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Messages - temple_wing

#121

Can't minify thing which is in a ThingOwner because we don't know how to handle it. Remove it from the container first. holder=MinifiedTurret_KPV108167
Verse.Log:Warning(String)
RimWorld.MinifyUtility:MakeMinified(Thing)
RimWorld.ItemCollectionGenerator:Minify(List`1)
RimWorld.ItemCollectionGenerator:PostProcess(List`1)
RimWorld.ItemCollectionGenerator:Generate(ItemCollectionGeneratorParams)
RimWorld.PawnGroupKindWorker_Trader:GeneratePawns(PawnGroupMakerParms, PawnGroupMaker, List`1, Boolean)
RimWorld.PawnGroupKindWorker:GeneratePawns_Patch1(Object, PawnGroupMakerParms, PawnGroupMaker, Boolean)
RimWorld.PawnGroupMaker:GeneratePawns(PawnGroupMakerParms, Boolean)
RimWorld.<GeneratePawns>c__Iterator0:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
RimWorld.IncidentWorker_NeutralGroup:SpawnPawns(IncidentParms)
RimWorld.IncidentWorker_TraderCaravanArrival:TryExecuteWorker_Patch0(Object, IncidentParms)
RimWorld.IncidentWorker:TryExecute(IncidentParms)
RimWorld.Storyteller:TryFire(FiringIncident)
RimWorld.Storyteller:StorytellerTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Because of this bug, caravan failed to generate a trader. Please fix it.
#122

Concrete
Implemented concrete. As hard as stony material, but build much faster. Save a lot of building work hour, but have 2 drawbacks:

1 Requires limestone, which is not available on all maps. You can grab limestones from other map, or buy limestone bricks.
2 Need some days to hydrate, before it's fully hydrated, it will be weak.

Don't require new save.
 
  Requires:
  HugsLib: https://ludeon.com/forums/index.php?topic=28066.0
 
  Support:
  No Water No Life:
  If you have "No Water No Life" installed, building concrete will require water, make it more expensive than vanilla.
  https://github.com/himesama1301/MizuMod/releases
 
Please load this mod after those mods listed up here.

Download:
https://github.com/jinlan/Concrete/releases

PS:
Concrete is actually a Neolithic technology, but I set it to industrial so dropper start will be easier to research. It's significantly more simpler for modern people.
#123
Outdated / Re: [B18] SkyRim
June 26, 2018, 11:12:04 AM
support combat extended?
#124
racks does not save.
I have a self stacklimit of corn is 75, then I set racks from 10 to 1, then stacklimit increased to 750, then I save and quit. After I load, racks returned to 10 and stacklimit returned to 75.

-----------------------------------------------
When I move the shelf away, then load. Because corn's stacklimit is 75, and 2 racks of 450 and 300 units of corns is detected, system has truncated my corn.
Scatter them or move them with the shelf or change the stacklimit permantly.
-----------------------------------------------


Please scribe your data. I have to change rack number every time I load the game.
Just watched source code, looks like it only scribe when saving, loading part is commented out.
Is that intended? I have to reconfigure stack number after load?

-------------------------------------------------------------------------------
Unable to close setting window.
In mod setting window, no matter pressing "close" button or click "X" button, I just can't close setting window, then I have to alt-f4.
#125
true, goto https://github.com/jinlan/PawnMenu/releases, download 1.3.2, delete your own PawnMenu, install 1.3.2
#126
Quote from: Grillbye on June 14, 2018, 03:16:28 PM
Ahh, that mod would be a GREAT idea if it was working properly. Self is mean for ONE pawn at a time, right ? And "Kind" define the whole colony, RIGHT ? So why, like, WHY can't I set my slave to Self, so she only, eat nutrient paste, and the rest eat simple meal ? Whenever I decides to change my colonists to "simple meal" and the slave for "nutrient paste", the "self" choose to put the nutrient paste for EVERYONE. This is so annoying, please help, else I'm done with that, I can't find a solution. And yes, I'm pissed because of that ><'
Sorry for the bug, it's a small little incorrect code, made the whole mod into chaos. It's fixed. I tested it OK on my machine, would you please try it on yours?
#127
Exception thrown out when trade ship coming:

System.IndexOutOfRangeException: Array index is out of range.
at (wrapper managed-to-managed) object.ElementAddr_3_4 (object,int,int,int) <0x000a2>
at RimWorld.SlotGroupManager.SlotGroupAt (Verse.IntVec3) <0x00023>
at RimWorld.StoreUtility.GetSlotGroup (Verse.IntVec3,Verse.Map) <0x0003c>
at AdvancedStocking.ThingUtility_TryAbsorbStackNumToTake.TransformStacklimitIfOnShelf (int,Verse.Thing) <0x00062>
at (wrapper dynamic-method) Verse.ThingUtility.TryAbsorbStackNumToTake_Patch0 (Verse.Thing,Verse.Thing,bool) <0x00030>
at Verse.ThingWithComps.TryAbsorbStack (Verse.Thing,bool) <0x0003b>
at (wrapper dynamic-method) Verse.ThingOwner`1<Verse.Thing>.TryAdd_Patch1 (object,Verse.Thing,bool) <0x00303>
at Verse.ThingOwner.TryAddOrTransfer (Verse.Thing,bool) <0x0005b>
at Verse.ThingOwner.TryAddRangeOrTransfer (System.Collections.Generic.IEnumerable`1<Verse.Thing>,bool,bool) <0x00165>
at RimWorld.TradeShip.GenerateThings () <0x00121>
at RimWorld.IncidentWorker_OrbitalTraderArrival.TryExecuteWorker (RimWorld.IncidentParms) <0x00264>
at RimWorld.IncidentWorker.TryExecute (RimWorld.IncidentParms) <0x0001b>
at RimWorld.Storyteller.TryFire (RimWorld.FiringIncident) <0x00062>
at RimWorld.Storyteller.StorytellerTick () <0x0009a>
at Verse.TickManager.DoSingleTick () <0x003c2>

Verse.Log:Error(String)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


---------------------------------------------------------------------------------------
Got this exception 274 times within 1 second.

AdvancedStocking.GetStackLimit Could not find Emu leather custom stacklimit. Returning 1
Verse.Log:Warning(String)
AdvancedStocking.Building_Shelf:GetStackLimit(ThingDef)
AdvancedStocking.Building_Shelf:GetStackLimit(Thing)
AdvancedStocking.ThingUtility_TryAbsorbStackNumToTake:TransformStacklimitIfOnShelf(Int32, Thing)
Verse.ThingUtility:TryAbsorbStackNumToTake_Patch0(Thing, Thing, Boolean)
Verse.ThingWithComps:TryAbsorbStack(Thing, Boolean)
Verse.ThingOwner`1:TryAdd_Patch1(Object, Thing, Boolean)
Verse.ThingOwner`1:TryAdd(Thing, Int32, Boolean)
Verse.Pawn_CarryTracker:TryStartCarry(Thing, Int32, Boolean)
Verse.AI.<StartCarryThing>c__AnonStorey0:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath_Patch1(Object, LocalTargetInfo, PathEndMode)
Verse.AI.<GotoThing>c__AnonStorey0:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:JumpToToil(Toil)
Verse.AI.<CheckForGetOpportunityDuplicate>c__AnonStorey2:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath_Patch1(Object, LocalTargetInfo, PathEndMode)
Verse.AI.<GotoThing>c__AnonStorey0:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(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()

Happens when a pawn trying to put some emu leather into a shelf.
#128
Quote from: Kori on June 12, 2018, 11:12:37 AM
Hey temple_wing,

whenever I set food preferences for my pawns it wasn't saved, so the next time I started the game and loaded my save, all the settings were gone.
That was a few mod versions ago and I wasn't able to test the newer versions yet. Have you been able to fix it in the meantime?

Update to newest version.
#129
Quote from: MZ on June 11, 2018, 11:47:12 AM
I did some more testing.

Mod doesnt return any exceptions.

I have some mods that influence worldgen, especially adding biomes, resources and expanding faction sizes.

The interesting thing is that the mod works perfectly on 30% size world. In the 100% theres often only one or two specialities scattered around half of the globe.

Please post your mod list.

Would you please try rimeconomy.dll I posted on #17?

Some mod may have changed biome's animalDensity and plantDensity. In case of that possibility, what about you raise up the speciality chance in mod option?

By the way, 100% map works fine on my machine.
#130
Quote from: MZ on June 09, 2018, 05:41:33 PM
Very sympathetic mod. Unfortunately it stopped working for me. First time I used it, everything was fine, world is full of specialities. Second time, only grass shows up. Third time and after, nothing. :( feels bad man. I do have an ungodly amount of mods loaded up.

Is there any exception thrown out? If yes can you post it out?

Just tried it, works fine on my machine. Can you reproduce it (the problem)? If yes, please tell me how?

Most possible ways to cause this problem:
1 Something happened while first time generating specialities. So the mod does not think generating is finished, so next time you load your game, it regenerate. That can cause some wired when second time you load.
2 Some mod changed commonality system. Made grass has a low commonality value and others have high commonality value.
3 Some mod changed world object system. Made only grass visible. Especially if some mod changed world object mat system.

This mod relies on commonality system, if any mod changed that, this mod will produce some wired result. I'll add an option to this mod, to shut down commonality based plant specialty filter. Turn it down will make this mod more compatible to "commonality changing mod"

Please post your mod list.

I posted modified RimEconomy.dll, you can try it. Added the option I just mentioned.

[attachment deleted due to age]
#131
Looks like GenPlace_TryPlaceDirect is throwing exception on my machine. It's reproducable, just install advancedstocking, then butcher.


JobDriver threw exception in initAction. Pawn=Lucky, Job=DoBill (Job_9360794) A=Thing_TableButcher72889 B=Thing_WildBoar_Corpse2768853 C=(126, 0, 115), Exception: System.ArgumentException: SplitOff with count <= 0
Parameter name: count
at Verse.Thing.SplitOff (int) <0x0021e>
at Verse.ThingWithComps.SplitOff (int) <0x00018>
at (wrapper dynamic-method) Verse.GenPlace.TryPlaceDirect_Patch0 (Verse.Thing,Verse.IntVec3,Verse.Map,Verse.Thing&,System.Action`2<Verse.Thing, int>) <0x00095>
at Verse.GenPlace.TryPlaceThing (Verse.Thing,Verse.IntVec3,Verse.Map,Verse.ThingPlaceMode,Verse.Thing&,System.Action`2<Verse.Thing, int>) <0x00138>
at Verse.GenPlace.TryPlaceThing (Verse.Thing,Verse.IntVec3,Verse.Map,Verse.ThingPlaceMode,System.Action`2<Verse.Thing, int>) <0x0003a>
at Verse.AI.Toils_Recipe/<FinishRecipeAndStartStoringProduct>c__AnonStorey2.<>m__0 () <0x0064c>
at Verse.AI.JobDriver.TryActuallyStartNextToil () <0x002e9>
lastJobGiver=RimWorld.JobGiver_Work, curJob.def=DoBill, curDriver=Verse.AI.JobDriver_DoBill
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.<DoRecipeWork>c__AnonStorey1:<>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()


Doesn't throw this exception on newly created game.
Is your SaveGamePatches mod a one-time-use mod? I loaded game multiple times with that mod activated. Does that damaged my saved file?
Looks like thing.def.stackLimit is being less than 0, how can it be?
#132
Quote from: becomeweaker on May 25, 2018, 12:06:07 PM
Does it work with humanoid races added by mods?

Now, it should be supported.
#133
Quote from: Kori on May 25, 2018, 02:55:04 PM
Can you add a workshop version, please? :)

Could you please help me upload this mod to workshop? I can't connect to steamcommunity.com
#134
Quote from: Umbreon117 on May 25, 2018, 10:23:57 AM
Iiinteresting...Two questions.
1: Can it be added to an existing game, and can it be taken off of one?

2: Can I tell them to eat one thing first, then another?
Example: I want Steve the builder to eat Kibble first, then if that's not there I want him to eat Simple meals.

1 Does not need to restart a new game.
2 No, currently impossible. I'll try to find a way.
#135
PawnMenu
Ask your pawn to eat specified food first.



Menuļ¼š
Added a menu tab to human pawn. You can specify some food type. Then if he need some food, he will try to get those you specified types first, then vanilla food searching algorithm.
Also works for food choosing for patients.
So say, you have vegetable garden mod. Then you can specify cheeseburger to patients, simple meal for others. Don't need to worry that other healthy pawns just eat all that cheeseburgers you made for patients.
Menu can be specified "per pawn" or "per kind", default setting mode is "per kind". So you can specify menu for a pawn, then make it works to all pawns of the same kind, eg: human.

100CellsRule:
Animal pawn has a max food search distance of 100. That means if an animal is 100 cells away from your specified food, he will not go to eat your specified food. Theoretically I can rise it to 9999, but I belive it has been set to 100 for performance reason, so I leave it to 100.
This limit is only for animal pawn, human pawn don't have this limit.

Requires HugsLib
https://ludeon.com/forums/index.php?topic=28066.0

Download
github:
https://github.com/jinlan/PawnMenu/releases

Changelog:
v1.3:
Allow separate setting for breakfast and supper. So you can set moving, manipulation bonus food for breakfast and metabolism, blood pumping, breathing bonus food for supper.
Concept of breakfast and supper is actually decided by pawn's rest level not time of day.
v1.2:
Added support to menu setting mode, has 2 modes, per pawn or per kind.
v1.1:
Added support for animals, and any mod that extends "BasePawn".

Does not require a new game.