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Messages - astronoth

#1
Help / When trying to install worldpawnGC
February 09, 2017, 02:43:14 AM
I unzipped the folder for the mod and moved the folder to the mods def folder and it gives me this and is not available to enable. 

Found no usable data when trying to get defs from file About.xml
Verse.Log:Error(String)
Verse.<AllDefsFromAsset>c__Iterator1ED:MoveNext()
Verse.ModContentPack:LoadDefs()
Verse.ModContentPack:ReloadAllContent()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__735()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()


https://ludeon.com/forums/index.php?topic=30114.0 the download was from this forum.

Have I just done something wrong?
#2
Quote from: GiantSpaceHamster on January 04, 2017, 04:13:50 PM
Quote from: astronoth on January 04, 2017, 03:43:11 PM
Whenever I change an apparel stockpile to just a single item while I have another stockpile somewhere else with apparel as well it won't transfer item to apparel stockpile it says the no stockpile configured greyed out message on right click drop down menu.  I've tried multiple things to prevent it such as reinstalling and such and just to note I only have the 1 one stockpile accepting item.

There's an odd new filter that you may inadvertently be turning off if you used the "Clear all" button before selecting the one item you want in that stockpile. It's the first item under "Apparel" and says something like "Allow non-deadman's clothing". You must turn this on or else the stockpile will only allow clothing that has been taken off a dead body (these all have "(D)" at the end of their name and provide a mood penalty if worn).

It seems backwards to me. I wish it was "Allow deadman's clothing" instead, or maybe both options. It can also cause complications if you don't know about it and hit "clear all".

thank you I am now kicking myself.
#3
I didn't know, thank you.  maybe that will fix it.
#4
if it helps when you manage your zones you can set the animal zone over your drugs and than go to manage areas and click the Invert button and it will change that area from over your drugs to every where else across the entire map
#5
Whenever I change an apparel stockpile to just a single item while I have another stockpile somewhere else with apparel as well it won't transfer item to apparel stockpile it says the no stockpile configured greyed out message on right click drop down menu.  I've tried multiple things to prevent it such as reinstalling and such and just to note I only have the 1 one stockpile accepting item.
#6
General Discussion / Re: How do you mine out a hill?
December 29, 2016, 05:21:13 PM
why don't you build wooden support beams and than burn the beams so your colonists can get out before it collapses.  This would be much easier with incendiary grenades I do realize, but pehaps find a way to inclose the beam as well and raise the temperature in the enclosed area or use an incendiary rocket launcher as I don't think you can trigger manually an incendiary ied. or just build the support and leave the roof be....
#7
General Discussion / Re: Formed caravan healing
December 22, 2016, 10:43:49 AM
Quote from: Mkok on December 22, 2016, 09:04:36 AM
I think the question is more about: "Can we heal the caravan without having to use the settle button, and then wait for them to reach the border of the map to continue the caravan?"

Precisely.
#8
General Discussion / Formed caravan healing
December 22, 2016, 06:45:25 AM
is there a way to heal pawns once a caravan has been formed and embarked?
#9
General Discussion / Re: Caoturing prisoners after attack
December 22, 2016, 12:51:10 AM
Quote from: Catastrophy on December 21, 2016, 06:03:34 PM
Huh. Have you tried building a sleeping spot and designate as "for prisoner"?

I claimed a spot, is there any difference? 
#10
General Discussion / Caoturing prisoners after attack
December 21, 2016, 05:38:59 PM
Does anybody know a way to capture the downed enemy survivors once victorious over an enemy outpost?
#11
Ideas / multi-suggestions.
July 21, 2016, 05:28:47 AM
I'll try to make this short but I have many ideas, congrats on your recent Steam release and I'd like to send praise for being so community minded in regards to AMA among other things.  Thanks, I absolutely love Rimworld so I hope I can help expand upon it.  keep up the good work and don't forget I have message box if you wish for any elaboration!

to start I really hope with the upcoming update soon there will be hookers and blow.  a hooker troupe passing through would be a well deserved break for willing colonists, but damaging to other sorts.

I dream and drool about being able to mount my cavalry to respond quickly enough to a Viking style enemy raid via ships loaded with loot.

Please add a sport event of some kind like the party event.  A death sport would be awesome and if you could invite friendly colonies to compete would be great! 
I'd suggest an incarnation of your own, but ultimately mine would be a  last man standing type one (think royal rumble or king of the hill. but horseshoe toss would suffice.  Boxing matches come to mind as well.

Athletics skill could be interesting in that it could be a work efficiency related skill vs a real (Rim)world application skill.  that isn't trainable. (but winning an event equals rewards!) 

concealment for both bases to help prevent raids and colonists to make sniper posts,  but the enemy could conceal a raid too and surprise you with concealed sniper posts of their own on your territory and or had spied on you and knows where yours already are.

enemy spies and counter espionage. I have so much to say about this

psycology

level 20 rewards  a lvl 20 dr. could use psycology or even hypnosis (with a golden trinket of course) to prevent bad moods where as before level 20 he could not. 

cage traps which you spoke about in AMA against I understand, but as a healthy  opposing view please allow me to rebuttal it.
If it is a reward than the player has earned it, and besides that it dosent have to be super effective, while an animal may not escape easy, an enemy soldier could break out easily given right amount time/material used on cage. 
Also that if the player makes it successfully in time to the trapped enemy the enemy is still hostile and could be enraged (so dosent retreat after battle) and therefore would still need to be put down before hand and would not be without a fight.) 
and what I said about concealment earlier in regards to this, if it is not concealed properly enough it wouldn't be effective at all against an enemy soldier.
if concealment was a reward as well you would need 2 level 20 skills on 1 colonist in order for it to work against raiders.
So I'm suggesting is it dosent even become effective at trapping enemies really until you've earned it, and even than you still have to take enemy down regardless. (except for manhunter packs it would be effective against them earlier.)

sedatives, if a enemy wants to be as dumb as an animal and eat food just laying around in enemy territory, it is his own fault if that food was tainted by sedatives and adds to story complex.
to combat player exploit perhaps you could make it very mental damaging across the board if colonist forced sedated by the player. perhaps make sedatives highly degradable when not frozen as well.

Bio hazard please, I want bio weapons too (bio hazards are an untapped market if you ask me!) again think rewards this time for players hard fought battle against cleanliness and or disease. This opens up farming the right kind of bug, or hunting the right kind of diseased animal.

mine carts or some form of mass resource transport such as pack animals,which takes abundant resources to make of course.  also with enough resources according to distance, permanent establishment of trade between friendly colonies that could also be blockaded like a siege raid.

teaching. 
I found it frustrating I had a dozen colonists but only one had high animal husbandry and he dosent bother to help the collective as a whole.  just limit it so that teacher has to be high but only than can train to a low level.
this counters a somewhat game breaking mechanic.

interactive research such as that if a colonist had built multiple power plants  already, he could boost reseach in say geothermal if not already researched. (if he reseaches it himself especially!)

random hyperness for temp work boost, random laziness.

self replicating explorer probes that could be a very rare event and could be captured to give to player a research boost
(to implement Glitterworld more as well)

could volcano area be a biome where you could than find highly durable stone if you so choose too to raise the volcanic ash event level on your map for such a thing vs being only able to buy the rock hard... rock?

fragrances and plastics

oils for torches, cooking ingredients, leather working or perfume and the list goes on... plastics comes to mind

bone for construction and along with leather for armor working,

sea traders
(I feel you do not use the all important ocean enough to your advantage!)  like washed up whales as a random event which could provide oils, bone and meat on large scale or that you could rescue with enough colonists for a happiness boost)
the ocean also encourages a variety of different play areas as caves have become the most effective.

variety of tastes amongst colonists, just some examples if you do decide.   so they be happier when eating pizza, etc.., also tastes in art, cave vs outdoor buildings, how you kill raiders, what animal types you butcher.

dirt or clay building as a less durable but less flammable means to add to variety of easy abundant build material besides wood, suitable dirt could only be found near water though,
have it deteriorate makes sense too since its easily abundant but not flammable.  to obtain it though seems somewhat difficult to implement.  I suggest a new version of growing zone/plant cutting placed around water.

fresh water necessity, if only even an option and when turned on could only be a mood effect or somewhat health damaging, its an immersion thing.  also cholorhea as a random event.

the internet which significantly increases reseach speed.  it could also be used to trade easier amongst local planetary friendlies. and help find out raids in advance. research different uses of it after the fact I think makes sense.  internet is so important in society I feel this has to be implemented eventually in some form or another.

refugees (visitors as a resource bonus) an event which temporarily gives you many colonists if you agree to take them in till they gather enough wood etc for them selves to move on and start over.
or  that they become permanent visitors, whom each day you take care of them they could provide a variety of local collectibles or even silver.

leader election or more negative despot/dictator if not properly maintained/player tried to get a certain one elected by corrupt means and failed
(all the other factions have leaders!)
unrest in numbers/civil war battles or the opposite we love the mayor day celebration

alternative endings:
build missle silos and dominate planet. it makes all factions max hostile if begun. (very hard)
glitterworld achievement through economic means (easy but tedious and upto a lot of chance)

option to choose a time limit vs waiting for unstoppable wipe.

consensus taking of some kind on what colonists want most for you to do for them. (not mood but suggested paths for research, buildings etc...)

pictures for beauty and mood effects particualry wedding photos and to reminisce of deceased loved ones.

trenches? or something that would help mitigate explosive attacks against colonists. 

new years celebrations which rewards for the amount of fireworks you procure for it/quality of food for feast 

banning colonists. who can form a raiding party afterwards... even an earlier said spy who player did not controversialy execute before

sunburn(mood effect) and submerging in water to cooldown

garden hoses and sprinklers. (auto fire suppression)

designated police officers (or at least intimidation against mental breakdown and getting their butt kicked if they not the greatest in melee or surrounded by well armed colonists... think rewardsfor lvl 20 melee)

diamonds (surely you have ideas for these)

Smokes bombs to greatly increase chance to miss wheter inside or out of it (safe escape and rescue/enemy retreat.  also gas masks to counter effects.

how attractive a colonist is meaning aura happiness/dishappiness also greater disfigure mood damage the higher this level is

youthful spirit which disappears like bad back appears

bounty hunters/friendly passerbys who can randomly appear during a raid to help. 

research time traveling or cloning. (resurrecting colonists by bring them from the past time or past dna sample gathered)

hobbies for colonists.

self healing to reasonable degree,

obtain celebrity status for a colonist amongst your colonists
music, broadcast your own radio show for faction relations.

banks, both positive and negative interests. also insurance and buying research, banks will send mercenaries if you don't pay in time.

slaver faction, scavenger/nomadic faction, glitterworld humanitarian faction, barbarian faction (heavy melee)

antibiotics, healing crytals, laughter is the best medicine... random healing event?

acid rain

loss of teeth, can only eat nurtrient paste.

policies and ideologies, mayors house and other civic buildings.

plastics (please!)


If traveling is ever implanted... these i could see not having to switch screens.

able to travel to a boss battle? (to start the event once the colonists return.)

large projects that take place off map, think wonders that the player may undertake.  there are so many real world sources: hydro dams, great structures (hapiness boost and or raider subversion) Kepler telescope (trade ship spotting and signaling) Great statues (skill bonuses), great garden (daily food delivery, medicine, happiness, etc..)

scouting (sending a colonist off map for early raid warning) also scouting would be usefull in player choice because if he sends one who breaks down while gone, player loses scout.  it should also take right kind of food that dosent spoil and sufficient means to protect himself.
(plastics-tuberware required)











































































#12
Outdated / Re: [A13] Mod MEGA PACK
May 09, 2016, 08:16:11 PM
I didn't notice any robots in the list?  Also your biometweakspawn link is broke
#13
You guys are missing the point it is a suggestion and sanitary conditions already implemented it would seem bio hazards to me could almost become a more skilled cleaning job.  So if you can all quit harking on it like i did you mom, thatd be great if you still want to nit pick yourselves in your replies i offer the following advice,

Shut up.

user was temp-banned for this post
#14
Ideas / Re: slavers
April 08, 2016, 01:27:36 PM
I said faction not merchant.
#15
Ideas / Re: language
April 08, 2016, 01:27:06 PM
It was just an example and i generalized the warrior class, i did not mean all of the tribals.  But basically i felt they stupid cuz cuz cavemen/tribal types are notexactly the at pinnacle of comunication.  I mean have you seen lascaux paintings?? (dont quote me on lascaux i mean the caves in france with the anceint drawings.