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Author Topic: [1.2] Miscellaneous w MAI+Robots  (Read 1275445 times)

Haplo

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Re: [1.0] Miscellaneous w MAI+Robots
« Reply #2430 on: January 23, 2019, 03:19:40 AM »

Yes, it still is my main issue.
With my job, my increased family and other situational problems I nowaday have hardly even the time and/or the motivation to update my normal mods.
So.. Sorry, but most likely I just don't have the time to do it.  :(
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Canute

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Re: [1.0] Miscellaneous w MAI+Robots
« Reply #2431 on: January 23, 2019, 03:26:24 AM »

Just wait a few year after he trained his growning family into modding ! :-)

Haplo

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Re: [1.0] Miscellaneous w MAI+Robots
« Reply #2432 on: January 23, 2019, 06:21:51 AM »

This I will do! 8)
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Jan2607

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Re: [1.0] Miscellaneous w MAI+Robots
« Reply #2433 on: January 27, 2019, 12:55:21 PM »

I got a hidden item quest, and as known thread it was said Battlefield (0). Since I clicked on the tile on the map with that quest, the console is throwing red errors. When I land there, all my colonists disappear.

https://git.io/fh6P8
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Haplo

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Re: [1.0] Miscellaneous w MAI+Robots
« Reply #2434 on: January 28, 2019, 07:05:11 AM »

Thanks for the info. Looks like it tries to create groups of Ancients and that isn't really working..
I'll have to look deeper into this, but unfortunately I'm out of town most of this week, so it might take a while, sorry :(
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Jan2607

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Re: [1.0] Miscellaneous w MAI+Robots
« Reply #2435 on: January 28, 2019, 03:59:54 PM »

No worries. As long as I don't interact with that event, it seems to not break my save. I just need to ignore it at the moment.
« Last Edit: January 28, 2019, 04:04:35 PM by Jan2607 »
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82ab53e4

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Re: [1.0] Miscellaneous w MAI+Robots
« Reply #2436 on: February 04, 2019, 02:56:23 PM »

Hi, awesome mod creator. I want to report about issue with Misc. robots and Rimatomics (i'm also using misc. robots++ but not sure if that important). Hauler bots get radiation sickness from hauling radioactive items than never go off, permanently weakening them (and potentially killing).
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bullet

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Re: [1.0] Miscellaneous w MAI+Robots
« Reply #2437 on: February 05, 2019, 02:50:26 PM »

Hi Haplo. Are your robots finally got ability automatically go back to station if no work find?  ;)
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Jiro

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Re: [1.0] Miscellaneous w MAI+Robots
« Reply #2438 on: February 08, 2019, 11:55:08 PM »

Hi, what is "BeeAndHoney 'Urban'"?
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Lupin III

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Re: [1.0] Miscellaneous w MAI+Robots
« Reply #2439 on: February 27, 2019, 11:12:25 AM »

When my pawns shoot at the shooting range I get multiple of these errors:

Code: [Select]
Exception in JobDriver tick for pawn Gobanro driver=JobDriver_ShootingRange (toilIndex=3) driver.job=(UseShootingRange (Job_2743416) A=Thing_ShootingRangeTarget288641 B=(180, 0, 152)) lastJobGiver=null
System.NullReferenceException: Object reference not set to an instance of an object
at Verse.DefMap`2<RimWorld.JoyKindDef, single>.get_Item (RimWorld.JoyKindDef) <0x0001b>
at RimWorld.JoyToleranceSet.JoyFactorFromTolerance (RimWorld.JoyKindDef) <0x00043>
at RimWorld.Need_Joy.GainJoy (single,RimWorld.JoyKindDef) <0x00058>
at TrainingFacility.JobDriver_ShootingRange.WatchTickAction () <0x008a0>
at TrainingFacility.JobDriver_ShootingRange.<GetToil_ShootAtTarget>b__5_0 () <0x0001b>
at (wrapper dynamic-method) Verse.AI.JobDriver.DriverTick_Patch1 (object) <0x004c8>

The pawns still get XP for Shooting though and it doesn't seem to break anything else.
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Canute

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Re: [1.0] Miscellaneous w MAI+Robots
« Reply #2440 on: February 27, 2019, 11:57:59 AM »

Must be a mod conflicht with some other mod (Do you use CE maybe).
Did you try to move the training mod at the end of the modlist or near the beginning.

Jan2607

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Re: [1.0] Miscellaneous w MAI+Robots
« Reply #2441 on: February 27, 2019, 12:32:44 PM »

It should be working with CE (at least it works for me), but the colonists may hang in a reloading loop for a while (it ends, when they leave the range to do other stuff). But that's not a big issue. You can reload them manually or just wait until their reloading loop ends.
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Lupin III

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Re: [1.0] Miscellaneous w MAI+Robots
« Reply #2442 on: February 27, 2019, 01:23:09 PM »

Yes, I'm using CE and, yes, it happens when they are reloading. I saw them put more than 20 rounds into a revolver. Do they at least still get the joy bonus? Will this be fixed at some point or is this to big of an incompatibility with CE?
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Haplo

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Re: [1.0] Miscellaneous w MAI+Robots
« Reply #2443 on: March 06, 2019, 03:08:33 AM »

I've updated the shooting range to catch this error for now. It shouldn't create any errors, other than not increasing the joy now.
Unfortunately I have no idea what CE does to cause this error at all so I can't do anything to really fix it. :(
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atewithouttabIe

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Re: [1.0] Miscellaneous w MAI+Robots
« Reply #2444 on: March 06, 2019, 07:18:04 AM »

For shats'n giggles -
- Mai Misc Robots (Haulers specifically)
- CE
- Defensive Turret Pack CE compatible ( https://ludeon.com/forums/index.php?topic=45727.0 ):

Initial load of turret from above pack gets finished fine by haulerbot, REloading turret afterwards by bot always results in reloading loop ad nauseum
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