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Messages - enduron

#1
Not sure what she's missing but Trudy got this for her 13th birthday:

Exception ticking Trudy: System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorldChildren.Hediff_Baby.GrowUpTo (Int32 stage, Boolean generated) [0x00000] in <filename unknown>:0
  at RimWorldChildren.Hediff_Baby.Tick () [0x00000] in <filename unknown>:0
  at Verse.Pawn_HealthTracker.HealthTick () [0x00000] in <filename unknown>:0
  at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0


edit: Bug was failure to lose the <child growing> tag and become an adult (on all of 9 children). I fired up a new game and wasn't able to reproduce this error again  - but the social fighting one above keeps occuring.
#2

Kid and Adult turn orange and throw the following error , then chill, decide they had a social fight and go back to work one catharic the other angered.

Exception in Verse.AI.ThinkNode_Priority TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorldChildren.Thought_Override._TryGiveJob_SocialFight (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0


be advised save game was started with version h , over-written with version i
mods used: Core, Children and Pregnancy - Testing v0.1i, Nandonalt's Set up Camp, Fluffy's Relations Tab

(P.S. I'd be using a ton more mods if authors would release stuff that doesn't constantly spam the default output.log with stuff that belongs in verbose making it harder to debug lol.)

Great work so far Thirite.
#3
Ideas / Re: Your Cheapest Ideas
February 03, 2017, 01:27:55 PM
re: Blueprints AI Caravans and all i want for next xmas (long)

Each faction town begins with a caravan and a blueprint. the caravan may be visible on the world map busy trading,visiting and raiding other towns searching for resources it needs. The blueprint is  a  player-submitted single 'screen-shot' to keep data size small,built in order of sequenced prioritised areas. As the town grows to match the final blueprint it sends out bigger or perhaps more caravans with more options available to the npc trader pawn and thus the player in the form of new scenarios which build on the simple storyteller. Meet Prudence Cause, she's Randy Random's opposite evil twin. Every new and existing scenario in Rimworld has  a cause and effect structure.

stop me if any of these are already implemented:

...Disease is contagious.

Factions are terratorial. Towns don't like it when you build in their backyard. Some tribes are nomadic,caravans without towns become refugees or re-settle. Pirates may choose to send a blue visitor while the red horde waits nearby. The vistor may be appeased via the trade interface - if you meet his demands the raiders live to fight another day. Orbital Insertions only on trade beacons, Mechanoids are drawn by comms consoles and ships.

Manhunter packs are drawn by food left un-hauled for too long,blood  or drought in neighbouring hexes or simply by tracking starvation among the local herd, single mad animals are old and demented or occour during or soon after psychic waves. Mad animal packs just want to get from one corner of the map to the other and off as quickly , loudly and as madly as possible.


Eclipses and solar flares are cyclical, Blight affects neighbouring hexes. Toxic fallout is a late game event generated by certain blueprints and structures. Cargo pods are sent by towns capable of orbital insertion, Ship parts Crash big contains some of the cargo of whichever ship in orbit happened to crash. Zzzt only on exposed wires...

...

The player-built hover skimmer is always visible on-screen , floating seemlessly from one desert town to another trading outpost. The smooth transistion is accomplished by a small (20x20?) view-port in which the caravan travels through the proceedurally generated landscape. If i click on the guy piloting the craft i effortlessly witness the transistion into first person shooter mode..as my ai buddy thinks about whats for lunch .and could someone get all this done by next tuesday please thankyou.

meanwhile...

My ai buddy has had a long day. Load up skimmer. check. eat breakfast. check. pre-flight check. Glitterworld Ai Core drones on, simultaneously wondering how his soul's save file is only 64kb , which map to buy from the next trader, what rumour to act on next. check, sleep...not yet.

Lumi's long lost love-child's great great great-grandchild dreams of finding her descendant's inscription on tomb on Planet X, in System X , Seed X

edit : sanity cheque

#4
Unfinished / Re: Children and Pregnancy
February 01, 2017, 10:14:12 AM
Quote from: ajaviide on February 01, 2017, 03:02:34 AM
Hello,
this is one of my favorite mods now alongside Numbers :)
does it work with EPOE hardcore? sry if someone asked this already but its already 16 pages here :)

edit:dunno about EPOE , though you could cross reference the list of affected modules so to speak (info on pages 1 & 1) ^ ^
...
too busy playing to post bug reports on this great unfinished mod, no related script errors on this run so far X crossed , noticed some anomaly (involving 40% pain threshold  to downed children) on last run.. << (?) anyways :) back 2 the game !
...
_______________________________________________________   :)


#5
Unfinished / Re: Children and Pregnancy
January 24, 2017, 01:58:18 PM
Quote from: Arigas on January 23, 2017, 09:57:03 AM
Is that a bug with this mod? I had assumed it was another one >.>

I was running with just Core and Children active. Whatever caused it seems to be stuck in the save file.  I started a new game with v 0.1c , 2 years have passed and no LordToil errors. Caravans and visitors are behaving normally :)
#6
Unfinished / Re: Children and Pregnancy
January 23, 2017, 04:17:47 AM
7th of Winter 5523
Ripley, aged 9, lies in a hospital bed bruised but feeling satisfied after starting a fight with one of her father's ex-wives. Her transgender mother Lumi tends to the wife while half-brother Daisuke, aged 3, is treating Ripley's wounds. Daisuke's twin brother is happily deep-drilling for steel. The youngest member of the bunch, Gumpy, 2, is still crawling around naked enjoying what's left of her childhood. Meanwhile the starving refugees keep piling up outside the perimeter...

Haven't seen any dead arrivals in v0.1c , the log repeats:

System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.AI.Group.Trigger_PawnCannotReachMapEdge.ActivateOn (Verse.AI.Group.Lord lord, TriggerSignal signal) [0x00000] in <filename unknown>:0
  at Verse.AI.Group.Transition.CheckSignal (Verse.AI.Group.Lord lord, TriggerSignal signal) [0x00000] in <filename unknown>:0
  at Verse.AI.Group.Lord.CheckTransitionOnSignal (TriggerSignal signal) [0x00000] in <filename unknown>:0
  at Verse.AI.Group.Lord.LordTick () [0x00000] in <filename unknown>:0
  at Verse.AI.Group.LordManager.LordManagerTick () [0x00000] in <filename unknown>:0
  at Verse.Map.MapPostTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()


System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.AI.Group.LordToil_Travel.LordToilTick () [0x00000] in <filename unknown>:0
  at Verse.AI.Group.Lord.LordTick () [0x00000] in <filename unknown>:0
  at Verse.AI.Group.LordManager.LordManagerTick () [0x00000] in <filename unknown>:0
  at Verse.Map.MapPostTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()