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Messages - Retry_02Hide

#31
Quote from: Roolo on May 30, 2019, 08:08:39 AM
Update:
v1.2.7

- Fixed pawns not being able to wear multiple apparel items in the belt slot. This was mainly an issue for CE users.
Never think of that was a WTH's compatibility issue with CE :O , just wonder why they always throw away the back pack when they equip another belt item.
#32
CP, I think it is ok to open a donation site to let the people who want to give you support have a way to help you. Some modder or artist do that as well. They mostly share their works because that's their hobby, but some little supports would surely become motivation to keep them making great stuffs. Not to mention that your awesome mods greatly change players' experience of rimworld.
Also, big thumbs up to those people like sumghai make these awesome mods work with CE, thanks to all your efforts.
(I want Umbra with vehicles and the M1of US, so eager to start a modern warfare in rimworld that I can have tank fight!!)
#33
Hi, I am using prison labor with Bad hygiene, and I got the 10 jobs in 10 ticks error when one prisoner tries to clean up other wounded prisoners, which make the prisoner stand still while keeping spawning logs to cause lag at the same time. Anyone had the same problem before or know how to solve it? Thank you.

Melton started 10 jobs in 10 ticks. List: (Wait_MaintainPosture (Job_2997890)) , (washPatient (Job_2997891) A=Thing_Human876183) (Wait_MaintainPosture (Job_2997892)) , (washPatient (Job_2997893) A=Thing_Human876183) (Wait_MaintainPosture (Job_2997894)) , (washPatient (Job_2997895) A=Thing_Human876183) (Wait_MaintainPosture (Job_2997896)) , (washPatient (Job_2997897) A=Thing_Human876183) (Wait_MaintainPosture (Job_2997898)) , (washPatient (Job_2997900) A=Thing_Human876183) (Wait_MaintainPosture (Job_2997901))  curDriver=JobDriver_WaitMaintainPosture (toilIndex=0) curJob=(Wait_MaintainPosture (Job_2997901)) lastJobGiver=null
Verse.Log:Error(String, Boolean)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver)
Verse.AI.Pawn_JobTracker:FinalizeTick()
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()
#34
Support / Re: Sudden Lag
June 16, 2019, 01:01:42 AM
Quote from: Canute on June 15, 2019, 01:34:33 PM
I need to honor you that you searched the forum for your problem allready (many don't do this), but next time try to include the complete logfile (Share log button or the original Rimworld log).
Oh, sorry for forgetting about that. But since the problem has no solution right now, I would just leave my data here to let anyone have similar problems about trade request bug as a reference.
System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.PlayerItemAccessibilityUtility.CacheAccessibleThings (Int32 nearTile) [0x00000] in <filename unknown>:0
  at RimWorld.PlayerItemAccessibilityUtility.Accessible (Verse.ThingDef thing, Int32 count, Verse.Map map) [0x00000] in <filename unknown>:0
  at RimWorld.PlayerItemAccessibilityUtility.PossiblyAccessible (Verse.ThingDef thing, Int32 count, Verse.Map map) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentWorker_QuestTradeRequest+<TryFindRandomRequestedThingDef>c__AnonStorey1.<>m__0 (Verse.ThingDef td) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentWorker_QuestTradeRequest+<TryFindRandomRequestedThingDef>c__AnonStorey1.<>m__1 (Verse.ThingDef td) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[Verse.ThingDef].MoveNext () [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[Verse.ThingDef].AddEnumerable (IEnumerable`1 enumerable) [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[Verse.ThingDef]..ctor (IEnumerable`1 collection) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.ToList[ThingDef] (IEnumerable`1 source) [0x00000] in <filename unknown>:0
  at Verse.GenCollection.TryRandomElement[ThingDef] (IEnumerable`1 source, Verse.ThingDef& result) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentWorker_QuestTradeRequest.TryFindRandomRequestedThingDef (Verse.Map map, Verse.ThingDef& thingDef, System.Int32& count) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentWorker_QuestTradeRequest.TryGenerateTradeRequest (RimWorld.Planet.TradeRequestComp target, Verse.Map map) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentWorker_QuestTradeRequest.TryExecuteWorker (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentWorker.TryExecute (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
  at RimWorld.Storyteller.TryFire (RimWorld.FiringIncident fi) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentQueue.IncidentQueueTick () [0x00000] in <filename unknown>:0
  at RimWorld.Storyteller.StorytellerTick () [0x00000] in <filename unknown>:0
  at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0

(just totally same as other thread)
mod list:
<li>BetterLoading</li>
      <li>Startup impact</li>
      <li>Core</li>
      <li>HugsLib</li>
      <li>JecsTools</li>
      <li>RuntimeGC</li>
      <li>RIMMSLoadUp</li>
      <li>EdB Prepare Carefully</li>
      <li>Mod Manager</li>
      <li>Colony Manager</li>
      <li>Sparkling Worlds - Full Mod</li>
      <li>Giddy-up! Core</li>
      <li>Miscellaneous 'CORE'</li>
      <li>Project RimFactory - Core</li>
      <li>Giddy-up! Ride and Roll</li>
      <li>Giddy-up! Battle Mounts</li>
      <li>Giddy-up! Caravan</li>
      <li>Humanoid Alien Races 2.0</li>
      <li>Vanilla Animals Expanded — Livestock</li>
      <li>More Faction Interaction</li>
      <li>[KV] Faction Control - 1.0</li>
      <li>Faction Discovery</li>
      <li>Rimworld Westernization Project</li>
      <li>[RH] Faction: The Ghosts (1.0)</li>
      <li>[RH] Faction: Umbra Company (1.0)</li>
      <li>NewRatkinPlus</li>
      <li>Forsakens</li>
      <li>Kurin, The Three Tailed Fox</li>
      <li>Rimsenal - Feral</li>
      <li>Hospitality</li>
      <li>Dubs Bad Hygiene</li>
      <li>Combat Extended</li>
      <li>Combat Extended: Chemical Distilling</li>
      <li>Combat Extended Guns</li>
      <li>[1.0] Combat Extended: Shields</li>
      <li>What the hack?!</li>
      <li>Rimsenal - Enhanced Vanilla Pack</li>
      <li>Rimsenal - Enhanced Vanilla + Combat Extended Compatibility Patch</li>
      <li>[1.0] Ratkin + Combat Extended Compatibility Patch</li>
      <li>Kurin CE Pach</li>
      <li>Forsakens CE Patch</li>
      <li>Kurin, Apparel Fix</li>
      <li>Vanilla Animals Expanded — Livestock CombatExtended Patch</li>
      <li>Sparkling Worlds - CE Patch [1.0] - Combat Extendend Compatibility</li>
      <li>Rimsenal - Feral + Combat Extended Patch</li>
      <li>Rimworld Westernization Project + Combat Extended Compatibility Mod</li>
      <li>Misc. Robots</li>
      <li>Misc. Robots++</li>
      <li>Project RimFactory - Insanity</li>
      <li>Project RimFactory - Drones</li>
      <li>Project RimFactory - Storage</li>
      <li>Job Splitter</li>
      <li>Pawn Rules</li>
      <li>Better Pawn Control</li>
      <li>Animals Logic</li>
      <li>Allow Tool</li>
      <li>Hardworking animals 1.0</li>
      <li>OgreStack</li>
      <li>LWM's Deep Storage</li>
      <li>Pick Up And Haul</li>
      <li>Haul to Stack</li>
      <li>I Clearly Have Enough!</li>
      <li>[KV] Improved Load Transport Pods</li>
      <li>Meals On Wheels</li>
      <li>RunAndGun</li>
      <li>Search and Destroy</li>
      <li>[1.0] Material Filter</li>
      <li>Incident Person Stat</li>
      <li>Rah's Bionics and Surgery Expansion</li>
      <li>[1.0] DE Surgeries for RBSE only</li>
      <li>A Dog Said... Animal Prosthetics</li>
      <li>[RH] The Ghosts - A Dog Said.. Patch (1.0)</li>
      <li>Bionic icons</li>
      <li>Children, school and learning</li>
      <li>Alien Children Compatibility</li>
      <li>ED-EnhancedOptions</li>
      <li>Achtung!</li>
      <li>Avoid Friendly Fire</li>
      <li>Snap Out!</li>
      <li>Dubs Break Mod</li>
      <li>Therapy</li>
      <li>[SYR] Set Up Camp</li>
      <li>QualityBuilder</li>
      <li>Replace Stuff</li>
      <li>[KV] Save Storage, Outfit, Crafting, Drug, &amp; Operation Settings - 1.0</li>
      <li>Share The Load</li>
      <li>Down For Me</li>
      <li>Hunt for Me</li>
      <li>Raids For Me</li>
      <li>Run and Hide</li>
      <li>Harvest Organs Post Mortem - 4.1 [1.0]</li>
      <li>Hold Open Opens Doors</li>
      <li>Idle Power Consumption</li>
      <li>Prison Labor</li>
      <li>Prisoner Harvesting</li>
      <li>Quarry 1.0</li>
      <li>Skilled Stonecutting</li>
      <li>[CP] Prisoner Outfit (1.0)</li>
      <li>[KR]KRFemaleBodyOP-B19</li>
      <li>[KV] Show Hair With Hats or Hide All Hats - 1.0</li>
      <li>[NL] Chibi Face Female only</li>
      <li>[NL] Chibi Face Male only</li>
      <li>Rimsenal - Rimhair</li>
      <li>gloomy_hair</li>
      <li>[CP] Detailed Body Textures (1.0)</li>
      <li>Clutter Structures</li>
      <li>Clutter "The Door Stuff"</li>
      <li>Clutter "Windows Stuff"</li>
      <li>Rimatomics</li>
      <li>Rimefeller</li>
      <li>Replimat</li>
      <li>[sd] advanced powergeneration</li>
      <li>Roads of the Rim</li>
      <li>[L] House Maid Nukos</li>
      <li>House Maid Nukos CE Patch</li>
      <li>Cargo Pod Transport[1.0]</li>
      <li>VGP Vegetable Garden</li>
      <li>VGP_CoffeeTeaDrugs</li>
      <li>VGP Garden Medicine</li>
      <li>VGP Garden Gourmet</li>
      <li>VGP Garden Drinks</li>
      <li>VGP Garden Fabrics</li>
      <li>[CP] Rimmu-Nation - Weapons (1.0)</li>
      <li>[CP] Rimmu-Nation - Clothing (All Craftable!) (1.0)</li>
      <li>ROK ARMY MOD CE compatible</li>
      <li>More Vanilla Turrets [1.0]</li>
      <li>Mechanoid Blaster</li>
      <li>Pulsefire Turret</li>
      <li>Defensive Machine Gun Turret Pack</li>
      <li>Expanded Roofing</li>
      <li>Defensive Positions</li>
      <li>[RF] Concrete [1.0]</li>
      <li>[1.0] Defenses Expanded</li>
      <li>[v1.0]-LinkableDoors</li>
      <li>Centralized Climate Control</li>
      <li>[KV] RimFridge - 1.0</li>
      <li>FashionRIMsta</li>
      <li>Tilled Soil</li>
      <li>Combat Training</li>
      <li>Combat Training - Unofficial CE Patch</li>
      <li>Dubs Mint Minimap</li>
      <li>Fences And Floors</li>
      <li>Locks</li>
      <li>Release-Animals-into-Wild-master</li>
      <li>MendAndRecycle</li>
      <li>More Batteries</li>
      <li>Simple sidearms</li>
      <li>Repair Workbench</li>
      <li>P-Music</li>
      <li>RT Fuse</li>
      <li>Simply More Bridges</li>
      <li>RT Power Switch</li>
      <li>PowerSwitch</li>
      <li>Door Mat R1.0</li>
      <li>[CP] Red Horse Furniture (1.0)</li>
      <li>More Furniture [1.0]</li>
      <li>RimWriter - Books, Scrolls, Tablets, and Libraries</li>
      <li>Misc. Training</li>
      <li>Realistic Rooms</li>
      <li>Giddy-Up! Add-on: Animal Saddles</li>
      <li>Wall Light</li>
      <li>Survivalist's Additions</li>
      <li>BuilderTweaks</li>
      <li>Dub's Paint Shop</li>
      <li>Metal Doesn't Burn</li>
      <li>[CP] Metal Gear Solid - Incident Sounds (1.0)</li>
      <li>[FSF] Rain Washes Away Filth</li>
      <li>[NL] Custom Portraits</li>
      <li>Extra Traits for CE</li>
      <li>ShowModDesignators</li>
      <li>Progress Renderer</li>
      <li>AnimalHarvestingSpot (Continued)</li>
      <li>[KV] Trading Spot - 1.0</li>
      <li>Transport Downed Pawns</li>
      <li>Tables+</li>
      <li>Camera+</li>
quite impossible to find out the problem in the mid-game as a heavy modder like me, ha :D
Edit:problem solvedjust find out that I accidentally installed MVT with CE, thier compatibility issue just caused the chain effect and made a lot of other mods unable to work.
#35
Uhm...I am not sure is this one of CE features or not, is it normal to see tribal factions equipped with guns and stick bomb?

And another issue exists for a long time...over buffed centipeds...

And one another damn problem, how to keep mortar force fire the same target still instead of bombing on our own man's head gesus christ,  I use spotter to mark on the centipe but one of idiot still keep bombing my own colonist who stands near by the melee mechanoids (to be precise, I marked the centipe and set both mortars forced fire on it, but after they fired, they turned back to random target picking, any solutions?).
#36
Support / Re: Sudden Lag
June 15, 2019, 01:25:48 PM
Quote from: Canute on June 15, 2019, 03:23:12 AM
Not sure about that.
I am not a modder, so don't know the 100% meaning of these error msg.
But from the name i think it could be a pathing issue too. Like when the item is at the right area, and basicly accessable.
But at some reason the game can't find a path to it. Do you use Doors expanded maybe ?
Already abandoned that mod for a long time. Though it is convenient, it just cause too many compatibility issues and let many stuff bug out.
I don't know how to restore my save to the original state now, I have disabled any mod added in the mid-game (most of them are still unused 'cause I didn't build or research yet),  but it seens some part deep in the save file has been f**ked. Maybe I will just go on a game without trade request.
BTW, I take a look over any other game saves(4-5 different saves), but can't find any trade request incident between the
'queuedincident' code, weird.
#37
Support / Re: Sudden Lag
June 14, 2019, 05:57:29 PM
Oh I just find out that I replied in the wrong post 'cause my problem is not totally same us the OP's. My error log is more like other similar issue's post about PlayerItemAccessibilityUtility.
https://ludeon.com/forums/index.php?topic=47889.msg452296#msg452296
But since the same mod set works fine in a new game, could there be any possibility that some item in my colony cause the error occured?
#38
Support / Re: Sudden Lag
June 14, 2019, 01:32:32 PM
Quote from: Retry_02Hide on June 14, 2019, 12:43:43 PM
I had the same problem happened recently, and I want to ask if there's any way to figure out which mod causes this through the log?
The log just posting the same stuff after every adjustment I tried, and all I have is "filename unknown". How tf this thing happens in an unknown file, at least give us the file location or the xml file's name, the log just help nothing to deal with the problem...
And is there any chances that the save file have been totally corruptted? I tried the same mod setting in a new game and successfully called a trade request in dev mode, but I still have the same error log pops out in my current game.
#39
Support / Re: Sudden Lag
June 14, 2019, 12:43:43 PM
I had the same problem happened recently, and I want to ask if there's any way to figure out which mod causes this through the log?
The log just posting the same stuff after every adjustment I tried, and all I have is "filename unknown". How tf this thing happens in an unknown file, at least give us the file location or the xml file's name, the log just help nothing to deal with the problem...
#40
Quote from: sumghai on June 02, 2019, 08:35:09 PM
Quote from: Retry_02Hide on May 31, 2019, 05:46:01 AMSorry for bothering u guys, but I have some problems when I tried to use the CE compatible patch made by Sumghai.
I am not sure if I use them in the right way, but I just create a 'patches' folder in CE's 'Patches' folder and put all the xml.
You're using them the wrong way. The current version of the patches are supposed to go inside each of the original mods' folder (i.e. Mods\(RH) The Ghosts (1.0)\Patches).

In the long term, I am working RaptorX and AthenaSulisMinerva on forking CE to better support all RN mods, as well as more mods in general than the original CE:

https://github.com/AthenaSulisMinerva/CombatExtended
Thanks for your reply, but same errors still occured after I install them in the way you said. Maybe there's some other mods conflict with those patches.
However, the patches from the github link you post work fine thorugh some little tests. Thank you for making these awesome mods work with CE!
#41
Sorry for bothering u guys, but I have some problems when I tried to use the CE compatible patch made by Sumghai.
I am not sure if I use them in the right way, but I just create a 'patches' folder in CE's 'Patches' folder and put all the xml. in it, then I got the world generating with apprael utility problems, can't wear XXX with XXX problem and faction null relation error. My world map just have nearly no faction base, but weapon and ammo system works properly in my first test.
This is my first time to ask for solution here, if I miss anything needed to solve the problems plz tell me, thanks for your help.
(btw:there may be some wrong grammar, sorry for my bad english