[1.0] Combat Extended - 1.8.2 CE Melee released (17.11.2019)

Started by NoImageAvailable, June 09, 2017, 04:13:13 PM

Previous topic - Next topic

XeoNovaDan

#60
While I've been testing my CE patch for my weapon mod, I've noticed that the debug log gets flooded with the following when trying to view an ammo's info tab:


Exception filling window for Verse.Dialog_InfoCard: System.NullReferenceException: Object reference not set to an instance of an object
  at CombatExtended.AmmoDef.<get_Users>b__9_0 (Verse.ThingDef def) [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[Verse.ThingDef].FindAllStackBits (System.Predicate`1 match) [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[Verse.ThingDef].FindAll (System.Predicate`1 match) [0x00000] in <filename unknown>:0
  at CombatExtended.AmmoDef.get_Users () [0x00000] in <filename unknown>:0
  at CombatExtended.AmmoThing.GetDescription () [0x00000] in <filename unknown>:0
  at RimWorld.StatsReportUtility.DescriptionEntry (Verse.Thing thing) [0x00000] in <filename unknown>:0
  at RimWorld.StatsReportUtility+<StatsToDraw>c__Iterator19A.MoveNext () [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[RimWorld.StatDrawEntry].MoveNext () [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[RimWorld.StatDrawEntry].AddEnumerable (IEnumerable`1 enumerable) [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[RimWorld.StatDrawEntry].AddRange (IEnumerable`1 collection) [0x00000] in <filename unknown>:0
  at RimWorld.StatsReportUtility.DrawStatsReport (Rect rect, Verse.Thing thing) [0x00000] in <filename unknown>:0
  at Verse.Dialog_InfoCard.FillCard (Rect cardRect) [0x00000] in <filename unknown>:0
  at Verse.Dialog_InfoCard.DoWindowContents (Rect inRect) [0x00000] in <filename unknown>:0
  at Verse.Window+<WindowOnGUI>c__AnonStorey2C4.<>m__1B1 (Int32 x) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.<WindowOnGUI>c__AnonStorey2C4:<>m__1B1(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)


However, I've noticed the same happening with 'vanilla' ammo types.

In addition, no ammo information actually shows up.

Voker57

Minigun centipedes are so much more powerful than others. Charge blaster and inferno cannon are awfully imprecise, but minigun is an absolute death machine.

Senafir


MCreeper

Played this mod with tribal start, and when my shortbow hunter shooted at monkey on the same tile that he was standing on, he shooted himself. This happened twice for me. Can it be fixed?

blaxblade

Hello, i have tried Ce with the mod of star wars (lightsaber, the force) and have a good compatibility; however the charachter with max skill can parry but not reflect the bullets, How could it be resolved? Since good or bad work together I would like to see them fully compatible

Voker57


Senafir

Quote from: Voker57 on June 13, 2017, 11:46:10 AM
Quote from: Senafir on June 13, 2017, 10:36:44 AM
So how the hell do you reload auto turrets

Haulers reload them for me.

well not for me my turret has been sitting there for ages and even though i have apriopriate ammo no1 is reloading it even though it is in the stockpile right next to it

metheviewer

Hi, I'm really excited for this revival, but I'm getting error's on launch:

https://pastebin.com/bKzTqJxX

<i>Combat Extended :: initialized
Verse.Log:Message(String)
CombatExtended.Controller:.ctor(ModContentPack)
System.Reflection.MonoCMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoCMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MonoCMethod:Invoke(BindingFlags, Binder, Object[], CultureInfo)
System.Activator:CreateInstance(Type, BindingFlags, Binder, Object[], CultureInfo, Object[])
System.Activator:CreateInstance(Type, Object[], Object[])
System.Activator:CreateInstance(Type, Object[])
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()</i>

The whole thing is too long to post.

Any idea why?

Thanks in advance.

deathstar

Quote from: NoImageAvailable on June 12, 2017, 06:36:20 PM
Quote from: deathstar on June 12, 2017, 05:10:03 PM
Is this normal? What can I do? Doesn't seem right.

Can't reproduce this. Did your hunters have any health impairments?

Thanks for taking the time to look at this. I've tried the scenario again on the same save and documented everything here: http://imgur.com/a/cRXjn

NoImageAvailable

Quote from: deathstar on June 13, 2017, 01:41:20 PM
Quote from: NoImageAvailable on June 12, 2017, 06:36:20 PM
Quote from: deathstar on June 12, 2017, 05:10:03 PM
Is this normal? What can I do? Doesn't seem right.

Can't reproduce this. Did your hunters have any health impairments?

Thanks for taking the time to look at this. I've tried the scenario again on the same save and documented everything here: http://imgur.com/a/cRXjn

The fact you're seeing the armor deflection effect makes me think there might be something messing with your weapons' armor penetration. Please post your mod list and a screen of your weapons' info-tab, I'd like to know what the melee armor penetration stat says.
"The power of friendship destroyed the jellyfish."

MrWeeGee

Quote from: Voker57 on June 13, 2017, 07:02:24 AM
Minigun centipedes are so much more powerful than others. Charge blaster and inferno cannon are awfully imprecise, but minigun is an absolute death machine.

I lmao'd the first time one popped and it just decimated my entire colony single-handedly. Standing in a small, tight group is a death wish for several colonists, even with 1 spray. I try to fight them, but usually have to save scum if I don't want most of my colony dead.

Quote from: Senafir on June 13, 2017, 10:36:44 AM
well not for me my turret has been sitting there for ages and even though i have apriopriate ammo no1 is reloading it even though it is in the stockpile right next to it

Haulers have to be performing that job as per their priorities. On mannable turrets, if you click the reload button, there's a "reload" option among all the ammo options. Whoever's manning the turret will then reload it. Not sure if the option is there for auto-turrets, I get a "value does not fall within the expected range" error every time I click reload on those. However, I can right click on it and tell a colonist to reload it. Perhaps double check that you're using the correct caliber.

deathstar

Quote from: NoImageAvailable on June 13, 2017, 01:50:21 PM
The fact you're seeing the armor deflection effect makes me think there might be something messing with your weapons' armor penetration. Please post your mod list and a screen of your weapons' info-tab, I'd like to know what the melee armor penetration stat says.

I think you might be right, both weapons equipped seem to lack a few stats completely...
This is the knife the best hunter used: http://i.imgur.com/y98MivQ.jpg

Compared to a rubbish wooden club lying in my storage: http://i.imgur.com/79F56Dx.jpg

My modlist: https://pastebin.com/3k52xpht

NoImageAvailable

Quote from: deathstar on June 13, 2017, 02:41:22 PM
Quote from: NoImageAvailable on June 13, 2017, 01:50:21 PM
The fact you're seeing the armor deflection effect makes me think there might be something messing with your weapons' armor penetration. Please post your mod list and a screen of your weapons' info-tab, I'd like to know what the melee armor penetration stat says.

I think you might be right, both weapons equipped seem to lack a few stats completely...
This is the knife the best hunter used: http://i.imgur.com/y98MivQ.jpg

Compared to a rubbish wooden club lying in my storage: http://i.imgur.com/79F56Dx.jpg

My modlist: https://pastebin.com/3k52xpht

Seems like something in your mod list is overriding the changes CE makes to those weapons. Nothing in your mod list sticks out to me so you might have to try turning off a bunch of mods, start a test game and see if your starting knife has the armor penetration stat until you narrow down which mod is causing it.
"The power of friendship destroyed the jellyfish."

Moonsong

Those outfit and loadout priorities are really high. Crippled people are getting up to equip their shit as soon as they're able to walk. Others would rather refill their ammo asap than deal with their burning house.

deathstar

Quote from: NoImageAvailable on June 13, 2017, 02:52:48 PM
Quote from: deathstar on June 13, 2017, 02:41:22 PM
Quote from: NoImageAvailable on June 13, 2017, 01:50:21 PM
The fact you're seeing the armor deflection effect makes me think there might be something messing with your weapons' armor penetration. Please post your mod list and a screen of your weapons' info-tab, I'd like to know what the melee armor penetration stat says.

I think you might be right, both weapons equipped seem to lack a few stats completely...
This is the knife the best hunter used: http://i.imgur.com/y98MivQ.jpg

Compared to a rubbish wooden club lying in my storage: http://i.imgur.com/79F56Dx.jpg

My modlist: https://pastebin.com/3k52xpht

Seems like something in your mod list is overriding the changes CE makes to those weapons. Nothing in your mod list sticks out to me so you might have to try turning off a bunch of mods, start a test game and see if your starting knife has the armor penetration stat until you narrow down which mod is causing it.

I disabled a bunch of mods at the bottom of my load-order to try and find the culprit, then re-enabled them one by one and tested with a new colony each time. Works fine now, too, but something must have screwed over my savegame (which I did start with CE enabled!). I don't know what exactly caused this, but it's working now and I totally don't mind starting over.
Thanks for your time.