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Messages - Cassiopea

#1
I had flashbacks of CK2 when reading about inter-factions marriage.

Holy cow, your mod is going straight into my load order. (... um that kinda sounds wrong, kinky even. (...never mind)).
#2
I was overrun by a mechanoid raid which came from three directions while I was gathering wood and caught me unprepared. Multi directional attacks are a great addition in this kind of situation where you basically have two choices. Divide your forces and micro like crazy or focus on one flank at a time. The former is honestly not possible without abusing pause while the latter guarantees extensive material damage. I like it a lot.

I was able to kit a single colonist in hyperweave clothing and I think it's pretty reasonable. At the same point power armor and charge weaponry were going online faction wide. Reverting back or nerfing the new changes will just make it useless once more. Without mods to produce it, it's too much of a hassle to collect scraps every now and then. And with so much going on in a game, you would forget about collecting it eventually. So being able to make one shirt and one pant from a trader on one go is welcome.
#3
Releases / Re: [1.0]Mine Tortoise-HELLO!
July 25, 2018, 05:53:28 AM
Quote from: Tynan on July 25, 2018, 04:23:51 AM
So evil.

Please make it one of the incidents. "Raiders jury-rigged explosives on a manhunter pack and sent it your way".
#4
I'm going to be honest, I'm not that much a fan of the items and research additions. However, I do enjoy your mod, a lot. The events you introduced are really fun. My best story of 1.0 so far is three party raid between me, a hostile salvage team and the space bugs of the crashed ship I visited. Thus, I'm glad to see you are adding more events. It would be awesome to have several things on the world map at any point, forcing you to choose what to do, dispel boredom from late colonies and give the world a living feeling.
#5
I enabled the mod and it works flawlessly, except for one peculiar issue. My pause and speed selection sounds are gone. I've checked both no slowdown and speed x4 options.
#6
Yup. That last one is quite disturbing.
#7
I've been using your mod for a while now. It's a quite neat addition that makes moving bases more appealing. Thank you for your work!

#8
I love your work! I was able to setup 4 reactors, a couple of railguns and I'm still researching new weapons. Colony's on year six. The gradual reveal of research works wondrously as a built-on tutorial and overall the experience feels extremely polished and professional. I really hope Tynan takes notice and integrates the ideas you built into the main game.

And a little story. So as I said, I have researched and constructed a couple of railguns and I'm working on upgrading them. I'm also running Colony manager and the animal logic mod. I've set-up the manager to auto flag any predator on the map for immediate hunting. An arctic Wolf enters the map and my 18-shooting, fully decked-out it hunter is closing on him. So far so good, he aims and with one volley downs the wolf. However, the animal logic mod has a neat feature that flags man-hunters and predators actively attacking your pawns as a colony wide threat. Turrets will target them. It happens that I also had a pawn manning the weapon console as I was trying to figure out how the launchpad works.
So my best hunter is out there, shoots the wolf, downs him and promptly triggers the revenge. Cue the revenge incident alert, the dit-dit sound of turrets having acquired a target, a loud bang, and the railguns just upgraded with the aiming chip, drop a couple of sabots right on target. The volley didn't outright kill the hunter but left him with 800% bleeding/2 hours till expiration. I was thoroughly impressed.  ;D
#9
How important is content creators coverage for RimWorld? It tends to spikes with the release of every alpha, building up a sort of acquired expectations that there's new content to try out. Thus I think it would be beneficial to have new content to keep up with the tradition so to speak.
And I'm not saying that it's rule that each update should have more content, I'm just arguing that doing so would ultimately give more coverage.
#10
Unfinished / Re: Children and Pregnancy
February 02, 2017, 08:49:26 PM
Quote from: Thirite on February 02, 2017, 05:04:54 PM
I will be making babies do screaming fits when upset though, which will cause a debuff to anyone that hears it.

And maybe disable silent jaw surgery while you're at it?  ;D
#11
I've added a flammability value to bed pans to they can be burned in a waste management room. I was wondering if you were considering making them burnable in the base mod too.

It's quite fantastic to have sewage and waste management to worry about now. Once you build infrastructure in that regard, along with an extensive power grid, there's definitely of feeling of progression in the colony. It becomes a legitimate hamlet and not a chaotic assortment of wooden shacks.
#12
Unfinished / Re: Children and Pregnancy
January 27, 2017, 12:52:08 PM
Quote from: Thirite on January 26, 2017, 10:48:04 PM
- Toddlers now grow little mops of hair at 2yo. They also now walk upright at this point, though I can't remember if that was already the case or not.

http://imgur.com/a/jDKfA
Gracie is adorable!

Also, I have three married couples in this colony. As you can see in the colonist bar, access to cheap and reliable contraceptives is important folks!
#13
Unfinished / Re: Children and Pregnancy
January 26, 2017, 08:18:04 AM
So I tried to corrupt the WorkGiver database intentionally. This is how it looks like:
http://imgur.com/a/iB276
Firefighting, Doctor, Warden, Cooking, Growing, Mining, Hauling and Cleaning are blocked and throw errors. It could be interpreted as the other jobs being enabled, like research and construction. And I did have a toddler researching and repairing in a previous session. Unfortunately, in this session I've already finished all research. I went ahead and added some weapon mod to get a new tech option but so far, the toddler didn't interact with the research table.

Here's the errors:

QuoteException in RimWorld.ThinkNode_ConditionalColonist TryIssueJobPackage: System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
  at System.Collections.Generic.List`1[System.Int32].get_Item (Int32 index) [0x00000] in <filename unknown>:0
  at Verse.DefMap`2[RimWorld.WorkGiverDef,System.Int32].get_Item (RimWorld.WorkGiverDef def) [0x00000] in <filename unknown>:0
  at Fluffy_Tabs.PawnPrioritiesTracker.GetPriority (RimWorld.WorkGiverDef workgiver, Int32 hour) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn)
RimWorld.ThinkNode_Conditional:TryIssueJobPackage(Pawn)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn)
Verse.AI.Pawn_JobTracker:DetermineNextJob(ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Psychology.Detour._Pawn_JobTracker:_EndCurrentJob(Pawn_JobTracker, JobCondition, Boolean)
RimWorld.Pawn_DraftController:set_Drafted(Boolean)
RimWorld.<GetGizmos>c__IteratorDC:<>m__2A1()
Verse.Command_Toggle:ProcessInput(Event)
Verse.GizmoGridDrawer:DrawGizmoGrid(IEnumerable`1, Single, Gizmo&)
RimWorld.InspectGizmoGrid:DrawInspectGizmoGridFor(IEnumerable`1)
RimWorld.MainTabWindow_Inspect:DrawInspectGizmos()
RimWorld.InspectPaneUtility:ExtraOnGUI(IInspectPane)
RimWorld.MainTabWindow_Inspect:ExtraOnGUI()
Verse.WindowStack:WindowStackOnGUI()
RimWorld.UIRoot_Play:UIRootOnGUI()
Verse.Root:OnGUI()

tried to enable work Firefighter for Gracie, who is incapable of said work.
Verse.Log:Error(String)
Fluffy_Tabs.PawnPrioritiesTracker:SetPriority(WorkGiverDef, Int32, Int32)
Fluffy_Tabs.PawnPrioritiesTracker:SetPriority(WorkTypeDef, Int32, Int32)
Fluffy_Tabs.PawnPrioritiesTracker:InitPriorityCache()
Fluffy_Tabs.PawnPrioritiesTracker:GetPriority(WorkGiverDef, Int32)
Fluffy_Tabs.PawnPrioritiesTracker:GetPriority(WorkGiverDef)
Fluffy_Tabs.<>c__DisplayClass9_0:<_CacheWorkGiversInOrder>b__1(WorkGiver)
System.Linq.<CreateWhereIterator>c__Iterator1D`1:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToArray(IEnumerable`1)
System.Linq.QuickSort`1:.ctor(IEnumerable`1, SortContext`1)
System.Linq.<Sort>c__Iterator21:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
Fluffy_Tabs.Detours_WorkSettings:_CacheWorkGiversInOrder()
RimWorld.Pawn_WorkSettings:get_WorkGiversInOrderEmergency()
RimWorld.JobGiver_Work:TryGiveJob(Pawn)
Verse.AI.ThinkNode_JobGiver:TryIssueJobPackage(Pawn)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn)
RimWorld.ThinkNode_Conditional:TryIssueJobPackage(Pawn)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn)
Verse.AI.Pawn_JobTracker:DetermineNextJob(ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Psychology.Detour._Pawn_JobTracker:_EndCurrentJob(Pawn_JobTracker, JobCondition, Boolean)
RimWorld.Pawn_DraftController:set_Drafted(Boolean)
RimWorld.<GetGizmos>c__IteratorDC:<>m__2A1()
Verse.Command_Toggle:ProcessInput(Event)
Verse.GizmoGridDrawer:DrawGizmoGrid(IEnumerable`1, Single, Gizmo&)
RimWorld.InspectGizmoGrid:DrawInspectGizmoGridFor(IEnumerable`1)
RimWorld.MainTabWindow_Inspect:DrawInspectGizmos()
RimWorld.InspectPaneUtility:ExtraOnGUI(IInspectPane)
RimWorld.MainTabWindow_Inspect:ExtraOnGUI()
Verse.WindowStack:WindowStackOnGUI()
RimWorld.UIRoot_Play:UIRootOnGUI()
Verse.Root:OnGUI()


Full log.
#14
Quote from: Madman666 on January 26, 2017, 03:24:15 AM
God, even more tables)) And five of them, no less) They do look awesome, but it would be best to compact them into one for advanced weaponry. A couple more mods like EPOE and all your base filled with are tables... Kinda incovenient.

I disagree. I'd take more tables over a cluttered crafting list anytime of the day. In high resolution and small screens (surface pro 4, xps13) the text is incredibly tiny and really uncomfortable to read. So thank you rook1 for your hard work and sparing my eyesight!  :)
#15
Unfinished / Re: Children and Pregnancy
January 26, 2017, 06:29:56 AM
Quote from: KageNoOni on January 26, 2017, 02:30:16 AM
Quote from: Cassiopea on January 25, 2017, 06:18:48 AMDo you have Fluffy's work tab mod?

I do indeed.  Which of the two bugs do you think is caused by the work tab mod?

Edit:  I went back to my game only to find one of my toddlers decided to throw a party for the whole colony.
Have you added or removed a mod resulting in the worker database getting corrupted? The mod will warn you when it happens and since it rerolls work priorities for every pawn, I'm theorizing it's causing toddlers to do research and what not.