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Messages - rezendore

#1
Help / Re: Harmony Update
March 16, 2017, 05:49:45 PM
Quote from: BlackSmokeDMax on March 16, 2017, 12:08:50 AM
Are you working on a mod? I only ask because harmony is not something you install to play the game. That is a library/tool used in the creation of mods. And I believe is the only one that does not require end users to have it installed themselves.

No, mods I use when I play have harmony integrated with them. They need to update, but I don't know who to let know that they need an update.
#2
Help / Re: Harmony Update
March 16, 2017, 05:48:14 PM
Quote from: pardeike on March 16, 2017, 04:45:07 AM
I want to chime in here. I am the author of Harmony and I can assure you that we are >so< close to a really stable version of Harmony. The last task everyone (every modder and their mod) has to do once is to update their versions of Harmony.

From there on, different versions of Harmony will not differ in a way that will create incompatibilities. Since the development of it is a rocky road we unfortunately got to this point where we are using a broken Harmony but for the price that we all learned how to actually make it happen. That's a small price to pay for the greater outcome.

I really hope you understand and accept this. And I apologize for any inconvenience that this has to all the users out there.

/Andreas Pardeike

PS: Harmony 1.0.9 will be released this weekend

Looking forward to this, it will be a mega breakthrough in the modding community.
#3
Help / Re: Harmony Update
March 16, 2017, 05:47:36 PM
Quote from: skullywag on March 16, 2017, 04:36:32 AM
What he is saying is he has mods from other people that have included older versions of harmony in them. Sorry yourr gonna have to hunt them down and let the author know when you find it. Ill poke pardeike to see if he also has any insight here.

I would love to let people know about the new and amazing software of the world. The problem is I don't know which mods have harmony and which don't cause not everyone that uses it says they use it.
#4
Help / Harmony Update
March 15, 2017, 10:10:16 PM
Hey  guys, I've been unable to play for the past few days due to a bug with harmony. I was informed by the erdelf, the dev of alien race framework that my harmony version is out of date in some of my mods when I posted about the bug on his mod forum on steam. I have been unable to find out which mods i am using are running an out of date version of harmony so any help would be appreciated. Here are the logs when I load up. https://gist.github.com/c36ff0fccab531b3e99f09ff86621dec

If you need any other information to help find out what's causing the error let me know and i'd be happy to post it here. Thanks for taking the time to read and respond to this message. Have a wonderful week. :)
#5
Help / Re: Colonists leaving doors open all the time
January 28, 2017, 07:12:32 PM
Quote from: Psychology on January 28, 2017, 05:48:07 PM
You're using a very old version of Psychology that contains an incident that creates a saboteur in your base who deliberately, well, sabotages your colony. In that light, this is working exactly as intended; you failed to recognize him and he sabotaged your base and got your people killed. This incident has since been moved to its own mod, Expanded Incidents. Download the most recent version of Psychology.

I did not get any notifications of a saboteur. Nor did any of my colonists have any hint towards being a saboteur but i will update my Psychology. Thank you for pointing that out to me
#6
Help / Colonists leaving doors open all the time
January 28, 2017, 04:36:01 PM
My colony has been leaving doors open for the past few hours and not closing them. This has caused several raids to walk into my base and kill multiple people and steal multiple high value items with ease. I am fairly sure that this is not a main feature in the game because this only started to happen after installing a bulk load of mods.

This is the log i get when i load the game up for the first time: https://gist.github.com/32c7a3ba9dffd1ab1ba6a1878181e755

This is the log i get when i load into  my colony that is currently having this issue: https://gist.github.com/62f3a46e6599e848e61cd1e984fd9b75

If there is anything else I can provide, please include instructions I will gladly give more information to help this issue get fixed as soon as possible.
#7
Mod bugs / Re: [A16] Miscellaneous Robots error log.
January 13, 2017, 09:45:49 PM
Thanks for clearing that up. I will send a post to the author with this as a reference.
#8
Mod bugs / Re: [A16] Miscellaneous Robots error log.
January 13, 2017, 01:28:57 PM
Whoops, my bad. Is there a specific place for me to post this on the thread of the mod? I checked and couldn't find anything.
#9
Mod bugs / [A16] Miscellaneous Robots error log.
January 13, 2017, 12:53:43 PM
https://gist.github.com/e9d4f93477d1f3c1561c96294f7912bc

-----

I can buy robots and install them just fine. But getting them to turn on causes this error to turn in the console.

-----

Could not resolve reference to object with loadID Thing_AIRobot_Cleaner1515243 of type Verse.Pawn. Was it compressed away, destroyed, had no ID number, or not saved/loaded right?
Verse.Log:Warning(String)
Verse.LoadedObjectDirectory:ObjectWithLoadID(String)
Verse.CrossRefResolver:NextResolvedRef()
Verse.Scribe_References:LookReference(Pawn&, String, Boolean)
Fluffy_Tabs.PawnPrioritiesTracker:ExposeData()
Verse.CrossRefResolver:ResolveAllCrossReferences()
Verse.Game:LoadGame()
Verse.SavedGameLoader:LoadGameFromSaveFile(String)
Verse.Root_Play:<Start>m__736()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()

The problem persists on new colonies and old.