Quote from: Tycoon2 on May 25, 2015, 10:57:29 PMAre 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
Hello Again Mipen and thanks for the response. However it is in that exact order. Ill try to attach two screenshots of the load order i have as well and some of the error codes I am getting. Another thing that might be helpful is that I can make the stuff and research things from MD2 however when making them my constructors will build it and it will disappear once built however will still have those spaces still open to having another spot built. Its like it gets deleted once the constructor completes building it And I cannot attach the picture because it is over 600kb. Lame.
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
#151
Outdated / Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 15 - Natural coal + industry fix)
May 26, 2015, 01:02:39 AM #152
Mods / Re: Updating mods.... any idea why Tyran changes things like:
May 24, 2015, 08:33:32 AM
If you read the changelog, every time he says "refactoring" it means he's gone and changed something
it's easy for him, all he has to do is click a couple of buttons and it changes everything in the project, but for us we have to go through and find every little word that has been changed
it's easy for him, all he has to do is click a couple of buttons and it changes everything in the project, but for us we have to go through and find every little word that has been changed
#153
Help / Need help with new BodyDef
May 24, 2015, 07:21:34 AM
So I've just finished writing my new BodyDef for my droids, but it isn't working at all like I would have thought. The biggest issue I have at the moment is that when the mod is active, any amount of damage causes any pawn to die instantly ( I have centipedes being one-shot by a pistol ) I have tested this with and without the mod active and it only happens when it is active. As it didn't happen before I added the BodyDef I am 100% sure that something that something from the BodyDef is causing this; either a Capacity, BodyPart, BodyPartGroup or the BodyDef itself although I don't see how these would influence anything. The second issue is that the droids are now incredibly fast, like three times the speed of a normal colonist. I haven't changed the movement speed stat, so it is still the same as normal humans. If anyone has experience with new BodyDefs, could you please lend me a hand? 
EDIT: I've found the insta-death thing was caused by the new capacity defs I have added. My problem now is that it seems I can't add pawn capacities for my droids without having them also added to every other pawn
Does anyone have any experience with this?
EDIT 2: So I've fixed the problems by completely removing my pawn capacity defs and using vanilla ones in their place. But this isn't ideal and I was looking forward to having robot related capacities for the droids. Does anyone know how to add them without them affecting other pawns?

EDIT: I've found the insta-death thing was caused by the new capacity defs I have added. My problem now is that it seems I can't add pawn capacities for my droids without having them also added to every other pawn
Does anyone have any experience with this?EDIT 2: So I've fixed the problems by completely removing my pawn capacity defs and using vanilla ones in their place. But this isn't ideal and I was looking forward to having robot related capacities for the droids. Does anyone know how to add them without them affecting other pawns?
#154
Outdated / Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 15 - Natural coal + industry fix)
May 23, 2015, 10:27:30 PMQuote from: MechanoidHater on May 21, 2015, 02:29:51 PMThanks for letting me know, I have fixed it for the latest version
Got this error when trying to place a droid in hospital bed
obDriver threw exception in Tick. Pawn=Hauler 2, Job=LayDown A=HospitalBed846363 C=(0, 0, 0) Exception: System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.JobDriver_LayDown+<MakeNewToils>c__Iterator53.<>m__9F () [0x00000] in <filename unknown>:0
at Verse.AI.JobDriver.DriverTick () [0x00000] in <filename unknown>:0
#155
Outdated / Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 15 - Natural coal + industry fix)
May 23, 2015, 10:26:51 PMQuote from: Tycoon2 on May 23, 2015, 09:06:50 PMHi there, your mod order should look like this:
Hey Mipen. I am having issues with the mod. I have them downloaded and in my mods folder with the Core first and the Mech Defense Core first and then other mods as fallows. When I turn on the game I recieve a bunch of XML errors for the mod. These are the only mods oi use and Im using alpha 10 of the game. Please help I am new to downloading mods this way. Steam has spoiled me.
Core
MD2Base
...
<Other modules>
...
Are you using Edb Mod Order? If not, I would highly recommend it as it really makes using mods so much easier. Just remember that Core (the vanilla game part) must always be loaded first
#156
Help / Re: How do i restrict faction numbers?
May 22, 2015, 09:28:56 AMQuote from: Skissor on May 05, 2015, 07:30:01 PMTry take a look at the mechanoid or spacer factions, they are hidden factions but there must be something that makes only one of them
Reviving this thread, so after that many months, where do I have to look for to restrict the game to only select 1 enemy faction? Specifically if the only selected faction is a custom one?
Edit: Please please let the answer be that it's only a matter of editing XML files. :')
#157
Help / Re: "no string files"
May 22, 2015, 09:25:14 AM
Have the core files changed at all? Also, I noticed that your folder is called NameBaaanks, is that intentional?
if not, might be causing a problem. I've never really used string files so I can't really say much more than that
if not, might be causing a problem. I've never really used string files so I can't really say much more than that
#158
Tools / Re: RimWorld Manager (Mods+Modpacks)
May 22, 2015, 12:13:54 AM
This looks like a great idea! Would definitely be interested in using this, the update download part sounds like a godsend! And instances would be useful for switching between development and actually playing the game
#159
Outdated / Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 14 - Droid + Manufacturing fixes)
May 19, 2015, 11:12:09 PMQuote from: ArmyHeLL07 on May 18, 2015, 09:33:00 AMFrom the output log, it looks like the game isn't loading any of the assemblies from my mods. Are you using windows? I really don't know what could be causing this
The following error or errors occurred while posting this message :
The message exceeds the maximum allowed lenght (20000 characters). well okay then here is the pastebin link hope that helps
http://pastebin.com/whqMSbeW

Quote from: Axeleration on May 19, 2015, 12:28:27 PMThere is an incompatibility between Superior Crafting and MD2 at the moment which could be causing the problems
Just asking, can this be run only with MD2Base-8 and MD2Droids-6 modules, because when I try it this way it I cant build droid assembly. It shows "? 150 (unchosen material)", plus i cannot unselect the building aka basically game is basically frozen.
I can run and build fine when I load SCA10Core ( Superior Crafting) between base and droids or use overhaul, but is there any way I could only use droids?
#160
Outdated / Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 14 - Droid + Manufacturing fixes)
May 19, 2015, 10:59:02 PMQuote from: Adamiks on May 12, 2015, 01:09:10 PMThis is because of how the game determines what work a pawn can do from their backstories. There's no way to fix it at the moment, but the droids won't automatically do those jobs if they aren't supposed to.
Bug report: My cooking droid and growing droid can build/repair. I don't think this should be in that way (and in xml files i don't see <construction> as allowed for this droids).
Quote from: delous on May 12, 2015, 06:26:39 PMDroids fully heal an injury every 12,000 ticks, which is around half a day. I really need to work on a way to repair them, but it will be a huge job and I'm slightly putting it off D: Is there any way to repeat this bug? I've never seen it happening in any of my tests.
I love your mod but ive started running into some hiccups.
My bots dont heal. They dont heal themselves or use med beds but what ive seen start happening is a few of my bots have started this endless loop where they want to use the bed but they arent allowed so they freeze in place kind of blinking trying to do it over and over but not performing any other tasks. Maybe you can let them use the med beds at least until you find a diff way to heal them?
Is it possible to make a warden bot or give the warden ability to the medic? Also do you recommend any weapon crafting mods that is compatible with yours?
Quote from: Jaredmatt200 on May 15, 2015, 05:00:42 PMWhen this happens, do you have any other mods activated? There is a compatibility issue with Superior Crafting that I haven't had time to look at yet, which could be causing the problem. On my test game I've never had a problem with buildings not being constructed.
Im surprised many have had the mod work out of most the mods Ive used till the update that I downloaded this mod wont work at all, everytime I try to build any building within this mod it would go under construction then when construction was complete the object would then just disappear and take the materials with it, how would I correct this?
Quote from: bigmap on May 16, 2015, 05:40:00 AMThanks for the heads up, I've fixed the issue in the latest release
After build Fissure Generator, save and load,Have error。

Quote from: BMS on May 17, 2015, 08:56:26 AMThere is an FPS drop with a lot of droids? D:Quote from: Adamiks on May 16, 2015, 04:09:36 PM
So they are useless by half of the time and they killing FPS.
True story, since alpha 10 ive had to cut back on the number of droids i use.
Quote from: deadlydullahan on May 17, 2015, 10:17:47 AMThanks for letting me know, looks like a couple of things changed with the new Alpha. I've fixed the smithing in the new release but accidentally left out tailoring. I've let NineFingers know how to fix it and tailoring will be included in the next realease. ThanksQuote from: Ninefinger on May 17, 2015, 09:57:24 AMQuote from: deadlydullahan on May 17, 2015, 09:38:51 AM
Hey Nine wanted to ask to see if you're having issues with the crafting droid not making electronic chips at the powered smithing table automatically. I can get him to prioritize making them and then he makes them once and then goes back to being idle. not sure if this is an issue on my part or not, nothing else is being crafted he just wanders around idle after everything else hits quota
The droids not crafting is a droid mod issue, you will have to post the bug at the Original mod forum.
I will look into seeing what i can do on my end to fix it but no promises.
Potential bug
Edit: Same thing is happening at the tailor workbench with parkas

#161
Outdated / Re: [MOD] (Alpha 10) Backstories! u3 - Big changes and PawnBios
May 19, 2015, 06:51:24 AMQuote from: Andouce on May 17, 2015, 08:26:45 AMNo problem! They are really good
Thanks for continuing to improve this Mipen. Also thanks for adding my backstories. Keep it up !
#162
Help / Re: Is it possible to do these things yet? (Faction related)
May 18, 2015, 10:28:15 PM
Are you using BackstoriesCore to add the backstories? If you are, in the <spawnCategories> tag in the BackstoryDef, the entries are strings. This means you can add your own tags.
I'm not sure what the difference between the FactionDef backstoryCategory and the PawnKindDef backstoryCategory is, but they are both strings. I would recommend trying the same tag in both of these, so make a faction with backstoryCategory = TestTag, and a pawnkinddef with backstoryCategory = TestTag. Then add <li>TestTag</li> to the spawnCategories for your backstory def. Test it in game and see if they get the backstory. I would recommend having two or more backstories with TestTag in the spawnCategories for both childhood and adulthood, as the game sometimes errors out if it can't find enough backstories. If it works and your new pawns get the backstories, then try changing the backstoryCategory inside the pawnkinddef to something new and adding some backstories with that new category tag. If that works, then you can make a bunch of pawnkinddefs using the same faction but with a different backstoryCategory. I don't think anyone else has tried this so it will likely be a lot of trial and error
Good luck!
I'm not sure what the difference between the FactionDef backstoryCategory and the PawnKindDef backstoryCategory is, but they are both strings. I would recommend trying the same tag in both of these, so make a faction with backstoryCategory = TestTag, and a pawnkinddef with backstoryCategory = TestTag. Then add <li>TestTag</li> to the spawnCategories for your backstory def. Test it in game and see if they get the backstory. I would recommend having two or more backstories with TestTag in the spawnCategories for both childhood and adulthood, as the game sometimes errors out if it can't find enough backstories. If it works and your new pawns get the backstories, then try changing the backstoryCategory inside the pawnkinddef to something new and adding some backstories with that new category tag. If that works, then you can make a bunch of pawnkinddefs using the same faction but with a different backstoryCategory. I don't think anyone else has tried this so it will likely be a lot of trial and error
Good luck!
#163
Outdated / Re: [MOD] (Alpha 10) Backstories! u2 - (Updated to A10f)
May 17, 2015, 07:26:21 AMQuote from: Nimrod on May 16, 2015, 06:16:39 AMI have added PawnBios, which combine two backstories together to make a unique pawn. I wasn't able to find any way to tie in specific traits with those howeverQuote from: mipen on May 15, 2015, 11:21:06 PM
This is a lot more difficult to do, I did try to do it earlier but it didn't work so I gave up haha. I'll give it another when I have some time and see if I can get it going, I agree it would be a nice thing to have
Awesome!![]()
I hope you find a way to make it work.
#164
Help / Re: Unofficial updating etiquette?
May 15, 2015, 11:29:45 PM
I would say give the original author a message saying that you've updated it and would like their permission to post it. If you don't get a reply after a few days then post it, with credit to the original author and a link to the original post, leave a note at the bottom saying if the author wants you to take it down then to message you. Also send them a message saying that since you didn't get a reply you posted it, but you are willing to take it down/hand it over to them if they wish. Also send a link to the new topic to them
#165
Outdated / Re: [MOD] (Alpha 10) Backstories! u2 - (Updated to A10f)
May 15, 2015, 11:21:06 PMQuote from: Nimrod on May 15, 2015, 08:20:36 AMThis is a lot more difficult to do, I did try to do it earlier but it didn't work so I gave up haha. I'll give it another when I have some time and see if I can get it going, I agree it would be a nice thing to haveQuote from: mipen on May 15, 2015, 06:55:54 AM
Actually it is easy to remove existing backstories, I could add that functionality in if you wish.
I would also greatly appreciate this function.
A question of my own: Would it be possible to give backstories FIXED connected TraitDefs?
So you could make a "Serial Killer" Backstory that also always gave "Psycopath" and "Bloodlust" ... just as an example![]()
Since its easy th write TraitDefs that could really open up some creative new ways in my opinion.