[1.3] [v0.9.1-WIP] Yes, Vehicles, Finally! - Nightly build is ready for testing!

Started by NinjaSiren, February 25, 2019, 10:18:32 AM

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What vehicle do you want me to add?

Wheelbarrow/Wagon
15 (36.6%)
Sedan/Car/SUV
12 (29.3%)
Real vehicles?
14 (34.1%)
Motorcycle
22 (53.7%)
Red Alert vehicles?
8 (19.5%)
Comment on the forum.
2 (4.9%)

Total Members Voted: 41

Obibun

Quote from: Hjkma on October 15, 2019, 04:51:09 PM
This is strange, my guests never appear with vehicles and Hospitality and Yes Vehicles go together without problems. Maybe a different mod is conflicting or older versions of the mods cause this problem.

I spent quite a bit of time trying out different combinations and load orders. Most recent version of Hospitality, and most recent version of this Vehicles mod.. so it's not older versions. I also don't have a lot of mods (some people here have like a hundred.. I have maybe ten or fifteen loaded, and they're mostly really simple mods that don't conflict with anything)

Everything works perfectly fine, except for I would get random, predictable crashes. For example on 2nd of Fall at 9am, each time, every time, completely reproduceable.

If I took out the vehicles mod, guests would arrive at that exact time of the crash after reloading and waiting for it. Consistently.

If I took out the guests mod, it wouldn't crash because guests wouldn't be arriving.

But the two together would consistently crash the mod at whatever time it had decided guests were going to show up. It took me until fall of the first year to figure this out, because until then I had sent guests away (no beds for them).

I even went through, disabled the vehicles mod, had the guests arrive, then saved it, went back, turned vehicles back on and reloaded.. and everything was fine. Until the next set of guests of course, where it would crash again.

So it's definitely, 110% related to the guests spawning in.

How do I post a crash log? I'll repeat it and post one.



EDIT - This is all I get from output_log.txt

"Loading game from file Autosave-2 with mods Core, JecsTools, HugsLib, [O21] Vehicle Framework, [SYR] Set Up Camp, Color Coded Mood Bar, FishIndustry, Realistic Rooms, [KV] Faction Control - 1.0, MendAndRecycle, [KV] RimFridge - 1.0, [XND] Proper Shotguns, Vanilla Furniture Expanded - Medical Module, RimQuest, Doors Expanded, Wall Light, Show Draftees Weapon, RimCities, Vanilla Fences, RimHUD, Hospitality, Accurate Mortars, CustomDeathRandomness, Yes, Vehicles, Finally!

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Platform assembly: C:\Users\Adam\Desktop\RW\RimWorld.v1.0.2408\RimWorldWin64_Data\Managed\Mono.Security.dll (this message is harmless)
Unloading 0 Unused Serialized files (Serialized files now loaded: 0)

Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 16336.
Total: 123.786598 ms (FindLiveObjects: 0.975100 ms CreateObjectMapping: 1.107600 ms MarkObjects: 121.676903 ms  DeleteObjects: 0.026300 ms)"

That was after loading the save and hitting fast forward for half a day until the guests "arrived" (at which point it stops responding and Windows exits)

Obibun

I just started a new game and tested it with ONLY the following mods (in this order)

Core, HugsLib, JecsTools,  [O21] Vehicle Framework, Hospitality, Yes, Vehicles, Finally!

And I still receive a crash when guests arrive.

This is running Rimworld 1.0.2408 with all mods as updated as possible.

I am absolutely convinced that Hospitality is conflicting with Vehicles. Maybe the only reason it is working for others is because they are using outdated versions of the mods / outdated RimWorld, not sure.. everything I have is perfectly up to date.



EDIT:

So I rolled back the Vehicles mod to version 0.7e, just out of curiosity. Now guests arrive fine and there are no crashes. So best I can deduce is that between the 0.7e release and the latest release, something added is conflicting with Hospitality mod? Possibly the new ATV with cart/wagon and the way it is set to spawn?

Best I can do guys. It's somewhere to look anyway. I'm just going to play with 0.7e for now I guess. I will start a new game and actually try to get far and see if there are any other issues (hopefully not! lol)

Hjkma

Well, I had a problem with cart, the raiders spawned with this vehicle and caused endless freezing. I reported this 2 months ago and indicated how to fix the error:
https://ludeon.com/forums/index.php?topic=48126.msg463555#msg463555
Since then I have a fixed file and there were no problems further. It is sad that the developer did not seem to bother to fix it in the github version.

NinjaSiren

Quote from: demeggy on October 12, 2019, 08:45:12 AM
Could you please update the initial thread with any recent media (screenshots, videos etc) - as at this time, it's a chore to scroll through so many pages of comments for any sort of idea how this looks or works.

:)
[v0.83.4] [v1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!

NinjaSiren

Quote from: Hjkma on October 17, 2019, 08:01:57 AM
Well, I had a problem with cart, the raiders spawned with this vehicle and caused endless freezing. I reported this 2 months ago and indicated how to fix the error:
https://ludeon.com/forums/index.php?topic=48126.msg463555#msg463555
Since then I have a fixed file and there were no problems further. It is sad that the developer did not seem to bother to fix it in the github version.

***UPDATE***
v0.8b2 Patch #1: Fixes the cart-Hospitality problem.
Link

Sorry for the absence, I am kinda on my university thesis/research making a game for android mobile phones. I might still be busy doing university work, but I still do look on this forum and github time to time.

I am allowing Hjkma to be a contributor to the Github page :3 Hjkma, if there is anything you want to add on the mod, please send me your github username or email so I can add you as a contributor.

Or to everyone who wants to be a contributor, please submit to me your github username or email. I will still be looking onto this mod for the foreseeable future. (PS: I am now playing Starsector.)
[v0.83.4] [v1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!


NinjaSiren

Quote from: nikeshaa on October 18, 2019, 05:32:31 PM
https://youtu.be/UAqht69NDOA
How to sit in car?
What's wrong?

It seems your gameplay has some mods needs to be re-ordered? Make sure this mod is the last one to be loaded in the mod load order, and make sure you have [O21] and JecsTools installed.
[v0.83.4] [v1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!

calebelt

Very good mod. You huge thank you, that not abandoned. There are a couple of questions.
1. A vehicle can be sent to a caravan only in the company of a person who is walking. It is possible to do so didn't need escort?
2. When the caravan returns to the base, the vehicle behaves like an animal and runs independently around the base unloading things, and then stops. Can this behavior be removed? The truck must be driven by a driver.
3. It is not good that the vehicle occupies one cell. You can call in the door, and generally run through the rooms of the base. It's strange, especially when raiders drive tanks into narrow passages. Maybe it is possible to increase the occupied area?
4. Need help? I don't know how to make mods for rimworld. But if you can make just one truck without bugs, it will be one of the best mods. I can make the necessary drawings. Or something.

NinjaSiren

Quote from: calebelt on October 19, 2019, 12:35:29 PM
Very good mod. You huge thank you, that not abandoned. There are a couple of questions.
1. A vehicle can be sent to a caravan only in the company of a person who is walking. It is possible to do so didn't need escort?
2. When the caravan returns to the base, the vehicle behaves like an animal and runs independently around the base unloading things, and then stops. Can this behavior be removed? The truck must be driven by a driver.
3. It is not good that the vehicle occupies one cell. You can call in the door, and generally run through the rooms of the base. It's strange, especially when raiders drive tanks into narrow passages. Maybe it is possible to increase the occupied area?
4. Need help? I don't know how to make mods for rimworld. But if you can make just one truck without bugs, it will be one of the best mods. I can make the necessary drawings. Or something.

1. Not yet possible.
2. No, does not happen even with or without a driver.
3. Will try to fix the collision box.
4. I need good pixel/graphics artist for this.  But I am currently ok with the current graphics.
[v0.83.4] [v1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!

calebelt

You can see how it is done here.
Giddy-up! - https://ludeon.com/forums/index.php?topic=37323.0
A truck is an animal that doesn't move without a rider and only eats gasoline when it moves.
And caravan easy to create. You simply choose the riders for the animals.
Giddy-up! Mechanoids - Very similar to a tank. But riding mechanoids is weird. I think people who can build an interstellar ship can do something on wheels.
As it is made it is possible to look in source files.
Everything else you have come up perfectly. I tried a tank against bandits and it was very realistic. But the cost of machines very a small. I would increase the amount of resources.
Thank you for answering and you are interested in developing this mod.

NinjaSiren

Quote from: calebelt on October 19, 2019, 04:36:26 PM
You can see how it is done here.
Giddy-up! - https://ludeon.com/forums/index.php?topic=37323.0
A truck is an animal that doesn't move without a rider and only eats gasoline when it moves.
And caravan easy to create. You simply choose the riders for the animals.
Giddy-up! Mechanoids - Very similar to a tank. But riding mechanoids is weird. I think people who can build an interstellar ship can do something on wheels.
As it is made it is possible to look in source files.
Everything else you have come up perfectly. I tried a tank against bandits and it was very realistic. But the cost of machines very a small. I would increase the amount of resources.
Thank you for answering and you are interested in developing this mod.

I don't want it this to use the Giddy-up yet for this mod.
[v0.83.4] [v1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!

Deathreaper15

Hey I just started using this mod, tried looking through this to get an idea of whats going on but couldnt really find anything, so i managed to obtain an enemies APC, however i only managed to get it to fire once, and now it simply wont fire, i even changed the equipted weapon and no dice, i loaded the mod list in the suggested order so no idea if there might be a mod conflict or if something just broke.

Deathreaper15

Exception ticking APC1793689 (at (90, 0, 117)): System.InvalidCastException: Cannot cast from source type to destination type.
at Verse.Verb_LaunchProjectile.TryCastShot () <0x003cb>
at (wrapper dynamic-method) Verse.Verb_Shoot.TryCastShot_Patch2 (object) <0x0007a>
at (wrapper dynamic-method) Verse.Verb.TryCastNextBurstShot_Patch0 (object) <0x0006c>
at Verse.Verb.WarmupComplete () <0x0003b>
at Verse.Verb_LaunchProjectile.WarmupComplete () <0x00021>
at Verse.Verb_Shoot.WarmupComplete () <0x00023>
at Verse.Stance_Warmup.Expire () <0x00022>
at Verse.Stance_Busy.StanceTick () <0x0002b>
at (wrapper dynamic-method) Verse.Stance_Warmup.StanceTick_Patch1 (object) <0x003bb>
at Verse.Pawn_StanceTracker.StanceTrackerTick () <0x0005d>
at (wrapper dynamic-method) Verse.Pawn.Tick_Patch1 (object) <0x00178>
at Verse.TickList.Tick () <0x00487>

Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Tested it in development mode and this is the error that comes up when it tries to fire, as for the load order i tested it with only the mods core, hugs lib, jecstools, [o21]vehicleframework,combat extended,yes, vehicles finally!, and run and gun, the same error comes up even with only those mods

NinjaSiren

Quote from: Deathreaper15 on October 21, 2019, 07:10:25 PM
Exception ticking APC1793689 (at (90, 0, 117)): System.InvalidCastException: Cannot cast from source type to destination type.
at Verse.Verb_LaunchProjectile.TryCastShot () <0x003cb>
at (wrapper dynamic-method) Verse.Verb_Shoot.TryCastShot_Patch2 (object) <0x0007a>
at (wrapper dynamic-method) Verse.Verb.TryCastNextBurstShot_Patch0 (object) <0x0006c>
at Verse.Verb.WarmupComplete () <0x0003b>
at Verse.Verb_LaunchProjectile.WarmupComplete () <0x00021>
at Verse.Verb_Shoot.WarmupComplete () <0x00023>
at Verse.Stance_Warmup.Expire () <0x00022>
at Verse.Stance_Busy.StanceTick () <0x0002b>
at (wrapper dynamic-method) Verse.Stance_Warmup.StanceTick_Patch1 (object) <0x003bb>
at Verse.Pawn_StanceTracker.StanceTrackerTick () <0x0005d>
at (wrapper dynamic-method) Verse.Pawn.Tick_Patch1 (object) <0x00178>
at Verse.TickList.Tick () <0x00487>

Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Tested it in development mode and this is the error that comes up when it tries to fire, as for the load order i tested it with only the mods core, hugs lib, jecstools, [o21]vehicleframework,combat extended,yes, vehicles finally!, and run and gun, the same error comes up even with only those mods

run and gun should be above yes vehicles
[v0.83.4] [v1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!

Deathreaper15

still getting the same error
QuoteException ticking APC38776 (at (111, 0, 145)): System.InvalidCastException: Cannot cast from source type to destination type.
at Verse.Verb_LaunchProjectile.TryCastShot () <0x003cb>
at (wrapper dynamic-method) Verse.Verb_Shoot.TryCastShot_Patch2 (object) <0x0007a>
at (wrapper dynamic-method) Verse.Verb.TryCastNextBurstShot_Patch0 (object) <0x0006c>
at Verse.Verb.WarmupComplete () <0x0003b>
at Verse.Verb_LaunchProjectile.WarmupComplete () <0x00021>
at Verse.Verb_Shoot.WarmupComplete () <0x00023>
at Verse.Stance_Warmup.Expire () <0x00022>
at Verse.Stance_Busy.StanceTick () <0x0002b>
at (wrapper dynamic-method) Verse.Stance_Warmup.StanceTick_Patch1 (object) <0x003bb>
at Verse.Pawn_StanceTracker.StanceTrackerTick () <0x0005d>
at (wrapper dynamic-method) Verse.Pawn.Tick_Patch1 (object) <0x00178>
at Verse.TickList.Tick () <0x00487>

Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
as for my mod load order
(its a long one)
core
HugsLib

Neutramine Synthesis
Simple sidearms
Children, school and learning
Harvest Organs Post Mortem
Base Robots Expansion
Base Robots
Arctic SE Hauling Bot
Arctic SE Cleaning Bot
Gems [v1.0]-LinkableDoors
Less Arbitrary Surgery
In-wall coolers and vents [1.0]
[SYR] Prosthetic Table
[FSF] Vanilla Bionics Expansion
Wall Light
Meals On Wheels
[FSF] No Default Sheld Storage
Mass Graves
PrisonerRansom
A Dog Said... Animal Prosthetics
Expanded Prothetics and Organ Engineering
Misc. Training
Fluffy Breakdowns
RT Fuse
Work Tab
Animal Tab
Colony Manager
Medical Tab
Relations Tab
Skilled Stonecutting
ResearchPal
[KV] RimFridge - 1.0
[1.0] Rimcuisine 2 Core
[1.0] Rimcuisine 2 Meals and Munchies
[1.0] Rimcuisine 2 Bottling and Booze
[1.0] Rimcuisine 2 Smokes and Shrooms
[1.0] Rimcuisine 2 All Plants All Biomes Optional Patch
The Zerg!
Collapser
[SYR] Prosthetic Icons
Simply More Bridges
Replace Stuff
Use Bedrolls
Anesthetic Gun Mod [1.0]
Hospitality
Dubs Mint Menus
Pharmacist
Better ModMismatch Window
LifeSupport
Power++
EdB Prepare Carefully
JecsTools
[O21] Vehicle Framework
Combat Extended
Yes,Vehicles, Finally!
RunAndGun

Rimsenal
Rimsenal + Combat Extended Compatability Patch
Camping Stuff
[SYR] Set Up Camp
Smart Medicine
Clear The Stockpiles
[SYR] Individuality
Please Haul Perishables
Snow Clearance Sanity
Roads of the Rim

Not sure if its cause it might be further back in the load order, if i screwed up some other placement, or if there is an incompatable mod in there somewhere.