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Topics - Sirsir

#1
Mods / [Mod Request] Ohana means family
July 18, 2018, 10:18:34 AM
A mod that eliminates death-on-down chance for outsiders related to your colonists
#2
Ideas / 'Chase' mode for melee pawns
July 15, 2018, 05:19:16 PM
Its kind of annoying to micro a bunch of melee pawns to get them in the fight. It would be nice if there was a 'chase' button, off by default, where they just chase and melee the nearest enemy
#3
Ideas / Give tree planters a brain cell
July 14, 2018, 11:28:43 PM
It feels like they go out of their way to plant trees in the worst way possible. Give them a 3x3 plot and they find a way to only plant 3 trees...
#4
Mods / [Mod Request] Wake up and do your job!
July 13, 2018, 11:16:47 PM
The idea for this is when an Important Thing occurs (infection can be treated, bleeding/infected pawn enters rest bed, fire starts in home area, etc) the game pings your colonists to stop what they are doing and come do the Important Thing (unless they are already doing an Important Thing, so they finish putting a fire out instead of constantly chasing newly spawning fires)

Would probably have an options menu to enable and disable what the mod identifies as an Important Thing
#5
Bugs / [1.0.963] 10k+ instances of an error
July 13, 2018, 10:38:51 AM
Loaded file (Map) is from version 1.0.1962 rev1188, we are running version 1.0.1963 rev1218.
Verse.Log:Warning(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:59)
Verse.ScribeMetaHeaderUtility:LoadGameDataHeader(ScribeHeaderMode, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\ScribeMetaHeaderUtility.cs:86)
Verse.SavedGameLoaderNow:LoadGameFromSaveFileNow(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Map\MapIniter\SavedGameLoaderNow.cs:30)
Verse.Root_Play:<Start>m__0() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:46)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)

Could not load reference to RimWorld.HistoryAutoRecorderDef named RampUp
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.ScribeExtractor:DefFromNode(XmlNode) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Loader\ScribeExtractor.cs:49)
Verse.Scribe_Defs:Look(HistoryAutoRecorderDef&, String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Scribe_Defs.cs:26)
RimWorld.HistoryAutoRecorder:ExposeData() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Game\History\HistoryAutoRecorder.cs:31)
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[]) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Loader\ScribeExtractor.cs:122)
Verse.Scribe_Collections:Look(List`1&, Boolean, String, LookMode, Object[]) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Scribe_Collections.cs:128)
Verse.Scribe_Collections:Look(List`1&, String, LookMode, Object[]) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Scribe_Collections.cs:13)
RimWorld.HistoryAutoRecorderGroup:ExposeData() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Game\History\HistoryAutoRecorderGroup.cs:115)
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[]) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Loader\ScribeExtractor.cs:122)
Verse.Scribe_Collections:Look(List`1&, Boolean, String, LookMode, Object[]) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Scribe_Collections.cs:128)
Verse.Scribe_Collections:Look(List`1&, String, LookMode, Object[]) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Scribe_Collections.cs:13)
RimWorld.History:ExposeData() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Game\History\History.cs:59)
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[]) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Loader\ScribeExtractor.cs:122)
Verse.Scribe_Deep:Look(History&, Boolean, String, Object[]) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Scribe_Deep.cs:87)
Verse.Scribe_Deep:Look(History&, String, Object[]) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Scribe_Deep.cs:14)
Verse.Game:ExposeSmallComponents() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:242)
Verse.Game:LoadGame() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:404)
Verse.SavedGameLoaderNow:LoadGameFromSaveFileNow(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Map\MapIniter\SavedGameLoaderNow.cs:36)
Verse.Root_Play:<Start>m__0() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:46)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)

System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.HistoryAutoRecorder.Tick () [0x0000c] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Game\History\HistoryAutoRecorder.cs:22
  at RimWorld.HistoryAutoRecorderGroup.Tick () [0x00015] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Game\History\HistoryAutoRecorderGroup.cs:56
  at RimWorld.History.HistoryTick () [0x00015] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Game\History\History.cs:47
  at Verse.TickManager.DoSingleTick () [0x002fc] in C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:358
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:359)
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)

The latter is ticking constantly. I can play the game with no apparent issues when I turn Auto-Open off, but is there something I can do to stop it? Or is that just a permanent feature of this save now?
#6
Ideas / Let carnivores hunt while caravaning
July 12, 2018, 02:17:19 PM
At least wargs. Its so annoying you can't caravan with the newer awesomer wargs because they won't eat anything that doesn't spoil in 2 days. A passive hunt mechanic similar to animal grazing would be awesome
#7
General Discussion / It finally happened (Wimp OP)
July 09, 2018, 07:09:44 PM
#8
Just a simple ! over the house or tent.

Maybe a list of active trades, and their expiration dates. Make them yellow when theres about 3 days off, accounting for base travel time, and red when its too late and you have to use drop pods.
#9
Bugs / [1.0.1956] 'Ingest' bug
July 06, 2018, 01:17:53 PM
Its not a huge deal, but its been happening just often enough to warrant being put on here.

https://steamcommunity.com/sharedfiles/filedetails/?id=1433361821

I'm running a few mods, including Bulk Cooking, but not a single one should have anything to do with eating
#10
They walk into your rooms at night, disturbing your sleep, giving you stress, watching you lovin' like a bunch of creeps.

They blame you for every stupid thing that happens to them. Not my fault you were stupid enough to wait outside my walls while a manhunter pack shreds you all. And you stepping on my trap is somehow MY fault?

I know there are mods for this but THATS NOT THE POINT! If they can hate you for their own stupidity in the base game, you need to be able to mitigate it in the base game. A simple Trader spot would allow you to solve all of these problems.