[1.1-1.2][MODLIST] Rikiki's MiningCo (05-04-2020)

Started by Rikiki, July 26, 2015, 08:14:29 AM

Previous topic - Next topic

Harry_Dicks

Quote from: SzQ on February 14, 2018, 06:56:10 AM
I'm surprised people didn't loose their shit jumping around while thinking of landing trade ships.  :-\

I think enough people really would if we were only talking about it in the proper place. Not saying this is or isn't, but we're just unlucky with other people who would agree with us stopping by. I refuse to believe that having an actual cargo ship with it's own landing bay/facilities and all the stuff mentioned isn't totally freaking awesome! ;D

Canute

Quote from: Ruisuki on February 14, 2018, 07:15:17 AM
does the airship require a new save? Or can I just settle a new colony as the text states and add it mid game? It sounds SO sweet
Should work midgame.
You need to research it before you can build these 2 nessesary buildings.

Harry_Dicks

There is a hidden faction for the airship, I'm not sure if it's required. You might be able to get some of the features without having discovered this faction.

So if you want to add this mid game, I would recommend using the mod Faction Discovery as well.

Drglord

Amazing mod very thanks but sadly in my permadeath run it got ruined by the dust bug... I destroyed the ship with dev mode removing the fog but i still get the message

System.NullReferenceException: Object reference not set to an instance of an object
  at Spaceship.Util_DownedPawn.GetRandomReachableDownedPawn (Verse.Pawn carrier) [0x00000] in <filename unknown>:0
  at Spaceship.Trigger_ReachableDownedPawn.ActivateOn (Verse.AI.Group.Lord lord, TriggerSignal signal) [0x00000] in <filename unknown>:0
  at Verse.AI.Group.Transition.CheckSignal (Verse.AI.Group.Lord lord, TriggerSignal signal) [0x00000] in <filename unknown>:0
  at Verse.AI.Group.Lord.CheckTransitionOnSignal (TriggerSignal signal) [0x00000] in <filename unknown>:0
  at Verse.AI.Group.Lord.LordTick () [0x00000] in <filename unknown>:0
  at Verse.AI.Group.LordManager.LordManagerTick () [0x00000] in <filename unknown>:0
  at Verse.Map.MapPostTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

I can't find a pawn even rimsearch and there is not one in the save file....

Help would be appreciated

Ruisuki

Getting same reference as guy above me reference not set to an instance of an object except its mining helmet unknown. I think this is also interfering with my caravans ability to travel...safe to uninstall?

Harry_Dicks

Quote from: Ruisuki on February 18, 2018, 07:21:26 PM
Getting same reference as guy above me reference not set to an instance of an object except its mining helmet unknown. I think this is also interfering with my caravans ability to travel...safe to uninstall?

Give more details. Why and/or when is this happening?

Ruisuki

Quote from: Harry_Dicks on February 18, 2018, 07:54:26 PM
Quote from: Ruisuki on February 18, 2018, 07:21:26 PM
Getting same reference as guy above me reference not set to an instance of an object except its mining helmet unknown. I think this is also interfering with my caravans ability to travel...safe to uninstall?

Give more details. Why and/or when is this happening?
its pretty much what i detailed in here https://ludeon.com/forums/index.php?topic=29054.90
heres the mining helmet reference
https://ibb.co/bxhxJ7

Rikiki

Quote from: Ruisuki
its pretty much what i detailed in here https://ludeon.com/forums/index.php?topic=29054.90
heres the mining helmet reference
https://ibb.co/bxhxJ7
I am unable to reproduce it myself. Caravaning with a Mining helmet is working fine even with corner cases like downed or dead pawn. ???
When exactly did the error appeared in the console?
Were you exiting a temporary camp? Did a pawn got killed, downed?

Quote from: Drglord on February 18, 2018, 02:53:39 PM
Amazing mod very thanks but sadly in my permadeath run it got ruined by the dust bug... I destroyed the ship with dev mode removing the fog but i still get the message
The infinite dust storm is often reported when the mod is added mid-game.
Mods like "I can fix it!" or the one modifying races have also been reported as incompatible.
I will try to add robustness given your error message but I never ran into this during my tests.

Ruisuki

yeah ive left a lot of temporary camps from set up camp mod, sometimes this happens. Sometimes im lucky it doesnt. Due to starvation and sleep pawns get downed sometimes yeah. Id also like to note that since deleting the mining helmet(from my base, not deleting the mod) ive had no issues with set up camp not deleting and have yet to get an error again.

Rikiki

Do you mean you tried to leave a mining helmet dropped on the floor of a temporary camp and all your pawns then left the area?

Rikiki

Updated MingCo. Spaceship mod: robustness for "null pointer in reachable down pawn" bug.
Corrected issues in orbital healing.
Added mod setting to disable landing pad beacon lights.

Harry_Dicks

Thank you mister Rikiki :) Any plans to add more onto the spaceships in the future?

Ruisuki

Quote from: Rikiki on February 21, 2018, 09:20:00 AM
Do you mean you tried to leave a mining helmet dropped on the floor of a temporary camp and all your pawns then left the area?
No i was using my colonist thats equipped with the helmet to travel/use setup camp mod and it through that verse bug at me. I used the destroy button from devmode and so far it hasnt shown up again. This was the error
https://ibb.co/bxhxJ7

Saint Lucifer

I was really interested on using your Spaceship mod but i heard that "I can fix it" is incompatible with the ship mod and i was curious if there is any possible workaround for it please?

Drglord

Sad to say but the "fix" is just removing the red alert message since there still is a message generated every second or so

MiningCo. Spaceship: no pawn in lord.
Verse.Log:Message(String)
Spaceship.Trigger_ReachableDownedPawn:ActivateOn(Lord, TriggerSignal)
Verse.AI.Group.Transition:CheckSignal(Lord, TriggerSignal)
Verse.AI.Group.Lord:CheckTransitionOnSignal(TriggerSignal)
Verse.AI.Group.Lord:LordTick()
Verse.AI.Group.LordManager:LordManagerTick()
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

So in simple terms you just hide the problem under the rug where no one can see it as red errors are not generated but CPU is still drained...
Hope you can figure out how to fix the falling through the earth ships that cause this. It's a cool mod after all...