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Messages - wyoian

#1
getting this error when sappers come to raid me with explosives like hand grenades and stick bombs. Have ammo turned off.

Vlad started 10 jobs in 10 ticks. List: (WaitMaintainPosture (Job_2775930)) , (UseVerbOnThing (Job_2775931) A=Thing_Door474226) , (WaitMaintainPosture (Job_2775933)) , (UseVerbOnThing (Job_2775935) A=Thing_Door474226) ,
(WaitMaintainPosture (Job_2775936)) , (UseVerbOnThing (Job_2775937) A=Thing_Door474226) , (WaitMaintainPosture (Job_2775938)) , (UseVerbOnThing (Job_2775940) A=Thing_Door474226) ,
(WaitMaintainPosture (Job_2775941)) , and (UseVerbOnThing (Job_2775942) A=Thing_Door474226) lastJobGiver=RimWorld.JobGiver_AISapper, curJob.def=UseVerbOnThing, curDriver=Verse.AI.JobDriver_CastVerbOnce
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.Pawn_JobTracker:FinalizeTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

#2
Bugs / Grenadiers cannot figure out how to path into base
November 20, 2017, 10:09:12 PM
Grenadier raiders stand still upon targeting my base. Didn't do anything too cheesy, have some mods running but only the pathfinding one should impact and all other raiders work fine. Several layers of walls but an opening through first 2.
https://drive.google.com/file/d/1DPUQz2hSesSB_h2xN3_injGRN9pxCHwT/view?usp=drivesdk here is the save
#3
Ideas / Re: Order the mods
November 18, 2017, 04:37:53 AM
ingame. Yes the steam folder downloads the into number folders could be the cause and it is ordering them already, but maybe an option to change the ordering.
#4
Ideas / Order the mods
November 17, 2017, 01:20:32 AM
Can we please get the mods ordered by Either Target version Then by alphabetical or just alphabetical? Matching ones on top like now. Because of how the workshop mods are handled between patches we end up with 200+ mods that are ordered randomly. Hard to find ones I want.
#5
Quote from: FrodoOf9Fingers on November 10, 2017, 04:27:38 PM
Do we know when Tynan likes to push new builds? The last build broke many mods...

Is there a way to go back to a different A18 build (not a17)?
Same I can't continue my game but I also cannot tell which mods are breaking it without turning each one on and off and it turns them ALL off every time it fails. :/
#6
Quote from: Tynan on November 01, 2017, 01:37:48 AM
Nothing changed in the romance system since A17 that I can remember.

Ok I must have not noticed / had this happen in my games. I assume its not entirely common for someone to end up romantically compatible with the gender they don't prefer so quickly. Or maybe the rim starts turning into a prison mentality after someone doesn't find a partner after enough time  ;)
#7


Asked about this on the a18 release thread but no one replied.

This one colonist has attempted to woo 3 girls and 2 males. 4 of them near the same time. The other male was not in the picture at the time. Is this intended? He does not have the "gay" trait.



Also due to his 2x -break% i had to naked caravan him, he had daily breaks even when on night shift.

Edit: mostly posted to ask if anyone else has had a similar experience with a pawn before or in A18
#8
Ideas / Animal Hunting Priority
October 29, 2017, 03:18:07 AM
Animals choice of hunting target/ feeding target, is it 100% just what animal is closest? Bear chose to hunt my dogs over eating the plentiful corpses around him, when in reality any wild animal would chose a free meal over one it has to work for.




[attachment deleted by admin: too old]
#9
With tribal start, we no longer start with bed tech. But we don't spawn with cloth to make bedrolls. Should the tribal start be updated to start with some cloth or hide? or I guess we can use any hide so we just must butcher before we can have beds. Feels weird but sort of makes sense. Changes day 1 priorities.
#10
Haven't tested this by running it for a few years yet, but because of the "temperate zone" and even without that zone, on cold cold worlds the caravan travel times have been increased during "summer" dramatically. Before a flat tile that hit 45 F during summer wouldn't take 19H to traverse. Is this intended?
#11
Thrumbos joined area. Game started to stutter and lag a lot. Think it has to do with pathfinding into my base being very long. Maybe combined with the pathavoid mod which I used to increase the tile weight of the deadfall traps so my pawns don't walk over it.

save: https://drive.google.com/file/d/0B4ELzETmWGFzVXpZWXNnYXlZTVE/view

#12
Bugs / [A17] Pathfinding
October 06, 2017, 02:18:39 PM
Not sure if a bug, but it feels like it is. Pawns refuse to use efficient paths. Manmade wood floor path? They prefer to walk through trees next to it. This wouldn't be a problem except when pawns are being chased, the AI chasing them is using a short pathfinding script, which is better at being efficient, vs the pawn using a long range script. Maybe this could be fixed by having a pawn use short range directional pathfinding when they are being attacked that way other pawns do not catch them most of the time? Not sure, but very frustrating to be caught so consistently by pawns with slower movement speed simply because I made them move a long distance.

I belive in a17 the pathfinding needed to be optimized before it went live due to immense lag happening sometimes? I seem to recall, I submitted some reports and saves for that myself, but maybe deactiving the less costly pathfinding when enemies are present would make sense.
#13
I found that dramatically more paranoid setup for influencing spawn point and burning them out worked this patch. And by dramatically more paranoid i mean 3-4 Thick walls between your base and the bug spawn, Long hallways or even mazes to stall them, and try to have the fire be on furniture so that the bugs go to attack it and light themselves on fire. The bugs instant agro at 400 F. And if you get unlucky they may form a deathstack and try to dig into your base. So have a big enough fire (combined with hopefully focused rooms so that their area goes from 400 to 700 very rapidly before they break into your base. If they get in, its quite over as the heat will hurt you worse than them and they will not drop agro until your colony is mostly dead.
#14
Quote from: giltirn on May 24, 2017, 01:08:40 PM
When I had an infestation I noticed that insects chasing you will not spend long trying to break down doors. They might whack it once or twice but then will lose interest and wander off. To deal with the insects I simply popped in and out of the door taking potshots at them - it took a while but I was able to take them out without difficulty. I must say though I did much prefer the A16 insect behavior.
I'll have to test as its been 3 patches since I last had an infestation, but I kited them up the long hallway in the picture above, they then dropped agro to my colonists and broke down doors to furniture to attack instead which seemed very different.
#15
Quote from: medzernik on May 24, 2017, 10:27:56 AM
Quote from: wyoian on May 23, 2017, 01:56:53 PM
I know its probably a bit late...

Infestation is extremely hard to beat and can spawn in your underground base which makes it completely not viable to build underground (afterall, getting killed in 1 night inside your own base is crap). I usually make a scenario where I disable the infestation event.

Yea I know some people enjoy that. Before this I always was able to prep and mine out extra land so they didn't spawn in my base, except maybe 1 hive which was easy to deal with. I enjoyed the past difficulty as if you had the resources (time) to mine out a huge chunk of mountains a safe distance from base, you could minimize moutnain base risk. I'm not sure how to do that now is my biggest worry. Unless i make my entire base one giant room to allow infinite kiting, I'm not sure how to handle infestations. Will dev spawn a few tonight and try to deal with them and post results.