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Messages - Zombiegamer

#1
Mods / Re: Scenario editing and Hediffs
August 03, 2016, 06:49:27 AM
I'm not sure if you already know about this, but does the [A14d] Crash Landing (v7.00) (24-07-2016) Scenarios count? It has options def to customize the Crash Landing.

https://ludeon.com/forums/index.php?topic=8967.0

In other news, wouldn't your modding question be better categorized under the Help sub-forum, for modding help?

https://ludeon.com/forums/index.php?board=14.0
#2
General Discussion / Re: Awesome World Seeds
August 02, 2016, 01:20:19 AM
Cross-posting from another thread. Coastal Mountain Seeds.

Original accreditation to /u/vudkan from Reddit.

Imgur image gallery.

Coordinates in Dev Mode:
Debug coords: (72, 111)
viper (tundra): 38.40 E 59.20 N

Debug coords: (5, 89)
viper (temperate): 2.67 E 47.47 N

Debug coords: (38, 111)
torment (tundra): 20.27 E 59.20 N

Debug coords: (129, 14)
potato (tropical): 68.80 E 7.47 N

Debug coords: (50, 1)
otto (arid): 26.67 E 0.53 N

Debug coords: (55, 57)
mcfly (temperate): 29.33 E 30.40 N

Debug coords: (87, 38)
matt (temperate): 46.40 E 20.27 N

Debug coords: (2, 125)
loyal (tundra): 1.07 E 66.67 N

Debug coords: (63, 58)
jackie (desert): 33.60 E 30.93 N

Debug coords: (133, 60)
crica (temperate): 70.93 E 32.00 N

Debug coords: (178, 87)
canto (boreal): 94.93 E, 46.40 N

Debug coords: (116, 97)
alex (tundra/ridiculously defendable): 61.87 E 51.73 N
#3
Original reddit thread.

/u/vudkan requested that I post this thread on the Ludeon forums, since he would be temporarily unavailable himself to post the actual thread for today.

There's no sub-forum for sharing seeds, and it seems the Scenarios sub-forum is only for scenarios in particular. So, I figured the General Discussion sub-forum would be the next best choice to put this under.

Original imgur image gallery.

Coordinates in Dev Mode:
Debug coords: (72, 111)
viper (tundra): 38.40 E 59.20 N

Debug coords: (5, 89)
viper (temperate): 2.67 E 47.47 N

Debug coords: (38, 111)
torment (tundra): 20.27 E 59.20 N

Debug coords: (129, 14)
potato (tropical): 68.80 E 7.47 N

Debug coords: (50, 1)
otto (arid): 26.67 E 0.53 N

Debug coords: (55, 57)
mcfly (temperate): 29.33 E 30.40 N

Debug coords: (87, 38)
matt (temperate): 46.40 E 20.27 N

Debug coords: (2, 125)
loyal (tundra): 1.07 E 66.67 N

Debug coords: (63, 58)
jackie (desert): 33.60 E 30.93 N

Debug coords: (133, 60)
crica (temperate): 70.93 E 32.00 N

Debug coords: (178, 87)
canto (boreal): 94.93 E, 46.40 N

Debug coords: (116, 97)
alex (tundra/ridiculously defendable): 61.87 E 51.73 N
#4
Quote from: Ratys on July 26, 2016, 09:31:09 AM
Hm. This looked like yet another Visual Studio derp with git, because all versions worked just fine within a local testing environment. Anyway, recompiled with latest RimWorld, hopefully everything will work now.

Thanks for patching the mod so quickly!

Playtested with the patched Mad Skills - Tiered A14-1.1.6-T, and everything works perfectly fine. Skill degradation occurs normally at or above level 10, and does not degrade at or below 1%. I've had no problems with the tiering skill degradation thus far.
#5
Quote from: Ratys on July 25, 2016, 05:30:59 AM
Updated to new release scheme (finally), fixed injector (hopef- I mean, it works), uploaded to Workshop. Have fun!

Thanks for the release!

Just wanted to mention, the Tiered version for A14, "Mad Skills - Tiered A14-1.1.5-T" seems to function the same as the Straight version, "Mad Skills A14-1.1.5." No skill decay occurs.

This was the version downloaded on Github, and the game was running with Mad Skills - Tiered A14-1.1.5-T as the only mod.

Restarting the game, and running with only Mad Skills - Tiered A14-1.1.5-T on a fresh colony, there was no skill decay between 2 characters both with a 13 in Construction and Research. This was both when they did nothing related to those skills for several days at a time, the session was left to run for a couple of seasons, and their XP was above the 1% threshold.

Restarting the game, and on another fresh colony on the default "Core," vanilla version had the skill decay function normally.

Restarting the game again, and running Mad Skills - Tiered A14-1.1.5-T on another fresh colony under similar conditions yielded the same lack of skill decay. 3 characters with a 14 in Research, 11 in Shooting and Growing, respectively.


Looking for any errors at the output_log.txt, it apparently says that a certain object can not be found?

NullReferenceException: Object reference not set to an instance of an object
  at RTMadSkills.MapComponentInjectorBehavior.FixedUpdate () [0x00000] in <filename unknown>:0

(Filename:  Line: -1)