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Messages - Heymom

Pages: 1 [2] 3 4 ... 7
16
Releases / Re: [B19] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
« on: December 22, 2018, 01:28:30 PM »
I didn't used that mod so far,
but did you maybe recycle a corpse with a peg leg,wooden foot/hand ? :-)
Non-sterile is definitiv from this mod.

Might have been a peg-leg or smth :D didnt think if it.. i used the destroy tool, since i thought it was a bug ..

17
Releases / Re: [1.0][MODLIST] Glitter Tech
« on: December 22, 2018, 12:17:31 PM »
Is it possible to craft nano suit, nano helmet and reactive suit ?
Not that i have found sadly. Also you cant recycle/reclaim materials from these, which is a huge problem endgame, as they pile up on you, and only a few traders will buy them.

ie. last game i had to abandon due to storage issues. I had 100+ of just the nano chest piece. so all my pawns spend time destroying them etc..

 there is meding mods to repair items hps.
I know.. but that doesnt help with the huge amounts of armor that returns no materials when recycled. Which was my statement :)

18
Releases / Re: [B19] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
« on: December 22, 2018, 12:13:51 PM »
Hey

I am getting "non-sterile wood" from this addon at random it seems. Anyone else getting this?

19
Releases / Re: [1.0][MODLIST] Glitter Tech
« on: December 22, 2018, 11:39:16 AM »
Is it possible to craft nano suit, nano helmet and reactive suit ?
Not that i have found sadly. Also you cant recycle/reclaim materials from these, which is a huge problem endgame, as they pile up on you, and only a few traders will buy them.

ie. last game i had to abandon due to storage issues. I had 100+ of just the nano chest piece. so all my pawns spend time destroying them etc..

20
Releases / Re: [1.0] Miscellaneous w MAI+Robots (V 1.0.2 / 13.11.2018)
« on: December 19, 2018, 10:42:35 AM »
When i try to install a gun in the Gun Turret Base, i get the following error.

Code: [Select]
Root level exception in OnGUI(): System.TypeLoadException: Could not load type 'CommonMisc.Helper' from assembly 'WeaponBase'.
at (wrapper dynamic-method) RimWorld.FloatMenuMakerMap.AddHumanlikeOrders_Patch4 (UnityEngine.Vector3,Verse.Pawn,System.Collections.Generic.List`1<Verse.FloatMenuOption>) <0x0919d>
at (wrapper dynamic-method) RimWorld.FloatMenuMakerMap.ChoicesAtFor_Patch3 (UnityEngine.Vector3,Verse.Pawn) <0x00304>
at AchtungMod.MultiActions.AddColonist (AchtungMod.Colonist) <0x0009e>
at AchtungMod.MultiActions.<.ctor>b__3_0 (AchtungMod.Colonist) <0x00020>
at AchtungMod.Tools.Do<AchtungMod.Colonist> (System.Collections.Generic.IEnumerable`1<AchtungMod.Colonist>,System.Action`1<AchtungMod.Colonist>) <0x00097>
at AchtungMod.MultiActions..ctor (System.Collections.Generic.IEnumerable`1<AchtungMod.Colonist>,UnityEngine.Vector3) <0x000bc>
at AchtungMod.Controller.MouseDown (UnityEngine.Vector3) <0x0017d>
at AchtungMod.Controller.HandleEvents () <0x000a6>
at AchtungMod.MainTabsRoot_HandleLowPriorityShortcuts_Patch.Prefix () <0x00048>
at (wrapper dynamic-method) RimWorld.MainTabsRoot.HandleLowPriorityShortcuts_Patch1 (object) <0x0001c>
at RimWorld.MainButtonsRoot.HandleLowPriorityShortcuts () <0x00029>
at RimWorld.UIRoot_Play.UIRootOnGUI () <0x002a6>
at Verse.Root.OnGUI () <0x00112>

Verse.Log:Error(String, Boolean)
Verse.Root:OnGUI()

21
Releases / Re: [1.0] SimpleSidearms (1.3.1)
« on: December 14, 2018, 09:15:12 AM »
I am getting this error.

Code: [Select]
Exception in Verse.AI.ThinkNode_Priority TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
  at SimpleSidearms.utilities.WeaponAssingment.SetPrimary (Verse.Pawn pawn, Verse.Thing toSwapTo, Boolean intentionalEquip, Boolean fromInventory, Boolean dropCurrent, Boolean intentionalDrop) [0x00000] in <filename unknown>:0
  at SimpleSidearms.utilities.WeaponAssingment.reequipPrimaryIfNeededAndAvailable (Verse.Pawn pawn, SimpleSidearms.rimworld.GoldfishModule pawnMemory) [0x00000] in <filename unknown>:0
  at SimpleSidearms.rimworld.JobGiver_RetrieveWeapon.TryGiveJobStatic (Verse.Pawn pawn, Boolean inCombat) [0x00000] in <filename unknown>:0
  at SimpleSidearms.rimworld.JobGiver_RetrieveWeapon.TryGiveJob (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_SubtreesByTag.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob_Patch1(Object, ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch0(Object, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

22
Releases / Re: [1.0] [KV] Weapon Storage [ModSync RW]
« on: December 13, 2018, 12:31:07 PM »
Nothing unique really with how weapons are assigned. Each pawn gets assigned a list of weapons. When a weapon is assigned to a pawn it's added to that list.

When a pawn equips the weapon, the weapon is removed from the list. Of the pawn is incapacitated the equipped weapon is added to the list so they do not lose it. Iirc when they are no longer incapacitated they will equip the last equipped weapon automatically

I have not tried this mod with simple sidearms though I do believe they do roughly the same thing. This mod allow the assignment of multiple weapons to pawns and the pawns can immeditly equip any assigned weapons.

If i understand the request, it'd be similar to how apparel is assigned. That would be a large undertaking and tbh I don't see enough benefit for the time it would take
Ok, i dont know the coding needed for my request. I just noticed that my pawns wont equip their weapon, after they lose it. So i thought it was due to unique ID assigned to "that" weapon or smth.
I do run a very modded game, so there could be some conflicts. But with 20+ pawns, i tend to go for a more automated management style of game. Why i always use the same gear on all pawns and just make +1 of each, if anyting goes missing.

23
Releases / Re: [1.0] [KV] Weapon Storage [ModSync RW]
« on: December 13, 2018, 09:54:48 AM »
Hey Kiame

I use a lot of your mods, and i expecially like the storage ones.

I do have a suggestion/request tho. I tend to equip all my pawns with the same weapon (eg. sniper rifle) and always make sure i have +1 spare so that my pawns will pick it up if they lose their "own". I use simple side arms mod as well.
with your weapon storage mod, it seems that the weapon assigned is unique aka you give it a unique ID or smth, so if they drop or lose the weapon (blown up..) i have to re-assign a weapon.

tldr; would it be possible to assign a group type weapon to a pawn
if equiped(unique=false) !== sniper_rifle(id=any, quality=any)
then
equiped == sniper_rifle(id=any, quality=any)
else
equiped == sniper_rifle(id=xx)

^^ my poor attempt at psodo coding :P
Hope you get the idea behind my suggestion tho. Else i can try to elaborate further.

Cheers.

24
Releases / Re: [1.0] [KV] Infinite Storage [ModSync RW]
« on: December 11, 2018, 12:15:51 PM »
When you updated did you delete the InfiniteStorage folder or just paste over it? If the latter that may be the problem. With the changes i got rid of a file in the assemblies folder. That file may still exist. Delete the InfiniteStorage folder from the Mods directory then unzip the new version into the mods folder.

This! tyvm :D its always the simple solution haha

25
Releases / Re: [1.0] [KV] Infinite Storage [ModSync RW]
« on: December 11, 2018, 10:12:50 AM »
- Harmony: (no assemblies)
is this the harmony libary ? Then you don't need this, you can delete it.
But when it is a mod i don't know, then it is wrong installed because the log show :
"Mod Harmony has incorrectly formatted target version 'Unknown'."

For the storage thing Kiame need to look.
But i would delete the complete mod folder and unzip it again, just to be sure you don't have old files there.
It was working fine before the last update.. no clue why. The harmony error have been there since i re-joined on the 1.0 release. I doubt its the culprit.
Maybe when i get some time, ill do a re-install of all the mods. Just dont have time now, and i cant play my save.. so i am doing other things :D

26
Releases / Re: [1.0] [KV] Infinite Storage [ModSync RW]
« on: December 11, 2018, 06:54:10 AM »
Heymom,
maybe attach the full log next time, maybe it show more information.
Or i bet you use hugslib too, then use the Share logs button and post the link, that include the modlist too.
You are right, i do use hugs.. As requested.
- The log is from a saved game, i paused once loaded, as it repeats the last lines on all my pawns.

https://git.io/fpQNN

27
Releases / Re: [1.0] [KV] Infinite Storage [ModSync RW]
« on: December 10, 2018, 01:13:50 PM »
And you grabbed the right download?

https://github.com/KiameV/rimworld-infinitestorage/releases/download/1.0/InfiniteStorage.zip
Yes, i used the 1.0 link on the first page, and today went to /releases// on github and same result :(

Did some more testing, it might be a conflict with another mod, will check it out some more and report back.

UPDATE: Disabling Inf. Storage, and everything is working again. Tho i am getting a lot of errors in the log.
I tried disabling "Pawn Rules" and "Better Pawn Control" as it seems from the logs that policies are causing issues.
What has me puzzled is that everything was working fine before :(

attachment: i cant post the log as its to many characters.

[attachment deleted due to age]

28
Releases / Re: [1.0] [KV] Infinite Storage [ModSync RW]
« on: December 10, 2018, 09:58:02 AM »
Just to verify you're running rimworld 1.0?
I am yes.

build 1.0.2059 64bit

29
Releases / Re: [1.0] [KV] Infinite Storage [ModSync RW]
« on: December 10, 2018, 09:21:11 AM »
Update:
Fixed an issue where storage could fail to spawn items when crafting saying they were destroyed.
I just updated, and now non of my pawns will do bills.

error msg.
Code: [Select]
B07 threw exception in WorkGiver DoBillsSculpt: System.MissingMethodException: Method not found: 'InfiniteStorage.Building_InfiniteStorage.TryGetFirstFilteredItem'.
at (wrapper dynamic-method) RimWorld.WorkGiver_DoBill.TryFindBestBillIngredients_Patch6 (RimWorld.Bill,Verse.Pawn,Verse.Thing,System.Collections.Generic.List`1<Verse.ThingCount>) <0x0062e>
at RimWorld.WorkGiver_DoBill.StartOrResumeBillJob (Verse.Pawn,RimWorld.IBillGiver) <0x00480>
at RimWorld.WorkGiver_DoBill.JobOnThing (Verse.Pawn,Verse.Thing,bool) <0x00356>
at RimWorld.WorkGiver_Scanner.HasJobOnThing (Verse.Pawn,Verse.Thing,bool) <0x00031>
at RimWorld.JobGiver_Work/<TryIssueJobPackage>c__AnonStorey1.<>m__0 (Verse.Thing) <0x0005e>
at Verse.GenClosest/<ClosestThingReachable>c__AnonStorey0.<>m__0 (Verse.Thing) <0x000fa>
at Verse.GenClosest.ClosestThing_Global (Verse.IntVec3,System.Collections.IEnumerable,single,System.Predicate`1<Verse.Thing>,System.Func`2<Verse.Thing, single>) <0x00214>
at Verse.GenClosest.ClosestThingReachable (Verse.IntVec3,Verse.Map,Verse.ThingRequest,Verse.AI.PathEndMode,Verse.TraverseParms,single,System.Predicate`1<Verse.Thing>,System.Collections.Generic.IEnumerable`1<Verse.Thing>,int,int,bool,Verse.RegionType,bool) <0x00504>
at RimWorld.JobGiver_Work.TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams) <0x012f3>

Verse.Log:Error(String, Boolean)
RimWorld.JobGiver_Work:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_PrioritySorter:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Tagger:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Subtree:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob_Patch1(Object, ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:CheckForJobOverride()
RimWorld.<LayDown>c__AnonStorey0:<>m__1()
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

30
Releases / Re: [1.0] [KV] Infinite Storage [ModSync RW]
« on: December 08, 2018, 04:05:01 AM »
Pawns will not pull items out of the storage. For that use Change Dresser - https://ludeon.com/forums/index.php?topic=41483.0
Thanks, i suppose i will give the weapon version a try as well then :)

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