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Messages - rawrfisher

#421
Lol Just had an infested ship chunk event land on top of my base.  TOO MANY MEGASPIDERS!!!!!!!


Exception filling window for Verse.FloatMenuWorld: System.MissingMethodException: Method not found: 'RimWorld.Planet.Caravan_PathFollower.StartPath'.
  at Verse.FloatMenuOption.Chosen (Boolean colonistOrdering, Verse.FloatMenu floatMenu) [0x0003d] in C:\Dev\RimWorld\Assets\Scripts\Verse\UI\DropDownMenu\FloatMenuOption.cs:171
  at Verse.FloatMenuOption.DoGUI (Rect rect, Boolean colonistOrdering, Verse.FloatMenu floatMenu) [0x00292] in C:\Dev\RimWorld\Assets\Scripts\Verse\UI\DropDownMenu\FloatMenuOption.cs:258
  at Verse.FloatMenu.DoWindowContents (Rect rect) [0x0013c] in C:\Dev\RimWorld\Assets\Scripts\Verse\UI\DropDownMenu\FloatMenu.cs:311
  at Verse.FloatMenuWorld.DoWindowContents (Rect inRect) [0x000d7] in C:\Dev\RimWorld\Assets\Scripts\Verse\UI\DropDownMenu\FloatMenuWorld.cs:56
  at Verse.Window+<WindowOnGUI>c__AnonStorey0.<>m__0 (Int32 x) [0x00223] in C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\Window.cs:202
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32) (at C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\Window.cs:206)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle) (at C:\buildslave\unity\build\Runtime\IMGUI\Managed\GUI.cs:1817)


Triggers when I try send a caravan to a doctor request.

output log https://git.io/fAJ6y
#422
Quote from: Roolo on August 20, 2018, 02:26:08 PM

QuoteWould you consider a cap on the number of colony mechs?  While I personally think it's a downright stupid idea It seems Tyran has it so any creatures add to the colony wealth regardless of faction/condition as long as they are not hostle or wild animals

Why would I cap that?

- Mechs now contribute to wealth.
Probably should be more detailed then that random spew of words I let loose
Since mechs add to colony wealth now an adjustable cap could help people keep wealth in check.  In my case I don't care about wealth once I get established enough to actually defend myself but there might be people who think there should be a hard limit since being able to turn loose 30+ mechs on an enemy raid that's stuck in a narrow corridor is a bit cheaty.  I know that sometimes there are players trying to keep wealth below a set point for the sake of the theam they are running.
Maybe on specific mech types like 4 centipedes 10 lancers and unlimited scythers?  Yes players can self enforce these limits if they want.

Would have just edited my original post but you responded a bit quicker then expected.  I sometimes go back and retype my posts after thinking about it a bit. Normally I realize I worded something poorly or am entirely wrong and just delete the post.
Sorry about being so annoying at times. I have a bad habit of that

Well may as well make this post worth reading through. 
https://git.io/fAJKy  Output log for both errors


System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.VerbTracker.CreateVerbTargetCommand (Verse.Thing ownerThing, Verse.Verb verb) [0x000e8] in C:\Dev\RimWorld\Assets\Scripts\Verse\Verbs\VerbTracker.cs:109
  at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&)
  at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x000d0] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222
  --- End of inner exception stack trace ---
at System.Reflection.MonoMethod.Invoke (object,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo) [0x000eb] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:232
at System.Reflection.MethodBase.Invoke (object,object[]) [0x00000] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115
at CompVehicle.HarmonyCompVehicle/<GetVerbsCommands>d__43.MoveNext () <IL 0x00145, 0x002b4>
at Verse.Pawn_EquipmentTracker/<GetGizmos>c__Iterator1.MoveNext () [0x00136] in C:\Dev\RimWorld\Assets\Scripts\Verse\Pawn\Trackers\Pawn_EquipmentTracker.cs:229
at Verse.Pawn/<GetGizmos>c__Iterator2.MoveNext () [0x00291] in C:\Dev\RimWorld\Assets\Scripts\Verse\Pawn\Pawn.cs:1861
at System.Collections.Generic.List`1<Verse.Gizmo>.AddEnumerable (System.Collections.Generic.IEnumerable`1<Verse.Gizmo>) <0x000d7>
at System.Collections.Generic.List`1<Verse.Gizmo>..ctor (System.Collections.Generic.IEnumerable`1<Verse.Gizmo>) <0x000e5>
at System.Linq.Enumerable.ToList<Verse.Gizmo> (System.Collections.Generic.IEnumerable`1<Verse.Gizmo>) <0x00070>
at WhatTheHack.Harmony.Pawn_GetGizmos.Postfix (System.Collections.Generic.IEnumerable`1<Verse.Gizmo>&,Verse.Pawn) <IL 0x00002, 0x00034>
at (wrapper dynamic-method) Verse.Pawn.GetGizmos_Patch7 (object) <IL 0x00058, 0x0012d>
at (wrapper dynamic-method) RimWorld.InspectGizmoGrid.DrawInspectGizmoGridFor_Patch0 (System.Collections.Generic.IEnumerable`1<object>,Verse.Gizmo&) <IL 0x0004e, 0x0024f>

Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.Log:ErrorOnce(String, Int32, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:105)
RimWorld.InspectGizmoGrid:DrawInspectGizmoGridFor_Patch0(IEnumerable`1, Gizmo&)
RimWorld.MainTabWindow_Inspect:DrawInspectGizmos() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\MainTabWindows\MainTabWindow_Inspect.cs:94)
RimWorld.InspectPaneUtility:ExtraOnGUI(IInspectPane) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\Inspect\InspectPaneUtility.cs:128)
RimWorld.MainTabWindow_Inspect:ExtraOnGUI() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\MainTabWindows\MainTabWindow_Inspect.cs:70)
Verse.WindowStack:WindowStackOnGUI() (at C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\WindowStack.cs:169)
RimWorld.UIRoot_Play:UIRootOnGUI() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\UIRoot_Play.cs:91)
Verse.Root:OnGUI() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:164)


It tried to apply the targeting hacked but failed for some reason. The mech was just sitting there worming around clogging the table and bugging any pawn that tried to move it.  I did a restore body part on it thinking it would just get itself killed by the turret ring around the bench but it was acting like a pawn in a daze.  Had a bio tab when I clicked on it too.
Just had the first error occur again.  Seems when there's a failed hack it triggers.



Exception filling tab RimWorld.ITab_Pawn_Character: System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.CharacterCardUtility.DrawCharacterCard (Rect rect, Verse.Pawn pawn, System.Action randomizeCallback, Rect creationRect) [0x00223] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Dialogs\PortablePanes\CharacterCardUtility.cs:71
  at RimWorld.ITab_Pawn_Character.FillTab () [0x00037] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\Inspect\ITabs\ITab_Pawn_Character.cs:50
  at Verse.InspectTabBase+<DoTabGUI>c__AnonStorey0.<>m__0 () [0x0004d] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\Inspect\InspectTabBase.cs:67
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.Log:ErrorOnce(String, Int32, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:105)
Verse.<DoTabGUI>c__AnonStorey0:<>m__0() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\Inspect\InspectTabBase.cs:71)
Verse.ImmediateWindow:DoWindowContents(Rect) (at C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\ImmediateWindow.cs:30)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32) (at C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\Window.cs:202)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle) (at C:\buildslave\unity\build\Runtime\IMGUI\Managed\GUI.cs:1817)



I think that is the error log when I clicked the bio tab

Little bit of trivia but I get the hacking successful notice when installing a repair module
#423
You mentioned it in your update notes :P
Then again as I mentioned i thought the cap would be a stupid idea anyway.

I didnt see anything about repairs in the notes tho
#424
Releases / Re: [1.0] Search and Destroy
August 20, 2018, 12:54:47 PM
Was kinda hesitent about mentioning this but they dont exactly update pathing that often do they?
I regularly see them run into an enemy cluster get shotup then try running away
#425
Well it did lead to some comical situations.  Now if only rescuing was considered more of a priority then sleeping -_-

I noticed something disturbingly stupid as well.
Seems tyran has it setup so an active robot adds to colony wealth and in my base I have 6 robots active and they add almost 100k to the wealth when active
#426
Could you put up a video of the new behavior?
Just confirmed that the changes messed up ++ too
had an ER bot making clothing >.>

https://git.io/fAvov
Hauler bot was tending to wounded patients this time lol
Its not generating errors just extremely odd behavior that could be exploited
Also this is on an exsisting save game will update if things change


JobDriver threw exception in initAction for pawn Hauling Bot 21 driver=JobDriver_ChatWithPrisoner (toilIndex=1) driver.job=(PrisonerAttemptRecruit (Job_1614382) A=Thing_Human168567) lastJobGiver=AIRobot.X2_JobGiver_Work
System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.Toils_Interpersonal+<WaitToBeAbleToInteract>c__AnonStorey2.<>m__0 () [0x0000c] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\AI\JobDrivers\Prisoner\Toils_Interpersonal.cs:120
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x0022f] in C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:461
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobUtility.cs:22)
Verse.AI.JobDriver:TryActuallyStartNextToil() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:465)
Verse.AI.JobDriver:ReadyForNextToil() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:364)
Verse.AI.JobDriver:Notify_PatherArrived() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:593)
Verse.AI.Pawn_PathFollower:PatherArrived() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pathing\Pawn_PathFollower.cs:428)
Verse.AI.Pawn_PathFollower:StartPath_Patch0(Object, LocalTargetInfo, PathEndMode)
RimWorld.<GotoPrisoner>c__AnonStorey1:<>m__0() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\AI\JobDrivers\Prisoner\Toils_Interpersonal.cs:88)
Verse.AI.JobDriver:TryActuallyStartNextToil() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:461)
Verse.AI.JobDriver:ReadyForNextToil() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:364)
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:521)
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:393)
Verse.AI.Pawn_JobTracker:JobTrackerTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:120)
Verse.Pawn:Tick_Patch1(Object)
AIRobot.X2_AIRobot:Tick()
Verse.TickList:Tick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickList.cs:125)
Verse.TickManager:DoSingleTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:303)
Verse.TickManager:TickManagerUpdate() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:267)
Verse.Game:UpdatePlay() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:512)
Verse.Root_Play:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:99)

Looked up and saw this error

Another update:  What the hack's mechanoid platforms are able to regenerate the missing parts of the bots if they go to em to charge.
I think its always been this way since they were made into mechanoids but still


Exception ticking Hauling Bot 41 (at (236, 0, 140)): System.ArgumentException: SplitOff with count <= 0
Parameter name: count
at Verse.Thing.SplitOff (int) [0x0010c] in C:\Dev\RimWorld\Assets\Scripts\Verse\Thing\Thing.cs:1117
at Verse.ThingWithComps.SplitOff (int) [0x00003] in C:\Dev\RimWorld\Assets\Scripts\Verse\Thing\ThingWithComps.cs:418
at Verse.ThingOwner.TryDrop (Verse.Thing,Verse.IntVec3,Verse.Map,Verse.ThingPlaceMode,int,Verse.Thing&,System.Action`2<Verse.Thing, int>,System.Predicate`1<Verse.IntVec3>) [0x000ce] in C:\Dev\RimWorld\Assets\Scripts\Verse\Thing\ThingOwner\ThingOwner.cs:536
at Verse.ThingOwner.TryDrop (Verse.Thing,Verse.ThingPlaceMode,int,Verse.Thing&,System.Action`2<Verse.Thing, int>,System.Predicate`1<Verse.IntVec3>) [0x00059] in C:\Dev\RimWorld\Assets\Scripts\Verse\Thing\ThingOwner\ThingOwner.cs:502
at Meals_On_Wheels.Food_TryMakePreToilReservations_Patch.Prefix (Verse.AI.JobDriver,bool&) <IL 0x0009f, 0x0020c>
at (wrapper dynamic-method) RimWorld.JobDriver_FoodFeedPatient.TryMakePreToilReservations_Patch1 (object,bool) <IL 0x0000a, 0x00047>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch1 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <IL 0x00321, 0x00af4>
at Verse.AI.Pawn_JobTracker.TryFindAndStartJob () [0x000e2] in C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:521
at Verse.AI.Pawn_JobTracker.EndCurrentJob (Verse.AI.JobCondition,bool) [0x00198] in C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:393
at Verse.AI.Pawn_JobTracker.JobTrackerTick () [0x00147] in C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:120
at (wrapper dynamic-method) Verse.Pawn.Tick_Patch1 (object) <IL 0x000c2, 0x00235>
at AIRobot.X2_AIRobot.Tick () <IL 0x0005c, 0x0013f>
at Verse.TickList.Tick () [0x001aa] in C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickList.cs:125

Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.TickList:Tick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickList.cs:137)
Verse.TickManager:DoSingleTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:303)
Verse.TickManager:TickManagerUpdate() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:267)
Verse.Game:UpdatePlay() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:512)
Verse.Root_Play:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:99)


Never seen this type of error before
Just noticed the trigger for the second one and its bots trying to feed patients.  Never seen it in this form but I think just removing meals on wheels will fix it until they are compatible again.  Its always been hit and miss with that mod and my load order lol
#427
Quote from: Fluffy (l2032) on August 19, 2018, 12:07:17 PM
@rawrfisher; not really, never played with it.

If I had to make a guess, I'd say the game is somehow now counting _all_ terrain as owned by the colony (either the game counts all buildables on the map, whether owned by the player or not, or the mod is incorrectly marking all terrain as owned by the player).
Its counting all buildables on the map.  It also counts other factions pawns in the colony wealth too
#428
Outdated / Re: [B18] cuproPanda's Mods (10 Jan 18)
August 18, 2018, 10:58:15 PM
I always use the load modlist from save button in the loadscreen.  Lets me jump between versions
#429
Outdated / Re: [B18] cuproPanda's Mods (10 Jan 18)
August 18, 2018, 08:52:00 PM
Quote from: TheWhiteCrayon on August 18, 2018, 07:43:55 PM
Quote from: rawrfisher on August 18, 2018, 11:26:27 AM
Am i the only one who lost all smoothed vanilla walls in the last update?

Can you elaborate on that a bit further? Are you talking about B18 or Unstable branch (B19)?

I was asking it that way just in case it was limited to just me.  I loaded a save after one of the recent updates on b19 and any vanilla walls I had smoothed vanished.  The issue seems to have been some odd 1 off case limited to 1 save so don't worry about it.   Tho I could like the additional joy objects mod updated for unstable  8)
#430
I'm curious if you know anything about this.

The mod buildable terrain causes my colony wealth to shoot through the roof when its enabled.  Do you have any ideas why?  I got my own guess about it.
#431
Quote from: Albion on August 18, 2018, 10:30:12 AM
What do you mean by more mechs? More mechanoid types? Or maybe more events that have mechs as enemies?

There is a mod called machanoid extraordinare that adds a lot of new mechs. I think that one should satisfy your needs in regards to new mech types.

I play on the unstable.  Mechanoids extraordinaire don't seem to have a version for the unstable. More mech types and more types of events involving mechs would be nice.  Maybe a mech factory using a custom mech faction as a world map event.  Similer to bandit camp or something.

Wishfull thinking on that would also be to allow players to capture and reprogram the factory to produce mechs that can be sent to the colony or used to attack enemy bases/reinforce caravans.  I know that something like that would be asking quite a lot but no harm in dreaming lol
#432
The latest update to the game broke my saves lol
New colonies seem to only be affected by the backstory and the framework bugs.
Gonna have to remove quite a few posts after realizing that annoyance
#433
Outdated / Re: [B18] cuproPanda's Mods (10 Jan 18)
August 18, 2018, 11:26:27 AM
Am i the only one who lost all smoothed vanilla walls in the last update?
#434
I should have worded my question about mechs better.
I was asking about the possibility you adding more mechs to the game with your mod in some form of event
#435
Finally pinned down the cause of the wealth inflation bug. 
Was a poorly executed terreforming mod

Haplo pushed a new update for misc robots and now the robots use the mech stands and can have their missing parts regenerated

Would you consider a cap on the number of colony mechs?  While I personally think it's a downright stupid idea It seems Tyran has it so any creatures add to the colony wealth regardless of faction/condition as long as they are not hostle or wild animals

In reguards to how the mechs are healed what would work better in your opinion,  All damaged parts being repaired at the same time then missing parts being replaced or having everything repaired 1 part at a time?