Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - bootcampvictim

#1
Mods / [MOD REQUEST] Ownable FUrniture
November 08, 2018, 10:16:03 AM
It would be interesting to see an option to see ownership of furniture or rooms. Kinda annoying how sometimes other colonists waltz into someone else's room to watch tv. I didn't want to have to use the zone option because I also want people other than the owner to clean the room.
#2
Bugs / Stats Error?
October 23, 2018, 10:28:03 AM
RimWorld 1.0.2059 rev1005
Verse.Log:Message(String, Boolean)
RimWorld.VersionControl:LogVersionNumber()
Verse.Root:CheckGlobalInit()
Verse.Root:Start()
Verse.Root_Entry:Start()

Exception parsing <statBases>&gt;
      </statBases> to type System.Collections.Generic.List`1[RimWorld.StatModifier]: System.ArgumentException: Exception parsing System.Collections.Generic.List`1[RimWorld.StatModifier] from ">
      " ---> System.ArgumentException: Trying to parse to unknown data type List`1. Content is '>
      '.
  at Verse.ParseHelper.FromString (System.String str, System.Type itemType) [0x00000] in <filename unknown>:0
  --- End of inner exception stack trace ---
  at Verse.ParseHelper.FromString (System.String str, System.Type itemType) [0x00000] in <filename unknown>:0
  at Verse.DirectXmlToObject.ObjectFromXml[List`1] (System.Xml.XmlNode xmlRoot, Boolean doPostLoad) [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlLoader:DefFromNode(XmlNode, LoadableXmlAsset)
Verse.LoadedModManager:ParseAndProcessXML(XmlDocument, Dictionary`2)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
#3
Mods / [Mod Request] Improved Animal Behavior
July 01, 2018, 08:28:03 PM
I feel like the animal behavior in-game is a bit odd.
For example, I would expect a small creature or a herbivore to run from a carnivore/colonist if they're trying to hunt them, or from a colonist/bigger creature if they're just passing by.
There is already an in-game flee mechanic but it's not really in-depth and it would be awesome if someone could make something like a flee mechanic for general animal behavior.