边缘世界 RimWorld

边缘世界 RimWorld

Altered Carbon 2: ReSleeved
3,383 条留言
Hugalafutro 6 小时以前 
Hi I'm seeing a red bug, not having built anything AC related in this save yet, just researching.

Exception in Verse.AI.ThinkNode_PrioritySorter TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
[Ref E689360B]
at AlteredCarbon.JobGiver_Reload_TryGiveJob_Patch.Postfix (Verse.AI.Job& __result, Verse.Pawn pawn) [0x0003b] in <941173b0d1d94c11b62f87d2d20eb1ac>:0
at RimWorld.JobGiver_Reload.TryGiveJob (Verse.Pawn pawn) [0x00089] in <46372f5dadbf4af8939e608076251180>:0
- POSTFIX Altered.Carbon: Void

full log: https://gist.github.com/HugsLibRecordKeeper/d095da5a1c983830b1e1d55667629c69
StellarCrumb ✦ 11 月 28 日 下午 9:27 
ok nvm I was wrong about the zone part, I forgot I switched the zone to unrestricted for the dog so It had a way to eat the sleeve again, so for now my solution to it is just to restrict the animal to avoid the casket, so if anyone has the same problem as me just don't let the dog come anywhere close to it.
StellarCrumb ✦ 11 月 28 日 下午 9:22 
@Helixien, no, I keep them in a sleeve casket, I like to keep a spare one in case if my colonist dies so I could give them a new body right away, but since I got a dog in my colony it just keeps eating the sleeve, and the worst part is that I don't even get a notification, I just notice a sleeve's body in my stock pile, by checking the logs I can see that he was eaten by my dog, I even restricted the dog to the zone with no access to the sleeve but it still eats the sleeve somehow. Also, when I put them in a medical bed, the dog seems to ignore the said sleeve.
Salep 11 月 28 日 上午 6:45 
how are social relations work, are they carry over with stacks?
if Arthur beats john while needlecasting body A
will john hate arthur or body A?
Helixien  [作者] 11 月 27 日 下午 11:45 
That would be a completely different mod and not at all what I am aiming for, so no.
ElConvict 11 月 27 日 下午 2:43 
Any thoughts on making a lite mod that just has the sleeve growth content, but instead of pushing out mindless sleeves the end result are new, conscious pawns? Would be badass for a run of disposable soldiers.
Helixien  [作者] 11 月 26 日 下午 11:45 
I never had that issue with empty sleeves. How do you store them? There is a sleeve casket to keep them and normal medical beds work too. I assume you keep them just on the ground?
Winter 11 月 26 日 下午 11:00 
@StellarCrumb ✦ That's probably expected behavior. Until there's a stack in the sleeve, it's a downed creature that's not a member of your colony, and starving animals would see that as an easy meal. If you don't need constant access to the unused sleeves, you might solve it by building a wall in front of the door to the room holding the sleeves.
Winter 11 月 26 日 下午 10:50 
@アダム The simplest option would be to go to the mod options and turn off the research requirement. If you'd prefer to fire the event manually, turn on dev mode, open the debug actions menu, click 'Do incident (Map)...", and click AC_GiveQuest_Intro_Research. You might just need to wait a while longer, though; I think it usually takes a year or more into the colony's life to get the quest.
StellarCrumb ✦ 11 月 26 日 下午 10:32 
My carnivorous domesticated animals keep eating empty sleeves, does that count as a bug? It keeps happening and there's no way to prevent it, to get the result I'm getting, you have to leave an empty sleeve in a casket for a while and leave your domesticated dog or any other meat eating animal with no food in your colony's stock, and instead of hunting they will go after your sleeves for some reason. I've got a bunch of mods but none of them modify how dogs act, it takes a while to happen but eventually always does.
アダム 11 月 25 日 下午 11:25 
Hello

i didn't get the starting quest. Is there any way to manually fire the event?
Wid4er 11 月 25 日 上午 6:18 
I really liked version 6.1 rev-1. I saw that you added support for expanded gravships. Since you're still working on needlecasting, it occurred to me that the neural matrix could control the gravship “independently” with the stacks, not forgetting the turrets.

Also, how difficult would it be for a colonist/stacks to simultaneously control two or more sleeves? Like a hive mind.

I like your work! ^^
Helixien  [作者] 11 月 24 日 下午 11:07 
@🅾🅼🅸🅲🆁🅾🅽: Well, you can alwys download github desktop and just pull the mod from the repo.
🅾🅼🅸🅲🆁🅾🅽 11 月 24 日 下午 6:41 
@Helixien: Thanks man. I really love all your hard work with this mod hence why I tried to investigate and find a fix. It's maddening to watch Steam pull AC1 files from thin air when clicking the button on THIS mod page. AC1 isn't on the workshop anymore, and it's not in my local mods folder, it has to be Steam-side package handling. But I understand there are higher bug fix priorities. I was hoping someone might know something I hadn't tried yet.
Helixien  [作者] 11 月 24 日 上午 2:55 
Also I know there are many bugs in 1.6, I am currently deep into an actual run myself and finding a lot. So expect more fixes to come. AC is a hard mod to really test as it requires actual play and while I would argue it works great without many mods, given what we do other mods can easily break our stuff.
Helixien  [作者] 11 月 24 日 上午 2:54 
@🅾🅼🅸🅲🆁🅾🅽: I have no clue how you have this issues, it seems strange to me. There is no way for it to pull AC1 because AC1 doesnt exist anymore. Unless you are somehow subbed to the continued one? I would change packageIDs and will consider it, but it could cause other issues.
🅾🅼🅸🅲🆁🅾🅽 11 月 23 日 下午 5:41 
After nuking my Steam folder and completely reinstalling Steam just to try working around this single mod's single packageid, it still pulls in AC1 instead of AC2. I'm forced to use this mod manually from github now. Please please please just cut AC1 off from AC2 with separate packageids...
Werewolfie 11 月 23 日 上午 9:58 
I had a baby born in my colony with a stack already present at birth. That doesn't seem like intended behavior.
🅾🅼🅸🅲🆁🅾🅽 11 月 23 日 上午 12:05 
For some reason when I subscribe to this mod (and confirm the workshop mod folder is empty), it insists on downloading the files for the old 'Altered Carbon: Ultratech unleashed' (I see file folders for 1.2 to 1.5), instead of 'Altered Carbon 2'. Rimworld displays 'tried loading mod with the same packageId multiple times': hlx.UltratechAlteredCarbon.
@Helixien: Since this is explicitly a new major version 2, couldn't you use a separate packageId?
兰董官方客服 11 月 22 日 下午 7:37 
Putting the ship girl's cybernetic body cultivated in Warship Girl R 2.0 into the sleeve casket will trigger an error.
Exception drawing 空白义体: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 6542759] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch2 (string)
Verse.DynamicDrawManager:DrawDynamicThings ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Map.MapUpdate_Patch3 (Verse.Map)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch1 (Verse.Game)
Verse.Root_Play:Update ()
Starlight-Ellie 11 月 19 日 上午 11:44 
The mod works perfectly fine as long as I know with the vanilla xenotypes, but some genes from mods, mostly the ones that adds hediffs like claws, or visual things like a gen that adds a turtle shell bugs the sleeve gestator when I try to reporpuse their corpses
Winter 11 月 19 日 上午 10:46 
@Knight If I understand correctly, neural receivers are implanted via surgery in an empty sleeve or an ordinary colonist (who will retain their personality). This allows them to be remote-controlled by needlecasting. Needlecasting can be started from a stack in a neural matrix building, or a stack-equipped colonist in a cryptosleep casket adjacent to a neural matrix.
doom587 11 月 18 日 下午 10:16 
would it be possible to create filtered mass erase stack jobs at the neural editor?
Knight 11 月 18 日 下午 7:57 
Hi guys, im in the UK so the Imgur images arent showing, do any of them talk you thru how to use Neural Recievers and if so, how do I use em?
st.rusik 11 月 18 日 下午 2:33 
The old bug with resurrect mech serum still remains 😢😢😢😢 The pawn still considers itself a copy if it was resurrected with serum while having an implanted stack and it also adds brain damage
The Crow 11 月 17 日 上午 5:07 
How do i unlock research without the first quest?
B flat 11 月 16 日 上午 10:17 
Thanks for addressing the bugs!
Kaneki's Sk1dmark 11 月 16 日 上午 4:25 
I remember back in the first version of this mod there were buildings that increased sleeve gestation speed (or at least I assume they were in this mod), are there any plans on bringing back those kinds of buildings? Unless they're already implemented and I'm just blind.
Agent Washington 11 月 15 日 上午 3:18 
What does stack degradation actually do?
RedGlobe 11 月 14 日 下午 10:56 
@Helixien Is it by design or an oversight/mistake that the added helmets don't change color if painted? Got this with the dragoon and fusilier helmet. Just wondering if this is a thing on my end or if it is a known thingy.
Revan 11 月 14 日 下午 5:07 
@Helixien: I did not see the disable thingy in the mod settings at first. Guess my reading comprehension could use some work. Thank you for pointing it out to me.
Opus Of A Bone Daddy 11 月 14 日 上午 1:48 
Delicious to have this mod back. Thank you for the hard work, as always~.
Wintermist 11 月 14 日 上午 12:41 
OH right, you can extract the normal mechlink :D I forgot, I'm so used to playing with the Dead Man's Switch one haha
Helixien  [作者] 11 月 13 日 下午 10:15 
@Wintermist: I recommend having two and move your mechanoids to the second one, the extract the mechlink from the dead sleeve and implant it into the new one.
Reestock 11 月 13 日 下午 8:20 
@Wintermist
Consider the Gestalt Engine (Continued) mod. Not exactly a mechanitor, but it'd work.
Wintermist 11 月 13 日 下午 3:37 
I need a tip, like... I often play mechanoid and when you change sleeve, you lose the mechlink. What can I do to solve this issue? Is there a good way to get another and always be prepared, or is there some other trick I missed?
Ickura 11 月 13 日 下午 1:58 
:er_heart:
Phanlix 11 月 13 日 上午 10:03 
@Helixien Good to hear man! I'm doing pretty well right now! Personal life actually doesn't suck for once lol. I don't understand the misfire reports either, I've never once had it misfire. I have accidentally missed the quest, but it usually reappears or I just spawn the damn item.

Super happy you're still with us, this game simply wouldn't be the same without your mods. I'm probably done with it when you are at this point tbh. The only major issue is the shield belt atm, and there's... some optimization stuff I don't fully understand tbh, but something is bogging down my FPS and I'm certain now it's tied to this mod. Not that I'm gonna disable it for anything, but I did a test run with it and without it and there's a pretty definitive FPS impact. But hey, this mod does A LOT.

But seriously don't take that as a complaint, I have nothing but love and respect for you and what you're doing. Keep up the amazing work, pretty please with a cherry on top!
Helixien  [作者] 11 月 12 日 下午 11:53 
@Revan: I have to say I will never understand why this issue exist. I have done three saves recently and it fires every time without issue. There is a mod setting to disable the item requirement you can use.
Helixien  [作者] 11 月 12 日 下午 11:50 
@Phanlix: hey mate thanks for asking I am doing fine, hope you too! Yeah there are a lot of bugs atm, including the belt. I am playing an actual colony right now and making a list of all of the things that need to be fixed atm. I would say expect an update or too soon!
Phanlix 11 月 12 日 下午 5:30 
Heeey @Helixien, hope you're well man, been a minute. This mod is still at the top of my favorites! I was wondering if you were aware of the belt fix, or if you're still with us basically. Huge fan of your mods, and hope you keep at it. The game is far more fun with your work in it. Thank you for hundreds of hours of fun.
Revan 11 月 11 日 下午 6:40 
I can't get the intro incident to fire successfully. I keep getting "Incident target is null or not allowed." I can manually spawn the item received from the quest. Will just doing that break something?
peanutman 11 月 11 日 下午 4:34 
by cryptosleep, i mean there in a casket while needlecasting, i forgot to mention
peanutman 11 月 11 日 下午 4:33 
uhm, i changed my load order, and when i try to load the game anyone i have in cryptosleep soon after gets turned into a gestated empty sleeve????
Starlight-Ellie 11 月 11 日 下午 4:18 
Is the mod compatible with VRE Andoids? I was thinking something like, turn certain character into an Android with a stack, but maybe the system with the androids could cause some errors?
Wid4er 11 月 9 日 上午 7:09 
I've been playing the mod for about half a year and I just tried Needlecasting for the first time. It's absolutely wonderful, and I was completely unaware of it. I've seen that you plan to improve it, I'm really looking forward to seeing it :steamhappy:
Bruh1 11 月 2 日 上午 8:02 
Can sanguovampire's needlecast while in deathrest? Maybe it has been asked before but i don't want to go all the way back
Prymark 11 月 2 日 上午 4:17 
It seems like every time I reload my game, my pawn disconnects from their sleeve, saying they disconnected due to being removed from the cypto casket, but they are not removed from the Crypto casket, and only happens upon loading a save. I can fix it by manually connecting them again, just annoying, any reason why that might happen?
Helixien  [作者] 11 月 1 日 下午 10:16 
@deltaplays010: Intended. The bond is with the person on a psychic level, ergo with the body.
Winter 11 月 1 日 下午 3:58 
@deltaplays010 That's probably inevitable without rewriting Rimworld itself to separate the concept of a mind from a body.

As far as rebonding goes, I've had good results using the Character Editor mod to remove the hediff that records the broken bond, along with the social connection between the colonists, then selecting one and right-clicking on the other to romance them again. You may also need to remove the negative memory of the bond breaking.