Menu

Show posts

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.

Show posts Menu

Messages - Kori

#151
Unfinished / Re: [B18] Oceanic World
June 01, 2018, 02:36:32 AM
Good luck! :)
#153
Releases / Re: [B18] Bad People
May 31, 2018, 07:15:03 PM
When pawns got injured or killed by enemy grenade fragments I got a lot of these errors:

Exception ticking Fragment_GrenadeFrag1319473: System.NullReferenceException: Object reference not set to an instance of an object
at BadPeople.BadPeopleUtility.NotifyPawnKilled (Verse.Pawn,System.Nullable`1<Verse.DamageInfo>,Verse.Hediff) <0x0007d>
at BadPeople.HarmonyPatches.Trigger_Kill.Prefix (Verse.Pawn,System.Nullable`1<Verse.DamageInfo>,Verse.Hediff) <0x0002d>
at (wrapper dynamic-method) Verse.Pawn.Kill_Patch4 (object,System.Nullable`1<Verse.DamageInfo>,Verse.Hediff) <0x00251>
at (wrapper dynamic-method) Verse.Pawn_HealthTracker.CheckForStateChange_Patch1 (object,System.Nullable`1<Verse.DamageInfo>,Verse.Hediff) <0x00085>
at Verse.Pawn_HealthTracker.AddHediff (Verse.Hediff,Verse.BodyPartRecord,System.Nullable`1<Verse.DamageInfo>) <0x0007c>
at (wrapper dynamic-method) Verse.DamageWorker_AddInjury.FinalizeAndAddInjury_Patch1 (object,Verse.Pawn,Verse.Hediff_Injury,Verse.DamageInfo,Verse.DamageWorker/DamageResult&) <0x000ab>
at Verse.DamageWorker_AddInjury.CheckDuplicateDamageToOuterParts (Verse.DamageInfo,Verse.Pawn,single,Verse.DamageWorker/DamageResult&) <0x00164>
at Verse.DamageWorker_AddInjury.ApplySpecialEffectsToPart (Verse.Pawn,single,Verse.DamageInfo,Verse.DamageWorker/DamageResult&) <0x000a9>
at (wrapper dynamic-method) Verse.DamageWorker_AddInjury.ApplyDamageToPart_Patch1 (object,Verse.DamageInfo,Verse.Pawn,Verse.DamageWorker/DamageResult&) <0x0029b>
at Verse.DamageWorker_AddInjury.ApplyToPawn (Verse.DamageInfo,Verse.Pawn) <0x0049e>
at Verse.DamageWorker_AddInjury.Apply (Verse.DamageInfo,Verse.Thing) <0x000ae>
at (wrapper dynamic-method) Verse.Thing.TakeDamage_Patch1 (object,Verse.DamageInfo) <0x0027b>
at CombatExtended.BulletCE.Impact (Verse.Thing) <0x003d4>
at CombatExtended.ProjectileCE.TryCollideWith (Verse.Thing) <0x00676>
at CombatExtended.ProjectileCE.CheckCellForCollision (Verse.IntVec3) <0x00690>
at CombatExtended.ProjectileCE.CheckForCollisionBetween () <0x00297>
at (wrapper dynamic-method) CombatExtended.ProjectileCE.Tick_Patch1 (object) <0x00167>
at Verse.TickList.Tick () <0x002c6>
#154
Sounds very good, I'll join the test! :)

When I use CE, will they pick up ammunition?
#155
You are right, without Smart Medicine it works.
Thank you for your help!
#156
I still get these notifications whenever medicine is picked ;)
Notice: Modified by PharmMedicinePatch | Selected Medicine: Herbal medicine or worse, As opposed to: Herbal medicine or worse
Notice: Modified by PharmMedicinePatch | Selected Medicine: Doctor care, but no medicine, As opposed to: Doctor care, but no medicine

Is it possible that the patch or Pharmacist in general breaks the ability of non-colonist humans (prisoners with Prison Labor, guests with Hospitality..) to pick and use medicine?
When one of my prisoners tried to tend an injured colonist, I got the following error:

Notice: Modified by PharmMedicinePatch | Selected Medicine: Herbal medicine or worse, As opposed to: Herbal medicine or worse

Needed medicine  for Wolverine was dropped onto a reserved stack. Job will fail and try again, so ignore the error please.

JobDriver threw exception in initAction. Pawn=Wolverine, Job=TendPatient (Job_1209010) A=Thing_Human15994, Exception: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.AI.Toils_Haul+<CheckForGetOpportunityDuplicate>c__AnonStorey2.<>m__0 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0  lastJobGiver=PrisonLabor.JobGiver_Labor, curJob.def=TendPatient, curDriver=RimWorld.JobDriver_TendPatient


Prisoners seem to be completely unable to tend wounds now, they only feed the patients..  :(

#157
Releases / Re: [B18] Smokeleaf Industry v1.10c
May 29, 2018, 02:53:42 PM
That's true.
The description for biocomposite says that it's a cheap alternative to metal, so I assume that having 300% of plasteel's value is only a typing error.  :D
#158
Releases / Re: [B18] Smokeleaf Industry v1.10c
May 29, 2018, 01:47:07 PM
The market value of hemp biocomposite currently is 42, but it should be more like 4.2 or less?
#159
I have created a compatibility patch for the AnimalCollabProj mod, do you want to include it into the main mod?
#160
Thank you very much! :)
#161
Hello Antaios,

when I use an individual medicine setting for certain pawns or animals that is worse than the one selected in Pharmacist, my pawns become stuck.

First you get this error for ten times:
Notice: Modified by PharmMedicinePatch | Selected Medicine: Normal medicine or worse, As opposed to: Doctor care, but no medicine
Needed medicine  for Donkey was dropped onto a reserved stack. Job will fail and try again, so ignore the error please.

followed by
Notice: Modified by PharmMedicinePatch | Selected Medicine: Normal medicine or worse, As opposed to: Doctor care, but no medicine
Donkey started 10 jobs in one tick. newJob=TendPatient (Job_969836) A=Thing_ACPPeccary52688 B=Thing_Medicine52805 jobGiver=RimWorld.JobGiver_Work jobList=(TendPatient (Job_969816) A=Thing_ACPPeccary52688 B=Thing_Medicine52805) (TendPatient (Job_969818) A=Thing_ACPPeccary52688 B=Thing_Medicine52805) (TendPatient (Job_969820) A=Thing_ACPPeccary52688 B=Thing_Medicine52805) (TendPatient (Job_969822) A=Thing_ACPPeccary52688 B=Thing_Medicine52805) (TendPatient (Job_969824) A=Thing_ACPPeccary52688 B=Thing_Medicine52805) (TendPatient (Job_969826) A=Thing_ACPPeccary52688 B=Thing_Medicine52805) (TendPatient (Job_969828) A=Thing_ACPPeccary52688 B=Thing_Medicine52805) (TendPatient (Job_969830) A=Thing_ACPPeccary52688 B=Thing_Medicine52805) (TendPatient (Job_969832) A=Thing_ACPPeccary52688 B=Thing_Medicine52805) (TendPatient (Job_969834) A=Thing_ACPPeccary52688 B=Thing_Medicine52805) (TendPatient (Job_969836) A=Thing_ACPPeccary52688 B=Thing_Medicine52805)  lastJobGiver=RimWorld.JobGiver_Work

and now the pawn is frozen and cannot move.

It would be very helpful when it's safe to override the general Pharmacist settings with individual settings. Let's say you want to rescue wild animals without medicine, but the general setting you usually use for colony animals is with medicine.

Is this the right place to report this, or should I post it in the Pharmacist thread instead?
#162
Quote from: temple_wing on May 26, 2018, 02:32:02 AM
Quote from: Kori on May 25, 2018, 02:55:04 PM
Can you add a workshop version, please? :)

Could you please help me upload this mod to workshop? I can't connect to steamcommunity.com

How can I help?
Do you get an error in the client?
#163
Can you add a workshop version, please? :)
#164
Saebbi, have you considered the mods Biomes! or Advanced Biomes yet? :)
#165
Hello Fluffy,

after the latest Research Tree update it does the reduce crossings procedure every time I restart the game and load the save. Is that normal? That wasn't the case before the update.