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Messages - gaultesian

#1
Looks like I got this error in my latest game.  I researched all the requisite techs and when doing the bill order for the MAI, and it completes, the message that an enhanced MAI is posted, but it still remains dormant, and I do not get the MAI in my colonist list.  Here is the error:

Error while creating AIPawnE.
Cannot cast from source type to destination type.
STACK:
  at AIPawn.AIPawnGenerator.GeneratePawn (Verse.PawnGenerationRequest& request, Verse.Map map, Int32 tries) [0x00000] in <filename unknown>:0
  at AIPawn.AIPawnGenerator.GeneratePawn (System.String kindDefName, RimWorld.Faction faction, Verse.Map map, Gender gender) [0x00000] in <filename unknown>:0
  at AIPawn.Building_AIPawnCreator.CreateAIPawn (System.String pawnDefName, IntVec3 position, Verse.Map map, RimWorld.Faction faction, Gender gender) [0x00000] in <filename unknown>:0
  at AIPawn.Building_AIPawnCreator.CreateAIPawn (System.String pawnDefName, IntVec3 position, Verse.Map map, Gender gender) [0x00000] in <filename unknown>:0
  at AIPawn.Building_AIPawnCreator.Create () [0x00000] in <filename unknown>:0
  at AIPawn.Building_AIPawnCreatorEnhanced.Create () [0x00000] in <filename unknown>:0
  at AIPawn.Building_AIPawnCreator.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
AIPawn.Building_AIPawnCreator:Tick()
AIPawn.Building_AIPawnCreatorEnhanced:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

I have tested this error with the Psychology mod on and off (had to start a new game, otherwise it will give me a continuous error dialog when I inactivate it on a current game.  On a new game, without psychology on, the MAI work like a charm.  When psychology is activated, it will not allow the MAI to activate.

Cheers,
#2
Hi folks,

I was wondering if simple sidearms and the light saber mod has any conflicts? I read a few weeks ago that there was, and I just wanted to know if that is (a) been cleared up or (b) never was a conflict in the first place.

Cheers, and great work!
Gaultesian
#3
That sounds awesome!  I will keep my eyes peeled (gonna hurt though).

Cheers!
#4
Pretty good points.  Knowing the internal mechanics that may address water via soil is a good start.  I actually use your fertile fields mod (love it!), and I know how much work and energy it takes to make a sandy soils into relatively fertile soil, so I should consider that as the challenge, and forgo the 'what about water' aspect.

A soil degradation event (akin to plant blight, but soil permanently destabilises into infertile soil) would be a good (evil) event, and it can sort of simulate drought or excess salt in soil.

Thanks!
#5
Aye, I just read a post by Tynan back in 2015, where he said that water would not become a resource in the foreseeable future.  He had to prioritise his work, and water was not a high priority (totally understandable).

Still, if water were to affect plant growth (along with sunlight and temperature), that would be ok, but as I suspected, it may be far more work than worth in the long run.

I will look at these mods, as I am always finding decent niche mods that add more flavor to the game experience.  Thanks for the replies folks.
#6
Hey folks,

I love this game (duh), and I have only been playing for about a month now.  I thoroughly enjoy mods that give us greater selection and reliance of other resources (minerals, food, textiles, etc.), and I enjoy living in a variety of climes.  After playing a desert scenario, I noticed that growing food is not that hard:  water does not seem to be a commodity.  More importantly, we do not know where our water comes from (air, surface or ground), or any idea about water scarcity.  Water being one of the key components to habitat suitability, I would think it would be given more credence in the game.  Yes, I know that food is collectively all of the items for sustenance, including water, but I can grow crops just as well in the desert as I can in the tundra (actually, I can grow it easier, provided I have proper soil), so food itself does not accurately project the challenge of obtaining and storing water.

So, my first question:  are there any water mods created for Rimworld?

A water mod would make water a necessary component for survival.  Water amounts would then 'feed' the crops we are growing, and maybe a component of our actual daily necessity (food requirements in our needs).

You could also transmit diseases via water-borne illnesses, to liven things up (anyone want a cup'o dysentery?), and evaporation would be a factor for 'outdoors' extraction techniques.

Water can be found and extracted in many ways, often with drawbacks or advantages.  Of the top of my head, the following devices or means of water extraction could be used:

Air/fog extractors, for dry climes.  Water is potable with no threat of diseases, but you can only extract a limited amount, so building lots of extractors would be necessary for colonists.  Also, water extraction like this would only happen during the very early morning (prior and just after sunrise).
Rain or snow collectors
Surface springs
River or lake extraction (don't forget the nasty diseases!)
Artesian wells (we would need a device to drill and then extract it)

And with all of these extraction techniques, you can then build water storage (cisterns, wells, containers, etc.) during drought times.  At the very least (if you just keep 'food' as the catch term for food and water), you can make crops depend on a steady water supply to make it viable.

It would add an extra amount of challenge and events, not to mention drought (i thought it was rather odd that hot dry climes did not ultimately worry about water).  Of course, writing this out, I can glimpse in my non-programming eye that this would be rather complex (or not?  again, I am not a programmer).

Just a thought.

Cheers,
Gaultesian
#7
A side note about the MAI:  they can and will marry humans (and their own).  Cool!  Not sure if it was intentional, but I like the dynamic.

Oh, and by the way, do not let one of your human colonists pick a fistfight with a totally enhanced melee combat MAI....one of my more cantankerous colonists got put in the hospital for quite some time  ;).

Great work!
#8
I was expecting a Bill tab to pop up, but instead, it was done in the bottom menu options (just press Activate!).  I never looked down there.  It never ceases to amaze me how blind I can be, even when something is clearly in front of my face.

I have tested out the assembler, production recharge bed, and the different skill sets in the research tree for the variety of MAIs and it works without any issues on my side.

Thanks for a great mod!
#9
So, any idea on how to use the AI Assembler?  It's just sitting in the corner of the room, collecting dust.  No one is supplying it with the steel and silver (I have lots of both), and there is no way to manually supply it.


***NEVERMIND...I figured it out *smacks head* ****
#10
Just testing out MAI now.  Seem to work fine.  The Automatic AI Assembler is supposed to work on its own, but it requires 500 stell and 350 silver.  I cannot seem to get anyone to bring over the materials from storage, and I cannot order anyone to do so.  The Assembler does not have an order bill tab, so I cannot direct it to make an MAI. Otherwise, I placed two MAI's into my game (dev mode).   THe Nanite machine works as directed...the workers will fill it with plasteel automatically, and the MAI 'bed' works like a charm.

I have over 50 mods going at any time, and your MAI mod does not feed me error dialog, so that is a positive sign :).
#11
Releases / Re: [A17] Misc. Robots++ / OmniBot
June 06, 2017, 05:14:30 AM
Keep the omnibot in the mod.  This has nothing to do with us (users), but for you (developer).  As we roll from A17 and onwards to A18 and beyond, you will have to continue to update this mod (assuming you continue on with the mod as a going concern).  Your ease of use, and your time and effort outweighs our use of your mod.

And besides, like all things in the game, if you don't like, it you don't have to build it.  I use Rimsenal, and all the other Rimsenal mods, but I find some of the larger weapons op.....I simply do not either build them, or better yet, I don't research them.  Keeps my game nice and happy, while I still get the use of the other Rimsenal weapons and gear.
#12
Releases / Re: [A17] Misc. Robots++ / OmniBot
June 05, 2017, 04:12:46 PM
Excellent!  Release the hounds (omni bots!)!!!!
#13
Releases / Re: [A17] Misc. Robots++ / OmniBot
June 04, 2017, 09:06:44 AM
It makes life...interesting:  bots are useful, but they are not AI-smart....I would suspect this would be more realistic in my mind.
#14
Releases / Re: [A17] Misc. Robots++ / OmniBot
June 04, 2017, 06:37:23 AM
Love the mod, and I have tried out all of the builder bots now (I to V) via dev mode, and they seem to consistently create either shoddy or awful products.  Is this me (I am building them before the tech is researched, or I am providing them with the setup of the game via Edb)?  I love the designs and the usefulness of the bots, but I am wondering if something is amiss.

Cheers,
Gaultesian
#15
Releases / Re: [A17] Misc. Robots++
June 03, 2017, 02:50:48 PM
Your update reports are anything but spam  ;).

Keep up the great work Aleastor!