linuxgurugamer Posted November 2, 2020 Author Share Posted November 2, 2020 3 minutes ago, JadeOfMaar said: @linuxgurugamer I tried your update and I was going along well at first but I eventually had the issue again of the birth countdown going negative and losing the abilities to recover craft, quicksave/quickload, switch scenes. [EXC 17:56:58.488] NullReferenceException: Object reference not set to an instance of an object KerbalRoster.ValidateAssignments (Game st) (at <c1858a3f77504bd1aaa946fdccf84670>:0) Game.Updated (GameScenes startSceneOverride) (at <c1858a3f77504bd1aaa946fdccf84670>:0) Game.Updated () (at <c1858a3f77504bd1aaa946fdccf84670>:0) PauseMenu.<draw>b__25_7 () (at <c1858a3f77504bd1aaa946fdccf84670>:0) DialogGUIButton.OptionSelected () (at <c1858a3f77504bd1aaa946fdccf84670>:0) DialogGUIButton.<Create>b__23_1 () (at <c1858a3f77504bd1aaa946fdccf84670>:0) UnityEngine.Events.InvokableCall.Invoke () (at <5aeafee3fea24f37abd1315553f2cfa6>:0) UnityEngine.Events.UnityEvent.Invoke () (at <5aeafee3fea24f37abd1315553f2cfa6>:0) UnityEngine.UI.Button.Press () (at <99c70f3212f546f499a5c598b1663bb9>:0) UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at <99c70f3212f546f499a5c598b1663bb9>:0) UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <99c70f3212f546f499a5c598b1663bb9>:0) UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <99c70f3212f546f499a5c598b1663bb9>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.EventSystems.EventSystem:Update() I've made a zip with save file (as asked), the KSP.log at the time, and the MM patch that adds this mod's features to Pathfinder. OneDrive link. Used in KSP 1.10.1. The only mods you'll need to install are Pathfinder (and its dependencies: Wild Blue Tools, Classic Stock). The sample vessel with working/fixed Time UI open. Ok. I'll look at it tomorrow night. So far you are the only one reporting this error Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted November 2, 2020 Share Posted November 2, 2020 1 minute ago, linuxgurugamer said: So far you are the only one reporting this error Aww man. Well also I'm the only one who's added CivPop features to other mods, it seems. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 2, 2020 Author Share Posted November 2, 2020 24 minutes ago, JadeOfMaar said: Aww man. Well also I'm the only one who's added CivPop features to other mods, it seems. I'm not complaining. There may be some stuff which is hard-cooked, I'll know more tomorrow Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 4, 2020 Author Share Posted November 4, 2020 (edited) On 11/2/2020 at 5:44 PM, JadeOfMaar said: @linuxgurugamer I tried your update and I was going along well at first but I eventually had the issue again of the birth countdown going negative and losing the abilities to recover craft, quicksave/quickload, switch scenes. On 11/2/2020 at 5:44 PM, JadeOfMaar said: I've made a zip with save file (as asked), the KSP.log at the time, and the MM patch that adds this mod's features to Pathfinder. OneDrive link. Used in KSP 1.10.1. The only mods you'll need to install are Pathfinder (and its dependencies: Wild Blue Tools, Classic Stock). The sample vessel with working/fixed Time UI open. @JadeOfMaarThere is nothing wrong with your patch, you just ran into two bugs headon. This beta fixes them, also added a bit of functionality to the crew screen: https://www.dropbox.com/s/dmniutcg30rwub9/CivilianPopulation-3.0.1-BETA-2.zip?dl=0 I'm quite puzzled why no one reported these before. The big one, which caused you to lose functionality in leaving the scene, etc. has been there for a long time. The other was just mostly a visual (time to birth going negative), it was only checking once a day for births. Edited November 4, 2020 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 4, 2020 Author Share Posted November 4, 2020 New release, 3.0.1 Thanks to user @pmborg for this: Added ModuleAsteroidDrill and ModuleCometDrill into the Netherdyne Laser Drill Fixed nullref when clicking the time button Fixed nullref when playing in Sandbox during FixedUpdate while trying to update funds Disabled the CivilialPopulationMonitor when not compiled with DEBUG Fixed growth issue to have kerbals born when time is up rather than all new kerbals 1/day Fixed Nullref when saving games AFTER a kerbal was born Fixed bug where a kerbal would have a lesser chance to die the older they got (after 75) Added settings option to specify the minimum age a kerbal can die Updated Crew panel Added buttons at top of each column, clicking on a button will sort by that column, clicking again will reverse the sort Optimized the CrewPanel to only re-sort if something changed Quote Link to comment Share on other sites More sharing options...
DirtyFace83 Posted November 5, 2020 Share Posted November 5, 2020 Just wanted to say thanks so much for maintaining/updating/fixing this @linuxgurugamer! Out of interest, do you have any information on how 'Kolonists' (MKS?) work in relation to this mod? And might there be a way to make them basically interchangeable with 'Civilians' in terms of mechinics? (Either that, or give them very clearly defined and distinct roles) Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 5, 2020 Author Share Posted November 5, 2020 22 minutes ago, DirtyFace83 said: Just wanted to say thanks so much for maintaining/updating/fixing this @linuxgurugamer! Out of interest, do you have any information on how 'Kolonists' (MKS?) work in relation to this mod? And might there be a way to make them basically interchangeable with 'Civilians' in terms of mechinics? (Either that, or give them very clearly defined and distinct roles) Nope, no idea, and it's not anything I'm going to be looking into. Off hand, I think that any mod which creates new roles will be incompatible with other mods which also create new roles, since there isn't any defined way to do it, so each mod does it it's own way. Quote Link to comment Share on other sites More sharing options...
Cornholio Posted November 28, 2020 Share Posted November 28, 2020 (edited) Hello. I currently have the Orbital Colony (linuxgurugamer updated version) installed and want to start using the real Civ Pop. Is there any good way to switch from one to the other without wrecking any of my ships/missions? Also, just want to say that you're a lifesaver for keeping all of these old mods supported. It's got to be a ton of work and just want to say that I greatly appreciate it. Cheers! Edited November 28, 2020 by Cornholio Quote Link to comment Share on other sites More sharing options...
RKunze Posted December 13, 2020 Share Posted December 13, 2020 Bug: Civilian Population sometimes kills kerbals on boarding vessels from EVA. I have been playing a career game in 1.10.1 (quite heavily modded, and running on Linux) and had my kerbals simply disappear when boarding a vessel from EVA. The kerbals show up as "Killed in Action" in the astronaut complex. I could reproduce the issue with Civilian Population alone (version 3.0.1, installed through CKAN), but not every time when boarding from EVA (as with my heavily modded game). For my demonstration session (logfile), I had to go on EVA and board again 16 times until the bug hit. Steps to reproduce: install Civilian Population in a clean stock 1.10.1 install start a new sandbox game launch a stock "Aeris 3A" on the runway repeat the following steps until the poor kerbal disappears: go on EVA (just leaving the plane and hanging on the ladder will do) board again My (somewhat educated) guess as to the cause for this bug is a race condition somewhere in Civilian Population, because the bug only happens on some attempts, the frequency of triggering the bug varies with the number and type of installed modules (and thus with timing) from "happens every time" on my heavily modded game to "one in 16" in my reproduction session with only Civilian Population installed, and because of the "InvalidOperationException: Collection was modified; enumeration operation may not execute." entry in the logs. Quote Link to comment Share on other sites More sharing options...
Ultragamer2000 Posted December 17, 2020 Share Posted December 17, 2020 On 12/14/2020 at 3:07 AM, RKunze said: Bug: Civilian Population sometimes kills kerbals on boarding vessels from EVA. I have been playing a career game in 1.10.1 (quite heavily modded, and running on Linux) and had my kerbals simply disappear when boarding a vessel from EVA. The kerbals show up as "Killed in Action" in the astronaut complex. I could reproduce the issue with Civilian Population alone (version 3.0.1, installed through CKAN), but not every time when boarding from EVA (as with my heavily modded game). For my demonstration session (logfile), I had to go on EVA and board again 16 times until the bug hit. Steps to reproduce: install Civilian Population in a clean stock 1.10.1 install start a new sandbox game launch a stock "Aeris 3A" on the runway repeat the following steps until the poor kerbal disappears: go on EVA (just leaving the plane and hanging on the ladder will do) board again My (somewhat educated) guess as to the cause for this bug is a race condition somewhere in Civilian Population, because the bug only happens on some attempts, the frequency of triggering the bug varies with the number and type of installed modules (and thus with timing) from "happens every time" on my heavily modded game to "one in 16" in my reproduction session with only Civilian Population installed, and because of the "InvalidOperationException: Collection was modified; enumeration operation may not execute." entry in the logs. I've had the same issue - Originally I thought it was TAC LS doing it, but then I suspected it was civilian population - I deleted it and the bug was fixed For me it was also completely random, happening sometimes, but in other times, happening 100% of the time Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 18, 2020 Author Share Posted December 18, 2020 Beta release , 3.0.1.1 Fixed Invalid Operation Exception, was causing Kerbals to die upon entering a vessel https://www.dropbox.com/s/ochmvlw16i3ky58/CivilianPopulation-1.8.0-3.0.1.1.zip?dl=0 Please try this out and let me know if it fixes the problem Quote Link to comment Share on other sites More sharing options...
RKunze Posted December 18, 2020 Share Posted December 18, 2020 Looks like the beta fixes the problem - no dying kerbals yet after 20 EVA/boarding cycles on my modded game. Thank you very much! Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 18, 2020 Author Share Posted December 18, 2020 The beta is now a full release: 3.0.1.1 Fixed Invalid Operation Exception, was causing Kerbals to die upon entering a vessel Quote Link to comment Share on other sites More sharing options...
Stumble Posted January 12, 2021 Share Posted January 12, 2021 (edited) I have this installed, but I don't seem to be able to do anything with it. Civilian Kerbals do show up to be hired, but if I send them to a base with a University/flight school/Theater they don't seem to interact with them at all. Also I don't see any parts with food or water, and the farm doesn't seem to have any onboard storage for them either. After reloading, I am also missing the toolbar icon... Could this be an install problem? Edited January 12, 2021 by Stumble Quote Link to comment Share on other sites More sharing options...
dany0688 Posted May 21, 2021 Share Posted May 21, 2021 Hello.It seems that my civilians arent breeding. Is it supposed to be like this? Thanks for the mod by the way. Quote Link to comment Share on other sites More sharing options...
pmborg Posted May 21, 2021 Share Posted May 21, 2021 (edited) 11 hours ago, dany0688 said: Hello.It seems that my civilians arent breeding. Is it supposed to be like this? Thanks for the mod by the way. Yes, you can turn breeding on/off... in some special buildings like in the apartments. Edited May 22, 2021 by pmborg Quote Link to comment Share on other sites More sharing options...
SpaceFace545 Posted May 22, 2021 Share Posted May 22, 2021 On 2/4/2020 at 8:55 AM, linuxgurugamer said: Most of the parts do NOT have tags. If anyone would like to add tags, either to one, some or all parts, I'd appreciate it What’s a part tag? Quote Link to comment Share on other sites More sharing options...
kennyc222 Posted May 22, 2021 Share Posted May 22, 2021 (edited) Even if I don't use TAC, i simply use snack for simplicity on my game...this is very useful to recruit kerbal outside kerbin...! and i don't have always go back to kerbin to recruit them anymore due to reproduction... Also how can i recruit Kerbal using Contractor Dock? as long as I am still in Kerbin's Oribit and its Moons! I am using 1.11.2 Edited May 22, 2021 by kennyc222 Quote Link to comment Share on other sites More sharing options...
pmborg Posted May 22, 2021 Share Posted May 22, 2021 6 hours ago, kennyc222 said: Even if I don't use TAC, i simply use snack for simplicity on my game...this is very useful to recruit kerbal outside kerbin...! and i don't have always go back to kerbin to recruit them anymore due to reproduction... Also how can i recruit Kerbal using Contractor Dock? as long as I am still in Kerbin's Oribit and its Moons! I am using 1.11.2 You need to wait 3 months game time Quote Link to comment Share on other sites More sharing options...
kennyc222 Posted May 22, 2021 Share Posted May 22, 2021 (edited) 30 minutes ago, pmborg said: You need to wait 3 months game time thanks ..nevermind..it works now..but i got only 1 civilian after waiting 3 months game time... For planetary one...how can I manage to build a town or city using Biodome? it is hard for me to build one.... Is Jumbo Truss the key to link all the dome together? Edited May 22, 2021 by kennyc222 Quote Link to comment Share on other sites More sharing options...
SystemPlanningCorporation Posted May 30, 2021 Share Posted May 30, 2021 Is there any way to remove the need for life support features? cba with dealing with life support resources. I dont have that much patience Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 4, 2021 Author Share Posted September 4, 2021 New release, 3.0.1.2 Added AssemblyFileVersion Updated version file for 1.12 Quote Link to comment Share on other sites More sharing options...
dlrk Posted September 4, 2021 Share Posted September 4, 2021 My impression is that that it is, but for clarity, this works with MKS and USILS? Quote Link to comment Share on other sites More sharing options...
fittedorphan68 Posted October 25, 2021 Share Posted October 25, 2021 @linuxgurugamer Couple of questions I can't seem to spot answers for: -All info on the Civilian dock only references Kerbin and its moons,. Is its functionality prevented on games with homeswitches somehow? If not, is there a max distance limit or just anything orbiting parent body? -Is the ModuleScienceLab somehow required for the university? I ask because it doesn't have the accompanying ModuleScienceConverter, making it seem rather useless to stock mechanics. -Lastly, is the .log file supposed to be logging something? I've had the mod installed for roughly 50+ civilians to generate and be recruited, but she's still blank aside from the first "set-up" line Quote Link to comment Share on other sites More sharing options...
dragonsfx Posted December 17, 2021 Share Posted December 17, 2021 I just started playing again after a year, hoping that all mods are finally gonna be stable since 1.12.2 is final release. I found that this mod was finally actually updated and working (Woot!) but, unfortunately, there is something seriously wrong with it. I lose so many kerbals for no reason at all... they just disappear. I read through the comments here and saw that this issue was reported before and supposed to have been fixed... but, tonight, i just lost 4 out of 7 kerbals. i lost the first 3 just going EVA from one ship to another... everything seemed fine, then when i brought the last one over, the ship was empty... The last one i lost after arriving at the mun. she eva'd to get the science and upon entering the pod she ceased to exist (her science was still available though). and i was left only 2 poor kerbals that survived out of the seven that applied to the mission. Often times, kerbals just randomly disappear , i.e., you have 10 kerbals someplace, you go away and you come back and there are only 9... anyhow, after a week of hoping this will get better just started a new save without this mod and will see how it goes. Not related to the above bug, but you need to give a control for kerbal death (besides maximum average life)... like damn... i move 10 civilians to a new place and 2 of them die within like a week at 17 years old... if someone passes astronaut school they should be smart enough to not just randomly die a couple days after arriving at their destination... Quote Link to comment Share on other sites More sharing options...
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