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Messages - Asfalto

#1
Translations / Re: Russian language words are too big.
December 05, 2017, 06:34:06 AM
Not only russian

It's the UI in general
#2
Bugs / [B18] Map/visual bug - region goes gray
December 04, 2017, 02:19:47 PM
Hello

This happens when i have two active maps, say a camped caravan and my main colony

If nothing happens on the maps it's fine, if i mine a block, or alter the caravan camp map in any way, it goes grey
I then have to switch back to a colonits in my main map, and then back again to the caravan colonists.. until i mine the next block!

Help?

I just noiticed the log spams

IndexOutOfRangeException: Array index is out of range.
  at Verse.MapDrawer.SectionAt (IntVec3 loc) [0x00000] in <filename unknown>:0
  at Verse.MapDrawer.MapMeshDirty (IntVec3 loc, MapMeshFlag dirtyFlags, Boolean regenAdjacentCells, Boolean regenAdjacentSections) [0x00000] in <filename unknown>:0
  at Verse.MapDrawer.MapMeshDirty (IntVec3 loc, MapMeshFlag dirtyFlags) [0x00000] in <filename unknown>:0
  at ppumkin.LEDTechnology.GlowFlooders.AngledGlowFlooder.updateGlowGrid () [0x00000] in <filename unknown>:0
  at ppumkin.LEDTechnology.GlowFlooders.AngledGlowFlooder.calculateGrid () [0x00000] in <filename unknown>:0
  at ppumkin.LEDTechnology.GlowFlooders.AngledGlowFlooder.CalculateGlowFlood () [0x00000] in <filename unknown>:0
  at ppumkin.LEDTechnology.Managers.CustomGlowFloodManager.RefreshGlowFlooders () [0x00000] in <filename unknown>:0
  at ppumkin.LEDTechnology.Injectomatic.Facades.CustomGlowGrid._RecalculateAllGlow () [0x00000] in <filename unknown>:0
  at Verse.GlowGrid.GlowGridUpdate_First () [0x00000] in <filename unknown>:0
  at Verse.Map.MapUpdate () [0x00000] in <filename unknown>:0
  at Verse.Game.UpdatePlay () [0x00000] in <filename unknown>:0
  at Verse.Root_Play.Update () [0x00000] in <filename unknown>:0

(Filename:  Line: -1)

AngledFlooder.updateGlowGrid exception - Probably cache is stale so will reset it : Array index is out of range.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

AngledFlooder.updateGlowGrid exception - Probably cache is stale so will reset it : Array index is out of range.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

AngledFlooder.updateGlowGrid exception - Probably cache is stale so will reset it : Array index is out of range.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

IndexOutOfRangeException: Array index is out of range.
  at Verse.MapDrawer.SectionAt (IntVec3 loc) [0x00000] in <filename unknown>:0
  at Verse.MapDrawer.MapMeshDirty (IntVec3 loc, MapMeshFlag dirtyFlags, Boolean regenAdjacentCells, Boolean regenAdjacentSections) [0x00000] in <filename unknown>:0
  at Verse.MapDrawer.MapMeshDirty (IntVec3 loc, MapMeshFlag dirtyFlags) [0x00000] in <filename unknown>:0
  at ppumkin.LEDTechnology.GlowFlooders.AngledGlowFlooder.updateGlowGrid () [0x00000] in <filename unknown>:0
  at ppumkin.LEDTechnology.GlowFlooders.AngledGlowFlooder.calculateGrid () [0x00000] in <filename unknown>:0
  at ppumkin.LEDTechnology.GlowFlooders.AngledGlowFlooder.CalculateGlowFlood () [0x00000] in <filename unknown>:0
  at ppumkin.LEDTechnology.Managers.CustomGlowFloodManager.RefreshGlowFlooders () [0x00000] in <filename unknown>:0
  at ppumkin.LEDTechnology.Injectomatic.Facades.CustomGlowGrid._RecalculateAllGlow () [0x00000] in <filename unknown>:0
  at Verse.GlowGrid.GlowGridUpdate_First () [0x00000] in <filename unknown>:0
  at Verse.Map.MapUpdate () [0x00000] in <filename unknown>:0
  at Verse.Game.UpdatePlay () [0x00000] in <filename unknown>:0
  at Verse.Root_Play.Update () [0x00000] in <filename unknown>:0

(Filename:  Line: -1)

AngledFlooder.updateGlowGrid exception - Probably cache is stale so will reset it : Array index is out of range.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

AngledFlooder.updateGlowGrid exception - Probably cache is stale so will reset it : Array index is out of range.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

AngledFlooder.updateGlowGrid exception - Probably cache is stale so will reset it : Array index is out of range.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

IndexOutOfRangeException: Array index is out of range.
  at Verse.MapDrawer.SectionAt (IntVec3 loc) [0x00000] in <filename unknown>:0
  at Verse.MapDrawer.MapMeshDirty (IntVec3 loc, MapMeshFlag dirtyFlags, Boolean regenAdjacentCells, Boolean regenAdjacentSections) [0x00000] in <filename unknown>:0
  at Verse.MapDrawer.MapMeshDirty (IntVec3 loc, MapMeshFlag dirtyFlags) [0x00000] in <filename unknown>:0
  at ppumkin.LEDTechnology.GlowFlooders.AngledGlowFlooder.updateGlowGrid () [0x00000] in <filename unknown>:0
  at ppumkin.LEDTechnology.GlowFlooders.AngledGlowFlooder.calculateGrid () [0x00000] in <filename unknown>:0
  at ppumkin.LEDTechnology.GlowFlooders.AngledGlowFlooder.CalculateGlowFlood () [0x00000] in <filename unknown>:0
  at ppumkin.LEDTechnology.Managers.CustomGlowFloodManager.RefreshGlowFlooders () [0x00000] in <filename unknown>:0
  at ppumkin.LEDTechnology.Injectomatic.Facades.CustomGlowGrid._RecalculateAllGlow () [0x00000] in <filename unknown>:0
  at Verse.GlowGrid.GlowGridUpdate_First () [0x00000] in <filename unknown>:0
  at Verse.Map.MapUpdate () [0x00000] in <filename unknown>:0
  at Verse.Game.UpdatePlay () [0x00000] in <filename unknown>:0
  at Verse.Root_Play.Update () [0x00000] in <filename unknown>:0

(Filename:  Line: -1)

AngledFlooder.updateGlowGrid exception - Probably cache is stale so will reset it : Array index is out of range.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

AngledFlooder.updateGlowGrid exception - Probably cache is stale so will reset it : Array index is out of range.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

AngledFlooder.updateGlowGrid exception - Probably cache is stale so will reset it : Array index is out of range.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

IndexOutOfRangeException: Array index is out of range.
  at Verse.MapDrawer.SectionAt (IntVec3 loc) [0x00000] in <filename unknown>:0
  at Verse.MapDrawer.MapMeshDirty (IntVec3 loc, MapMeshFlag dirtyFlags, Boolean regenAdjacentCells, Boolean regenAdjacentSections) [0x00000] in <filename unknown>:0
  at Verse.MapDrawer.MapMeshDirty (IntVec3 loc, MapMeshFlag dirtyFlags) [0x00000] in <filename unknown>:0
  at ppumkin.LEDTechnology.GlowFlooders.AngledGlowFlooder.updateGlowGrid () [0x00000] in <filename unknown>:0
  at ppumkin.LEDTechnology.GlowFlooders.AngledGlowFlooder.calculateGrid () [0x00000] in <filename unknown>:0
  at ppumkin.LEDTechnology.GlowFlooders.AngledGlowFlooder.CalculateGlowFlood () [0x00000] in <filename unknown>:0
  at ppumkin.LEDTechnology.Managers.CustomGlowFloodManager.RefreshGlowFlooders () [0x00000] in <filename unknown>:0
  at ppumkin.LEDTechnology.Injectomatic.Facades.CustomGlowGrid._RecalculateAllGlow () [0x00000] in <filename unknown>:0
  at Verse.GlowGrid.GlowGridUpdate_First () [0x00000] in <filename unknown>:0
  at Verse.Map.MapUpdate () [0x00000] in <filename unknown>:0
  at Verse.Game.UpdatePlay () [0x00000] in <filename unknown>:0
  at Verse.Root_Play.Update () [0x00000] in <filename unknown>:0

(Filename:  Line: -1)

AngledFlooder.updateGlowGrid exception - Probably cache is stale so will reset it : Array index is out of range.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

AngledFlooder.updateGlowGrid exception - Probably cache is stale so will reset it : Array index is out of range.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

AngledFlooder.updateGlowGrid exception - Probably cache is stale so will reset it : Array index is out of range.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

IndexOutOfRangeException: Array index is out of range.
  at Verse.MapDrawer.SectionAt (IntVec3 loc) [0x00000] in <filename unknown>:0
  at Verse.MapDrawer.MapMeshDirty (IntVec3 loc, MapMeshFlag dirtyFlags, Boolean regenAdjacentCells, Boolean regenAdjacentSections) [0x00000] in <filename unknown>:0
  at Verse.MapDrawer.MapMeshDirty (IntVec3 loc, MapMeshFlag dirtyFlags) [0x00000] in <filename unknown>:0
  at ppumkin.LEDTechnology.GlowFlooders.AngledGlowFlooder.updateGlowGrid () [0x00000] in <filename unknown>:0
  at ppumkin.LEDTechnology.GlowFlooders.AngledGlowFlooder.calculateGrid () [0x00000] in <filename unknown>:0
  at ppumkin.LEDTechnology.GlowFlooders.AngledGlowFlooder.CalculateGlowFlood () [0x00000] in <filename unknown>:0
  at ppumkin.LEDTechnology.Managers.CustomGlowFloodManager.RefreshGlowFlooders () [0x00000] in <filename unknown>:0
  at ppumkin.LEDTechnology.Injectomatic.Facades.CustomGlowGrid._RecalculateAllGlow () [0x00000] in <filename unknown>:0
  at Verse.GlowGrid.GlowGridUpdate_First () [0x00000] in <filename unknown>:0
  at Verse.Map.MapUpdate () [0x00000] in <filename unknown>:0
  at Verse.Game.UpdatePlay () [0x00000] in <filename unknown>:0
  at Verse.Root_Play.Update () [0x00000] in <filename unknown>:0

(Filename:  Line: -1)

#3
Help / Re: Remove joy mechanic
April 30, 2015, 09:49:45 AM
Quote from: Asfalto on April 30, 2015, 09:40:06 AM
Why do you people question my question instead of giving an answer?

And "use alpha 9" is even worse than that, since it's just a plain stupid answer, and you're a modder too, lol.
Can't believe it.

What do you want from me? To like this feature i do not fucking like?
I really can't believe it.

If i don't know an answer i just do not reply, since you do not know the answer, why did you all reply?

I'll just wait for more advanced versions, and i'll try to mod it removing it by myself.
Thanks for nothing
#4
Ideas / Re: Praying
April 30, 2015, 09:48:25 AM
Quote from: Kegereneku on April 29, 2015, 03:16:08 PM
I have to say I would kind of prefer "praying" in this Rimworld being like a realistic disease/incurable trait (note the sensible choice of words) rather than a 'joy' activity. (In my 40 000th colony, there is no 'joy', only religious war)

But well, this isn't a big deal (those thing happen).
I just hope than when Tynan finally add that "religious" feature he mentioned, it will be a game-mechanic the players can avoid to use the same way you can play without making sculpture, eating meat or selling slaves.

This is what i meant. Thanks for not being a retard trying to make me like praying.
#5
Ideas / Re: Praying
April 30, 2015, 09:44:05 AM
Quote from: Mikhail Reign on April 28, 2015, 10:34:43 AM
Book was an awesome space cowboy, and he was a preacher..

That said, I would like to see 'praying' being linked to a spiritual trait (so I could choose to accept or reject god fearing colonists, just as I do ones who eat people), and the ability to dictate where praying happens instead of just in their rooms - my golden temples surrounding the holy shippart look empty....

Again: i want orgies to be put in the spiritual trait, since i don't get ANY relief from praying, but i (and lots of other people) would from an orgy, or from tons of other activities who are not linked to stupid religions.
#6
Help / Re: Remove joy mechanic
April 30, 2015, 09:40:06 AM
Why do you people question my question instead of giving an answer?

And "use alpha 9" is even worse than that, since it's just a plain stupid answer.

What do you want from me? To like this feature i do not fucking like?
I really can't believe it.

If i don't know an answer i just do not reply, since you do not know the answer, why did you all reply?

I'll just wait for more advanced versions, and i'll try to mod it removing it by myself.
Thanks for nothing

user was warned for this post and others
#7
Help / Remove joy mechanic
April 28, 2015, 09:54:31 AM
How to remove it from the game?
It just ruins it, to me..
#8
Ideas / Praying
April 28, 2015, 09:52:29 AM
Remove that mechanic that arbitrairly gives "joy"

Space colonists praying to me is them going insane, not "trying to get some peace"
It's a stupid game mechanic, and concept.

First disappointmetn from this game, and i love it, and partecipated in a lot of modding discussions and so on, but nobody ever thought of adding a mechanic this stupid between all the modders.
There is a reason for that: it's stupid.
#9
General Discussion / Re: RimWorld change log
April 28, 2015, 09:50:13 AM
Quote from: stefanstr on March 19, 2015, 07:20:13 AM
Quote from: Dr. Z on March 18, 2015, 05:18:43 PM
Added praying fun activity.

Now you went to far. Cannibalism and illegal organ harvesting was ok, but praying fun activity is not acceptable. RimWorld players: boycott the game!

I hope you are joking.

Actually i am trying now alpha10, and the joy mechanics simply removes the joy from me.
Plus: seeing the colonists go to bed and pray makes me feel like they are some stupid kids, as i did say my prayer when i was like 6 years old, but then you know, one grows up (should)
Plus: i was not a space colonist from the future.

Horrible mechanic, not needed.

First disappointment i get from this game that i LOVE.
But this, no.
#10
Outdated / Re: [MOD][ALPHA 10] Seeds Please! (V1.0)
April 27, 2015, 07:44:48 PM
Awesome! I'll try it

Need genetic manipulation! Yeeeeh
#11
I am interested, i loved you mod!
#12
Is this dead? I loved them
#13
gonna try it, look very interesting, i always thought invaders should also, eventually, build something like an outpost to then build something even bigger to attack you, forcing you to move and attack..

maybe this is the way :D
#14
Releases / Re: [MOD](Alpha 9) Hospitality (v1.00)
March 17, 2015, 05:01:43 PM
Awesome.
#15
Ideas / Materials
March 11, 2015, 11:00:33 PM
It's nice to see in changelog google sheet that you implemented a smart outfitting like feature, but are items stored according to materials too now? If not, it's pretty much useless as every mod like that a part from lockers in Clutter mod..

You know, my colonits shouldn't switch his hyperweave pants with some cloth pants just because they are both "pants" category. They need to be categorized by material AND itemtype..

Huh?