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Thanks very much for the update!
Not in an 'it will error' way but it functionally messes with things.
The mod is called Stray Bullets (Continued).
Exception ticking Bullet_CryptoSleepPod58970 (at (121, 0, 226)). Suppressing further errors. Exception: System.NullReferenceException: Object reference not set to an instance of an object
[Ref B144930B]
at StrayBullets.HarmonyPatch.PostFix_CheckForFreeInterceptBetween (Verse.Projectile __instance, UnityEngine.V
...
https://gist.github.com/HugsLibRecordKeeper/12b7187a928999b1998628cfca7d9d3b
One small exception: sometimes an error would pop up after a trade goods block crash, usually referencing Biotech reproductive items, like embryos. It didn't seem to have a major effect beyond the popup though!
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch2 (string)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.GenSpawn.Spawn_Patch1 (Verse.Thing,Verse.IntVec3,Verse.Map,Verse.Rot4,Verse.WipeMode,bool,bool)
CrashLanding.Projectile_SimpleShipPart:Impact (Verse.Thing,bool)
https://gist.github.com/HugsLibRecordKeeper/d1bc35dee6795f2425d42dee8a850cc8
I don't play much RimWorld these days, so I didn't test it too much. Please report back any issues
I like to imagine a huuuuuge ship broke up on re-entry so I use dev mode and start my games with 50 crash landing's simultaneously (It's a slide show) but this results in me needing to manually close hundreds of letters (2300 letters at the time of me writing this, but I did 100 simultaneous crashes this time x.x, 50 is a better number I think.)
Would it be possible to add an option for "No letters" or something similar please?
I just have a tricky issue ... I would like to have fun with a scenario I have just created with EdB (Prepare Carefully) by using my own crew, and right now the majority of the colonists in the crew are "left behind", so i would like to know if it's possible to have only pawns I have created in the CryptoSleepBlockCrash event and not random colonists created by Rimworld. Idk if I am understandable enough ? (I'm french, so i apologize for my English >.<)
Thanks for reading my post and have a nice day ! :D
If you want them badly, you can find the "StartingCrashTemplates.xml" file and edit it to adjust the chances ("partWeightCoefficient") or add them to a guaranteed list
I just did a test run yesterday because I haven't used the mod in a while and I didn't get any weapon drops at all. I had some Waster pawns who were supposed to come with tea & flake but none of it was at their crash site.
Also noticed there wasn't a prisoner block, just multiple crashes of neutral pawns.
Is it just random what crashes or did the weapons & prisoners get taken out?
I should have said 'doesn't seem to work for me' XD I have hundreds of mods, but I can't think of any that would alter that specifically, it seems very specific to this mod. In saying that mod interactions can be very very weird sometimes!
Will try again a bit later
Thanks for clarifying that it was 1.4+.
No rush on the age thing, it's just a minor inconvenience once aware of the problem.
As for the incompatibility, I'll try looking into it when I have time (which I don't have much currently due to the birth of my son recently)
Disabling the option in FSF Tweaks makes everything run properly, but that's a bit annoying when I want to do a non-Crashlanding playthrough and have to enable it again.
Also, according to the description, the crashed ship reactor is refuelable only for 1.4. Is there a reason it's no longer available in 1.5?
Thanks for keeping this awesome mod alive! :D
I'm not promising a quick fix. I've heard of the issue previously, but haven't seen it myself even once.
I'm about >95% certain it's some mod conflict, but hard to pinpoint which one. I'll start collecting log files to see what they have in common