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Messages - forumgod

#16
This is so bad it's hilarious, enemy explosives cause a chain reaction after death even with the option for cook-off set to off, can't believe people suggest this is a serious mod
https://i.imgur.com/T94P3So.jpg
#17
Quote from: Canute on May 01, 2019, 02:33:16 PM
nickdos,
if you are using the latest version of this mod, i think some other mod would cause it.
Are these visitors from a special faction maybe ?
Did you try to move Hospitality at the end of the modlist or pretty on top ?

Does any other error's show up at the logwindow ?

And normaly you should be able to remove that mod, but you need to switch guest bed's back to normal.


No I don't have any faction mods, I have the latest version, Hospitality is at the bottom of the load order, I don't get any error messages and caravans don't work even if I use the dev command to spawn them.

If I remove it I get a infinite looping error like this
System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.AI.Group.LordManager.LordManagerTick () [0x00000] in <filename unknown>:0
  at Verse.Map.MapPostTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.Game:<LoadGame>m__4()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Play:Update()

Thanks for fucking up my hundreds of hours of playtime save
#18
Visitors arrive malnourished, tired, recreation-starved and with mental break moods and trading caravans haven't come in years. Many of the visitors cause this error too: Tony doing ThinkNode_DutyConstant with no duty.
Verse.Log:Error(String, Boolean)
RimWorld.ThinkNode_DutyConstant: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.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:DetermineNextConstantThinkTreeJob()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick_Patch2(Object)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

What the hell is wrong with your mod? Removing the mod breaks my save.
#19
Quote from: Orion on April 25, 2019, 03:18:20 PM
You could use a smaller map... make sure guests always stay inside during their stay... any other mod that adds warm clothing...

There is plenty of warm clothing in vanilla though, my colonists don't have any issue with the cold, only guests come without the necessary clothing
#20
Is there any other way around using fashionrimsta? I don't want sims clutter garbage in my rimworld game. I live in Boreal forest and the visitors die of hypothermia during winter
#21
What exactly is the thought process behind you adding a weapon like the doomsday rocket launcher and the inferno cannon that instantly kills anyone caught in the blast? Why does a pawn have to attempt to fire for one more time and lose valuable time before they decide to go through the reload process? Isn't this supposed to be "realistic"? A masterwork uranium mace can't do real damage except *tink* power armor, is melee supposed to be worthless in late game? What kind of insane balancing is this?
#22
Quote from: Kanareika1 on April 20, 2019, 10:31:32 AM
Quote from: nickdos on April 20, 2019, 10:10:43 AM
"Load CE guns after CE main", it says in the mod description of CE guns
Of course, i load mods in correct sequence, so it's not my fault.

I'm just saying because I had the same problem and swaping the load order fixed it for me. Do you get any error message in the debug log? I used to get an error that mentioned the MLAW recipe too.
#23
Quote from: Kanareika1 on April 18, 2019, 02:24:05 PM
CE Guns: M72 craft not working. On the end unfinished stuff disappear, but 5x M72 is not appear. Bill is not changed (if you ordered 1, this number will not change). I tried that with latest version of game, HugsLib, CE and CE Guns, after full cleanup of user folder and game reinstall.

"Load CE guns after CE main", it says in the mod description of CE guns
#24
Visiting caravan guards use my base facilities and don't leave until they starve
#25
Is it possible to add back miniguns and uranium slugs?
#26
Can you make a patch for vanilla that adds back the things that they removed like the Uranium slug turrets, the miniguns and the argueably better looking vanilla heavy turret?
#27
Quote from: NoImageAvailable on February 16, 2019, 07:34:05 AM
Quote from: nickdos on February 16, 2019, 05:27:17 AM
Anyone remember that war where people destroyed tanks with shotguns and machine guns instead of dedicated AT cannons? Yeah me neither, but @NoImageAvailable apparently does

I remember the times when trolls were relegated to the Steam comment section and this was a community where people were actually polite to each other. You lost a game to Centipedes, instead of figuring out what went wrong came here to rant, were given ample advice on how to do things better. And yet you're still here bitching and whining because apparently the solutions presented to you were not to your liking. Well I have good news, the mod is released under a permissive license and you're free to make and even distribute a version more to your liking so why don't you go do that, because it's gonna get you a solution way faster than posting thinly veiled insults in this thread all day.

Edit: ninja'd by the mod

the solution to the centipede problem already exists in vanilla rimworld, but you removed it because you are a hack just like tynan and can't balance it, that's the problem here

what you present as solutions are suicidal or unrealistic, which contradicts what supposedly this mod is about
#28
Releases / Re: [1.0.12] Hospitality (updated 19.01.2019)
February 16, 2019, 05:49:40 AM
Quote from: Orion on February 16, 2019, 05:15:49 AM
Could you post a list of your mods? You can take it from a log file (Ctrl-f12). I want to cross reference with the guys from Steam to narrow down which mods could cause the issue.

https://gist.github.com/HugsLibRecordKeeper/843775b95dec2c3f8068c5d64eb4da56
not shown is the latest Combat Extended version
#29
Anyone remember that war where people destroyed tanks with shotguns and machine guns instead of dedicated AT cannons? Yeah me neither, but @NoImageAvailable apparently does
#30
Releases / Re: [1.0.12] Hospitality (updated 19.01.2019)
February 15, 2019, 09:12:07 AM
Something is causing my visitors to waste all their time standing in place and dropping all of their meals on the ground and then starving. I have both pick up and haul by Uuuggg https://ludeon.com/forums/index.php?topic=40701.0 and Combat extended which might interact with how their inventory works.