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Topics - Plasmatic

#1
Tynan, forgive my ignorance but I could not find another topic on the subject.

Currently if I understand correctly a pawn will choose to drop resources at the closest geographical recipient (assuming same priority), How likely would it be that you could change it to the closest location pathing wise instead?

When setup in a mountain pawns will run through my entire base because there's a stockpile that happens to be behind a few tiles or rock, which i have stockpiles at the entrance intended for dropoff that go mostly unused because pawns look for the geographically closest spot, not the closest spot pathing wise.
#2
Mods / Anybody know the "more cabinets" mod?
August 04, 2017, 02:10:57 PM
So I haven't played for a few days, and last i did, I had a mod called "more cabinets" with the steam ID of 973334827. But now that mod is seemingly gone. I can't find it on steam or the forums and the game is still referencing it..

Whoever removed it broke my save and I'm wondering if anyone has it or has heard of it?

I need to start making offline copies of all my steam mods so this doesn't happened again.

Found it on a chinese website, but it looks like it lacks english from there.. http://www.gamejilu.com/project/rimworld/mod_recommend-32/#section2
#3
Help / Why can i not save my game suddenly?
August 04, 2017, 01:48:31 PM
when I try to save my game this pops up and I have no idea what has changed


Exception while saving game: System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.TaleData_Def.ExposeData () [0x00000] in <filename unknown>:0
  at Verse.Scribe_Deep.Look[TaleData_Def] (RimWorld.TaleData_Def& target, Boolean saveDestroyedThings, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Scribe_Deep.Look[TaleData_Def] (RimWorld.TaleData_Def& target, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at RimWorld.Tale_SinglePawnAndDef.ExposeData () [0x00000] in <filename unknown>:0
  at Verse.Scribe_Deep.Look[Tale] (RimWorld.Tale& target, Boolean saveDestroyedThings, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Scribe_Collections.Look[Tale] (System.Collections.Generic.List`1& list, Boolean saveDestroyedThings, System.String label, LookMode lookMode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Scribe_Collections.Look[Tale] (System.Collections.Generic.List`1& list, System.String label, LookMode lookMode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at RimWorld.TaleManager.ExposeData () [0x00000] in <filename unknown>:0
  at Verse.Scribe_Deep.Look[TaleManager] (RimWorld.TaleManager& target, Boolean saveDestroyedThings, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Scribe_Deep.Look[TaleManager] (RimWorld.TaleManager& target, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Game.ExposeSmallComponents () [0x00000] in <filename unknown>:0
  at Verse.Game.ExposeData () [0x00000] in <filename unknown>:0
  at Verse.Scribe_Deep.Look[Game] (Verse.Game& target, Boolean saveDestroyedThings, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Scribe_Deep.Look[Game] (Verse.Game& target, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.GameDataSaveLoader.<SaveGame>m__90E () [0x00000] in <filename unknown>:0
  at Verse.SafeSaver.DoSave (System.String fullPath, System.String documentElementName, System.Action saveAction) [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Is this savefile now borked?

Ok, I think I found the culprit, but I have no clue how that happened... I had a mod called "More Cabinets" which is now gone, like, completely gone, I can't find it on Steam, I can't find it in the forums, it's not in the game's mod list..

Yep, that mod is completely gone.. the steam ID is 973334827 confirmed from my modlist.. but searching for that file on steam shows an error page saying this page no longer exists..

So whoever made that mod just broke my save... awesome.
#4
So, I have a bunch of mods running, if needed I can try to put together a list, but as most of them are via steam that's quite a process..

Thing is, the game loads and runs fine, no hickups, no major lag.

Just after a while the screenshots below happened.

it's like the entire map is instantly filled with the dev tools.

Only way I found to solve it is to restart the game and load latest save.

Any help in getting rid of the error in the log would be helpful as well, I doubt it has anything to do with the whole map filling up though. (I believe that's just a conflict between stacking research and recon and discovery items not liking stacks of itself.

(Sorry for the bad quality, had to make it crappy to fit both in attachments)



[attachment deleted by admin: too old]
#5
Help / Game crashing due to mod conflict
July 21, 2017, 07:10:20 AM
So I know this is a mod conflict, but I'm trying to figure out what is conflicting so I can turn one of them off.

So far, the game log is clear during a game, but the game hickups seemingly every tick at higher than 1x, x2 and x3 makes pawns warp or rubber band around every couple of seconds. (I assume a tick is every couple seconds) so I assume some mod is checking something every single tick making the game stutter. But I will look into on that after I get the crash issue below fixed.. (unless its the same mod conflict causing this)

And the bigger issue, after a couple minutes of play the game crashes to desktop.

I attached my output log file (it is however an .ODT file (Open office text) It was the easiest way I found to fit it into the 600kB upload limit on attachments). After looking at it myself it seems like my colonist bar (ColonistBarKF) is trying to work with thoughts that are added by another mod and not working it out properly and thus crashing.

But I really don't know how to read the log at all, I just see references to ColonistBarKF and thoughts within what looks like error reports and I made assumptions based on that.

Can anybody take a quick look and tell me if I'm on the right track?

[attachment deleted by admin due to age]
#6
Help / Limit number of items in a Stockpile
June 17, 2017, 12:32:45 PM
Now, in the base game it's fine as the stacks are quite small, but with a couple mods that make stacks increasingly large it's getting to the point where I'd like to ability to limit the number of items that can be in a certain stockpile.

For instance with MAI, theres a Nanite Assembler that requires plasteel for the MAI units to repair themselves. however I also have a mod installed that lets me repeat research and increase stack sizes infinitely. Thus, I would love to be able to limit the amount of plasteel in the nanite assembler so it doesn't hog it all.

Is that possible? Is there a mod I have missed that does this?
#7
Help / How difficult would it be to..
June 04, 2017, 05:15:52 AM
Implement a way to set the type of raids you want? Say you feel like some merciless slaughter in your corridor of death so you want to not deal with sappers.. I know you can go into core and change the chance of them showing up, but how hard would it be to make that into a mod that can change on the fly with the in game mod menu?

With the scenario editor you can already disable certain incidents, like infestations (which I never liked, at least not in it's current iteration) but I can't disable certain raid types, only raids outright.
#8
Ideas / A not so randomized start
June 04, 2017, 05:05:37 AM
So, while I was trying to figure out a place to settle down on the beautifully crafted map, I hit the randomize button a couple times but never saw a place that 'spoke' to me..

So i had a couple thoughts.. and I might very well be alone in these, but I figure I would write them down..




-Preview the selected spot
Not very detailed, just a rough layout of the rivers, lakes, rocks and roads.. Not to the point where you can actually see what all the rocks are made of, just an image to show you if there are lots of trees, animals, where a river might be, if there is a road crossing, etc.
You can guess based on the globe hex, but you don't know if the tiny little bit of river on the globe is a massive thing or not, or if you can use it strategically etc.
You could even just make it a color coded type image so you really don't get any detail, just:

Blue: water in some form, deep or shallow
Grey: rock
Lush green: an area of denser vegetation
Green: normal soil (expect grass)
Tan: sand

From that players can make educated guesses which I think would be enough.

-Set certain criteria for the randomize location.
I know many people use the randomize tool as just that, they hit it a couple times and go with what they get.. but when I start a new colony I have at least some semblance of an idea of where I would like to be. Maybe I would like to try a desert with mountains? Instead of clicking random 5000 times and discarding all the locations that aren't mountainous deserts or alternatively manually going through the map and looking myself. I could set the randomize tool to select random locations that have certain conditions, such as mountainous deserts.

Could set based on biome, geography, available rocks, or even temperature ranges, though that might be a bit much with biomes already being a thing.

I was thinking the menu could be place under Advanced, currently that's only used for map size and starting season, so there's plenty of space on the right.

I would make a snazzy graphic, but it would be made in paint, so I think I'll spare your eyes the horror :)
Biome: Ice Sheet, Tundra, Boreal forest, Temperate forest, Desert
Terrain: Flat, Hills, Large Hills, Mountainous
Primary rock type: Slate, Limestone, Sandstone, Marble, Granite
Secondary rock type: Granite, Marble, Sandstone, Limestone, Slate
Tertiary rock type: Sandstone, Limestone, Marble, Slate, Granite
(Maybe even an option to set it to only pick spots with those specific rocks)

Also including an Any option to leave it randomized.

Now I fully expect this to be VERY low on the list of priorities, I just figure I could put it out there.
Heck, maybe this is modable, but I have a feeling the randomize button is built into the game, and not touchable by mods.

Edit: Expanded on the description
#9
Anybody else experiencing this? Where a heater or cooler with fluctuate between high and low power usage in order to keep the exact temperature you set? Maybe we could have a little temperature range from the set value? so if you set it to 21 degrees it will keep the temperature between 20 and 22 degrees?

It's not really a big problem, it just leaves me puzzled as to how much power I'm actually using as I have heaters all over the place and my power consumption jumps around.. A lot.
#10
Ideas / Exchange prisoners for goodwill?
August 07, 2014, 11:24:43 AM
So, right now when you get raided you can end up capturing some of them, but then you only have 3 options, recruit them, sell them, or kill them, 2 of which give you negative thoughts..

What about exchanging the prisoner back to the faction for one of four things?

1. Resources (food/metal/silver - whatever)
2. Breathing room - that specific faction will not raid you again for a longer period than normal.
3. Goodwill relation - could be useful if you want to get on neutral terms with the faction.

option 1 and 3 would also be useful if a random drop pod lands and it has a colonist of one of the neutral or friendly factions in it..

Obviously this can be polished but as a general idea I think it would be nice to have some benefits of capturing people that you don't intend to recruit.. especially when selling them to slave traders gives you negative thoughts..
#11
Help / Strange icons
August 06, 2014, 03:58:43 PM
Hi, I've really been enjoying Rimworld lately, especially with mods, but I keep getting some missing textures/icons..



Is that just the mod not working properly? are mods not working together? or am I doing something wrong?

It's even to the point where the standard battery from vanilla changes weirdly when i rotate it.. but looks fine when placed..

EDIT: sorry about the wide picture, I use a 2560x1440 monitor and didn't realize how wide that is for others till it was already posted :)
#12
Ideas / Color lights (Implemented)
May 06, 2014, 08:59:30 AM
May 5


  • Added colored lights, just �cause.
Saw this today, and I was just wondering how this was implemented? I remember the mods that did this cluttered up the build menu a bit since they were actually different lights..

I was thinking maybe it would be a good idea to have a button in the info window letting you cycle through colors instead of having 4 or 5 seperate buttons in the build tab..

Maybe somebody has an even better idea?
#13
So I love the ability to plan now, but I don't like how the planned squares are removed if you mine the rock under them, I use it to plan entire rooms before I dig so I get the right size, but I understand why some may like them to disappear once you've dug under them, perhaps we could have it as an toggle in the options menu? "Planned tiles disappears upon completion" (it's not very descriptive, but yeah)

my usual setup is like this, first I use the planning tool to plan out the size of the room, adding and removing bits to represent the buildings or objects in the room, once that is done, I use the mining tool to mark the entire room, and back to the planning tool to mark out the objects that I want in the room. unfortunately, once my colonists start mining all the planning tiles disappear, which means I either need to watch them mine to replace the planning tiles, or try to remember the layout I had..

I'd also like to not cancel planning tiles with the generic cancel tool. There is a specific tool for planning and removing planning, why have the cancel tool overlap?

I wasn't sure if my ideas warranted a thread of their own, but I figure other people can post their ideas here too.
#14
Help / Adding more than 4 prefered names?
April 15, 2014, 06:36:23 PM
So with the preferred names list in options it has 4 slots..

But I noticed a XML file in the main folder called "Prefs" which contains

  <preferredNames>
    <li>Salt</li>
    <li>Plasmatic</li>
    <li>Aluanna</li>
    <li>Evanescence</li>
  </preferredNames>


So I'm curious if we could potentially add as many preferred names as well want via the XML?

As a side note, it might be better if we get an option with the names to specify male or female.. some names clearly work better for one gender than the other..
#15
Bugs / Summary of bugs I've found so far
April 10, 2014, 08:26:09 PM
I'm been playing the new release for a couple hours now and I've run into a couple of bugs, nothing game breaking, but annoying nonetheless.

1) a Noble decided to join my colony and I let him stay till a slave trader came by, when I noticed it, I instantly arrested him and sold him, unfortunately, he is still in my overview list, and when I click on his name (to locate him) it pans to the jail cell he was last in. Will upload a save when I get home today

2) when colonists hunt the corpse is flagged for non-interaction, meaning you not only have to mark the animal to be hunted, you also have to find the corpse and remove the non-interaction flag after it is dead.

3) not sure if it's a bug, or a balancing thing, when there is a solo visitor from another colony and you arrest them, how does the colony find out? they are just as likely to have been eaten by rabid muffalo as they were to be captured by you no?
I fully understand if there are witnesses, but if the visitor is alone inside your base, how does his own village find out he was captured by you?
At least there should be some delay, like, next time visitors from that village come to your base they notice their buddy with you and may sound the alarm then..

4) Can't grow Agave with hydroponics. or is this intentional?

5) Cooking skill increase extremely slowly, making getting to fine meals a very long process unless you find a colonist with a high cooking skill to start.

6) I understand not allowing players to build near the edges, but 12 tiles seems a bit extreme, also, you should ensure that stram geysers do not spawn in impossible places then. last map I played on had 2 visible steam geysers, both within that no-buildzone.

7) If factions that start friendly or neutral become hostile turrets will not engage them.

Otherwise I love the update, Lots of great changes
#16
General Discussion / Good job Tynan
April 06, 2014, 01:18:09 AM
Found this thread: http://ludeon.com/forums/index.php?topic=2813.0;topicseen

and wanted to respond to the quote below, but as I read it over I thought it would of slightly derailed the thread, so I decided to make a new one instead so that one is dedicated to new testers and questions about that.

Quote from: vertigoita on April 05, 2014, 05:32:42 AM
You should explain to people that this is not a: OH COOL I CAN PLAY THE ALPHA RELEASE BEFORE ANYONE ELSE. But more of a: Ok let's take a look at this,oh this is wrong it shouldn't do that let's post it on the forum. Because some people doesn't get that (sry for bad english i'm italian)

Isn't that what a pre-release alpha is anyways? as in, that is what Rimworld is right now?

We paid to play a pre-release alpha game and some actually treat it as such and report bugs they find. others... well yeah..

Nothing wrong with an actual alpha game like Rimworld where Tynan (the developer) actually listens to feedback and implements good ideas.. But it has to be said that the terms "Beta", "Alpha" are becoming synonymous with 'marketing' which is very sad..

Some games even release what should be a finished game under the flag of an alpha and lean on it whenever bugs or balance issues are found.

Sorry to go off topic a bit, I just want to say I love Tynan for all he does and doesn't do. This game is far more polished than many of the main stream releases (especially some of the newest on steam)

Keep up the good work Tynan!

I'm glad I found Rimworld (Thanks to Etalyx)
#17
Ideas / Automated overview
March 26, 2014, 08:16:57 PM
I dunno if I can explain this well enough but here goes..

How about a less micro intensive job assignment overview, where you could hit a button and the computer automatically assigns jobs based on who is best at it, and what jobs don't already have people working them.

or even have it as a toggle that automatically assigns jobs to new joiners, and redistributes jobs if a colonist dies or something.

I realize that it would not be very high on the priority list if it is deemed a beneficial feature, I just figure I would throw it out there :)

It would be fairly useless early on when you only have 3-5 colonists, but as you get more and more colonists it could be nice to not have to worry as much about jobs.
#18
General Discussion / fikkityfook?
March 26, 2014, 04:19:40 PM
Newest point in the changelog is


  • Laughing at fikkityfook. MU HA HA.

What is Fikkityfook?
#19
Ideas / Group orders
March 19, 2014, 09:38:59 PM
Not sure if its a bug or just not thought of yet.

Currently, you cannot give any orders if you select more than one colonist, now this doesn't mean much for undrafted colonists as only one can be working on any one building at a time..

But I'd like to the ability to select 3 or 4 colonists and tell them to focus fire without selecting each one individually..

Shift selecting is easy, but currently pointless aside from moving your colonists to a new place.

This could even be expanded with undrafted colonists.. Maybe you are building a wall and you want it built ASAP. if you prioritize it currently you only prioritize one block of the wall.
If you multi select, one colonist would take the piece you actually did select, but the others would then find the nearest piece and work on that. this way if you select four colonists you could prioritize four blocks at a time.

Same goes for picking up resources, rarely can one colonist carry all the supplies dropped in a crash, if you multiselect they would all take a bit each, they would take all of whatever you had selected first, but the rest of the colonists would act as general haulers looking for anything within 25 blocks or something..

Obviously this isn't a high priority, nor do I expect it to be.

I just hope it makes sense the way i describe it.
#20
Off-Topic / Congrats Tynan!
March 09, 2014, 11:19:21 AM
Happy birthday Tynan! (At least that is what I assume "Completed 28th revolution around the sun." meant)