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Author Topic: [1.0] Marvin's Stuff  (Read 61024 times)

MarvinKosh

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Re: [B19] Marvin's Stuff
« Reply #105 on: September 21, 2018, 08:23:56 AM »

Yep, that's the one. Nice of it to give me something to work with. :P

ListPerishables has null checking, and so I'm not sure why it's throwing an NRE. But, it's possible that I've missed something.

rawrfisher

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Re: [B19] Marvin's Stuff
« Reply #106 on: September 22, 2018, 04:54:02 PM »

Code: [Select]
System.NullReferenceException: Object reference not set to an instance of an object
at CRC_Reintegrated.ArmouryUtility.GetColonistArmouryPoints (System.Collections.Generic.IEnumerable`1<Verse.Pawn>,RimWorld.IIncidentTarget,single&,single&) <0x00459>
at CRC_Reintegrated.MarvsStoryTellerUtility.CombatReadinessPoints (RimWorld.IIncidentTarget) <0x0006f>
at CRC_Reintegrated.MarvsStoryTellerUtility.Prefix (RimWorld.IIncidentTarget,single&) <0x00020>
at (wrapper dynamic-method) RimWorld.StorytellerUtility.DefaultThreatPointsNow_Patch1 (RimWorld.IIncidentTarget) <0x0005e>
at RimWorld.HistoryAutoRecorderWorker_ThreatPoints.PullRecord () <0x0004e>
at RimWorld.HistoryAutoRecorder.Tick () <0x00090>
at RimWorld.HistoryAutoRecorderGroup.Tick () <0x00048>
at RimWorld.History.HistoryTick () <0x00048>
at Verse.TickManager.DoSingleTick () <0x008e5>

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

If you have some free time can you explain what this means?
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MarvinKosh

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Re: [B19] Marvin's Stuff
« Reply #107 on: September 22, 2018, 05:51:48 PM »

Going to need a full output log, not just the error, so that I can rule out mod conflicts.

But essentially the problem here is that a null value has been passed to something which expects a reference to a non-null object, hence 'Null Reference Exception.'

rawrfisher

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Re: [B19] Marvin's Stuff
« Reply #108 on: September 22, 2018, 06:00:08 PM »

Hmm I'll have to see if I can trigger it again unless you want the load order I'm working with currently.

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MarvinKosh

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Re: [B19] Marvin's Stuff
« Reply #109 on: September 22, 2018, 06:23:05 PM »

A normal log (load saved game and then exit) is fine.

rawrfisher

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Re: [B19] Marvin's Stuff
« Reply #110 on: September 22, 2018, 06:29:56 PM »

https://git.io/fAdQB

I wasnt sure if that error meant anything.
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MarvinKosh

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Re: [B19] Marvin's Stuff
« Reply #111 on: September 22, 2018, 07:21:45 PM »

Not sure where the problem is coming from. Just have to wait and see if a pattern emerges.

MarvinKosh

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Re: [1.0] Marvin's Stuff
« Reply #112 on: September 27, 2018, 12:44:39 AM »

Clear The Stockpiles (1.0)

v1.0.7 "You invalidated my father, prepare to die" stable version

This is a mod which prioritises unclogging stockpiles which are full of dropped items e.g. leather from a butchering table might clog up a nearby corpse stockpile.

Change log:
- Debug mode added in mod settings menu. For troubleshooting only.
- Optimised the search for a good dumping spot by excluding all cells from the haulable's current stockpile (which is where it does not belong).
- Fixed a bug introduced in v1.0.6 which meant that valid dumping spots would become invalid.
- Fixed a bug which would generate out of bounds locations and then try to find edifices there.
- In addition to avoiding positions next to doors as potential dumping spots, colonists will also avoid positions next to or on work tables e.g crafting spots, unless there's an adjacent stockpile which matches the thing they are dumping.
- Bugs fixed.
- You can configure how far away a colonist will look to find a matching stockpile.

Download from Marvin's Mods (direct download): http://marvinkosh.omniloth.net/mod/clear-the-stockpiles-r1/
Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1542424055
Source: https://github.com/marvinkosh/clear-the-stockpiles
« Last Edit: October 23, 2018, 09:32:36 AM by MarvinKosh »
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MarvinKosh

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Re: [B19] Marvin's Stuff
« Reply #113 on: September 29, 2018, 05:19:35 AM »

Snow Clearance Sanity (B19)

v1.0.1 "Oh so that's what that flag does" stable version

This is a quality of life mod for those of you who choose to land in a snowy biome. It prioritises cleaning above clearing snow, and it also stops colonists from clearing snow when it is snowing heavily.

Change log:
- You can always prioritise clearing snow, even if it isn't ideal.

Download from Marvin's Mods: http://marvinkosh.omniloth.net/mod/snow-clearance-sanity-b19/
Subscribe on Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1525557407
Follow me on Twitter: https://twitter.com/marvinkosh
« Last Edit: September 29, 2018, 05:58:54 AM by MarvinKosh »
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MarvinKosh

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Re: [B19] Marvin's Stuff
« Reply #114 on: October 15, 2018, 03:43:04 PM »

Found a bug in Clear the Stockpiles. It's fixed in the latest version. If you downloaded from Marvin's Mods (my site) you'll need to download it again. See above for the link! :)
« Last Edit: October 26, 2018, 03:55:33 PM by MarvinKosh »
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MarvinKosh

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Re: [1.0] Marvin's Stuff
« Reply #115 on: October 18, 2018, 03:58:57 AM »

Sometimes Raids Go Wrong (1.0)

v1.3.1 "Dead Mechanoids Chest" stable version

This is the mod which occasionally makes things go wrong for the raiders. From a rapid ageing disease to meteorites raining down from above, they're going to have a bad day.

Changelog:
- Fixed raid letter not being received when drop pod enemies die due to pod crashing and the arrival mode is random drop.
- Bugfixed mech raid chasing the raiders, they will definitely fight back now.
- The mod name and settings labels can now be translated.
- Added a debug mode (debug outputs for some things).
- Reorganised the code a bit.
- Rewrote some code for 1.0.
- Mechanoids chasing raiders are generated from the pool of mechanoid pawn groups (so mods which add new mechanoid pawn groups will work with the mod).
- Mechanoids chasing raiders don't have revolvers or inferno cannons forced on them.

Known issues:
- Malfunctioning drop pods don't explode on impact (not much I can do about it right now).

Want to see how the mod works? A have a video here where I show you what it does: https://www.twitch.tv/videos/328968618

Download from Marvin's Mods:
http://marvinkosh.omniloth.net/mod/sometimes-raids-go-wrong-r1/

Steam Workshop:
https://steamcommunity.com/sharedfiles/filedetails/?id=1551336515
« Last Edit: November 22, 2018, 10:14:20 AM by MarvinKosh »
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MarvinKosh

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Re: [1.0] Marvin's Stuff
« Reply #116 on: November 08, 2018, 02:22:46 PM »

Disasters (1.0)

The mod which makes temperature-based permanent game conditions affect caravans on the world map. Adds three new game conditions: Solar Apocalypse, Rogue Planet, and Ice Age, and scenarios for each one. There are also a few item stash quests which your caravans can complete to get some loot.

v1.2.3 "There's pemmican in that nebula" test version

Changelog:
- Added specific item stash quests: Abandoned brewery, old lumber mill, abandoned food depot, abandoned drug lab.
- Seasons now change depending on how much the permanent game condition has affected the temperature. May not be accurate.
- Caravan route planner now accounts for movement difficulty due to winter (because of above fix).
- Fixed a bug in v1.1.9 which would double the world offset when only one permanent game condition is in effect.
- Added the Ice Age game condition.
- Added default scenarios for the Ice Age and Rogue Planet game conditions.
- Unlike the previous version (for B19), in which I wrote that world map reflects changes in world temperature, but didn't qualify it by saying that the change only really affects caravan members getting heatstroke or hypothermia, this one actually does make the appropriate changes to the world map. so now you can make a guess at what kind of insulation your caravan people will need.
- Average, minimum and maximum temperatures are affected by permanent game conditions (but, see Limitations below).
- Travel time can be affected by permanent game conditions.
- Ability for animals to graze is affected by permanent game conditions.
- Growing period - displayed when you click on a zone or look at the terrain info on the world map - is affected by permanent game conditions. Actual ability to grow was always affected by temperature, but now you have an estimate of how long your growing period might be.
- Temperature suitability (used to decide which animals traders bring with them to trade) takes permanent game conditions into account.

Limitations and known issues
- The game only accounts for the current temperature offset created by a game condition. It doesn't predict it in advance.
- The game doesn't apply game conditions until you land, so it may be colder or warmer than you expect. Ice Age starts out 15C colder than normal.

See the video overview here: https://www.twitch.tv/videos/333515754

Download from Dropbox: https://www.dropbox.com/s/ks5378ovv9e292w/MarvsDisasters123_TEST_R1.zip?dl=1
« Last Edit: November 28, 2018, 02:53:27 PM by MarvinKosh »
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MarvinKosh

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Re: [1.0] Marvin's Stuff
« Reply #117 on: November 12, 2018, 09:25:47 PM »

Toxic World (1.0)

The mod which makes it dangerous to travel on the world map when the permanent Toxic Fallout game condition is active.

v0.1.8 "Bugs, bugs never change" test version

New stuff:
- Negative thoughts about being underground for extended periods during toxic fallout will actually be removed. This doesn't seem to be possible at the moment.

Old stuff:
- Default scenario 'The Shelter' added to the mod.
- Toxic buildup actually works for caravans on the world map.
- Toxic buildup will happen for caravans on the world map that are not paused at a location with the Caves feature, or lessened for caravans passing through caves.
- Added a new drug which can be taken to reduce toxic sensitivity (it is available by default when you unlock the Drug Lab). It has a potential adverse reaction which needs medical treatment.

Known issues:
- New drug doesn't appear in existing drug policies. It does appear when you start a new game, however.

Download from Dropbox: https://www.dropbox.com/s/csvahm3ravzkvxm/MarvsToxicWorld018_TEST_R1.zip?dl=1
« Last Edit: November 14, 2018, 03:46:40 AM by MarvinKosh »
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MarvinKosh

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Re: [1.0] Marvin's Stuff
« Reply #118 on: November 20, 2018, 02:01:46 AM »

Please Haul Perishables (1.0)

This is the mod you want if your rice and other things aren't being hauled urgently enough to keep them from rotting away. You don't have to designate anything for hauling, it just works.

v1.5.2 "Destination null, who knew" stable version

Changelog:
- Improved room checking and null handling.
- Added Pick Up and Haul compatibility.
- The stack threshold to haul some things is decided by pawn capacity rather than just by the max stack size.
- Optimisations. The lists of things to haul are not generated as often, and are cached in memory.

Description:
Adds new WorkGivers for hauling, which prioritise hauling perishables or food over non-perishables. Items will be considered perishable if they would rot in less than a year or deteriorate to zero hitpoints in ten days or less.

Rain and water, which both cause higher deterioration rates, will be taken into account.

Perishable items will only be given priority for hauling if they are outside.

A check is made to see if the perishable has a large enough stack size. Things which have a maximum stack size of 1 (weapons and apparel for example) pass automatically. Other perishables must have a high enough stack count for that kind of item. The exact threshold depends on the hauler's current carrying capacity and the ideal carrying capacity for their race, but it only goes as high as 40. The perishable can still pass the check if there are other perishables of the same type nearby, or if it would deteriorate to zero hitpoints in ten days or less.

Food will also be hauled if it needs to go from low to high priority storage.

A new general hauling routine prefers valuable items like silver or big stacks of items for hauling, regardless of whether they are perishable or not. It will look at a square grid and a plus-shaped grid of cells to see if a big stack of the same type of item could be made. The normal general hauling routine picks up any leftovers.

New in this version, if Pick Up and Haul is active, the mod will use its hauling routine instead, but the order in which things will be hauled will still be decided by this mod.

Also, to improve performance, the lists of things to be hauled will be cached in memory and only updated when a certain number of in-game ticks have passed.

A debug mode exists and will give feedback when you right-click a haulable, so if it is not considered perishable or food or a big stack, that will show as a reason for not doing the job, in addition to still allowing you to manually prioritise hauling.

Download from Marvin's Mods (direct download): http://marvinkosh.omniloth.net/mod/please-haul-perishables-r1/
Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1542424432
« Last Edit: December 01, 2018, 04:38:28 PM by MarvinKosh »
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