Alright turns out this specific bug was caused by a faulty update to the mod Rimcities that has now been fixed. Thanks for the help anyways.
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#2
Mod bugs / Jobs, ability to build and more are broken
July 01, 2019, 12:57:16 PM
Just loaded up my modded world today to find some pretty big stuff is broken. My modlist had been working just fine so far and then suddenly broke, without me adding anything new before loading up the most recent save. This includes most menus having all ability to interact (e.g. the boxes to set job priorities) removed, including modded ones, the removal of most of my ability to build things apart from some modded buildings (e.g. wall lights), pawns completely broken and stationary and unable to do anything. Apart from that the game runs fine.
Here's an output log thanks to hugslib: https://gist.github.com/HugsLibRecordKeeper/3a1feea376f3222ea62001fe1793e9cf
This should also give the modlist
It's clear I have some problems already with double population storytellers - I've tried removing this mod with no effect. the real problems start 1/3 of the way down and I can't figure out what mod might be causing them
Strangely enough some of my older saves run without the bugs mentioned above - if a log is needed for those I'll create another
Here's an output log thanks to hugslib: https://gist.github.com/HugsLibRecordKeeper/3a1feea376f3222ea62001fe1793e9cf
This should also give the modlist
It's clear I have some problems already with double population storytellers - I've tried removing this mod with no effect. the real problems start 1/3 of the way down and I can't figure out what mod might be causing them
Strangely enough some of my older saves run without the bugs mentioned above - if a log is needed for those I'll create another
#3
Mods / Re: [Mod request] Proper crafting - no more just 'components'
January 06, 2018, 02:53:05 PMQuote from: notfood on January 06, 2018, 02:37:46 PM
I suggest you to take a look at HardcoreSK modpack, it has proper chains of production.
Alternatively, take a look at the very base of HardcoreSK, Superior Crafting, it needs an update though.
Ah yeah, I saw that modpack, I just wasn't really interested at the moment because I've got an ongoing colony with my own custom mod pack, but maybe once I finish my current colony I can have a look and see if it will fit my needs. I haven't seen the superior crafting mod but I might take a look at that as well. Thanks
#4
Mods / [Mod request] Proper crafting - no more just 'components'
January 06, 2018, 02:12:54 PM
One thing that really annoys me about the game is that every machine pretty much requires steel and components. There's no complexity in it, you just need those to ingredients. What I'm suggesting is that you create ACTUAL components e.g. a metal grill for a heater/cooler or a capacitor for a battery, meaning that a lot more time would need to be devoted to crafting these items on different workbenches etc.
Now I'm not suggesting remove components completely, because that would contradict with other mods, you would still need them in the machine to prevent you listing ALL the bits and bobs which go into said machine as that seems a bit too grindy, but the component cost would be lowered as well as maybe the steel in some circumstances. This mod is meant to be hardcore, because of the amount of time and work you have to do to collect all the different items for the machines, but I don't mind it that way and I would still really like to see this mod to make things a bit more complex.
Possibly their could be different tiers of machines that would create the same items but have higher/lower work speeds and require more/less different items, to help starting colonies.
Thanks for reading, I don't know if this is a really bad idea in most people's opinions but I would like to see it.
Now I'm not suggesting remove components completely, because that would contradict with other mods, you would still need them in the machine to prevent you listing ALL the bits and bobs which go into said machine as that seems a bit too grindy, but the component cost would be lowered as well as maybe the steel in some circumstances. This mod is meant to be hardcore, because of the amount of time and work you have to do to collect all the different items for the machines, but I don't mind it that way and I would still really like to see this mod to make things a bit more complex.
Possibly their could be different tiers of machines that would create the same items but have higher/lower work speeds and require more/less different items, to help starting colonies.
Thanks for reading, I don't know if this is a really bad idea in most people's opinions but I would like to see it.
#5
Bugs / IED in starting gear causes drop pod to never appear
January 03, 2018, 06:32:59 AM
So I'm creating my own scenario, and in it your stating colonists, 4 of them , land in drop pods to start the game. However, when I went to test the scenario, by basically choosing a random difficulty, random starting point on the world map and random colonists, only 3 out of the 4 colonists would actually reach the ground and work fine. The other 4th drop pod never lands - you can just see the shadow of where it should land. This really confused me and I think it's a bug, and I hope it can be fixed so I can upload my scenario to the steam workshop. The log and save are too big, The save download link is here: https://drive.google.com/open?id=1CBRvesUrJnmewCqLDGVYhAnjUl0tmHer, however to summarise the log it's basically a repetition of this many times:
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Exception ticking DropPodIncoming10015: System.NullReferenceException: Object reference not set to an instance of an object
at Verse.GridsUtility.GetThingList (IntVec3 c, Verse.Map map) [0x00000] in <filename unknown>:0
at RimWorld.Building_Trap.Tick () [0x00000] in <filename unknown>:0
at Verse.ThingOwner.ThingOwnerTick (Boolean removeIfDestroyed) [0x00000] in <filename unknown>:0
at RimWorld.ActiveDropPod.Tick () [0x00000] in <filename unknown>:0
at Verse.ThingOwner.ThingOwnerTick (Boolean removeIfDestroyed) [0x00000] in <filename unknown>:0
at RimWorld.Skyfaller.Tick () [0x00000] in <filename unknown>:0
at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
I don't have any mods loaded, I'm just using a custom scenario, the contents of which I'll post below:
Your faction will be a New Arrivals.
Start with 4 people, chosen from 4.
Your people will be between 28 and 38 years old.
Non-player characters have a 45% chance to start with trait: Careful shooter
Player starting characters have a 30% chance to start with trait: Fast walker
Player starting characters have a 55% chance to start with trait: Steadfast
All characters have a 25% chance to start with trait: Nimble
Start with research: Mortars
Start with research: IEDs
Start with research: Gun turrets
Start with research: Precision Rifling
The stat "train animal chance" will be universally multiplied by 125%.
Incident created:
-Enemy raid
-Journey offer
Start with:
-Packaged survival meal x75
-Frag grenades
-Assault rifle x2
-IED trap x3
-Revolver
-Steel advanced helmet x5
-Silver x100
-Deerhide bedroll x4
-Cloth cowboy hat
-Medicine x30
-Component x10
-Steel knife
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Exception ticking DropPodIncoming10015: System.NullReferenceException: Object reference not set to an instance of an object
at Verse.GridsUtility.GetThingList (IntVec3 c, Verse.Map map) [0x00000] in <filename unknown>:0
at RimWorld.Building_Trap.Tick () [0x00000] in <filename unknown>:0
at Verse.ThingOwner.ThingOwnerTick (Boolean removeIfDestroyed) [0x00000] in <filename unknown>:0
at RimWorld.ActiveDropPod.Tick () [0x00000] in <filename unknown>:0
at Verse.ThingOwner.ThingOwnerTick (Boolean removeIfDestroyed) [0x00000] in <filename unknown>:0
at RimWorld.Skyfaller.Tick () [0x00000] in <filename unknown>:0
at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
I don't have any mods loaded, I'm just using a custom scenario, the contents of which I'll post below:
Your faction will be a New Arrivals.
Start with 4 people, chosen from 4.
Your people will be between 28 and 38 years old.
Non-player characters have a 45% chance to start with trait: Careful shooter
Player starting characters have a 30% chance to start with trait: Fast walker
Player starting characters have a 55% chance to start with trait: Steadfast
All characters have a 25% chance to start with trait: Nimble
Start with research: Mortars
Start with research: IEDs
Start with research: Gun turrets
Start with research: Precision Rifling
The stat "train animal chance" will be universally multiplied by 125%.
Incident created:
-Enemy raid
-Journey offer
Start with:
-Packaged survival meal x75
-Frag grenades
-Assault rifle x2
-IED trap x3
-Revolver
-Steel advanced helmet x5
-Silver x100
-Deerhide bedroll x4
-Cloth cowboy hat
-Medicine x30
-Component x10
-Steel knife
#6
Ideas / Re: Some events are predicted if the colony has the related item.
December 16, 2017, 09:30:20 AM
I mentioned a while ago something that a colonist could use to predict weather, and this would be a great add-on. However, it kind of depends how long until the event actually happens from when you predict it, as this could make the difference from completely overpowered to pretty useless.
I like an idea where you could call up a friendly faction on a comms console and ask if they know anything about impending events. Tribes may know more about things like eclipses, pirates know more about things like raids.
I like an idea where you could call up a friendly faction on a comms console and ask if they know anything about impending events. Tribes may know more about things like eclipses, pirates know more about things like raids.
#7
Ideas / Re: New Biome: City Ruins
December 10, 2017, 03:31:43 PM
+1 something that could branch of those ancient asphalt roads and highways, could include roads between the buildings as well. I feel like to balance out the already built structures there should be some threat such as cryosleep caskets with enemies in. Also add some new structure shapes in rather than the boring rectangle rooms or just a wall
#8
Mods / [Mod request] Christmas in Rimworld!
December 06, 2017, 03:00:16 PM
I just thought this would be a funny mod to make, especially since Christmas is coming up soon =). The event could take place on the 15th of Jugust or the actual Christmas day. Basically 'scyther claus' (You can tell I'm great with naming things) Will come over your colony and drop a bunch of drop pods for your colonists.
There should also be mood buffs with colonists enjoying Christmas which could be amplified if you put up Christmas decorations around your colony.
Another thing that could be implemented is that colonists could give presents to each other, although that sounds a bit far-fetched.
Any other Christmas-themed ideas that could be put into this mod would also be cool
I appreciate feedback, whether you think this is a terrible mod idea or not
There should also be mood buffs with colonists enjoying Christmas which could be amplified if you put up Christmas decorations around your colony.
Another thing that could be implemented is that colonists could give presents to each other, although that sounds a bit far-fetched.
Any other Christmas-themed ideas that could be put into this mod would also be cool
I appreciate feedback, whether you think this is a terrible mod idea or not
#9
Ideas / Re: We make bad suggestions and come up with horrible ideas.
November 28, 2017, 12:37:52 PM
Ooh, I got one, when a tornado goes over fire it becomes a fire tornado and spreads fire everywhere it goes, a good way to destroy your entire map!
#10
Ideas / Chemfuel trails
November 25, 2017, 07:53:30 AM
You know, like in the movies where they lay a line of fuel that they set on fire from a distance. The same concept as this, it would be a bit like a chemfuel floor, that you could select a colonist and make light on fire.
The fire would quickly spread along chemfuel trails adjacent to the ones on fire. This could lead to some pretty cool traps where you could set your enemies on fire.
If the fires on the chemfuel trails will set alight to other objects around them is a different story, as it may have more potential uses but could spell the end for your colony in a fiery blaze =/
Anyways, I appreciate all feedback, and I just think this would just make a fun addition to the game
The fire would quickly spread along chemfuel trails adjacent to the ones on fire. This could lead to some pretty cool traps where you could set your enemies on fire.
If the fires on the chemfuel trails will set alight to other objects around them is a different story, as it may have more potential uses but could spell the end for your colony in a fiery blaze =/
Anyways, I appreciate all feedback, and I just think this would just make a fun addition to the game
#11
Ideas / Home sickness and lonely pawns
November 16, 2017, 03:35:44 PM
Just a small edition which I think makes the game a bit more realistic because otherwise it seems like your pawns have no emotional attachments. This would be negative mood buffs when a pawn is on a caravan away from the main colony and also when a pawn has no other colonists to talk to. Would make the rich traveller scenario even more challenging, and home sickness would only form if a colonists has been away for so long and is away from a colony that the pawn has spent more that a day or two in. Home sickness could get worse the longer the colonists is away.
I don't want these to be massive debuffs, just something more to think about when you make a caravan or start a colony with one person. It could also be extended so that colonists will miss bonded animals, friends and family if they go on a caravan trip, and maybe get a bonus if these people/animals are brought along.
Another thought is that colonists could get positive mood buffs when a long lost family member passes through their colony and they get a chance to say hi.
I don't want these to be massive debuffs, just something more to think about when you make a caravan or start a colony with one person. It could also be extended so that colonists will miss bonded animals, friends and family if they go on a caravan trip, and maybe get a bonus if these people/animals are brought along.
Another thought is that colonists could get positive mood buffs when a long lost family member passes through their colony and they get a chance to say hi.
#12
Ideas / Weather patterns
November 06, 2017, 03:45:53 PM
I don't know if this is to much to ask, but I want to be able to predict the future weather in Rimworld, as I think it could be useful to colonies without changing any core game ideas.
Some kind of device that could tell the forecast, or show on the world map where current storms are and wind directions, like a version of the comms console where a pawn would man it and then it would show information on a GUI. If you can think of another way to implement it, I'll appreciate suggestions.
As for why I would want to predict the weather, I can give numerous scenarios -
Prepare for a dry thunderstorm by putting down firefoam poppers
Know not to raid that outpost at that time as it will be foggy and you won't be able to hit anything
Know you can hunt those boomalopes in a couple of days when it rains
Know you don't have to extinguish that fire as it will rain tomorrow
Know you shouldn't use the orbital laser beam on the outpost as it will cause less destruction in the rain as the rain will put out the created fires
Know to set up a clear snow zone as it will snow in 2 days
Know that travelling would be slow in snow that will come in 4 days and so not to send you colonists half way across the map hunting and so to prepare food early maybe
If you could implement this with the tornado event that would be even more interesting and cool - preparing for a tornado to sweep across you colony. You could even time it with raids on outposts etc to get the most possible destruction >=)
I just think it will be handy to be able to predict the weather in Rimworld, and I haven't seen any mod so far that has done this. It doesn't have to be as complicated as I have said above. This could possible come with an update with more types of weather
Thanks for reading, I accept if you don't like my idea or don't think it should be implemented, and I'm sorry if someone has already mentioned this and I'm stealing the idea, and I'll hope for some positive replies =)
Some kind of device that could tell the forecast, or show on the world map where current storms are and wind directions, like a version of the comms console where a pawn would man it and then it would show information on a GUI. If you can think of another way to implement it, I'll appreciate suggestions.
As for why I would want to predict the weather, I can give numerous scenarios -
Prepare for a dry thunderstorm by putting down firefoam poppers
Know not to raid that outpost at that time as it will be foggy and you won't be able to hit anything
Know you can hunt those boomalopes in a couple of days when it rains
Know you don't have to extinguish that fire as it will rain tomorrow
Know you shouldn't use the orbital laser beam on the outpost as it will cause less destruction in the rain as the rain will put out the created fires
Know to set up a clear snow zone as it will snow in 2 days
Know that travelling would be slow in snow that will come in 4 days and so not to send you colonists half way across the map hunting and so to prepare food early maybe
If you could implement this with the tornado event that would be even more interesting and cool - preparing for a tornado to sweep across you colony. You could even time it with raids on outposts etc to get the most possible destruction >=)
I just think it will be handy to be able to predict the weather in Rimworld, and I haven't seen any mod so far that has done this. It doesn't have to be as complicated as I have said above. This could possible come with an update with more types of weather
Thanks for reading, I accept if you don't like my idea or don't think it should be implemented, and I'm sorry if someone has already mentioned this and I'm stealing the idea, and I'll hope for some positive replies =)
#13
Mods / Re: [Mod request] 3D printing
November 03, 2017, 03:50:10 PM
Ok, didn't realise something similar already existed, I still think this concept could be taken further that just a normal printer though
#14
Mods / [Mod request] 3D printing
November 02, 2017, 04:42:01 PM
Just an idea that I came up with, a workstation that would automatically create different things given the materials and time. How a quality factor would be implemented I don't know yet.
The 3D printer would be restricted to certain materials, for example it could not print out wooden shivs as you can't print out wood, but steel would work with it.
A bigger printer could possibly be made to make furniture etc.
And an even more advanced one to print out organs or food.
All these would be a branch of research (off machining?).
And finally how about a 3D printing house making robot? give it a path and a blueprint and some materials and you can leave it to do its thing.
Let me know if you approve of my idea (Or if it has already been mentioned =/) all feedback is appreciated
The 3D printer would be restricted to certain materials, for example it could not print out wooden shivs as you can't print out wood, but steel would work with it.
A bigger printer could possibly be made to make furniture etc.
And an even more advanced one to print out organs or food.
All these would be a branch of research (off machining?).
And finally how about a 3D printing house making robot? give it a path and a blueprint and some materials and you can leave it to do its thing.
Let me know if you approve of my idea (Or if it has already been mentioned =/) all feedback is appreciated
#15
Mod bugs / Colonists don't use comms console correctly
November 02, 2017, 04:31:21 PM
Only has been a recent problem on my world - colonists will go up to a comms console to call an orbital trader, will just stare at it for a few seconds then just move away. The trading GUI would not show up.
Did some testing:
Restarting game - didn't work
Destroying and rebuilding comms console - didn't work
Removing some of my more newer mods that I could afford to do so - didn't work
Try it out on a brand new world - DID work
Which means that, although I am using a lot of mods, I don't think they are causing an issue (but I'm posting this here anyways)
All I did on the new world was go into dev mode, spawn a comms console and then do an orbital trader arrival event. The GUI came up.
Which makes me really confused, so I did what I should have done from the start and went onto dev mode with my world with the bug and saw what happened in the log when the colonist used the comms console.
I got this:
JobDriver threw exception in initAction. Pawn=Gorilla, Job=UseCommsConsole A=Thing_CommsConsole2223449, Exception: System.NullReferenceException: Object reference not set to an instance of an object
I don't know how to interpret this hence why I am on the forums looking for an answer.
Let me know if you need any more information to help solve the problem, and thank you if you can find a solution as this is really bugging me.
Mods list because I though it was probably needed (As you can see I use a lot of mods):
HugsLib
ED-Embrasures
Mad Skills
Quarry
Animal Tab
Vegetable Garden
Fences And Floors
[sd] advanced powergeneration
Industrial Rollers
Set-Up Camp
Psychology
Xeva's Rimhair (A15, A16, A17)
More Furniture (A17)
Dubs Hygiene and Central Heating
RuntimeGC
Defensive Positions
[T] MoreFloors
RimFridge - A17
Hand Me That Brick
More Vanilla Turrets
Medical Tab
Efficient Light
RT's Weapon Pack
Expanded Prosthetics and Organ Engineering 2.0
I Can Fix It!
Hospitality
QualityBuilder
Tilled Soil
Realistic Rooms
Misc. Training
Increased Stack
P-Music
FishIndustry
Megafauna
Glass+Lights
More vanilla factions
Dubs Rimkit
Barbed Wire
Heat Map
Bridgello
Facial Stuff 0.17.3.4h
Rimworld Search Agency
RT Fuse
More Trade Ships
Misc. Robots
Blueprints
Refugee Stats - A17
Allow Tool
Relations Tab
Simple sidearms
Mass Graves
Turret Collection
Repair Workbench
More Sculpture
ED-Laser Drill
Notifications Archiver
Industrialisation
Cheaper Components
Camera+
Additional Joy Objects
ConcreteWalls
[A17] FuckFriendlyFire
Veinminer
FireFoam Mortar
tack Merger
Work Tab
CK -Tropical Animal and Plant Pack
LT-DoorMat
Highway Restoration
Dye Vat
SS Lightning Rod
Where's the gravel? - Grayscale Edition
MiningCo. MMS
No God No
Dinosauria
SS Researchable Stat Upgrades
Follow Me
RT Solar Flare Shield
Animals Logic
Feed The Colonists
S.A.L.: Auto-crafters 2.0
Reasonable Components
MiningCo. MiningTurret
Impassable Map Maker
More Linkables
[RF] Archipelagos [a17]
ResearchPal
A Dog Said...
Cupro's Alloys
Extended traits
Bone Mod
AnimalCollabProj
Mechalit: Core A17
Double Population
EdB Prepare Carefully
Prepare Landing
Various Space Ship Chunk
Glitter Tech[A17]
Reinstallable Drill
While You're Up
Omni Core Drill
A17Resource Muffaloes
Save Our Ship
Gas Trap
NamesGalore
Resource Muffaloes Glitter Tech
Pawns Are Capable!
Did some testing:
Restarting game - didn't work
Destroying and rebuilding comms console - didn't work
Removing some of my more newer mods that I could afford to do so - didn't work
Try it out on a brand new world - DID work
Which means that, although I am using a lot of mods, I don't think they are causing an issue (but I'm posting this here anyways)
All I did on the new world was go into dev mode, spawn a comms console and then do an orbital trader arrival event. The GUI came up.
Which makes me really confused, so I did what I should have done from the start and went onto dev mode with my world with the bug and saw what happened in the log when the colonist used the comms console.
I got this:
JobDriver threw exception in initAction. Pawn=Gorilla, Job=UseCommsConsole A=Thing_CommsConsole2223449, Exception: System.NullReferenceException: Object reference not set to an instance of an object
I don't know how to interpret this hence why I am on the forums looking for an answer.
Let me know if you need any more information to help solve the problem, and thank you if you can find a solution as this is really bugging me.
Mods list because I though it was probably needed (As you can see I use a lot of mods):
HugsLib
ED-Embrasures
Mad Skills
Quarry
Animal Tab
Vegetable Garden
Fences And Floors
[sd] advanced powergeneration
Industrial Rollers
Set-Up Camp
Psychology
Xeva's Rimhair (A15, A16, A17)
More Furniture (A17)
Dubs Hygiene and Central Heating
RuntimeGC
Defensive Positions
[T] MoreFloors
RimFridge - A17
Hand Me That Brick
More Vanilla Turrets
Medical Tab
Efficient Light
RT's Weapon Pack
Expanded Prosthetics and Organ Engineering 2.0
I Can Fix It!
Hospitality
QualityBuilder
Tilled Soil
Realistic Rooms
Misc. Training
Increased Stack
P-Music
FishIndustry
Megafauna
Glass+Lights
More vanilla factions
Dubs Rimkit
Barbed Wire
Heat Map
Bridgello
Facial Stuff 0.17.3.4h
Rimworld Search Agency
RT Fuse
More Trade Ships
Misc. Robots
Blueprints
Refugee Stats - A17
Allow Tool
Relations Tab
Simple sidearms
Mass Graves
Turret Collection
Repair Workbench
More Sculpture
ED-Laser Drill
Notifications Archiver
Industrialisation
Cheaper Components
Camera+
Additional Joy Objects
ConcreteWalls
[A17] FuckFriendlyFire
Veinminer
FireFoam Mortar
tack Merger
Work Tab
CK -Tropical Animal and Plant Pack
LT-DoorMat
Highway Restoration
Dye Vat
SS Lightning Rod
Where's the gravel? - Grayscale Edition
MiningCo. MMS
No God No
Dinosauria
SS Researchable Stat Upgrades
Follow Me
RT Solar Flare Shield
Animals Logic
Feed The Colonists
S.A.L.: Auto-crafters 2.0
Reasonable Components
MiningCo. MiningTurret
Impassable Map Maker
More Linkables
[RF] Archipelagos [a17]
ResearchPal
A Dog Said...
Cupro's Alloys
Extended traits
Bone Mod
AnimalCollabProj
Mechalit: Core A17
Double Population
EdB Prepare Carefully
Prepare Landing
Various Space Ship Chunk
Glitter Tech[A17]
Reinstallable Drill
While You're Up
Omni Core Drill
A17Resource Muffaloes
Save Our Ship
Gas Trap
NamesGalore
Resource Muffaloes Glitter Tech
Pawns Are Capable!
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