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Messages - dopestar667

#1
Support / Re: Game does not start anymore
April 08, 2016, 01:51:16 PM
Beauty, that worked. I didn't see any events in the history, but I manually excluded the Rimworld executable and everything works.

Thanks!
#2
Support / Re: Game does not start anymore
April 07, 2016, 09:20:25 PM
It won't load for me. If I reboot my PC, it loads to the menu, and runs for about 15 seconds. I'm able to look at the save games, but then moments later, menu or no, it just locks up. Killing the task and running again does the same thing.

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#3
Concur 100%, this is the one single mod I value above all others. Can't wait to get it for A12.
#4
Mods / Re: [Mod request] Crashed Again!?
July 31, 2015, 06:36:33 PM
Yeah, I thought about that and I do like using Prepare Carefully, but it would be fun to start over with the exact people you took off with, even if say 25-60% of them die or are crippled in the crash.

You could just go in and re-create everyone using Prepare Carefully, but that's a lot of work and it seems like a simple mod could do it for you. Maybe a mod that reads your savegame data and imports all colonists currently inside cryosleep caskets into Prepare Carefully at the start of a new map?
#5
Mods / [Mod request] Crashed Again!?
July 31, 2015, 03:34:27 PM
I'd love to have a mod where I could choose to have my colonists and their spaceship crash on a new map, once I've successfully launched my way off an existing game. Resources etc. could all come from whatever they were carrying and the ship structure itself, minus a bunch due to crash damage of course.

Might seem a bit OP to start a new colony with such capable colonists, but they could be crippled from the crash and you could always pick a new difficulty level to offset it.

It just seems like it would be fun to continue the story with my colonists starting over again on a new planet or map, even if a few of them randomly died or lost limbs in the crash...
#6
Quote from: NickB0 on July 08, 2015, 05:04:09 PM
I think there is a bug when transferring prisoners from one room to another (being carried) that is resetting the prisoner tab. Also has anyone noticed incapacitated prisoners (healthy) are not receiving the "convinced by warden" buff when trying to recruit? I am not sure if wardens don't talk to them or if the buff is just not applying.

I read on another thread that incapacitated (missing leg) prisoners cannot be recruited, so it would make sense the buff would not be applied. Give them a leg up, then talk to them about joining the team... =]
#7
General Discussion / Re: Toxic Fallout
July 09, 2015, 12:32:39 PM
Quote from: AN7AG0NIS7 on July 09, 2015, 12:13:29 AM
It's not that bad, only happened twice in 3 years in my game so far. My colonists just wait it out indoors and then bring home all the dead animals for butchering and cooking. They don't even get sick from eating the tainted meat. That will probably have to be balanced for logical reasons.

Well, perhaps the toxins only build up in brain tissue, not in the rest of the body.
#8
Hope this one gets updated for Alpha 11b, not working now. =[
#9
Quote from: EdB on July 04, 2015, 04:06:38 AM
Quote from: dopestar667 on July 04, 2015, 02:16:10 AM
I know, I'm not complaining, just notifying. All the other mods I have loaded work fine in 11b that worked in 11, except the two EDB mods.

The EdB mods work a little differently than a lot of other mods--they modify or override specific code from the vanilla game.  When that vanilla game code changes with a new build, that causes the incompatibility.  You can expect an 11b release within the next day.

You're awesome, thank you!
#10
I know, I'm not complaining, just notifying. All the other mods I have loaded work fine in 11b that worked in 11, except the two EDB mods.
#11
Loading first or last, the EBD interface mod doesn't work in the newly released Alpha 11b (build 857) today. When loading, I still get the colonist icons across the top of the screen, but I can't interact with them, and when I press ESC the menu no longer appears.
#12
This locks my game when trying to load on Alpha 11b, build 857.
#13
I'm encountering a bug where my recruiting pawn gets frozen in place when trying to recruit someone. It appears to happen when the target goes to sleep, and then my pawn will not respond to any commands and the game slows significantly. Even if I draft the pawn, it gets stuck in the "Trying to recruit xxx" mode.

I was able to get past it last time by unloading the mod, quitting the game, and reloading the game. Then saving, reloading the mod, and loading the game again. Screenie of the debug log.

Here's the relevant repeating part of the output.log

Exception in Tick (pawn=Mie, job=GuestRecruit A=Human403333): System.InvalidProgramException: Invalid IL code in Hospitality.JobDriver_GuestRecruit:TryGuestRecruit (Verse.Pawn,Verse.Pawn): IL_00a0: stloc.1   



  at Hospitality.JobDriver_GuestRecruit+<>c__DisplayClasse.<TryRecruitGuest>b__c () [0x00000] in <filename unknown>:0

  at Verse.AI.Toil.Cleanup () [0x00000] in <filename unknown>:0

  at Verse.AI.JobDriver.Cleanup (JobCondition condition) [0x00000] in <filename unknown>:0

  at Verse.AI.Pawn_JobTracker.CleanupCurrentJob (JobCondition condition, Boolean releaseReservations, Boolean cancelBusyStancesSoft) [0x00000] in <filename unknown>:0

  at Verse.AI.Pawn_JobTracker.EndCurrentJob (JobCondition condition) [0x00000] in <filename unknown>:0

  at Verse.AI.JobDriver.EndJobWith (JobCondition condition) [0x00000] in <filename unknown>:0

  at Verse.AI.JobDriver.CheckCurrentToilEndOrFail () [0x00000] in <filename unknown>:0

  at Verse.AI.JobDriver.DriverTick () [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)


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#14
Ideas / Roomba/Farmba bots
July 01, 2015, 04:36:40 PM
So, I think having fully humanlike androids would probably be way too much, but how about allowing there to be some robot cleaners and farmers? It might be balanced by requiring an AI module, making the cost/value of them really high, but I think it would be really cool to have the ability to add these to a mid-game or later game colony and free your colonists up for other roles.

I saw a thread from 2013 about androids, just thought I'd bring this back up since it's been a couple years and I just got into the game last week. Well worth every penny btw, this game is awesome by itself, can't wait for it to evolve and grow.