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- January 30, 2023, 07:27:20 AM
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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.
I know.. but that doesnt help with the huge amounts of armor that returns no materials when recycled. Which was my statementIs 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.
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.
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()
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()
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.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.
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
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.
- Harmony: (no assemblies)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.
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.
Heymom,You are right, i do use hugs.. As requested.
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.
And you grabbed the right download?Yes, i used the 1.0 link on the first page, and today went to /releases// on github and same result
https://github.com/KiameV/rimworld-infinitestorage/releases/download/1.0/InfiniteStorage.zip
Just to verify you're running rimworld 1.0?I am yes.
Update:I just updated, and now non of my pawns will do bills.
Fixed an issue where storage could fail to spawn items when crafting saying they were destroyed.
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()
Pawns will not pull items out of the storage. For that use Change Dresser - https://ludeon.com/forums/index.php?topic=41483.0Thanks, i suppose i will give the weapon version a try as well then