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Topics - Jan2607

Pages: [1] 2 3 ... 5
1
Bugs / [1.3.3060]Unable to switch language in main menu, error log
« on: July 14, 2021, 08:55:04 PM »
I'm playing on the german translation and when I'm switching to English in the main menu, nothing happens. Well, not really nothing, but in the console appears an error:

Exception filling window for Verse.FloatMenu: System.MissingMethodException: void Verse.Dialog_MessageBox..ctor(Verse.TaggedString,string,System.Action,string,System.Action,string,bool,System.Action,System.Action)
  at (wrapper dynamic-method) Verse.LanguageDatabase.Verse.LanguageDatabase.SelectLanguage_Patch1(Verse.LoadedLanguage)
  at RimWorld.MainMenuDrawer+<>c__DisplayClass17_0.<DoMainMenuControls>b__19 () [0x00000] in <8966b0b0221347438fe75aaedcaf8f33>:0
  at Verse.FloatMenuOption.Chosen (System.Boolean colonistOrdering, Verse.FloatMenu floatMenu) [0x00030] in <8966b0b0221347438fe75aaedcaf8f33>:0
  at Verse.FloatMenuOption.DoGUI (UnityEngine.Rect rect, System.Boolean colonistOrdering, Verse.FloatMenu floatMenu) [0x003b1] in <8966b0b0221347438fe75aaedcaf8f33>:0
  at Verse.FloatMenu.DoWindowContents (UnityEngine.Rect rect) [0x000fb] in <8966b0b0221347438fe75aaedcaf8f33>:0
  at Verse.Window.InnerWindowOnGUI (System.Int32 x) [0x001ce] in <8966b0b0221347438fe75aaedcaf8f33>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.Window:InnerWindowOnGUI (int)
UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)

Anyone else having this issue using non-english localisation?

2
General Discussion / How to obtain special psycasts?
« on: December 22, 2020, 10:13:17 AM »
How do I obtain special psycasts like word of trust?
I have a psylink level 1 pawn and in the past sometimes they got that word of trust psycast. Is it random, which psycast a pawn gets? Can I get the special psycasts by psytrainers?

3
General Discussion / Faction Leader unavailable
« on: August 22, 2020, 04:09:40 PM »
Had a tribal raid and now their faction leader is not available. In the faction oveview there is no leader named, so I don't know if he died in the raid.
Will they get a new leader, will he be available again or can I get a new one?

4
Bugs / [1.2]Sick colonist in hospital bed gets incapacitated
« on: August 20, 2020, 05:16:00 PM »
I had now a few downed, sick colonists who need to sleep in sickbeds for a few quadrums. When they have a need for joy and want to meditate, they get incapacitated next to their bed and need to be carried back to bed. I tried to solve this by giving them a meditation spot right next to the bed, but it didn't work out.

5
Bugs / [1.1.2647]Trader caravan not leaving
« on: May 31, 2020, 09:01:53 PM »
Since the update I got trader caravans that didn't leave my colony even after a week. The first one I could resolve, because it was a faction that comes with a mod that caused issues after updating, but I deactivated that mod.
But now I got another caravan sitting in my recreation room for days, sleeping on the floor. Some of them left, most of them stayed and their caravan animals are all over the map.

6
Bugs / [1.1.2647]Colony's shells used by hostile siege gunners
« on: May 28, 2020, 01:18:52 PM »
Not sure if this is a bug. I think it's really funny :D
I had the door of my stockpile hold open with 6 mortar shells in it, when I got sieged. I guess because of the open door, the game set my shells to forbidden and the besiegers thought it was their ammunition. The siege gunner walked all the way up, passed my colonists, waving, kindly saying "good evening, gentlemen", walked into my storage room, grabbed one shell and walked out all the way back to reload his mortar.
I love it :D

Now I closed the door. The gunners still are coming, knocking at the door 2 or 3 times and leaving without a shell.

https://imgur.com/FbKN2Uw


7
Mod bugs / Today's patch broke my comms console
« on: March 06, 2020, 11:06:19 AM »
Since todays patch, my colonists are not able to use the comms console. The right click menu doesn't appear and the error log throws red messages. This is my error log: https://gist.github.com/1d6432df5784a5861be055d8320c55fe
Trading with caravans does work.

I'm using some mods that change traders, but even deactivating those mods didn't help. So I have no idea which of these mods broke my game. Any help would be appreciated.

8
General Discussion / Best animals for breeding?
« on: March 03, 2020, 02:13:40 PM »
I want to breed animals to sustain my colony with meat. What do you think is the best animal for this?
My main concern is about the food consumption compared to meat yield. Is it better to have hundreds of small animals (chickens, guinea pigs) or to have some big animals like muffalos?

9
Got a quest where a mechanoid cluster dropped close to my colony. Killed/destroyed it, but I didn't get the reward (+31 relationship to blue faction).
Reading in the forums at that time I noticed it is a bug Tynan will fix in the upcoming hotfixes. Since then a few hotfixes passed by. The quest is now completed for 48 days and it is still sitting in the active quest tab. Didn't get my reward yet.
Any chances to complete the quest or should I dismiss it?

10
Bugs / [1.1/Royalty]Duplicated language files
« on: February 25, 2020, 07:20:55 PM »
I noticed that the language selection menu in 1.1/Royalty shows some duplicated languages. It shows the language in two formats, for example:

German
German (Deutsch)

French
French (francais)

Not sure if this is by design or if it's duplicated language files in the folder. Does it matter, which one I select?

11
Help / Exotic goods trader stock bug with Vanilla Furniture Expanded
« on: November 10, 2019, 09:17:45 AM »
When a exotic goods trader arrives, he doesn't generate any stock and has no money. Other traders don't have this issue.
This bug occurs since I installed Vanilla Furniture Expanded Core, so I believe this is the mod that generates this bug.

Here is my error log:

https://gist.github.com/ca397ba0ce784cad94eb56a570f54ddc

I reported it on Steam to the modder but he doesn't seem to respond to bug reports at the moment. If anyone could help me to resolve this issue I would really appreciate it.

12
Mods / Empty messages - which mod cause them?
« on: October 27, 2018, 03:17:36 PM »
I've some trouble with one mod, but I don't know which one it is.
Sometimes I'm getting empty messages. It looks like this: https://imgur.com/M8jxDHU

Currently loaded are:
Core
HugsLib
JecsTools
EdB Prepare Carefully
MadSkills
P-Music
Feed the Colonists
RimFridge
More Vanilla Factions
Misc. CORE
MiningCo MMS
ED-Embrasures
More Trade Ships
MineItAll - Unofficial
More Vanilla Turrets
Rimatomics
Rimefeller
Dubs Bad Hygiene
Set Up Camp
Colony Manager
A Rimworld of Magic
Realistic Room
Defensive Machine Gun Turret Pack
ED-Laser Drill
Priority Treatment
Let's Trade!
Vegetable Garden
Camera+
What the hack?!
Prisoner Ransom
Crash Landing
RimQuest
Rimhair
Quarry
EPOE
Tilled Soil
Nature's Pretty Sweet

I know, that's quite a few mods :D
The issue happens with my new colony whith the new mods

Rimefeller
Dubs Bad Hygiene
Priority Treatment
Let's Trade!
Vegetable Garden
Camera+
What the hack?!
Prisoner Ransom
Crash Landing
RimQuest
Rimhair
EPOE
Tilled Soil
Nature's Pretty Sweet

So I believe one of them causes it. Because the message is really rare, I can't reproduce it. Had it 2 times for now.
Can anyone help me? Maybe someone had the same issue and does know which mod it is.

13
General Discussion / Do they use the armchair?
« on: September 21, 2018, 09:32:24 PM »
I constructed armchairs in front of my flatscreen television, but for some reason my colonists seem to stand BEHIND the armchairs.
Are they actually using them and there is only a texture missing for using furnitures or won't they use armchairs in front of TVs?


[attachment deleted due to age]

14
Bugs / [B19] Animals instantly rotten while toxic fallout
« on: September 12, 2018, 06:41:42 PM »
Every animal that dies during toxic fallout will be instantly rotten (at least those, who are affected by poisoning. Animals that belong to manhunter packs won't rot instantly if they are not affected by poisoning). I don't know if this goes by design for animals that die because of the fallout (perhaps Tynan decided that the meat yield during fallouts is to high), but I don't think animals that get killed by colonists should rot instantly.

15
General Discussion / Did the survival chance for enemies change?
« on: September 11, 2018, 04:07:19 PM »
Usually I had more prisoners than I wanted to recruit. But now in B19, all enemies getting killed in battle.
I only was able to make a few prisoners, and I'm in day 169. All prisoners I had were in early game. In the last 100 days I had no surviving enemy.
That said, I noticed I had more raids in B19 than in my colonies before.
How comes that only few enemies survive? Do all weapons deal more damage now? Or is there a coded survival chance for enemies that was lowered in B19?

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