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Messages - rawrfisher

#181
https://git.io/fA1Ir

Got a few errors shortly after load.
They should be at the bottom of my output log since I'm lazy today lol


ShouldHaveNeed may conflict between these mods: chjees.androids, Dubwise.DubsBadHygiene, Harmony_PrisonLabor
Verse.Log:Warning(String, Boolean)
DubsBadHygiene.HamonyPatches:.cctor()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(IntPtr)
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(RuntimeTypeHandle)
Verse.StaticConstructorOnStartupUtility:CallAll()
Verse.PlayDataLoader:<DoPlayLoad>m__2()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()


This was hidden in the mess lol
#182
Ok I'll reboot and update through steam.
#183
Releases / Re: [B19] [KV] Weapon Storage [ModSync RW]
September 15, 2018, 12:20:50 PM
Hey canute have you had any issues with large spam of warnings when using either weapons storage or change dresser?
#184
Am I the only one having issues getting the haul urgently designation to stick when trying to move items from one stockpile to another?
#185
Releases / Re: [B19] A RimWorld of Magic
September 15, 2018, 09:38:31 AM
@Torann
Heres my output log.
https://git.io/fAXjg

I was posting this for a different reason then the sentinal thing.  Thats just a minor nusence but yes they attack it both inside and outside the cell.  I do use prison labor so that might be the issue.

As for that log.  Could just be coincidence but all mentioned charactors are orassin mages
#186
Quote from: Madman666 on September 15, 2018, 07:37:36 AM
I will definitely be testing the feel of weapon balance, though for now in "random skirmish mode" - as in spawning raids and having fun seeing how they perform against each other, since there s still some mods i d like to get updated before i launch a big run. Plus some of them sadly are broken as all hell :P

A few polaris mods come to mind when you mention broken mods.
#187
Releases / Re: What the Hack!? - Mechanoid hacking
September 14, 2018, 11:30:34 PM

JobDriver threw exception in initAction for pawn Valentine driver=JobDriver_DoBill (toilIndex=13) driver.job=(DoBill (Job_2418969) A=Thing_Vanya_DroidBeta200478 B=Thing_WTH_MechanoidParts237256 C=(179, 0, 218)) lastJobGiver=RimWorld.JobGiver_Work
System.NullReferenceException: Object reference not set to an instance of an object
  at WhatTheHack.Recipes.Recipe_HackMechanoid.HealToStanding (Verse.Pawn pawn, Verse.BodyPartRecord part) [0x00000] in <filename unknown>:0
  at WhatTheHack.Recipes.Recipe_HackMechanoid.HackingFailEvent (Verse.Pawn hackee, Verse.BodyPartRecord part, System.Random r) [0x00000] in <filename unknown>:0
  at WhatTheHack.Recipes.Recipe_Hacking.CheckHackingFail (Verse.Pawn hackee, Verse.Pawn hacker, Verse.BodyPartRecord part) [0x00000] in <filename unknown>:0
  at WhatTheHack.Recipes.Recipe_Hacking.ApplyOnPawn (Verse.Pawn pawn, Verse.BodyPartRecord part, Verse.Pawn billDoer, System.Collections.Generic.List`1 ingredients, RimWorld.Bill bill) [0x00000] in <filename unknown>:0
  at RimWorld.Bill_Medical.Notify_IterationCompleted (Verse.Pawn billDoer, System.Collections.Generic.List`1 ingredients) [0x00000] in <filename unknown>:0
  at Verse.AI.Toils_Recipe+<FinishRecipeAndStartStoringProduct>c__AnonStorey2.<>m__0 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.<DoRecipeWork>c__AnonStorey1:<>m__1()
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Didnt expect this to pop up but here it is.  Occured with general play

https://git.io/fAXye   Just gonna toss this out since last time I think I forgot to place an output log

Lol your recall system isnt entirely Rawrfisher proof.  I managed to have a mech ignore the deactivate order and go on a killing spree :P

Was just an oversight on my part tho lol
#188
Hmm want my output log?
Note: You may have nightmares after seeing it.


Exception ticking PitLatrine147406 (at (148, 0, 194)): System.NullReferenceException: Object reference not set to an instance of an object
  at DubsBadHygiene.Building_Latrine.Working () [0x00000] in <filename unknown>:0
  at DubsBadHygiene.Building_AssignableFixture.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Very likely a passing error that can be ignored but still
#189
I would have to say that its possible the bots ignore them cause they dont have the requiered levels.
I'm just guessing about that and as for weapon repair I Looked and you need to use another identical weapon to repair
#190
Unfinished / Re: [WIP] The capital - A special faction mod
September 14, 2018, 03:03:38 PM
Lol lemme take a look
Took forever but I found numbers post
Really would help if I had more info then just a 1 liner about trade.  It is possible he might have that illusive trade bug I had during 17 and 18
Never did nail that one and managed to stump fluffy and hugs with it

Would have been nice if you mentioned that Derek's was in the bug reports not the main comment section.  I need more information from both of them if I am gonna be able to assist.  I have the same limitations as you do when troubleshooting these  :-\ 

Side note:  I know I changed the topic but we should really get back to the topic of the capital since it is the main topic of this thread :P

On that note I don't recall if I posted or not but I typed up several suggestions for after there's a stable system in place.
#191
no
#192
Not sure about the error.
#193
Releases / Re: [B19] A RimWorld of Magic
September 14, 2018, 12:38:28 PM
Either I failed the update 20 times in a row or somthings making the sentinals attack my prisoners >.>
#194
Unfinished / Re: [WIP] The capital - A special faction mod
September 14, 2018, 12:12:30 PM
The capital is meant to be a mid/late game challenge for the player to overcome.  The spreading aspect would force the player to prepare quite carefully when attacking them.  I will say that having a limit on the number of each type of part would definitely help in the long run.
Somthing along the lines of 10 farms 10 suburbs 5 power plants. 
#195
Q.Q forgot I was supposed to try replicateing this.  Then again having to start over due to save breaking bugs wasnt helping any