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Messages - Tenshi~Akari

#136
Outdated / Re: [B18] cuproPanda's Mods (20 Dec 17)
December 21, 2017, 12:07:54 PM
Just getting in & starting to play with the updated quarry mod, but my miners keep red erroring once their bars fill up:


JobDriver threw exception in initAction. Pawn=5M, Job=QRY_MineQuarry (Job_403824) A=(251, 0, 264), Exception: System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
  at System.Collections.Generic.List`1[System.Single].get_Item (Int32 index) [0x00000] in <filename unknown>:0
  at Verse.DefMap`2[RimWorld.RecordDef,System.Single].get_Item (RimWorld.RecordDef def) [0x00000] in <filename unknown>:0
  at RimWorld.Pawn_RecordsTracker.Increment (RimWorld.RecordDef def) [0x00000] in <filename unknown>:0
  at Quarry.JobDriver_MineQuarry.<Collect>b__15_0 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0  lastJobGiver=RimWorld.JobGiver_Work, curJob.def=QRY_MineQuarry, curDriver=Quarry.JobDriver_MineQuarry
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:DriverTick_Patch1(Object)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
#137
After installing the update last night, I noticed my 11-year-olds have the adult sprites now... was there a change in the aging as well?

Also noticed this little issue again... any time there is a child pawn rendered with a particular bottom/middle layer apparel, thin-bodied pawns on screen suffer the drawbacks of awkwardly positioned clothing overlay. So if I have a child wearing a muffalo wool t-shirt and there's an adult wearing that exact same shirt/material, the adult thin pawn ends up rendering with child-sized/positioned apparel as well, perhaps not initially, but definitely on the reload of a save...

If I need a pic to better represent, let me know. I'll get it up when I get back home later.

EDIT: I take that 1st one back, reinstalled since I saw the more recent update and they're kids again... however the clothing issue is still very much there.
#138
Quote from: Antaios on November 22, 2017, 09:25:27 PM
I updated better vents and coolers a couple days back

https://github.com/Antaios/BetterVents
https://github.com/Antaios/BetterCoolers

Also fixed the missing vent closed texture

^^Already available.  8)
#139
Thanks for the hard work in the update!  8)

So, I think my only VERY minor issue so far is that the pawns' positioning when sleeping in beds is kind of screwy... especially the sideways alignment. All pawns were more centered prior to adding the mod.

If I remember correctly I think this happened in A17 as well, but forgot to mention it.
#140
Quote from: dubwise56 on November 26, 2017, 01:54:27 PM
quick update on progress, im still trying to fix lots of bugs in the new version of hygiene that people are testing on steam, i think once i have this next batch of problems fixed i'll upload it here, don't want to keep you waiting forever
^^ It's still very much in need of some fixes, once they're done, it'll get posted here in the forums like he said.  :)
#141
Been mostly on B18 now... since I switched up computers, that's what I have currently set-up to do now that I'm on a single account again.

Glad the problem was figured out finally! Hoping all continues to go well with the update process.  8)
#142
Outdated / Re: [A16] Snowy Trees v0.1.0
November 26, 2017, 07:25:33 AM
Nandonalt had returned for a bit, he might be in the process of working on this update since he updated Set-up Camp days ago. Hopefully it will be available soon enough.  :)
#143
^^ It should work within any part, as long as it's not within a subtree, (i.e. do not put it within in "graphicData", "statBases" "costList" or subtrees of the like.)

For safety's sake, I'd suggest where I put mine: at the end of the vent/cooler def right before the closing </ThingDef> tag.
#144
Unfinished / Re: [A17] Simple Slavery v0.5g
November 25, 2017, 06:37:52 AM
^^ What they're talking about is that stop-gap when pawns are washing... all apparel is indeed removed when they use the shower and bathtub of Dub's Bad Hygiene. (If you check their equipment/gear tab while they're bathing, everything disappears until they're finished. That's the time the issue of revolt triggers.)
#145
Quote from: Antaios on November 22, 2017, 09:25:27 PM
I updated better vents and coolers a couple days back

--snip--

Also fixed the missing vent closed texture

Thanks for this update! Was waiting for these to come out.   ;D

Still having some issues when it comes to building them on custom walls, although, this time around vents & coolers will be built... at the cost of the wall being deconstructed first.  :P No go when you put the wall blueprints back either, because pawns will deconstruct the vent/coolers to rebuild the wall. Not sure why that happens, even if I use the vanilla bases & tags for my own wall defs it's still the same deal, but I guess I'll stick with God mode-ing them in for those modded-in walls or use the default walls instead for those, no biggie...

EDIT: Figured it out! (Because another mod that I used & just updated the version to had this same issue of deconstructing walls before construction):     

<clearBuildingArea>false</clearBuildingArea>

In order for Better Coolers/Vents to work with custom walls, this line needed to be added to the defs for the coolers/vents to prevent pawns from being silly and destroying the walls altogether. :D
#146
I know there's a lot to go through with the aforementioned thread async issues & working on updates/additional content and all, so it'll be a while before a B18 version of this is ready for us to test... but just a thought on something. Not sure if this was brought up earlier in development or not, this thread is honkin' huge...

Labor process. It's a good start where it is right now, but honestly, as strange as this is going to sound, I think it would work better as the same way the heart attack hediff works. The more I play with the mod, the more I realize this one thing could be the difference on whether I get that potentially legendary weapon finished in time before the next raid....

IRL, it's more of a gradual process instead of instant shock/downing/etc., this coming from being a lady myself witnessing other ladies in the family's experiences, and even coming across an expectant mother actually on their job working while dealing with early labor contractions, as hard as it is to believe.

The instant downing with the current hediff kind of disrupts workflow a bit, especially when timing is key and you have only a handful of pawns that can do certain things. If it were instead a gradual pain process similar to the real deal, it would be a little bit more pleasant to deal with, especially if doctoring pawns are too far out on the map for rescuing expectant mothers. That, and it would give us the option of whether to let the pregnant pawn finish up what she's doing before being out of commission for a bit, or allowing a window of time for her to go to the nearest bed for herself to rest until active labor hits.

TLDR: Suggestion a for an non-tendable "Early Labor" hediff: adds pain & movement debuff (but not to the level of instantly downing the pawn), progress in stages over time until "Active Labor" hediff (which is the current labor hediff as it is now) is given during the heighten progress of the early labor hediff.

Just a thought that came up when I was exploring hediff xml files for my own mod set I'm still working on ever so slowly... not so much a "need realism" thing as it is a slightly more practical way to save time on some things when labor hits...  :)

Hoping you find a way & time to work on those other issues. I'm still playing A17 version on my other account, but missing it heavily when playing B18. Good luck!
#147
Outdated / Re: [A17] Fresh stockpile filter
November 20, 2017, 07:42:03 AM
^^ Check the Github release link. It's already updated, but I'm thinking they hadn't gotten a chance to update the OP of the thread yet.  ;)
#148
Quote from: Dobbs12 on November 14, 2017, 08:44:26 PM
I really want to get this to work, but I get a bug where I cannot interact with anything. Any ideas?

What's your mod order looking like?
#149
Thought I'd mention here, since I'm still on A17, there's a huge problem when it comes to PC actually saving relationships when unknown pawns are involved in player-set family trees. The problems mentioned recently for the A18 version are pretty much the same issues A17 had when trying to use a preset that has those types of relations and attempting to start the game with just that. (At least, on my end it has... sometimes deleting all relationships worked & I had to start a map and dev mode add relationships I needed. Only drawback with that is there's no solid way to make siblings unless you put some creative liberties into that process.)
#150
Help / Re: Creating a new disease Hediff...
November 11, 2017, 05:40:56 PM
Quote from: CannibarRechter on November 11, 2017, 05:23:27 PM
The error indicates it can't find the Glaucoma def at all. What's the file path?

Ah...

You know what? That's what my problem is. Thank you for mentioning this! I'm just realizing that the file directory tree setup I had was COMPLETELY wrong. I neglected to put the HediffDefs folder as a subfolder under Defs in my mod order.

As soon as I fixed that problem, lo and behold, it showed up on the list.  :-[

Going to swap out those defs with what I had customized for the anemia defs I was going to test & see what happens. Thanks again for the patience to deal with my slip up and giving an extra pair of eyes on this! It would've taken me a lot longer to figure it out what the deal was, and I could honestly kick myself for not noticing it right away.  :P

EDIT: Everything is working! Thanks again for the help!