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Topics - Shabazza

#1
In the announcements of Tynan, there was mentioned that the new scenario editor should enable us to make scenarios with extreme heat / cold regions,
where heat waves or cold snaps are a permanent thing.
But I don't see any of this in the scenario editor in A14.
I can set something like "Volcaninc winter", but not cold snap / heat wave.
Did this not make it into the patch? Or am I looking at the wrong place?
I was really excited for that feature.
Quote
ScenPart: Permanent version of all map conditions (eclipse, solar flare, etc).
#2
There was a thread where people posted RimWorld-related drawings.
Pretty hilarious and impressing stuff:
But I could not manage to find it. I don't know which terms to use for the search.
It seems it was not made sticky.
It's about a month old, I think.

Sorry for making a new thread just for that. But I searched for it for 20 minutes now and even tried to find it in my Firefox chronic...
Can someone point me to the right direction?
#3
When accepting a trade from ship traders (trade caravans work ok however), I always get the following exception on my current map and the trade screen freezes.
When I get rid of the trade window, my goods are gone but my silver is still the old value - which is ... unpleasant.
Someone in this https://ludeon.com/forums/index.php?topic=19728.0 said, it has to do with prisoners in cryo cascets.
But I don't have any cryo cascets in my colony and the bug is also happening when my prison is empty.
Is there a workaround for this problem in my particular case?

Exception filling window for RimWorld.Dialog_Trade: System.Reflection.TargetParameterCountException: parameters do not match signature

  at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0

  at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0

  at CommunityCoreLibrary.Detour._DropCellFinder.DropCellFinder_IsGoodDropSpot (IntVec3 c) [0x00000] in <filename unknown>:0

  at CommunityCoreLibrary.Detour._DropCellFinder+<>c.<get_IsGoodDropSpot>b__7_0 (IntVec3 c) [0x00000] in <filename unknown>:0

  at Verse.CellFinder.TryFindRandomCellNear (IntVec3 root, Int32 squareRadius, System.Predicate`1 validator, Verse.IntVec3& result) [0x00000] in <filename unknown>:0

  at CommunityCoreLibrary.Detour._DropCellFinder._TradeDropSpot () [0x00000] in <filename unknown>:0

  at RimWorld.TradeShip.SpawnDropPod (Verse.Thing t) [0x00000] in <filename unknown>:0

  at RimWorld.TradeShip.GiveSoldThingToBuyer (Verse.Thing toGive, Verse.Thing originalThingFromStock) [0x00000] in <filename unknown>:0

  at RimWorld.Tradeable.ResolveTrade () [0x00000] in <filename unknown>:0

  at RimWorld.TradeDeal.TryExecute (System.Boolean& actuallyTraded) [0x00000] in <filename unknown>:0

  at RimWorld.Dialog_Trade.<DoWindowContents>m__401 () [0x00000] in <filename unknown>:0

  at RimWorld.Dialog_Trade.DoWindowContents (Rect inRect) [0x00000] in <filename unknown>:0

  at Verse.Window+<WindowOnGUI>c__AnonStorey20A.<>m__14F (Int32 x) [0x00000] in <filename unknown>:0


It's actually another exception than the one mentioned in the above mentioned thread.

Savegame;
https://www.sendspace.com/file/wzpihp

It's a modded install.
<mods>
<li>Core</li>
<li>Community Core Library</li>
<li>Community Core Library - Vanilla Tweaks</li>
<li>Miscellaneous_Core</li>
<li>ExpandedProsthetics&amp;OrganEngineering</li>
<li>EdBColonistBar</li>
<li>Miscellaneous_Robots</li>
<li>RT Fusebox</li>
<li>PowerSwitch</li>
<li>Miscellaneous_MAI</li>
<li>RW_MedicalInfo-0.13.0.1</li>
<li>Trade-12</li>
</mods>
#4
Help / Retrieving pawns jobQueue? Always empty?
April 30, 2016, 02:05:47 PM
I try to get a pawns jobQueue to print it in the log (for now).
I can only read out the current job "currJob".
But when I check the pan.jobQueue.Count property, it's always "0",
no matter how many different tasks I give them to do.
Like ordering to build, hunt, mine, haul and chop wood simultaneously.
But the queue is left empty for each pawn.

Do I understand the purpose of the jobQueue wrongly?
#5
Today I say a weird thing happening.
I had harvested some strawberries from my fields, but my guy was busy with other stuff, so he could not haul it to thr freezer.
The berries lay there on the ground for 2 days or so, when the suddenly began to vanish.
I paused and checked their state.
It showed "Spoils in 4 days" or something near that, but the 'HP' or 'durability' bars of them were almost empty,
causing some of them to already disappear.

Is this a bug or intended?
I thought the stated time for them to spoil is the only thing that matters. Why do they have a durability bar then?
What does this bar mean for food?
#6
It's understandable that a colonist is unhappy to get a limb or organ amputated.
Or even if he knows of a prisoner that got his organs harvested.
But I think there should be a more distinct buff/debuff system when it comes to transplanting damaged organs/limbs.

Example:
A colonists was wounded in a raid and lost his hand or let's say 3 fingers, impairing his working ability.
Normally you would now have to first remove his arm, which causes a "bad thought" on him.
Then you need to attach a new arm, which does not give any thought.
So even if you did a good thing on that poor dude, he and the whole colony will get a debuff that even can stack.

It would be better, if a colonist would get a mood buff from getting a new arm attached, than he got from the removal of the damaged arm.
So he would not be in a bad mood for a longer period of time, but only until he got his replacement.
Same for the other colonists that are witnessing this.
"My organs harvested! -15"
"I got a new arm! +15".

This way, ruthless harvesting organd/limbs would still cause a debuff on the colonits mood,
but medically necessary replacement of body parts would not yield a sustained debuff.

Alternatively, we could have an option added that says "replace [body part]" instead of "remove [body part]",
so eneryone witnesing the operations already knows from the start, that this is not a bad thing.
#7
How do you usually outfit your colonists to be prepared for raids that become harsher and harsher?
Is it sufficient for you to just use the stuff of those dead raiders to be prepared for harder fights,
or do you craft higher quality weapons yourself to not fall short in adequate equipment at some point?

I ask, because I actually never made it to later stages in the game where mechanoids and other pesky enemies begin to show up,
because I tend to challenge me with a tough environment rather than a tough storyteller.

But I'm really curious how you prepare properly for defending against late-game raids when you go the 'way of the warrior'.
What are the most promising ways to always be a step ahead of the raiders?
How do you distribute meele and ranged guys?
#8
General Discussion / How to make dry food / kibble?
April 13, 2016, 03:49:21 PM
I have a lot of meat, potatoes and berries in my freezer.
But I can't prepare "kibble" at the butcher table. "No material".

One of my guys made some in my early colony days of my current colony.
But never again.
What do I need for this?
I have a bill for it set up with highest priority and I also tried to suspend the bills in the cooking stove to encourage my cook to make that dry food.
But no luck yet.

EDIT: Is "kibble" really the english word for this?
My dictionary does not have a translation that's even near the meaning of the german word in the game... oO
#9
Since A13, I noticed that lamps, auto doors and other power consumers often fail to find the power net connection,
even if one or more powerlines are directly next to them.
Workaround is to add a wire in the vicinity of the bugged consumer or to rebuild the consumer.
The "reconnect" gizmo does not fix this, as one would expect.

I never noticed this behavior in A12. At least not nearly to that extent.
#10
Is it possible to show the current task list of a colonist via some developer function?
I'm really curious how those guys do actuall order tasks like for example when they build stuff.
I often don't understand why things I ordered earlier than others get completed later and why some things get priorized albeit
being ordered while earlier build tasks are still open.
Especially when there is no shortage of material, colonists still fulfill those tasks in a seemingly random order.
And it bugs me somehow to not understand this somewhat erratic behavior.
#11
Help / What is <workAmount> in a recipe exactly?
January 09, 2016, 10:35:28 AM
Like the title says.
Is this equivalent to energy or is it a time value or what?
What does <workAmount>1600</workAmount> translate to in the game?

Example:
Crafting a metal slag piece into steel witht he electical smelter needs 1600 "work".
#12
Stories / Sudden death
January 07, 2016, 07:07:37 AM
It was my second super-cold colonies.
I had 4 colonists (Ben, Pat, Karina and Holiday) and a prisoner and had great problems with growing food.
I had enough energy to keep my colony a couple of degrees over 0 °C most of the time, but not enough to keep it > 10 °C all the time to get my rice growing fast.
So my people were starving and therefore were all in a bad mood.
First, my prisoner died from an untreated infected wound, because I had already run out of medicine before.
I managed to get the rice to almost mature in some hydroponics basins. So I thought I'd be able to get my people through just in time.
Then the real trouble started:
Before my next chunk of rice was nearly mature, Ben had a mental breakdown and went bersek.
First he bruised Pat with a knife in his room while he was sleeping. Pat was already in a bad condition. So he directly died from the attack.
Then Ben attacked Holiday who was not quick enough to escape through the back door.
He was lying there with lethal injuries while Ben was searching for Karina.
Karina was outside (-68 °C) at that time and I diddn't know what to do.
She could not survive long outside with her current clothes, but inside, Ben was raging.
He catched up to her and punched her unconscious eventually, leaving her lying on the ground for dying in the cold.
Ben himself suffered from an untreated infection.
Before he recovered from his mental breakdown, he died from his infection.
Shortly after, the unconscious Holiday died from bleeding out and eventually I had to watch Karina also die outside in the cold.
Everyone was dead.


- The End -

Boy, was I shocked after this, because it happend so quickly.
I was sure I would manage to get my people fed in time.
My next colony was in a mild temperature environment to regain some trust in myself.

BTW: "Adams" on the picture is a pawn which spawned after I hit the "Continue play" button.
I just didn't want to believe this colony was doomed. So I wanted to play on. But I eventually quit because I had really bad feelings with this colony.
#13
Is it possible to prevent taht global debuff after a doctor took some organs from a prisoner for example?
It's a pretty heavy debuff.
So it would be cool if it could be limited to the doctor maybe or somehow softened.
#14
Mods / [Mod rerquest] Diodes for directing electircity
January 02, 2016, 12:31:36 PM
Implementing diodes has been suggested more than one time but sadly they never found their way into the game.
This is thing that lets current only flow in one direction. From higher potential to lower potential. Or to translate it to Rimworld:
A thing that lets electricity flow from a grid section with more available free power (= not stored power, but excess power) than another section.

So I'd like to have a mod that adds such a diode, either as a piece of special wire that can be build the same way (in walls ect.)
or a special dedicated diode block.

This would be awesome as we then could priorize certain power grid parts over others. For example making life support grids like heaters/coolers
the last ones to fail upon power shortage, without
having to setup completely separate grids that cannot support each other during normal operation without manual intervention.
(like charging batteries when there is a surplus of power somwhere while not discharging them in case of a shortage from lower-prio grid parts)
#15
Some blocks are a bit strange in power demand in A12d.

Take the heater and the lamp:
A heater in the game uses 100W to heat a room.
When compared to a lamp in the game: A normal lamp uses 150 W but does not contribute to room heat.
If it's more efficient than our todays lamps because SciFi, then a lamp should not need 150W to emit that small amount of light as it currently does.
And if its not more efficient than our todays lamps, it should have a substancial heat emission component.

I'd suggest to change both things. Lowering the power demand of lamps to 50W or so
and to give them a "heat emission" component that's somewhat realisitc.
I'd like to see both as it would need some thinking by the player how many lights he wants to place and how he can get rid
of the extra heat that may be unwanted in case of a base in an already warm environment.
#16
General Discussion / Triggering cold snaps and heat waves
December 26, 2015, 10:54:02 AM
Is it possible to trigger cold snaps and heat waves manually with some developer function?
I'd like to test some base designs in God Mode involving those events.