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Messages - Sephyr

#1
was having the same issues in A16, seemed possibly something to do with their mood modifiers (that list would flicker between the full list and maybe 1-3 modifiers) whenever they got close to other colonists or something that affected mood.
Got to the point where every game i played ended when the game just wasnt able to load the save anymore and just crashed.
Hoping A17 takes some of those problems away as they did do some memory improvements, we'll see
#2
Mods / Re: Steam workshop discussion
July 02, 2016, 02:28:14 PM
Personally I would not favor a "Steam Workshop only" enviroment for RimWorld mods as this would place mods behind a "paywall" having to purchase RimWorld a second time if they have purchased a DRM free version after November 4th 2014, since afaik you cannot get SW mods without owning the game (on Steam) the mods are intended for (ignoring any shady option).

Having your mod/modpack on the SW as an addition to having it on the forum I see absolutely no problem with, although I'd recommend linking to the forum/git page in the SW info of your mod.

And lastly I think that having your mod solely on the SW would exclude a numerous amount of users thus possibly impacting the popularity if not troubleshooting of your mod. It can also create a divide between the 2 user-bases (forum vs steam) and cause more stolen/unauthorized use of modders content.
#3
Outdated / Re: [A12d][ModPack] The ModVarietyPack
November 08, 2015, 02:31:20 PM
Quote from: simon-82 on November 08, 2015, 04:21:59 AM
Quote from: Sephyr on November 07, 2015, 07:43:28 PM
I'm experiencing similar issues in a temperate forest biome with a new map (v 1.11).
After about 1 month there is almost no grass to be seen.

Nice pack, keep it up :)

Edit: it also seems to have possibly halted treegrowth, but not sure on that.
Tried to spawn grass seeds with debug, in case its helpfull here is the output from the debug log:


Failed to find Verse.ThingDef named PlantPovertyGrass. There are 1745 defs loaded.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.GenPlantReproduction.TryFindSeedTargFor (Verse.ThingDef plantDef, IntVec3 root, SeedTargFindMode mode, Verse.IntVec3& foundCell) [0x00000] in <filename unknown>:0

  at RimWorld.GenPlantReproduction.TrySpawnSeed (IntVec3 cell, Verse.ThingDef plantDef, SeedTargFindMode mode, Verse.Thing plant) [0x00000] in <filename unknown>:0

  at Verse.Dialog_DebugActionsMenu.<DoListingItems_GameModeMap>m__499 () [0x00000] in <filename unknown>:0

  at Verse.DebugTool.DebugToolOnGUI () [0x00000] in <filename unknown>:0

  at Verse.DebugTools.DebugToolsOnGUI () [0x00000] in <filename unknown>:0

  at EdB.Interface.UserInterface.UIRootOnGUI () [0x00000] in <filename unknown>:0

  at Verse.Root.OnGUI () [0x00000] in <filename unknown>:0

(Filename:  Line: -1)

First off thanks, glad you enjoy it :)
Now I have tweaked the numbers in 1.12 and hopefully that was enough to keep the grass from dying. As for the trees and bushes, they grow at around 90% by default on soil now. If you plant them on cultivated soil or better they grow much faster.

As for the error you have found:
You probably tried "Tool: Spawn grass seed" right? If you do that in vanilla RimWorld it throws the same error. The ThingDef it is looking for "PlantPovertyGrass" does not exist in vanilla. My guess is, that's from a previous alpha and has been changed since then. The only grass plants are "grass" and "tallgrass".
The only way to spawn grass I found is by spawning a Thing directly. And that works just fine.

And no, I did not remove any natural spawning seeds XD

i indeed used the specified debug tool, figured it mightve been a false in some way as i didnt have time to test it to a fresh install.

I'll give the latest version a go on a fresh gen to see how it behaves now.
Its possible i might add AutoEquip and AutoEquipInfusion back in personally, if so i'll report any grass growth issues here. Otherwise i'll create an issue on git with a clean version if thats ok.

Thanks for the reply :)
#4
Outdated / Re: [A12d][ModPack] The ModVarietyPack
November 07, 2015, 07:43:28 PM
Quote from: Pheanox on November 07, 2015, 07:09:57 PM
Quote from: simon-82 on November 07, 2015, 12:12:03 PM
Quote from: Pheanox on November 06, 2015, 10:40:40 PM
I have noticed that the grass on my map is dying out faster than it can re-grow, you might want to see if that was tweaked with the new growing system.
I let it run for a while on a tropical biome. There it seemed fine. Which biome were you playing in?
Anyways, I changed some values around now. Hopefully that should fix it :)

As paragonid said, I was playing on a temperate map where I noticed the dying grass.  Awesome response time though!

I'm experiencing similar issues in a temperate forest biome with a new map (v 1.11).
After about 1 month there is almost no grass to be seen.

Nice pack, keep it up :)

Edit: it also seems to have possibly halted treegrowth, but not sure on that.
Tried to spawn grass seeds with debug, in case its helpfull here is the output from the debug log:


Failed to find Verse.ThingDef named PlantPovertyGrass. There are 1745 defs loaded.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.GenPlantReproduction.TryFindSeedTargFor (Verse.ThingDef plantDef, IntVec3 root, SeedTargFindMode mode, Verse.IntVec3& foundCell) [0x00000] in <filename unknown>:0

  at RimWorld.GenPlantReproduction.TrySpawnSeed (IntVec3 cell, Verse.ThingDef plantDef, SeedTargFindMode mode, Verse.Thing plant) [0x00000] in <filename unknown>:0

  at Verse.Dialog_DebugActionsMenu.<DoListingItems_GameModeMap>m__499 () [0x00000] in <filename unknown>:0

  at Verse.DebugTool.DebugToolOnGUI () [0x00000] in <filename unknown>:0

  at Verse.DebugTools.DebugToolsOnGUI () [0x00000] in <filename unknown>:0

  at EdB.Interface.UserInterface.UIRootOnGUI () [0x00000] in <filename unknown>:0

  at Verse.Root.OnGUI () [0x00000] in <filename unknown>:0

(Filename:  Line: -1)
#5
First time playing this modpack i started on a large map like always and experienced similar lag-issues after about an hour in.
What i noticed when turning on the drawpath option was a small cluster of animals (mosquitoes) entrapped in a hidden area on the edge of the map (destroying a single tile corridor resolved the whole issue). Maybe you're having a similar issue?
Make a copy of your save/world, open up dev mode and go ham with the "21x21 destroy tile" till the lag clears and try to remember the area you cleared.

It seems that the amount of animals that are active on a map (even the hidden ones) put quite some stress on the game. I noticed tarantulas "pinging" the map multiple times while switching targets all the way across the map.

As i mentioned it was my first time playing this pack, I have to mention that it might be nice to note in the initial info-screen that the spawned in starter-resources are quite essential to get started of (parts, steel part).
Since the the only way to make steel parts is with the Assembling workbench, which requires steel parts :)
I could be wrong, but i went through the XML's tracing ingredients needed to get started. So if i am and someone else has found another way, please do tell xD

One final note; the LT_Infusion used has an issue with the infusion bonusses not being calculated into the final calculated value (e.x. bonuses to movement, work, social, etc.)
It got fixed in LT_Infusion 31b.
Its a fix that is backwards compatible with saves/world with prior infusion versions the only downside being that any infused item would get reset (items on the ground re-roll and colonist get un-infused gear of what they were wearing).