[1.3] Miscellaneous w MAI+Robots

Started by Haplo, May 16, 2014, 05:54:01 AM

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Hermit

EDIT: Fixed in 13.1d
Quote from: Haplo on April 20, 2016, 04:25:08 PM
Ok, I've found a bit of free time for now and removed the part that crashes on your machine.
Strangely it doesn't crash on my side..

Would you post that version so I can test it on my side?

Haplo

It didn't work. It threw other errors..
I've done some other changes, but ain't that optimistic that it will work :(
But please try anyway. That I can't test it myself is a real problem with this bug..


[attachment deleted by admin - too old]

Hermit

EDIT: Fixed in 13.1d
Quote from: Haplo on April 20, 2016, 05:39:32 PM
It didn't work. It threw other errors..
I've done some other changes, but ain't that optimistic that it will work :(
But please try anyway. That I can't test it myself is a real problem with this bug..

Same crash.
Rimworld 1135. MiscCore 13.1, Robots 13.1c.
I created a new world and colony to be safe. Same result.


Stacktrace:

  at (wrapper managed-to-native) UnityEngine.Resources.Load (string,System.Type) <0x00068>
  at (wrapper managed-to-native) UnityEngine.Resources.Load (string,System.Type) <0x00068>
  at UnityEngine.Resources.Load<object> (string) <0x00032>
  at Verse.ContentFinder`1<object>.Get (string,bool) <0x001ae>
  at Verse.Graphic_Multi.Init (Verse.GraphicRequest) <0x00120>
  at Verse.GraphicDatabase.GetInner<object> (Verse.GraphicRequest) <0x00116>
  at Verse.GraphicDatabase.Get<object> (string,UnityEngine.Shader,UnityEngine.Vector2,UnityEngine.Color) <0x0017b>
  at Verse.GraphicGetter_NakedHumanlike.GetNakedBodyGraphic (RimWorld.BodyType,UnityEngine.Shader,UnityEngine.Color) <0x00136>
  at Verse.PawnGraphicSet.ResolveAllGraphics () <0x000ce>
  at AIRobot.AIRobot.SpawnSetup () <0x0034e>
  at Verse.GenSpawn.Spawn (Verse.Thing,Verse.IntVec3,Verse.Rot4) <0x00232>
  at Verse.MapIniter_LoadFromFile.InitMapFromFile (string) <0x00811>
  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) [0x7f29f1f576cb]
/home/redacted/Downloads/Rimworld/Alpha13/RimWorld1135Linux/RimWorld1135Linux_Data/Mono/x86_64/libmono.so(+0x36226) [0x7f29f1efb226]
/usr/lib/libpthread.so.0(+0x10e80) [0x7f29f4fc1e80]
/usr/lib/libGL.so.1(+0x3b1a9) [0x7f29f48ed1a9]

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.
=================================================================

B_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  0.023 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


As for why it doesn't crash for you, I'm just taking wild guesses here but I suppose there could be a number of reasons... difference in error handling for different environments, possible differences in the versions of the included libraries, type case errors have broken a few mods on non-Windows machines (file systems in unix-like environments are case sensitive.) Also, us *nix users have Mono thrown in there for .Net emulation. I don't know if that comes into play here. Also, libGL is being called from the system library, which in my case is provided by Nvidia's proprietary Linux driver package (OpenGL 4.5.0 NVIDIA 364.16.) Your libGL may be be different.

Is there a more verbose log option available that might help you?

Haplo

I've set a bug request into the bug section because to be honest I'm really not sure what I can do. I think it has something to do with the new threading thats introduced in a13. Because of that the mods are loaded in a differend thread than the core game. There may be a threading problem involved, as it did work like it is in a12. I didn't change anything in this area of the code for the a13 update..
But to be honest, that's also just a wild guess from me.
I honestly don't know what I can do. If we don't find a solution I just have to completly rewrite the code to use animals or something like that. But that is work for a really long time and I'm not sure if I'll do that or if I'll cut my pawns (MAI and Robots) from Miscellaneous.

We'll see, we'll see..
Hopefully there is a rather simple solution to the problem :)


Ok, here is a new try. I've integrated a suggestion from the bug thread.
Can you test it, please?

[attachment deleted by admin - too old]

Hermit

EDIT: Fixed in 13.1d
Quote from: Haplo on April 20, 2016, 06:11:51 PM
I've set a bug request into the bug section because to be honest I'm really not sure what I can do. I think it has something to do with the new threading thats introduced in a13. Because of that the mods are loaded in a differend thread than the core game. There may be a threading problem involved, as it did work like it is in a12. I didn't change anything in this area of the code for the a13 update..
But to be honest, that's also just a wild guess from me.
I honestly don't know what I can do. If we don't find a solution I just have to completly rewrite the code to use animals or something like that. But that is work for a really long time and I'm not sure if I'll do that or if I'll cut my pawns (MAI and Robots) from Miscellaneous.

We'll see, we'll see..
Hopefully there is a rather simple solution to the problem :)

I hope for a simple fix too! Luckily your Windows users don't seem to be affected, so that's good.
I appreciate your attention to the matter and all your hard work. Enjoy that birthday party!  :)

Haplo

Thank you, I will if I can even get out of bed (as it is already 0:30..) :)

PS: I've added a new test file to my last post with a suggestion from the bug thread.

Hermit

Quote from: Haplo on April 20, 2016, 06:30:51 PM
PS: I've added a new test file to my last post with a suggestion from the bug thread.

13.1d works  ;D
I'm curious, what was the issue/fix?

Nanao-kun


Dragoon

I figured out my problem i'm so friken blind  :(. The patch was if I was using the map generator not if I was just using the core + robots.
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?.

curufinwes

Quote from: Haplo on April 20, 2016, 04:42:20 PM
Thanks for the info. Can you post the output_log.txt if you encounter the error again, please? The info in there is better readable than what is displayed ingame :)

This is the full log:
http://pastebin.com/QrBvkwM6

I managed to do this by forcing a party via the console. Sorry about the power conduit spam i think that's from the powerswitches.

And this is i think the important part you wanted.

HaulingBot threw exception while determining job (main): System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.GatheringsUtility.ShouldGuestKeepAttendingGathering (Verse.Pawn p) [0x00000] in <filename unknown>:0
  at RimWorld.PartyUtility.ShouldPawnKeepPartying (Verse.Pawn p) [0x00000] in <filename unknown>:0
  at RimWorld.LordJob_Joinable_Party.VoluntaryJoinPriorityFor (Verse.Pawn p) [0x00000] in <filename unknown>:0
  at RimWorld.ThinkNode_JoinVoluntarilyJoinableLord.JoinVoluntarilyJoinableLord (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at RimWorld.ThinkNode_JoinVoluntarilyJoinableLord.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.Pawn_JobTracker.DetermineNextJob (Verse.ThinkTreeDef& thinkTree) [0x00000] in <filename unknown>:0  lastJobGiver=


mcduff

The robots seem to throw up a bunch of errors while there's any kind of party going on.

Greenblanket24

Hi, im new to this forum so forgive me if im doing something wrong here, but whenever go to build MAI or get a robot, their not there the assembler isnt there even in god mode and the robots cant be spawned in
mods:Cheaper components,prepare carefully,glitter tech,A dog said,misc core,misc incidents,misc objects,misc robots, misc robots Xtension( for the gardening one that wont spawn :(  ) ,misc training facility,tilled soil
this has been a major headache and if you can tell me what i did wrong i would appreciate it :)

System: windows 10 64x Latest build of rimworld

Hermit

Quote from: Greenblanket24 on April 21, 2016, 10:32:22 PM
Hi, im new to this forum so forgive me if im doing something wrong here, but whenever go to build MAI or get a robot, their not there the assembler isnt there even in god mode and the robots cant be spawned in
mods:Cheaper components,prepare carefully,glitter tech,A dog said,misc core,misc incidents,misc objects,misc robots, misc robots Xtension( for the gardening one that wont spawn :(  ) ,misc training facility,tilled soil
this has been a major headache and if you can tell me what i did wrong i would appreciate it :)

System: windows 10 64x Latest build of rimworld


ROBOTS

Quote from: Haplo on May 16, 2014, 05:54:01 AM
Robots
  Some robots (Hauling- and CleaningBot) are buyable from a robot trader.

Quote from: Haplo on April 17, 2016, 04:30:39 AM
They can't be built. You must buy them from an exotic or robot trader :)

You can spawn them in with the debug menu using Debug Actions Menu --> Tool: Try place direct thing... --> Hauler Base Station (or) Cleaner Base Station. Then, click where you want to place it, select it, and have a pawn install it somwhere.


MAI

Last I checked, MAI is not updated to A13 yet. Keep an eye on this thread for a release.  We're all eagerly anticipating it. :)

Quote from: Haplo on April 16, 2016, 11:46:40 PM
That I can tell when Mai is finished. [SNIP]

The info on how to get her in game is in the first post in the thread, scroll down to Additional Descriptions and Issues (assuming it holds true for A13 as it did for A12.

Tinkerer

#1273
Just gotta say I really enjoyed the Old Mans War series and I'm going to download this mod just for the Brain Pal! :)

My colonists already go nuts for no reason... what will happen if they are disconnected from other colonists' Brain Pals!?! IIRC, people are connected so long to their team that they go mad when they are disconnected and all alone! I hope this is a thing in this mod... lol!

Haplo

Update:
I've updated robots to 1. finally work with Linux systems and 2. fix the party issue.

Quote from: Hermit on April 20, 2016, 07:05:56 PM
13.1d works  ;D
I'm curious, what was the issue/fix?
The issue is as I thought the threading. The graphic wasn't loaded when the mod tried to access it so it threw an error.
I needed to insert a special way to delay the loading until the threads were finished.
But fortunately that is rather easy to implement :)

Quote from: Tinkerer on April 22, 2016, 12:33:40 AM
Just gotta say I really enjoyed the Old Mans War series and I'm going to download this mod just for the Brain Pal! :)

My colonists already go nuts for no reason... what will happen if they are disconnected from other colonists' Brain Pals!?! IIRC, people are connected so long to their team that they go mad when they are disconnected and all alone! I hope this is a thing in this mod... lol!
Nope, sorry to dissappoint you, but they only enhance stuff for the user. I've not implemented the full scope of the original BrainPals :)

Quote from: curufinwes on April 21, 2016, 12:38:16 PM
And this is i think the important part you wanted.
Thank you for your help. I could find out what the problem was. The main game wants a pawn that has hunger as a need, so the robots must not have NONE as their food type. Small difference, big problem :)