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Messages - Jerethi50

#106
your research mods are set to assign things specificaly to colonists only, so that isnt the problem, I dont know why the games spitting out these errors. o.O
#107
Actually there isnt much you can do about this i think. Your mod doesnt have an assembley, so it must be an issue between misc mods AI race and the default mod applying code from rimworld. I will look into it myself and see if i can fix it for the modpack.
#108
There seems to be a slight issue between this mod and Miscellaneous mod W MAI, I think its trying to apply your research bonuses to the MAI Units and failing for some reason, doesnt really seem to hurt anything or break anything, just is making the development console yell at me :) here is what it is yelling

(Filename: C:/BuildAgent/work/aeedb04a1292f85a/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Exception applying research mod for project ColonistStrengthTraining: System.NullReferenceException: Object reference not set to an instance of an object

  at Verse.ResearchMod.Apply () [0x00000] in <filename unknown>:0

  at Verse.ResearchProjectDef.ReapplyAllMods () [0x00000] in <filename unknown>:0

(Filename: C:/BuildAgent/work/aeedb04a1292f85a/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Exception applying research mod for project ColonistDietProgram: System.NullReferenceException: Object reference not set to an instance of an object

  at Verse.ResearchMod.Apply () [0x00000] in <filename unknown>:0

  at Verse.ResearchProjectDef.ReapplyAllMods () [0x00000] in <filename unknown>:0
#109
Quote from: Undecided on July 19, 2014, 02:24:05 PM
Quote from: Jerethi50 on July 19, 2014, 09:52:14 AM
Probably not, Would need to load a game back before they were gone, and not use the large batteries, I will look into the problem and try to get it fixed, but i cant promise anything. Architect is better suited to fix it, but he is also pretty busy, so i will give it a try in the meantime.


Yay, you managed to salvage my broken games! You're the best!

Also, minor bug reports:

- Certain trading ships have higher buy prices than sell prices. (e.g., farming ships with metal crates). It can easily be exploited to steal all their silver by re-buying and re-selling items multiple times from them in the same visit.

- Nuclear Lamps give off no visible light

- Decayed nuclear waste cannot be hauled to stockpiles. There's an option for nuclear waste under stockpile options, but it doesn't seem to work. (Maybe confusion between "active" nuclear waste and depleted nuclear waste?) It can still be hauled to construction sites for nuclear lamps though, for some reason.

- Rimrat meat can't be placed into crates (maybe allow it to be used to make boomrat meat crates?)

- When deconstructed AA guns leave behind and invisible and apparently un-deconstructable turret piece which renders a square permanently blocked/unusable.

The last one might be more for the developer of the AA gun mod, but the rest are minor fixes which should be pretty easy to tweak, I hope. Keep up the good work!

Noted! i will look into all of these for the next release.
#110
Quote from: nacker1776 on July 19, 2014, 06:42:56 AM
Since v1.5 I haven't been able to import. In v1.5c import still not working.

are you trying to import old files ?
#111
Mind if i mix this into my mod pack ? :)
#112
Outdated / Re: [MOD] (Alpha 5) The Clay Mod v0.1
July 19, 2014, 12:31:08 PM
Uncle Sam wants you for the.... err, can i use your mod in my All In One Modpack ? :)
#113
Probably not, Would need to load a game back before they were gone, and not use the large batteries, I will look into the problem and try to get it fixed, but i cant promise anything. Architect is better suited to fix it, but he is also pretty busy, so i will give it a try in the meantime.
#114
Quote from: xyereth on July 19, 2014, 04:33:25 AM
I got a mod working, machine gun nests mod.

Im not really sure why my mod wont work for you, it is a pretty hefty mod, and takes a while to load up normally, if your game was already being slow for some reason, maybe it is just taking a really really really long time to load up. maybe try and activate it and let it sit, go do something else for five or ten, come back and see if its still black screen.
#115
I have found a pretty serious bug with this version of better power, Apparently if you use large batteries (and maybe small, i havent tested with small) and the Short Circuit incident fires off, It fails to fire, and then no more incidents fire off after it. this can be temporarily fixed by removing all large and small batteries, entering debug mod, forcing the short circuit incident, after this incidents should work correctly. i suggest not using the large batteries until this is fixed

I did test this on just Better power, separately, though i found out about the bug in my mod pack. it still happens with just better power + activated.
#116
Yep, Guess what, Removed all large battery from your save, short circuit fired off fine, not long after a meteor dropped down.

I posted the following on the better power + forum

QuoteI have found a pretty serious bug with this version of better power, Apparently if you use large batteries (and maybe small, i havent tested with small) and the Short Circuit incident fires off, It fails to fire, and then no more incidents fire off after it. this can be temporarily fixed by removing all large and small batteries, entering debug mod, forcing the short circuit incident, after this incidents should work correctly. i suggest not using the large batteries until this is fixed

I did test this on just Better power, separately, though i found out about the bug in my mod pack. it still happens with just better power + activated.
#117
Holy crap, I think its the large and small batteries causing the problem, which would make this a better power + bug
#118
Quote from: Jerethi50 on July 19, 2014, 03:39:44 AM
Quote from: Undecided on July 19, 2014, 02:42:18 AM
Quote from: bradley364 on July 19, 2014, 02:29:51 AM
You guys might want to look into Popcap+ as it had a very similar problem.

http://ludeon.com/forums/index.php?topic=2157.0



It seems that events are generated based on how many colonists you have. If one of the mods changed this value, that could be the culprit.

That seems feasible. This modpack includes one with the ability to manufacture robot colonists, which could probably mess with functions relating to the intended population cap. I'll play around testing various values and see if I can confirm this theory.

Well i had some oddities pop up when loading your saves, both of them are giving me errors, and both seem to be failing to fire off a short circuit event for some reason.


InvalidCastException: Cannot cast from source type to destination type.
  at (wrapper managed-to-native) object:__icall_wrapper_mono_object_castclass (object,intptr)

  at System.Linq.Enumerable+<CreateCastIterator>c__Iterator0`1[RimWorld.Building_Battery].MoveNext () [0x00000] in <filename unknown>:0

  at System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[RimWorld.Building_Battery].MoveNext () [0x00000] in <filename unknown>:0

  at System.Linq.Enumerable.Any[Building_Battery] (IEnumerable`1 source) [0x00000] in <filename unknown>:0

  at RimWorld.IncidentWorker_ShortCircuit.StorytellerCanUseNow () [0x00000] in <filename unknown>:0

  at RimWorld.IncidentDefUtility.<get_CurrentlyUsableIncidents>m__3 (RimWorld.IncidentDef def) [0x00000] in <filename unknown>:0

  at System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[RimWorld.IncidentDef].MoveNext () [0x00000] in <filename unknown>:0

  at System.Collections.Generic.List`1[RimWorld.IncidentDef].AddEnumerable (IEnumerable`1 enumerable) [0x00000] in <filename unknown>:0

  at System.Collections.Generic.List`1[RimWorld.IncidentDef]..ctor (IEnumerable`1 collection) [0x00000] in <filename unknown>:0

  at System.Linq.Enumerable.ToList[IncidentDef] (IEnumerable`1 source) [0x00000] in <filename unknown>:0

  at RimWorld.IncidentMaker_Friendly+<NewIncidentSet>c__Iterator50.MoveNext () [0x00000] in <filename unknown>:0

  at RimWorld.IncidentMaker.IncidentMakerTick () [0x00000] in <filename unknown>:0

  at RimWorld.Storyteller.StorytellerTick () [0x00000] in <filename unknown>:0

  at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0

  at Verse.TickManager.TickManagerUpdate () [0x00000] in <filename unknown>:0

  at Verse.Map.MapUpdate () [0x00000] in <filename unknown>:0

  at VerseBase.RootMap.Update () [0x00000] in <filename unknown>:0

(Filename:  Line: -1)

Yea i did some random reloads of your bugged game, sometimes it will throw off another event instead of the failed short circuit, and it will work, but then it always try's to short circuit, fails, and no events come after that. I have no idea whats causing the short circuit to fail though
#119
it should be showing more than that, if something is going wrong and causing it to freeze up, it should be showing what. heck i think it should be showing more than that even if things go right, I'm not really sure whats going on Xyereth. Im sorry :( have you tried any other mods ?
#120
Quote from: Undecided on July 19, 2014, 02:42:18 AM
Quote from: bradley364 on July 19, 2014, 02:29:51 AM
You guys might want to look into Popcap+ as it had a very similar problem.

http://ludeon.com/forums/index.php?topic=2157.0

It seems that events are generated based on how many colonists you have. If one of the mods changed this value, that could be the culprit.

That seems feasible. This modpack includes one with the ability to manufacture robot colonists, which could probably mess with functions relating to the intended population cap. I'll play around testing various values and see if I can confirm this theory.

Well i had some oddities pop up when loading your saves, both of them are giving me errors, and both seem to be failing to fire off a short circuit event for some reason.


InvalidCastException: Cannot cast from source type to destination type.
  at (wrapper managed-to-native) object:__icall_wrapper_mono_object_castclass (object,intptr)

  at System.Linq.Enumerable+<CreateCastIterator>c__Iterator0`1[RimWorld.Building_Battery].MoveNext () [0x00000] in <filename unknown>:0

  at System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[RimWorld.Building_Battery].MoveNext () [0x00000] in <filename unknown>:0

  at System.Linq.Enumerable.Any[Building_Battery] (IEnumerable`1 source) [0x00000] in <filename unknown>:0

  at RimWorld.IncidentWorker_ShortCircuit.StorytellerCanUseNow () [0x00000] in <filename unknown>:0

  at RimWorld.IncidentDefUtility.<get_CurrentlyUsableIncidents>m__3 (RimWorld.IncidentDef def) [0x00000] in <filename unknown>:0

  at System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[RimWorld.IncidentDef].MoveNext () [0x00000] in <filename unknown>:0

  at System.Collections.Generic.List`1[RimWorld.IncidentDef].AddEnumerable (IEnumerable`1 enumerable) [0x00000] in <filename unknown>:0

  at System.Collections.Generic.List`1[RimWorld.IncidentDef]..ctor (IEnumerable`1 collection) [0x00000] in <filename unknown>:0

  at System.Linq.Enumerable.ToList[IncidentDef] (IEnumerable`1 source) [0x00000] in <filename unknown>:0

  at RimWorld.IncidentMaker_Friendly+<NewIncidentSet>c__Iterator50.MoveNext () [0x00000] in <filename unknown>:0

  at RimWorld.IncidentMaker.IncidentMakerTick () [0x00000] in <filename unknown>:0

  at RimWorld.Storyteller.StorytellerTick () [0x00000] in <filename unknown>:0

  at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0

  at Verse.TickManager.TickManagerUpdate () [0x00000] in <filename unknown>:0

  at Verse.Map.MapUpdate () [0x00000] in <filename unknown>:0

  at VerseBase.RootMap.Update () [0x00000] in <filename unknown>:0

(Filename:  Line: -1)