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Topics - Canute

#1
I can download 1.3.3162 over sendowl but Rimworld itself show that the version is uptodate.
Look's like the version check server need some love.
#2
Mods / How to activate mod's at a good way
June 23, 2021, 07:10:10 AM
There are 6500+ mods for Rimworld 1.2 on the Steam Workshop (june 2021) and not every mod is errorfree.
That mean's to check the mod discussion could be helpful before you add that mod.
And not every mod works fine with other mods.
If such incompactible are known, they are mosttimes a note at the mod description.

That mean's simple adding and activate mods mosttimes lead into trouble. Starting with not to generate a new colony with possible critical errors that don't let you load the savegame anymore or made the current colony unplayable.

As player your once chance for a succesful playthrough is to have no errors at the log window after you start Rimworld/activate mods.
Later during gameplay it is mosttimes impossible to find out what mod cause the problem, and even when you could find it out, not every mod is safe to remove from a savegame.

It is an good idea to have the developer mode on when you play with mods. Then the log window auto. popup when you got error's.
When you activate mod's do that in small batches. At this way you notice early when a mod throw out errors.
Identify the mod.
Check if the mod got some requirements and that these are loaded before the mod. Normaly you should easyly notice that at the mod window when the name is red. Mosttimes an autosort can fix that.
Take a look at the mod discussion if that error is already be known, if not leave a comment and ask the mod author.

Better don't use a mod that throw out error's one or more function of the mod don't work correct anyway.
If you got some expierence you can ignore some minor errors like when you see a missing sound.def.

Rimworld don't need a special mod loadorder anymore, or at last it is allready be displayed at the mod window if you need to load before/after some other mods. When the mod author know about it and add it at the mod.
Personaly i like to order/activate my mods at following
- libaries like Hugslib,Alienframework
- UI mods that enhance/modify the Userinterface but not the gameplay like Allowtool,More Planning
- gameplay enhancer, that made the pawn's smarter  like Common Sense or Smarter Construction
- Utility mod's you basicly like to use all the time, like Deep storage, furniture or Dub's hygiene
- Weapon and armor mods
- Races

And now go and play !


Does anyone got any improvents about this text, just post it. Even when it is one of my many grammar errors.
#3
General Discussion / Special weapon for a Pyromanic
November 07, 2020, 02:39:13 AM
These new persona weapon traits are some nice idea's but i allways remind me at the intelligent and philosophically capable "Exponential Thermostellar Bombs" from  John Carpenter's sci-fi film Dark Star.

But compared to the bomb who is/was/willbe realy hot to explode, i am geting many weapons with "Kill sorrow" trait which hate it to kill.
The special weapon for a pyramanic pacifist ! :-)

Which weaponsmith realy create such weapon, i don't think any potential buyer would like a weapon with that withdraw.
So i think the AI got some mental shock from the last owners dead, and just don't want kill/fight anymore to fear that the new owner will die too.
#4
Bugs / [1.2.2753] Apply techprint during Solar flare.
November 01, 2020, 11:20:42 AM
Got a High Tech Research bench and a Simple Research bench.
Solar flare happen, main researcher is working on the Simple bench.
Another pawn got ordered to apply a techprint, he take it and move to the High tech bench and start working.

The bench isn't powered through the solar flare, so it shouldn't be used.
So when you can apply a techprint on a none-powered high tech bench, any table could work too.

#5
General Discussion / Psycast: Tribe vs Empire vs Rebel
October 21, 2020, 09:04:05 AM
Most people prolly get the first contact with Psycast when they start working for/with the Empire and raise their royalty title.
It is pretty easy to get honor to raise their title, but it is more difficult to build the proper bedrooms/thronerooms intime before the first title ceremony timeout.
Not to speak about a pretty useless royal who just could fight and paint his pictures. So you better don't try to raise any of your skilled labour.
But another feature since 1.2 the royal permits, some are real useful. Call a shuttle to fly away and return home with farcast at example.
But it will be hard for colony to support many high level psycast.
Btw. did you only need 1 throneroom for all your royals ? :-)

The rebel way at last you don't need special bedrooms or thronerooms.
But you don't have permit's and the quests you can get new psycast level are very rare.
I think you allways should get a new quest, once you finished one from them. If you failed one, they will contact you later.
The good thing you will be enemy of the Empire, and can with some luck some nice stuff from them.

The tribal way is different.
Not that you have much higher research cost because you start as tribal, but since you start with 5 people you can have 1 or 2 fulltime researcher very early.
You have the anima tree as center of your meditation focus. Since any building/furniture will lower the meditation bonus of that tree you shouldn't start your colony that close.
Then your pawn will spend some time each day to travel to that tree and back. At last flooring don't lower the bonus and allow you to build ways to the tree. But since the tree is that far away many of the pawn might eat there and geting eat without table mood.
But the hugh benefit are, when more pawn meditate there, more anima grass will grow and allow you faster to level up a psycast.
I never got so many lvl 6 psycaster then with a tribal colony. And many high level psycaster can be very useful.
Special without these royal title withdraws.

I only realy miss some healing psycast (Mind over body).

#6
General Discussion / Gunlink
October 19, 2020, 09:07:48 AM
These new Gunlink are a nice 1.2 thing.
But i ask myself why the heck all these power armor's don't have them integrated ?
All the helmet have no boni.
And when look at all these power armor you see at movies or from SciFi novell's they all have onsuit HUD display and many of them even an AI.

Alexa could you ask tynan about it ? :-)
#7
General Discussion / I am geting crazy !!!!!
October 02, 2020, 03:14:16 AM
ARRRGGGHHHH !!!
Does you ever want to tear out your hairs while you decide what appareal is good for your pawn's ?
Skin,middle,outer,on top.
Torse,torso and arms, torse with legs, torse with arms,legs,finger,toes.
Argl !
When there would be at last some preselection help like to create some top filter about the layers.
So you could see, ahh these nice shirt for my garden pawn's are middle so i only allow these shirt and the rest of his equip he can choose self.
Sigh.

Ok, i think i will check now if Outfitter is for 1.2


#8
When you change the savedatafolder with the command argument -savedatafolder it don't change the location of the player.log.
At windows it still located at the default savedatafolder location
\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios

I can't say if that is a bug or a request from myself. But personaly i would see the logfile at that location i redirect it with the commandline parameter.

#9
Hi,
this is for the minority of people who don't use steam for various reason.
Since 95% of all mods are released at the workshop and only a few of the mod author's provide non-steam download link it was sometimes frustrating to get interesting mods.

I discoved some websites which allow to download workshop mods.
http://steamworkshop.download/  (bad expierence since i rarely got he latest version of the mod even after tynan set some flag)
https://steamworkshopdownloader.io/ (worked well, but sometimes overrun and you still need to copy/unzip the mod manualy)

The author of RimPy the offline mod manager add the integration of SteamCMD, a commandline tool from valve itself. SteamCMD allow you to download workshop entries with an anonymous login, so you don't need a steam account.
https://steamcommunity.com/sharedfiles/filedetails/?id=1847679158
Direct download at the steam description.

Get SteamCMD
https://developer.valvesoftware.com/wiki/SteamCMD
Install SteamCMD
Install RimPy
Setup the path's, without using steam let the path for steam mod's empty.
Under Downloader, you can setup SteamCMD (button is down left).

RimPy download and install SteamCMD by it own now. !

First use the browser, to select a workshop mod.
Then use "Add mod to download list" and continue browsing and adding.
"Check for updates", would check for updates from workshop mods and add them to the download list
To remove entries from the download list, double click at them.
Then use "Download" to activate steamCMD and download the mod's from the download list.
They auto. get copied to the Mods folder.

It can't happen that the download with SteamCMD don't work, i encounter that problem serveral times so far.
But i think it is because of your anonymous login and registered user get prefered.
I suggest that you try it again a few hours laters.
#10
Bugs / [1.1.2618] Royalty title requirement
May 14, 2020, 03:20:44 AM
I got a quest to host a royal guest for awhile.
It was a praetor, and the requirement was double bed, ....
All my rooms allready got royal bed, and when i assign the guest to these royal bed's i got the warning that it doesn't met the requirement for that title.

And i think the check should go away from a specified bed to the comfort rating of the bed.
#11
Bugs / [1.1.2598]Inspiration while away on quest
May 10, 2020, 05:21:11 AM
I notice i got many inspirations from pawn's who are away on a quest for faction (Contract workers in this case).
It is good to hear that these pawn's feel happy so they get alot of inspirations.
But while they are not at the map, not on a caravan i don't think these pawn's should get recognize for such events.
#12
Bugs / [1.1.2598 Royality] Quest and no reward.
April 28, 2020, 06:08:56 AM
It is now a few times i got quests with no rewards.
Ok i turned of for royal favor/goodwill as rewardd and i think such kind of quests would give out royal favor primary.



#13
At any bill the ingredient radius is set to unlimited, but the slider point isn't visible (i think it is unlimited far away).
You can adjust the slider while clicking on it, but player get confused not to see the slider point.
https://ludeon.com/forums/index.php?topic=51718.0
#14
Bugs / [1.1.2587 Royality] Curious translation.
April 05, 2020, 05:49:47 AM
I just test something out with plain vanilla settings.
I used -saveddatafolder to a new path, so my current modlist don't get loaded, a new prefs.xml get created too.

The language got reseted to my windows language (german) and i notice some strange text (picture Deutsch)
After i tried to change the language back to englisch (because i hate the language mix of none-translated mods) i notice there are 2 language entries German and German (Deutsch).
When i used German (Deutsch) anything is well translated (Picture Deutsch Deutsch).

There are other double language entries too like French,Japanese,....
When i checked the Core/Languages  i only see German (Deutsch).tar so i have no clue where these other german entry come from.


#15
I got a harvest decree.
I got the progress, i got the whole time i got to fill the decree (in this case 21 days), but it don't say how many time is left to fill the decree.
#16
Ideas / [1.1 Royality] Undignified throneroom
March 22, 2020, 06:47:31 AM
Hi,
maybe not realy a bug but an annoyance.
Once you need to floor the whole room, later with fine flooring, it is hard to tell on bigger rooms which tile isn't proper floored.
When you hover over the warning you only get the marker to the title pawn.
Sure missing installations can't be displayed, but at last wrong flooring could be highlighted.
That would be very helpful, when you think you allready have floored anything right.
#17
Help / Interaction spots
March 19, 2020, 05:25:24 AM
Hi,
i just notice with 1.1 it shouldn't be possible that 2 workbenches have the same interaction spot.
That works for all vanilla workbenches even for the craftingspot.
But that don't happen for most mod workbenches.
I can arrange modded workbenches so that their interaction spot overlap even with vanilla workbenches.

Is that a bug from the vanilla side or a missing def at the mod def's ?
#18
Bugs / [1.1] Changeing language don't change anything.
February 29, 2020, 04:41:23 AM
At the first start the game start with the default language of my system (german).
Switching to english didn't change anything at the menu system.
Special after opening the Mods menu, anything stay at german.
A restart of Rimworld fix the issue.

Repeatable, just change the language and the text at the Mods menu stay at the previous language.
#19
Help / 1.1 Mod's on 1.0
February 22, 2020, 06:42:42 AM
Hi,
since i am not on steam i can check it with the 1.1.
But i notice 1.0 version might have problem's with most of the 1.1 mods.
You can have subfolders for 1.0 and 1.1 inside the mod folder, but it is more the question does Rimworld 1.0 use these ? (i don't think so).
So it isn't better to create new workshop entries for 1.1 rather then to update the old 1.0 ?
Sure once 1.1 is released most will use them, but you know there are still some people who didn't even update to 1.0.
#20
Help / This error
November 18, 2019, 07:49:09 AM
Hi
does anyone have an idea about this error ?
QuoteRoot level exception in Update(): System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.ThingFilter.Allows (Verse.Thing t) [0x00000] in <filename unknown>:0
  at RimWorld.StorageSettings.AllowedToAccept (Verse.Thing t) [0x00000] in <filename unknown>:0
  at RimWorld.Zone_Stockpile.Accepts (Verse.Thing t) [0x00000] in <filename unknown>:0
  at RimWorld.StoreUtility.IsInValidBestStorage (Verse.Thing t) [0x00000] in <filename unknown>:0
  at RimWorld.ListerHaulables.ShouldBeHaulable (Verse.Thing t) [0x00000] in <filename unknown>:0
  at RimWorld.ListerHaulables.Check (Verse.Thing t) [0x00000] in <filename unknown>:0
  at RimWorld.ListerHaulables.ListerHaulablesTick () [0x00000] in <filename unknown>:0
  at Verse.Map.MapPreTick () [0x00000] in <filename unknown>:0
  at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0
  at Verse.TickManager.TickManagerUpdate () [0x00000] in <filename unknown>:0
  at Verse.Game.UpdatePlay () [0x00000] in <filename unknown>:0
  at Verse.Root_Play.Update () [0x00000] in <filename unknown>:0
https://gist.github.com/HugsLibRecordKeeper/d5167e68c188a5f085d833c01e4956ea
https://ludeon.com/forums/index.php?topic=49861.0