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Topics - asquirrel

Here's my log file.  Seems to be repeating an error over and over.  Mentions something about sound but I don't know what it is.  I tried verifying cache in Steam and it looks good.  Any help would be greatly appreciated!

I know how to get into steam and go to betas.  Problem is I don't know which 1.2 was before 1.3.  I see 1.2.3005, 1.2.2723, and "latest 1.2." I tried latest 1.2 and my game wouldn't load with the mods.  I assume that I was running the latest version before 1.3.  It just seems like in the betas section the versions aren't sorted by release.  If someone could help me so I could know the latest version I'd really appreciate it. 
Not sure of what the mod is that's causing it.  Keeps mentioning something about drug policy is way out of expected range.  If I uploaded my log file, would someone be kind and take a look at it for me?  Thanks in advance! :)
Anyone know of a mod that allows smelting to increase crafting skill?  When my pawns smelt, the crafting skill doesn't go up.  Also, does smelting increase any skill at all?   Thanks for the info!
Mods / How to tell which mods are slowing the game
October 17, 2019, 01:07:10 PM
Hi Folks,

I'm running about 220 mods right now and I'm wondering if there is a utility or another way to figure out what mods are using the most game resources.  It starts out fine but then quickly becomes a lag fest.  I'm running Runtime GC and use that when things start to slow down (regenerate avoid grids, reclaim memory, remove dead pawns).   Thanks for your help.
Getting what looks like all assets are not being loaded into Rimworld.
I was playing earlier today when my son wasn't on Steam.  Everything was fine.
I tried loading my game today when my son got online and was playing another game and have this mess.  I tried verifying files and Steam says the files are okay. I tried a new game.  I still get all those crazy nickle things on my screen.
I've played RW in the past while he's logged in.  Other than the nag screen we've never had a problem (he's on another computer in the house).

All the mods I have are on from the Steam workshop.
It looks like assets aren't loading.  Could Steam not allow assets to load if two people are logged in like this?  Why would it happen all of a sudden?  We've been doing this a long time (he plays his FPS games and I play my Rimworld).
Log file -

Screenshot is attached.   Help is greatly appreciated! :)

Edit - I checked to see what Rimworld files were updated today on Steam.  Only Medical IV's and Guard Duty / Town Bell.  Looks like Guard Duty and Town Bell have been removed today. :O 

Medical IV's

Guard Duty - where it was

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Mods / [Mod Request] Guard post
July 18, 2018, 12:08:15 AM
I would really like to see a mod where you could assign a pawn to a location or a guard post to protect the other pawns while they go about their work.  If the pawn had a need that they had to fulfill (i.e. food or rest) the would do that and then return to the post.  Maybe if it was done with an object, such as a flag or a guard shack, the mod would be easier.

I also like the idea of patrols, but I'm concerned the enemy would pass through the protected area while the guard was patrolling another loction. 
During pawn generation the UI disappears and brings me to this screen.  I've looked at the log and I see this coming up over and over.  I think it might be related to the UI disappearance: 

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Exception filling window for RimWorld.Page_ConfigureStartingPawns: System.ArgumentNullException: Argument cannot be null.
Parameter name: key
  at System.Collections.Generic.Dictionary`2[Verse.Pawn,RimWorld.PortraitsCache+CachedPortrait].TryGetValue (Verse.Pawn key, RimWorld.CachedPortrait& value) [0x00000] in <filename unknown>:0
  at RimWorld.PortraitsCache.Get (Verse.Pawn pawn, Vector2 size, Vector3 cameraOffset, Single cameraZoom) [0x00000] in <filename unknown>:0
  at RimWorld.Page_ConfigureStartingPawns.DrawPawnList (Rect rect) [0x00000] in <filename unknown>:0
  at RimWorld.Page_ConfigureStartingPawns.DoWindowContents (Rect rect) [0x00000] in <filename unknown>:0
  at Verse.Window+<WindowOnGUI>c__AnonStorey0.<>m__0 (Int32 x) [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced)

(Filename:  Line: 490)

Log file below:

Any suggestions would be appreciated!

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Help / Rolling eventually drops me to "create characters"
November 24, 2017, 10:17:47 PM
I'm rolling characters and then it drops me to this screen.  I haven't even picked my three characters yet.  Could a mod be doing this or is what happens in A18 (you roll and if the game gets annoyed that you are rolling to much you only get two characters?).  I can't click start because I've only got two characters.  If I click "back" then I have to start the rolling process again.  I'm running a bunch of mods so could a mod cause this?  Could faction discovery cause this problem? Thanks! :)

Uploaded my mod list.  Just removed faction discovery to see if that helps.

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Help / I have access to everything at beginning
July 20, 2017, 02:33:46 PM
Hi Folks,

I have access to all items at beginning.  Anything I can research is already available even though I haven't researched it.  I noticed I had  development mode checked.  I shut it off and then went back into the game.  I still have access to everything.  Any way to change this so I don't get access to all the stuff right at the beginning?  Thanks!
Hi folks,
Came across what I believe is a bug. I've trained up my pets but none of them protect me when I'm trying to to tame more animals.   They just wander around.  If I draft the master the animals protect him.  I haven't checked to see if they protect him while hunting.

I have a bunch of mods running.  I used to use pet follow mod to protect my trainer but it doesn't look like it's available for A17. 

Can someone please help me with this?  Thanks!
unsubscribing from a mod on steam workshop results in not returning back to mod screen.

Run latest rimworld.
Install a mod from steam workshop.
Rimworld reboots.
Go to mod screen
unsubscribe from the mod.
You will then get a dialogue box you can't close.  Your options are open steam workshop or get mods from forum.
Ideas / a way to equip two weapons on a pawn.
May 22, 2017, 07:25:58 PM
I think there is a mod for this but it's only for A17.  So annoying to have a battle and then have my guys have to punch someone to death instead of having a melee weapon ready to do them in.  Thump.  Thump.  Thump. Bruise.  Crack.  Thump.  Or maybe have the butt of the gun do more damage.
Ideas / a way for animals to trigger traps
May 22, 2017, 07:19:07 PM
It seems to me that animals don't trigger any of the traps.  A dead fall trap is designed to kill animals.  Why doesn't the trap trigger for animals?

My pawns to grab personal shields and a gun.  Happens a lot.  I'm okay with brawlers grabbing shields but not my shooters.  How do I stop this?

When they drop the shield then it's forbidden.  Since it's forbidden my pawns will not mend the shield so I can sell it. Suggestion on that would be great.

Getting shot by other colonists.  Another huge pet peeve.  Supposedly they won't get shot if standing right in front of the other pawn but it happens frequently for me.

Another peeve.  Pawns go into combat.  Get into horizontal line.  Enemy moves up or down.  Pawns tracking and shooting.  As soon as the enemy goes to a spot where a pawn has been standing in the line he gets shot in the back by another pawn.  Grr.

If the AI can't be programmed to shoot each other, do you think there will be an option in the future just to shut off friendly fire?  Thanks! :)

Mods / Mods to fix scars and repair noses?
January 08, 2017, 01:32:59 AM
Hi folks,

I remember having a mod in Alpha 15 which allowed me to do stuff like that but I can't seem to find a mod that does this in Alpha 16.  Does EPOE do this?  Is there another mod that does?  I'd like to get rid of the "in a little pain" for my pawns.  Thanks for the info!
Ideas / Stop friendly fire
January 07, 2017, 02:55:54 PM
There's got to be a way to stop friendly fire. Are there any mods that will reduce or better yet stop this?  Thanks! :)
Help / Help with a mod throwing an exception.
December 30, 2016, 03:23:20 PM
I can't seem to cook anything.  Just keeps throwing an error.  Running Alpha 16.

Here's the link to my log file.  Running a crap ton of mods so I have no idea what's causing it.

Crap ton of mods:

Loading game from file Badfuckers with mods Core, HugsLib, AllowTool, Autoclose Event Notifications, AutoFlicker, Caerbannog, Cooks Can Refuel, DeadMansClothing, Efficient Light, ExpandedProsthetics&OrganEngineering, Firefoam_Grenades, FloorBeautyRebalance, FloorLights, GlitterTech, Grenade Fix Rearmed, Hand Me That Brick, High Caliber, ImTheWorkerNow, Infused, JTReplaceWalls, kNumbers-0.6.0, M No RNG in Death, MeerkatMod-master, MineItAll, MiningShaft, MiningShaft-GiltterWorldAddon, MiningShaft-StoneAddon, Miscellaneous_Core, Miscellaneous_MapGenerator, Miscellaneous_MapGenerator_FactionBase, Miscellaneous_TrainingFacility, More Vanilla Turrets, NaturalSurgery, OmniLocator, Orassan (heads), Orassan (EPOE Patch), OSHACompliance, PrisonExtensions, QC_Quantum_Cooling, QualityBuilder, RecolorStockpileA16, Recycle, Refactored Work Priorities, Rim.WhereIsRichSoil-master, RIMkea 1.1, RW_AreaUnlocker, RW_MedicalInfo, 20th Century Weapons Mod (20CWМ), AcEnhancedCrafting, Additional Joy Objects, BalancingAct, Better Pathfinding, CaravanSpot, CheaperComponents, Chemicals & Neutroamine, CK_AnimalPlant_Pack_A16_fork-, Clutter Structure, CPBeasties, CPHaulage, CPHaulage - B-Team, CrashLanding, DefensivePositions, Door Mat, ED-Embrasures, ED-LaserDrill, Furnace, HaulPriorityLite, Infinity_Rim, JTHomemadeBionics, LongRangePodLauncher, MetroArmory16_2, Moody, RemoteExplosives, RT_Fuse-A16-1.0.4, RT_SolarFlareShield-A16-1.1.1, sd_adv_powergen, sd_conduitwall, BetterPawnControl, luciferium, realisticbeds, Rim.AcEnhancedCrafting-master, ZhentarFix, ZhentarTweaks, USCM - Core, USCM - Faction Colonial Marines, USCM - Turret, TradingSpotA16, ShutdownAllA16, sd_medicaddons, Ushanka16_0, StackXXL, StepAway, SillyBuilder, TilledSoil, Traps Rebalanced, WM Smarter food selection, Talons, Rimsenal, Rimsenal_Security, Rimsenal_Feral, Rimsenal_Federation, Trap Defence V1.1 A16, LDAreaRugs, LT_DoorMat, MadSkills-A16-1.2.1, Easy Kibble, FeedTheColonists-A16, GouRIMet 1.0, Mending, Miniaturisation, and Miniaturisation-0.16.1
Edit - I was just looking at the mods.   It seems like there are a bunch of old mods that are getting loaded.  Doesn't seem to be the right output.log file.

I just attached the right one  from this directory:  C:\Users\082914 - I5\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios.

Here's the error that keeps popping up.  Does't matter what pawn or what type of recipe I try to cook:
"JobDriver threw exception in initAction. Pawn=Ma'am, Job=DoBill A=Thing_FueledStove61982 B=Thing_Alphabeaver_Meat229527 C=(76, 0, 159), Exception: System.NullReferenceException: Object reference not set to an instance of an object
  at Mending.SpecialThingFilterWorker_Unroofed.Matches (Verse.Thing t) [0x00000] in <filename unknown>:0
  at Verse.ThingFilter.Allows (Verse.Thing t) [0x00000] in <filename unknown>:0
  at RimWorld.StorageSettings.AllowedToAccept (Verse.Thing t) [0x00000] in <filename unknown>:0
  at RimWorld.StoreUtility.TryFindBestBetterStoreCellFor (Verse.Thing t, Verse.Pawn carrier, Verse.Map map, StoragePriority currentPriority, RimWorld.Faction faction, Verse.IntVec3& foundCell, Boolean needAccurateResult) [0x00000] in <filename unknown>:0
  at Verse.AI.Toils_Recipe+<FinishRecipeAndStartStoringProduct>c__AnonStorey418.<>m__674 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0 "

Thanks folks for whatever help you can provide.

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General Discussion / Just finished the game :)
October 15, 2016, 08:53:53 PM
Wow.  I haven't had such a reaction to a game ending since the original Walking Dead.  We only had enough resources for six cryo pods.  Lots of people got left behind and I kind of felt the original settlers deserved to go more than the late recruits.  So the music was playing and I was thinking about Firefly series and the great music from the movie, Heavy Metal.  And some Phantasm. :)  Man, the ending music you put in was perfect. It was sad I had to leave most of the colony behind but it was time to go and we couldn't wait a long time to gather enough resources for everybody. 

The end screen was kind of weird.  Like Doom 1.  Just a wall of text. And when I hit escape I went back to see my original colonists, then I quit the game. 

I know, it's still in alpha and the ending will improve.  I think the next revision should be once you leave the planet, you should have the option to bring the colonists to a new world.  The new world could be randomly generated in terms of topography or the user could pick it. 

Anyway, Tyan you made yourself quite the cool game.  Heads above the rest of the games out there.  I'm glad you took a chance on it and shared your vision with the rest of us. :)

And a big thanks go out to all the modders of this game.  Your ideas and modding really make this rough diamond shiny.  Yes, I said shiny.  It just popped into my head. No pun intended.  Going to watch some Firefly now.  Darn corporations not renewing the series.  I hope they are attacked by Mechanoids and the giant insects with no escape. :)

I did the baby temperate forest for this win.  What geoscape do I try next? :)
Help / What the heck did I add for a mod?? See picture
October 04, 2016, 10:03:57 PM
This can't be a vanilla creature.  I can't seem to find the mod that I added but it's definitely got to go. 

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