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Topics - lorebot

#1
Is why taking harvested crops, wood, or mined stone chunks to an appropriate stockpile not a part of the job? When you order a pawn to go halfway across the map to harvest berries why does the pawn just leave them all lying on the ground and then walk home? Why can't they just pick up the harvested goods and continue along till they can't carry anymore and then come home to drop the stuff off, then go back out and continue harvesting? They're able to do this with jobs at the workbenches, why not with orders in the field? Why do I need to babysit my pawns through this process...it's infuriating.

I'm so tired of watching my pawns harvest crops and then leave the food sitting in the fields getting rained on till I force them to haul the good manually, one of my hauler pawns comes to get it all, or one of the herd of dogs I inevitably end up raising gets around to finish being trained as a hauler takes care of it. There should be an option somewhere to make pawns haul things when they're done harvesting just like there is with workbench jobs.
#2
So one of the things that I often find myself frustrated by is the inability to Rescue a pawn that's injured or incapacitated, but not Downed.

Things like colonists that are really far away from my hospital room and terribly wounded and destined to bleed out and die before they limp home on 1 leg and a bloody stump...but I can't send someone to help them until they actually fall over and can't move. Or friendlies on the map that are wounded and bleeding out but won't stop to let me help them even if they're inches from my hospital and some bandages, they instead walk towards the edge of the map and try to leave with only a few hours to live; sometimes they make it, sometimes they get Downed before they reach the edge and I need to send someone to rescue them. And most annoyingly, colonists suffering from a mental break wandering off into the far reaches of the map and getting attacked by the pack of manhunter boomalopes that just showed up...all I can do is send someone to arrest them and bring them home, which they nearly always object to and go berserk over while a horde of 30 angry explosive creatures stampede towards them.

So, would it be possible to make a mod that allows you to order your colonists to Rescue a friendly pawn that isn't Downed?
#3
Mods / Did I imagine it? Can't find a mod...
July 12, 2017, 01:05:17 PM
A few days ago I was looking at Rimworld mods and found one that removed the 50% base reduction in selling prices when trading your items to vendors. I swear it was called 'Gouge Those Traders' but I didn't bookmark it or favorite it and now that I'm looking for it again I can't find it...even google has failed me and I'm starting to think maybe I'm just confused and it was a mod for some other game or something.

So I'm hoping someone here can point me toward it or confirm that I'm developing dementia...
#4
Help / Anyone recognize this error?
July 06, 2017, 08:57:30 AM
Started a new colony this morning and almost immediately started getting flooded with errors like this:

Exception in Tick (pawn=Elad, job=WaitMaintainPosture, CurToil=3): System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.StatWorker.GetBaseValueFor (Verse.BuildableDef) <0x0001d>
at RimWorld.StatWorker.GetValueUnfinalized (RimWorld.StatRequest,bool) <0x00022>
at RimWorld.StatWorker.GetValue (RimWorld.StatRequest,bool) <0x0003d>
at RimWorld.StatWorker.GetValue (Verse.Thing,bool) <0x00042>
at RimWorld.StatExtension.GetStatValue (Verse.Thing,RimWorld.StatDef,bool) <0x0002b>
at RePower.repowerHook/JobDriver_WatchBuilding_WatchTickAction_Patch._WatchTickAction (RimWorld.JobDriver_WatchBuilding) <0x000c8>
at (wrapper dynamic-method) RimWorld.JobDriver_WatchBuilding.WatchTickAction_Patch1 (object) <0x000ea>
at RimWorld.JobDriver_PlayHorseshoes.WatchTickAction () <0x00096>
at RimWorld.JobDriver_WatchBuilding/<MakeNewToils>c__Iterator1D.<>m__61 () <0x00017>
at Verse.AI.JobDriver.DriverTick () <0x002a3>
lastJobGiver=, curJob.def=WaitMaintainPosture, curDriver=Verse.AI.JobDriver_WaitMaintainPosture
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


I'm not sure what this error is from, but I had to turn off 'auto-popup log' because it was happening way too often. Anyone know what this means and/or how I can tell what's causing it so I can try to fix it?

You can check out the full log here
#5
Help / My coloists won't Handle their animals :(
July 04, 2017, 06:59:19 PM
So I've been having an issue for the past few days and I'm at wits end trying to solve it.

My colonists have a herd of pygmy muffalo and suddenly they can't take care of it. They won't milk or shear them, and I can't order them to do it because the option to Prioritize the work doesn't appear in the right click menu when I click on the muffalo. And I've begun to notice other jobs being left undone that I'm unable to manually trigger because options aren't appearing when they should in the right click menu. Most recently I had a colonist attacked by a turkey she was hunting, I drafted her and commanded her to fight the turkey, she downed the turkey and I undrafted her to tell her to resume hunting it because she's not a hauler so the only way for her to take it back to the colony is to finish the hunt...but the option to Prioritize hunting the turkey wouldn't appear.

What doubly strange is that for a few minutes after I load a save everything works as it's supposed to. If I quit to the main menu and load the game the colonists will all rush to milk and shear the muffalo who've been sitting at 100% milk/wool for days. But after that initial rush to get the work done they won't do it again, I'll sit and wait for the muffalo to get to 100% again but the work won't be done and I'll be unable to manually trigger them to do it. I saved the game when that pawn was unable to hunt that turkey and when I loaded the save I was able to command her to do it.

I'm not sure which mod(s) is causing the issue, and I have a lot of mods installed that can't be easily removed from an ongoing game so testing them all to figure out what's causing seems somewhat impossible. The maddening thing is that this issue just suddenly appeared without me adding any new mods, changing the load order, or making any other alterations to the game. The colony is 161 days old, and I've only noticed this issue within the last 20 days or so of the colony's life. Before that time the muffalo were being milked and sheared for their wool regularly, as the massive stock of milk in my freezer will attest to and the more than 3000 muffalo wool I burned through building beds for the muffalo and chickens in their new barn. In fact I first noticed the issue when I built the barn and ordered all the animal beds. About half of them were made immediately and I figured  after a few days I'd see more completed as the muffalo were being sheared for more wool, but days passed without any new beds being made so I checked and all my muffalo were sitting at 100% milk and wool. When I tried to order colonists to handle their animals I couldn't, I've been trying to figure this out since.

I'm been using dev mode for the past day watching for errors, but I'm not familiar enough with the game to know what to look for to figure this out. I do play the game through Steam and subscribe to a lot of mods through the workshop, so it's possible a mod updated and I didn't notice and the change is what's causing this problem but I can't be sure. I copied the log from my latest session to github in case anyone can look at it and give me any clues where to look next, but currently I'm at a loss as to what the root of this problem is:

https://gist.github.com/HugsLibRecordKeeper/cc29f2ca352e7ce6334fe1fdc5eb6f78
#6
Ideas / Better Temperature modeling
August 20, 2016, 11:40:38 PM
One of my biggest gripes about the game so far is how the the temperature of a tile is determined. I'm still trying to figure out exactly how it works, but from my observations any square that's considered 'outdoors' is the same temperature regardless of what objects or effects are in the area.

Middle of the winter thunderstorm start a raging forest fire blanketing half the map? Your pawns can still get hypothermia while trying to fight it.
Middle of summer and you built a cooler facing outdoors? Your pawn will still get heat stroke standing right in front of the cold side of it.

The game already has a reasonable temperature model for tracking indoor temps, or so it seems. Why isn't this model applied to the entire map and have the weather adjust the 'outdoors' temperature by changing the temperature of the first 2 or 3 tiles at the edge of the map and then letting that temperature propagate through the area. This would allow things like outdoors campfires or geothermal vents to provide some heat for freezing colonists and make temperatures outside an inadequately insulated and over powered freezer cooler for the first 1 or 2 tiles just outside the walls. It would also make living near geothermal vents on desert maps more hazardous since they would just make things even hotter than the weather already does.
#7
Ideas / Making Ice to help with refridgeration
August 19, 2016, 12:18:28 PM
I'd like to see a way to make or collect Ice for use in helping to cool rooms down. At the moment the only way to cool a room is with a Cooler which is a nice way to start, but long before we had refrigeration people would collect ice from frozen lakes and ship it where it was needed. Also, using our coolers to make ice would help a lot with the electrical cost of refrigeration and allow us a way to better deal with solar flares and power outages. When we have power outages in real life our freezers and refrigerators don't immediately go to room temperature, the frozen or chilled food inside of it helps to keep it at a proper temperature for hours as long as you don't open the doors to let out the cold air. Likewise Frozen items shouldn't depend on the air around them to keep them frozen, they should slowly bleed off the frozen status in warmer air until they get back to being unfrozen. If we could collect and store buckets of water in a refrigerated area they should slowly turn to ice over time and then, if the power goes out, slowly absorb the heat in the room keeping it cold until the ice melts back into water.
#8
Support / Incorrect Verification question...
August 15, 2016, 05:37:47 PM
So I just joined the forums and was posting a reply to a comment and was going through the Verification questions when this one had me totally stumped:

'The primary colors are red, green, and _____'

I'm was immensely confused by this because the primary colors are red, blue, and yellow...green is not a primary color...it's a combination of blue and yellow and thus is a secondary color.

Now, I know that in the case of TVs and computer monitors they work on an RGB (red, green, blue) color scale...but that doesn't make green a primary color. It just means that the human brain is weird and making true yellow on a screen is difficult so we trick our brains into seeing yellow because it's easier and cheaper that way.
#9
General Discussion / Pawn and Animal limits?
August 15, 2016, 04:32:13 PM
After a few games I've noticed that there's a point at which wild animals will stop spawning on my map. I've figured out there's some sort of limit to the number of animals that can be on the map at once and the livestock i'm keeping is preventing new animals from spawning. After doing some research I found some figures for Pawn limits imposed by the various storetellers, but I haven't found any figures for the animals.

So I'm wondering if anyone knows exactly how many animals can be on a map before new ones will stop spawning. I'm pretty sure I'm seriously over doing things with my livestock, the game has serious lag issues when I put it into 3x speed and I'm fairly certain it has to do with the number of colonists I have (about 30) coupled with the amount of animals I'm keeping (probably 100+ atm because my chickens are breeding out of control and I need to make butchering them a higher priority and get the males their own area). Do the limits change for larger maps?