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Messages - Praetorian

#1
General Discussion / Re: Deep underground
March 08, 2020, 10:12:32 AM
If you're looking for circuit breakers I'd suggest the modding workshop - I've only just gotten back into Rimworld so I'm afraid I can't recall any particular mod other than BT Fuses I think?

But yes, underground is fun. Pop a Dubs nuclear reactor in for fun and you never need to worry about leaving ever again.
#2
General Discussion / Re: Modularity or Orginality
October 10, 2017, 02:19:41 PM
Quote from: ColonistGirl on October 10, 2017, 12:55:59 PMSometimes I'll make a large "complex" underground, with 3-space wide hallways (2-space in the bedroom areas) so that if an infestation happens, I've got nice, long killways that the bugs have to travel down and my colonists can set up to shoot.

Funny you should say that as my current setup pictured above (featuring Rimatomics) is built so that within about a minutes notice the hallways can be raised to 200 degrees Celsius for rapidly cooking infestations (whilst leaving hives intact). It's a setup that has saved my base more that once.
#3
General Discussion / Re: Modularity or Orginality
October 09, 2017, 12:15:20 PM
Interesting to see the responses, I probably should have put a 'mixed' option which seems to be the case for a lot of people but interesting to see nonetheless.
#4
General Discussion / Re: Modularity or Orginality
October 08, 2017, 06:03:35 PM
Quote from: SpaceDorf on October 08, 2017, 05:43:30 PM
So how long did it take you to get to your design, and how did your first base look like ?

And how dare you comparing a 4 Pawn Vanilla Base in year 2 with no pets
against your higly modded 15 pawn or more base which is at least in year 5 ?

Looking at your friends well sorted stockpiles, the quality in which he cares for the pawns and the future plans he is allready implementing, I think he did more right than wrong.
And beauty is as always in the eye of the beholder.

Personally I prefer organic bases to planned bases that look like every other base.

Just my 2 silver.

Wow that escalated quickly, just for the record that was not my friends base it just an illustration of the principle, I've removed it anyway. I'll take it down anyway just for simplicity's sake, to get back to the question of organic versus modular design.

As for my 15x15 3 wide hallway setup, no idea how long I've been using it, I think I always used some kind of variation on it, although I do experiment with room size, recently using 19x19 for each module, and giving every pawn bedroom a bathroom (thank you Dubsmod).
#5
General Discussion / Modularity or Orginality
October 08, 2017, 05:01:21 PM
I recently recommended Rimworld to a friend as a game they might enjoy, and sure enough they did enjoy. They enjoyed it so much they invited me to take a peak at their base, which I did and which duly horrified me. There was no sense of regularity or structure it was just one room tacked next to another in whatever system was needed.

By contrast, my most recent base is pretty much indistinguishable from my last dozen or so bases in following a rigidly modular style of construction always x3 for hallways and 15x15 for rooms (subdivided differently of course) or basically this:



So it left me wondering a simple question, how do most people build their bases? Fairly organically or more modular like myself, hence the poll. Really eager to hear what people think and do.
#6
Outdated / Re: [A16] Psychology (2017-3-29)
May 05, 2017, 12:08:04 PM
Same here, I had this mod working fine with hospitality and about a dozen other mods, even with a breakup. Now I'm getting this when I boot up Rimworld:

[HugsLib] Exception during DetourMethodByAttribute: System.Exception: Failed to detour method Pawn_RelationsTracker.Notify_RescuedBy to _Pawn_RelationsTracker._Notify_RescuedBy (assembly: Psychology) ---> System.Exception: method was already detoured to Hospitality.Detouring.Pawn_RelationsTracker.Notify_RescuedBy.
  at HugsLib.Source.Detour.DetourProvider.CompatibleDetourWithExceptions (System.Reflection.MethodInfo source, System.Reflection.MethodInfo destination) [0x00000] in <filename unknown>:0
  at HugsLib.Source.Detour.Helpers.DetourMethodByAttribute (System.Reflection.MemberInfo info, System.Attribute attrib) [0x00000] in <filename unknown>:0
  --- End of inner exception stack trace ---
  at HugsLib.Source.Detour.DetourProvider.ThrowClearerDetourException (System.Exception e, System.Reflection.MemberInfo sourceInfo, System.Reflection.MemberInfo targetInfo, System.String detourMode) [0x00000] in <filename unknown>:0
  at HugsLib.Source.Detour.Helpers.DetourMethodByAttribute (System.Reflection.MemberInfo info, System.Attribute attrib) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
HugsLib.Utils.ModLogger:ReportException(Exception, String, Boolean, String)
HugsLib.Source.Detour.Helpers:DetourMethodByAttribute(MemberInfo, Attribute)
HugsLib.Source.Attrib.AttributeDetector:CallHandlersForAttributes(List`1, Dictionary`2)
HugsLib.Source.Attrib.AttributeDetector:ProcessNewTypes()
HugsLib.HugsLibController:ProcessAttibutes()
HugsLib.HugsLibController:LoadReloadInitialize()
HugsLib.HugsLibController:Initalize()
HugsLib.Core.UnityProxyComponent:Start()


and this when loading the save:

Exception from asynchronous event: System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.Pawn_RelationsTracker.ExposeData () [0x00000] in <filename unknown>:0
  at Verse.PostLoadInitter.DoAllPostLoadInits () [0x00000] in <filename unknown>:0
  at Verse.Game.LoadGame () [0x00000] in <filename unknown>:0
  at Verse.SavedGameLoader.LoadGameFromSaveFile (System.String fileName) [0x00000] in <filename unknown>:0
  at Verse.Root_Play.<Start>m__736 () [0x00000] in <filename unknown>:0
  at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action action) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()
#7
General Discussion / Re: Mechanoid Raids Only
May 02, 2017, 07:35:26 PM
It 'can' be nothing more than the luck of the draw but if you are building a base in an area with an extreme of temperatures they become more likely, because if it's is too hot/cold outside for a human raid to be spawned, I believe a mechanoid one will spawn instead.
#8
I'm presuming moisture pumps not affecting moving water is WAD? Makes logical sense that a pump can't really 'dry out' an area that has a continuous flow of water.
#9
General Discussion / Re: Map generation
April 29, 2017, 08:01:44 AM
Quote from: Tynan on April 28, 2017, 09:17:18 PM
You need to settle in a tile with "mountains" in it, then a mountain will always appear.

Must say I'm little humbled to get the game creator responding to my map whine :) And a dishy one at that!

But, slightly embarrassing, I was aware I needed to settle in a mountain tile, had many times before, it just transpires in my mod-loading frenzy I had accidentally loaded a mod which slightly altered map generation  :-[

Well, live and learn!
#10
General Discussion / Map generation
April 28, 2017, 05:51:03 PM
Has something been changed with map generation in the most recent versions of the game? I only ask because I've been looking to get a nice mountain base going, but it's impossible to find a map generated with mountain covering the entirety of one edge - they keep getting broken up with pathways and passages. Anyone got any advice? Changing map size and biome doesn't seem to matter.
#11
Unfinished / Re: [A12] TheGentlePack (UOP REBOOTED)
October 03, 2015, 08:52:45 AM
Sorry to add to your woes but it appears the 'noseedsplease' patch doesn't actually work, I've had to manually disable the 'seedsplease' mod entirely, although so far that has worked effectively (on new maps/worlds only obviously) without causing a bunch of error messages.
#12
Mods / Re: Where's Ultimate Overhaul Modpack?
October 02, 2015, 06:33:04 PM
Pardon the intrusion, I've been enjoying RimWorld for several years now, think Tynan is kinda hot, discovered this rather enjoyable mod-pack about a month ago but its only this thread with the bitchiness, the back-biting and the whining that has convinced me to register!

I've a bit of experience with the drama that internet communities tend to attract, frankly if I might make a suggestion to all parties involved, it would be maybe to leave this issue for a few days, wait for everyone to calm down and then come back and look at things logically. From my brief experience with Rimworld modding this collaborative effort seems like one of the best ways of bringing quite a diverse set of talent to the game, it would be a shame if it was all lost in a few hours madness. So really if I could encourage everyone to do a single thing, it would be just to step back for a little while and let tempers ease off.

Hell of a first post btw...