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Author Topic: [1.0] Miscellaneous w MAI+Robots  (Read 1062583 times)

Navarro

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Re: [1.0] Miscellaneous w MAI+Robots
« Reply #2505 on: September 01, 2019, 08:19:02 AM »

How do i download this?
There is no option to download a folder as zip or zip-files directly.
See attachments.
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Canute

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Re: [1.0] Miscellaneous w MAI+Robots
« Reply #2506 on: September 01, 2019, 10:43:40 AM »

Best would be, you got one step back, so you have the "master" overview.
Then use the green "Clone or Download" button to download all at once as zip, then you can seperate them at your harddisk.
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Navarro

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Re: [1.0] Miscellaneous w MAI+Robots
« Reply #2507 on: September 01, 2019, 12:49:28 PM »

That works. Thanks.
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Tocato

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Re: [1.0] Miscellaneous w MAI+Robots
« Reply #2508 on: September 12, 2019, 02:19:39 AM »

can we sell mai? and do mai need to be given weapons? they can use whatever we equip them with?
« Last Edit: September 12, 2019, 02:21:40 AM by Tocato »
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Canute

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Re: [1.0] Miscellaneous w MAI+Robots
« Reply #2509 on: September 12, 2019, 03:19:25 AM »

Can you sell your starting colonist, do you need to be given them weapons ?
Basicly a MAI is full functional pawn like your others. If you want that they want to shoot they need a weapon. Sure they have some better mellee attack the humans, but good mellee weapons can't hurt either.
MAI got better basic protections then human, so they don't need to wear any clothings, so you can't get boni from these anymore.
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Tocato

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Re: [1.0] Miscellaneous w MAI+Robots
« Reply #2510 on: October 15, 2019, 03:00:49 PM »

Hello can we get less dangerous ammo (maybe bb) equipped for all weapons not just explosions for the shooting dummy?  I'm inside a cave and when my colonists miss they end up destroying the walls. Even throwing ro is would be better than spending a ton of time repairing
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MiniMishii

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Re: [1.0] Miscellaneous w MAI+Robots
« Reply #2511 on: December 10, 2019, 02:50:56 AM »

I can't successfully use the robots :c It just has the option to repair, but repairing doesn't actually do anything. I've also tried putting it at the top or at the bottom of the load order.

Attached is what the dev log throws when I click activate. I'm not sure how to even start to go about trying to fix this one =\

I've used them before perfectly successfully in a mod-heavy game, so I don't even know what I should try disabling to find a conflict.
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Canute

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Re: [1.0] Miscellaneous w MAI+Robots
« Reply #2512 on: December 10, 2019, 03:19:40 AM »

MiniMishii,
when the robot's worked before and you didn't change anything it could be a conflict with another mod. Then a full logfile would be more helpful, click on the green "Share log" button at the log window for a combined modlist + logfile.

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Haplo

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Re: [1.0] Miscellaneous w MAI+Robots
« Reply #2513 on: December 10, 2019, 06:37:24 AM »

This looks like a conflict with another mod:
More_Scenario_Parts.HarmonyPatches.TryGenerateNewPawnInternal_ScenPartExSupport
-> Do you have a new mod added? Something that adds 'More Scenarios' maybe?
This can only be fixed on their side. There is nothing I can do about it, sorry.
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MiniMishii

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Re: [1.0] Miscellaneous w MAI+Robots
« Reply #2514 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 #2515 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 #2516 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 #2517 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 #2518 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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