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 - cammillotto

It was Export Agency!



Hello community, this is my first post here.

I need help as I cannot start any map. The game just doesn't go beyond the scenario selection window. I looked at the log file and there seems to be a mismatch in the scenario version. I reloaded steam and the game and still not working.

I looked at my long mod list and I cannot really find any that could cause problems, such EdB prepare carefully or Little Planet, or any faction-related one.

here's the log file:

If somebody has the good heart to point me in the right direction, I'd be very grateful! I've not been playing RimWorld since b19... Thanks in advance!
Ideas / Re: QoL: Draggable Bills
August 06, 2017, 03:21:56 PM
thanks, I hope some one picks it up :-)
Ideas / QoL: Draggable Bills
August 06, 2017, 11:52:36 AM
it'd be great to drag bills inside a workbench bill list, without having to click on that yellow arrow many, many times :-)
Ideas / Manually assign bed to individual prisoners
August 04, 2017, 04:30:03 PM
this was posted last year:

my request/suggestion is the same: please make bed assignable to individual prisoners as it is for colonists. thanks!
Outdated / Re: [A16][Cannabis] ZWCannaHerb (1.2)
January 11, 2017, 04:30:51 PM
thank you for your feedback and action taken! I'll check soon if the strange thing with the raw root still happens, since I haven't harvested it anymore.
I'm asking here what I've asked on Steam :-)
in which ways balance might be affected if used with Less Arbitrary Surgery?

Thanks again for your work!
Releases / Re: [A15] Rikiki's M&Co. (05-09-2016)
January 06, 2017, 09:47:11 AM
Quote from: Rikiki on January 05, 2017, 04:11:16 PM
Mining helmet has been updated to A16.
It also adds a mining vest in this version :).

I don't know yet if I will maintain Outpost generator. That's a loooot of work. It is hard to keep all mods up-to-date and have some time to actually play the game! :P

I hope you find time for the scan... :-)
Outdated / Re: [A16] HaulPriority (1.0.5) (28.12.2016)
January 03, 2017, 05:05:35 PM
Anyone using it in combination with other hauling-related mods? (hand me that brick, cooks can refuel, hauling hysteresis, Refactored work priorities, JTBetter Hauling, AC-Enhanced Hauling).
I've tried to disable most of them (and also Allow Tool) but still got the following message. I'm pretty sure it's about this mod, I've disabled it and it didn't show up anymore). I hope someone can help, I'd really like to use this mod (my pawns keep leaving wood outside...).

Could not instantiate inspector tab of type HaulPriority.ModInitializer: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.ArgumentException: Internal_CreateGameObject can only be called from the main thread.
Constructors and field initializers will be executed from the loading thread when loading a scene.
Don't use this function in the constructor or field initializers, instead move initialization code to the Awake or Start function.
  at (wrapper managed-to-native) UnityEngine.GameObject:Internal_CreateGameObject (UnityEngine.GameObject,string)
  at UnityEngine.GameObject..ctor (System.String name) [0x00006] in C:\buildslave\unity\build\artifacts\generated\common\runtime\UnityEngineGameObjectBindings.gen.cs:391
  at HaulPriority.ModInitializer..ctor () [0x00000] in <filename unknown>:0
  at (wrapper managed-to-native) System.Reflection.MonoCMethod:InternalInvoke (object,object[],System.Exception&)
  at System.Reflection.MonoCMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00119] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:513
  --- End of inner exception stack trace ---
  at System.Reflection.MonoCMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x0012c] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:519
  at System.Reflection.MonoCMethod.Invoke (BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:528
  at System.Reflection.ConstructorInfo.Invoke (System.Object[] parameters) [0x0000e] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/ConstructorInfo.cs:77
  at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x000b5] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/Activator.cs:372
  at System.Activator.CreateInstance (System.Type type) [0x00000] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/Activator.cs:254
  at Verse.InspectTabManager.GetSharedInstance (System.Type tabType) [0x00014] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainTabs\Inspect\InspectTabBase.cs:99
  at Verse.ThingDef.PostLoad () [0x0009f] in C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\DefTypes\ThingDef.cs:543
Verse.Log:Error(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:48)
Verse.ThingDef:PostLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\DefTypes\ThingDef.cs:547)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object[]) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
Verse.XmlToObject:TryDoPostLoad(Object) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\XmlHandling\XmlToObject.cs:339)
Verse.XmlToObject:ObjectFromXml(XmlNode, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\XmlHandling\XmlToObject.cs:305)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object[]) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
Verse.<AllDefsFromAsset>c__Iterator1ED:MoveNext() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\XmlHandling\XmlLoader.cs:140)
Verse.ModContentPack:LoadDefs() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModContent\ModContentPack.cs:149)
Verse.ModContentPack:ReloadAllContent() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModContent\ModContentPack.cs:122)
Verse.LoadedModManager:LoadAllActiveMods() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\LoadedModManager.cs:44)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:93)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__735() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:49)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:317)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:236)
Outdated / Re: [A16] Aeryl's Mods (3 Jan 2017)
January 03, 2017, 10:02:20 AM
Outdated / Re: [A16][Cannabis] ZWCannaHerb (1.2)
January 02, 2017, 05:18:56 PM

I like your mod and the cannabis spin you gave it the game. I have been using it on a new save. I took it from steam. There are some issues/questions:
- there's a little mess up with language, I see some terms in German (Mensch Flash, Mensch Leather, Mensch Corpse in inventory; make Medizinische Wurtzel in bills; Iss Raw Root, etc. - please note that there's a mix English/German...Maybe you forgot to translate some parts?)
- the Raw root can also be used to heal people, although I'm not sure it has a greater effect than making patients feel not so in pain but in an 'healing dream'; could you please explain a bit more? is this intended?
- could you please list the three cannabis and the root under drugs in inventory?
- also: I don't like that my animal trainers feed them the precious herb... is there a way to avoid that? maybe if your products are listed under drugs that won't happen. not sure though, I've not enough experience about how mods work
- last thing: sometimes my pawns get some sort of effect from just taking up the root: either they stand and do nothing, or they pick the root up and drop it, left and right, like crazy! :-) some of them (not all of my actual colonists) also like to steal all the stash and have it only for themselves...but they don't eat it, just have it in their personal inventory. any idea on why this happens?

Well...I hope you find this useful!

thanks again for the work you (and all other modders) do to make this game even better!
Seems very cool!
I guess this needs a new save...?
Outdated / Re: [A16] MEGAFALLO giant creature mod
January 02, 2017, 11:38:17 AM
Quote from: PaoLorenz on January 02, 2017, 07:38:27 AM
"Megafallo" in italian means more or less "GiantPenis" !!!

You should just change its graphic accordingly !!!
Would be loads of fun !

mega phallus :-)
Releases / Re: [A12-16][MODLIST] Fluffy's Mods
December 27, 2016, 05:31:29 PM

I'd never thought I'd be so jubilant for a mod update (or for a mod at all)
Thanks Fluffy!


this is my first request and it's a multiple request :-)
I love farming (for liquor and drug production, but it's still farming) and after 100+ hours of play I've found out that:

- I'd like to be able to visualise how much power I produce and consume overall and its source, so I can better plan (or maybe there's already a way to do so?)
- It'd be useful to have temperature visualised with a graphic thermometer (it might be something as visually simple as the background colours of the temperature text to change from white/blue/green (for ideal temp)/yellow/orange/red/purple;
- Sometimes I miss an alert (can be something important as an animal being pregnant or born) and wander what that was. A message log would be precious!

Thank you all for the great mods you already put out there (I'm finding what I need, every time - but still miss Work Tabs for A16 ;-) ) and for listening!
Outdated / Re: [a16]Realistic Hospital Beds mod
December 23, 2016, 09:50:36 AM
in the mods list, it's inked in red and says 'Unknown version'.