Ludeon Forums

Ludeon Forums

  • March 30, 2020, 09:50:44 AM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Acruid

Pages: [1] 2
Unfortunately I can't email you ahead of time since I don't know your email.

Is Tynan able to send a announcement to everyone's email that registered on the forum? We have the option to disable getting them under the Notification section of our profiles. He could even mirror the dev blog posts as a newsletter or something.

Mod bugs / Re: [A13]I don't know what happened
« on: April 24, 2016, 01:28:10 PM »
More Mechanoids does not look like it has been updated, and the a12d version is not compatible with a13.

Mod bugs / Re: [A13]I don't know what happened
« on: April 23, 2016, 12:59:46 PM »
A VisitorGroup Incident happened, but the utility to make a group of pawns threw an error because faction.def.pawnGroupMakers is null. So it is trying to spawn a group of faction members that do not have <pawnGroupMakers> defined in the xml, or an error when loading it prevented it from being deserialized.

Look through your mods for one that has xml files in ./Defs/FactionDefs/, that will probably be the culprit.

Wonderful post, this should be stickied for everyone to see.

Make sure you fully deleted the old versions folder out of the mods, before placing the new version in. The assembly name changed between versions, double check you don't have both loading.

The only other thing I can think of is you have two map components loading in your save, use the save edit guide to make sure you only have one copy of the component in your save file. Delete any extra copies of the line.

Here is an update of my current progress. I added the "patch" system that was discussed in the form of repair kits. I wanted to stay away from using components, because many people on the forums seem to complain about having a lack of them. Currently a repair kit takes 1x Cloth[$1.50] + 1x Steel[$2.00] = 1x Repair Kit[$3.50], each repair kit restores 5 durability. If you restore <5 durability it is free, so if you really want to micromanage colonist outfits you can. I wanted to stay away from using wood so people on ice sheets can still repair things.

Slider range to mimic bill dialog (3-99+999).
Added display slider radius circle.
Added Items to list of things to repair.
Added the repair kit resource.

Dropping item into giant pile if no destination.
Make Power and Tool Cabinet actually effect work speed.
Initial ITab values when building.

Calculate how many repair kits to fetch based on item durability.
Multi-stack pickup when fetching repair kits.
Redo the bench texture and support different materials for crafting the bench.

This will be my last release in this thread, I will be making a new forum release thread, since I pretty much hijacked this one. As always, feedback/bug reports are welcome, especially about the repair kit balancing.

[attachment deleted by admin - too old]

No, if the save already has a previous version working, just replace the mod folder to update.

Mods / Re: (Mod Request) No Fzzt/Tweak
« on: April 21, 2016, 09:22:56 PM »
RT Fusebox prevents the damage from the short circuit event. It is updated and working fine. You will need to start a new map for it to work.

Mods / Re: [Mod Request] Stop degradation on some items.
« on: April 21, 2016, 09:19:23 PM »
Items under a roof do not degrade. Just keep the shells inside a building, and they will last forever.

Mods / Re: (Request) help finding a mod
« on: April 21, 2016, 12:19:02 PM »
Version is fixed and working fine.

General Discussion / Re: Two seperate alphas of rimworld ?
« on: April 17, 2016, 02:05:58 PM »
The Readme.txt file that comes with rimworld tells you how to override the save path in the command line. ;)

I added it back into an existing save. Three hours later the private memory of the game had only increased by ~200MB, so it looks like you fixed it.

Thanks for your work and your essential mod EdB!

General Discussion / Re: Wound infection???
« on: April 12, 2016, 04:00:58 PM »
Also the cleanliness of the room is important. You want to always keep the hospital room as clean as possible. There are sterile tile flooring you can build, and you can manually designate colonists to clean the floor if it is dirty.

Centipede fights usually last a long time, so it sounds like you did not get your colonists healed quick enough.

Crashing too since adding this to my existing save game.

The mod either contains a memory leak, or is aggravating a memory leak in the core game. You can watch the private memory usage slowly increase in task manager until it reaches 3.2GB, then the game will crash from out of memory issues. This seems to happen over an hour or so. My game without the mod enabled runs around 1.4GB private memory. Reloading the mod or the save game does not free up the memory.

Can some people that started a new game with the mod verify if it does not leak memory?

How to make this work with an existing save:
  • Open save file with notepad at: "C:\Users\<USERNAME>\AppData\LocalLow\Ludeon Studios\RimWorld\Saves\".
  • Ctrl+F, search for the tag "<components>".
  • Add the EDB interface component to the list. The line is "<li Class="EdB.Interface.ComponentColonistBar" />".
  • Save...
  • Profit!

The components section looks like this in my save before...
Code: [Select]
<li Class="BreakdownManager" />
<li Class="RTMadSkills.MapComponent_RTSkillIncreaser" />
<li Class="RTFusebox.MapComponent_RTFusebox" />
<li Class="FluffyManager.Manager">
<JobStack />

And after:
Code: [Select]
<li Class="BreakdownManager" />
<li Class="RTMadSkills.MapComponent_RTSkillIncreaser" />
<li Class="RTFusebox.MapComponent_RTFusebox" />
<li Class="FluffyManager.Manager">
<JobStack />
<li Class="EdB.Interface.ComponentColonistBar" />

Pages: [1] 2