suicide commando

  • Content Count

    714
  • Joined

  • Last visited

Community Reputation

416 Excellent

About suicide commando

  • Rank
    Senior Member
...

Recent Profile Visitors

2028 profile views
  1. When deconstructing a large nosecone ( I assume the small one too ) with piping or something else inside the walls, causes a crash. Attempting to deconstruct said piping inside first also causes a crash. Using the destroyer sandbox tool on such a nosecone also causes a crash. NullReferenceException: Object reference not set to an instance of an object FetchListStatusItemUpdater.Render200ms (System.Single dt) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/game/FetchListStatusItemUpdater.cs:125) SimAndRenderScheduler+Render200ms.Update (IRender200ms updater, System.Single dt) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/Plugins/Klei/util/SimAndRenderScheduler.cs:202) UpdateBucketWithUpdater`1[DataType].Update (System.Single dt) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/Plugins/Klei/util/StateMachineUpdater.cs:79) StateMachineUpdater+BucketGroup.AdvanceOneSubTick (System.Single dt) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/Plugins/Klei/util/StateMachineUpdater.cs:152) StateMachineUpdater+BucketGroup.InternalAdvance (System.Single dt) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/Plugins/Klei/util/StateMachineUpdater.cs:135) StateMachineUpdater+BucketGroup.Advance (System.Single dt) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/Plugins/Klei/util/StateMachineUpdater.cs:162) StateMachineUpdater.Render (System.Single dt) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/Plugins/Klei/util/StateMachineUpdater.cs:254) Game.LateUpdate () (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/game/Game.cs:1602)
  2. When you deconstruct a nosecone or command capsule, you get the contents back as materials dropped on the ground at the base of the rocket. There is a problem with this however, as the materials that make up the walls of the capsule are also deposited there. This means that constructing/deconstructing a nosecone/command capsule will give you 2400/3400 kg of steel for free, along with 400kg of diamond from the windows.
  3. When you deconstruct the lander inside a rover module on a rocket, then tell your dupes to deliver new materials and rebuild it, as soon as the materials are delivered and construction begins, the game crashes. Exception in: (Minion).FetchAreaChore+States.root.delivering.delivercomplete. System.NullReferenceException at (wrapper managed-to-native) UnityEngine.GameObject.GetComponentFastPath(UnityEngine.GameObject,System.Type,intptr) at UnityEngine.GameObject.GetComponent[T] () [0x00009] in C:\buildslave\unity\build\Runtime\Export\Scripting\GameObject.bindings.cs:28 at KPrefabIDExtensions.PrefabID (UnityEngine.GameObject go) [0x00001] in C:\jenkins_workspace\workspace\SimGame_Windows\game\Assets\scripts\game\KPrefabIDExtensions.cs:16 at JettisonableCargoModule+StatesInstance.CheckIfLoaded () [0x00020] in C:\jenkins_workspace\workspace\SimGame_Windows\game\Assets\scripts\game\Space\JettisonableCargoModule.cs:172 at JettisonableCargoModule+<>c.<InitializeStates>b__7_1 (JettisonableCargoModule+StatesInstance smi) [0x00000] in C:\jenkins_workspace\workspace\SimGame_Windows\game\Assets\scripts\game\Space\JettisonableCargoModule.cs:38 at GameStateMachine`4+State+<>c__DisplayClass95_0[StateMachineType,StateMachineInstanceType,MasterType,DefType].<EventHandler>b__0 (StateMachineInstanceType smi, System.Object d) [0x00000] in C:\jenkins_workspace\workspace\SimGame_Windows\game\Assets\scripts\ai\statemachine\GameStateMachine.cs:2309 at GameStateMachine`4+GameEvent+<>c__DisplayClass6_0[StateMachineType,StateMachineInstanceType,MasterType,DefType].<Subscribe>b__0 (System.Object d) [0x0000c] in C:\jenkins_workspace\workspace\SimGame_Windows\game\Assets\scripts\ai\statemachine\GameStateMachine.cs:2933 at EventSystem.Trigger (UnityEngine.GameObject go, System.Int32 hash, System.Object data) [0x0013d] in C:\jenkins_workspace\workspace\SimGame_Windows\game\Assets\Plugins\Klei\util\EventSystem.cs:170 at KMonoBehaviour.Trigger (System.Int32 hash, System.Object data) [0x0001c] in C:\jenkins_workspace\workspace\SimGame_Windows\game\Assets\Plugins\Klei\util\KMonoBehaviour.cs:411 at Storage.Store (UnityEngine.GameObject go, System.Boolean hide_popups, System.Boolean block_events, System.Boolean do_disease_transfer, System.Boolean is_deserializing) [0x002b1] in C:\jenkins_workspace\workspace\SimGame_Windows\game\Assets\scripts\components\Storage.cs:481 at FetchAreaChore+StatesInstance+Delivery.Complete (System.Collections.Generic.List`1[T] deliverables) [0x0013e] in C:\jenkins_workspace\workspace\SimGame_Windows\game\Assets\scripts\ai\chores\FetchAreaChore.cs:78 at FetchAreaChore+StatesInstance.DeliverComplete () [0x0014b] in C:\jenkins_workspace\workspace\SimGame_Windows\game\Assets\scripts\ai\chores\FetchAreaChore.cs:495 at FetchAreaChore+States+<>c.<InitializeStates>b__12_13 (FetchAreaChore+StatesInstance smi) [0x00000] in C:\jenkins_workspace\workspace\SimGame_Windows\game\Assets\scripts\ai\chores\FetchAreaChore.cs:728 at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].ExecuteActions (StateMachine`4+State[StateMachineType,StateMachineInstanceType,MasterType,DefType] state, System.Collections.Generic.List`1[T] actions) [0x00057] in C:\jenkins_workspace\workspace\SimGame_Windows\game\Assets\scripts\ai\statemachine\StateMachine.cs:874 UnityEngine.Debug:LogError(Object, Object) Debug:LogError(Object, Object) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/Plugins/Debug.cs:152) DebugUtil:LogErrorArgs(Object, Object[]) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/Plugins/Klei/util/DebugUtil.cs:191) DebugUtil:LogException(Object, String, Exception) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/Plugins/Klei/util/DebugUtil.cs:201) GenericInstance:ExecuteActions(State, List`1) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:908) GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833) GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128) <>c__DisplayClass80_0:<ToggleWork>b__1(StatesInstance, Single) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:2006) BucketUpdater`1:Update(StatesInstance, Single) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/Plugins/Klei/util/StateMachineUpdater.cs:96) UpdateBucketWithUpdater`1:Update(Single) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/Plugins/Klei/util/StateMachineUpdater.cs:79) BucketGroup:AdvanceOneSubTick(Single) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/Plugins/Klei/util/StateMachineUpdater.cs:152) StateMachineUpdater:AdvanceOneSimSubTick() (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/Plugins/Klei/util/StateMachineUpdater.cs:244) Game:SimEveryTick(Single) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/game/Game.cs:1368) Game:Update() (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/game/Game.cs:1344)
  4. When you deconstruct the lander inside a rover module on a rocket, then tell your dupes to deliver new materials and rebuild it, as soon as the materials are delivered and construction begins, the game crashes. Exception in: (Minion).FetchAreaChore+States.root.delivering.delivercomplete. System.NullReferenceException at (wrapper managed-to-native) UnityEngine.GameObject.GetComponentFastPath(UnityEngine.GameObject,System.Type,intptr) at UnityEngine.GameObject.GetComponent[T] () [0x00009] in C:\buildslave\unity\build\Runtime\Export\Scripting\GameObject.bindings.cs:28 at KPrefabIDExtensions.PrefabID (UnityEngine.GameObject go) [0x00001] in C:\jenkins_workspace\workspace\SimGame_Windows\game\Assets\scripts\game\KPrefabIDExtensions.cs:16 at JettisonableCargoModule+StatesInstance.CheckIfLoaded () [0x00020] in C:\jenkins_workspace\workspace\SimGame_Windows\game\Assets\scripts\game\Space\JettisonableCargoModule.cs:172 at JettisonableCargoModule+<>c.<InitializeStates>b__7_1 (JettisonableCargoModule+StatesInstance smi) [0x00000] in C:\jenkins_workspace\workspace\SimGame_Windows\game\Assets\scripts\game\Space\JettisonableCargoModule.cs:38 at GameStateMachine`4+State+<>c__DisplayClass95_0[StateMachineType,StateMachineInstanceType,MasterType,DefType].<EventHandler>b__0 (StateMachineInstanceType smi, System.Object d) [0x00000] in C:\jenkins_workspace\workspace\SimGame_Windows\game\Assets\scripts\ai\statemachine\GameStateMachine.cs:2309 at GameStateMachine`4+GameEvent+<>c__DisplayClass6_0[StateMachineType,StateMachineInstanceType,MasterType,DefType].<Subscribe>b__0 (System.Object d) [0x0000c] in C:\jenkins_workspace\workspace\SimGame_Windows\game\Assets\scripts\ai\statemachine\GameStateMachine.cs:2933 at EventSystem.Trigger (UnityEngine.GameObject go, System.Int32 hash, System.Object data) [0x0013d] in C:\jenkins_workspace\workspace\SimGame_Windows\game\Assets\Plugins\Klei\util\EventSystem.cs:170 at KMonoBehaviour.Trigger (System.Int32 hash, System.Object data) [0x0001c] in C:\jenkins_workspace\workspace\SimGame_Windows\game\Assets\Plugins\Klei\util\KMonoBehaviour.cs:411 at Storage.Store (UnityEngine.GameObject go, System.Boolean hide_popups, System.Boolean block_events, System.Boolean do_disease_transfer, System.Boolean is_deserializing) [0x002b1] in C:\jenkins_workspace\workspace\SimGame_Windows\game\Assets\scripts\components\Storage.cs:481 at FetchAreaChore+StatesInstance+Delivery.Complete (System.Collections.Generic.List`1[T] deliverables) [0x0013e] in C:\jenkins_workspace\workspace\SimGame_Windows\game\Assets\scripts\ai\chores\FetchAreaChore.cs:78 at FetchAreaChore+StatesInstance.DeliverComplete () [0x0014b] in C:\jenkins_workspace\workspace\SimGame_Windows\game\Assets\scripts\ai\chores\FetchAreaChore.cs:495 at FetchAreaChore+States+<>c.<InitializeStates>b__12_13 (FetchAreaChore+StatesInstance smi) [0x00000] in C:\jenkins_workspace\workspace\SimGame_Windows\game\Assets\scripts\ai\chores\FetchAreaChore.cs:728 at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].ExecuteActions (StateMachine`4+State[StateMachineType,StateMachineInstanceType,MasterType,DefType] state, System.Collections.Generic.List`1[T] actions) [0x00057] in C:\jenkins_workspace\workspace\SimGame_Windows\game\Assets\scripts\ai\statemachine\StateMachine.cs:874 UnityEngine.Debug:LogError(Object, Object) Debug:LogError(Object, Object) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/Plugins/Debug.cs:152) DebugUtil:LogErrorArgs(Object, Object[]) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/Plugins/Klei/util/DebugUtil.cs:191) DebugUtil:LogException(Object, String, Exception) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/Plugins/Klei/util/DebugUtil.cs:201) GenericInstance:ExecuteActions(State, List`1) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:908) GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833) GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128) <>c__DisplayClass80_0:<ToggleWork>b__1(StatesInstance, Single) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:2006) BucketUpdater`1:Update(StatesInstance, Single) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/Plugins/Klei/util/StateMachineUpdater.cs:96) UpdateBucketWithUpdater`1:Update(Single) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/Plugins/Klei/util/StateMachineUpdater.cs:79) BucketGroup:AdvanceOneSubTick(Single) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/Plugins/Klei/util/StateMachineUpdater.cs:152) StateMachineUpdater:AdvanceOneSimSubTick() (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/Plugins/Klei/util/StateMachineUpdater.cs:244) Game:SimEveryTick(Single) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/game/Game.cs:1368) Game:Update() (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/game/Game.cs:1344)
  5. Please tell me that with 'oozination' you litterally mean that the dupe was turned to ooze..
  6. How about one with 4 arms? Then he could be doubly productive! Or maybe we could create vacilator charges with HEPs.
  7. I hope so, but when they changed diseases to what they are now, I made a very long and comprehensive rant about why diseases should be more lethal/impactful than they are now, so I think I'll keep it short now. Bring back proper diseases!
  8. I would like to recommend the 'diseases restored' mod on steam. I don't know if it's DLC compatible yet, but it's a great way to make diseases be more meaningful again, like they used to.
  9. Yes, this is a bug. It also occurs with wild plants. I reported this bug a few months ago during the closed alpha.
  10. Here's 2 more options you can use: 1) Algae Terrariums. These eat CO2 if it's around. downsides here are that the polluted water they produce can offgas. And they also produce O2 but don't stop when the pressure gets high, so you can get popped eardrums. 2) Oxiferns eat CO2. Downside here is that they need a planter box or farm/hydro tile. Which means the bottom row of tiles are out of range for them to remove CO2. They also need water, so you either have to supply this with dupe labor, or set up irrigation.
  11. Pliers and deconstructing POIs are definitely the 2 mods I miss the most. Being able to deroute a pipeline is extremely useful when your setting up some spaggetti and something got misplanned. And being able to deconstruct POIs would be extreeemely useful as they always take up space where you want to build something. It's not even for recuperating the materials they are made of, it's for getting rid of them so you can put something useful there.
  12. I've gotten to space many times, although I have never played on the highest difficulty. Even without mods it's far from impossible. The way I like to do it, is to take it slow and methodical. First I set up the intial colony, which uses algae/rust for O2 and mealwood as food source, this allows for a colony of 5 dupes, these 5 then do the research and begin expanding the base. Once I have a good water source, the SPOM goes up, bristle blossom farms are built, support systems for this are put in place.Then we can expand the colony to 8 and later 12 dupes. These go on further exploring the map, setting up exosuits and go into the oil biome. Then it's time to set up main power and get some industry off the ground. By this time, my drecko farm will have yielded plenty of plastics, and my shine bug farm will have loaded up one or two of my shine bug power plants, so I have plenty of power for my base's normal needs. Petrol refineries will go up to get the initial bit of petroleum, so I can use that as coolant for my metal refineries which will use steam turbine power from their own heat. ( Check out brothgar's videos, he's where I stole that idea ). Once steel production is up and running main power becomes a priority, for this a petroleum boiler is a good, but there's plenty of other options for this. From there, it's up to space biome, setting up the bunker tiles/doors and supplementing my power with solar energy. The final stage is building the rockets + infrastructure and heading out into space.
  13. While metal volcano's are currently not available, it might be a bit taxing to feed these guys, but once you have a metal volcano, these guys wouldn't be so bad I think.
  14. Very nice! What pressure is the sensor set to and howmuch water/steam is in the whole thing?
  15. Might want to give a little more information on when and how it's crashing.