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Messages - Panacea

#1
Releases / Error while generating previews
July 30, 2021, 11:07:05 AM
If this is already mentioned somewhere, forgive me.  These forums are densely packed with responses and I don't have the time to read everything. 

Randomly but often get this error while generating previews for a map with a river on it.   If I try to load a map after getting this error, it will boot me back to main menu.

Failed to find all necessary river flow data
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.Log:ErrorOnce (string,int)
RimWorld.GenStep_Terrain:GenerateRiverLookupTexture (Verse.Map,RimWorld.RiverMaker)
(wrapper dynamic-method) RimWorld.GenStep_Terrain:RimWorld.GenStep_Terrain.GenerateRiver_Patch2 (RimWorld.GenStep_Terrain,Verse.Map)
System.Reflection.MonoMethod:Invoke (object,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo)
System.Reflection.MethodBase:Invoke (object,object[])
MapReroll.MapPreviewGenerator:GeneratePreviewForSeed (string,int,int,bool,MapReroll.MapPreviewGenerator/ThreadableTexture)
MapReroll.MapPreviewGenerator:DoThreadWork ()
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object)
System.Threading.ThreadHelper:ThreadStart ()


Hugslib:  https://gist.github.com/f202537db120544b540a74ac22f70cbe
#2
Stories / Re: The Story of Lisa
May 06, 2021, 03:59:00 PM
Quote from: m1st4x on May 06, 2021, 03:56:21 AM
Nice little story with a sad but funny ending ;D
You've to take it as it comes.
Commitment mode is important - prevents you from reloading  ;)

Yeah, you could say I have a love/hate relationship with commitment mode.  I love to choose commitment mode and I always eventually come to hate the dumb b*tch who chose commitment mode lol. 
#3
Stories / The Story of Lisa
May 04, 2021, 05:09:34 PM
WARNING, THIS IS LONG.

I have a lot of mods.  A. LOT.  So please don't expect me to remember what in this story is caused by a mod.  Probably everything lol.  I built a scenerio based off of this, if you're interested here's the link.  https://steamcommunity.com/profiles/76561198238828600/myworkshopfiles/?appid=294100

Amazingly, most of this happened via emergent storytelling on the part of Cassandra.  Commitment mode, Blood and Dust difficulty, Rich explorer start.  I used Prepare Carefully with point limits (for what it's worth) to create Lisa, and I took Trauma Savant as a brain medical condition.  I'm pretty sure Trauma Savant comes from Prepare Carefully, as all it really does is dump 1000 extra points on you to spend.  So Lisa was pretty cool from the start, but the condition rendered her deaf and dumb.  Basically, that means no training, no trading, no anything social that requires speech.  And I put her on the Sea Ice.  Yes, you read that correctly.  Not the Ice Sheet.  The Sea Ice, which literally has zero resources.  Here is her story. 

Lisa began as a pirate slave.  I'm guessing that accounts for her being a Trauma Savant (Cuz pirates be mean).  So let's say that something so awful was done to her it rendered her deaf and mute.  This gave her a certain disconnection from the cruelty of her world that allowed her to tolerate it, but also gave her plenty of mental space to think and to learn. 

So, I imagine that when she shows up on the Sea Ice in a drop pod with a ton of silver, gold, a charge rifle, and a long sword and all the other stuff that scenario gives you, that what must have happened is the pirate ship she lived aboard must have gotten into some kind of space battle, the chaos of which created enough confusion for her to try to escape.  But when she arrived at the escape pod, 2 pirates were already fighting over it with a number of bags of loot already stowed aboard.  The one with the charge rifle killed the other one who had a long sword, then turned to start up the craft.  Our Lisa crept up behind him, picking up the dead man's sword as she went.  She dispatched of the other pirate then was fired in the drop pod in whatever direction the pirate ship was facing before she had a chance to input a heading. 

The reason I came up with that particular back story is because of what happened when she got to the planet.  Lisa was able to quickly craft a shack out of the 2000 silver she had, and she used the steel and components to get power enough to get a heater going.  After a couple of days of nothing happening, the AI finally threw a miracle my way.  A "space battle" event.  If you don't know what that is (cuz it's probably from a mod), it's basically a rare event that drops dozens of ship chunks, steel slag chunks, some random resources, and a dozen or so pawns 70%/30% ratio of dead/injured.

This gave me enough resources to get more power and electronics going for plenty of hydroponics and such, so Lisa was feeling charitable and decided to rescue the 4 injured out of the dozen or so bodies.  She nursed them back to health and they ALL joined (they could have left the map but they didn't). 

Slowly, over the course of the next quadrant, random events kept sending more joiners my way (and reconditioned pirate captives from raids, I guess they were trying to get her back?), until Lisa the deaf mute had herself a cult of seven.  Of course I made her psychic, as one of Cassandra's random gifts from the heavens was a neuro...something.  I don't remember what the tech that gives you powers is called.  The cult thrived for a total of 5 years before they were all sadly killed by a big herd of muffalo who were crossing my little patch of sea ice.  I got greedy and hunted more of them than I needed so the whole damn herd turned maddened and slaughtered everyone.  Oh well, that's rimworld for you. But the beginning was cool!
#4
Is this beloved mod dead?  Or will there be an update to 1.1?
#5
You are absolutely right.  Thank you so much for the help and quick reply.
#6
Quote from: Canute on January 11, 2020, 11:50:02 AM
You know tree's need a larger growing zone then just 1x1 to be sown (vanilla behavior)?
When there is allready some plants around that growing spot for tree's you can't plant it there.

My zones are set up 20 sq long and 1 sq wide.  The olive trees are apparently not affected by this. 
Any idea how many sq of zone per tree?
#7
Planter will not plant vgp fruit trees, and right click on the zone with planter selected does not provide option to force planting.  (Actung! installed)
I have Vegetable garden, Garden Medicine, and Garden tools installed, with Veg garden on top of the others.

My planter is lvl 13 planting skill, all zones are set to sowing, fertile 100%, only fruit trees seem to be affected.  all other vanilla and vgp plants (including olive tree) are fine.  I do not have vanilla tree planting researched, but vgp research options are all researched. 
#8
Oh...God.  I feel like an idiot.  Thank you for curing me.  It's painful cuz I've been playing this game for years and I should have known better.   :-[ :-[ :-[ :-[ :-[
#9
I saw another topic for this but it was locked so I started a new one.  I have no mods running.  When med/drugs laying around in the field, pawns won't haul them.  I get the "no empty accessible spot" message even though there are storage zones assigned to receive them.  Shelves work just fine though. 
I hope I did this right  https://www115.zippyshare.com/v/qdoQe6yj/file.html




[attachment deleted due to age]
#10
OOOHHH!!! Make it so a pack of housecats self tame!  They are completely untrainable but if you give them smokeleaf they act SOOOOO CUTE!!
#11
make the game multiplayer, drop any pretense of story or single player value and ignore the fact that lots of people are perfectly happy being antisocial and still enjoy playing games alone.  (I'm looking at you, Conan Exiles.  And the rest of you know who you are.)
#12
Ideas / 8 brief suggestions for the long term
July 22, 2017, 11:35:58 PM
Ok I've tried my level best to check to see if any of my suggestions are old news.  Here's what I have that I couldn't find.  I guess this makes 7 suggestions then. lol

1. a method to eventually allow colonists to carry more when hauling. i.e. muffalo cart, wheelbarrow etc.
3. More in depth history tab.  It would be nice to be able to see a log of all the crazy sh** that happens to my poor colonists and what they've survived through.  The storyteller AI is awsome and I'd like to see the story of my colony displayed somewhere to show friends.
4. More clear logging of the social interactions between people.  Sometimes fights start and I have no idea why or what preceeded it, such as when my faction and another that was visiting started fighting.  No social interactions were mentioned, I have to assume someone accidentally shot someone else while hunting but I don't know and would like a way to check.  (did I mention the AI storyteller thing gives me great joy?)
5. The positioning format for combat is a little unwieldy.  Either select everyone and have them clump together and shoot each other more than enemies, or spend a lot of time positioning each person (or a couple people with the shift key, I was proud when I discovered that!) individually to keep them out of each others way.  I don't know what you could do to make this more managable, but I thought I would bring it up.  Select anymore than 2 ppl and someone always takes friendly fire.
6. A method to forbid doors or items per the individual.
7. Wall lights/torches (i hate that everything sits on the damn floor! lol)
8. Action queue, kinda like sims has, or maybe the ability to kp a bunch of things then have the colonist grab them all in succession by prioritizing the whole job instead of prioritizing 1 square, wait until they get the stuff to where its going, then prioritize another. (I hope it makes sense how I typed that.)

(I understand if any of these would be nuts to add in.  I admit I have no idea what it takes to make a game or how hard or simple any of this would be. So take my suggestions with a grain of salt please.)