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Messages - sirdave79

#1
Releases / Re: [1.0/1.1] Miscellaneous w MAI+Robots
April 18, 2020, 11:38:54 AM
@Haplo, if your last post was in response to me sir, thanks very much ill get around to testing. Aplogies for the trouble.

I've done some of the things Canute said but I haven't updated the game version and im kind of in the middle of a bit less cheaty playthrough.
#2
Hello Kiame good sir.

I use several of your mods, so thanks for all of them.

I've been playing with this mod for months and my most recent playthrough ive been using children school and learning.

I've currently got a fort with 40 adults and 40 kids in it, and I've just noticed that all of my children have beards. I think a game year ago when I started birthing my children they didn't have beards but I didn't keep a save from that point in my game and all my saves now appear to have bearded children (boys and girls).

I don't have many pawn appearance modifying mods, vanilla hair expanded, show pants, this mod. Im using apparello 2 and vanilla armour and apparel expanded but all my pawns are currently wearing cowboy hats which I think are vanilla items. (I haven't seen a duplicate listed in the crafting bills or stockpiles).

In an effort to get rid of the bearded baby girls I removed this mod as a step, not thinking it would make any difference. When I remove this mod from my list all my children don't have beards. When I throw the mod back in the beards come back. Ive had a look in your change dresser and cant find an option. Ive jiggled the settings of this mod and the children school and learning mod and cant get things to work properly.

I've redownloaded the latest release from GitHub again just in case but I think I had the latest version anyway. Im running on rimworld 1.1.

In game whilst writing this I have removed the cowboy hat and ballistic goggles (vanilla apparel/armour) and his colonist icon and picture in rpg inventory gear screen no longer has the beard (when all head gear gone). When I replaced his cowboy hat the beard came back immediately.

Any ideas on what my problem might be ?

I'll probably post over on the children school and learning thread too.

Many thanks
#3
Releases / Re: [1.0/1.1] Miscellaneous w MAI+Robots
April 04, 2020, 06:01:24 AM
Thank you for taking the time to look at all of that.

You said "i bet you use hugslib too."

That made me think you were saying I shouldn't be.

As far as I knew I should be using, so I am using it.

The way Ive installed most of these mods is by using my steam install to download mods ive subscribed too, then im using fluffys mod manager to make local copies of mods and moving them to my ludeon downloaded non steam rimworld install. A few I've downloaded direct from the forums.

I'll update my game version at some point. Didn't even realise I didn't have jecstools in right now. I didn't perceive any issues. Ill get that put in. With RPG inventories again I didn't perceive any problems, there does seem to be a large number of "bootleg" copies of the mod around. Ill see about downloading it from the forums.

I do however think those things are unlikely to be the cause of my problem.

Especially since keeping the mobile ai's apart avoids the error. I suppose its possible. When I've done all the things I'll update.

Thanks
#4
Unfinished / Re: [WIP] Persistent RimWorlds
April 03, 2020, 05:43:07 PM
Sweet, will check it out when im done with my current playthrough.

Thanks very much.
#5
Releases / Re: [1.0/1.1] Miscellaneous w MAI+Robots
April 03, 2020, 05:41:09 PM
I am using hugslib yes, should I not be ? I didn't think it was depreciated now. Maybe that's caused me some other problems that I couldn't fix.

Huh. that ctrl+f12 is pretty cool.

https://gist.github.com/e332cef896d326f5f72a642d27a2007b

Anything stand out other thanHugslib ? (should I remove hugslib ??)

Thanks
#6
Releases / Re: [1.0/1.1] Miscellaneous w MAI+Robots
April 03, 2020, 10:37:11 AM
Hello there Mr Haplo.

I love your mod. It was Barkys video that made me explore it.

So I currently am doing a testing playthrough for 241 mods. I had rimworld on all day yesterday in the background. I have 20 MAI's active, 10 female 10 male, which I spawned in using debug mode.

After a while 2 of my AIs decided to be lovers so I built em a double recharger and switched em to that.

After that I am getting an error in debug log and the game pauses. A reference to a pawn ID I strongly believe to be one of the AI couple.

When I switch them back to separate rechargers I can sleep through 3 days. The moment they get into the double recharger I have the problem again.

Exception in RimWorld.ThinkNode_ConditionalLyingDown TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.LovePartnerRelationUtility.GetLovinMtbHours (Verse.Pawn pawn, Verse.Pawn partner) [0x00023] in <5209aa21b50a4923892a7510acf7aa74>:0
  at (wrapper dynamic-method) Verse.AI.ThinkNode_ChancePerHour_Lovin.DMD<DMD<MtbHours_Patch1>?-1738884608::MtbHours_Patch1>(Verse.AI.ThinkNode_ChancePerHour_Lovin,Verse.Pawn)
  at Verse.AI.ThinkNode_ChancePerHour.TryIssueJobPackage (Verse.Pawn pawn, Verse.AI.JobIssueParams jobParams) [0x00030] in <5209aa21b50a4923892a7510acf7aa74>:0
  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn, Verse.AI.JobIssueParams jobParams) [0x00022] in <5209aa21b50a4923892a7510acf7aa74>:0
Verse.Log:Error(String, Boolean)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DMD<DMD<DetermineNextJob_Patch4>?638055552::DetermineNextJob_Patch4>(Pawn_JobTracker, ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:DMD<DMD<CheckForJobOverride_Patch0>?1612893312::CheckForJobOverride_Patch0>(Pawn_JobTracker)
RimWorld.<>c__DisplayClass2_0:<LayDown>b__1()
Verse.AI.JobDriver:DMD<DMD<DriverTick_Patch1>?-1208736640::DriverTick_Patch1>(JobDriver)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:DMD<DMD<Tick_Patch2>?-689569024::Tick_Patch2>(Pawn)
AIPawn.AIPawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Im not sure this problem is caused by this mod alone, its more likely a bad interaction but that error may mean more to you than it does to me.

Ill see about exporting my modlist too.

Thanks
#7
General Discussion / Re: 1.1 Broke my 6 year save
March 12, 2020, 07:38:33 AM
What RicRyder said. I got back into rimworld just over 2 weeks ago and wiped out 2 games and saves id spent about 2 weeks off of work doing nothing but rimworld. I realised what had happened cause this isn't my first rodeo and started fiddling with steam backups. And to be fair I could have worked it back if id been prepared to work hard enough either time. I just figured self directed rage was healthier!

Ironically since I avoid buying games from steam if I can, I've never really used the workshop for mods for any game. Having freshly bought rimworld via ludeon and registering in steam (best of both worlds hopefully) I figure id lean on the workshop. I should know better. 2 broken games and I definitely do.

After the first break I investigated backing up the game client in steam. Assumed way too much still - namely that using a steam enabled copy of the game client would point at the steam workshop folder still AND that subscribed mods would auto download regardless of deleting files from the game directory (makes for an easier binary search in the event of errors). It took the second break for me to say "right the way I protect myself from this healthy rage is removing the steam dependency. Local manual install of mods, sourced from wherever on a rimworld client that isn't hooked to my steam client".

Since I got the 1.1 direct download from ludeon I figured I should go to 1.1 and I could use steam to download and evaluate mods before moving the workshop content to my non steam version to play. Since then I've seen Tynan post a very simple method for downgrading in steam, copying the local files for the game and then removing a steam file to break auto updates.

Because im stupid im still winging it in 1.1 via steam. Next break im promising myself ill copy the mod files from steam and follow my own advice.

All of this is because of how valve does things on steam. Thing is I reckon steam  does things the way it does to make content accessible to people who aren't used to jiggling files around to get mods working. Nothings perfect and I guess this is the price of selling a million copies +
#8
I was wondering a similar thing recently. Ive gone to 1.1 now after using steam as a source to get mods broke 2 of my games and wasted (I allowed) way too much of my time. Its good to know how to copy out of steam (and presumably) avoid game/mod updates.

Thanks Tynan.
(still winging it for now)
#9
Unfinished / Re: [WIP] Persistent RimWorlds
March 10, 2020, 10:42:18 PM
Been wondering where a mod that fulfills this function is. Good luck with the project and thanks for your efforts.
#10
In the hope that this mod or a rewrite replacement happens.

There appears to be a limit of 10 babies at any one time. In multiple playthroughs and I think in both 1.0 and 1.1 I dont seem to be able to have more than 10 babies. I was trying to get 8 couple to have 4 babies each and they just wouldnt get pregnant after 10 babies were born.

Also traits exposed to xml would be nice. The ability to accumulate traits through a few generations ould be nice. Im thinking of KV more trait slots mod and some of the mods adding actual traits to be allowed to perpetuate themselves through natural births. Ideally id like it best if both parnets had a trait that trait will pretty much be present in the baby. If one parent has a trait, theres a 50 percent chance the trait will be passed on. If two parents have 2 traits each, 50 percent chance that each of 4 traits would be present in a baby.

Shrugs, playing this and dwarf fortress over multiple generations is just my thing.

Cheers
#11
General Discussion / Re: Howdy + 1.0 download ?
March 02, 2020, 07:30:02 AM
That was a better reply my post deserved, thank you. I was being lazy and whiny.

Last night I finished doing it the hard way, most of my desired mods are now running with 0 errors in debug log. Furthermore im much more familiar with which mods are throwing any errors and which errors are being thrown

Thanks for those example errors thrown by a 1.1/1.0 updated mod, thatll help. I'd planned to get as much as I could running with 0 errors and then closely examine the functionality of mods throwing single errors.

I did end up favouriting all my desired mods, unsubing to them all and then using my favourites to add them back 3 or so at a time. wasn't as bad as  id feared.

Also I don't like mod manager, I cant see enough of the list to move mods up or down a lot. I find default mod view is better for that when ur list is long. Steam workshop functioning is nice and user friendly but I didn't expect it to work the way it does never having used it to extensively mod before.

The friend banging on about royalty suggested I get 1.0 versions of mods that are throwing errors from their GitHub/ludeon forum/other source which is a good shout.

Also ive found performing a binary search is much easier in windows to move half my mods out of the mod folder without fiddling with the mod list.

Im working around inability now.

Cheers
#12
General Discussion / Howdy + 1.0 download ?
March 01, 2020, 04:51:56 PM
Howdy Ladies and Gentlemen.

I bought rimworld Last week. I followed it pretty closely back in 2014 but haven't looked at it since. I've seen plenty of lets plays on my youtube feed but not watched any. A friend was banging on about it recently, the royalty add on got him going.

I watched a heavily modded lets play and decided rimworld has come a long way and it was time for me to buy in. Its come a long way since 2014, even though the version history suggested otherwise to me. I posted here in 2014 asking Tynan some questions, he was quite active back then and he replied. I was asking him about possibly introducing an "adventure mode", \and whether he ever saw the game being relevant to anything outside the map youre playing on t the minute. The answers he gave made me think ill look back at this later.

Well when I saw the/a globe in the lets play, and the mods for factions I was interested. Since then repeated references to caravans, world quests, raiding enemy sites, multiple colonies etc really made me want in. I am super impressed a multiplayer mod has seemingly been made functional (from watching lets plays) even if I don't think ill ever use it.

Go ask Toady (dwarf fortress developer) if hell ever implement multiplayer or if its even possible in dwarf fortress via a mod (/ever). LOL.

Im currently setting up a modpack and an edb prepare carefully embark. I've grabbed the children and pregnancy mod (I grabbed 1.0 from steam as there seem to be a higher number of mods available for 1.0 than 1.1) which seems to work fine in 1.0. I want to setup a multi generational fort. Ive done 2 generations in dwarf fortress which takes way longer than rimworld.

Its basically cheating I know but im setting up 8 married couples at about 45 years old with 4 children each at about 20. Im then going to marry all the second gen children appropriately then setup 4 children at age  4ish for each of the second generation for 3 total generations inside the fort. I want to "breed" the clans/prime houses setup multiple colonies, dominate the world etc etc.

Now after rambling I have a question (s).

I have downloaded 1.1 from the direct link after paying ludeon. I've setup my steam version using their (ludeons) scheme. I have set steam to run the 1.0 version. Ive got a silly number of mods subscribed and im finding it difficult to narrow down the ones causing problems. I unselected all mods and im still getting errors in my debug log (lots). I assumed/imagined if I unselected all my listed mods they would not be run and I would  therefore see 0 errors in debug log but that doesn't seem to be the case. I figured id need to unsubscribe to all mods and favourite them so I can add them back. That's a lot of work I don't want to do. (about 200 mods).

I thought "I know ill copy my steam directory and place mods in the folder manually. Trouble is my copy of the steam folder is reading the workshop folder still (probably obvious this should be the case) and im getting errors in debug sill with 0 mods selected. Obviously copying the steam version to another location has made 0 difference.

Im wondering if anyone has ever requested a 1.0 download officially having received 1.1 ? If theres any way I could copy mods selectively from my steam install to a non steam install that is version 1.0 (since I have downloaded 1.1). Seems to me theres a lot of mods on the steam workshop that are much more easily obtained than anywhere else.

I will ask ludeon direcly but im hoping somone has set a precedent. In the meantime I guess I'll set about favouriting all my mods and clearing my steam directory.

sigh....... ill be playing soon

EDIT OK im having issues with harmony running some mods that I think may have been updated for 1.1.

Im getting harmony errors today that I know I wasn't getting last week.
#13
Ive played a lot of xcom and I savescum too much. Has always felt (original and modern remake) that losing even 1 of your best soldiers is "too much" to come back from (for me). But I do know what you mean when the little guys get geared and skilled up.

I dont think they ever become invulnerable (or close). My recollection is that your soldiers are always vulnerable to a good shot if they step into the open in the wrong spot.

Plus I think youd invest story-wise even more in one of your rimworld colonists (they just do more stuff!) than in an xcom soldier. So I still think they need more help in surviving battles (hopefully successful ones).

Speaking in df terms success for me is being able to defend my base without taking casualties. It is my goal to keep everyone alive.
#14
Ideas / Re: AI improvements and micro-management
July 18, 2014, 04:43:35 PM
Yeah thats nailed what ive seen (the food around farms). Hauling takes too long.

I do like the people running around picking stuff up and dropping it off, but seeing food all over the ground around the growing zone/hydroponics constantly and the far out stuff sitting around for ages Im tempted to say maybe hauling/some hauling could be  abstracted (at least for rimworld, i wouldnt want this in df which handles things slightly differently). Possibly short distance (x tiles) hauling could be automatically done after sitting for a day. Ive seen cooks picking up food for a meal and running through a food stockpile to make a meal (dam you little things.... store some of the bloody food while youre at it). So that would be the rationale for automatically stockpiled stuff.

I think that would free up dedicated haulers for longer distance stuff and more hauling would take place in the same time.

More realistically and less drastically haul by item types would at least let us control what gets done too slowly.

I think its interesting how DF handles time as opposed to rimworld. Dwarves only eat every few days in df so a month passes quickly. Meaning that performing a job that should be quick (cooking a meal) can take a few days. Same goes for sleeping. So whilst handing the "real hauling" in as realistic a fashion as possible (not compromising with abstracted hauling or some such), against a clearly abstracted time flow and individual needs require satisfying framework (sleeping and eating only every few days). So df is less realistic in this (wow didnt think id ever say that - 1/2 day to make a meal in rimworld vs 3 days for df.... ish) whilst simultaneously "playing better" (forgive me, they do also have haul by item type as im sure everyone here knows).

Against all that it seems like more food needs to be grown in rimworld than df. Leaving even less free time for colonists to fight or generate wealth (or more importantly haul stuff!). I always try in df for me to have my poulation organised with half civillian half military. Then ill try to use half of the military to defeat a raid. the idea being that the civillian (but armoured) half keep the essential cogs turning while a raid is beaten down by the military half (quarter). The reserve quarter is used for emergencies, for a potential 2nd objective, like guarding a caravan or training replacements from previous engagements (df only i realise). That feels right. Also military casualties are replenished from the most promising civillians (who are procreating ASAP which in rimworld is even slower and not fast enough but still.....).

That just feels right to me. An inability to actually do that, perhaps requiring 90 percent of the colony to beat down a raid or the only people not fighting are farmers who REALLY have 0 time for anything other than making sure theres enough food for the returning heroes or theyll all come back to an empty or rotted larder, and that maybe (speaking hypothetically and for myself) the "challenge" currently present in cassandra classic is chaotic at best. I micromanage and edit labours in DF almost constantly, I realise this can be inefficent and counter-productive and I strive for touching them as little as possible but it just doesnt happen. Theres nearly always something that could be done better now by editing a labour or 7. Everything ive seen makes me think my play in rimworld would be either much worse in this regard or id be losing (badly).

The df timeframe also lends itself better to procreation but excuse me, im finding it hard not to bleed into other topics on these forums.
#15
Ideas / Re: Allow manual assignation of beds
July 18, 2014, 01:53:00 PM
Abstracted control is great. Letting them pick their own rooms certainly makes for more organic play. However I know when playing DF there are times when this can be very useful/borderline imperative for certain setups. The games timeframe and logistics again playing a part to make this more true (in my opinion) most likely in the same way DF does Overriding auto control on a per bed basis would be nice to make those very useful exceptions manually against a more abstracted backdrop. After all when your master crafter picks the bed furthest away from the workshop it doesnt make sense to not move it/him. Let the lowly scrubbers have the rooms furthest from the workshops they never use (or whatevers available).

If you wanted to set up a manned outpost at the fringe of your colony being able to pick a colonist or more to "man the area" at least sleeping in the beds there and doing a bit of manual job prioritisation and managing the tasks in the area might go a long way towards making available a rapid reaction force.

Picking bed owner by text string search for their names would be nice. (an improvement on df, I dont think dfhack search works for bed assignment).