Quote from: Cdr.Keen on June 14, 2015, 08:16:33 AMDid you activate them in the right order? The load order is very important and will cause problems like this if it's wrong. I would recommend getting edb's mod order mod and using that to get the correct load order. Remember that md2base and BackstoriesCore need to both be loaded before droids
I downloaded Base-11, Driods-10, StoriesCore-7
after i activated the mods, the ui vanished and the game won't load up again.
I also installed EdB-PrepareCarefully 1.9.2. and BrunaylaSecurtyCo 1.4.8. before - no starting problems with them.
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#136
Outdated / Re: [MOD] (Alpha 11) Mechanical Defence 2 (Update 18 - A11 update + droid fixes)
June 14, 2015, 08:31:01 AM #137
Outdated / Re: [MOD] (Alpha 11) Mechanical Defence 2 (Update 18 - A11 update + droid fixes)
June 14, 2015, 08:10:31 AMQuote from: tylkas on June 14, 2015, 07:48:50 AMThanks! And you're welcome
I have been waiting for this since the release. Awesome mod! Thank you, mipen =]
I tried to test everything as best I could so hopefully it is bug free! If you find anything though, let me know
#138
Outdated / Re: [MOD] (Alpha 11) BackstoriesCore Update 6 - Alpha 11 update
June 14, 2015, 08:09:03 AM
Alpha 11 update!
#139
Outdated / Re: [MOD] (Alpha 10) BackstoriesCore u5 - Misc changes and fixes
June 14, 2015, 08:08:35 AMQuote from: Imca on May 27, 2015, 11:57:02 PMMy apologies for a very late reply. Using a back story in a pawn bio makes it inaccessible to any pawns other than the one with that bio. So if you load a save with that has a pawn using the back story that is now in a bio, it won't be able to find it and will get a new one.Quote from: Imca on May 27, 2015, 11:16:17 PM
Can this mod only load one Def of each type at a time?
While all my backstories show up in prepare carefully, they keep getting droped upon the loading of a save.
Edit: Correction, I tried merging them and I am still losing my backstory every time I load the save, it just says that there not found and it is replacing them with a random.
Even though there working perfectly fine in prepare carefully, and on dropping into a new world.
Okay, I finaly got this to work, so I felt it is kinda worth mentioning in a post.
The backgrounds were used in a bio and could not be loaded into a save, they get replaced with a random one....
Removing the Bio fixed it, Even hough I was using that to prevent a random pawn from spawning with those...
Quote from: Dragoon on June 12, 2015, 12:17:51 PMBackstories is definitely much easier, as md2 is so huge now (code wise at least). I've just finished up dating them all now
Which mod in your opinion is easier for you to update backstories or defense?
edit: I just tested this it seem to be working with alpha 11
#140
Outdated / Re: [MOD] (Alpha 11) Mechanical Defence 2 (Update 18 - A11 update + droid fixes)
June 14, 2015, 07:43:55 AM
Updated to Alpha 11!
#141
Bugs / [BUG] (Alpha 11) Psychic soothe throws null ref exception when no Need_Mood
June 14, 2015, 07:08:41 AM
Having colony members that do not have a Need_Mood causes a null reference exception when the Psychic Soothe event fires. This happens here:
Proposed solution: Add null checks to check whether the pawn has a Need_Mood
Code Select
protected override bool StorytellerCanUseNowSub()
{
if (!base.StorytellerCanUseNowSub())
{
return false;
}
float num = 0f;
List<Pawn> list = Find.ListerPawns.PawnsInFaction(Faction.OfColony);
for (int i = 0; i < list.Count; i++)
{
num += list[i].needs.mood.CurLevel; <---Here!
}
float num2 = num / (float)list.Count;
return num2 < 0.36f;
}
Proposed solution: Add null checks to check whether the pawn has a Need_Mood
#142
Outdated / Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 17 - Droid charger fix)
June 06, 2015, 08:43:55 AMQuote from: Simulacrum0 on June 04, 2015, 10:35:53 PMDo they auto-equip things? They shouldn't be doing that >.<
so now that droids don't count as colonists how do i keep them from running all over and equipping every piece of clothing they can find?
Quote from: skyarkhangel on June 05, 2015, 02:31:38 PMHi there! Uhm, I'm not exactly sure what you mean. Could you explain some more?
Hi! It would be great if you add the gradual decrease in extraction in mines.
#143
Outdated / Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 16 - The great droid update)
June 04, 2015, 03:28:03 AMQuote from: Dregod on June 03, 2015, 07:26:16 AMThere is the droid overview tab located right next to normal colonist tab which shows all the droids you have, but I see what you mean. I'll have a look at adding some more management type things for the droids
Love the new update, hated the fact they counted as colonists, only problem i see is that i cannot see how many droids i have, had many droids die without me noticing including my crematorius and builder droids which had me puzzled why bodys were everywhere and nothing was being built. Perhaps a counter along the bottom that shows how many droids a colony has, would be so much helpful.
#144
Outdated / Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 16 - The great droid update)
June 01, 2015, 05:52:32 PMQuote from: BMS on June 01, 2015, 09:24:19 AMWhoops, that it a mistake and a half! I must have bungled up the Def somewhere along the line. You can just change or remove the prerequisite for now to fix it yourself and I'll upload the fix when I get a chance. To spawn droids through the debug menu you need to go to "try place direct thing" and choose the droid spawner for the type you want. Do any error messages or anything come up when you try to build it from the droid assembly?
backstory mod- check
new world - check
new colony - check
researched droid charge pad - cant build it cant spawn it through debug
(looked in droidchargepad.xml looks like i need to research repair station first? - kinda sideways since i need to research charge pad to research droids)Code Select<researchPrerequisite>MD2DroidRepairStation</researchPrerequisite>
and from droidresearch.xmlCode Select
<defName>MD2DroidRepairStation</defName>
<prerequisites>
<li>MD2DroidCharger</li>
</prerequisites>
research logistics droid - build him - he doesnt spawn or appear in my edb colonist UI
when i spawn him through debug he shows up but throws a bunch of errors object not set to instance just keeps counting up
#145
Ideas / Adding comps to already existing things
May 30, 2015, 10:01:27 PM
It would be great to be able to adds comps to already existing things or defs without editing that def. just like you have recipeUsers in recipedefs, it would be nice to have a compdef that has compUsers tag to allow adding comps to vanilla defs without breaking compatibility. Also it would be nice to be able to add comps to specific things that have been spawned into the game already, and have those things save/load those comps. This would allow for more variable and unique items as each things function could be changed independently through comps
#146
Outdated / Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 16 - The great droid update)
May 29, 2015, 08:06:04 PMQuote from: themightysushicat on May 29, 2015, 03:49:57 PMCould you give me a little more information on what happened? Are you using any other mods? Could you post your output log for me to look at? I'm afraid I can't do much without more information on the problem you're having
Ive had this issue where when I tried to load the game it would not load properly. When I opened dev mode it told me it was due to this mod. I tried to take them out it gave me a black screen. Anybody else have this problem?
#147
Outdated / Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 16 - The great droid update)
May 29, 2015, 01:26:17 AMQuote from: themightysushicat on May 27, 2015, 10:25:35 PMThanks!
I really like the update. I was really annoyed when my droids would be damaged and I couldn't heal them. But that's all better!
Quote from: pktongrimworld on May 28, 2015, 12:20:23 AM
new game required for this update?
* I mean, when you fix combat droids that is.
Quote from: BMS on May 28, 2015, 08:46:12 PMYes I believe it will require a fresh game and world unfortunately
not sure about new game - i tried to load it into my existing game and got a load of errors but im using several mods and close to finishing this round so i just rolled back to droid 6 will dig into it more later
#148
Outdated / Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 16 - The great droid update)
May 29, 2015, 12:53:48 AMQuote from: deadlydullahan on May 27, 2015, 09:45:49 PMThat's the plan
Question, in Alpha 11 do you have plans in making the droids function a bit more like colonist in which you can replace body parts etc, instead of spending 10 steel to replace a missing body part, you'd need a new droid arm? I know this sounds like a lot of work but it's just a suggestion and it'd be cool to see droid traders appear selling droid parts/upgrades. Of course this suggestion is more of a "in the long wrong" question as I see this mod still has an insane amount of potential and a great modder behind the table
I want to have fully upgradeable droids with tonnes of different unique parts you can get to really change how the droids work. I also want to get rid of the different 'types' of droids and let the player build their own types, so you can pick and choose what a droid does and maybe save the designs. Choosing more things would increase build cost/time etc. That's sort of where I want to take the droids, but that's a long term goal, I don't have enough time at the moment
#149
Outdated / Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 16 - The great droid update)
May 27, 2015, 08:46:32 PM
Finally released the update that lets you repair droids! Build a Droid Repair Station and give it power. When a droid is damaged, it will go to the repair station to get repairs. To replace a missing body part, the repair station requires that a Repair Station Supplier be built next to it (just like a hopper). Each missing body part will take 10 steel to be replaced. Unfortunately, this update breaks combat droids as you are unable to prioritise them picking up weapons. The next update will fix this issue.
#150
Outdated / Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 15 - Natural coal + industry fix)
May 27, 2015, 08:40:25 PMQuote from: Tycoon2 on May 27, 2015, 07:09:16 PMI'm sorry, I really don't know what could be causing this problem
Are you using superior crafting by any chance? I've had a lot of reports that sc breaks md2. I would suggest trying to load the game with no mods other than md2 and see if that works
No I am not using any other mods with the game. This is the one and only mod I am using for the game so far as I saw Kage848 play with it in his Rimworld lets play on youtube.
Try reinstalling everything from a fresh download. And once you have activated all the mods, restart the game before you try playing it. Other than that I don't know what can be done sorry D:
