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Messages - crusader2010

#31
Releases / Re: [1.0] Psychology (2018-11-18)
December 03, 2018, 06:01:40 PM
Just had an error occur. Pawn "Trado" is not in my colony. Could it be related to the "RuntimeGC" mod doing some cleaning?


Exception ticking hediff (HoldingConversation ticksSinceCreation=1277) for pawn Trado. Removing hediff... Exception: System.NullReferenceException: Object reference not set to an instance of an object
  at Psychology.Hediff_Conversation.PostRemoved () [0x00000] in <filename unknown>:0
  at Verse.Pawn_HealthTracker.RemoveHediff (Verse.Hediff hediff) [0x00000] in <filename unknown>:0
  at Psychology.Hediff_Conversation.Tick () [0x00000] in <filename unknown>:0
  at Verse.Pawn_HealthTracker.HealthTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.Pawn_HealthTracker:HealthTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick_Patch2(Object)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
#32
Releases / Re: [1.0] A RimWorld of Magic
December 03, 2018, 05:58:43 PM
Another error (probably harmless):


Tried to destroy already-destroyed thing Projectile_Poison745793
Verse.Log:Error(String, Boolean)
Verse.Thing:Destroy(DestroyMode)
Verse.ThingWithComps:Destroy(DestroyMode)
TorannMagic.Projectile_Poison:Destroy(DestroyMode)
TorannMagic.Projectile_Poison:Impact(Thing)
AbilityUser.Projectile_AbilityBase:ImpactSomething()
AbilityUser.Projectile_AbilityBase:Tick()
TorannMagic.Projectile_Poison:Tick()
Verse.TickList:Tick_Patch2(Object)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Occurred after casting Poison on a Scyther with 2 points in "weakened limbs". Not sure if it occurred after killing the Scyther or before.

And another error (no idea what triggered it):

Got ThingsListAt out of bounds: (-1, 0, 119)
Verse.Log:Error(String, Boolean)
Verse.Log:ErrorOnce(String, Int32, Boolean)
Verse.ThingGrid:ThingsListAt(IntVec3)
Verse.GridsUtility:GetThingList(IntVec3, Map)
TorannMagic.HediffComp_Hate:AbsorbProjectiles()
TorannMagic.HediffComp_Hate:CompPostTick(Single&)
Verse.HediffWithComps:PostTick()
Verse.Pawn_HealthTracker:HealthTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick_Patch2(Object)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
#33
Hello. About QualityBuilder: any ideas why it doesn't take into consideration the pawn with the best construction skill?

Everyone is building everything regardless of the QB setting I choose. If it happens that the best builder builds it and the quality of the item is below the set level, only then does a deconstruct order appear on the item.

There are no errors in the log and all the mod options are set correctly. Does the load order matter regarding the mod StaticQuality+ for example? A while ago it was working properly and the only thing I did was to add the mods "DoorsCloseFastAgain", "Nature is beautiful" and remove "Mad Skills" (since it's already included in StaticQuality+). Any known incompatibilities with those mods?

Thanks


[attachment deleted due to age]
#34
Releases / Re: [1.0] Trading Economy 3.0
December 03, 2018, 02:03:40 PM
It seems TradingEconomy is generating a lot of errors related to GiddyUp (which I don't have nor plan on using). Is it compulsory by any chance?

Here's a link to the whole log (search for GiddyUpCore.FactionRestrictionsPatch within the text):  LOG
EDIT: There are also some other config errors related to the Walkblem traders.

Thanks
#35
Releases / Re: [1.0] Alpha Animals - 1.09 (01/12/18)
December 03, 2018, 01:39:22 PM
Quote from: SargBjornson on December 03, 2018, 12:51:15 PM
Well, I'm not sure what could be happening, as I have been unable to replicate it: I spawned all animals in the mod, not just those few, and no multiskins gave any problems... Can't fix it if I can reproduce it

Please let me know how to better debug this :)
Here's the link to the whole log: LOG

EDIT: there are also some errors related to patching, like below. GeneticRim is generating something similar too.

[Alpha Animals] Patch operation Verse.PatchOperationSequence(count=20) failed
file: D:\Games\RimWorld 1.0\Mods\AlphaAnimals\Patches\ADogSaidPatch.xml

#36
Releases / Re: [1.0] Alpha Animals - 1.09 (01/12/18)
December 03, 2018, 12:19:19 PM
Quote from: SargBjornson on December 03, 2018, 12:02:19 PM
Which animal is spawning when the error appears? Sounds like a simple typo

Can't pinpoint it for sure, but I can tell you what animals spawned on the map since there aren't many: Feralisk, Gallatross, many Groundrunners, Raptor Shrimp. There was also an older Aerofleet migration. Don't know how to find out exactly what animal is causing this. Also, I have the Black Hive option unchecked.
#37
Releases / Re: [1.0] Alpha Animals - 1.09 (01/12/18)
December 03, 2018, 11:57:46 AM
Hello. Getting the following error, apparently from this mod. It was there in the previous version too, but haven't noticed it. I'm also using Dinosauria, MegaFauna, Birds&Bees, GeneticRim (+the patch for Dinosauria) and many others. Any ideas?


Could not execute post-long-event action. Exception: System.NullReferenceException: Object reference not set to an instance of an object
  at AnimalVariations.AnimalMultiSkins.ApplyNewSkin (Int32 index) [0x00000] in <filename unknown>:0
  at AnimalVariations.AnimalMultiSkins.<Tick>b__24_0 () [0x00000] in <filename unknown>:0
  at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Play:Update()
#38
Hello. Getting an error that I think might be related to this mod:


Failed to find sane damage amount
Verse.Log:Error(String, Boolean)
Verse.Log:ErrorOnce(String, Int32, Boolean)
Verse.ProjectileProperties:GetDamageAmount(Single, StringBuilder)
FrontierDevelopments.Shields.Module.RimworldModule.Harmony_Projectile:ShieldBlocks(Projectile, Vector3, Vector3, Int32, Vector3)
Verse.Projectile:Tick_Patch0(Object)
Verse.TickList:Tick_Patch2(Object)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Any ideas?
#39
Releases / Re: [1.0] [KV] Weapon Storage [ModSync RW]
December 03, 2018, 11:52:25 AM
Quote from: crusader2010 on November 29, 2018, 10:27:41 PM
Quote from: Kiame on November 29, 2018, 04:54:37 PM
If you disable those mods and try to build the weapons storage in a new game does it work?

Going to try it in a few days after I come back home and let you know (though i'd like to use those mods too ;D ). I remember that this happened on B19 too, but not what was causing it and how I solved it then (what I do remember is that Blueprints could be used; so gonna try disabling StuffedFlaks).

Tried it with the two mods disabled and still getting the same error. I can provide a saved game and an archive with all the mods if needed (it's older than what i use now, but the issue is still happening).

EDIT: here's a link to the whole log:  LOG
Does the mod conflict with ChangeDresser?

EDIT2: there are also more errors like "Config error in WeaponStorage: has components but it's thingClass is not a ThingWithComps" and "Config error in WeaponStorage: has null thingClass.".

#40
Releases / Re: [1.0] A RimWorld of Magic
December 02, 2018, 06:05:59 AM
One thing I would caution about: adding too many "worktables". For example, I already use over 130 mods that I simply cannot play without (vanilla is too lackluster in my opinion). Having even 10-20 more workbenches becomes a huge hassle since there is no focus on implementing a priority for workbenches that use the same job type (e.g. Craft something at the crafting spot before going to the machining table and before going to the second machining table? Nope, can't do that - you have to get more pawns and make them craft - but then, you end up with 90% of your pawns being crafters simply because there are so many workbenches related to that..).

In other words, I would try to not add more workbenches, nor job types (there are too many already).
#41
Releases / Re: [1.0] RimBees - 1.01 (12/11/18)
December 01, 2018, 02:47:11 PM
First question that comes to mind is:  is the mod compatible with Genetic Rim?
#42
Releases / Re: [1.0] A RimWorld of Magic
December 01, 2018, 06:47:34 AM
I just tried to cure the Flu, with a druid, from one of my animals (it's a Groundrunner, from one of the animal mods). Had 1 point in Effective Treatment (to never fail) and 2 points in Disease Knowledge.

The Flu didn't get cured and a message popped up that "You cannot cure a diseases of this type".

Is this supposed to happen?
#43
Releases / Re: [1.0] [KV] Weapon Storage [ModSync RW]
November 29, 2018, 10:27:41 PM
Quote from: Kiame on November 29, 2018, 04:54:37 PM
If you disable those mods and try to build the weapons storage in a new game does it work?

Going to try it in a few days after I come back home and let you know (though i'd like to use those mods too ;D ). I remember that this happened on B19 too, but not what was causing it and how I solved it then (what I do remember is that Blueprints could be used; so gonna try disabling StuffedFlaks).
#44
Hello.
Is this mod compatible with Psychology, PawnRules, AnimalLogic and the likes? Has anyone tested them yet (i.e. Is any functionality lost from the other mods?).

Thanks!
#45
Hey there. Me again  ::)

The bug with the non-upgrading turrets is happening again, on version 1.0.
Got 2 turrets - one got upgraded, the other is unable to (even though it has the required materials delivered; right clicking on it with a pawn does nothing).
There are no errors in the log related to this. Use WinRar to open the archives.

Saved game:  click here
My mods: click here

Second bug: if you try to reinstall a turret with the required materials for upgrading delivered, after reinstalling, it doesn't show up with the upgrading icon over it. But the materials are there and they get counted properly after clicking the upgrade button. I think it would be better if, before/after reinstalling the turret, those materials actually drop on the ground.

Thanks!

EDIT: I think I found something. The turret that doesn't get upgraded actually had the last Component. After I built another Component, the pawns upgraded it. So there must be something wrong with the counting of required materials.