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Topics - Diana Winters

#1
If you build a bridge (or have had one spawn naturally) and you build a wall over it while "rebuild destroyed structures" mode is active, then have the wall and bridge destroyed (by something like a grenade) the wall will automatically have a blueprint placed and will be built, despite the bridge being gone.

Steps to reproduce:
1. Build/Find a bridge
2. Build a wall over the bridge
3. Ensure rebuild destroyed structures mode is active
4. Destroy wall and bridge with a grenade
#2
Ideas / [1.0] Add more things to basic work
June 20, 2018, 08:48:51 PM
Things like feeding prisoners, patients, and animals could go under this. Or perhaps just create a different type of work for this.
#3
System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.IncidentWorker_QuestItemStash.GetLetterText (RimWorld.Faction alliedFaction, System.Collections.Generic.List`1 items, Int32 days, RimWorld.SitePartDef sitePart, Boolean sitePartsKnown) [0x0001e] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Game\Storyteller\Incidents\Workers\World\Quests\IncidentWorker_QuestItemStash.cs:106
  at RimWorld.IncidentWorker_QuestItemStash.TryExecuteWorker (RimWorld.IncidentParms parms) [0x000aa] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Game\Storyteller\Incidents\Workers\World\Quests\IncidentWorker_QuestItemStash.cs:62
  at RimWorld.IncidentWorker.TryExecute (RimWorld.IncidentParms parms) [0x00003] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Defs\DefTypes\IncidentDef.cs:265
  at RimWorld.Storyteller.TryFire (RimWorld.FiringIncident fi) [0x0003e] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Game\Storyteller\Storyteller.cs:124
  at RimWorld.Storyteller.StorytellerTick () [0x0004d] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Game\Storyteller\Storyteller.cs:115
  at Verse.TickManager.DoSingleTick () [0x00201] in C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:334
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.TickManager:DoSingleTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:335)
Verse.TickManager:TickManagerUpdate() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:261)
Verse.Game:UpdatePlay() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:505)
Verse.Root_Play:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:99)


Got this at a random time while using Cassandra Rough
#4
Bugs / [B18]Grammatical Error in art description
December 16, 2017, 12:53:13 AM

A small error here. Uses "her" instead of "she."
#5
Dangerous Animals (such as cougars, panthers, elephants, thrumbos, etc) won't defend themselves from attackers after being tamed. This makes some sense for ranged attacks but makes 0 sense for melee attacks. The animal should be more than capable of mauling the attacker(s) to death, but instead, it tries to slowly flee, resulting in it being stunlocked and beaten to death rather than mauling the attacker to death.
#6
Ideas / Suggestion in reguards to Jade
November 04, 2017, 03:58:59 PM
Jade definitely needs more uses, especially now that you can't make melee weapons from it (A18)
Perhaps have a really pretty tile for it? A jewelry item that improves social (and maybe mood) when made from it?

Anyone have other suggestions?
#7
Is this intended? It seems rather excessive for making tea.
#8
After rescuing someone from the incapacitated refugee event, I could not install peg legs on their missing legs due to "missing materials" even though I had plenty of wood and (not herbal) medicine. After recruiting them I was able to install peg legs just fine.

Steps:
1. Have a non-prisoner and non-colonist with no legs.
2. Set an operation bill to add peg legs to them.
3. Try to force a pawn with doctoring enabled to do the surgery.
#9
Releases / [B18]Ni'Hal🦎
October 25, 2017, 04:11:19 PM

Portrait from Stellaris

B18 release

Requires Humanoid Alien Framework

Catfish Space Nazis. They like warm and wet climates. Hailing from an oceanic planet, these fanatical xenophobes seek to purify the galaxy from the inferior xenos.

Suggested mods to play them with:
Other Race Mods (Orassans esp.)

Note: Alien Framework for B18 can be found on the github Here

Manual Download
Steam Download

Update 1: Ni'Hal can start as a normal player colony, changes to weaponry recipes
Update 2: New weapon sounds, courtesy of Xen
Update 3: New animal, sprite courtesy of Totobrother
Update 4: Tweaks to the Drakes. Drakes can now be used as a pack animal
#10
Ideas / Nudist debuff change suggestion
October 23, 2017, 12:43:53 AM
If you still have the naked debuff on a non-nudist pawn, you shouldn't get the nudist debuff for constraining clothes. Or perhaps it could have stages based on how many clothes/types of clothes you are wearing. Wearing a parka, pants, and a t-shirt would be more uncomfortable for a nudist than just wearing a t-shirt or a jacket. Stage examples could be as follows:

>Completely Nude +15

>Naked (Just a t-shirt or a jacket) +5

>Clothed (pants + t-shirt and/or jacket) -5

>Bundled up (pants, shirt, and jacket or just a parka) -15

Balancing would obviously be subject to change.
#11
Bugs / [A17]Multiple fires on pawn
October 21, 2017, 03:26:04 AM

I believe that this is caused by a pawn being hit by an inferno canon while standing on top of firefoam.

Steps to replicate:
1. detonate firefoam popper
2. have pawn stand on foam
3. have pawn be hit by inferno cannon

Edit: Errors caused by this
Cannot attach Fire825785 to Princess: parent has no CompAttachBase.
Verse.Log:Error(String)
Verse.AttachableThing:AttachTo(Thing)
RimWorld.Fire:AttachTo(Thing)
RimWorld.FireUtility:TryAttachFire(Thing, Single)
Verse.DamageWorker_Flame:Apply(DamageInfo, Thing)
Verse.Thing:TakeDamage_Patch1(Object, DamageInfo)
RimWorld.Fire:DoFireDamage(Thing)
RimWorld.Fire:DoComplexCalcs()
RimWorld.Fire:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
#12
Outdated / [A18] Animal Hoods
November 19, 2016, 12:48:34 AM


Adds hoods designed by A Friend

Download

now with bug hats
#13
Releases / [1.0] Orassans 🐱
July 28, 2016, 11:05:12 AM


Pronounced (O-ras-san) or (O-ras-sins)
Spelt: Orassan
Plural: Orassans
Adjective: Orassan
Example of Orassan Anatomy

Adds a space cat faction. They like the cold. They hail from a planet that could be described as an arctic nightmare to humans, but it is nice and cozy to the cold-loving cat people. After developing artificial wormhole generation, they have decided to unite their home planet and expand their empire at an unprecedented speed. While generally friendly, they will not tolerate kidnapping their people and they may be upset due to you encroaching on their territory.

Adds:
-Cat people
-About a dozen new weapons
-3 new suits of armor
-Plants that can be grown in cold temperatures
-An adorable little animal reminiscent of ori from ori and the blind forest

You can start as an Orassan Enclave by setting the colony type in the scenario editor.

Requires Alien Framework

Requires new game for the faction to spawn unless you have Faction Discovery by Orion.

Coding thanks to 1000101, Mrofa, and ChJees
XML advice from Shinzy

This can be included in modpacks. (So long as I am credited... in rainbow letters)
Derivatives are not allowed without explicit permission.

Note: The vanilla Power Armor has the "Spacer" tag removed from it so that Orassans do not spawn with it. This will not affect much.

Potential Incompatibilities related to this mod specifically:
Any mod that modifies the JobOnCell in the WorkGiver_GrowerSow class have a high chance to be incompatible.

Download on Steam Workshop

Patches can now be loaded as mods now; make sure that they load under Orassans and the mods you're patching. They are not standalones and require Orassans and either EPOE and/or CR to function.

Humanoid Alien Framework can be found  Here
#14
Ideas / Growable Coffee and Cocoa plants
October 02, 2015, 10:59:48 PM
Just what the title says.
Thoughts?