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Author Topic: [1.0] Combat Extended - 1.8.2 CE Melee released (17.11.2019)  (Read 630349 times)

Canute

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Re: [1.0] Combat Extended - 1.8.2 CE Melee released (17.11.2019)
« Reply #1230 on: March 24, 2020, 07:56:03 AM »

I don't think CE alone will use so many memory, but the out of memory would result in a crash and not a missing HUD.
You have should report it, and the best would be to ask at the discord.
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gjer

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Re: [1.0] Combat Extended - 1.8.2 CE Melee released (17.11.2019)
« Reply #1231 on: March 24, 2020, 09:20:38 AM »

I don't think CE alone will use so many memory, but the out of memory would result in a crash and not a missing HUD.
You have should report it, and the best would be to ask at the discord.

Thanks.
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Alistaire

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Re: [1.0] Combat Extended - 1.8.2 CE Melee released (17.11.2019)
« Reply #1232 on: April 09, 2020, 05:50:38 AM »

CE is incompatible with the 32-bit version of RimWorld. No idea why but it's been reported many times and is a known issue. Probably cannot be fixed on our side.
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Ozymandias

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Re: [1.0] Combat Extended - 1.8.2 CE Melee released (17.11.2019)
« Reply #1233 on: April 17, 2020, 10:17:52 PM »

Based on the many complaints I'm reading at the Steam comments section and my current struggle to even activate this mod without any error messages, I'm assuming there are still quiet a few problems that need to be ironed out here?

Edit: Seems to have been conflicting with the Better Loading Mod. Strange

In case this is something anyone wanted to look into, I've attached an image of the error log and my mod list. Removed Better Loading and it started without any issue.

Edit 2: So, although the game starts without any error, apparently turrets generate an exception. (This is with only CE, and Harmony)
« Last Edit: April 23, 2020, 12:36:21 AM by Ozymandias »
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112233

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Re: [1.0] Combat Extended - 1.8.2 CE Melee released (17.11.2019)
« Reply #1234 on: April 25, 2020, 01:44:39 PM »

Turrets don't want to target raiders, but do target mad animals. Has anyone else experienced this?
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General][Custer

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Re: [1.0] Combat Extended - 1.8.2 CE Melee released (17.11.2019)
« Reply #1235 on: April 27, 2020, 06:33:20 AM »

Hi there,

I got this weird bug, where FSX is created by milking, but then lying on the ground without the item being interactable. You can't right click it or select it or let it be hauled anywhere. The item just lies there and the text in the lower left corner of the screen says FSX but that's it. Any ideas why that happens and how to fix it?

Cheers!
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zenn

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Re: [1.0] Combat Extended - 1.8.2 CE Melee released (17.11.2019)
« Reply #1236 on: April 27, 2020, 04:57:42 PM »

Code: [Select]
[Combat Extended] Patch operation Verse.PatchOperationReplace(Defs/HediffDef[defName="SimpleProstheticArm"]/comps/li[@Class="HediffCompProperties_VerbGiver"]/tools) failed
file: D:\Game\Steam\steamapps\workshop\content\294100\1631756268\Patches\Core\HediffDefs\Hediffs_Local_AddedParts.xml
Verse.Log:Error(String, Boolean)
Verse.PatchOperation:Complete(String)
Verse.LoadedModManager:ClearCachedPatches()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.<>c:<Start>b__6_1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.<>c:<UpdateCurrentAsynchronousEvent>b__27_0()
System.Threading.ThreadHelper:ThreadStart_Context(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object)
System.Threading.ThreadHelper:ThreadStart()
Code: [Select]
[Combat Extended] Patch operation Verse.PatchOperationReplace(Defs/ThingDef[@Name="BasePawn"]/inspectorTabs/li[.="ITab_Pawn_Gear"]) failed
file: D:\Game\Steam\steamapps\workshop\content\294100\1631756268\Patches\Core\ThingDefs_Races\Races_Animal_Base.xml
Verse.Log:Error(String, Boolean)
Verse.PatchOperation:Complete(String)
Verse.LoadedModManager:ClearCachedPatches()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.<>c:<Start>b__6_1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.<>c:<UpdateCurrentAsynchronousEvent>b__27_0()
System.Threading.ThreadHelper:ThreadStart_Context(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object)
System.Threading.ThreadHelper:ThreadStart()
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