[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

Previous topic - Next topic

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

NinjaSiren

Quote from: Deathreaper15 on October 23, 2019, 06:40:16 PM
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.

Yes vehicles should be the last mod, or maybe there is an incompatible mod.
[v0.83.4] [v1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!

Deathreaper15

Ok so I have no idea whats up, i cut out all the other mods other than mods listed in the opening page, this is the current load list and i am still getting the same result

Core
hugslib
jecstools
vehicle framework
combat extended
runandgun
yes,vehicles, finally!

exactly in that order and i am still getting the same error

andanteinblue

I was delighted to see this mod's been updated to 1.0.  But running it for the first time, vehicles with a driver loaded does not seem to want to move (even after Drafting it, right clicking anywhere simply causes the vehicle to become undrafted).  Anyone know what is wrong?  I've checked the load order, and I do not use CE.

More than that, I seem to be able to tell a vehicle to melee attack targets via the "Melee Attack" command button, and it continues to do it even after the driver leaves the vehicle.

Deathreaper15

https://www.dropbox.com/s/m7forkngycykw1i/vehicles%20test.txt?dl=0

ok so since this isnt getting us anywhere this is the entire thing that developement mode gives me when i try to do the test, i will try and get some others from the original game i started with, as i do remember it firing at least once but then not working at all afterwards

Nate_Ment

Hey, I just got so far in my playthrough to actually try this.
I can craft the parts but pawns aren't able to assemble it.

here's the log entry it generates:
Exception in SetupToils for pawn Giggles driver=JobDriver_AssembleVehicle (toilIndex=-1) driver.job=(CompVehicle_Assemble (Job_4665397) A=Thing_Vehicle_TankParts2220176) lastJobGiver=Verse.AI.ThinkNode_QueuedJob
System.NullReferenceException: Object reference not set to an instance of an object
  at CompVehicle.JobDriver_AssembleVehicle+<MakeNewToils>d__12.MoveNext () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.SetupToils () [0x00000] in <filename unknown>:0

Also, just to try and run the least circles, I DO have jectstools and the vehicle framework, early in the load order, both are most recent versions.
I use the latest vehicle mods as well.
PFA the modsconfig xml.
I'm really interested in this stuff, I already got my ass kicked by a tank raid. I'd also like to kick some raider / mech ass with tanks n stuff.

Thanks in andvance!

Deathreaper15

I figured out the problem, you NEED to put combat extended AFTER yes vehicles, otherwise the bullets do not generate to be fired, i had to get advice from the rimworld discord and some trial and error, might want to update the mod loading order on the front page.

makute

Quote from: Deathreaper15 on October 27, 2019, 05:03:01 PMotherwise the bullets do not generate to be fired
What do you mean? I load Yes, Vehicles after CE and just got a caravan with an APC mow down a few Lancers for me.

Deathreaper15

Well i kept getting an error and the only time it didnt occur was after i changed the load order, no idea why it worked but that is my hypothesis

makute

Weird. Perhaps there is a third mod interacting with Yes, Vehicles and CE.

On a different note: I just installed RimCities and found that most of the APC's and tanks defending the cities are manned by other APC's and tanks, Matrioska style. Maybe is a strange interaction between the pawn pool the city spawing rutine uses and the vehicles themself being basicaly modified living beings. Could be possible to include a check so that only regular human pawns can spawn inside vehicles?

Also, it would be cool if vehicles were affected from EMP weapons, disabling them for a few seconds.

Thanks a lot.

Deathreaper15

I narrowed it down to using only the mods that were recommended in the first place so its not one of the numerous other mods i have, not sure why, but moving it worked and cleared up all the problems so *shrug*

NinjaSiren

I am still looking on mods that will cause problems with this mod.

Looks like RimCities has a bug with this, isn't it?
[v0.83.4] [v1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!

NinjaSiren

Quote from: Nate_Ment on October 27, 2019, 02:02:07 PM
Hey, I just got so far in my playthrough to actually try this.
I can craft the parts but pawns aren't able to assemble it.

here's the log entry it generates:
Exception in SetupToils for pawn Giggles driver=JobDriver_AssembleVehicle (toilIndex=-1) driver.job=(CompVehicle_Assemble (Job_4665397) A=Thing_Vehicle_TankParts2220176) lastJobGiver=Verse.AI.ThinkNode_QueuedJob
System.NullReferenceException: Object reference not set to an instance of an object
  at CompVehicle.JobDriver_AssembleVehicle+<MakeNewToils>d__12.MoveNext () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.SetupToils () [0x00000] in <filename unknown>:0

Also, just to try and run the least circles, I DO have jectstools and the vehicle framework, early in the load order, both are most recent versions.
I use the latest vehicle mods as well.
PFA the modsconfig xml.
I'm really interested in this stuff, I already got my ass kicked by a tank raid. I'd also like to kick some raider / mech ass with tanks n stuff.

Thanks in andvance!

Try playing with only the recommended, optional and compatible mods with yes, vehicles and Framework. And if this fixes the bug, try slowly increase your amount of mods.
[v0.83.4] [v1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!

NinjaSiren

Here is my ModsConfig.xml at AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Config
This is all of my mods installed that currently works both with non-critical/crashy bugs with Yes, Vehicles, Finally!

Still testing more mods.

  <activeMods>
    <li>Core</li>
    <li>HugsLib</li>
    <li>WhatTheHack-1.2.7</li>
    <li>JecsTools</li>
    <li>-O21-Vehicle-Framework-</li>
    <li>CombatExtended</li>
    <li>GiddyUpCore-1.1.6</li>
    <li>GiddyUpCaravan-1.1.1</li>
    <li>GiddyupBattleMounts-1.1.2</li>
    <li>GiddyUpMechanoids-1.1.1</li>
    <li>Miscellaneous_Core</li>
    <li>Miscellaneous_MAI</li>
    <li>Miscellaneous_Robots</li>
    <li>Miscellaneous_TrainingFacility</li>
    <li>Miscellaneous_Incidents</li>
    <li>Robots_PlusPlus_Misc_Robots_Xtension</li>
    <li>Miscellaneous_EndGame</li>
    <li>Miscellaneous_BeeAndHoney</li>
    <li>Miscellaneous_MapGenerator</li>
    <li>Miscellaneous_WeaponRepair</li>
    <li>Miscellaneous_MapGenerator_FactionBase</li>
    <li>Miscellaneous_MapGenerator Urban</li>
    <li>Miscellaneous_TurretBase</li>
    <li>Miscellaneous_XPatches_CE</li>
    <li>Rimsenal</li>
    <li>Rimsenal_Feral</li>
    <li>Rimsenal_Hair</li>
    <li>Rimsenal_Federation</li>
    <li>Rimsenal_Security</li>
    <li>Rimsenal_Storyteller</li>
    <li>Rimsenal_Vanilla</li>
    <li>Rimsenal_CE_Patch</li>
    <li>RImsenal_Feral_CE_Patch</li>
    <li>Rimsenal_Federation_CE_Patch</li>
    <li>Rimsenal_Security_CE_Patch</li>
    <li>Rimsenal_Vanilla_CE_Patch</li>
    <li>Moody</li>
    <li>RimHUD</li>
    <li>TilledSoil</li>
    <li>RunAndGun-1.1.5</li>
    <li>FishingNets</li>
    <li>Gloomy Hair</li>
    <li>Gloomy Face</li>
    <li>BetterLoading</li>
    <li>BetterMiniMap-1.0.0</li>
    <li>Increased Stack</li>
    <li>Share The Load - Release</li>
    <li>RimWorld-MendAndRecycle-master</li>
    <li>AvoidFriendlyFire</li>
    <li>MoreDetailBody</li>
    <li>Lovely Hair Style</li>
    <li>Color Coded Mood Bar</li>
    <li>Electric Stonecutting Table</li>
    <li>SaveStorageSettings</li>
    <li>WorkTab</li>
    <li>Blueprints</li>
    <li>FollowMe</li>
    <li>AnimalTab</li>
    <li>Pharmacist</li>
    <li>MedicalTab</li>
    <li>RelationsTab</li>
    <li>StuffedFloors</li>
    <li>ModManager</li>
    <li>AreaUnlocker</li>
    <li>ResearchTree</li>
    <li>ColonyManager</li>
    <li>BirdsAndBees</li>
    <li>Furnace</li>
    <li>Rimkit-1.4.763</li>
    <li>Dubs Skylights</li>
    <li>Dubs-Paint-Shop-1.0.208</li>
    <li>Dubs-Mint-Menus-1.2.346</li>
    <li>FluffyBreakdowns</li>
    <li>Dubs Bad Hygiene</li>
    <li>Dubs-Mint-Minimap-1.1.109</li>
    <li>RT_Fuse-1.0-1.2.1</li>
    <li>RT_PowerSwitch-1.0-1.0.13</li>
    <li>RT_SolarFlareShield-1.0-1.3.1</li>
    <li>Spotted</li>
    <li>DeepRim</li>
    <li>RimCities Mod</li>
    <li>RimQuest</li>
    <li>AllowTool</li>
    <li>Hospitality</li>
    <li>Rimefeller</li>
    <li>Rimatomics</li>
    <li>RuntimeGC</li>
    <li>Ceiling Light</li>
    <li>PowerLogic</li>
    <li>Smart-Speed-2.01</li>
    <li>RimworldSwimming-1.0.0</li>
    <li>Glass&amp;Lights</li>
    <li>RemoteTech</li>
    <li>Smoked-Meat</li>
    <li>Panzer Muffalo</li>
    <li>More Furniture</li>
    <li>Realistic Rooms</li>
    <li>SimpleSidearms</li>
    <li>Roads of the Rim</li>
    <li>Faction Discovery</li>
    <li>AnimalCollabProj</li>
    <li>Advanced Biomes</li>
    <li>MizuMod-1.7.2-pre2</li>
    <li>Smokeleaf_Industry-1.14a</li>
    <li>Fences And Floors</li>
    <li>Expanded Incidents</li>
    <li>Resource Replicator</li>
    <li>EdBPrepareCarefully</li>
    <li>Rah's Bionics and Surgery Expansion 2.0</li>
    <li>NoRandomConstructionQuality-1.0</li>
    <li>More Faction Interaction</li>
    <li>AdjustableTradeShips</li>
    <li>CentralizedClimateControl</li>
    <li>Rimworld-Shields</li>
    <li>Vegetable Garden</li>
    <li>VGP_Garden_Drinks</li>
    <li>VGP_Canning</li>
    <li>VGP CoffeeTeaDrugs</li>
    <li>VGP_Garden_Gourmet</li>
    <li>VGP_Garden_Drinks_Bulk</li>
    <li>VGP_Garden_Dyes</li>
    <li>VGP_Tools</li>
    <li>VGP_More Veggies</li>
    <li>VGP_Fabric</li>
    <li>VGP_Medicine</li>
    <li>VGP_Soylent Production</li>
    <li>VGP_Resources</li>
    <li>VGP_Trees_Flowers</li>
    <li>Yes, Vehicles, Finally!</li>
  </activeMods>
[v0.83.4] [v1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!

Deathreaper15

Ok so i am doing a multiplayer game with a friend, and he has me using a ton of mods so no idea where a conflict is, however something is throwing a ton of shade in the way of yes vehicles, and a bunch of errors is popping up in regards to the framework, and i cant really make sense of the error so posting the log.
https://gist.github.com/e060971ece6e6e97080b0f08ee9005d7
The error is at the end of the log in particular, referencing 021VehicleFramework.Harmony

Able to make any sense out of it?

NinjaSiren

Quote from: Deathreaper15 on November 03, 2019, 05:04:53 PM
Ok so i am doing a multiplayer game with a friend, and he has me using a ton of mods so no idea where a conflict is, however something is throwing a ton of shade in the way of yes vehicles, and a bunch of errors is popping up in regards to the framework, and i cant really make sense of the error so posting the log.
https://gist.github.com/e060971ece6e6e97080b0f08ee9005d7
The error is at the end of the log in particular, referencing 021VehicleFramework.Harmony

Able to make any sense out of it?

I did made some sense on some of it!

Multiple compatibility issues of the Tenants mod with Vehicle Framework, like hundreds of them, usually denoting either initializing compatibility, generating pawns, or connected with children in-game.

I have never tested this mod or any vehicle mod so far that is connected with [O21] Vehicle Framework with Multiplayer or the Tenants mod. I'm guessing few of the tenants in your gameplay keeps spawning vehicles with pawns (adult or children) inside but just before they spawn it bugs out because of a compatibility with the Tenants mod.

So far as I know, Vehicles in this mod is treated as an animal/pet by the game. An animal/pet that needed pawns inside to move it. (Though there are instances that no pawns inside, but the vehicle still works.)

Try disabling the Tenants mod to maybe lessen or reduce the amounts of errors as of now, you can also contact neronix17 on Rimworld Discord or Github.
[v0.83.4] [v1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!