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Messages - murlocdummy

#1
Outdated / Re: [A13] Mod MEGA PACK - reloaded
July 01, 2016, 07:38:56 PM
I'm also getting that same exact error.

The game and modpack are downloaded fresh, with no modifications whatsoever.

Edit:
It appears that the modpack, as is, is bugged and doesn't work.  You have to remove Embrasures and Caveworld Flora in order to get it to work.
#2
Help / Re: Mods make my rimworld run slower?
October 18, 2015, 03:41:05 PM
Quote from: TheGentlmen (GENT) on October 18, 2015, 12:42:48 PM

I'd say its probably my version of the biodiversity dll, and sadly I can't stagger the AI.

I figured that that was it, but I don't know enough about coding to do anything about it.  I don't even know how Biodiversity is connected with the other mods, much less figure out how to disable it without destroying the rest of the game.

Does it have something to do with the Faction ally check checking every single building object on the map for faction mismatch?  If so, disabling that function would allow the rest of the game to function, even if the mod itself becomes wonky.
#3
Help / Re: Mods make my rimworld run slower?
October 17, 2015, 10:39:32 PM
I still haven't figured out how to get it to stop the brief pause every handful of seconds.  My only conclusion is that I have to give up on trying to figure it out.  Maybe I'll have better luck with the release in a few months.
#4
Help / Re: Mods make my rimworld run slower?
October 15, 2015, 01:41:32 AM
Quote from: TheGentlmen (GENT) on October 15, 2015, 12:22:25 AM

"Pre Faction ally check
Sorry mate... something was null. ally"

Ya running UOM?
Is it from biodiversity?

Geuse what, it probably is UOM & from biodiversity. Why you ask... cuase I'm the guy who updated biodiversity for UOM!

Knowing its probably mah mod (Or atleat my updated dll) I'll tell ya 1 thing:
-Its no error, it was something I used for debugging. The fact it pops up meens the mod is running fin.

What ya should do is run a game without biodiversity running. If theirs no lag, tell me and I'll make ya your own special copy without the warnings. :)

Thanks for the offer  :D, and thanks for making the mod and compiling the modpack, but I'm really only interested in finding out what's happening, and possibly why.  :-\

Attempting to remove Biodiversity causes the game to unload the EDB Modloader mod and gives the error message

Recovered from incompatible or corrupted mod errors

I'm going to continue to try different things and see if I can get it to work.

Edit:  I've tried to open up a vanilla game and run it, but it keeps telling me that the vanilla world I've generated won't allow some factions to spawn.

Causing the critical failure that resulted in disabling all of the mods appears to have fixed the vanilla game, allowing it to run properly on a vanilla map.  And it seems that the modpack won't run without Biodiversity.  I wish I knew more about how the game runs so that I could help you with the coding, but I failed to get even the basics down with fixing some of the issues with Ultimate Overhaul Modpack for A11.  It worked for a while, but after a certain amount of time into the game, the file became too corrupted to play.

I don't even know the first thing about how to decompile, read, edit and recompile a .dll file, unfortunately.  :'(
#5
Help / Re: Mods make my rimworld run slower?
October 14, 2015, 09:50:53 PM
Personally, I've been having an issue where my game freezes for several seconds every 10 seconds or so.  Every time it freezes, the console has one of several error messages: 

We harvest a Plantwithseeds
WorkTypeDef Fishing not handled
Pre Faction ally check
Sorry mate... something was null. ally

This has only happened in A12d, and I can't figure out why the game hangs every time a message happens.
#6
I've been playing RimWorld since Alpha 3.  You know what this whole incident has proven?  That Rimworld and Ludeon Studios are now the major projects that Tynan set out to create.  Someone ran the gambit of being a contributor to the game, turned out to have severe issues that threatened the integrity of the game's community, and the difficult decision was made to remove them.

Everything was done by community management in a manner that led to a successful outcome, and everything starts to return to a positive state of affairs, as if it were completely natural.  Even Chucklefish Games failed at doing that.  Makes me wonder if I should've donated more than I did for the Kickstarter campaign a few years back.
#7
Quote from: Mrshilka on July 19, 2015, 12:19:20 AM
One of my droids just took a charge lance shot and lost it's cpu, it's been sitting there repairing now for around 10 minute at speed 4 and nothing is happening, the body damage was fixed in seconds but this is just sitting there endlessly working.

I can't figure out a way to fix this issue.  Just like other players, you'll have to self-destruct the damaged droids.
#8
Stories / Re: The Chronicles of TOWN
September 04, 2014, 07:28:38 PM


Apr 1, 01

TOWN is one big, happy place, now.  At least, I think it's a big, happy place.  I don't know.  I've been working on exciting new research projects for the past couple of weeks.  I've been working at this research table for so long I think I'm starting to hallucinate.  There is a knee-high pile of empty Cheetos and Hot Pockets containers all around the bench.  Nevermind the fact that I have no idea what Cheetos or Hot Pockets are.

On the plus side, I just invented a new potato-based energy source that emits a high-energy photonic beam straight into the ground.  Maybe I'll figure out how to aim it horizontally someday, but right now I'm trying to figure out how magnets work.  Damn magnets.  HOW DO THEY WORK?!
#9
Quote from: ShootyFace on August 20, 2014, 09:30:22 PM
Oh man, I love this! Great job, caba111. While stuff like this does kinda suck, it adds so much realism to the game. Accidents happen, right? Hope you find more interesting events and things to illustrate from the game.

It's interesting and adds realism, but does it make the game more enjoyable?
#10
I'm probably going to stick with Alpha 5 until the prosthetics update comes out.
#11
General Discussion / Re: Alpha 6
August 15, 2014, 05:18:47 AM
Quote from: StorymasterQ on August 14, 2014, 10:05:27 PM
You know what we need? Sarcophagus. Why go for medical bed when you can have this?

That's actually a good idea.  Healing injuries with a ship sarcophagus.  In addition to having a list of "immersion options", having in-game means of mitigating in-game challenges is important.

The whole point that most people play games is for not only the challenge, but also the feeling of control.  Add too much challenge, and the player loses their sense of control, and adding too much control can decrease the challenge.  Each person's perfect level of challenge and control is different, and having a system that accounts for that is necessary for a properly enjoyable experience.
#12
That adds a great deal of efficiency to the game.  It's almost as useful as the Inventory mod.
#13
I haven't been able to fix the messages being unreadable in snow biomes, mostly because I can't find out how to change font color or the snow texture color.  It's really irritating that there isn't any mention of how to do that anywhere on the forums.
#14
Is there any way to change the font color for text?  Itchyflea's Map Generator mod is causing messages to be unreadable.
#15
Stories / Re: The Chronicles of TOWN
August 02, 2014, 11:08:06 PM


Mar 5, 01

Our cave apartment is finally starting to look like a cave apartment.  Khan wanted it to look like a frilly dress designer's shop with flowers and pink drapes.  We considered the idea, but it turns out that pink drapes aren't structurally sound and are prone to lighting on fire.  We also began installing beds in each room.  For some reason, bedsheets are being replicated with cog designs on them.  I have a feeling that it's related to the reason why the  pink drapes aren't structurally sound and highly flammable when you install them into the walls of a cave.



Mar 6, 01

Today, we acquired a new follower, indentured servant, brutally tortured manual slave who joined us immediately after landing here.  But more to the point, Khan is naked.  He's been naked for months, and today TWO pointed that out.  We all suspected something was a little off about him when he first arrived and he wasn't wearing a jacket, like the rest of us, but none of us could put our finger on it.  We should probably get him something to wear, especially since none of us are sure how he's carrying a weapon and a door key without any clothes.  Turtle thinks that he's using his rock-hard asscheeks to wield them, but I think that it's actually his strong, verile abs that glisten in the sunset, sheen with his illuminating sweat after a hard, succulent day of work, reflecting the evening sun's radiance and majesty all across his smooth, awe-inspiring skin.  The strength of his godlike shoulders and bulging arms only captivating the eye further as he flexes his biceps, beautiful brown hair flowing in the wind.

Or maybe it is his asscheeks, I'm not sure.  Oh yeah, Veronica is also naked.  We should do something about that or something.



Also, we sold Doug.  He wasn't being very useful with his insistence that we kill him, so we sold him to slavers.  They beamed him up and dumped some much needed silver on us, crushing a boomrat.  We spent a few minutes picking up the pieces of exploded silver shrapnel.  I've never understood why boomrats always explode intact.  I assume it has to do with their diet, which form the vast majority of the explosive debris that they leave behind.  Also, the silver smells like diarrhea.  It's silver, so nobody's complaining.



Mar 7, 01

We finally completed the cave apartment.  It comes with amenities like a pool for urinating in and beds.  The beds are not for urinating.  Probably.



Mar 11, 01

Due to reasons beyond my comprehension, Khan insisted that we build a second cave apartment.  Because of new advances in our medical technology from me sitting around a computer terminal all day, we have discovered the importance of computer pornography.  Also, we discovered how to make medical beds out of the medkits that have been falling from orbit.  None of us are really sure how that's supposed to work, but it does.  The beds smell a little like burnt medkits that have fallen out of orbit, but they're comfortable, being made mostly out of metal and atmosphere-roasted bandages.