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#1
Hey, I think the download button is broken.
Good work on the new Diamond gfx! The mod is looking better and better.
#2
Haha, yeah running this was a struggle. Mostly for my RAM though, I legit hit the 16Gb limit in an instant, but CPU seems to be handling it quite easily!

Rain, I wanted to say I really like the new idea about the raiders spawning all over the place regardless of the Geographical setting. This is a great idea and makes lots more sense to me, so I wanted to ask if it is possible to make it work like this for more factions?

I play with a whole bunch of them and among them, from the top of my head, Trading Economy and Tribal Raiders both add factions that work significantly better when they are spread all over the planet, as opposed to being bunched up territorially. In Trading Economy there are around 5 factions each peddling different goods, so it makes lots of sense from the gameplay and lore of the mod to have them set up their outposts all over the place and it also works much better from the balancing perspective, because otherwise I am forced to migrate or downright drop on top of a bunch of Armament selling outposts and I'm golden, especially as a Tribal. The Tribal Raiders works much the same as the normal Raiders, just with sticks/stones, making the game more fun in that regard.

So my question/suggestion is this: is it possible to make them work like that or even give the player the opportunity to customize it? Would be really cool, imo.

The other thing I wanted to drop is a bug report. I'm not sure what information would be helpful here, but I did not change much from the last screenshot and here is my result on Low, Medium and Maximum density setting generation. All 30+ factions seem to have spawned correctly but they only have one base...  :o

Generation seed was: Well, actually

Thanks a ton for your work, love it. If I had to disable all 110 mods right now, yours would be in the 10 I'd keep running! :D

Edit: I am not 100% certain, but it's possible that the bug I am showing you happens when the number of factions is unreasonably large. As in above 30. The game generation kind of breaks and just places one base per faction instead. I just reduced the number of factions to a bare minimum (1-2 per listing) and the world generation successfully completed.

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#3
Quote from: SpaceDorf on December 17, 2017, 12:24:30 PM
How long did it take to create this world ?

Let's just say my beard managed to grow while it was generating. It was even worse when I tried to group them territorially. That generation was going for about 10 minutes and I simply got tired of waiting and cancel it out.

Be careful about what numbers you're setting (I am actually using the value BELOW medium (low, I think it's called) for my own generation and it works like a charm). It isn't only about increasing the density but also about making it a more even and populated world, which is imo the real charm of this mod.
#4
I overdid it a little bit, but really awesome mod!



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#5
Hello! I've got a weird problem with Vampires mod. When I start a new game with a Vampire amongst my colonists (either with the in-built scenario or by manually adding one), right after he attempts to feed on one of the colonists the following happens:

1. He/she successfully feeds and gains 1 unit of vitae.
2. He/she gets stuck in one place with a designated command to move somewhere else but fails to move indefinitely.
3. In the debug log I see the following message at the very bottom:

QuoteException ticking Fox: System.InvalidOperationException: Nullable object must have a value.
  at System.Nullable`1[System.Single].get_Value () [0x00000] in <filename unknown>:0
  at ColonistBarKF.CompPSI.UpdateColonistStats () [0x00000] in <filename unknown>:0
  at ColonistBarKF.CompPSI.CheckStats () [0x00000] in <filename unknown>:0
  at ColonistBarKF.CompPSI.CompTick () [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.Tick () [0x00000] in <filename unknown>:0
  at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

So... I'm kind of at a loss here, I have no idea how to fix that. At that point, I lose all of the control over this particular character - conscription stops working, work priorities stop working and the Exception ticking continues indefinitely.

I use a whole bunch of mods and to alleviate it I tried to place Vampire mod at the very end of the load order, but that doesn't help me fix the problem. I also tried to trickle down the total number of mods to around 100 (which is still gargantuan, I 100% understand that, but I really wanted to play with vampires enabled and all these other dumb things I'm using).

Can anyone push me in the right direction?

Edit: Disabling Colonists Bar KF seems to fixed the problem? Fuck me, I have no idea how these two managed to conflict. I guess one thing to take away from this is that Rim of Madness - Vampires is incompatible with Colonist Bar KF.  :(