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Topics - 14m1337

#1
What the circumstances were:
I had a bunch of fertilized chicken eggs at approx. 90% that I sold to a npc trade caravan.

What happened:
The chicks completely hatched and were then considered as "wildlife".

What you expected to happen:
The hatched chicks should have been aligned to the trade caravan.

Steps we can follow to make the bug appear on our machine.
Spawn fertilized chicken eggs. Spawn a trade caravan willing to buy these eggs. Sell the eggs to the caravan. Check the hatched chicks.

savegame
The attached savegame is the original savefile, just a few ingame hours before the already sold eggs are hatched. Be careful when opening, I'm using ~25 mods.



As I can reproduce this behavior in a new game, I assume it is not related to any of the mods that I'm using.

[attachment deleted by admin due to age]
#2
Hey there,

I just looked up the updated mods on steam workshop, installed some of them and then restarted rimworld as usual after installing mods. but now I get an error message that doesn't really help me, as it only mentions the logfile location, and the plea to send the logs to the devs.

so here I am ... :)

[attachment deleted by admin due to age]
#3
Mods / [mod idea] mood boost by pets
December 05, 2016, 05:02:45 PM
just got an idea for a mod:
could one make colonists get a mood boost if they have a cage with their bond pet in their room ?
of course this would not work for cows, bears, muffalos and other "big" pets. but for snakes, rats, cats, dogs ... maybe even with a chicken.
yeah, I know, in real-life cages would not be appropriate homes for dogs and cats, but where would you draw the lines ?
#4
Ideas / forum addon: country flag
December 02, 2016, 10:25:42 PM
is it possible to add a country indicator to the forum profile to the left side of the postings ?

for example: I already had some conversations, where I found out that the other one was a native german speaker like me - some days after the conversation had ended. I if would have known before, the conversation would have been much easier in some cases.
I know, there is already an option to enter the own location in the forum profile, but I think of a little country flag beneath the name. so one doesn't have to search the whole profile just to recognize that the other one didn't enter the location here.
#5
skully mentioned that deleting the world pawns could improve the late game fps. as this may be interesting to more than one or two rimworld players, I decided to start this thread instead of only PMing skully directly (which I did additionally to this thread - hoping he will give us some advice here)

Quote from: skullywag on November 20, 2016, 03:55:28 PM
I would suggest deleting all your worldpawns (dead and alive) from your save, leaving your faction leaders and anyone you care about(buried colonists etc) as these worldpawns eat ticks in late game colonies.
For example I found EVERY animal ive ever sold in there, that amounted to 100s of pigs...100s. All ticking...im looking into ways of automating this.


#6
Mods / [Mod Request/Idea] Personal Workbenches
October 26, 2016, 10:57:59 PM
Is it possible to restrict workbenches to a specific pawn? That would lower zone micromanagement effort significantly...
#7
as already said in the title, I'm searching for a mod that adds more zones than the standard 5. I'm sure I've already seen it a while ago, but I can't remember the exact name. using the forum search utility with "zone", "more zone" and "additional zone" didn't bring it up. :(
hope someone of you uses (or knows) it and can tell me the name !
#8
Mods / Backstory searching tool
September 29, 2016, 07:50:18 PM
does someone know of a tool to search the backstory for specific bonuses ?
the wiki page doesn't completely offer the functionality that I have in mind.
there should be a column for every skill, and the backstories should be divided by childhood and adult ones.
#9
Mods / sandbag - a gunshot cover ??
September 23, 2016, 08:27:32 AM
<ThingDef ParentName="BuildingBase">
    <defName>Sandbags</defName>
    <label>sandbags</label>
    <thingClass>Building</thingClass>
    <category>Building</category>
    <graphicData>
      <texPath>Things/Building/Linked/Sandbags_Atlas</texPath>
      <graphicClass>Graphic_Single</graphicClass>
      <linkType>Basic</linkType>
      <linkFlags>
        <li>Sandbags</li>
      </linkFlags>
    </graphicData>
    <blueprintGraphicData>
      <texPath>Things/Building/Linked/Sandbags_Blueprint_Atlas</texPath>
    </blueprintGraphicData>
    <uiIconPath>Things/Building/Linked/Sandbags_MenuIcon</uiIconPath>
    <altitudeLayer>Building</altitudeLayer>
    <pathCost>40</pathCost>
    <pathCostIgnoreRepeat>true</pathCostIgnoreRepeat>
    <passability>PassThroughOnly</passability>
    <castEdgeShadows>true</castEdgeShadows>
    <fillPercent>0.65</fillPercent>
    <statBases>
      <MaxHitPoints>450</MaxHitPoints>
      <Beauty>-10</Beauty>
      <WorkToMake>180</WorkToMake>
      <Flammability>0</Flammability>
    </statBases>
    <building>
      <isInert>true</isInert>
    </building>
    <description>Cover from gunfire.</description>
    <placingDraggableDimensions>1</placingDraggableDimensions>
    <costList>
      <Steel>6</Steel>
    </costList>
    <filthLeaving>SandbagRubble</filthLeaving>
    <rotatable>false</rotatable>
    <selectable>true</selectable>
    <neverMultiSelect>true</neverMultiSelect>
    <terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
    <designationCategory>Security</designationCategory>
    <staticSunShadowHeight>0.20</staticSunShadowHeight>
    <constructEffect>ConstructDirt</constructEffect>
    <repairEffect>ConstructDirt</repairEffect>
    <designationHotKey>Misc1</designationHotKey>
  </ThingDef>


which variable is it that says "this provides cover" ? is it "<fillPercent>0.65</fillPercent>" ?
#10
Stories / robotic love
September 21, 2016, 07:41:14 AM
can some of you remember Wall-E ?
using the MAI mod, I produced a male and a female MAI, and I named them Wall-E and E.v.e.
didn't expect this to happen, but they fell in love !
can I be happy that they fell in love with each other, and not with a human ?

[attachment deleted by admin - too old]
#11
Mods / [HowTo] identify mods that cause problem
September 14, 2016, 03:08:17 AM
As some people seem to be not sure how they should identify which of their mods causes an error, here's a mini-guide of how this could be done.

Part A: the search for the messing-up mod
1) deactivate all mods
2) start a new game
3) check for errors: no error=continue with step 4; error: start part B
4) end game
5) activate next mod
6) repeat starting at 2)

Part B: is the mod messing up on it's own, or are there conflicts with other mods ?
1) end your current game
2) deactivate the first mod in your active mod list (skip CORE of course...)
3) start new game
4) check for the error: still present = continue with 5); not present any more = continue with part C
5) end game
6) repeat starting at 2)

Part C: proofing your results
1) end current game
2) re-activate the mod that you deactivated last
3) de-activate all mods between the mods that you identified in parts A and B
4) start a new game
5) check for the error
6a) error still present: report the issues to the makers of the identified mods
6b) error "gone": you now should have understood the system of identifying error-producing mods. just let the two already identified mods be activated, and add the "between"-mods one after another until you encounter the error again. as soon as you're sure to have indentified the group of mods that causes your troubles, inform the mod makers. they surely will try to reproduce your issue.
#12
yeah, right ... no day will pass without me wondering about something ...
today it's the difference between stockpile and dumping zones.

until today I simply accepted that there are both of them. but as long as you use the same settings, it seems you can exchange them without problems. you can even copy the settings from one to another. so why are there two different zone types ?

what really would have made some sense would have been an alternate handling regarding the stockpile count for crafting. for example: I like to have a stockpile of five t-shirts. so I use "craft until X" option at the tailoring bench. additionally, my pawns should take off their shirts after reaching 49% durability. they should drop 'em to my orbital trading zone, so I can sell them when the next ship arrives. but lying there, the shirts still count as "available", and so my tailors won't sew a new one. now I tried to use a dumping zone at my trade beacon, instead of a stockpile zone - expecting the low-dura shirts not to be taken into account. but it didn't make a difference.

now, my next thought was that one of these two zone types is simply a relic of a previous game version, and was just "forgotten". but that makes far less sense.

what's YOUR experience with these two zone types ? is there really a difference ? what is it ? I'd be happy if someone would let me know.
in the case of "no difference between stockpile and dumping zones": @Tynan did you ever think of implementing the behaviour as described above ?
#13
General Discussion / regarding air conditioning
September 10, 2016, 03:44:18 PM
hi there,

I'm wondering how many free spaces the electrical air conditioning needs to be effective...
How many spaces do I need to keep it working ? 1/2/3 ? Or does it really have to be connected to outside ?
My colony is dug into a giant mountain, and I want to keep the room at ~21°C

[attachment deleted by admin - too old]
#14
Ideas / advanced landing spot search
September 08, 2016, 02:33:03 PM
Is it possible to mod the landing spot selection in following way ?

Let's say I want to play in a mountaineous tundra area with at least marble and limestone. So I would select the related checkboxes, and all the areas that would fit my needs would be highlighted on the selection map.
#15
General Discussion / Questions about Malaria
September 07, 2016, 10:50:55 AM
as I have to deal a big malaria disease (~75% of my colonists are ill ...) in my actual colony, I came across some questions regarding malaria:
1. How often does malaria have to be treated for being cured ?
2. How big is the chance to become immune without any medical treatment ?
3. Can a pawn be cured without herbs/medicine ?