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Topics - Reviire

#1
Help / How do I disable drop pods?
August 10, 2016, 01:53:07 AM
So, while working on this I'm having an issue with a mod faction dropping from drop pods, which throws constant "Valid region out of bounds" errors. I'm not sure how to fix this, so I'd like to just remove them dropping from pods.

http://puu.sh/qw1Jj.jpg

This, constantly. Although when they finally do land, it stops erroring.
#2
Help / Can't figure out this error
August 09, 2016, 07:22:06 AM
So, I'm using whatever the current release of Combat Realism is by Skyarkangel, got this error with the incendiary launcher.

System.InvalidCastException: Cannot cast from source type to destination type.
  at RimWorld.FilthMaker.MakeFilth (IntVec3 c, Verse.ThingDef filthDef, IEnumerable`1 sources, Boolean shouldPropagate) [0x00000] in <filename unknown>:0
  at RimWorld.FilthMaker.MakeFilth (IntVec3 c, Verse.ThingDef filthDef, Int32 count) [0x00000] in <filename unknown>:0
  at Verse.Explosion.TrySpawnExplosionThing (Verse.ThingDef thingDef, IntVec3 c, Int32 count) [0x00000] in <filename unknown>:0
  at Verse.Explosion.AffectCell (IntVec3 c) [0x00000] in <filename unknown>:0
  at Verse.Explosion.Tick () [0x00000] in <filename unknown>:0
  at Verse.ExplosionManager.MapComponentTick () [0x00000] in <filename unknown>:0
  at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0


I have no idea what this means.
#3
Ideas / "Rustic/Low Tech" Space Traders
August 08, 2016, 12:40:16 AM
With space traders having been nerfed into the ground, understandably (It being a Rimworld and all), why don't we make up for it a bit by adding some lower-tech space traders. Traders who rather than being part of large companies that fly around space, are just small freelancers with a small hauler. Not the sort that fly around the galaxy, but come from that planet on the other side of the star system, or out of that asteroid belt over there.

Offering more than you'd get from ground traders, but not being as amazing as the space traders we have now. Some having extremely specific ranges, i.e a mining hauler, selling mostly steel, plasteel and some components, and buying construction materials and food.
#4
Help / Output log error
August 05, 2016, 11:52:24 PM
Maybe it's just me, but I have no idea what this error means. This is while using CCL. Any help?

(Filename:  Line: -1)

KeyNotFoundException: The given key was not present in the dictionary.
  at System.Collections.Generic.Dictionary`2[Verse.ConceptDef,System.Single].get_Item (Verse.ConceptDef key) [0x00000] in <filename unknown>:0
  at Verse.ConceptDatabase.IsComplete (Verse.ConceptDef conc) [0x00000] in <filename unknown>:0
  at Verse.ConceptDecider.ConceptDeciderUpdate () [0x00000] in <filename unknown>:0
  at Verse.UIRoot_Entry.UIRootUpdate () [0x00000] in <filename unknown>:0
  at Verse.Root.Update () [0x00000] in <filename unknown>:0


EDIT: I fixed it apparently, I still have no idea what I did wrong though.
EDIT 2: I broke more things.
EDIT 3: Well this one is confusing me. "Pawnkind def defines 0 life stages while race def defines 1", except the pawnkind def was mostly copy pasted from existing ones, i don't see anything like that in the other pawnkind defs.
#5
Help / How does the loadout gen XML work?
August 05, 2016, 08:48:36 PM
Specifically, <fixedInventory>
  <LoadoutGen_MercAmmoPrimary>1</LoadoutGen_MercAmmoPrimary>
  <LoadoutGen_MercSidearmMelee>1</LoadoutGen_MercSidearmMelee>
  <LoadoutGen_MercSidearm>1</LoadoutGen_MercSidearm>
  <LoadoutGen_MercSidearmAmmo>1</LoadoutGen_MercSidearmAmmo>
</fixedInventory>

Each faction has a different type of this, and wondering if these are defined somewhere. Doing this with Combat Realism for reference. Trying to get different pawns of a new faction to only spawn with their stuff and it's ammo.
#6
Help / What does this xml tag do?
August 05, 2016, 02:24:55 AM
Not much, but i can't figure out what <specialDisplayRadius>40</specialDisplayRadius> does. Is it the range of a turret? I think it might be, just making sure. Also when i set it to values above 50 or so, it causes an error, I don't remember what it was though, i can go find out if anyone needs me to though.
#7
Just a thread of a bunch of ideas I've had floating around. After typing this, I have realized this is a fucking mess.

With the addition of the new extreme biomes, why don't we go further and add even more biomes, ones that go to the very extremes, requiring you to try your hardest to survive. Although, these sorts of biomes probably wouldn't work with a vanilla start, so may need additional equipment on start. If the idea is well recieved, I might start throwing additional extreme biomes in. Here's another idea, exotic biomes, environments that are as close to alien as we will probably see, with flora/fauna that have gone completely different evolutionary paths, and fancy geological features.

Volcanic Biome
The temperatures regularly reach incredibly high temperatures, requiring environmental suits to survive outside for any extended period, and some pretty good cooling to survive inside. Pools and rivers of lava would dot the map, causing burn damage if anyone were to walk near them without protection.

To offset this map being incredibly deadly, advantages would also be given. Geothermal-esque power would be the main source of power, being constructed over these pits of lava. Could be possible that the lava is utilized in other ways, but that would require adding additional items/mechanics.

Although, while it does offer advantages, it comes with several new events unique to the biome. Not all of these are totally bad, but in general will be bad news.

Volcanic Ash: A short lived event to replace rain, although much less common. The least harmful event you can get. Volcanic ash starts falling over the area, reducing accuracy and increasing the chance for short circuits on exposed wires. This ash can be collected and used as a fertilizer for crops.

Tectonic Instability: Very very bad. Various fissures will open up on the map, none of them near each other. After a short while (10~ seconds), lava will start spreading from this fissure, destroying/melting everything it touches (Except plasteel and stone, possibly steel.). The fissure will stay, but the lava will stop spreading. Fissure can be floored over. The lava will stay and a colonist will need to remove it, or it will disappear after the event is over.

Eruption: Lava pools around the map start erupting, spreading molten particles in a vicinity. Extremely deadly. Reactors on the lava will continue to run, but at 25% capacity to prevent damage to themselves. Large molten debris will cool after some time and turn into slag. Debris will damage your colony walls.

More possible event types. Extremier ice biome, temperatures peak at -70C and drop to below -100. Blizzards frequent, biome specific hazards, such as dormant mechanoid outposts or supply stations.

New Starting Scenario
Last thing I'm going to put here for now. A completely new starting scenario. Your 3 colonists wake up from their cryosleep caskets, finding out that the escape pods have malfunctioned. All other cryosleep caskets are damaged. 3 are missing. You are now in a space environment, aside from raids, new colonists come from the cryosleep caskets, some will join, others will join until they're able to leave, some will be constantly berserk/dazed, the rest are just dead.  Randomly generated ship layout, heavily damaged ship, and an air resource. The entire ship is locked down and shut down, and it's up to you to slowly go through it, dealing with the potential dangers and reactivating various parts of the ship. I'd make this as a mod if i could code, but rip.

Now to planet generation options. When generating a world, rather than just having a seed, the player would also be able to tinker with generation options such as average temperature, biome types, frequency of other factions or geographic features, that sort of stuff. The same way you can do it in Dwarf Fortress. Not much on this.

New equipment for your colonists to use, most of it geared towards the later stages of the game, although I might add other stuff. Gives you more stuff to achieve, that's still within the scope of Rimworld. It also has specific reasons for being added, rather than just being "there".

Colony stuff
Engineering Exosuit: An exosuit that provides protection against harsh conditions, and offers a large boost to construction speed. The suit slows the user down by about 40%. Provides moderate armor.

Mining Exosuit: An exosuit that provides protection against harsh conditions, and provides a large boost to mining speed. Slows the user down by 40%. Alternatively, slows the wearer down by 65% and gives them a 3x1 mining area. Moderate armor.

Medical Exosuit: Provides protection against harsh conditions, and gives the user a large boost to movement speed. Ignores slow effects from the environment, prevents usage of weapons.

Atmospheric Collector: Collects ash or rain when those events are in progress. Can also collect radioactive dust, which will need to be dumped/given a use.

Advanced/Spacer stuff
Pulse Rifle: Advanced rifle that does not require reloading, but does have an overheating mechanic. Single shot will fire fast enough to not overheat the gun. Burst fire will fire at max fire rate, but will pause after each burst to not overheat the gun. Automatic will fire until the gun overheats. "Reload" will instead hold fire until weapon heat reaches 0, or the order is overridden.

Fusion Cannon: Advanced rocket launcher, does not require reloading but has a charge mechanic. Player can choose an option from 1-100%, and the pawn will charge the weapon up to that, then fire. Charging time is linear, damage is exponential (Not too much, though.). Higher charge decreases accuracy, increases explosion radius slightly. Possible overcharge?

The two weapons above, it opens the way to new game mechanics for modders, plus also adds new weapons which more or less fit in with the Rimworld theme. We have charge rifles already, and giant mechanoids with miniguns.

#8
Ideas / Buried Ships
July 26, 2016, 07:02:46 AM
This is an idea I had floating around. The basic idea is something like this. An ancient ship crashed on this planet long ago, before the mechanoids ever started murdering people. It would be an extremely rare spawn, and even then, it comes in several varients, ranging from mostly destroyed, heavily damaged, and completely untouched. It would also be unavailable on small maps.

The ship would be well, ship-like. 2 tile wide hallways, cramped quarters, cargo bay and engines in the back, some would have an armory. Various techs that you can reverse engineer, or just use, that is much better than anything you can build. i.e, a reactor that can power a ship.

Now here's the fun part. The ships doors would be locked. It requires a colonist to spend time opening them. If the colonist unlocks the ship, there would be a small chance (around 20%) to partially trigger the ships defense systems, releasing mechanoids that will defend it. If you break into it by deconstructing, you have a 50/50 chance of either fully activating the ships defenses, or partially activating them. If you do manage to unlock the doors without making the mechanoids hate you, however, you can potentially use them as your own. Assuming the door isn't broken.

I think it would be a fun addition, it adds something new to the game, which might reveal some story stuff, i.e going through the logs on the ship. It also has some neat incentives to get into it, while being pretty risky if you're not decked out. Even if you're decked out, it's risky.

#9
Ideas / Expanded "Make until X" option.
July 24, 2016, 10:41:09 PM
Not much to say. We can make an item until we have a certain amount, but it'd be nice if we had an option to make an item up to X, but only start making more if it falls below Y.

For example, you set to make up to 100, and to make more if you fall below 50. So all the way down to 50, no more will be made, but when it hits below that, colonists will work on getting stock back up to 100.

I'd like this just so I didn't have a colonist stop doing whatever he was doing to make that 1 stone block because they fell below 1000.
#10
Ideas / Alpha Beavers - Unique Animal Workforce?
July 24, 2016, 08:23:44 PM
So correct me if I'm wrong, but currently, you can't use Alpha Beavers for harvesting wood, they just eat it.

So here's an idea, that could possibly be expanded for different animals in different areas. After taming the alpha beavers, they'd have additional training options, rather than the normal 3. Things related to what they do, such as harvesting wood, hauling the wood they harvest and that's all i really got.

Future animal additions could have their own specialized purposes, genetically engineered for this and that, being utilized by the colony. I think it'd be pretty neat.
#11
Ideas / Permenant events.
January 18, 2016, 12:06:01 PM
Since not everyone likes to finish the game, and send all their colonists off into space (Presumably to meet the same fate.), why not add some more events that make life troubling after 2-3 years.

Things like the planet turning into a volcanic wasteland because of -fluff reasons-, making it incredibly difficulty to survive, possibly damaging parts of your base. Making the map itself unstable, lava pits spontaneously opening (Much to the dismay of a colonist standing above it.), nice stuff. Oh, and it'd be as hot as Australia.

Maybe -Pirate faction- nukes you because they're pissed, turning the map into a constant toxic fallout. If you survive the nuclear detonation, (Build a bunker after you hear the warning, if you don't live underground.) trying to survive in a post apocalyptic nightmare.

idk, discuss.
#12
Ideas / Crashed ships, other relics.
January 14, 2016, 05:10:24 AM
Been playing the game for a bit, I've been seeing old buildings left around the map, which can have goodies and other !!FUN!!. Those are nice and all, but there could be so much more.

I'm suggesting that there could be generated, crashed ships on the map, rarely. Most likely buried in mountains, so you'd need to be digging to find them, in most cases. Ships could range from intact to mostly destroyed, and industrial-modern (So current day tech and a bit before.), to advanced (!!FUN!!, advanced tech and all that.). The more intact they are, the more likely they are to be extremely dangerous. Energy turrets or self destructing, anyone?

Maybe have parts of them scattered around the map, an engine pod embedded in the side of the mountain.

Aside from that, other relics and buildings would be cool, especially things that could be biome specific. Ancient tribal temples in the jungle, constructed for some ancient diety and/or advanced creature. Can't really think of anything else.

Good or bad idea? Feel free to expand on it with discussion, I am terrible at fleshing out ideas.