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Messages - tyriaelsoban

#1
I'm getting unusual behaviour with the food selection system too, but its not in caravans.
I've had to resort to wishmasters smart food selection to stop it, but its hit and miss as when you do use WM:SFS it and the builtin system have a chance to mutually break eachother, causing the colonist to disregard the restrictions of both and just grab the first food they can find, even if it will cause a negative moodlet (ie non cannibal eating human meat), the fu*kery i describe forthwith has occurred both with and without SFS;

I've had colonists eating cannibal meals when there's perfectly useful food items, berries/nutrient paste etc - i also have a cannibal medic that keeps feeding non cannibal pawns cannibal meals because if i unrestrict him from (using the built in food tool) anything other than designated cannibal meals, he wont eat the cannibal meals, he will eat the simples/PSM's/fines.
I'm getting a bit tired of my pawns going mental because regardless of if i mod the food selection system or not, someone keeps either feeding my cannibal kabobs to sick peeps who arnt cannibals, or chows down on one themselves cause its closer and theyre in the 'ravenous' area. (what fresh fu*kery is that anyway?)
Finally, put the system in for pets or its never going to work properly...

i've never had so much frustration trying to get pawns to piss off from the wrong foodstuffs.
#2
Quote from: fatm3l on July 30, 2018, 02:53:14 AM
Im having problem with installing Fluffy Breakdown. i tried both version 2.1.22 and 2.2.25 but it gives the same error. Here is the logs

Fluffy Breakdowns v2.1.22 (1.0.1937)

QuoteReflectionTypeLoadException getting types in assembly Fluffy_Breakdowns: System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded.
  at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool)
  at System.Reflection.Assembly.GetTypes () [0x00000] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/Assembly.cs:371
  at Verse.ModAssemblyHandler.AssemblyIsUsable (System.Reflection.Assembly asm) [0x00003] in C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModContent\ModAssemblyHolder.cs:100

Loader exceptions:
   => System.TypeLoadException: Could not load type 'Fluffy_Breakdowns.JobDriver_Maintenance' from assembly 'Fluffy_Breakdowns, Version=2.1.22.0, Culture=neutral, PublicKeyToken=null'.
   => System.TypeLoadException: Could not load type '<>c__DisplayClass3_0' from assembly 'Fluffy_Breakdowns, Version=2.1.22.0, Culture=neutral, PublicKeyToken=null'.
   => System.TypeLoadException: Could not load type '<MakeNewToils>d__3' from assembly 'Fluffy_Breakdowns, Version=2.1.22.0, Culture=neutral, PublicKeyToken=null'.


Fluffy Breakdowns v2.2.25 (1.0.1970)

QuoteReflectionTypeLoadException getting types in assembly Fluffy_Breakdowns: System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded.
  at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool)
  at System.Reflection.Assembly.GetTypes () [0x00000] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/Assembly.cs:371
  at Verse.ModAssemblyHandler.AssemblyIsUsable (System.Reflection.Assembly asm) [0x00003] in C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModContent\ModAssemblyHolder.cs:100

Loader exceptions:
   => System.TypeLoadException: Could not load type 'Fluffy_Breakdowns.JobDriver_Maintenance' from assembly 'Fluffy_Breakdowns, Version=2.1.22.0, Culture=neutral, PublicKeyToken=null'.
   => System.TypeLoadException: Could not load type '<>c__DisplayClass3_0' from assembly 'Fluffy_Breakdowns, Version=2.1.22.0, Culture=neutral, PublicKeyToken=null'.
   => System.TypeLoadException: Could not load type '<MakeNewToils>d__3' from assembly 'Fluffy_Breakdowns, Version=2.1.22.0, Culture=neutral, PublicKeyToken=null'.

this is also happening to me ... the mod fails to load and whacks the splash with a wall of text in yellow or it simply loads normally and does not function, no components are available from the ingame config etc.
#3
There is actually a mod that adds hygiene systems to the game on the workshop;
https://steamcommunity.com/sharedfiles/filedetails/?id=1416302991 "Bad Hygiene" by Dubwise, there are currently version specific for B18/1.0 on the workshop as obviously the devs are not finished with the current wip build.
#4
Ideas / Re: Your Cheapest Ideas
July 15, 2018, 11:58:58 AM
Sidearms!
Lovin' needs to cause joy too, just sayin'  :P
#5
Its entirely possible to set conditions for building/placing an object;
Rimatomics Cooling towers will not place under a roof... all you need then is to tack on some more code that says 'hey, you cant build this in an inclosed space with no doors'
#6
"I dont believe in a 'no win scenario'" - Jim Kirk  ;D


Playing randy in A15-17 was interesting, i had a stint on tiberium rim where i got raided daily for four or five days straight, all my crops got ruined when the weather turned and my growers were too badly injured to shoot, let alone pick potatoes ...
What saved me that last day is that lack of minimum time between raids; two factions showed up who 'effin hated eachother more than they hated me, and they just went ham on eachother.
#7
Ideas / Re: Your Cheapest Ideas
July 01, 2018, 06:26:33 PM
kinda cold and i dont have the wood for fires, i cant get them to wear better items :P
#8
Ideas / Re: Your Cheapest Ideas
July 01, 2018, 04:38:35 PM
Quote from: DariusWolfe on July 01, 2018, 03:03:44 PM
It's sort of possible to dress prisoners. Strip them, and leave decent clothing in their cell. I used to steal good clothes from prisoners and dress them in my rags and castoffs using the same trick.

Usually they only cloth to cover their nudity though, unless thats changed?
#9
Ideas / Re: Your Cheapest Ideas
July 01, 2018, 01:57:46 PM
the ability to dress prisoners would be nice, so i can replace their 'ratty' apparel.
#10
Quote from: Grimelord82 on June 27, 2018, 02:22:21 PM
So, this just happened...Bjornson is fairly skilled, pretty but also lazy mountain of a woman that snores (creepy breathing). Kees is a trim, really handsome/kind artistic intellectual.

Kees "Brr, it's getting cold outside"
Bjornson "I've got a fur coat you can slip under"
Kees *raises eyebrow*

Ive had that happen too  ;D
#11
if you put it in your prison rooms, the prisoners will feed themselves - it lessens the draw on warden skill pawns who may or may not have more important work to do than play room service to someone who tried to murder their friends a few hours ago.
Since mood is largely irrelevant to prisoners its very helpful there, why should i waste lavish and fine meals on a murderer?
It also reduces the maintenance requirement of having said prisoners.
So in short, yes ... it is worthwhile.
Then theres also the A17 colony i had for 5 years eating nothing but paste... because growing soy is hard on gravel in -140.
#12
Quote from: Serenity on June 30, 2018, 11:10:18 AM
Locking them out of bedrooms is one thing. That could be implemented as people locking their doors. Which would also keep out art watchers.

But a trader spot is easily abused to kill traders and steal their stuff. Either by weapons fire or some sort of heat trap. Lot of people do that already - especially on ice sheets. As a mod that's perfectly fine and I really like it (in fact a post by me inspired its creation), but putting it into vanilla isn't as simple

Thats really weird, in B18 when i managed to expose them to a dangerous environment by accident using the trade spot mod, they blew holes in my walls like a raider would to get out ... thats great fun when it happens in the middle of a -50 cold snap and you havnt got the bricks left to repair it.
#13
ive played a few colonies that didnt get far; patch to rev 1050 broke the cannibal trait, so everyone was getting mad about eating human meat.
umm, and now this happened - one of my guys now has two cannibal traits ... i got a wall of text about the tunneler trait and checked the cache in the save file, it says shes supposed to be 'gay' now.
I also noticed i have three colonists with the misandrist trait, that didnt have them before i went to bed last night.

[attachment deleted due to age]
#14
Medic, its always the medic ... i feel like the game intentionally looks for people with traits/skills the effect the medical profession positively and targets them with everything, diseases, guns, fistfights with prisoners (seriously, i just had a prisoner attempt to break out and as soon as the medic joined the melee, he switched to her and wouldnt let up till he was down), hell, the only colonist ive ever seen get struck by lightning was also a medic, that did not go well for me ... infact, the strike blew her head off. ::)

I usually go so far as to give medics (assuming they can use them) exclusively sniper weapons, so they can stay out of the range of automatic gunfire, my A17 colony had three medics with 1 @ 15 and 2 milling around 7-10, all with snipers of varying quality, colony gets raided and everyone goes to action stations and the medics form up at the back of the colony defenses in the best cover i have and one of them gets downed by assault rifle fire, the other two have minor to moderate gunshot injuries as the raiders houndpile right to the back of the setup almost all of them targeting my medics, two of the hand to hand fighters forgo trying to stop my AR wielding pawns to also close on the medics, but get gunned down about halfway there because they dont have shields.
#15
Ideas / Re: B18 - Trade drops,
June 24, 2018, 07:14:07 PM
I did, in the end ... let the bloody alpaca out into the freezer so it could reach the barn.
I just find it odd that i didnt have this problem till recently.