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Topics - Serenity

Pages: [1]
Mod bugs / Save game breaks catastrophically at a predictable point
« on: October 01, 2016, 08:50:29 PM »
I have a game that always breaks at the same point at 19h ingame time. At first I thought it is just a graphics error, since the entire screen turns pink like it's some ancient CGA game. And the names of pawns and animals are printed over and over. See the screenshot in the attachment

But turns out the save game near that is broken and can't be reloaded.
"s1" is the save game that's broken
"s2" is a bit earlier and still loads. The error happens at 19h

The game is pretty heavily modded, but I ran most of them before and never had such issues. The new ones are these:
<li>Haplo - Miscellaneous - Bees and Honey</li>
<li>TrueMods - foxes and wolves temperature fix</li>
<li>TrueMods - multi-analyzer resources mod</li>
<li>TrueMods - no medicine for hospital bed</li>
<li>TrueMods - ship engine size adjustment</li>
<li>TrueMods - vitals monitor resources mod</li>
<li>TrueMods - nuclear generators</li>
<li>TrueMods - armor vest cost fix</li>

When I load the broken save, I get these errors in the log:
Exception from asynchronous event: System.InvalidCastException: Cannot cast from source type to destination type.
  at RimWorld.PowerConnectionMaker+<PotentialConnectorsForTransmitter>c__IteratorA7.MoveNext () [0x00000] in <filename unknown>:0
  at RimWorld.PowerConnectionMaker.ConnectAllConnectorsToTransmitter (RimWorld.CompPower newTransmitter) [0x00000] in <filename unknown>:0
  at RimWorld.PowerNetManager.TryCreateNetAt (IntVec3 cell) [0x00000] in <filename unknown>:0
  at RimWorld.PowerNetManager.UpdatePowerNetsAndConnections_First () [0x00000] in <filename unknown>:0
  at Verse.MapIniterUtility.FinalizeMapInit () [0x00000] in <filename unknown>:0
  at AchtungMod.MapIniterUtility_Patch.MapIniterUtility_FinalizeMapInit () [0x00000] in <filename unknown>:0
  at Verse.Game.LoadData () [0x00000] in <filename unknown>:0
  at Verse.SavedGameLoader.LoadGameFromSaveFile (System.String fileName) [0x00000] in <filename unknown>:0
  at Verse.RootMap.<Start>m__5FF () [0x00000] in <filename unknown>:0
  at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action action) [0x00000] in <filename unknown>:0
I also had an earlier log that showed tons and tons of errors with the power net like the first ones.

[attachment deleted by admin - too old]

General Discussion / Rescued people freezing to death when released
« on: September 19, 2016, 12:45:01 PM »
People from escape pods are usually half naked. So when you rescue them and then let them go they freeze to death in as little as -30°C. I suppose it's realistic that you don't let them go under those circumstances, but other than letting them join you don't really have a choice. Either let the die right away or rescue them and then let them die.

A cheap fix would be to make them "immune" to hypothermia while walking off the map.

Mods / [request] longer healing times - more short term consequences
« on: September 10, 2016, 02:00:10 PM »
There are several medical mods to add more options with operations, transplants and prostheses, but I think the biggest gameplay issue is that healing just is way too fast. Even serious injuries can be healed in a day or two. This makes many elements that are in the game less useful or even useless. I feel that a lot of the time the type of medicine used or the bed doesn't make much of a difference because it's very fast in any case.
The only consequence to injury is a complete loss of a body part and scars. Long term that's fine, but are really no short term penalties.

I'm not asking for realism here. I don't want injuries to last for weeks. The time scale of the game is already compressed after all. So that wouldn't play well. But maybe something like this:
  • Bruises, small cuts, light gun injuries: quick treatment. No bed rest necessary (but helps). A few days of low pain and reduced stats
  • Medium injuries like more serious cuts, recovery from more significant blood loss, somewhat serious gun shot wounds: a day or two of absolute bed rest. Several days recovery
  • Serious injuries: Significant bed rest and recovery period

The thing is that most of that (except maybe the differentiation of injury severity) is already in the game. There is already pain and penalties from injuries, but because they heal so fast you don't really feel it.
Or take having injured pawns being required to work instead of resting. I think that's already bad for recovery time, but in fact it doesn't really matter.

Yesterday I had an infestation event where 4 out of my 6 pawns were injured and one went down. I had my doctor patching them up while two pawns were holding the hallway leading to the hospital. Healing happened so quickly that most of them were almost fully healed right away. I liked how my hospital went into absolute emergency mode to fix everyone up, but I still was able to beat the insects on the first day. And the guy who went down was also up quickly. Even with longer healing times you still have the option of dragging everyone out of bed to fight - but at a noticeable penalty.

Injuries during raids also have next to zero consequences unless you lose body parts or get scars.

The real issue is probably balance rather than implementation. You want serious consequences for some days, but you don't want to get into a spiral were injured people make the next raid so hard that you incur even more injuries that you don't have time to heal. That's realistic, but not necessarily fun.

This could also make mods that add more options for surgeries more relevant. If someone's leg is almost mangled completely you might choose to amputate and replace it, rather than wait for it to heal on its own. That would still come with its own penalty, but if balanced right it could be less than the natural recovery.

General Discussion / Why are leather objects so ugly?
« on: September 09, 2016, 04:14:09 PM »
I can understand that raw leather is ugly, but I just made a boomrat leather couch and it's still at most only 7 (for excellent). I think cloth couches look nicer than leather in reality, but leather still doesn't have to be so bad. The boomrat couch looks pretty nice in red :)

Is this just to balance to resource investment of growing cotton instead of hunting?

Ideas / Hide stats of crashlanded people until you've talked to them
« on: September 09, 2016, 12:09:55 PM »
Right now crashlanded people (to clarify: not your starting colonists) are a bit gamey: you check their stats and if they are terrible you usually leave them to die. If they are good, you rescue them.

It might be nice if you only see their stats once you've captured them and had your warden talk to them. So you have to take a risk and maybe invest some medicine to see if they are a good fit.
On the other hand I've had lots and lots of shitty people land. Way too many...

The same could also apply to raiders. But that would also make it impossible to see anyone's stats. Many people might like that for tactical reasons. But you can fight them without knowing those things.

Ideas / Control over trade caravan position
« on: September 02, 2016, 05:33:05 AM »
Why do trade caravans love to park themselves right on my defense line? They stay for a few days and a couple of times where caught in a raid. While they can slow down an attacker, they are likely to take casualties. It would be nice to designate a "trader spot" or something like that where they stay. It could have a certain radius and be outside so there is enough space. Visitors move inside the colony so I don't see why traders can't do the same.

Stories / Tribals vs warg man hunters
« on: September 01, 2016, 06:02:54 PM »
So I just took a woman who fled from tribals (unfortunately she isn't that great and a psychite addict. Though apparently she is the wife of one of my colonist). Right after I got the raid notification a pack of man hunting wargs appeared. I ignored them and finished the tribals. At that point I forgot about the wargs, but right when the tribals flee, the wargs pour in through the choke point and this happens.

The wargs won

[attachment deleted by admin - too old]

Ideas / Set standard map size
« on: August 30, 2016, 12:26:42 PM »
It often happens that I generate my world and my colonists and then I notice that I'm stuck on a small map. Because that's the standard setting and I forgot to change it. How about an option where we can set to start on a larger map by default? You could still change it of course.

General Discussion / Most leather temperature values the same?
« on: August 08, 2016, 06:55:27 PM »
On the wiki different leathers have all kinds of different heat insulation values, but that information seems to be outdated. In game most of what I can see in the boreal biome seems to be 100%.

Some exceptions are arctic wolf skin with 125%, goat hide with 90%, hare with 95% and beaver with 80%

But overall it seems to be far more uniform than it once was and doesn't make much of a difference. So I guess it's ok if I just use what I have in stock? It seems you have to go the wool route for things to drastically get better.

General Discussion / Surviving moderately cold boreal forest?
« on: August 06, 2016, 10:08:41 AM »
I've played temperate forest (duh) and normal desert so far. The latter wasn't too challenging. There is still plenty of farm land around depending on the map. And the growing season is year round. The lack of trees can be worked around relatively easily. I never had an issue with food in those two.

So for a bit more challenge I started a boreal forest map  with an average winter temperate of -11°C and a summer temperature of 14°C. Growing season is 11th spring to 1st fall, which seems to be one of the longest in that biome.
It didn't seem too extreme, but I barely managed to get any farming done in the time. One harvest of strawberries and potatoes. Didn't help though that visitors grazed their animals there.

I hunted of course, but it was just barely enough to cover my current needs. The walking distance on the huge map didn't help. And having rock run most of the way down the middle of the map made for a nice defense, but also made the right half of the map very inaccessible. Even so I doubt hunting the muffalo herd there would have covered the whole winter.
I collected berries, but that only covered current needs.

Growing healroot outside seems to be impossible too given how long it takes. So medicine will be an issue.

I tried hydroponics, but that didn't work out because of power issues.

So how is one supposed to  go about this? Farm a larger area to build up a stockpile? How much do I need for 5 people?

How about a greenhouse without hydroponics? Just wall off a fertile piece of land and put in a heater. Maybe some normal lamps instead of a sunlamp.

Maybe give the nutrient dispenser a try? Seems a bit extreme for that kind of climate. In reality people can subsist just fine of hunting. A deer or elk gives a huge amount of meat and wouldn't be gone in just a few days.

General Discussion / How long does sedation last?
« on: August 04, 2016, 08:19:50 PM »
I sedated a wounded character and now I'm wondering when he will wake up. It doesn't say anywhere and there is no option to manually bring him out of it.

Ok, never mind sort of. He finally woke up. I didn't time it, but it was quite some days.

General Discussion / Rows of chairs and walls
« on: August 03, 2016, 04:39:49 PM »
Simple question: can I place chairs directly against walls or do they need a space between?

Like this:

And T is a table. Are the middle two chairs usable that way?

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