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Messages - Bones

#1
I have this everytime my pawn is hurt as well.
#2
Quote from: Sixdd on February 17, 2020, 11:35:24 PM
I noticed in the hotfix today that Patches should load properly now but I have a small mod that is only a patch and an About.xml and it still isn't loading. Did anything change with patches loading?
Quote from: Tynan on February 18, 2020, 03:39:55 AM
It would be great if you could say more about exactly what is happening so we can reproduce the issue and/or post the mod itself. Posting in the Bugs forum would also be great. Thanks.

Not sure about his case but I got a very small mod I made with just some patches, if I open 1.1 on dev mode the log says nothing was loaded, but in my case the mod does work, I checked the source code of 1.1 and it seems patches are accounted for when checking if it empty so I didn't look further but probably being left on the root folder might not have counted as something that loaded.

EDIT: Tested making a 1.1 folder like brainnz instructed and coyping the patches folder there too, but still have the same error

Mod Colorblind Minerals did not load any content. Following load folders were used:
  - D:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods\ColorblindMinerals\v1.1
  - D:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods\ColorblindMinerals
#3
EDIT: 1.0 was updated, there is still one tag that appears as error, the tag supportedGameVersions that has been reverted to the old one, so only a few 1.1 mods have this and they will probably update it in the next few days

Mods that have been updated to 1.1 will give some log messages, but they are not errors, just tags that 1.0 can't recognize. This mod just make it skip a few of those tags.

Since it seems those messages appear before any mod is loaded, even core, so I made a quick dnspy modification and then diff patches with bsdiff. Further instructions on how to apply it you can find on github:

https://github.com/purpleorangegames/RimworldModSkip11LogMessage

I made two versions, one checks for two tags (supportedGameVersions and packageId), can add more if necessary.

The second skips this particular log call, so any tag errors are surpressed, so it is future proof but could suppress genuine errors from other mods.

Download:

https://github.com/purpleorangegames/RimworldModSkip11LogMessage/releases


Let me know if it doesn't work for you. Should have any problem with other mods since it only suppresses a log method call.
#5
Quote from: Tynan on July 23, 2018, 08:58:18 AM
Quote from: Lightzy on July 23, 2018, 08:37:49 AM
Rimworld is a limited game because of its underlying design. It relies overly much on scripted, mostly randomized events instead of on organic interconnected systems creating problems that emerge from the simulation.

Fair enough. Which games would you point to that did this the best?

Hi Tynan, I don't know if it did better, but there was chaining events that would keep progressing and reappearing years after it started but with a long hiatus between them.

King of Dragon Pass
#6
Quote from: Wanderer_joins on July 13, 2018, 08:38:03 AM
Quote from: Sig on July 13, 2018, 08:23:33 AM
And also useless. All it takes to bypass permadeath is instant alt+F4 and load the last autosave.

But it will alter your game:


It will alter your game the same way mod does.

If you or anyone else do not like the idea of people save scumming, then why is mod allowed? It's the same difference.

People can choose if they want to use mods, be it balance breaking mods, QoL or just flavor like new sprites.

The same way people should be able to save whenever they want, load as much as they want and experiment the game the way they want.
#7
Quote from: 5thHorseman on July 11, 2018, 07:06:15 PM
Quote from: jchavezriva on July 11, 2018, 03:29:52 PM
Rat and squirrel corpses weight around 10 kg !!

"What about the R.O.U.S's?"
"Rodents Of Unusual Size? I don't think they exist."

That actually explains a lot, if a 10kg squirrel jumped at me I bet I would lose a few limbs to it, probably an eye too!
#8
Quote from: ashaffee on July 06, 2018, 08:13:03 AMThings that could make them worth it without worrying about balance issues is a small mood boost to the user. Also a different artwork/animation color would convince people to do the quest for them more often.

I like this idea!
#9
Heat transfer should still feel like the same. The door got slower and so heat transfer as so one cancel out the other.
#10
Quote from: Sig on July 05, 2018, 03:13:40 PM
Why won't predators hunt humanlikes anymore? I strongly oppose this, I really hope it is just temporary.

It has always been a thrill when in tropical biomes panthers begin to roam the outskirts of the base, that sensation of danger added to the experience. It would make sense if cobras didn't go for humanoids, but big predators not trying to hunt colonists seems very wrong to me. It takes away the challenge of some biomes, and also the immersion.

This could be a thing in lower difficulties, but passive predators in extreme doesn't feel right.

I think it's probably related to too much micro. While playing I kind of started to hunt all predators at all times, I would check the tab and mark them. Then I started a caravan and forgot about it for a time and the next thing I know a bear killed one of my colonists, no chance to try something, the only warning was that the pawn was down and needed rescue.

And it's probably very difficult to try to warn the player about it because it's not an event, it was just the animal that got hungry and decided your pawn was the closest thing.

I had a mod to warn when an animal was actively hunting a pawn and even that didn't help much because sometimes they would be close and even so not give enough time to counter it. It becomes much worse in winter since most animals leave so all predators will end up hunting you anyway.

And it does overlap with mad animals. If I could suggest something would be to split the mad animals into two events, the new one just for predators it would be like 'a predator started hunting your pawns because it is hungry' but then it would act like a mad animal until it eats and the point that would make it fair is that the predator would appear at the border giving plenty of time to deal with it.
#11
Quote from: brvnch on July 05, 2018, 03:02:32 PM
A dumb question here, is there anyway to track update patch notes from Tynan? I'm new to this forum so I don't really have a clue.

I think it's not complete but you can check the first one until a certain point.

https://www.reddit.com/r/RimWorld/comments/8uk3u4/10_complete_changelog_since_initial_10_unstable/
#12
Quote from: Twis7 on July 05, 2018, 09:51:15 AM
I like the changes to the outdoors stockpiles. It makes sense that things deteriorate if left unroofed but deteriorate slower if roofed but outdoors however this becomes an issue with mortars and mortar shells. Mortars have to be outside (obviously) and you have to load shells one at a time it makes sense to have a stockpile of shells nearby. My current setup has a 2x2 roofed stockpile of shells between two mortars but because it's outside the shells are deteriorating. As far as balancing is concerned would it be implausible to say that shells deteriorate if unroofed but not if roofed?

Just make a shelf to store it. It won't deteriorate.
#13
Quote from: Tynan on July 05, 2018, 09:03:53 AM
Added sniper turret.
Ambush site part threat points now scale with the player colony's strength.
Downed refugees can no longer spawn with bleeding wounds (so they don't die while the player is trying to rescue them).
Simplified rules for trap springing. They now never spring on you or allies, and always spring on anyone else. Deadfall traps can now catch wild animals.
Predators no longer hunt humanlikes.
Added "Be carried if sick" toggle.

Oh my god! And here I was thinking about giving some time before playing again, right back to fire I go!
#14
When you visit a city sometimes the 'days of food' increase a little bit and when you leave it goes back to normal. It can be misleading.
#15
Quote from: MerlinEngine on July 03, 2018, 06:30:02 PM
Another thing that I am not sure it is indeed a problem or just my lack of familiarity with that aspect of the game is that I keep losing bonded animals to suicidal charges against enemies. I don't think any of these animals were actually defined as aggressive, and some of them should not be so, to begin with (like a pet rabbit). Is it really a game problem, or did I miss something in animal settings?

In the animal tab you can set the animal to follow a person and right beside there are two options, one to follow when they exit the base while not drafted and another while drafted. Just uncheck both and they will stay in the area you predetermined for them.