Good luck. Guess I'm waiting until 1.0!
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
#2
Releases / Re: [B18] Combat Extended - B18 Update (21.02.2018)
September 25, 2018, 02:25:25 AMQuote from: ultra4 on September 24, 2018, 12:29:30 PM
i think the game already has so many guns, it doesnt really need more, it needs a tutorial if anything to help understand each guns role in the world.
I don't mean to say, no more guns.... no, just i thinks that is not the update priority at all
You need to re-read some of the finer details of CE. It's much more than just "introducing new guns."
#3
Releases / Re: [B19] RimHUD v1.1.0 - A new UI mod
September 21, 2018, 08:07:59 PM
Hmm... if I use this will I still need Moody?
#4
Releases / Re: [B18] Combat Extended - B18 Update (21.02.2018)
September 16, 2018, 12:56:14 PM
Can't start a new colony in a new update without this mod
#5
Outdated / Re: Harry Dickle's Fuzzy Pickle
February 25, 2018, 02:48:08 PM
Feedback for colony leadership: can "none" be an option for when you are selecting between government types?
#6
Outdated / Re: Harry Dickle's Fuzzy Pickle
February 25, 2018, 01:52:43 PM
For colony leadership, any potential mod conflicts? Will be watching your thread.
#7
Outdated / Re: [A16] Camping Stuff v0.2.3
February 24, 2018, 12:25:31 AMQuote from: Alias on December 29, 2017, 04:34:26 PM
I promised I'd update, but Vaniat beat me to the workshop (by 2 days). I also rather liked the butchering spot, so I added it back (or rather didn't remove it).
GitHub link: GitHub
Someone should update the OP with this link.
#8
Releases / Re: [B18] Wandering Caravans (v2.3.4) [22/12/17]
February 22, 2018, 02:28:50 PM
Yeah... I've had to uninstall the game and install individual mods one by one. Will try this again and see what's going on.
#9
Releases / Re: [B18] Map Reroll (2.2.3) Now with map previews!
February 22, 2018, 12:51:15 PM
Doesn't seem to like 400x400 rerolls. Always crashing
#10
Releases / Re: [B18][A17] RunAndGun - crashing issue on Unix systems fixed
February 22, 2018, 11:24:29 AM
CE just had a full release for B18 finally yesterday - still compatible?
#11
Outdated / Re: [A17] DoorMat
February 22, 2018, 01:19:24 AM
Found a small bug:
Code Select
Mod Door Mat v1.0.8 has incorrectly formatted target version 'Unknown'. For the current version, write: <targetVersion>0.18.1722</targetVersion>
Verse.Log:Error(String)
Verse.Log:ErrorOnce(String, Int32)
Verse.ModMetaData:Init()
Verse.ModMetaData:.ctor(String)
Verse.ModLister:RebuildModList()
Verse.ModLister:.cctor()
Verse.<>c__Iterator0:MoveNext()
Verse.<>c__Iterator0:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
#12
Releases / Re: [B18] Combat Extended - B18 Update (21.02.2018)
February 21, 2018, 10:57:42 PMQuote from: Ruisuki on February 21, 2018, 05:47:46 PM
You're starting a new game!?
That's the only way to go in order to celebrate!
#13
Releases / Re: [B18] Combat Extended - B18 Update (21.02.2018)
February 21, 2018, 04:10:02 PM
Here's a more verbose log: https://gist.github.com/HugsLibRecordKeeper/670d5f4e989a846e125b1f316fe0b977
#14
Mod bugs / Re: What errors are these related to?
February 21, 2018, 04:04:40 PMQuote from: Canute on February 21, 2018, 03:25:19 PM
At first, do you notice these green little button "share logs" ?
Maybe try it out next time, it safe you alot of time.
The link you get from this, include modlist and more detailed error log. :-)
I can't tell you what cause these error's but i would use the windows explorer search ability.
I would do a search for "ChunkSandstone" and any result that isn't from Core should be the bad mod.
Maybe move Core (cut&paste instead copy&paste) out of Mods, but don't forget to move it back later.
If you can locate the bad mod, you should be sure that the mod got the right file structure (compare it with some other mods).
Very good point. Thanks for the tip - here's the log: https://gist.github.com/670d5f4e989a846e125b1f316fe0b977. I will search with the file explorer to see what I can find.
#15
Releases / Re: [B18] Combat Extended - B18 Update (21.02.2018)
February 21, 2018, 01:46:02 PM
How about this one?
Code Select
Exception from long event: System.NullReferenceException: Object reference not set to an instance of an object
at CombatExtended.BoundsInjector+<>c.<Inject>b__6_0 (Verse.PawnKindDef x) [0x00000] in <filename unknown>:0
at System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[Verse.PawnKindDef].MoveNext () [0x00000] in <filename unknown>:0
at CombatExtended.BoundsInjector.Inject () [0x00000] in <filename unknown>:0
at Verse.LongEventHandler.UpdateCurrentSynchronousEvent (System.Boolean& sceneChanged) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.LongEventHandler:UpdateCurrentSynchronousEvent(Boolean&)
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()