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Topics - MisterVertigo

#1
General Discussion / How many more Alphas?
June 13, 2017, 12:51:09 PM
Hello all! I'm sure this is a question that no one can definitively answer, except for maybe Tynan, so this is just for fun discussion.

How many more Alphas do you think we will get? For most games, Alpha is for implementing new features and testing them out. Eventually once all features are added it would move on to a "Beta" phase where bugs and balance are worked out. Then, finally, the 1.0 release.

What are all of your thoughts about this process? How far along do you think we are? I know there are still some features that players want, but I'm just curious as to how many more Alpha versions you think we'll get. Tynan can't go on forever adding new features in Alpha after Alpha. At some point it has to be "done" and move on to the next phase. What features do you think Tynan is still wanting to implement before moving on to Beta?
#2
Support / XML Error after Latest Update
June 04, 2017, 09:00:59 PM
Hello all! Since the last update I am now getting an XML error when I start the game. I originally thought it was a mod I was using having an issue with the update, however after troubleshooting my mods I had no luck. I even disabled all my mods and I'm still getting the error. The errors appear at the main game menu before I load a save. Here are the messages I'm getting:

XML error: <stateEffecter>Drunk</stateEffecter> doesn't correspond to any field in type HediffCompProperties.
XML error: <severityIndices><min>3</min><max>5</max></severityIndices> doesn't correspond to any field in type HediffCompProperties.
XML error: <severityPerDayNotImmune>-1</severityPerDayNotImmune> doesn't correspond to any field in type HediffCompProperties.


I have tried to verify by installation via Steam, and that did not help. The game was working fine before the update. I have not tried loading my save, as I was afraid of causing an issue with it.

I have attached the output_log.txt file. If there is anything I can do to fix this I would appreciate it as I'm afraid to load up my save until I have it resolved. If there is anything else I can provide to help troubleshoot please let me know. Thank you in advance!

[attachment deleted by admin due to age]
#3
Off-Topic / New Strategy Games?
January 17, 2017, 12:38:10 PM
Hello all! I love RimWorld. It has become one of my favorite games of all time, and this is coming from a guy who has been playing since I found my parent's Atari 2600 when I was a kid in the 80's. However, I think it's time for me to take a bit of a break from RimWorld and see what else is out there. Don't worry, I'll be back. I always come back...

I like simulation games, as well as strategy/tactical games. I love XCOM, but I have played both of them almost as much as I have RimWorld. I have also played the Civ games. I was looking at a game called Stellar Tactics: http://store.steampowered.com/app/465490/. It looks awesome, but the gameplay videos I have watched tell me that it needs a bit more work before I spend too much time on it. The concept looks amazing though.

I'm not a multiplayer game guy as I get distracted by real life to often and I require the luxury of a pause button. I love a good RPG game and I'm really jonesing for a good space game.

Anyone have any recommendations?
#4
Hello all! I've been playing RimWorld for nearly two years now and I don't think I've ever had a crash! However, the last couple of days I've had this issue. It seems to be random, and I can't pinpoint what happens to make the crash take place. The most recent time I was building a wall, and the time before that it was right after a raid started. I don't know what my pawns may have been doing off-screen though.

Basically, it looks like the memory usage of RimWorld jumps up considerably and then these errors pop up:


Followed by:


Here is my memory usage:


Usually the game is using about 2 GB, but it jumps up to this during the crash.

Attached are my log files.

I'm running Windows 10, and I'm using the Steam version of RimWorld. I do have a few mods installed that I downloaded from the forums (not Steam workshop mods). Here is my mod list:


    <li>Core</li>
    <li>HugsLib</li>
    <li>AllowTool</li>
    <li>RW_AreaUnlocker</li>
    <li>Better Pathfinding</li>
    <li>RW_Blueprints</li>
    <li>DefensivePositions</li>
    <li>ED-LaserDrill</li>
    <li>RW_FacialStuff-0.16.0</li>
    <li>Fluffy_Breakdowns</li>
    <li>Hunting Alert</li>
    <li>ICanFixIt</li>
    <li>JTExport</li>
    <li>MadSkills-A16-1.2.1-T</li>
    <li>MineItAll</li>
    <li>Miniaturisation</li>
    <li>kNumbers-0.6.0</li>
    <li>RecolorStockpileA16</li>
    <li>ShutdownAllA16</li>
    <li>TradingSpotA16</li>
    <li>VerifyStartA16</li>
    <li>OmniLocator</li>
 


I have 16 GB of memory, Intel i7 5820K CPU, and Nvidia GeForce GTX 970 Graphics. As far as I know all my drivers are up-to-date and the game was working fine until yesterday. No other issues with my PC; and I haven't played any other games.

I'm suspecting it's a mod issue, but I'm hoping someone here can understand these log files and maybe point me in the right direction as to which mod may be causing my issue.

If I have this posted in the wrong place, let me know and I'll re-post.

Thank you all!

[attachment deleted by admin due to age]
#5
I always forget which kind of trader it is that buys the tribal clothing. I had two raids back-to-back from tribals, and my stocks are full of tribalwear clothing to sell. I want to call a trader, but I want to make sure I call the right one.

It seems like it should be the exotic, but for some reason I don't think that is correct. If anyone knows for sure I'd appreciate it!

Thanks!
#6
Mod bugs / Unable to Save Game
September 08, 2016, 12:38:39 AM
Hello all! I was playing along tonight and all of a sudden I got an error pop up on my screen that the Autosave was unable to save my progress. I ignored it and kept going, only to have it show up again when it tried to Autosave. I was also unable to manually save to a new file.

The game had autosaved numerous times previous to this, and I'm not sure what happened. I was playing the whole time, so there is no way I could have disabled any mods or anything.

I shut down the game and loaded from the most recent autosave. The game loaded fine, but I can no longer save any progress past that point.

I have attached the output_log.txt file. I was in about my third year of the colony and it was going really well! I hope I'll be able to recover this save.

Has anyone seen this before? Is there a work-around? If there any other files or information you need from me, please let me know and I can provide. Thank you!

[attachment deleted by admin - too old]
#7
Help / Sluggish Performance
August 27, 2016, 11:34:35 PM
Hello all! I have an issue that has cropped up lately and I'm not sure how to troubleshoot it.

Basically, my game is starting to run very sluggish. I've been playing for a long time (since around alpha 9 I think? Somewhere around there) and I've never had any issues before. I'm running RimWorld A14 on Windows 10, with an Intel i&-5820K CPU 3.30 GHz and 16 GM of memory. Like I said, I've been playing fine for a long time until recently so I'm certain my hardware is not an issue. I usually play with the biggest size map possible.

I do have a lot of mods installed, and I'm guessing that a mod I'm using may be causing the issue. I'm using a mix of mods from the forums and Steam. I use Steam if possible, but I have a few that are not on Steam.

It seems to be every 5-10 seconds the game just freezes for a split second. I'm not sure if there is a mod that is looking for something in my game every few ticks or something, and it's causing a pause. I'm towards the end-game of my current colony. I have a fairly large base with lots of stockpiles with lots of things lying around. I have somewhere around 18 colonists. I have about 10 chickens and 4 cows in my barn. There aren't too many wild animals as Randy has enjoyed giving me a couple of toxic fallouts and volcanic winters this playthrough. I should have a ton of trees but they are all gone, but that's another story...

I keep trying to see if there is something that's on my screen that's slowing it down, but I can't seem to place it. I did notice last night that when I was looking at my killbox, the game really chugged. I had a couple large banks of batteries, switches, and my turrets on the screen at the time, along with some colonists walking past. The turrets were unpowered via the switch I have near the battery banks. However, as soon as I moved the camera away it went back to normal (stuttering every 10 seconds or so). When I moved back it didn't do it again so I don't know...

Attached are two screen shots of my mods screen. If I were to guess, I would guess it's either Fluffy's work tabs doing something weird with the job finder and it's lagging for some reason, or with Fluffy's breakdowns and all the items I have in my base that need maintenance (auto-doors, batteries, turrets, workbenches, etc). I didn't want to post in Fluffy's thread though, as I don't know for sure if those mods are even the problem.

Anyway, has anyone had an issue like this before with any of these mods (or others)? Anyone have an idea of how to troubleshoot this, short of disabling them all one at a time to see if it goes away?

By the way, is there an easier way to display what mods I have installed? I tried looking at my ModsConfig file, but all the Steam ones were random numbers instead of the name so it wasn't very helpful.

Please don't hesitate to tell me I haven't given enough info. I'm willing to share any info I can to help figure this out. Thank you all for your help!

[attachment deleted by admin - too old]
#8
General Discussion / Prisoners not eating meals?
July 16, 2016, 11:37:27 PM
Hey all! Loving A14 so far! However, I have encountered something strange. I'm not sure if something has changed with this alpha and I'm doing something wrong, or if it may be something broken in my game.

Prisoners will not eat any meals that are left for them in their rooms. I have them checked to be allowed food, and they are in a room with a prisoner bed. My wardens visit them to recruit them, and they also bring them meals and set them on their floor. However, they never touch them. Both of my prisoners right now have malnutrition while they have fine meals lying on their floor. Once they get bad enough, they need rescued and a warden will put them back in their bed. Once that happens the warden will feed them and their food need will be filled up. They just never eat them on their own.

Anyone else seen this? Am I doing something wrong? Thanks in advance!
#9
General Discussion / Hooray! New colonist!
May 19, 2016, 11:31:24 PM
Oh wait... son of a....

#10
Ideas / Re-Naming Things - Text Selection
May 19, 2016, 10:41:08 AM
This is a minor annoyance that I've noticed since way back, but I don't think I ever posted about it.

Let's say I want to rename a stockpile. I click on it, and then click on the "Rename" button. A box pops up where the current name is entered into a text box where you can type a new name. However, the text box does not have the window "focus", so you have to click in the text entry box. Once you do, the cursor moves to that spot where you clicked. So, to clear the name I have to click the cursor to the end of the text, and then press the backspace key to remove all the text, and then finally enter my new name.

As an example of a better way to do this, look no further than any Windows operating system. If I'm looking at a file, and I click on it to rename it, all the text in the box is highlighted right away. Then all I have to do is start typing and it will replace what the existing name is. I press "Enter", and the file is renamed.

Is this something that Rimworld could do, or is this a limit on the game engine? Is it something that could be fixed or even be modded?

Thank you for listening!
#11
General Discussion / Forum Questions
May 09, 2016, 05:41:03 PM
Hello there! I've been on these forums for a while, and I've used MANY different kinds of forum software. For the most part, these boards are pretty good. I just have to minor things that bug me and maybe there is a way to get around these that someone else may know.

First, I use the link "Show new replies to your posts." at the top all the time. It's a nice place to see new replies to topics that I have posted in. However, there are a couple I posted in early on that I'm no longer interested in following. Is there a way to keep these topics from showing up on that list, even though I have posted in them? I see there is a "Unnotify" button on the threads, but it does not seem to work for threads where I have actually posted. For threads where I have manually marked as wanting to be notified, but not posted, this may work but I don't do that often so I can't say if it works or not.

Second, I would give my kingdom for a "Jump to Top" button! Again, I click on the "Show new replies to your posts." link at the top, and then I click the "Last Post" button next to the thread to jump right to the end of the thread. After reading it, I have to scroll back up to the top of the page to click on the "Show new replies to your posts." link again. I know I know, It's a bit lazy, but many forums I use have this ability so I figured I could at least ask.

I know these are nit-picky things, and overall these forums are great, but I figured it can't hurt to ask! Thanks all!
#12
General Discussion / Art Bug?
May 03, 2016, 11:34:09 AM
I recently created a double bed of excellent quality, and it had art on it. They are always entertaining so I gave it a read. However, I noticed a strange thing. I think my artist can see the future! The date mentioned in the art is "11th of winter, 5502" but the current date of my colony is 7th of fall, 5502.

Attached is a screen shot. I didn't post this in the bugs forum as I have several mods installed. None of them should affect the date though, as far as I know. Has anyone else seen this?
#13
Mods / [Request] Auto-Pause on Event
April 28, 2016, 03:57:59 PM
Hello modders! Would it be possible to have the game speed changed to "pause" when an event happens in game? For example, I'm sitting back watching my colonists do the jobs I've assigned them, and then the red "Raid" envelope appears! The game would automatically pause to allow me to re-arrange my priorities and deal with the crisis, and then I can resume the game speed.

It would be great if it would pause on all "envelope" events, such as Raids, trade ships, disease, etc. Basically anything that would demand my immediate attention.

Is this something that is possible? Thanks!
#14
Mods / (Request) Updated "Confusion" Mod
April 20, 2016, 09:34:29 AM
For Alpha 12, there was a mod that would prevent colonists from dropping all their equipment when they would break and start wandering. The mod was made by ZOMBIE2. Here is the link: https://ludeon.com/forums/index.php?topic=15162

That thread has been closed, so I'm assuming he won't be updating any of his stuff for A13. Are there any modders out there who would be able to re-create his "Confusion" mod, or has someone done so already?

Thank you!
#15
Is there a dev command to remove a geyser? I found the one to add one, but I don't now how to remove an existing one. Any help would be great! Thank you!
#16
Mods / [Mod Request] Base Planning Tool Templates
January 12, 2016, 09:37:59 AM
Greetings! I have an idea that I've thought about before, and I thought I'd post it here to see if anyone else thought it would be a good idea. I'm not a coder at all, so if it's a good idea hopefully someone can make it so!

It would be great if I could save a set of base plans between games. For example, I could use the planning tool to lay out my entire base just how I like it. Then I could take all those plans and export them to a save file. In my next game when I'm ready to build my base I can load the plans from before and just drop them down where I want them. Then I can lay down my blueprints and start building. I don't have to count squares and make sure everything lines up properly every time I start a new game.

Note that I'm not asking to lay down entire built bases all at once or anything. All I'm saying is copying the white boxes from the planning tool.

Is this something that's even possible with the modding tools? I now other mods like EdB's Prepare Carefully and the Manager tool are all capable of saving settings that can be used between games. I have no idea about something like this though. Thank you in advance!
#17
General Discussion / Do you save scum?
January 02, 2016, 09:49:09 PM
Hello all! I have a question for all of you out there in the RimWorld community. When you play a game of RimWorld, do you save scum? For those that don't know, that means you save your game frequently, and when something goes wrong or something happens you don't like, you re-load from a recent save. For example, your favorite colonist dies, or getting a crashed Mechanoid ship outside your front door immediately after a bad raid, or half your colony has malaria.

I have to admit that I'm a save-scummer in most games that I play. For some reason, I always feel bad about it in this game though. I know that these things happen to tell a story, and I should just things happen as they do. I guess I just don't like putting a bunch of time into a colony only to have a stupid mistake of mine or bad luck destroy it all. I guess I don't like to lose, but I kind of feel like I'm cheating sometimes. I watch a lot of YouTubers and they can't save scum, and I wish I was as awesome as them!

Every time I start a new game I tell myself, "This is the one! I'm not gonna save-scum this one! I'm just gonna see what happens!" but it never actually works out that way. I get too attached to a colonist and then I'll screw something up and that'll be it.

So, what about you guys? Do you save scum? Do you use console commands to help you out of certain things? I'd like to know I'm not alone!
#18
I did a search but I could not find this, so I'm sorry if I missed it.

At what percentage will a worn piece of clothing or armor give the "Wearing worn out apparel" debuff? Does it vary from pawn to pawn, depending on stats? I'm trying to figure out my Outfit settings and what percentage I should set it at so the pawns will go get a new piece of clothing when one wears out.

Thanks!
#19
Ideas / Fruit Trees! Apple, Oranges, Peaches, etc.
November 09, 2015, 12:19:11 PM
I'm not sure if this has been talked about before, but I just had an idea for fruit trees in RimWorld.

They would work similar to other crops, except once the tree is grown it will produce fruit periodically that can be harvested by a grower. Instead of crops like corn or potatoes though, they do no need to be re-planted once harvested. I see them as being pretty slow to produce, and not a huge yield, but they would be pretty low maintenance. The fruit could be eaten raw without a penalty, and could even provide a small boost to joy.

Along with being able to plant orchards, some trees could even be found in the wild. I don't see them becoming a primary food source since orchards would take up a LOT of space and the long time between yields, but I think it could be a fun addition to the game.

What do you guys think?
#20
I run RimWorld off of a USB drive. This way I can take the game with me anywhere and carry it around in my pocket. I created a shortcut on my desktop to the RimWorld914Win.exe file on the USB drive with the -savedatafolder SaveData switches at the end. This way all of my save games, mod configs, etc all get saved to the USB drive instead of the hard drive of the computer where I'm playing.

It has been working great. I've been taking my USB drive between my work laptop and home computer for a couple of weeks now with no issues (other than slightly slower loading times, and slight lag when it autosaves, but that is because of the slow USB).

However, I noticed today that my screenshots are not getting saved. I press F10 while in game, and the message comes up on the screen, something like "Screenshot saved to SaveData/Screenshots/screenshot1.png". However, when I look in the SaveData/Screenshots folder on my USB drive, there is nothing there. I also looked in the default folder in my profile (C:\Users\%USERNAME%\AppData\LocalLow\Ludeon Studios\RimWorld\Screenshots) and it was not saved there either.

I tried launching the game without the -savedatafolder option and saving a screenshot, and it worked normally; putting the file in the default user profile location.

This test was done from my work laptop running Windows 8.1

Thank you!