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Topics - zyklame

#1
While starting a new game i get the following error on a notable amount of maps:

For example:
Seed: crook
coverage: 30%
Rain: Low (minimum)
Temp: normal (default)


If it matters: I'am on Kubuntu 64bit

Could not find player faction.
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
RimWorld.Faction:get_OfPlayer() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Planet\Faction\Faction.cs:1053)
RimWorld.Recipe_InstallArtificialBodyPart:ApplyOnPawn(Pawn, BodyPartRecord, Pawn, List`1, Bill) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Pawn\Health\RecipeWorkers\Recipe_InstallArtificialBodyPart.cs:47)
RimWorld.PawnTechHediffsGenerator:GenerateTechHediffsFor(Pawn) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Pawn\PawnGenerator\PawnTechHediffsGenerator.cs:40)
Verse.PawnGenerator:GenerateInitialHediffs(Pawn, PawnGenerationRequest) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Pawn\PawnGenerator\PawnGenerators.cs:592)
Verse.PawnGenerator:TryGenerateNewPawnInternal(PawnGenerationRequest&, String&, Boolean, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Pawn\PawnGenerator\PawnGenerators.cs:415)
Verse.PawnGenerator:GenerateNewPawnInternal(PawnGenerationRequest&) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Pawn\PawnGenerator\PawnGenerators.cs:316)
Verse.PawnGenerator:GenerateOrRedressPawnInternal(PawnGenerationRequest) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Pawn\PawnGenerator\PawnGenerators.cs:169)
Verse.PawnGenerator:GeneratePawn(PawnGenerationRequest) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Pawn\PawnGenerator\PawnGenerators.cs:63)
Verse.PawnGenerator:GeneratePawn(PawnKindDef, Faction) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Pawn\PawnGenerator\PawnGenerators.cs:54)
RimWorld.Faction:GenerateNewLeader() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Planet\Faction\Faction.cs:922)
RimWorld.FactionGenerator:NewGeneratedFaction(FactionDef) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Planet\Faction\FactionGenerator.cs:130)
RimWorld.FactionGenerator:GenerateFactionsIntoWorld() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Planet\Faction\FactionGenerator.cs:25)
RimWorld.Planet.WorldGenStep_Factions:GenerateFresh(String) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Planet\WorldGen\WorldGenSteps\WorldGenStep_Factions.cs:15)
RimWorld.Planet.WorldGenerator:GenerateWorld(Single, String, OverallRainfall, OverallTemperature) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Planet\WorldGen\WorldGenerator.cs:61)
RimWorld.Page_CreateWorldParams:<CanDoNext>m__0() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Entry\Page_CreateWorldParams.cs:178)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)
#2
Ideas / Modconfig Improvements
December 05, 2017, 01:50:48 PM
I have two problems with the Modconfig.xml
When ever i add modes i risk losing the whole list and having the devmod always on has its own problems.
Please keep the last version as backup or allow to keep the modlist without the devmod on

The second problem are the steam mods. Whenever you add a bunch of mods its easier and faster to sort them out by disabling them in the config. But steam mods are sole numbers. Is it possible to add a tag or comment with the modname in the file for easier manual removal once a faulty mod prevents you from starting the game?

It's a real pain to sort them out at the moment.
#3
I wanted to find out wich mod is buggy (Steam version), but even in the newly downloaded vanilla game (this time the no Steam version) with a deleted config i get a log spam with error messages as soon as i enable Debug Mod and open the log console.

Log file is attached.
I using Linux (Kubuntu 17.4)

[attachment deleted by admin due to age]
#4
Ideas / [Forum] Sort by last change of the first post
January 18, 2015, 12:40:17 PM
In the mod section it would be nice if you can sort the posts by the change date of the first post.
That would make it much easier to keep track of mod updates without looking in to every topic to see that there was only a new comment.
#5
Bugs / [Alpha 8, 651] Plant Crops in Winter
December 12, 2014, 03:16:37 AM
My colonists planting crops in the winter over and over again, because they vanish short after because it's too cold for them.

They shouldn't plant crops in enviroments where they can't grow.
Additionaly it would be nice to disable a grow zone when they is not needet temporarily, insted of deleting it.
#6
The translations for the Architect Categories "DesignationCategories.xml" wonn't be used. There are always the english names insted of the translated ones.
I have tested that with the german and france translation and for both the file contains the translation.
#7
Bugs / Renaming colonists
September 02, 2014, 12:41:05 PM
Whenn you try to rename a colonist in 'create a caracter' befor the real game starts the input fields are messed up. If you type in the Nichname field you get text in the surname and if you type in the last name it goes in the nickname field.
When you try to delete the old names befor it gets even more confusing.
#8
Ideas / More efficient hauling
September 01, 2014, 04:10:17 PM
Currently i have the problem watever i do the hauling is inefficient.
There are two scenarios:

- If i have no haulers the colonist run out for evry job they do and waste time.
- If i have haulers they fill the nearly full stockpiles first and don't fill the others, because in the most cases a few items are used by the time the hauler deliver and he run ageain to fill the same stockpile with only 3 to 5 items.

It would be nice wenn the colonist allways try to fill full stacks first. For example they only refill the storage when it fall under a critical ammount.