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Author Topic: [1.3] Miscellaneous w MAI+Robots  (Read 1346795 times)

Galleg

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Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.1 / 16.04.2016)
« Reply #1230 on: April 16, 2016, 05:45:15 PM »

Tx for the update.
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JerryBi

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Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.1 / 16.04.2016)
« Reply #1231 on: April 16, 2016, 07:30:54 PM »

Good idea to change thread title ?
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Dragoon

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Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.1 / 16.04.2016)
« Reply #1232 on: April 16, 2016, 09:23:59 PM »

Update: The Robots are back!
So, after a long bug hunting session I think I have the robots up and running again.
Please tell me if I've missed a bug somewhere :)

Edit: Added a patch for Miscellaneous MapGenerator + EdB's Prepare Carefully + EnviroSeeds

But what about my question?
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Quote from: faltonico
I truly can't understand that sense of balancing a LOT of modders have, pouring more resources on something doesn't make it more difficult, but more annoying. It is not engaging, even if i'm swimming in silver at late game ¿why to bother?, why all the effort to get there?.

Haplo

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Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.1 / 16.04.2016)
« Reply #1233 on: April 16, 2016, 11:46:40 PM »

That I can tell when Mai is finished. But most likely the answer is yes, you can. 8)
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pktongrimworld

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Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.1 / 16.04.2016)
« Reply #1234 on: April 17, 2016, 12:08:22 AM »

That I can tell when Mai is finished. But most likely the answer is yes, you can. 8)

!!!! does that mean we have robot suci-... I mean, loyal troops again?


edit: wait, I don't see MAI.


edit 2: OH THE OTHER QUESTION...derp.
« Last Edit: April 17, 2016, 12:10:12 AM by pktongrimworld »
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Mineman_Miner18

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Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.1 / 16.04.2016)
« Reply #1235 on: April 17, 2016, 01:21:12 AM »

The Mod Misc. Robot is not loading when in go into an world and none of the robots are loading and none of the buildings. I have the Misc. Core being loaded first.
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Haplo

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Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.1 / 16.04.2016)
« Reply #1236 on: April 17, 2016, 04:30:39 AM »

They can't be built. You must buy them from an exotic or robot trader :)
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Mineman_Miner18

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Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.1 / 16.04.2016)
« Reply #1237 on: April 17, 2016, 01:30:47 PM »

OOOOOH. Thx, i was thinking i was doing something wrong with the mods. P.S. Keep up the good work.
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Severik

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Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.1 / 16.04.2016)
« Reply #1238 on: April 19, 2016, 08:30:11 PM »

hey, i got a queston about the robot extension thingy... so im trying to create a Robot, just for testing if it works as i want it, but it keeps throwing "mod incompatibility"... i didnt find any hint about the worktags in the assembly, am i blind, dumb, both or just searching at the wrong place?
« Last Edit: April 19, 2016, 09:22:43 PM by Severik »
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dismar

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Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.1 / 16.04.2016)
« Reply #1239 on: April 19, 2016, 09:13:54 PM »

Quote
As it is, you'll get a gardening robot, which can help with cutting trees and the like.

OMG you had me at gardening slave!
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Severik

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Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.1 / 16.04.2016)
« Reply #1240 on: April 19, 2016, 09:24:17 PM »

Quote
As it is, you'll get a gardening robot, which can help with cutting trees and the like.

OMG you had me at gardening slave!

its realy just cutting trees.....at the moment i get a trader to sell me a gardening bot, my storage is usually full with thousands of logs....... i hoped for work on the fields but nope...
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Hermit

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Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.1 / 16.04.2016)
« Reply #1241 on: April 20, 2016, 12:34:14 AM »

EDIT: Fixed in 13.1d
Version: Misc. 13.1 on Rimworld 13.1135 Linux x64 build.

I can play fine, but if I attempt to load a save that has a bot active in the world, the game crashes to desktop at the "Spawning all things" stage. In its base station seems fine. I loaded a save prior to activating. Loading a save created after activating crashes.

player.log
Copy included below is truncated due to forum maximum character limits.
Full log @ http://hastebin.com/johiheqawa.md
Code: [Select]
Stacktrace:

  at (wrapper managed-to-native) UnityEngine.Resources.LoadAll (string,System.Type) <0x00068>
  at (wrapper managed-to-native) UnityEngine.Resources.LoadAll (string,System.Type) <0x00068>
  at UnityEngine.Resources.LoadAll<object> (string) <0x00032>
  at Verse.GraphicDatabaseUtility/<GraphicNamesInFolder>c__Iterator18B.MoveNext () <0x000a1>
  at Verse.GraphicDatabaseHeadRecords.BuildDatabaseIfNecessary () <0x00145>
  at Verse.GraphicDatabaseHeadRecords.GetHeadNamed (string,UnityEngine.Color) <0x0002b>
  at Verse.PawnGraphicSet.ResolveAllGraphics () <0x001ca>
  at AIRobot.AIRobot.SpawnSetup () <0x00406>
  at Verse.GenSpawn.Spawn (Verse.Thing,Verse.IntVec3,Verse.Rot4) <0x00232>
  at Verse.MapIniter_LoadFromFile.InitMapFromFile (string) <0x007c4>
  at Verse.RootMap.<Init>m__513 () <0x0001d>
  at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action) <0x0002b>
  at Verse.LongEventHandler.<UpdateCurrentAsynchronousEvent>m__50B () <0x00021>
  at (wrapper runtime-invoke) object.runtime_invoke_void__this__ (object,intptr,intptr,intptr) <0x0005e>

Native stacktrace:

/home/redacted/Downloads/Rimworld/Alpha13/RimWorld1135Linux/RimWorld1135Linux_Data/Mono/x86_64/libmono.so(+0x926cb) [0x7f215dc106cb]
/home/redacted/Downloads/Rimworld/Alpha13/RimWorld1135Linux/RimWorld1135Linux_Data/Mono/x86_64/libmono.so(+0x36226) [0x7f215dbb4226]
/usr/lib/libpthread.so.0(+0x10e80) [0x7f2160c7ae80]
/usr/lib/libGL.so.1(+0x3b1a9) [0x7f21605a61a9]

Debug info from gdb:


=================================================================
Got a SIGSEGV while executing native code. This usually indicates
a fatal error in the mono runtime or one of the native libraries
used by your application.
=================================================================

sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_minmax GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_filter_minmax GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_x11_sync_object GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KTX_buffer_region GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NV_blend_square GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vdpau_interop GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NV_viewport_array2 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum
GLX Extensions: GLX_EXT_visual_info GLX_EXT_visual_rating GLX_SGIX_fbconfig GLX_SGIX_pbuffer GLX_SGI_video_sync GLX_SGI_swap_control GLX_EXT_swap_control GLX_EXT_swap_control_tear GLX_EXT_texture_from_pixmap GLX_EXT_buffer_age GLX_ARB_create_context GLX_ARB_create_context_profile GLX_EXT_create_context_es_profile GLX_EXT_create_context_es2_profile GLX_ARB_create_context_robustness GLX_NV_delay_before_swap GLX_EXT_stereo_tree GLX_ARB_context_flush_control GLX_ARB_multisample GLX_NV_float_buffer GLX_ARB_fbconfig_float GLX_EXT_framebuffer_sRGB GLX_NV_copy_image GLX_ARB_get_proc_address
Setting maxVSyncInterval to 4
GL: Detected 0 MB VRAM
Total system RAM: 32132 MiB
Initialize engine version: 4.6.3f1 (4753d8b6ef2b)
AudioManager: Using PulseAudio: Default Output Device
Begin MonoManager ReloadAssembly
Platform assembly: /home/redacted/Downloads/Rimworld/Alpha13/RimWorld1135Linux/RimWorld1135Linux_Data/Managed/UnityEngine.dll (this message is harmless)
Loading /home/redacted/Downloads/Rimworld/Alpha13/RimWorld1135Linux/RimWorld1135Linux_Data/Managed/UnityEngine.dll into Unity Child Domain
Platform assembly: /home/redacted/Downloads/Rimworld/Alpha13/RimWorld1135Linux/RimWorld1135Linux_Data/Managed/Assembly-CSharp-firstpass.dll (this message is harmless)
Loading /home/redacted/Downloads/Rimworld/Alpha13/RimWorld1135Linux/RimWorld1135Linux_Data/Managed/Assembly-CSharp-firstpass.dll into Unity Child Domain
Platform assembly: /home/redacted/Downloads/Rimworld/Alpha13/RimWorld1135Linux/RimWorld1135Linux_Data/Managed/Assembly-CSharp.dll (this message is harmless)
Loading /home/redacted/Downloads/Rimworld/Alpha13/RimWorld1135Linux/RimWorld1135Linux_Data/Managed/Assembly-CSharp.dll into Unity Child Domain
Platform assembly: /home/redacted/Downloads/Rimworld/Alpha13/RimWorld1135Linux/RimWorld1135Linux_Data/Managed/Assembly-UnityScript-firstpass.dll (this message is harmless)
Loading /home/redacted/Downloads/Rimworld/Alpha13/RimWorld1135Linux/RimWorld1135Linux_Data/Managed/Assembly-UnityScript-firstpass.dll into Unity Child Domain
Platform assembly: /home/redacted/Downloads/Rimworld/Alpha13/RimWorld1135Linux/RimWorld1135Linux_Data/Managed/UnityEngine.UI.dll (this message is harmless)
Loading /home/redacted/Downloads/Rimworld/Alpha13/RimWorld1135Linux/RimWorld1135Linux_Data/Managed/UnityEngine.UI.dll into Unity Child Domain
- Completed reload, in  0.057 seconds
Default vsync count 1
requesting resize 2560 x 1600
requesting fullscreen 2560 x 1600 at 0 Hz
Desktop is 2560 x 1600 @ 60 Hz
Platform assembly: /home/redacted/Downloads/Rimworld/Alpha13/RimWorld1135Linux/RimWorld1135Linux_Data/Managed/System.dll (this message is harmless)
Platform assembly: /home/redacted/Downloads/Rimworld/Alpha13/RimWorld1135Linux/RimWorld1135Linux_Data/Managed/System.Core.dll (this message is harmless)
Platform assembly: /home/redacted/Downloads/Rimworld/Alpha13/RimWorld1135Linux/RimWorld1135Linux_Data/Managed/System.Xml.dll (this message is harmless)
Changing real window size to 2560 x 1600
Ignoring window size change to 2560x1600 : waiting for fullscreen at 2560x1600
Changing real window size to 2560 x 1600
Changing real window size to 2560 x 1600
Changing real window size to 2560 x 1600
Changing real window size to 2560 x 1600
RimWorld 0.13.1135 rev819
« Last Edit: April 20, 2016, 07:25:46 PM by Hermit »
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dismar

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Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.1 / 16.04.2016)
« Reply #1242 on: April 20, 2016, 12:35:01 AM »

Quote
As it is, you'll get a gardening robot, which can help with cutting trees and the like.

OMG you had me at gardening slave!

its realy just cutting trees.....at the moment i get a trader to sell me a gardening bot, my storage is usually full with thousands of logs....... i hoped for work on the fields but nope...

Oh just go into the worktypes and you can make it do anything. its default is "plant cutter" trees etc.

goto thingdefs/airobot_races at the bottom and change work types def!

I changed mine to : Growing


THANK YOU very much for this new toy !
« Last Edit: April 20, 2016, 12:39:48 AM by dismar »
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Severik

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Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.1 / 16.04.2016)
« Reply #1243 on: April 20, 2016, 12:48:52 AM »

well i tried to make one mining but it didnt work, name was given properly etc. but it keeps the gardening bots skills etc. ....its doesnt mine nor chopping trees now.....good thing i kopied the mod directory, changed everything conflicting and kept my working gardeningbot....
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Haplo

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Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.1 / 16.04.2016)
« Reply #1244 on: April 20, 2016, 04:39:12 AM »

Version: Misc. 13.1 on Rimworld 13.1135 Linux x64 build.

I can play fine, but if I attempt to load a save that has a bot active in the world, the game crashes to desktop at the "Spawning all things" stage. In its base station seems fine. I loaded a save prior to activating. Loading a save created after activating crashes.

player.log
Copy included below is truncated due to forum maximum character limits.
Full log @ http://hastebin.com/johiheqawa.md
<Snip>

Sorry, that looks like a memory overflow somehow caused by the graphic I use. I know of a memory overflow when you're using the first EdB mod, but it looks like the robots may also be a problem child?

I have an idea what MAY cause that, but I'm not 100% sure as I can't repro it here on my computer :(

The mentioned fix is integrated in the attached file. Can you replace your mod with this version and try it again?
If it still doesn't work, can you please zip and attach the savegame you have problems with?
Please tell me if it's working or if not.
Thank you.


<Snip>
Oh just go into the worktypes and you can make it do anything. its default is "plant cutter" trees etc.

goto thingdefs/airobot_races at the bottom and change work types def!

I changed mine to : Growing


THANK YOU very much for this new toy !

It's only that easy with Growing, as that needs the same WorkTags.
If you use something else, you need to find out which worktags it uses (see in Core/WorkTypes.xml) and calculate the needed number.

Here are the available numbers. Add the numbers you need and insert the result in the WorkTag field.
Code: [Select]
[Flags]
public enum WorkTags
{
None = 0,
Intellectual = 2,
ManualDumb = 4,
ManualSkilled = 8,
Violent = 16,
Caring = 32,
Social = 64,
Scary = 128,
Animals = 256,
Artistic = 512,
Crafting = 1024,
Cooking = 2048,
Firefighting = 4096,
Cleaning = 8192,
Hauling = 16384,
PlantWork = 32768,
Mining = 65536
}

For example: Mining needs the tags Mining and ManualSkilled -> 65536 + 8 -> The needed WorkTag number is 65544.


[attachment deleted by admin - too old]
« Last Edit: April 20, 2016, 04:45:00 AM by Haplo »
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