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Messages - WhiteDevil

#1
Releases / Re: [1.0] Religions of Rimworld 2.0
May 28, 2020, 06:20:13 PM
What happened?
Did mod author up & join a cult?

My pawns couldn't sustain their piety value???

Tragically, they were able to convert other unfortunate pawns into the sad situation..

I fiddled around with settings & edited files but was unable to fix it.

Someone in the discord group gave suggestions & advice but that didn't help either..

..the biggest mystery to me was how TF that person managed to have their version running properly, send me their religion pack, describe how wonderful it is, but was unable to help me simply get the piety rate to function correctly?

I suppose there are some things man is yet to understand..

Anyway, best wishes to you, whoever you were..
#2
Fleshed out interests (passions, hobbies, goals, dreams, etc)

For example,
being interested in astronomy, or a general (un)healthy fascination with space, planets, cosmology, etc
*prefer usage of telescope
*Install telescope closer to bedroom
*Room installation of any available 'space' furniture or items, etc
*Clear starlit night event, meteor shower event, viewing & enjoying these events
*Mood buff if on the sos2 space platform or in space
*talks about space


Also, what's happening with the nature's pretty sweet mod?
Can someone pawnmorph that guy with Tynan & get these features into the vanilla game? (Just include a switch to disable them in the game settings if ya don't wanna use 'em?) It's not a simple matter of just using the mod if ya wanna use it coz it's complicated & buggy & needs to be implemented properly.. eh, anyway, maybe one day that'll happen..

Interactive systems like "nature" (nature's pretty sweet mod) and "socialising" (the upcoming core changes & existing royalty content) should be implemented properly & streamlined by the original designer (that's you, Tynan) so people can build off them rather than trying to implement core-level content into an environment they're not entirely familiar with. Ty. Have a nice parsec 🙋
#3
Room decoration & things like that too,
With pawns having their own randomly generated favourite types of items & building materials,
Allow pawns to freely make changes to a small % of their room size (less if shared) like changing wall materials or furniture materials &/or types, installing coloured carpet orca coloured light, owning one or more item types & displayed in their room..

And "desired" objects with long term mood buffs.
A pawn might have a dream to own, well, who knows? (Randomly assign these things) & have them shown in the needs panel
(Bob finally owns a coconut Nintendo system, +8 mood)
Or even stuff like,
(Nope. I don't like this new mutey Cyrus album, -4 mood)
*Bob would probably generate a new music interest at this point, one hopes.. unless he's a sadist or has brain damage
#4
Ideas / about upcoming behaviour in future update
May 14, 2020, 10:20:46 PM
Hi, I've read that a future update plans to add a personal meditation system of sorts, with a pawn even making use of something like a terrain object to meditate upon..

I think this is a good direction to move in, and was hoping it could be expanded to allow for pawns having their own little hobbies, interests & other behaviours (idiosyncrasies) aside from & beyond the existing traits system,

Simple implementation would be preferred leisure activities (if these things are not already happening) such as pawns that enjoy fishing or hunting, using the telescope, watching tv, or even messing around at a workbench..

Better and more advanced usage is akin to the upcoming feature of meditation where a pawn makes use of an item, at a place, for a specific purpose..

I was thinking of something like the following, which is already half-implemented in the game anyway;
The hobby or interest of "watching tv", that is, more specifically, particular types of crap on tv- have the existing TV's in the game randomly & occasionally receive a strange alien transmission (which is actually in the tv description kinda)
Have these transmissions as parts of alien tv series (game of rignaks, breaking boomalope, orange is the new feral, spawnlingtubbies, stuff like that) and when/if a pawn manages to view the entire series it can unlock something, either
1. A long term mood buff (enjoyed the series)
2. Long/short term mood debuff (hated the ending)
*add to conversations- Bob talks about how the ending of Rocky XXVII sucked
3. Mood buff & Receive inspiration
4. Outlook on life changes
5. Etc, etc etc..

I would just like to see more "story" implementation into the game in these kinda ways rather than guns an' stuff..
Especially more development of the animals & how they function out in the wild (dig burrows, raise babies, do stuff)

I thought the content of royalty was a good start on that kinda stuff, with the pawns now having preferences for their clothing & room size/type, and how they can deliver speeches or hold concerts.

Thanks for reading, take care out there & may all your chaocows produce mutant milk 🙋
#5
the raid mechanic could be altered slightly,
atm, seems it just reacts to some kinda point system?

factions [or any enemy group] could periodically send out scouts to assess base layout for weak points, high-priority structure targets, hi-priority raid items, etc

a scout could even pose as a visitor?

scouts could probably determine what kind of incursion will be incoming next-
they could scope your base out & depending on their assessment, return back to their base with a report like "they've got resources comin' out the wazoo!" (the faction will then organise a raid with intent to steal your items)
*this scout is looking for storage zones that aren't in turret vicinity, things like that..
*this type of raid obviously calls for fast units to get in & actually have a chance of stealing stuff, with possibly a few heavy units to open up a gap or distract, etc

these things start to open up entire new possibilities..
-enemies trying to steal your animals (cattle rustling, etc)
-enemies that will try to capture & enslave your pawns (slavers, etc)
-saboteur raids by night, etc

there ought to be more going on than just "idiots turn up with intent to destroy base & end up getting cut down in my killbox"

..heck, scouts should be looking for & planning against killbox areas or heavily defended areas
spluh  ::)

all sorts of things could be done to improve the existing situation..
scouts & other light/recon units should be able to climb trees that are next to walls & stuff like that..

the game already seems to cater to some of this, enemy raiders will form into groups, wait for members to arrive & then all move at the slowest speed, ensuring they arrive to their destination as an effective group (etc)
maybe develop a single 'squad leader' type unit to handle any tactics changes etc during group battle [instead of developing new combat AI for all units, just have an on-site leader dishing out orders to the group members?]

anyway, i hope some kinda changes are made at some point.. i'm enjoying the game so far but it's kinda lame how the existing setup works..
#6
there's a mod called save the ships 2 or something like that...

from what i understand, it puts you onto a new [empty?] map area & allows you to build it up like a starport or huge mothership..

incorporate that with the realistic planets mod to [allow travel to] generate a new world, use the mothership/starport map area as a kind of 'lobby' that is accessible across worlds..

idk how it'd go for retaining data of worlds you've previously generated? probably way too much files involved in the long run.. but certainly just generating new worlds & using your mothership/starport in the new world, that seems doable..
#7
Ideas / Re: Custom UI size
May 05, 2020, 10:11:50 PM
i'm playing on a laptop with largest screen mode at 1366x768 (something weird like that) with rimHUD mod and the HUD panels are kinda large at this resolution, cluttering the screen up..
i been through the settings of the rimHUD but it can't reduce itself beyond a certain point, is there some kind of workaround for this, to reduce the size of these panels??
#8
try using the lwm deep storage system to pseudo-achieve that.

if you need many, many hundreds of an item at a single cell location, build a pallet box
if you need about 200 quantity, build a double shelf
(and so on..)

notes on lwm deep storage:
it does not modify or enhance max stack size of items, it just offers more choices of storage structures (ie: boxes, weapon racks, fruit barrels, etc)
all storage items function as a customizable storage zone
#9
Thank you both for the advice, I had actually been doing most of those things 🙂
I suppose that's life then, innit? Things either work or they don't.
Will just upgrade to new machine over next few months.
Thank you for your help.

EDIT: hospitality mod working fine [went out & got a new 2nd-hand laptop with windows 10 64bit]  ::)
problem seemed to be low memory [sordid details left a few posts back.. happy hannukah & rimzeltov]
#10
Hello again & Ty for prompt reply,
Just to confirm & reiterate

Yes, using a 1.1 build (1.1.2567)
So far it has all been working fine, I only see errors when I fiddle around with mods, I've got a stable eclectic mix of mods running great without hospitality, such as battle mounts, expanded prosthetic, prison labour, megafauna, radiology, robots, security pack, industrial rollers & a few others including most of the qol mods like common sense & pickup & haul... All functioning fine so far on 2gb

All mods are 1.1 compliant and functional

The fatal crash that occurs (with all my mods are active) happens instantly- as soon as the drop pods that deliver the colonists should be arriving.. a windows error message pops up simply saying an error occurred.. it says windows is trying to milk a cat to gather info about the problem yadda yadda but it hangs & I have to Ctrl+alt+tab my way out.

The non fatal error occurs during the drop pod landing sequence when I try to use hospitality without any other mods.
This is where the colonists do actually land & the game does seem to run but there is no HUD & key'b is unresponsive (etc)
I have tried disabling rimHUD mod during this process also & it makes no difference..

I cannot provide an internal OS dump report as I cannot complete the procedure of winblows attempting to gather info, so cannot confirm a memory error just yet..
..however, going over the rimworld player log.txt report of this again now I see about 30 recurring lines of
Fallback handler could not load library c\blah blah\rimworld\rimworldwin_data\mono\data-093A0020.dll
and many more like that

There are also what appears to be Harmony doing patches on prison labour & parts of prison labour that I think the Dev has not completed but otherwise game is running fine at good fps constantly,
It is just the hospitality mod, which does seem extensive, and may be just a tad beyond my laptop's capabilities..

Maybe someone could confirm hospitality mod runs fine on similar specs? (2gb ram, mobile series 4 chipset gfx, windows 7 32-bit, dual core 2.4ghz CPU)

.. I'll try to upload the player log asap, just can't quite figure out how to transfer from laptop to here via Android device.. maybe a screenshot or two..
Thanks for your time
For your inspection in the twilight zone
#11
Having problems on Toshiba satellite laptop with 2gig ram.
Most other mods are working fine tho, fps stable, etc

Will provide crash log asap (laptop not connected to internet) but in the interim here's what is happening;

Mod is detected fine in mod setup
Rimworld is v.1.1.2567

Game will load to map screen then instant crash (when using about 30 mods)
* Stripping back to just hospitality (and it's required core, jecs or hugs or w/ever it's called) will load map and complete "colonists arrive via drop pods" procedure, bypassing the usual instant crash, but there is no HUD to be seen at all & the key'b is unresponsive.. curiously here, I was able to scroll the map with the arrow keys AND generate a player log (which I'm having trouble uploading here with the laptop currently not connected to the internet)

I am wondering if this is a possible (lack of) memory problem, as the mod loader mod doesn't work properly for me either..

I have laboriously struggled with configurations for days 🙂, slowly reloading the game, restarting the laptop most times to have memory Available, using a game booster to strip away background processes etc, but to no avail..

I think it's probably a memory issue, but will try to get the crash log included here asap. The most recent player log is only 25kb down from a whopping 1,526kb so it seems like I'm slowly making progress but always hitting a snag on some nefarious line 35 in a GUIwrapper or some shiz.. again, I'll try to upload the details here asap..

Even though i can't use the mod, it seems to be exactly what I am looking for in my game experience so thanks for making it & I hope to be able to enjoy it sometime soon.

Are you still working on mods?
Also, do you have any tutorials available? You really seem to know how to pull all these things together 👍 cheers from Australia


CONFIRMED: RAM too low [hospitality mod working fine]
*possible clash with windows 7 operating system [mod manager, rimpy, et al, not working either]
May 2020