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Messages - noname_hero

#1
Yes, I'm not exactly a fan of Steam, so you're correct about me using the DRM-free non-Steam version.

Sad to hear about the dev team sorta-abandoning the forum but it is better to be aware of the fact so thank you for all the information.
#2
Quote from: Ark on October 20, 2022, 05:01:04 AM
1.3.3200 is getting close to its one-year anniversary. There have been at least four releases since. Update your game.

Thank you for that advice, the issue has been resolved by upgrading to 1.3.3387.

In my defense, I'm returning to Rimworld after a hiatus, the 1.3.3200 was claiming to be the latest version even after multiple restarts and the download page counter was showing I've already downloaded the game, I guess because it doesn't reset between minor version changes.

I'd mark this thread as solved but I don't think this forum tracks these things.
#3
Running Rimworld 1.3.3200 rev 719, which says is the latest version, bought Ideology and copied the Ideology folder into the Data folder.

Startup screen shows the Ideology background and I can set up a new colony and give it an ideology but debug log upon startup gives me about a dozen complaints. I've already tried deleting the whole install plus AppData Config folder and using a fresh install but the problem persists. Core and Ideology are the only mods active. Any advice?

Here's a part of the debug log, can't post it all in one piece due to its length:

RimWorld 1.3.3200 rev719
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Message (string)
RimWorld.VersionControl:LogVersionNumber ()
Verse.Root:CheckGlobalInit ()
Verse.Root:Start ()
Verse.Root_Entry:Start ()

XML error: <validWithClassicIdeo>false</validWithClassicIdeo> doesn't correspond to any field in type MainButtonDef. Context: <MainButtonDef><defName>Ideos</defName><label>ideoligions</label><description>Review known ideoligions in the world.</description><tabWindowClass>MainTabWindow_Ideos</tabWindowClass><order>100</order><validWithoutMap>true</validWithoutMap><minimized>True</minimized><validWithClassicIdeo>false</validWithClassicIdeo><iconPath>UI/Buttons/MainButtons/Ideoligions</iconPath></MainButtonDef>
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.DirectXmlToObject:ObjectFromXml<RimWorld.MainButtonDef> (System.Xml.XmlNode,bool)
Verse.DirectXmlToObject:ObjectFromXmlReflection<RimWorld.MainButtonDef> (System.Xml.XmlNode,bool)
Verse.DirectXmlLoader:DefFromNode (System.Xml.XmlNode,Verse.LoadableXmlAsset)
Verse.LoadedModManager:ParseAndProcessXML (System.Xml.XmlDocument,System.Collections.Generic.Dictionary`2<System.Xml.XmlNode, Verse.LoadableXmlAsset>)
Verse.LoadedModManager:LoadAllActiveMods ()
Verse.PlayDataLoader:DoPlayLoad ()
Verse.PlayDataLoader:LoadAllPlayData (bool)
Verse.Root/<>c:<Start>b__6_1 ()
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__27_0 ()
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 ()

XML error: <skipOpportunityLettersBeforeDay>0</skipOpportunityLettersBeforeDay> doesn't correspond to any field in type PreceptDef. Context: <PreceptDef ParentName="FuneralBase"><description>A gathering that occurs around a believer's grave after they die and are buried. If the body is destroyed, an empty grave can be used. Slaves don't get funerals.</description><issue>Ritual</issue><impact>Medium</impact><iconPath>UI/Icons/Rituals/RitualFuneral</iconPath><preceptClass>Precept_Ritual</preceptClass><ritualPatternBase>FuneralStandard</ritualPatternBase><allowDuplicates>false</allowDuplicates><countsTowardsPreceptLimit>false</countsTowardsPreceptLimit><selectionWeight>1.0</selectionWeight><displayOrderInImpact>100</displayOrderInImpact><ignoreLimitsInEditMode>false</ignoreLimitsInEditMode><receivesExpectationsQualityOffset>true</receivesExpectationsQualityOffset><skipOpportunityLettersBeforeDay>0</skipOpportunityLettersBeforeDay><classic>true</classic><defName>Funeral</defName><label>funeral</label><alsoAdds>FuneralNoCorpse</alsoAdds><extraTextPawnDeathLetter>{PAWN_nameDef} should be buried and given a funeral so {PAWN_possessive} friends and family can say farewell.</extraTextPawnDeathLetter></PreceptDef>
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.DirectXmlToObject:ObjectFromXml<RimWorld.PreceptDef> (System.Xml.XmlNode,bool)
Verse.DirectXmlToObject:ObjectFromXmlReflection<RimWorld.PreceptDef> (System.Xml.XmlNode,bool)
Verse.DirectXmlLoader:DefFromNode (System.Xml.XmlNode,Verse.LoadableXmlAsset)
Verse.LoadedModManager:ParseAndProcessXML (System.Xml.XmlDocument,System.Collections.Generic.Dictionary`2<System.Xml.XmlNode, Verse.LoadableXmlAsset>)
Verse.LoadedModManager:LoadAllActiveMods ()
Verse.PlayDataLoader:DoPlayLoad ()
Verse.PlayDataLoader:LoadAllPlayData (bool)
Verse.Root/<>c:<Start>b__6_1 ()
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__27_0 ()
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 ()

XML error: <skipOpportunityLettersBeforeDay>0</skipOpportunityLettersBeforeDay> doesn't correspond to any field in type PreceptDef. Context: <PreceptDef ParentName="FuneralBase"><description>A gathering that occurs around a believer's grave after they die and are buried. If the body is destroyed, an empty grave can be used. Slaves don't get funerals.</description><issue>Ritual</issue><impact>Medium</impact><iconPath>UI/Icons/Rituals/RitualFuneral</iconPath><preceptClass>Precept_Ritual</preceptClass><ritualPatternBase>FuneralNoCorpse</ritualPatternBase><allowDuplicates>false</allowDuplicates><countsTowardsPreceptLimit>false</countsTowardsPreceptLimit><selectionWeight>1.0</selectionWeight><displayOrderInImpact>100</displayOrderInImpact><ignoreLimitsInEditMode>false</ignoreLimitsInEditMode><receivesExpectationsQualityOffset>true</receivesExpectationsQualityOffset><skipOpportunityLettersBeforeDay>0</skipOpportunityLettersBeforeDay><classic>true</classic><defName>FuneralNoCorpse</defName><canGenerateAsSpecialPrecept>false</canGenerateAsSpecialPrecept><label>funeral (no corpse)</label><visible>false</visible><listedForRoles>false</listedForRoles><takeNameFrom>Funeral</takeNameFrom></PreceptDef>
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.DirectXmlToObject:ObjectFromXml<RimWorld.PreceptDef> (System.Xml.XmlNode,bool)
Verse.DirectXmlToObject:ObjectFromXmlReflection<RimWorld.PreceptDef> (System.Xml.XmlNode,bool)
Verse.DirectXmlLoader:DefFromNode (System.Xml.XmlNode,Verse.LoadableXmlAsset)
Verse.LoadedModManager:ParseAndProcessXML (System.Xml.XmlDocument,System.Collections.Generic.Dictionary`2<System.Xml.XmlNode, Verse.LoadableXmlAsset>)
Verse.LoadedModManager:LoadAllActiveMods ()
Verse.PlayDataLoader:DoPlayLoad ()
Verse.PlayDataLoader:LoadAllPlayData (bool)
Verse.Root/<>c:<Start>b__6_1 ()
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__27_0 ()
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 ()

XML error: <classicModeOnly>true</classicModeOnly> doesn't correspond to any field in type PreceptDef. Context: <PreceptDef ParentName="FestivalBase"><description>A celebratory gathering for your colonists to have fun. A leader will give an encouraging speech, then everyone will socialize for a while.</description><issue>Ritual</issue><impact>Medium</impact><iconPath>UI/Icons/Rituals/RitualFestival</iconPath><preceptClass>Precept_Ritual</preceptClass><ritualPatternBase>CelebrationPartyDanceDrum</ritualPatternBase><allowDuplicates>true</allowDuplicates><countsTowardsPreceptLimit>false</countsTowardsPreceptLimit><ignoreLimitsInEditMode>true</ignoreLimitsInEditMode><receivesExpectationsQualityOffset>true</receivesExpectationsQualityOffset><defName>Classic_DrumParty</defName><label>drum party</label><classic>true</classic><classicModeOnly>true</classicModeOnly></PreceptDef>
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.DirectXmlToObject:ObjectFromXml<RimWorld.PreceptDef> (System.Xml.XmlNode,bool)
Verse.DirectXmlToObject:ObjectFromXmlReflection<RimWorld.PreceptDef> (System.Xml.XmlNode,bool)
Verse.DirectXmlLoader:DefFromNode (System.Xml.XmlNode,Verse.LoadableXmlAsset)
Verse.LoadedModManager:ParseAndProcessXML (System.Xml.XmlDocument,System.Collections.Generic.Dictionary`2<System.Xml.XmlNode, Verse.LoadableXmlAsset>)
Verse.LoadedModManager:LoadAllActiveMods ()
Verse.PlayDataLoader:DoPlayLoad ()
Verse.PlayDataLoader:LoadAllPlayData (bool)
Verse.Root/<>c:<Start>b__6_1 ()
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__27_0 ()
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 ()

#4
Regarding the missing wood: have you checked the gear/inventory of your pawns and your animals?
And as Canute wrote, it is a good idea to make a few bedrolls and take those for your trip. Once you need it after a battle, simply have the pawn or animal drop the bedroll, order it placed, un-draft a pawn and prioritize the task of placing the bedroll.

Edit: or maybe the wood is on the map, but not in a storage zone, and you wrote you can't find it because the game told you you lack the materials to create a bed?
#5
General Discussion / Re: Minor Plants- stats?
May 22, 2019, 06:09:18 PM
Quote from: Kirby23590 on May 22, 2019, 01:28:38 PM
However i would cover them with flooring like concrete if was using windmills, since the grass or the soil will just throw in a tree blocking the windmills...

What I always do is I either place solar panels or set up growing zones, usually for haygrass, on all the soil tiles a windmill needs clear.

Regarding the original topic, I'd guess that the old method of placing stone chunks into dedicated zones will give much better results, as those are fireproof, grazing-proof and cold-proof. Of course, the downside is the chunks provide cover, but I feel the disadvantages of so-called minor plants make things like hedgerows even less practical than the old stone chunk storage.

And if you want something renewable that will provide both cover and slowing comparable to that of bushes, admittedly something that increases your wealth, use damaged wooden stools.
#6
I'll add one little trick I've tried a few times, in a 30/60 biome, and that is switching crops mid-season. I'd grow corn on some tiles, because it is less manpower-intensive than rice, and switch to rice after the first corn harvest. This method lets my farmers do other stuff too while the corn is growing, then the short growing time for rice gives me say two more rice harvests before the winter comes.

An added benefit is that both corn and rice spoil slower than potatoes, which is a bonus for my usually tribal pawns.
#7
Sorry if I look like I'm never satisfied with the replies I get, but I don't think the current version of the game sells AI persona cores. I don't think I've ever seen one sold by any exotic trader and the wiki says this:
QuoteIt can only be found in an item stash world quest, or earned as a reward for completing quests for other factions.
And on my tiny little island, I never got a single item stash or faction quest.

I guess my question should be, is it possible for a fringe random event to give me an AI core? Say, are parting gifts taken from a caravan's inventory, or are they randomly generated? Can random transport pods contain one? Something else?

Or is this an item that's so hard-coded I'll have to abandon the idea of dusting off from a single hex?
#8
Quote from: Canute on May 07, 2019, 09:06:24 AM
Never played on a isle tile myself.
Can you call other factions tradecaravans ? So you can trade with them.
But at last orbital trader you should be able to contact. I think they even should sell the AI Core as rare item (not sure).

Use the transport pod to create a second colony somewhere else.
You can mine there and maybe start trade caravan's to other settlements.
World quests should appear around these new settlement too.

Thank you for ideas, but I'm afraid I'll keep hoping for some more.

Yes, I can both call other factions and trade with orbital traders, but neither of these sell AI cores.

And I already mentioned I can build other settlements, but that would mean leaving the single-hex island, and I'm unwilling to do so if there's a way of building the ship there. It is not a matter of being unable to move the colony; it is a matter of trying to win without ever leaving the initial mini-island map hex :-)
#9
Yes, I built my tribal colony on a single-hex island, to create a scenario where you can't simply pack and move in situations like a toxic fallout. And yes, I knew the raiders would be coming anyway.

But I'm getting into spaceflight research now and I'm running into a problem. I get no world quests. Not a single one. Not in all the years the colony has survived. I guess there's no world map hex some placing/pathing algorithm could place a quest into when there's no hex my caravans could get to that's not my home hex. And no quests means no AI cores.

Sure, I can *travel* to a ship, by leaving the island using transport pods. But I want to *launch* from this island. Sure, I could simply leave the island, build a colony elsewhere, obtain the AI core, and move back to the island, but that would feel too contrived.

So is there a vanilla way to build a ship in such a situation, without leaving the island? Or do I *have* to leave the island and settle elsewhere?
#10
General Discussion / Re: Craziest Most F**ked Up Things
January 21, 2019, 12:38:26 PM
This story is about half fscked-up, half newbie player learning the game, but here goes:

My first new recruit was, big surprise here, borderline useful raider. Yes, she *was* contributing, but she had her faults too, so once I got a few other pawns, I banished her.

I'm not being that cruel, I said to myself. She's got a husband elsewhere, she came here wearing poor quality rags and carrying a spear while now she's wearing a full kit and toting a bolt-action, the weather is nice...

Skip a few years and get to one of the raids that use sappers. A third of my pawns is elsewhere, the raiders attack in two groups from the opposite sides of the map, the chaos is mounting. Then comes  *another* raid warning and I go like Cassandra, you've got to be kidding me, you're hitting my other colony at the same time? Are you trying to punish me for using two colonies to leapfrog towards the spaceship? Okay, two raids on two maps it is.

And suddenly Brittany, my first boomalope, the first animal I tamed, goes into a sad daze because Inga died? I know, Brittany was bonded to Inga, but I banished Inga like five years ago!

Yep, you guessed it, Inga was one of the raiders and I never even noticed I'm killing the first person who joined my colony before she was dead. So I shrugged my shoulders, took another look at her bio, and let my pawns cremate her. You tried to raid me twice, lady, I'm not savescumming this for you.
#11
General Discussion / Got some lovin' MTB for villagers
November 26, 2018, 04:19:04 PM
I'm sorry if this is common knowledge but my search hasn't turned up the answer for this - what is the Got some lovin' MTB based on?

The reason I'm asking is that I've got a husband/wife couple who spend most of their time with +100 opinion of each other but they never get the Got some lovin' bonus. When I turn on the debug info, their Lovin' MTB is 404 hours, although their Lovin' MTB towards other colonists is as low as 10 hours. And the main difference from similar couples is the fact that the husband is a villager. They do share a double bed in a mediocre bedroom, same as two other couples in the same game, and they're the only couple who never spend fun time in that bed. The other difference I can find is that the wife is a night-owl. However, I've adjusted the husband's schedule so that they do work and sleep in sync.

Sadly, I do not recall how exactly the husband joined. It was some kind of event, I believe, I think he was being chased by some raider, but I'm not sure. What I am sure of is that the reason I let him join was that Cassandra made him a husband of one of my (non-original) colonists.

Is there something I'm missing here, or is this because the code somehow penalizes villager pawns?
#12
I too would like to be able to pull pawns out of the line every time they're hurt. But there are times when I can't, like today, when pirate transport pods crashed through the roof of my dining room, or when an infestation appeared next to my orbital trade beacon.

Sometimes I need my pawns to stand and fight.
#13
Quote from: fecalfrown on November 16, 2018, 06:45:44 PM
You're right, its not very cost effective, but would be better at protecting all body parts.

Hover over the armor stat and read how the rules of armor penetration work. You also have to realize that the armor penetration for each individual piece of clothing is rolled separately. This means that stacking clothes isn't as effective as you think. (For example a 40% inner layer, 140% vest, and 20% outer layer don't add up to 200% armor. The chance for any damage to hit you is rolled separately against each. ie a weapon with 40% armor penetration completely negates the inner and outer layers, and reduces the vest to 100%).

Thanks for the brief overview of the armor mechanics. I already knew this when I asked here, but I can tell why you expected I might not, plus I'm glad it works the way I expected it to.

What I'm not sure about is the consequences of this mechanic. Yes, I can put together a few more numbers. Good plasteel plate, which is the one piece I've manufactured, has 105.8% armor vs. sharp, resulting in about 90% chance of at least halving AR or SMG damage when coupled with a devilstrand shirt. Given how low-damage AR hits are, even a fully penetrating hit shouldn't instakill a pawn. I can see some weapons can sometimes fully penetrate even a flak vest, so even a flak vest only provides relative security. But I lack the game experience to know the tactical consequences.

Is it better to give my pawns weaker armor that covers more, hoping they'll remain combat-capable for longer thanks to less wounded extremities, accepting higher probability of lethal hits when they get unlucky? Even a fully penetrating sniper rifle hit is not enough to destroy a torso or a neck and kill a pawn in one hit unless it also hits something vital, is it? Will the vest-equipped pawns fall out of combat sooner due to wounded legs and hands, even if they're more likely to survive their wounds once treated, or is their staying power equal/better  than that of those in plasteel plates?

Suppose the plasteel plates do increase average staying power. Every pawn that falls out of combat weakens the firepower of the group as whole, so while better chances of individual survival make sense when I can count on winning the fight, better staying power might help me win fights I would otherwise lose thanks to me having higher damage output for longer.

Oh, and how do I factor in the fact that giving a plasteel plates to a melee pawn with a shiled belt makes the pawn more resistant to blunt weapons?

Yes, even I can tell I'm overthinking this, so I'll stop.

Has anyone ever tested the idea, or is plasteel too expensive/important to bother with this?
#14
So, I'm a newbie and still learning the game, which means I'm trying to come up with ideas, and one I've decided to try to bounce off the forumites today is that of plasteel plate armor. I did find the idea using the search function but I haven't noticed my own question about this answered, so I hope I'm not reopening a shut case.

The way I read the rules, a combination of devilstrand duster + flak vest gives a pawn better protection for the torso but less protection for arms and legs, while the plasteel plate armor means say twice the torso damage but half arms/legs damage from an AR or other sharp weapons. The plasteel plate armor is a tiny bit better against blunt damage and somewhat better against heat, but my pawns don't face those damage types very often.

I do realize the plasteel armor costs waaaay more, but I'm trying to ignore that consideration here. I guess that even with its higher durability, the plasteel armor might cost say twice what the duster+vest combo does, but I don't know what price tag to put onto my pawns and therefore how cost-efficient the idea is.

The thing I am wondering about now is, is it better to have a better protected torso and more vulnerable extremities, or a more balanced level of protection?

Or is there something I'm missing about the rules for damage?
#15
While I'm a newbie myself, I already see what I consider opportunities for improvement. So what would I do?

Plant something like potatoes under those wind turbines. That way you both gain extra farmland and get rid of trees lowering the turbines' efficiency.

Plant something else to solve that food situation.

Add some cover for my pawns to supplement the firepower of those turrets.

Move that mortar to some unfarmable spot in the north, unless I'd want to use it as a sacrificial target for raiders.

Get some animals for caravans and stuff.

And I'd add an airlock to the freezer.

Is there anything stupid about those ideas, given I'm new to the game?