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Messages - ison

#2041
Quote from: Fluffy (l2032) on April 08, 2016, 08:41:24 AM
On a related note, is it possible to check what thread ContentFinder is called from? It would be great to have a more descriptive warning pop up.  E.g. in this case, and on windows, the error suggest there is something wrong with the path. I my manager mod, loading textures from the second thread actually seems to (weirdly) work on windows - but it breaks for users running Linux, see the reply by Vee here;
https://ludeon.com/forums/index.php?topic=16888.msg201942#msg201942

Good idea, I'll add a check with more descriptive error when someone tries to load an asset from a different thread so the behavior on different platforms will be consistent.
#2042
Ah, it's because Designators are created during async loading, so using a StaticConstructorOnStartup doesn't do anything because the static constructor is called during async loading anyway. I'll make it so designators are created after the loading is done. In the meantime, you'll have to use LongEventHandler.ExecuteWhenFinished.
#2043
Quote from: humblebundle on April 07, 2016, 08:34:08 AM
Hello, im not sure if im in the right topic but i think so.

First, i found a bug, i am sure it is already in previous releases but i never did it :P
If your doc is starting an operation, like (remove the leg and) add a peg leg, you can just hit the "R"-key after 600 points for the skill and repeat, so your medic gets unlimited skill points, which i guess is not how it should be?

Mantis'd

Quote from: humblebundle on April 07, 2016, 08:34:08 AM
Second (bug/glitch?) are the new trader, the caravanes, i like them very much, but my plan before alpha 13, was to catch them and let them starv and it works in alpha 13.
So just create a wooden room before your colony, leave one entry and exit open, then if the trader are in, you can close both sides.
Im not sure if its a glitch or bug or just a gameplay feature.

Yeah, it's a known exploit.

Quote from: humblebundle on April 07, 2016, 08:34:08 AM
Last but not least the battery's keep loaded while you dismount them, so you could save them in the storage, i have not tested it over time, but i want mention it.

Working as intended.

Quote from: humblebundle on April 07, 2016, 08:34:08 AM
If i find more bugs, i will write them down.

Sure, feel free to report every bug you find. Thanks.
#2044
Fixed, thanks.
#2045
Bugs / Re: [a13] wold map gone.
April 08, 2016, 07:11:44 AM
Wow, a pretty major bug. Thanks for the report.

Fixed.
#2046
Bugs / Re: Getting black screen on start up.
April 08, 2016, 07:08:11 AM
Are you using any mods? Could you try deleting your mods config file and doing a fresh install and see if it helps? It looks like there are problems with mods not loading correctly.
#2047
Bugs / Re: Fueled Generators are bugged
April 08, 2016, 07:04:26 AM
Could you upload a screenshot or a savefile? It would help us to see if it's a bug or not.

//edit: just tried to repro it and everything seems to be working fine.
//edit2: I'm going to lock this thread. If it happens again, please report it and attach a savefile.
#2048
Bugs / Re: [A13] Cannot operate on maimed guests
April 08, 2016, 03:49:25 AM
Fixed, thanks.
#2049
Bugs / Re: Event gave me 9 yorkshire terriers?!? 0.0
April 08, 2016, 02:41:41 AM
Working as intended. Thanks for the report anyway.
#2050
Bugs / Re: [A13] AVG Crashes Rimworld
April 08, 2016, 02:37:49 AM
Could you try pressing alt+tab while the game is frozen and see if AVG is asking you about something?
#2051
Note that it must be a static constructor and in your case its a normal constructor. Could you try to load your resources in a static constructor and tell if it helps?
#2052
Pawns incapable of violence have 0 chance to start a social fight, so it must have been the other pawn who started the social fight.
#2053
Thanks for the report, but for now it will stay like this. It would be weird to see how nudist prisoners take off their clothes. The issue affects prisoners only, so it's not a big deal. Locking.
#2054
Could you please upload the log file?
#2055
Fixed, thanks.