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Messages - Multistream

#16
so is there a solution? like installing different linux distro or window manager? If modded rimworld works for anyone, please paste your distro and windows manager here.
#17
Releases / Re: [B19] Psychology (2018-9-27)
October 30, 2018, 12:29:13 PM
when uptdae
#18
1.0 released and I have different mod selection but still getting this, but now I can generate maps but I can't start game after generating pawns.

Receiving unhandled NULL exception
#0  0x007fd03c7f66c0 in funlockfile
#1  0x007fd03c7f6c48 in vasprintf
#2  0x007fd03c7f6d78 in g_free
#3  0x007fd03c7f6d98 in g_free
#4  0x007fd03c7f6e88 in mono_free_bstr
#5  0x007fd03c7f6ea8 in mono_type_get_desc
#6  0x007fd03c7f6ed8 in mono_type_full_name
#7  0x007fd03c7f6ef8 in mono_method_full_name
#8  0x007fd03c7f6f88 in mono_debug_print_stack_frame
#9  0x007fd03c7f6fc8 in mono_method_marked_as_wrapperless
#10 0x007fd03c7f7028 in mono_method_marked_as_wrapperless
#11 0x007fd03c7f72e8 in mono_method_marked_as_wrapperless
#12 0x007fd03c7f75a8 in mono_amd64_throw_exception
#13 0x007fd03c7f7768 in (Unknown)
#14 0x007fd03c7f7778 in (Unknown)
#15 0x007fd03c7f7788 in (Unknown)
#16 0x007fd03c7f7798 in (Unknown)
#17 0x007fd03c7f77a8 in (Unknown)
#18 0x007fd03c7f77b8 in mono_set_defaults
#19 0x007fd03c7f7d90 in mono_runtime_invoke
#20 0x007fd03c7f7dc0 in mono_thread_create
#21 0x007fd03c7f7e00 in mono_pthread_key_for_tls
#22 0x007fd03c7f7e20 in GC_start_blocking
#23 0x007fd03c7f7ec0 in start_thread
#24 0x007fd03c7f7f80 in clone

Hope that helps. Windows version works perfectly
#19
Still getting this error on 1.0
Receiving unhandled NULL exception
#0  0x007ffedcadee40 in funlockfile
#1  0x007ffedcadf3d8 in vasprintf
#2  0x007ffedcadf508 in g_free
#3  0x007ffedcadf5e8 in mono_method_full_name
#4  0x007ffedcadf678 in mono_debug_add_method
#5  0x007ffedcae1708 in mono_set_signal_chaining
#6  0x007ffedcae1758 in mono_set_defaults
#7  0x007ffedcae1838 in mono_set_defaults
#8  0x007ffedcae18d8 in mono_set_defaults
#9  0x007ffedcae18f8 in mono_set_defaults
#10 0x007ffedcae1a88 in mono_runtime_invoke
#11 0x007ffedcae1ab8 in mono_print_unhandled_exception
#12 0x007ffedcae1bc8 in mono_method_marked_as_wrapperless
#13 0x007ffedcae1e88 in mono_amd64_throw_exception
#14 0x007ffedcae2048 in (Unknown)
#20
Lubuntu 18; So for me:
i3wm and windowed mode didn't work;
Launching using gdb gives me black screen
I tried launching rimworld 10 times, it successfully created new map only once and it was completely random. All the other times same error every time I create a map. I checked log file during map generation, but this did not give me any evidence of mod causing it
I don't have rimstory, run and gun or pathfinding mods.
EDIT: It once gave me this error somehow:
Receiving unhandled NULL exception
#0  0x007ffe2323f1c0 in funlockfile
#1  0x007ffe2323f75d in (Unknown)

Quote from: Roolo on February 09, 2018, 09:14:00 AM
I just solved the crashing issue for RunAndGun.

Apparently, this issue occurs when Harmony is used to patch an (implemented) virtual method. Doing this works fine on Windows, but may cause crashes on Unix systems. I recommend any modders to avoid patching virtual methods until this issue is resolved in Harmony.
Maybe we could use notepad++ find all in folder function to find all the mods using that method? Could you please paste an piece of code which is similar for all mods that patch virtual method?
#21
I am getting this error when trying to create a colony, RimWorld crashes in process of generating map. When I press "start" and it crashes, it writes this to log:
Receiving unhandled NULL exception
#0  0x007ffff285c080 in funlockfile
#1  0x007ffff285c630 in (Unknown)
#2  0x007ffff285c640 in (Unknown)
#3  0x007ffff285c650 in (Unknown)
#4  0x007ffff285c660 in (Unknown)
#5  0x007ffff285c670 in (Unknown)
#6  0x007ffff285c680 in (Unknown)
#7  0x007ffff285c690 in (Unknown)
#8  0x007ffff285c6a0 in (Unknown)
#9  0x007ffff285c6b0 in (Unknown)
#10 0x007ffff285c6c0 in (Unknown)
#11 0x007ffff285c6d0 in (Unknown)
#12 0x007ffff285c6e0 in (Unknown)
#13 0x007ffff285c6f0 in (Unknown)
#14 0x007ffff285c700 in mono_set_defaults
#15 0x007ffff285db10 in mono_runtime_invoke
#16 0x007ffff285db40 in std::vector<core::basic_string<char, core::StringStorageDefault<char> >, std::allocator<core::basic_string<char, core::StringStorageDefault<char> > > >::~vector()
#17 0x007ffff285db70 in std::vector<core::basic_string<char, core::StringStorageDefault<char> >, std::allocator<core::basic_string<char, core::StringStorageDefault<char> > > >::~vector()
#18 0x007ffff285db90 in std::vector<core::basic_string<char, core::StringStorageDefault<char> >, std::allocator<core::basic_string<char, core::StringStorageDefault<char> > > >::~vector()
#19 0x007ffff285dd10 in operator new(unsigned long)
#20 0x007ffff285dd50 in std::vector<core::basic_string<char, core::StringStorageDefault<char> >, std::allocator<core::basic_string<char, core::StringStorageDefault<char> > > >::~vector()
#21 0x007ffff285dd70 in zcfree
#22 0x007ffff285eba0 in __libc_start_main
#23 0x007ffff285ec60 in zcfree

Sometimes it does not crash when creating colony, but I am not sure the exact reason so I am testing it right now
On windows I play with same set of mods, and it does not crash, however overall perfomance is worse.
#22
I have done a tweak of Editable Backstories. It removes all disabled jobs from all backstories. Finally my dream came true. Still have a question about backstories from .xml s in "XML Raw Data" folder - which of them are included in .xml s from "Defs"? I would like to copy every possible backstory back to the game but I am aware of duplicating
#23
Quote from: frenchiveruti on December 13, 2017, 01:47:19 PM
Quote from: Multistream on December 13, 2017, 06:47:44 AM
Does this mod add possibility for any animals to be in a manhunter pack (will be great)? Or it changes only existing ones?

"For those that don't know what 'combat power' ratings do: the size of a manhunter pack, like raids, is determined by using 'points' which is influenced by colony wealth; population and how long the colony's been around for. Think of the points as a budget, which the game uses to 'buy' hostiles to attack your colony. The higher a pawn's 'combat power' rating, the more they cost when using this analogy."
Great english level. I do not understand, sorry if I am dumb
#24
Does this mod add possibility for any animals to be in a manhunter pack (will be great)? Or it changes only existing ones?
#25
Thats a great mod, but I still don't see any point in removing vanilla weapons
#26
Outdated / Re: [A16] koisama's mods (previously Numbers)
September 30, 2017, 01:01:48 PM
I don't know how, but they updated the mod here http://lttlword.ru/rimworld-a12d-customizable-overview-tab (use google translate). I am going to test it now.
Upd: It works in a17, but the mod here is translated to russian so no eng. version, but I think you can possibly replace some files by originals from a16 version to get english back
#27
Does not work for me. Mod is the lastest mod in loading order. No errors in log console at all. When i run the game, log console says "loaded savegame, Efficient Light injected", something like this. But lamp uses 75W
#28
Outdated / Re: [A16] MEGAFALLO giant creature mod
May 23, 2017, 09:07:13 AM
I mean developer knows about this error: "and the un-fixable error that pops up at the start of the game". I will test it again anyway
#29
Releases / Re: [A16][MODLIST] Glitter Tech
May 23, 2017, 08:59:57 AM
Is there separate glitter tech bionics mod?
#30
Outdated / Re: [A16] MEGAFALLO giant creature mod
May 23, 2017, 08:44:50 AM
no, just a heavily modded rimworld a16. I have a lot of mods including all available animals mods and they work perfectly with each other, while Megafallo crashes the game when i create new colony. I am playing modded a16 from its release, so my modpack globally changed about 5 times, but what i cant do with any modpack is get this impressive megafallo mod to work