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Messages - your dad

#1
Is there any way to get a new grimoire of the occult? Mine was burned down on my research bench, and re-investigating  the monolith doesn't do anything
#2
Mod bugs / Re: Excessive Malnutrition
April 29, 2017, 03:48:59 PM
Actually, I think I may have found the issue. It was a realistic starvation mod, which I guess just didn't take malnutrition into account.
#3
Mod bugs / Re: Excessive Malnutrition
April 29, 2017, 03:47:16 PM
Huggins threw exception in WorkGiver Train: System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.JobDriver_InteractAnimal.RequiredNutritionPerFeed (Verse.Pawn animal) [0x00000] in <filename unknown>:0
  at RimWorld.WorkGiver_InteractAnimal.HasFoodToInteractAnimal (Verse.Pawn pawn, Verse.Pawn tamee) [0x00000] in <filename unknown>:0
  at RimWorld.WorkGiver_Train.JobOnThing (Verse.Pawn pawn, Verse.Thing t) [0x00000] in <filename unknown>:0
  at RimWorld.WorkGiver_Scanner.HasJobOnThing (Verse.Pawn pawn, Verse.Thing t) [0x00000] in <filename unknown>:0
  at RimWorld.JobGiver_Work+<TryGiveJob>c__AnonStorey277.<>m__141 (Verse.Thing t) [0x00000] in <filename unknown>:0
  at Verse.GenClosest+<ClosestThingReachable>c__AnonStorey532.<>m__9FC (Verse.Thing t) [0x00000] in <filename unknown>:0
  at Verse.GenClosest.ClosestThing_Global (IntVec3 center, IEnumerable searchSet, Single maxDistance, System.Predicate`1 validator) [0x00000] in <filename unknown>:0
  at Verse.GenClosest.ClosestThingReachable (IntVec3 root, Verse.Map map, ThingRequest thingReq, PathEndMode peMode, TraverseParms traverseParams, Single maxDistance, System.Predicate`1 validator, IEnumerable`1 customGlobalSearchSet, Int32 searchRegionsMax, Boolean forceGlobalSearch) [0x00000] in <filename unknown>:0
  at RimWorld.JobGiver_Work.TryGiveJob (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
RimWorld.JobGiver_Work:TryGiveJob(Pawn)
Verse.AI.ThinkNode_JobGiver:TryIssueJobPackage(Pawn)
Verse.AI.ThinkNode_PrioritySorter:TryIssueJobPackage(Pawn)
Verse.AI.ThinkNode_Subtree:TryIssueJobPackage(Pawn)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn)
RimWorld.ThinkNode_Conditional:TryIssueJobPackage(Pawn)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn)
Verse.AI.Pawn_JobTracker:DetermineNextJob(ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()

this is all I found, and from what I read, there's no mod title.
#4
Mod bugs / Excessive Malnutrition
April 29, 2017, 01:36:10 PM
How can I deal with malnutrition.


I've had like 3 solo settler colonies die because of malnutrition, when we have plenty of meals. What causes malnutrition and how can I solve it? I have places for them to eat and all the meals are made of berries (idk if that affects it or not)

Does it even have to do with feeding? Because even when the person with malnutrition is in a hospital bed, and we have another settler,  there's no way to force feed the person with malnutrition.
#5
Stories / Johnny, the loner.
April 29, 2017, 12:38:52 PM
I decided that since my last colony got wiped out, I'd start a new game. I did rich explorer, and decided to try out the sheet ice biome. I lasted pretty long, as I made my colony right next to another faction's colony so I could easily trade for supplies. I didn't have too much, and I'd always reject any new colonists, simply because we didn't have enough supplies to sustain them, just enough for Johnny and his pet Husky.

About a real time 3 days into the colony, still just Johnny, I get a request from someone with 12 cooking and 10 construction, which is amazing since Johnny was a little bit lacking in cooking and construction. I let him join.

Within a day of real time he goes on a food binge and eats all our supplies. Everybody starved, and they started eating corpses that hadn't been put in graves yet, which made the new colonist (named Onesan btw) have a mental break and almost killed Johnny. The husky almost killed Onesan. They're both incapacitated  lying on the cold sheet  ice, starving, with nobody to rescue them (and no medical beds since barely any wood.) I was forced to sit and watch for about 3 minutes until they both died, ending my colony.
#6
Spent about a week in real time making a super-farm colony, took my five best growers to the new colony, and I overworked them so much they all died from malnutrition when we had 200+ simple meals in a cooler.