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Messages - Jaridan

#1
Was able to obtain the savefile from said poster.
https://puu.sh/tD0a3/464e396b26.7z
#2
@Zhentar did the tweak you made a while ago, that got alphabeaver2 to find a path within 15k nodes compared to 160k, get rid of the problem with animal pathing?



Someone posted this on the steam comment section today :
Modlist from the log :
Log uploaded on Friday, January 27, 2017, 1:08:25 AM
Loaded mods:
Core: (no assemblies)
HugsLib[2.3.3]: HugsLib(0.16.0.0)
PhiClient: Newtonsoft.Json(3.5.0.0), websocket-sharp(1.0.2.59611), SocketLibrary(1.0.0.0), PhiData(1.0.0.0), PhiClient(1.0.0.0)
GHXX Tech Advancing: TechAdvancing(1.0.0.0)
Medieval Times: (no assemblies)
Mountain Miner (A16): MountainMiner(1.0.6198.5249)
Efficient Light: (no assemblies)
Feed The Colonists: (no assemblies)
LT-DoorMat: RimWorld-DoorMat(1.0.0.0)
A World Without Hat: AWorldWithoutHat(1.0.6198.19125)
Weapon Tech: (no assemblies)
Trading Spot: Rimworld - TradingSpot(0.0.0.0)
Better Pathfinding: BetterPathfinding(1.0.0.0)
DeadMansClothing: DeadMansClothing(0.16.1.0)
AC-Enhanced Crafting [A16]: AcEnhancedCrafting(1.0.0.0)
Refugee Stats: RefugeeStats(1.0.0.0)
Hand Me That Brick: HandMeThatBrick(1.2.16.0)
JTReplaceWalls: JTReplaceWalls(1.0.0.0)
Rimsenal - Storyteller pack: (no assemblies)
Core Driller: (no assemblies)
Repair Workbench: RepairBench(1.0.0.0)
EdB Prepare Carefully: EdBPrepareCarefully(0.16.1.4)
OSHA Compliance: OshaCompliance(1.0.6207.13087)
Let's Be Honest Here: (no assemblies)
Expanded Prosthetics and Organ Engineering: (no assemblies)
The Mad Rabbits of Caerbannog: Caerbannog(1.0.6198.18118)
Step Away From The Medicine: StepAway(1.0.6216.43174)
I Can Fix It!: ICanFixIt(1.0.6224.40794)
Crafting Hysteresis: CraftingHysteresis(1.0.6207.15385)
JTZoneButtons: JTZoneButtons(1.0.0.0)
Pests: $HugsLibChecker(0.2.0.0), Nandonalt_Pests(1.0.0.0)
Caravan Dogs: (no assemblies)
AC-Enhanced Hauling: AcEnhancedHauling(1.0.0.0)
Animal Tab: BetterAnimalsTab(1.0.0.0)
A Dog Said...: (no assemblies)
Mad Skills - Tiered: MadSkills(0.0.0.0)
Fermenting Cooks: (no assemblies)
Cooks Can Refuel: CooksCanRefuel(2.16.0.0)
TAG Trait: (no assemblies)
More Vanilla Turrets: (no assemblies)
ED-Laser Drill: ED-LaserDrill(1.0.0.0)
Sustainable Drill: (no assemblies)
MineItAll: MineItAll(1.1.0.0)



"i keep getting some sort of issue where animals are trying to path to something but log says they are reaching search limit and everytime it does that my game freezes for a second. ive got the log here https://gist.github.com/7ad3e738740ba2374b5d9ae230c2facd

i can fix the problem temporarily by changing their allowed areas, but it just pops up again with another animal. its getting impossible to play the game."
(lots of trash in the log cause of phiclient mod, starting line for error is 1764)
"Alpaca944947 pathing from (79, 0, 158) to Thing_RawPotatoes1967256 hit search limit of 160000 cells."

edit: just to be on the safe side and because i'm paranoid about this(lol) i reupdated steam to ensure it's on 1.4.1 (which it should've been anyway, but making sure doesn't hurt)
#3
I don't know why, for me it's just a game and i can't really create stories out of it like others but it's a very nice colony simulator and a very enjoyable game.

It also gives and allows a lot of freedom on how to play and the mod community capitalizes on this hugely aswell(conversions mods like lovecraft, cult mod (upcoming), star trek etc.)
#4
General Discussion / Re: Latest update ffor A16!!!!!!!
December 03, 2016, 01:11:29 AM
Quote from: ChaosChronicler on December 02, 2016, 04:28:15 PM
If A16 gives us the ability to do drop-pod raids it could be the most risky endeavor a player could do unless they plan very carefully. I could see it go south fast that you have to retreat. Having a caravan wait outside the faction area could be the line between life and death for your raiders. God I hope we could park a caravan outside a raider faction camp.
Maybe a faction will be making a killing by offering parking lots for muffalo caravans :D (jk)
#5
General Discussion / Re: Latest update ffor A16!!!!!!!
December 02, 2016, 12:14:28 PM
somehow I'm  getting the feeling we'll be exploring whole new methods of torture/bad stuff to do with this update D:
#6
General Discussion / Re: Predicting the name of Alpha 16
December 01, 2016, 09:12:27 PM
Seeing his latest teaser i wouldn't be surprised if it was  "Coke Kibble".
#7
General Discussion / Re: Nominate RimWorld on Steam!
November 27, 2016, 01:35:42 AM
Quote from: Buccee on November 26, 2016, 07:28:29 PM
my soon-ish wife and i voted for the ''Just 5 More Minutes'' too :D

hope rimworld get this one!
Highly doubt it with games like Rocket Leaue around.
#8
General Discussion / Re: A16 Hype
November 26, 2016, 02:11:53 PM
Hype relit (not that it ever died down D:)

https://twitter.com/TynanSylvester/status/802515294002540544
#9
General Discussion / Re: Nominate RimWorld on Steam!
November 26, 2016, 12:54:58 PM
Join reddit and give it the custom "Cannibalism and Cowboy Hats" Award :D
#10
Ideas / Re: Cannibal meal
November 23, 2016, 04:52:35 AM
Quote from: Rock5 on November 23, 2016, 01:16:55 AM
Don't cannibals prefer raw? I seem to remember it gives a +20 buff.

It depends, you get Raw Canniballism + 20 but -7 for raw food or something whereas a simple cooked meals is cooked canniballism + 15,

the total stands as +15 > +13 unless your cannibal is also ascetic, maybe(i think).
#11
General Discussion / Re: Predicting the name of Alpha 16
November 22, 2016, 07:53:45 PM
Alpha 16 "Muffalos 'n' Stuff"
#12
General Discussion / Re: What events have you disabled?
November 14, 2016, 08:02:31 PM
Quote from: MisterVertigo on November 14, 2016, 05:43:17 PM
Maybe I'm a wuss, but I turn off both types of crashed ship parts and the infestations. They always seemed to happen to me super early in my colony before I had the means to deal with it.

I didn't realize I could turn off the short circuit event too. I may have to do that one as it seems to irritate me greatly.

The Alphabeaver one is annoying too. I seem to get that one from Randy A LOT. I don't think I'd disable it though, because like others said above, it's a good food source.

When you are still early, so it's like 2 scythers it's actually feasible to deal with. You just need to make sure to use everything at your disposoal aka build a minibunker (wall roof, maybe a chunk infront) and shoot from there to attack the ship.

It IS doable.

I don't disable any events since i think they are necessary and part of the game.

Hospitality mod lets you refuse wanderers which  is a nice bonus.
#13
General Discussion / Re: How Cold is Too Cold?
November 14, 2016, 07:57:14 PM
Quote from: Moxi on November 14, 2016, 03:42:19 PM
Quote from: niklas7737 on November 14, 2016, 02:03:30 PM
I'm playing on an extremely cold map with a permanent cold snap. Temperature alwys stays under -60°C. There are still human raids showing up (sometimes they die before actually attacking).
I don't get any caravans though.

How do you survive that? I'm still new to the game but I can't seem to survive games where there are no grow seasons.
As a tribe you can forget surviving in those super extreme ice sheets.
You need hydroponics and electricity ofc. This way you can grow food and survive. Often you also dig into mountains since it's easier to keep the heat etc.

Another way would be to make your starting person/s (or a gamewide high probability on) cannibalism so your people have no qualms butchering people and eating human meat/cooked.

If you get extreme enough biome (like -92 degree C in winter on avg)) it's possible to get exen mechanoids to freeze or atleast shiver :D
#14
Most likely gotta wait for A16.
#15
General Discussion / Re: How Cold is Too Cold?
November 14, 2016, 01:31:28 PM
-45 degree celsius is where humans won't show up (caravan or raid).