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Author Topic: [1.2] Miscellaneous w MAI+Robots  (Read 1261153 times)

Canute

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Re: [1.0/1.1] Miscellaneous w MAI+Robots
« Reply #2490 on: April 03, 2020, 12:03:13 PM »

sirdave79,
i bet you use hugslib too. So just use CTRL-F12 or the green "Share log" button at the log window.
That include the modlist too.
Best do that log, after you loaded the safegame and maybe assign the MAI's to the double charger.

sirdave79

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Re: [1.0/1.1] Miscellaneous w MAI+Robots
« Reply #2491 on: April 03, 2020, 05:41:09 PM »

I am using hugslib yes, should I not be ? I didn't think it was depreciated now. Maybe that's caused me some other problems that I couldn't fix.

Huh. that ctrl+f12 is pretty cool.

https://gist.github.com/e332cef896d326f5f72a642d27a2007b

Anything stand out other thanHugslib ? (should I remove hugslib ??)

Thanks
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Canute

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Re: [1.0/1.1] Miscellaneous w MAI+Robots
« Reply #2492 on: April 04, 2020, 03:29:58 AM »

Quote
Anything stand out other thanHugslib ? (should I remove hugslib ??)
Not sure what you mean. Since many mods need hugslib you can't remove it.

Quote
RimWorld 1.1.2558
You should update your Rimworld to 1.1.2575 at last or better to the newest 1.1.2589.

Quote
Mod [1.1] RPG Style Inventory [V3.3.2] is missing packageId in About.xml! (example: <packageId>AuthorName.ModName.Specific</packageId>)
I checked myself, there is a packageID at the About.xml
Not sure how you installed the mods, but you should update them all.
And check if all mods are installed/unzip correct.

Quote
Failed to parse dependency: <li>JecsTools</li>.
Inner exception: System.IO.InvalidDataException: Invalid packageId: 'JecsTools'
  at ModManager.Dependency.TryParseIdentifier (System.String text, System.Xml.XmlNode node) [0x0006f] in <173388a768a94ef8987399eefd1f398b>:0
Can it be that one of your installed mods need Jecstools Mod  ?

At first your should fix your mods, so no error's (red text) show up after a mod activation/Rimworld start.

sirdave79

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Re: [1.0/1.1] Miscellaneous w MAI+Robots
« Reply #2493 on: April 04, 2020, 06:01:24 AM »

Thank you for taking the time to look at all of that.

You said "i bet you use hugslib too."

That made me think you were saying I shouldn't be.

As far as I knew I should be using, so I am using it.

The way Ive installed most of these mods is by using my steam install to download mods ive subscribed too, then im using fluffys mod manager to make local copies of mods and moving them to my ludeon downloaded non steam rimworld install. A few I've downloaded direct from the forums.

I'll update my game version at some point. Didn't even realise I didn't have jecstools in right now. I didn't perceive any issues. Ill get that put in. With RPG inventories again I didn't perceive any problems, there does seem to be a large number of "bootleg" copies of the mod around. Ill see about downloading it from the forums.

I do however think those things are unlikely to be the cause of my problem.

Especially since keeping the mobile ai's apart avoids the error. I suppose its possible. When I've done all the things I'll update.

Thanks
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Canute

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Re: [1.0/1.1] Miscellaneous w MAI+Robots
« Reply #2494 on: April 04, 2020, 06:39:16 AM »

Yes, you are right they are prolly not the reason for the double charger problem, since the single charger works.
But that is a general suggestion, not to have error's at Rimworld start.
And when a mod got a missing packageID at example it indicate that version is maybe and old version.
Old versions arn't allways bad, but mosttimes there is a reason why there is a newer version.

Basicly is is a wise choose to backup your steam mods, but updates are important too :-)

About the double charger Haplo the mod author need to look.


Haplo

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Re: [1.0/1.1] Miscellaneous w MAI+Robots
« Reply #2495 on: April 04, 2020, 06:23:26 PM »

The new version should fix this issue.
A check in the base game doesn't recognise that a pawn may have no food requirements, this threw errors.
I've circumvented it now by activating food requirements (liquor) but disabling the real requirement :)
Now this error shouldn't occure again.
Also the path fixed a problem with the nanite fabricator.
Now a MAI in a recharge station with a fabricator attached + enough plasteel can now regrow lost limbs again :)
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ImAllen

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Re: [1.0/1.1] Miscellaneous w MAI+Robots
« Reply #2496 on: April 05, 2020, 04:29:16 AM »

Only problem I have is If I add a recharge station as a medical bed, the non AI use it to rest in. or the AI uses the hospital beds instead and wont rest. Nothing major.
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sirdave79

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Re: [1.0/1.1] Miscellaneous w MAI+Robots
« Reply #2497 on: April 18, 2020, 11:38:54 AM »

@Haplo, if your last post was in response to me sir, thanks very much ill get around to testing. Aplogies for the trouble.

I've done some of the things Canute said but I haven't updated the game version and im kind of in the middle of a bit less cheaty playthrough.
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Ruisuki

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Re: [1.0/1.1] Miscellaneous w MAI+Robots
« Reply #2498 on: May 03, 2020, 03:42:22 AM »

only missing incidents now
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Haplo

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Re: [1.0/1.1] Miscellaneous w MAI+Robots
« Reply #2499 on: May 04, 2020, 01:45:35 AM »

Ups, sorry. I totally forgot hat I haven't finished Incidents yet.. :(
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Ruisuki

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Re: [1.0/1.1] Miscellaneous w MAI+Robots
« Reply #2500 on: May 18, 2020, 04:18:07 PM »

slight request not sure if its in the cards but can different ammo be used for the shooting range? I use the lightweight ammunition mod and my people end up wasting a ton of resources using the dummy. Or maybe a way to restrict these recreation sources to only be used manually, of my own volition so I can micromanage and minimize the ammo consumption?
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Haplo

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Re: [1.0/1.1] Miscellaneous w MAI+Robots
« Reply #2501 on: May 19, 2020, 03:24:01 PM »

You can use the arrow target instead.
That one can now also be used for training, where it uses the equipped weapon (forced training only), but they will use the bow (no ammo) to shoot arrows for recreation.
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Ruisuki

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Re: [1.0/1.1] Miscellaneous w MAI+Robots
« Reply #2502 on: May 19, 2020, 08:34:39 PM »

ah. well another problem is that the pawns end up breaking the walls or wasting a lot of time on repairs when using the regular dummy but i suppose i could just not build it. Would be good if i could forbid the use of the target dummy so i could only use it when forcing a pawn so i can micromanage it
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Canute

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Re: [1.0/1.1] Miscellaneous w MAI+Robots
« Reply #2503 on: May 20, 2020, 01:00:42 AM »

That is a problem with all semi-dangerous weapons.
There is allready a check for dangerous weapons so pawn's won't use Doomsday launcher to pratice shooting ! :-)
You just shouldn't place the target close to walls or other destroyable objects. 2 tiles away from anything would fix that problem, or if you use weapons with a larger spread 3-4 tiles.
Why do you think at reallife shooting ranges arn't in living areas of cities? :-)

Ruisuki

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Re: [1.0/1.1] Miscellaneous w MAI+Robots
« Reply #2504 on: May 20, 2020, 07:20:53 AM »

shooting range enclosed walls
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