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Messages - crusader2010

#16
Releases / Re: [1.0] [KV] Weapon Storage [ModSync RW]
December 13, 2018, 01:28:51 PM
Quote from: Kiame on December 13, 2018, 12:48:05 PM
Sorry i typed that when i first work up and the last part was not as nice as it should have been.

I don understand it can become cumbersome having to assign weapons over and over to pawns... let me do some thinking if there might be an easy way do this other than what i was thinking before

May I suggest showing all the pawns on the left, then all the weapons on the right side of the weapons storage window? From there it can be customized further with checkboxes to everything.

If you select more pawns, make visible another checkbox that says "list only weapons whose numbers are equal to the number of selected pawns" (for now don't put filters for quality and such, to keep it simple). Also, with multiple pawns selected and the previous checkbox checked, make visible a button to "bulk assign". It'll take each pawn and assign him one of the weapons (maybe index to index instead of writing more code for random assignment). From what I can tell, there is no chance for error this way.

PS: I managed t solve the errors with ChangeDresser and WeaponsStorage by putting them at the very bottom. Soon i'll try to see with what they conflicted and let you know.
#17
Hello! Any ideas why I'm getting over 800 errors like below?
I'm also using StaticQuality+ and QualityBuilder (along with many others). Does the load order matter for those? Can provide saved games if needed.

Full log (please ignore other errors): here


Exception filling window for PawnRules.Interface.Dialog_Alert: System.IndexOutOfRangeException: Array index is out of range.
  at PawnRules.Interface.Dialog_Alert.DoWindowContents (Rect rect) [0x00000] in <filename unknown>:0
  at Verse.Window+<WindowOnGUI>c__AnonStorey0.<>m__0 (Int32 x) [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)
#18
Mods / Re: [Mod Request] Refugee information
December 05, 2018, 04:44:29 AM
Thank you! It's a start at least :)
Will have to look for a non-steam download though.
#19
Mods / [Mod Request] Refugee information
December 04, 2018, 01:42:17 PM
Hello,

I would like a mod that provides more information for the event that allows you to choose whether to help a pawn that is chased into your base by tribals/pirates/whatever.

Right now it only says that there "is no time to gather more information", which translates into the possibility of ending up with a useless pawn that you need to get rid of. It doesn't have to provide FULL stats/skills, but at least something to have an idea on what you're getting.

Making it configurable would be really nice too:
- one slider for telling you how many skills above (or equal to) a certain threshold the pawn has (between 0 to ALL), at maximum. Selecting a higher number than the amount of appropriate skills will simply show them all. E.g.: if a pawn has 4 skills above a certain threshold and you select 3 here, you will only ever see 3 (this is to make it a bit more of a difficult decision if that's what people like);
- one slider for the threshold from above (between 0 and 20);
- one checkbox for whether to enable the research that lets you know what those skills actually are (versus just telling you their number);

Features:
- At the beginning there could be a certain lack of information - "Pawn X has between 2 and 6 skills above Y points" (so only taking into consideration the second slider from above and to a lesser degree the first - just to provide a random interval).
- A research item that allows you to know the exact number of skills, but will always be at most the number from the configuration options above; probably industrial level tech;
- A research item that allows you to know the actual skill names (if enabled in configuration); probably industrial or spacer level tech;
- "A Rimworld of Magic" compatibility - a research item that allows detection of magically/physically gifted pawns, if this mod is present; maybe neolithic or medieval level tech (i.e. finding out through magic);

PS: I realize this mod would be very nicely suited as an addition to the mod "Spotted"  ;D

Thanks
#20
Releases / Re: [1.0] Trading Economy 3.0
December 04, 2018, 01:15:37 PM
Quote from: Walking Problem on December 04, 2018, 12:39:08 PM
Quote from: crusader2010 on December 04, 2018, 04:56:54 AM
Not sure, but it might change stuff related to how animals do hauling. I'm thinking that maybe some of my animals are trying to haul the marble chunk out from the tile where the door is going to be built. The error seems to trigger inside AnimalFramework though (because HandleBlockingThingJob_Prefix is only inside its AnimalJobs.dll).

I'm not exactly sure how you get the error.

Try downloading the latest version of the Advanced Animal Frameworks: https://steamcommunity.com/sharedfiles/filedetails/?id=1336991209

Trading Economy mod, should be loaded at the bottom; while the AAF should be loaded near the top of the mod list.


Thank you for the update. It did stop some errors from showing up. Will try to reproduce the above one and see if it happens again (now I literally put TradingEconomy at the very bottom, right before RimHUD though). AnimalFramework was the latest version.

When starting Rimworld I'm still getting 6 errors like: "Config error in FactionBase_WalkblemPharma: ArchotechEye tradeability doesn't allow traders to sell this thing". Full log: LOG

Thanks!
#21
Quote from: Canute on December 04, 2018, 09:44:30 AM
QuoteIMPORTANT NOTE
This mod has three dependencies: Hugslib, What the Hack!? and Giddy-up! Core.

Fair point. Just hoping it wouldn't  ::)
#22
Hi. Does GiddyUp-Mechanoids explicitly require the presence of the mod "what the hack?!" or can it be used without it?
#23
Quote from: SargBjornson on December 04, 2018, 06:00:21 AM
This is now officially the most ridiculous thing I've ever drawn



At first I thought it was a green army winter boot with fixed shoelaces  ;D ;D
But it's actually really nice! I wonder if Rimworld will ever get even small 2D animations  :)
#24
Releases / Re: [1.0] Alpha Animals - 1.09 (01/12/18)
December 04, 2018, 08:57:58 AM
Quote from: Canute on December 04, 2018, 08:25:58 AM
Since you got these error's on startup, it shouldn't be that hard (just time intensive) to find the mod who cause that.
Alternativ you just could add testwise Giddyup.

When I exit Rimworld I'll try it. Probably gonna need all the sub-mods though (not sure which is needed for everything to work).
#25
Releases / Re: [1.0] Alpha Animals - 1.09 (01/12/18)
December 04, 2018, 05:10:11 AM
Quote from: Canute on December 04, 2018, 05:01:55 AM
For a succesful gameplay you should have no error's on Rimworld startup.
Or do you think these mod work's correct when they throw out red lines ?

That's what I'm trying :) already posted in those mods' respective threads. GiddyUp shouldn't be required for anything I believe.
#26
Releases / Re: [1.0] Alpha Animals - 1.09 (01/12/18)
December 04, 2018, 04:57:18 AM
Quote from: SargBjornson on December 04, 2018, 04:02:59 AM
I think the last thing you have is a Giddy Up error, but I don't see Giddy Up in your modlist. Maybe some mod needs it as a requirement? I'd just install it, because it's awesome, and Meadow Aves and Mammoth Worms have integrated mod support for it, too!

I think "Trading economy" is the culprit but it's strange since there is no requirement posted. Should I be worried about those float numbers being cast as integers?  ::) Might make some settings useless if it indeed happens. I'm waiting on some answers for ChangeDresser and WeaponStorage since I can't build the latter's storage container no matter what I do.
#27
Releases / Re: [1.0] Trading Economy 3.0
December 04, 2018, 04:56:54 AM
Quote from: Canute on December 04, 2018, 04:50:12 AM
crusader2010,
i don't this error belong to this mod, it is more related to Achtung! !
Or do you think this mod change anything about hauling ?

Not sure, but it might change stuff related to how animals do hauling. I'm thinking that maybe some of my animals are trying to haul the marble chunk out from the tile where the door is going to be built. The error seems to trigger inside AnimalFramework though (because HandleBlockingThingJob_Prefix is only inside its AnimalJobs.dll).
#28
Releases / Re: [1.0] Alpha Animals - 1.09 (01/12/18)
December 04, 2018, 03:51:41 AM
Quote from: SargBjornson on December 04, 2018, 03:41:11 AM
Post it again and I'll see if I can help!

Here it is: NEW LOG
Thank you very much for your help and the (hopefully not too) wasted time  :D

EDIT: I think removing BetterSandbags was the solution to get rid of all the animal-related errors. It's my mistake for trying to force that mod to work on 1.0 without recompiling it from B18.
#29
Releases / Re: [1.0] Trading Economy 3.0
December 04, 2018, 03:43:09 AM
There is another error coming up. Context: on a tile there is a marble chunk with a normal haul order on it. I then put a blueprint for a door on that tile. Selecting a pawn and right clicking on it generated the error. The resulting context menu had all the proper options though. Also, that marble chunk IS haulable - no idea why it says otherwise.


Never haulable ChunkMarble810519 blocking Blueprint_Door813178 at (246, 0, 198)
Verse.Log:Error(String, Boolean)
Verse.Log:ErrorOnce(String, Int32, Boolean)
AnimalJobsPatch.HarmonyPatches:HandleBlockingThingJob_Prefix(Job&, Thing, Pawn, Boolean)
RimWorld.GenConstruct:HandleBlockingThingJob_Patch1(Thing, Pawn, Boolean)
RimWorld.WorkGiver_ConstructDeliverResourcesToBlueprints:JobOnThing_Patch1(Object, Pawn, Thing, Boolean)
RimWorld.WorkGiver_Scanner:HasJobOnThing(Pawn, Thing, Boolean)
RimWorld.FloatMenuMakerMap:AddJobGiverWorkOrders_Patch2(IntVec3, Pawn, List`1, Boolean)
RimWorld.FloatMenuMakerMap:AddUndraftedOrders(Vector3, Pawn, List`1)
RimWorld.FloatMenuMakerMap:ChoicesAtFor_Patch2(Vector3, Pawn)
AchtungMod.MultiActions:AddColonist(Colonist)
AchtungMod.MultiActions:<.ctor>b__3_0(Colonist)
AchtungMod.Tools:Do(IEnumerable`1, Action`1)
AchtungMod.MultiActions:.ctor(IEnumerable`1, Vector3)
AchtungMod.Controller:MouseDown(Vector3)
AchtungMod.Controller:HandleEvents()
AchtungMod.MainTabsRoot_HandleLowPriorityShortcuts_Patch:Prefix()
RimWorld.MainTabsRoot:HandleLowPriorityShortcuts_Patch2(Object)
RimWorld.MainButtonsRoot:HandleLowPriorityShortcuts()
RimWorld.UIRoot_Play:UIRootOnGUI()
Verse.Root:OnGUI()
#30
Releases / Re: [1.0] Alpha Animals - 1.09 (01/12/18)
December 04, 2018, 03:23:08 AM
Quote from: SargBjornson on December 04, 2018, 02:38:02 AM
Phew, your error log is MESSED UP! The first thing I can find is that Better Sandbags is using an obsolete version of Modcheck, and that might be breaking all compatibility. Remove it or lower it in the load order and I think many errors will disappear

Yea, i know, haha  ;D I'm trying to sort everything out somehow :) Having ~130 mods is not easy.
For now it did seem to fix a lot of the errors from after loading a saved game, yet starting Rimworld still gives some.