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Messages - rawrfisher

#46
They are mechanoids.  You can ride them if you use what the hack and the giddyup mods.
#47
@Roolo  I havnt touched CE since 17.  Really dont like how easy it is to exploit the weapon ranges on that mod.
I posted an output log which should have my entire list on it just below that log too.

BTW think I got enough mechs?  I cant assign most their chargers directly for some reason.

Small meaningless complaint:  Misc robots bots are added to the hackable list by default and that can lead to some interesting situations where over half a raid despawns instantly.
I just had to remove the misc robot pawns from hackable lists.

[attachment deleted due to age]
#48
Ok.

Exception in WhatTheHack.ThinkTree.ThinkNode_ConditionalMechanoidRest TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
  at WhatTheHack.Utilities+<>c__DisplayClass6_0.<GetAvailableMechanoidPlatform>b__0 (Verse.Thing b) [0x00000] in <filename unknown>:0
  at Verse.GenClosest+<ClosestThingReachable>c__AnonStorey0.<>m__0 (Verse.Thing t) [0x00000] in <filename unknown>:0
  at Verse.GenClosest.ClosestThing_Global (IntVec3 center, IEnumerable searchSet, Single maxDistance, System.Predicate`1 validator, System.Func`2 priorityGetter) [0x00000] in <filename unknown>:0
  at Verse.GenClosest.ClosestThingReachable (IntVec3 root, Verse.Map map, ThingRequest thingReq, PathEndMode peMode, TraverseParms traverseParams, Single maxDistance, System.Predicate`1 validator, IEnumerable`1 customGlobalSearchSet, Int32 searchRegionsMin, Int32 searchRegionsMax, Boolean forceGlobalSearch, RegionType traversableRegionTypes, Boolean ignoreEntirelyForbiddenRegions) [0x00000] in <filename unknown>:0
  at WhatTheHack.Utilities.GetAvailableMechanoidPlatform (Verse.Pawn pawn, Verse.Pawn targetPawn) [0x00000] in <filename unknown>:0
  at WhatTheHack.Jobs.JobGiver_Mechanoid_Rest.TryGiveJob (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob_Patch6(Object, ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:CheckForJobOverride()
Verse.AI.Group.TransitionAction_CheckForJobOverride:DoAction(Transition)
Verse.AI.Group.Transition:Execute(Lord)
Verse.AI.Group.Transition:CheckSignal(Lord, TriggerSignal)
Verse.AI.Group.Lord:CheckTransitionOnSignal(TriggerSignal)
Verse.AI.Group.Lord:Notify_PawnDamaged(Pawn, DamageInfo)
Verse.Pawn_HealthTracker:PreApplyDamage_Patch3(Object, DamageInfo, Boolean&)
Verse.Pawn:PreApplyDamage_Patch1(Object, DamageInfo&, Boolean&)
Verse.Thing:TakeDamage_Patch1(Object, DamageInfo)
RimWorld.Verb_MeleeAttackDamage:ApplyMeleeDamageToTarget_Patch1(Object, LocalTargetInfo)
RimWorld.Verb_MeleeAttack:TryCastShot_Patch2(Object)
Verse.Verb:TryCastNextBurstShot_Patch0(Object)
Verse.Verb:WarmupComplete_Patch1(Object)
Verse.Verb:TryStartCastOn_Patch2(Object, LocalTargetInfo, Boolean, Boolean)
RimWorld.Pawn_MeleeVerbs:TryMeleeAttack_Patch1(Object, Thing, Verb, Boolean)
Verse.AI.<MakeNewToils>c__Iterator0:<>m__1()
Verse.AI.<FollowAndMeleeAttack>c__AnonStorey3:<>m__0()
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()


I dun broketed something again :P

https://gist.github.com/1b6277605ef9365636321276cf0cc89d 
output log ^

Sniffing around trying to figure out how to mount a turret.
Got 12 minified mini turrets and 5 installed miniturrets yet its saying I dont have the materials to install it.  I have the turret module installed already.
#49
Roolo I was wondering if you actually tried implimenting the ability to change a mechs weapon?  Maybe the ability to disable it from replacing the weapon if the mech loses it

Also this is a tad odd.  hopefully its the right screenshot

[attachment deleted due to age]
#50
Now if only there was varients of the other vanilla bench's
#51
Quote from: brucethemoose on May 13, 2019, 04:09:21 PM
Is there any way to repair missing body parts? All the mechanoids I've manage to down so far are either blind or incapacitated, even once they're fully healed and upgraded with speed/sight modules.

I think the platforms replace missing parts too.

#52
Well second attempt I actually survived but it was pretty tight, 
As for values I didnt set them to extreme amounts due to lack of mechs I set em back when I was a turtle with 50 tiles of barbed wire/chest deep water in front of my cave entrance.

The values tho are min 200% max 500% :P  Holding fairly well now that I found a way around that annoying CQB bug
#53
I'll try it but I am quite sure my colony will be dead within 3 days.

https://git.io/fjCbP

My current load order since I know you havnt seen it in a while  I did remove the sometimes raids go wrong tho.

I grossly overestimated my colony's strength lol
Died 12 game hours after removing sometimes raids go wrong


#54
Strangely That was the first time I saw  hacked mechs in a raid since this mod was in beta.
Currently doing a map with 3 raids a day on average in an impassable map with permanent toxic fallout.

Some of the mechs in that group have 20k HP per part and I have a mod in my list that raises the HP of pawns as they take damage.  Regularly see those tiny explode droids with 200+ hp on the main body with it. 
#55
Bit off topic here but,

I'm so glad this wasnt an enemy raid.  Some of these mechs are quite evil

[attachment deleted due to age]
#56
Another trio of mods  8)

[attachment deleted due to age]
#57
Thanks.  Give it a couple days and I'll probly end up finding some new mod lol

Edit:  I hate how if I joke about something it tends to turn out to happen <,<

list of unknown mods:
- Desynchronized (v1.4.6)
- Rimstro
- [RH] Faction: Task Force 141 (1.0)

[attachment deleted due to age]
#58
list of unknown mods:
- 富商 Silver Rich Merchant
- Time-Based Dangers
- Level This! (Version 1.3: Electric Configuloo)
- Secret Passage Doors

Dont worry about silver rich merchant.  Anyway This is the current list of mods that wernt reconized. 
Wasnt sure if I should post the TXT as well but here it is. 

[attachment deleted due to age]
#59
I didnt see any way to transfer power between maps
#60
Heres the log you mentioned

[attachment deleted due to age]