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As for this mod, I uploaded a patch that moves it using the co-ords below for the interim. Currently it fits snugly between Basic Gravetech and Standard Gravtech , but you may want to shift it back further (to say X = 8) so it sits squarely underneath Gun Turrets , and next to Mortars as that is probably more appropriate.
Or if you prefer to remain on the main tree, a better position (for game/DLC tech at least) would be:
X = 10
Y = 4.80
Exception drawing Turret_ArtilleryGun2484152: System.InvalidCastException: Specified cast is not valid.
[Ref 98DF9A1C] Duplicate stacktrace, see ref for original
It repeatedly logs the error until it crashes my game, not sure what's up
@Goober Thanks, more is on the way whenever I get to it!
What shells does it use? How can I craft them? There are 105 mm howitzer shells, but they are not it. And also some kind of 101 mm cannon shells... but this thing needs 105 mm cannon shells, which are not craftable.
From the mod page: 'Not compatible with Combat Extended! Likely incompatible with any non-vanilla mortars and potentially other mortar mods.'
Exception while ticking lord with job RimWorld.LordJob_Siege:
System.NullReferenceException: Object reference not set to an instance of an object
[Ref 1F140742]
at RimWorld.TurretGunUtility+<>c__DisplayClass2_0.<TryFindRandomShellDef>b__0 (Verse.ThingDef x) [0x00061] in <f0ac5eb9b52e4cc396c70fc9a4ee15e5>:0
at System.Linq.Enumerable+WhereListIterator`1[TSource].ToList () [0x00017] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
at System.Linq.Enumerable.ToList[TSource] (System.Collections.Generic.IEnumerable`1[T] source) [0x0001f] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
at Verse.GenCollection.TryRandomElement[T] (System.Collections.Generic.IEnumerable`1[T] source, T& result) [0x00029] in <f0ac5eb9b52e4cc396c70fc9a4ee15e5>:0
at RimWorld.TurretGunUtility.TryFindRandomShellDef (Verse.ThingDef turret, System.Boolean allowEMP, System.Boolean allowToxGas, System.Boolean mustHarmHealth,
install rimpy
remove half of the mods until you succesfully launch
mark mods as known good
add mods back in batches mark if launch was good
until you crash again
then test the mods from the bad batch individually
also try uising the log analyzer
give it the player.log path
C:\Users\yourpcname\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios
sorry for shorthand
I accindentally deleted my comment
but sometimes thats all you can do
I run 700+ mods and have to do it often lol
its a pain evbery time
but i cant stop myself from adding more mods
maybe you will learn from my mistakes
it turned out it was the artillery piece from VFE pirates instead
im apologize for my lak of thoroughness
if I find what causes it ill post it ^^
maybte thats the problem?
dont have CE
doesnt fire
shows the cooldown
but resets every time it reaches 0
also would be cool if it would fire in all 4 directions but still in the limited cone
would save me form reinstalling it of having multiple
I've only been able to do some light testing, so please report issues should there be any.