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Author Topic: [1.2] Miscellaneous w MAI+Robots  (Read 1261076 times)

MiniMishii

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Re: [1.0] Miscellaneous w MAI+Robots
« Reply #2475 on: December 10, 2019, 10:57:50 PM »

Thank you! Found what it was conflicting with, and tbh, I'm not even sure what that mod does, as it's no longer on Steam. Guess it's time for that one to go...fingers crossed that's the only issue :)
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linreche

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Re: [1.0] Miscellaneous w MAI+Robots
« Reply #2476 on: February 19, 2020, 01:24:03 PM »

hello
Misc. MapGen FactionBase
Error pop up when attacking pirate base !

Code: [Select]
Error in BlueprintHandler.CreateBlueprintAt(..): System.InvalidCastException: Cannot cast from source type to destination type.
  at MapGenerator.BlueprintHandler.CreateBlueprintAt (IntVec3 c, Verse.Map map, MapGenerator.MapGeneratorBaseBlueprintDef blueprint, RimWorld.Faction faction, Verse.ThingDef& wallStuff, System.Collections.Generic.List`1& usedSpots) [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
MapGenerator.BlueprintHandler:CreateBlueprintAt(IntVec3, Map, MapGeneratorBaseBlueprintDef, Faction, ThingDef&, List`1&)
MapGenerator.Genstep_CreateBlueprintBase:ScatterAt(IntVec3, Map, Int32)
Verse.GenStep_Scatterer:Generate(Map, GenStepParams)
Verse.MapGenerator:GenerateContentsIntoMap(IEnumerable`1, Map, Int32)
Verse.MapGenerator:GenerateMap(IntVec3, MapParent, MapGeneratorDef, IEnumerable`1, Action`1)
Verse.GetOrGenerateMapUtility:GetOrGenerateMap(Int32, IntVec3, WorldObjectDef)
Verse.GetOrGenerateMapUtility:GetOrGenerateMap(Int32, WorldObjectDef)
RimWorld.Planet.SettlementUtility:AttackNow(Caravan, SettlementBase)
RimWorld.Planet.<Attack>c__AnonStorey0:<>m__0()
Verse.LongEventHandler:UpdateCurrentSynchronousEvent(Boolean&)
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Play:Update()
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Haplo

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Re: [1.0] Miscellaneous w MAI+Robots
« Reply #2477 on: February 19, 2020, 04:21:19 PM »

Thank you for the info.
I have no idea what the problem might be, but I'll try to find and fix it :)
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EbeneezerSquid

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Re: [1.0] Miscellaneous w MAI+Robots
« Reply #2478 on: February 20, 2020, 11:58:30 AM »

I love your Robots, and now that 1.1 unstable is out, I find myself REALLY missing the little guys.

Any update plans you care to share?
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Haplo

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Re: [1.0] Miscellaneous w MAI+Robots
« Reply #2479 on: February 20, 2020, 01:38:28 PM »

To be honest, core, robots and training are already updated.
I just need a bit more testing, then I'll most likely drop them.
So expect them soon(TM)  8)
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Jan2607

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Re: [1.0] Miscellaneous w MAI+Robots
« Reply #2480 on: February 22, 2020, 11:24:22 AM »

When you say robots, do you mean MAI too? That's one of my most important mods I really need for a new 1.1 playthrough :D
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EbeneezerSquid

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Re: [1.0] Miscellaneous w MAI+Robots
« Reply #2481 on: February 22, 2020, 12:46:37 PM »

I just need the little guys, for cleaning and hauling.

Everything else is a bonus.

Never actually built MAI, but used the training constantly.
« Last Edit: February 22, 2020, 12:48:12 PM by EbeneezerSquid »
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CEPMatos

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Re: [1.0] Miscellaneous w MAI+Robots
« Reply #2482 on: March 12, 2020, 04:08:00 PM »

Nice, please update the title to 1.1
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xNuviettex

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Re: [1.0] Miscellaneous w MAI+Robots
« Reply #2483 on: March 12, 2020, 08:30:40 PM »

Quick Question and an idea for you. first question. is your turret base mod compatible with 1.1?

and the idea is see if you can implement the locks mod from Avius, to where your robots can have there own access to specific colonist owned doors.
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Haplo

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Re: [1.0] Miscellaneous w MAI+Robots
« Reply #2484 on: March 14, 2020, 04:56:27 PM »

Turret base is currently not ready for 1.1, sorry.
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Angelix

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Re: [1.0/1.1] Miscellaneous w MAI+Robots
« Reply #2485 on: March 17, 2020, 08:05:15 AM »

There is a little problem with area reset in case rechargers outside of permitted area. Its an infestation. In case it happens near recharging bases it is too difficult to protect bots. Can we have some override switch?
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Haplo

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Re: [1.0/1.1] Miscellaneous w MAI+Robots
« Reply #2486 on: March 20, 2020, 03:17:37 AM »

What should the switch do? Switch the robot off or a manual control of the robot?
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Angelix

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Re: [1.0/1.1] Miscellaneous w MAI+Robots
« Reply #2487 on: March 20, 2020, 08:43:00 AM »

do not reset area or shutdown them where they are. or smth that allow keep them away. maybe even in "area reset" option in mod options
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SpaceDorf

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Re: [1.0/1.1] Miscellaneous w MAI+Robots
« Reply #2488 on: March 31, 2020, 08:26:25 AM »

Turning off the Power for the recharge bases has the effect you want.

Robots who would return to recharge stay where they are, similiar to the solar Flare or EMP effect.
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Maxim 1   : Pillage, then burn
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sirdave79

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Re: [1.0/1.1] Miscellaneous w MAI+Robots
« Reply #2489 on: April 03, 2020, 10:37:11 AM »

Hello there Mr Haplo.

I love your mod. It was Barkys video that made me explore it.

So I currently am doing a testing playthrough for 241 mods. I had rimworld on all day yesterday in the background. I have 20 MAI's active, 10 female 10 male, which I spawned in using debug mode.

After a while 2 of my AIs decided to be lovers so I built em a double recharger and switched em to that.

After that I am getting an error in debug log and the game pauses. A reference to a pawn ID I strongly believe to be one of the AI couple.

When I switch them back to separate rechargers I can sleep through 3 days. The moment they get into the double recharger I have the problem again.

Code: [Select]
Exception in RimWorld.ThinkNode_ConditionalLyingDown TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.LovePartnerRelationUtility.GetLovinMtbHours (Verse.Pawn pawn, Verse.Pawn partner) [0x00023] in <5209aa21b50a4923892a7510acf7aa74>:0
  at (wrapper dynamic-method) Verse.AI.ThinkNode_ChancePerHour_Lovin.DMD<DMD<MtbHours_Patch1>?-1738884608::MtbHours_Patch1>(Verse.AI.ThinkNode_ChancePerHour_Lovin,Verse.Pawn)
  at Verse.AI.ThinkNode_ChancePerHour.TryIssueJobPackage (Verse.Pawn pawn, Verse.AI.JobIssueParams jobParams) [0x00030] in <5209aa21b50a4923892a7510acf7aa74>:0
  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn, Verse.AI.JobIssueParams jobParams) [0x00022] in <5209aa21b50a4923892a7510acf7aa74>:0
Verse.Log:Error(String, Boolean)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DMD<DMD<DetermineNextJob_Patch4>?638055552::DetermineNextJob_Patch4>(Pawn_JobTracker, ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:DMD<DMD<CheckForJobOverride_Patch0>?1612893312::CheckForJobOverride_Patch0>(Pawn_JobTracker)
RimWorld.<>c__DisplayClass2_0:<LayDown>b__1()
Verse.AI.JobDriver:DMD<DMD<DriverTick_Patch1>?-1208736640::DriverTick_Patch1>(JobDriver)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:DMD<DMD<Tick_Patch2>?-689569024::Tick_Patch2>(Pawn)
AIPawn.AIPawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Im not sure this problem is caused by this mod alone, its more likely a bad interaction but that error may mean more to you than it does to me.

Ill see about exporting my modlist too.

Thanks
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