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Topics - Eichkater

#1
Ideas / Equip weapons while drafted
September 22, 2020, 10:10:58 AM
I have a crazy idea! Make it possible for your pawns to equip a weapon while being drafted! I know, right? How did I come up with something this revolutionary? Well, I'll tell you. I got fed up with the fact that in an emergency situations I have to undraft pawns, thus telling them there is no danger; Go and do what you want... in order to have them arming themself to then draft them up again... and that does not make sense. Neither from a gameplay perspective nor from a viewpoint of logic. What namely happens more often than not is that the pawn that is suppose to help defend wanders off, doing their dayjob.

It is generally never a good idea to overload people with tasks in emergency situations. Quite the opposite is true. Streamline and ease cognition in times of emergency and need so that people still can have enough resources to actually make good decisions. That's why there are "emegerncy drills".



#2
Mods / LF mod managing stockpiles
September 13, 2020, 11:50:18 AM
Hi,

I used to play with a mod that let you set a threshold on stockpiles/shelves at which it is being refilled with the given items allowed in the stockpiles. For example you could set Hoppers to 25% so that pawns only refill the hopper below 25% and not run to re-stock after one meal has been taken from the paste dispenser.

Other useful applications were stockpiles near crafting spots. Same principle as above applies. It safes a lot of time and let you make better use of stockpiles.

But for anything in the world I cannot remember which mod added this feature. Does anybody know?

Thx!
#3
Mod bugs / Pink square error on megaspiders
August 28, 2020, 10:54:24 AM
Hello,

I have an issue with my current modpack. Rotten megaspiders are having somekind of texture issue as they become a pink square as soon as they rot. I thought that the issue lies with either Better infestations 1.2 or Vanilla Factions Expanded: Insectoids, but after some trial and error as well as inquiries with the modmaker it is another issue.

I tried activating, deactivating mods until I figuered out that maybe "Pawnmorpher" is the issue but I can run all three mods, thus Pawnmorpher, Insectoids and Better infestations together without getting the issue. So it must be some mod interaction maybe? I have activated/deactivated and restarted  abunch of times but still I have no clue how to identify the reason for the issue via the log so maybe somebody with a better eye and more experience with the game, might.

Here is my log: https://gist.github.com/HugsLibRecordKeeper/1edbe9deb04aaa656d6aba51e3b66556
#4
Support / Find seed from unloadable savegame
August 24, 2020, 09:52:16 AM
Hi,

I would like to play a seed that I used previously but cannot remember the name. Unfortunately the savegame is not loadable so I have to retrieve the seed from the savegame file. I checked the web and all tipps do not work.

I went to the folder C:\Users\Eichkater\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Saves and opened the savegame with wordpad. Then i looked through for any indication of the seed. I`ve read that it is suppose to be found under "seedstring" or "world"... but it is not in the savegame. I cannot find it anywhere.

Any ideas?

Thx in advance
#5
Ideas / There ARE essential mods for Rimworld
August 22, 2020, 06:53:33 AM
Hello,

I`d like to share my thoughts on the topic of essential mods after I read through some discussions and experienced the mod-lessness of the 1.2 updates in the first few days. Playing with Rimworld vanilla made me realize that there in fact are "essential" mods that one needs to actually enjoy the game due to some major shortcomings in the user interface and poor handling of some of the game mechanics.

I therefore propose that the following mods are being implemented into the game because they actually solve those design flaws of vanilla rimworld.

1) Color Coded Mood Bar

Managing mood is without a doubt one of the most important aspects of Rimworld. You colony lives and dies by it. So it is simply fundamentally important to have a good overview of moods at all time. Vanilla Rimworld realizes that by giving you a (annoying imo) sound whenever a mood drops beneath a breaking treshold. You dont know which colonist is about to break, thou. You need to click on any of them a look for yourself.

See, that does not make sense. It is basicially the most important feature of the game, so why not show at any times how the mood is? Color coded mood bar does that. It shows you the mood of every colonist by underlying their pictures with a color. Easy, right?

2) Achtung!

Achtung! has many important features but the one I want to really bring out is the "FORCE" function. You see, in Vanilla Rimworld you are able to force pawns to do a thing that they usually wouldnt do right now. So, if you want them to for example pick up a thing and haul it right away you can easily do it, by selecting a pawn, right clicking the thing and Force to haul the thing to your stockpile.

The issue arises when you have more than one thing to force... Let`s say for example build a very important power line that is, let`s say 10 blocks long or a field to sow. So you have to select a pawn and then right-shift-click on EVERY SINGLE unbuilt powerline or block of field. Otherwise your pawn will build only 1 powerline and leave the rest for later...
Allow tool solves this issue by forcing any similar jobs in close vacinity on that pawn. So building a 10 block powerline is simply one (1 in numbers!!) click instead of 10 right-shift-clicks.
With that you can easily let pawns do something outside of their schedule or workrooster without the urge to throw your mouse against the screen....


3) RimHUD

Similar to Color Coded Moodbars this mod solves another UI issue of Rimworld. Namely, seeing what your pawns actually are capable of doing. In Vanilla there are two options: Click on the pawn and then on "Bio" OR click the Worktab and look through the skills.

Both ways need more than 1 click, are repetitive and over t he course of a game simply annoying. Why? Checking on your pawns skills, or better to say, reminding yourself of what your pawns can actually do is very, very important and you do it many, many times across a playthrough. Why would you not have the actual click route the user has to take as short as possible? It is a information, same as moods, that is inquired frequently, so the route to get the info needs to be short.

Rimhud simply adds the stat info into the pawns info on the lefthand side when you click them.


The overall problem is the usability of the user interface. It is not very good in many instances. Take the trade or caravan screen for example? How many of us got frustrated to the core by making a caravan? Modmakers realized that and filled a gab. The download numbers of those 3 mods clearly show that there is a need. I want to stretch that those mods do not add anything new to the game but rather smooth out design flaws. Please therefore consider integrating those mods or their features into vanilla rimworld.
#6
Support / WARNING: Shader Unsupported
January 24, 2020, 04:44:54 PM
Hi,

I`m seeing some strange CtDs, not being able to reload a game etc. stuff going on and I`m trying to find out whats wrong. I get this warning message in my log. I guess it`s about the graphic card. Can anybody give me some insights in whether this can be a problem and if so, how I can solve it?

My GPU driver is up-to-date.

Thanks!

Log:
https://gist.github.com/HugsLibRecordKeeper/7d8fce06221d09018dbf361ced296300

Log file contents:
Initialize engine version: 5.6.5f1 (2cac56bf7bb6)
GfxDevice: [Renderer information redacted]
Begin MonoManager ReloadAssembly
Loading [Rimworld_dir]\RimWorldWin64_Data\Managed\UnityEngine.dll into Unity Child Domain
Loading [Rimworld_dir]\RimWorldWin64_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain
Loading [Rimworld_dir]\RimWorldWin64_Data\Managed\Assembly-CSharp.dll into Unity Child Domain
Loading [Rimworld_dir]\RimWorldWin64_Data\Managed\UnityEngine.UI.dll into Unity Child Domain
Loading [Rimworld_dir]\RimWorldWin64_Data\Managed\UnityEngine.Networking.dll into Unity Child Domain
Loading [Rimworld_dir]\RimWorldWin64_Data\Managed\NAudio.dll into Unity Child Domain
Loading [Rimworld_dir]\RimWorldWin64_Data\Managed\NVorbis.dll into Unity Child Domain
Loading [Rimworld_dir]\RimWorldWin64_Data\Managed\TextMeshPro-1.0.55.56.0b11.dll into Unity Child Domain
WARNING: Shader Unsupported: 'Hidden/VR/BlitCopyFromTexArray' - Pass '' has no vertex shader
WARNING: Shader Unsupported: 'Hidden/VR/BlitCopyFromTexArray' - Setting to default shader.
desktop: 1920x1080 60Hz; virtual: 1920x1080 at 0,0
RimWorld 1.0.2408 rev747

Setting up 2 worker threads for Enlighten.
  Thread -> id: ec4 -> priority: 1
  Thread -> id: 1ce4 -> priority: 1
Initialize engine version: 5.6.5f1 (2cac56bf7bb6)
GfxDevice: creating device client; threaded=1
Direct3D:
    Version:  Direct3D 9.0c [nvldumdx.dll 24.21.13.9931]
    Renderer: NVIDIA GeForce MX150
    Vendor:   NVIDIA
    VRAM:     1983 MB (via DXGI)
    Caps:     Shader=30 DepthRT=1 NativeDepth=1 NativeShadow=1 DF16=0 INTZ=1 NULL=1 RESZ=0 SlowINTZ=0 ATOC=1 BC4=1 BC5=1
Begin MonoManager ReloadAssembly
Loading [Rimworld_dir]\RimWorldWin64_Data\Managed\UnityEngine.dll into Unity Child Domain
Loading [Rimworld_dir]\RimWorldWin64_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain
Loading [Rimworld_dir]\RimWorldWin64_Data\Managed\Assembly-CSharp.dll into Unity Child Domain
Loading [Rimworld_dir]\RimWorldWin64_Data\Managed\UnityEngine.UI.dll into Unity Child Domain
Loading [Rimworld_dir]\RimWorldWin64_Data\Managed\UnityEngine.Networking.dll into Unity Child Domain
Loading [Rimworld_dir]\RimWorldWin64_Data\Managed\NAudio.dll into Unity Child Domain
Loading [Rimworld_dir]\RimWorldWin64_Data\Managed\NVorbis.dll into Unity Child Domain
Loading [Rimworld_dir]\RimWorldWin64_Data\Managed\TextMeshPro-1.0.55.56.0b11.dll into Unity Child Domain
WARNING: Shader Unsupported: 'Hidden/VR/BlitCopyFromTexArray' - Pass '' has no vertex shader
WARNING: Shader Unsupported: 'Hidden/VR/BlitCopyFromTexArray' - Setting to default shader.
desktop: 1920x1080 60Hz; virtual: 1920x1080 at 0,0
RimWorld 1.0.2408 rev747

Thanks!

#7
Mod bugs / Caravans not usable all of a sudden
December 20, 2019, 03:10:48 PM
Hi,

Unfortunately I am experiencing a game breaking issue in a real fun match I started. Please help me to resolve it.

The problem is that my caravans stopped moving on the world map. They are equipped with healthy pawns and animals, they are not over-encumbered, sick or miss any legs. Until approx. 1 year into the game I had absolutely no problems with caravans what so ever.


Bug Report:
The problem appeared in the following circumstance: There was a hidden stash-quest on the world map. I accepted it by bringing 4 of my pawns as well as 4 animals and went to finished two sleeping mechs. After killing them the usual message "the caravan will leave in 3 days automaticially bla bla" appeared, but as I really had no need (or food) to stay another three days, so I switched to the world view to reform the caravan. As soon as I did that I got the message that "You must assign at least one non-downed colonist to the caravan". As I said there is no "downed colonist", they are all in perfect health.

Now, the caravan does not move in any direction.  The map I had the stash-quest on still "exists", meaning its in my tab and I can zoom in. But there are no pawns on it and I cannot re-enter it with them. They are not on this map anymore but in caravan mode but not travelling although it says that they are doing so and it gives also a estimated arrival time.

So I thought to myself, maybe the issue will solve itself after three days, so I wanted to send out a relieve force with food. Any other caravan, starting for example from my homebase, also  does not work. It shows the same issues as the other caravan with the exception that I can re-enter my settlement and not being stranded. But they do not leave the tile although they could and travelling time is calculated.

Mod list:
Better Mod Mismatch window
Hugslib
JecTools
EdB Prepare Carefully
Giddy-up Core
Giddy-up Caravan
Giddy-up Add-on Saddles
(SYR) Set up Camp
More Vanilla Biomes
Alpha Biomes
Huamoid Alien Races 2.0
1.0 Android Tiers
Android Tiers++ Expansion
Vanilla Factions Expanded- Core
Vanilla Armour Expanded
Vanilla Fishing Expanded
Alpha Animals
Vanilla Events Excpanded
Vanilla Animals - Tropical, Ice Sheet, Tundra, Boreal Forest, Tropical Forest, Livestock, Extreme Desert, Desert, Cats and Dogs, Arid
Vanilla Production Expanded
Vanilla Furniture Expanded
Vanilla Apparel Expanded
Vanilla Weapons Expanded
Vanilla Weapons Expanded - Quickdraw
Vanilla factions Expanded - Medieval
Medieval Madness: Tools of the Trade
Vanilla Hair Expanded
Caravan Gear 1.6
Colony Manager
Better Pawn Control
Animal Logic
Hunt for me
Numbers
Auto-cut Blight
Guards for me
Rimworld Search Agency
Allow Tool
Heat Map
Medical Tab
Animal Tab
REelations Tab
Work Tap
Hospitality
Pharmacist
Wall Light
RimHUD
Color Coded Mood Bar
Everybody Gets one
Mute Pet
MT- Silent doors
Camera+


I kinda reckon that the problem lies with Giddy-up or Set up Camp but thats just my feeling, so I deactivated the mods in different configurations but, as you can guess, no luck.

Error Log: https://gist.github.com/b61276b0e8eb14db1dc0b9adfc39d00a
Save file: https://gofile.io/?c=42AEAE


Thanks for the help in advance!