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Topics - Rhyssia

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Help / How to remove mention of corpse in dumping stockpile?
« on: February 12, 2017, 09:32:03 AM »
I've checked this forum a few times trying to find a solution and couldn't find on regarding this.

How do I prevent corpses from showing up in the dumping stockpile list?
I've literally spent all night trying to figure out a way to get this to work from abstracts to bodysize 0 to mass 0, I mean everything you could think of. Even <fleshtype>Null<fleshtype>.

Any ideas?

Help / Animals chow raspberry/agave down to 8% [resolved by Notfood]
« on: January 21, 2017, 02:33:43 PM »
So, I was wondering if anyone had some insight into this or might be able to point me in a better direction.

Using Hardcore SK with just the core,CR, and core_SK mod folders I narrowed down where my problem kinda is.

My issue, is that animals, tamed or wild will keep eating raspberry bushes down to 8%, then when the plant grows back to 8.1% or greater any plant eating animal will run up to it and eat that 0.1% and treat it as a full meal.

Seems they will even chew on the 8% grown raspberry bush then go about their business.
I was wondering if this was some XML value or if it's a behavior modified by the Assembly.

Would anyone happen to know where I might begin looking? (I tried ripping out a few of the folders from Core_SK, and the issue resolved it's self which makes me think it *could* be xml related.)

-edit 2-
Figured out why it doesn't drop below 8% at least (JobDriver_Ingest will keep setting it to that if it drops below)

-edit 3-
So anyone with better knowledge than me...
Code: [Select]
(!base.IsCrop ? this.growthInt >= this.def.plant.harvestMinGrowth : true);
If_Condition_True, will it run that operation or will it just always return that this.growthInt is always equal/greater than this.def.plant.harvestMinGrowth?

General Discussion / Need some XML modders
« on: January 20, 2017, 08:51:32 PM »
Well, first I hope this isn't the wrong forum to put this.

I'm just looking for some help in developing the Hardcore SK modpack. I've talked to the modpack author and he's a bit over his head with updating it to A16.

Understanding of the English Language and Skype is preferred. (To help ease communication and collaboration.)

If interested please either PM me or reply in the thread.

Any help would be greatly appreciated.

Bugs / [A16] CTD after raiding 8-10 settlements in one sitting.
« on: January 06, 2017, 09:08:30 PM »
What the circumstances were.
Loaded modpack "Hardcore-SK" and began testing this bug reported to mod author [Crash after raiding multiple settlements]. I eventually triggered the crash to desktop.

What happened.
I crashed to desktop

What you expected to happen.
A crash to desktop, but when I had shown the error log to Skyarkhangel, he suggested it is memory leak in Rimworld.

Code: [Select]
DynamicHeapAllocator allocation probe 1 failed - Could not get memory for large allocation 1486672.
DynamicHeapAllocator allocation probe 2 failed - Could not get memory for large allocation 1486672.
DynamicHeapAllocator allocation probe 3 failed - Could not get memory for large allocation 1486672.
DynamicHeapAllocator allocation probe 4 failed - Could not get memory for large allocation 1486672.
DynamicHeapAllocator out of memory - Could not get memory for large allocation 1486672!
Could not allocate memory: System out of memory!
Trying to allocate: 1486672B with 32 alignment. MemoryLabel: VertexData
Allocation happend at: Line:92 in
Memory overview

Steps we can follow to make the bug appear on our machine.
I think you would have to raid 30 or more settlements in one playthrough. Since "Hardcore-SK" has a bigger memory footprint, I would expect it happens much faster.

I am not sure it would be needed due to circumstances.

Log File
Attached, search for !!!! to find start of useful logging.

Skyarkhangel thought this link might be of importance in understanding the error.

Added brief code tag.

[attachment deleted by admin due to age]

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