lock up before.

I was going to upload my output_log file now but it's 270 mb.  I did a search for Herzblatt though and it's not coming up in the file at all.  At least I'm in the game now.  I'll let you folks know if I still get the disappearing UI problem again. It happened fairly far into the game and I'm just starting out right now so I don't know if it's still there.
#480
Thanks for your help folks.  I just deleted both instances of minuturization and installed miniturization overloaded.   It looked like I had an older version of it, plus another one with no thumbnail file.  So the one I'm running now is
Miniaturisation_0.15.3.0, which I grabbed from:

https://github.com/notfood/RimWorld-Miniaturisation/releases/download/0.15.3.0/Miniaturisation_0.15.3.0.zip

I removed a few hair and texture mods.  One was Rimsenal_hair_07 and the other wase RW_FacialStuff-0.15.1.2.  It seemed to lag when I was clicking through my pawn selection.  I deleted some other ones last night though. 

Last night I ended up disabling half my mods, then click testing new character, then enabling half again.  Tested again.  Then enabled a bit more.  I clicked through for about three minutes straight and no lockups thus far.  Going to try an actual game later tonight. 

Going to head over to the miniaturization overloaded thread and see if someone would walk me through miniaturizing one of the things I can't seem to remove.  I can deconstruct a training table but can't miniaturize it.    Anyway, thanks again for all your help folks. :)