Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - PicaMula

#1
I have this guy (stats attached), which basically is only good at shooting, melee, construction, crafting and art. And he has passions in all of those and no other skill.
I'm getting really really annoyed that he got 3 inspired trade in a row and an inspired taming just now. He has 5 social and 4 animals, with no passion at all. He can't even tame a hare for god's sake. And even with his inspired trade he is waay worse then my trader.
Now I have to wait 8 days until it wears off so I can use word of inspiration on him (those inspirations I mentioned were just from mood, I never used word of inspiration).
It really doesn't make sense that he is getting these inspirations. I get that inspired trade could still help on a starting colony so that's no bother, I can just trade a single pemmican to get rid of it. But the inspired taming, he is just so bad at it that I have to go find a rat for him to tame.
Shouldn't inspirations be related to something the colonist would like/ is good at doing?
#2
[Read the PS, I reproduced it without mods too]

Pretty much the title, all of my colonists are psycasters, and some of them were refusing to meditate.

Then I figured something in common: All of the refusing ones are infected with fibrous mechanites. Also, all of the infected refuse to meditate so there is no outlier. Even a guy from a quest that has the disease and is a psycaster refuses to meditate.

If I downgrade the game to the version 1.1.2654, they immediately go back to meditating, even thou I get errors upon loading a 1.2 version savefile into 1.1 version.

I am using mods but I even tried disabling as much mods as I could without breaking the save, the same behavior still occurs.

I have attached two save files, both of them were saved on 1.2.2723. One of them has my full modlist (Southwest Murderers Refuse Meditate 1.2) and the other has a minimal one (Southwest Murderers Refuse Meditate 1.2m).

PS: Before posting this I finally read the "How to report a bug", since all of my other posts were, let's say, sub-optimal :P And read I'm not supposed to do it for modded saves. So I went ahead and reproduced it on a clean save using debug stuff. So there are two more saves attached: "Clean Save" without the disease and "Clean Save Fibrous" with the disease. I added the log file too, but I guess it's not needed on this one.

PS2: I'm posting this without attachments because it seems like it's not being posted, I'll try to update it afterwards.

PS3: I'm trying to post a reply to this thread with the saves but it doesn't work. But it's quite easy to reproduce I've done it in like 5 min with dev tools using tribals.
#3
So one of the last updates fixed so colonists don't wander around to get drugs, which is amazing.
The problem is that now they will take a beer from a shelf right next to the dining table, drink it right there standing besides a comfy chair them whine about it. Effectively giving a 3 mood nerf for drinking beer, while the warmth lasts tho, because de moodlet for eating without a table is -3 for 24h, the beer doesn't last that long.
In my opinion beer shouldn't give debuff if drank standing. I do it all the time man, was never an annoyance xD

Oh and on another topic, a performance bug I reported some months ago, I didn't follow up because I couldn't perform more tests as I couldn't play anymore at the time. I'm back playing now and I didn't notice it happening again. It's a new save tho, maybe it was something specific to my mod combinations or something like that.
#4
I'm planning to build my throne room in a place where there are three overhead mountain tiles, if I build three pillars under those overhead mountain tiles, will they stop infestations there just as if I built three wall segments?
#5
Bugs / Excessive frame drops with mechanoid clusters
March 17, 2020, 05:22:21 PM
Every time that I get a mechanoid cluster drop my game becomes borderline unplayable. On 3x speed it seems slower than 1x when there is no cluster on the map. I assume it's the little blurry effects and I found no way of disabling it :(
I have a decent PC, this shouldn't be happening in a game like this. I assume something is very unoptimized there. My specs:

3.4GHz i7 processor, 16 GB ram, GTX 650 graphics card.

I know, my graphics card is really old but come on, this PC runs GTA V with no frame drops, how can't it run Rimworld!?

Edit: So I just went ahead and destroyed the thing that gives psychic drone of the cluster, and the little blurry effects went away, so did the lag -.- I seems like when there is no such building that produces the effect, there is no lag so it could only be that.