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Messages - silentdeth

#1
Very sad to see refactored work priorities dropped. :'( It was such a huge convenience to have them automatically haul deteriorating things.
#2
There is an error with baby animals, specifically wild boars, which caused serious performance issues. Below is a snippet of the log indicating a problem with the baby animals followed by every predator on the map trying to path to them. If I slaughter the two baby boars, the problem goes away.
Below is the save file that generated the log.
Save File

Pawn WildBoar1149465 has relation "Parent" with null pawn after loading. This means that we forgot to serialize pawns somewhere (e.g. pawns from passing trade ships).
Verse.Log:Warning(String)
RimWorld.Pawn_RelationsTracker:ExposeData()
Verse.PostLoadIniter:DoAllPostLoadInits()
Verse.ScribeLoader:FinalizeLoading()
Verse.Game:LoadGame()
Verse.SavedGameLoader:LoadGameFromSaveFile(String)
Verse.Root_Play:<Start>m__84F()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

Pawn WildBoar1149466 has relation "Parent" with null pawn after loading. This means that we forgot to serialize pawns somewhere (e.g. pawns from passing trade ships).
Verse.Log:Warning(String)
RimWorld.Pawn_RelationsTracker:ExposeData()
Verse.PostLoadIniter:DoAllPostLoadInits()
Verse.ScribeLoader:FinalizeLoading()
Verse.Game:LoadGame()
Verse.SavedGameLoader:LoadGameFromSaveFile(String)
Verse.Root_Play:<Start>m__84F()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

Cobra1120935 pathing from (150, 0, 39) to Thing_WildBoar1149466 hit search limit of 160000 cells.
Verse.Log:Warning(String)
Verse.AI.PathFinder:FindPath(IntVec3, LocalTargetInfo, TraverseParms, PathEndMode)
Verse.AI.PathFinder:FindPath(IntVec3, LocalTargetInfo, Pawn, PathEndMode)
Verse.AI.Pawn_PathFollower:GenerateNewPath()
Verse.AI.Pawn_PathFollower:TrySetNewPath()
Verse.AI.Pawn_PathFollower:TryEnterNextPathCell()
Verse.AI.Pawn_PathFollower:PatherTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Cobra537825 pathing from (122, 0, 44) to Thing_WildBoar1149466 hit search limit of 160000 cells.
Verse.Log:Warning(String)
Verse.AI.PathFinder:FindPath(IntVec3, LocalTargetInfo, TraverseParms, PathEndMode)
Verse.AI.PathFinder:FindPath(IntVec3, LocalTargetInfo, Pawn, PathEndMode)
Verse.AI.Pawn_PathFollower:GenerateNewPath()
Verse.AI.Pawn_PathFollower:TrySetNewPath()
Verse.AI.Pawn_PathFollower:TryEnterNextPathCell()
Verse.AI.Pawn_PathFollower:PatherTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Cobra757815 pathing from (391, 0, 262) to Thing_WildBoar1149465 hit search limit of 160000 cells.
Verse.Log:Warning(String)
Verse.AI.PathFinder:FindPath(IntVec3, LocalTargetInfo, TraverseParms, PathEndMode)
Verse.AI.PathFinder:FindPath(IntVec3, LocalTargetInfo, Pawn, PathEndMode)
Verse.AI.Pawn_PathFollower:GenerateNewPath()
Verse.AI.Pawn_PathFollower:TrySetNewPath()
Verse.AI.Pawn_PathFollower:TryEnterNextPathCell()
Verse.AI.Pawn_PathFollower:PatherTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Cobra535910 pathing from (376, 0, 185) to Thing_WildBoar1149465 hit search limit of 160000 cells.
Verse.Log:Warning(String)
Verse.AI.PathFinder:FindPath(IntVec3, LocalTargetInfo, TraverseParms, PathEndMode)
Verse.AI.PathFinder:FindPath(IntVec3, LocalTargetInfo, Pawn, PathEndMode)
Verse.AI.Pawn_PathFollower:GenerateNewPath()
Verse.AI.Pawn_PathFollower:TrySetNewPath()
Verse.AI.Pawn_PathFollower:TryEnterNextPathCell()
Verse.AI.Pawn_PathFollower:PatherTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Cobra651178 pathing from (133, 0, 30) to Thing_WildBoar1149466 hit search limit of 160000 cells.
Verse.Log:Warning(String)
Verse.AI.PathFinder:FindPath(IntVec3, LocalTargetInfo, TraverseParms, PathEndMode)
Verse.AI.PathFinder:FindPath(IntVec3, LocalTargetInfo, Pawn, PathEndMode)
Verse.AI.Pawn_PathFollower:GenerateNewPath()
Verse.AI.Pawn_PathFollower:TrySetNewPath()
Verse.AI.Pawn_PathFollower:TryEnterNextPathCell()
Verse.AI.Pawn_PathFollower:PatherTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Cobra1120935 pathing from (150, 0, 39) to Thing_WildBoar1149466 hit search limit of 160000 cells.
Verse.Log:Warning(String)
Verse.AI.PathFinder:FindPath(IntVec3, LocalTargetInfo, TraverseParms, PathEndMode)
Verse.AI.PathFinder:FindPath(IntVec3, LocalTargetInfo, Pawn, PathEndMode)
Verse.AI.Pawn_PathFollower:GenerateNewPath()
Verse.AI.Pawn_PathFollower:TrySetNewPath()
Verse.AI.Pawn_PathFollower:TryEnterNextPathCell()
Verse.AI.Pawn_PathFollower:PatherTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Cobra537825 pathing from (122, 0, 44) to Thing_WildBoar1149466 hit search limit of 160000 cells.
Verse.Log:Warning(String)
Verse.AI.PathFinder:FindPath(IntVec3, LocalTargetInfo, TraverseParms, PathEndMode)
Verse.AI.PathFinder:FindPath(IntVec3, LocalTargetInfo, Pawn, PathEndMode)
Verse.AI.Pawn_PathFollower:GenerateNewPath()
Verse.AI.Pawn_PathFollower:TrySetNewPath()
Verse.AI.Pawn_PathFollower:TryEnterNextPathCell()
Verse.AI.Pawn_PathFollower:PatherTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Cobra757815 pathing from (391, 0, 262) to Thing_WildBoar1149465 hit search limit of 160000 cells.
Verse.Log:Warning(String)
Verse.AI.PathFinder:FindPath(IntVec3, LocalTargetInfo, TraverseParms, PathEndMode)
Verse.AI.PathFinder:FindPath(IntVec3, LocalTargetInfo, Pawn, PathEndMode)
Verse.AI.Pawn_PathFollower:GenerateNewPath()
Verse.AI.Pawn_PathFollower:TrySetNewPath()
Verse.AI.Pawn_PathFollower:TryEnterNextPathCell()
Verse.AI.Pawn_PathFollower:PatherTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

#3
Is there an ETA on the bridge mod A17 update?
#4
Ideas / Re: Your Cheapest Ideas
January 01, 2015, 06:47:25 AM
With winter, I find my self hunting more and more, and loathing the interface for hunting more and more.

I suggest a hunter's lodge building. The build would allow you to set an area, identical to the ingredient search radius of other building. In that area it would auto mark animals for hunt. The building would also allow you to specify types of animals to hunt. i.e. You could build one hunter's lodge and set it to mark everything in 200 range, then build a second hunter's lodge and set it to mark muffalo anywhere on the map. If possible the building would also allow you to assign which pawns hunt the animals marked by that lodge. i.e. The hunter's lodge set to mark nearby squirrels would be set for use by Mr. Pistol and Miss Pistol, while the hunter's lodge set to mark muffalo would be set for use by Mr. Minigun, though please at least pretend not to aim at the friendly visitors. I realize one of them sat in your chair at dinner 7 months ago, but after the first three you left to bleed to death in the snow, I think we have crossed into over reacting territory. 
#5
Ideas / Re: Your Cheapest Ideas
December 26, 2014, 11:03:02 PM
There doesn't seem to be any clothing that makes pawns cooler, is this developer bias?

Suggest:
Clothing that increases upper limit of comfortable temperature range: Straw Hat, Sombrero, Shorts.
Make power armor increase upper limit of comfortable temperature range, no reason to have heating and not cooling.

The mood penalty for harvesting organs seems a bit extreme in terms of duration, lasting twice as long as selling a prisoner. It seems odd that removing a tiny bit is more upsetting that selling the whole person. This horrible state of affairs must cease; complaining about a little thing like organ removal, pfft. They should be grateful that we found a way to make the prisoners earn their keep; I don't see any of them volunteering to give little Timmy a new kidney. Hell, they should be thanking us, who doesn't want to loose a few pounds after all of that holiday feasting.

(Not sure if this would be cheap to implement)

Chain gangs: allow a work release program for prisoners that allows them to do simple task like cleaning and hauling. They would still be chained, thus move slow. They would also attempt to escape if they saw they had a clear path. i.e. If they went to haul a animal corpse a hunter had left behind, then they might try to make a break for it if they were outside of weapons range of all of the colonist. Would require an option for doors that let colonist pass but not prisoners (which we already have), and a door setting that lets both prisoners and colonist pass.
#6
Do you have new numbers for alpha 8?
#7
Ideas / Re: Your Cheapest Ideas
December 12, 2014, 11:50:50 AM
Interface suggestions: Right click to select material, left click to build. It gets annoying have to tell it I want to use stone blocks to build a wall every single time.
#8
Ideas / Trait and Backstory Synergistics
December 04, 2014, 11:14:24 PM
A simple idea I had: Have certain trait/backstory combinations combine to produce an automatic additional trait. These additional traits could be anything from an advantage in a particular situation to merely humorous. Below is some examples, as well as some suggestions for new traits, the synergistics examples use some of the suggested traits.


  • Masochist + Prostophile = Hurt so Good: Doesn't require anesthesia/medicine for surgery
  • Trigger Happy + (Nervous OR Volatile) = Spray 'n Pray: Bonus to Aiming delay, Happiness, and penalty to damage all based on number of shots per burst. Happiness penalty when using semi-automatic weapons.
  • (AI researcher OR Mechanoid nerd) + Too Smart = Mad Roboticics(sp?) "There's a fine line between genius and insanity. NAME crossed it ages ago." Can 'conduct research' on incapacitated mechanoids. (a surgery option). Results:

    • Critical failure: Mechanoid dies. Mechanoid's corpse starts emitting psychic drone (high), which continues so long as corpse still exist. Next invasion is a mechanoid invasion.
    • Failure: mechanoid suffers damage, shuts down.
    • Success: Assembles a bionic body part from the mechanoids remains. Mechanoid does not survive the procedure.
    • Critical Success: (If something is currently being researched: Gain a large amount of research. Else If The mechanoid was carrying a mechanoid only weapon, anything but a minigun, receive the weapon. Else receive triple success rewards.
  • (Any Medical/Doctor Backstory) + Psychopath = Hypocritical Oath: Can 'conduct animal trails' on incapacitated animals for medicine skill. Can harvest organs from prisoners without using anesthesia/medicine. Can experiment on prisoners. Results:

    • Critical Failure: Subject manages to free themselves from the restraints and goes on a rampage.
    • Failure: Subject dies. "No one to play with" negative though.
    • Success: Clones one of the subjects organs.
    • Critical Success: Discovers that BODY_PART is a cleverly disguised bionic BODY_PART. Receive bionic BODY_PART.
  • (Psychopath OR Bloodlust) + Hemophobic = Nature vs. Nurture: Bonus to long range (>20) weapons.
  • Hay fever + Pyromaniac = Scorched Earth: +1 to blast radius of incendiary weapons.
  • Psychopath + Pyromaniac = Kill it with Fire: Bonus fire intensity when using incendiary weapons.
Traits:

  • Hemophobic: "The sight of blood causes NAME to feel woozy." Double negative thoughts from blood spatter. Can't melee or doctor. Becomes incapacitated with any bleeding wound.
  • Hay Fever: Negative thoughts from plants, including potted plants. Can't be a grower. Bonus to plant cutting.
  • Witch: Negative thoughts from wood furniture, fires. Will not sleep on a wood bed. Can't firefight. Runs around twice as long when lit on fire before extinguishing self.  Bonus to herbal medicine, growing , and cooking. Penalty to social, art.
  • Big Game Hunter: +Shooting. Happy thoughts from wearing clothes made out of leather, and from eating meals containing meat.
  • Gold Digger: Double happy thoughts from conversations with the opposite sex, for both parties. All conversations with same sex result in negative thoughts. Does not mind sharing bedrooms with opposite sex. Restricted: Medicine, Growing, Dumb Labor, Construction, Repairing, Plant Cutting, Mining. +10 Social.