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Log: https://gist.github.com/HugsLibRecordKeeper/266482e8f897f7e0311545d96710ea29
I did not notice anything particularly noteworthy happening at the time of the error, beyond a mechanoid cluster at the corner of the map idling, as they had been since before the Adaptable Mechanoids Mod was installed.
1. It shouldn't be a mod conflict, since the mod gives the base mechanoid race the hediff, so any mod that adds mechs with that race, should be compatible.
2. I think I know what caused the error, the four errors in the second log are errors about not being able to save the storage structures properly, so when/if you reloaded, the mechs weren't registered with the system anymore.
I currently don't have that much time, but I should be able to make a fix in the near future, which should fix those issues.
(Btw, there are no timestamps saved in those logs, blame Hugs)
Well, I mentioned Vanilla Factions Expanded Mechanoids as a potential point of conflict because I'm pretty sure it adds in a new ThingDef of "VFE_Mechanoid" instead of using "BaseMechanoid".
EDIT: Although the Militor I tested on uses the "LightMechanoid" derived of "BaseMechanoid" from vanilla, so I guess, yeah maybe VFE-M isn't the point of conflict.
Those are some fancy words that are above my head, boss, but here's a timeline to provide some context for what I've done so far.
Before posting to this discussion originally, my order of operations were:
Download mod
Add to Active list in RimPy mod manager
Use RimPy auto-sort
Launch game and load an ongoing save that had an active mechanoid cluster on the map
Edit the mod settings (enabled PC controlled Mech adapting)
Punch a player controlled Militor 3-4 times.
See no adaptation after 6+ in game hours.
Reinstall mod
Launch game, try again. No change.
Move mod far down in active mod list to check for mod load order issue
Launch game, try again, still no change.
Post to discussion.
If the timeline helps, great, if not, no worries.
I had no idea. I'll keep that in mind going forward, and include keywords from the error's in question so you or any other mod creator can CTRL+F to find the ref material easier then.
Thank you for taking the time to look into this. I'm excited to be able to use this mod in my playthrough(s). My method of increasing Mech difficulty before finding this mod has been to just create personal patches that buff Mechs across the board. Damage, RoF, Accuracy, Armor, Health scale, etc. Your Mod is a much more dynamic difficulty, and a far more elegant solution.
I've also confirmed, that my mod doesn't affect VFE-Mechanoids mechs (yet, maybe), so a mod conflict should be unlikely. For some reason the VFE mechs are entirely independent from vanilla mechs.
I did not see any errors in the log. Though, before you attempt to assist any further, allow me some time to test further. It's late as I write this. I'd like to take a closer look tomorrow and make sure I'm not missing anything.
Thank you for your time and patience.
Log: https://gist.github.com/HugsLibRecordKeeper/dd7b0ac340a50570b2fecbdf257857f5
Before any testing, I've received these errors loading the save in debug mode:
Line 6311: Keys count does not match the values count while loading a dictionary (maybe keys and values were resolved during different passes?). Some elements will be skipped. keys=0, values=1, label=mechs
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
Line 6487: Could not resolve cross refs: System.NullReferenceException: Object reference not set to an instance of an object [Ref 498A1BD]
Still before any testing, I made sure that the Colony Mech setting was enabled. I also adjusted the adaptation frequency and percent to expedite the testing process.
I then used a colony Legionary to shoot a colony Centipede ~28 times to hopefully incite some adaptation, but to no avail.
Saved. Closed. Moved Adaptable Mechanoids Mod to near bottom of load order and repeated the previous steps with a colony Legionary and colony Centipede. No difference.
The two errors @6311 and @6487 did not reoccur after changing the load order.
Also tested on a freshly spawned hostile Centipede with no success.
I don't want to waste your time on a wild goose chase for a mod conflict as I'm sure thats where this issue originates given the bulkiness of my mod list. I would ask that you do not spend any more time addressing this issue, unless you truly want to.
At some point in the future, I will rebuild my mod list from the ground up. I would like to leave this discussion open, so that when I do rebuild my mod list, I can report back with any new findings.
Thank you for taking the time and effort to help me, and my apologies for this pesky issue.