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

Messages - Szara

#1
Releases / Re: [1.0][SYR] Syrchalis' Mods
October 30, 2018, 09:44:38 PM
Hi Syrchalis,

I would like to include your updated version of Set Up Camp in the 1.0 version of the HCSK modpack, which had Nandonalt's original mod in it. Is this OK with you?

Also, is there a way to set it so that you can set up a camp adjacent to your colony?
#2
While those are both very useful mods, neither are related to the request. Those mods deal with hauling in general, but does nothing to cause pawns to grab multiple jobs worth of materials when going to craft.
#3
AlcoholV's AC-Enhanced Hauling ( https://steamcommunity.com/sharedfiles/filedetails/?id=796303006 ) or Work Smarter ( https://ludeon.com/forums/index.php?topic=27551.msg279568#msg279568 ) are awesome mods. They make pawns take a batch of materials to the nearest stockpile, when applicable, before starting a job.

So your cook grabs a whole stack of meat, plops it down in the low priority stockpile you have set up right next to the stove, and saves lots of time not walking back and forth pointlessly, without you having to micromanage stockpiles or stacks of food. It's applicable for all the other crafting as well.

They're wonderful QoL tools, but woefully out of date, WorkSmarter is for A15, AC-Enhanced Hauling for A17.

Enhanced Hauling has a MIT license on it, so anyone can modify and publish it, updated.

Alternatively, an entirely different mod that addresses this issues of pawns being pretty dumb about materials?

Pleeease?


(Or there's something like this out already and I just haven't found it, despite that it took me about two hours of searching just to find this mod again)
#4
Support / Re: Starting with Steam (only) black screen
October 17, 2017, 06:06:25 PM
Well, I use the  -savedatafolder command normally, so it shouldn't even be looking at that folder. Regardless, in the spirit of troubleshooting I did attempt to set the specified folder and my local savedata folder to read only but nothing happens. Literally it does not change anything as far as I can tell. Open folder properties, uncheck read only, apply, all contents, ok, ok. Open properties again, and it's still the box mark of partially read-only. Curious indeed, as I'm doing so with administrative privileges as well. I tried using the command line do undo the read only with just as much success. Resetting the registry entries, also nothing. On the theory that privileges might be the problem I tried running steam with admin privileges, yet that yielded no change. So I guess until Steam randomly fixes itself I'll just be ignoring Steam for Rimworld.

Oh how ever will I recover from the loss of my hours being tracked?


(Easily as it turns out)

One of the strange parts is that I never have seen InitializingInterface pop up when it's loading normally. I can only presume that is part of the 'first time' setup Rimworld does when it is missing some data.

Eh. Whatever. Less messing with Windows and Steam, more organ harvesting. Just. Disregard all of this, probably. It doesn't seem to be worth trying to fix, but if that information proves useful in understanding the problem, awesome.
#5
Support / Starting with Steam (only) black screen
October 16, 2017, 05:38:04 PM
Starting very recently, I believe with the last steam client update, if I start Rimworld with the steam shortcut I see InitializingInterface with the normal loading background for a moment then the screen goes black, and it just sits there.

Starting without steam is fine, so it's not breaking my game, this is merely a curiosity I want to report. I've tried disabling steam overlay with no effect. Problem happens with and without any launch properties added on. So it happens both in fullscreen and windowed. It is indifferent to mods being listed in the modsconfig.xml.

On second thought I should have put this in the Support forum, but I can't delete it myself.
#6
Releases / Re: [A17] Psychology (2017-7-16 v2)
July 17, 2017, 02:28:15 PM
Quote from: Linq on July 17, 2017, 01:54:08 PM
Can you post your mod list?

This is not all of the mods since I've been trying to use a process of elimination to see if I can find the problem, but it is a load order that doesn't work. Just core, hugslib and psychology works though, but I haven't yet been able to track down anything more specific.

Hospitality I noticed was another mod that was being loaded by hugslib, but even removing it didn't prevent the error.

     Core
     HugsLib
     AlienRaces
     CombatExtended
     Core_SK
     AllowDeadMansApparel
     AreaUnlocker
     AntiAutoUnload
     Camp
     Colony Leadership
     ColonyManager
     DarkestNight_SK
     Dubs Bad Hygiene
     EdBPrepareCarefully
     FluffyBreakdowns
     Hospitality
     Infused_CR
     MedicalTab
     Miscellaneous_Core
     Miscellaneous_BeeAndHoney
     Miscellaneous_Robots
     Miscellaneous_TrainingFacility
     Skynet_SK
     SeedsPlease
     RuntimeGC
     RT_SolarFlareShield
     RT_Fuse
     ResearchPal
     HelpTab
     RelationsTab
     Numbers
     SaveGameFix
     Psychology


Edit: I've made sure that HugsLib, AllowTool, Hospitality, Alien Races, EdB Prepare Carefully are all updated, as those seemed like they might be culprits, but nothing changed.

Edit: At some point something I changed made it so that the psychology psyche/sexuality info shows up when generating pawns, but only when not preparing carefully. But the red error on loading up Rimworld is still exactly the same. Which is odd.

BUT on the up side it seems to be working ingame, at a glance, aside from the red error at launch. Whether there'll be something horribly broken that I haven't seen yet is an unknown.
#7
Releases / Re: [A17] Psychology (2017-7-16 v2)
July 17, 2017, 01:49:21 PM
Quote from: Linq on July 17, 2017, 02:20:48 AM
Are you using Zombieland?

No Zombieland either.
#8
Releases / Re: [A17] Psychology (2017-7-16 v2)
July 17, 2017, 02:14:50 AM
Latest version of psychology, I always get this error on startup, no matter how much I strip down my mod load order, or where in the order I place Psychology.

[HugsLib][ERR] Psychology caused an exception during OnDefsLoaded: System.NullReferenceException: Object reference not set to an instance of an object
  at Psychology.PsychologyBase.DefsLoaded () [0x00000] in <filename unknown>:0
  at HugsLib.HugsLibController.OnDefsLoaded () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
HugsLib.Utils.ModLogger:ReportException(Exception, String, Boolean, String)
HugsLib.HugsLibController:OnDefsLoaded()
HugsLib.HugsLibController:LoadReloadInitialize()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()


I even went and cleared all of HugsLib's config data in case it needed a fresh start or something. I do not have Zombie Apocalypse or Children and Pregnancy, or anything else in the same vein as Psychology.

Psychology shows up in mod options, but nowhere else.
#9
Apparently in the environments where pine trees are meant to grow, in the real world, they grow the most during the warmer seasons in their respective ideal biomes. Too warm and too cold both adversely affect growth about the same once you depart the optimal growing temperature, but trees tend to thrive in places where as much of the year as possible is their ideal temperature.

This study was performed with the loblolly pine. The full research paper is available here:
https://www.srs.fs.usda.gov/pubs/ja/ja_nedlo001.pdf

Depending on if your colony is in a temperate or colder region your area may even have a temperature that is ideal year round, though a rainforest could certainly be too warm year-round for most pines. The species of pine should also be considered, the Scotch pine trees are happy down to -50F, but those same ones do poorly in warm climates. The lolloby pine thrives in warm and even hot humid regions, and the stone pine in warm regions with cooler summers.

So there's a pine tree that is generally happy in most biomes you'll find, except, I'm fairly sure, deserts. I'm also not sure if anyone has ever tried planting a lolloby pine in a rainforest before.

#10
Mods / Re: [MOD REQUEST] More work priority numbers.
April 22, 2017, 11:53:58 PM
The in-depth job by job format is optional, you can just use it to have a 1-9 priority, that's what I do. By default the work tab starts in the simple on/off mode like vanilla, and you click to enable the numerical priorities, that's it.

And I doubt anyone is going to remake Fluffy's work tab for the sake of removing 75% of it but otherwise doing the exact same thing.
#11
Off-Topic / Re: Count to 9000 before Tynan posts!
April 06, 2017, 07:06:22 PM
Fife Ait ZEE RO Six

More than two years? Really? So little progress, so much time!
#12
The bugs and balance have already been around for awhile, they really aren't a major issue, and slowing long-term development is ultimately more harmful. I hear more people saying they don't want to invest in Rimworld because there are too many small updates which is relatively disruptive, than I hear anyone claiming the balance and bugs render the game unplayable (which is not at all). All of my friends who would play Rimworld are avid modders, the less mod compatibility is broken the better as far as attracting new players.

Additionally mods are, especially in a game like this, a source of lifeblood. The more modders are burnt out by their mods constantly being broken by updates, the better, as mods help attract and maintain interest in a game. Hell, I still load up Morrowind and Oblivion for a modded game and those two are ancient, and there's no way I'd do that without mods.

And finally, more development time is always good, so include the refining with the new content, especially so that the game is being refined with the new content in mind. What's the point of fine-tuning everything when the very next update is going to upset it all once more? Do it all at once, and then there is less time wasted.
#13
Quote from: sidfu on February 02, 2017, 11:25:09 AM
Quote from: Pirate on February 02, 2017, 07:58:08 AM
I started a custom scenario with tribe tech level, where I removed all the map additions and starting items.
u can get componets from decon of ship parts. all maps start with a few ship parts that give 11 or so componets crashed landed. the wood bench can be made with logs and componets then u can make wood planks.

He did a custom scenario mate, he removed the ship parts. If you don't have ship chunks and the like in the scenario, they won't be there when you start the colony. Only items in the scenario (or added in prepare carefully which basically edits the scenario) will appear, unless you have other mods doing something. Though if you're lucky one will drop from the sky, but that's up to the storyteller.
#14
Outdated / Re: [A16] Miniaturisation Overloaded
February 01, 2017, 09:02:03 PM
I've found a problem with Miniaturisation Overloaded meshing with Hardcore SK.

If there is an ammo bench somewhere, this error occurs

Exception printing AmmoBench_Blueprint_Install1470935 at (152, 0, 50): System.InvalidOperationException: Nothing to install.
  at RimWorld.Blueprint_Install.get_MiniToInstallOrBuildingToReinstall () [0x00000] in <filename unknown>:0
  at RimWorld.Blueprint_Install.get_ThingToInstall () [0x00000] in <filename unknown>:0
  at RimWorld.Blueprint_Install.get_Graphic () [0x00000] in <filename unknown>:0
  at Verse.Thing.Print (Verse.SectionLayer layer) [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.Print (Verse.SectionLayer layer) [0x00000] in <filename unknown>:0
  at Verse.SectionLayer_ThingsGeneral.TakePrintFrom (Verse.Thing t) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.SectionLayer_ThingsGeneral:TakePrintFrom(Thing)
Verse.SectionLayer_Things:Regenerate()
Verse.Section:RegenerateLayers(MapMeshFlag)
Verse.MapDrawer:TryUpdateSection(Section)
Verse.MapDrawer:MapMeshDrawerUpdate_First()
Verse.Map:MapUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()


Well, many variations of that error occur, all with slightly different numbers after install and the coordinates.
If the ammo bench is selected this error repeats rapidly.

Exception in UIRootUpdate: System.InvalidOperationException: Nothing to install.
  at RimWorld.Blueprint_Install.get_MiniToInstallOrBuildingToReinstall () [0x00000] in <filename unknown>:0
  at RimWorld.InstallBlueprintUtility.ExistingBlueprintFor (Verse.Thing th) [0x00000] in <filename unknown>:0
  at Verse.Building.DrawExtraSelectionOverlays () [0x00000] in <filename unknown>:0
  at RimWorld.SelectionDrawer.DrawSelectionOverlays () [0x00000] in <filename unknown>:0
  at RimWorld.MapInterface.MapInterfaceUpdate () [0x00000] in <filename unknown>:0
  at RimWorld.UIRoot_Play.UIRootUpdate () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
RimWorld.UIRoot_Play:UIRootUpdate()
Verse.Root:Update()
Verse.Root_Play:Update()


I haven't had any luck deciphering what is actually wrong, no other structure in the mod pack seems to do this, and I can't seem to find anything obvious in the def files to indicate why this particular structure is being a problem.
#15
This looks like a wonderful compilation, I'll definitely give it a try once I'm back stateside again.