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Topics - xion1088

#1
It would be nice to allow certain foods to be hauled out of prisoner cells such as animal products and raw meat, it's more worthy to process them in meals than give them raw to your prisoners.
#2
I'm getting this error every few seconds after my save loads, these are the mods I'm running, I already disabled some of them but can't nail it down:


HugsLib
Allow Tool
There's not enough time!
Slightly Better Traders
Stack XXL
The Birds and the Bees
[KV] Adjustable Trade Ships - 1.0
[KV] RimFridge - 1.0
[KV] Trading Spot - 1.0
Pick Up And Haul
More Toolboxes
Simple Bulk Drugs
Wall Light
Simple Bulk Cooking
Deep Ore Identifier
Hand Me That Brick Lite
[FSF] Encounter Map Resources
[UB1.0] Removable Mt.Rock Roof Patche
Incident Person Stat
Plant Growth Sync
Mad Skills


QuoteException while recalculating Neutered thought state for pawn Marty: System.MissingMethodException: Method not found: 'Verse.PawnCapacityUtility.CalculateTagEfficiency'.
  at Verse.PawnCapacityUtility.CalculateCapacityLevel (Verse.HediffSet diffSet, Verse.PawnCapacityDef capacity, System.Collections.Generic.List`1 impactors) [0x0005a] in C:\Dev\RimWorld\Assets\Scripts\Verse\Pawn\Health\PawnCapacityUtility.cs:104
  at Verse.PawnCapacitiesHandler.GetLevel (Verse.PawnCapacityDef capacity) [0x0008f] in C:\Dev\RimWorld\Assets\Scripts\Verse\Pawn\Health\PawnCapacitiesHandler.cs:64
  at Verse.PawnCapacitiesHandler.CapableOf (Verse.PawnCapacityDef capacity) [0x00003] in C:\Dev\RimWorld\Assets\Scripts\Verse\Pawn\Health\PawnCapacitiesHandler.cs:77
  at Fluffy_BirdsAndBees.ThoughtWorker_Neutered.CurrentStateInternal (Verse.Pawn p) [0x00000] in <filename unknown>:0
  at RimWorld.ThoughtWorker.CurrentState (Verse.Pawn p) [0x00004] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\AI\ThoughtWorkers\ThoughtWorker.cs:112
  at RimWorld.SituationalThoughtHandler.TryCreateThought (RimWorld.ThoughtDef def) [0x00028] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Pawn\Trackers\Thought\SituationalThoughtHandler.cs:192
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
RimWorld.SituationalThoughtHandler:TryCreateThought(ThoughtDef) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Pawn\Trackers\Thought\SituationalThoughtHandler.cs:201)
RimWorld.SituationalThoughtHandler:CheckRecalculateMoodThoughts() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Pawn\Trackers\Thought\SituationalThoughtHandler.cs:112)
RimWorld.SituationalThoughtHandler:AppendMoodThoughts(List`1) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Pawn\Trackers\Thought\SituationalThoughtHandler.cs:57)
RimWorld.ThoughtHandler:GetAllMoodThoughts(List`1) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Pawn\Trackers\Thought\ThoughtHandler.cs:59)
RimWorld.<AffectedPawns>c__Iterator0:MoveNext() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Alerts\Alerts\Alerts_Thoughts.cs:28)
System.Linq.<CreateSelectIterator>c__Iterator10`2:MoveNext()
RimWorld.AlertReport:get_AnyCulpritValid() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Alerts\AlertReport.cs:26)
RimWorld.AlertReport:CulpritsAre(IEnumerable`1) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Alerts\AlertReport.cs:51)
RimWorld.AlertReport:CulpritsAre(IEnumerable`1) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Alerts\AlertReport.cs:63)
RimWorld.Alert_Thought:GetReport() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Alerts\Alerts\Alerts_Thoughts.cs:52)
RimWorld.Alert:get_Active() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Alerts\Alert.cs:38)
RimWorld.AlertsReadout:AlertsReadoutUpdate() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Alerts\AlertsReadout.cs:71)
RimWorld.UIRoot_Play:UIRootUpdate() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\UIRoot_Play.cs:165)
Verse.Root:Update_Patch1(Object)
Verse.Root_Play:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:83)
#3
It would be a nice change if a Deep Drill placed over different types of stone would yield said stone, for example a Deep Drill placed over rough marble it should give marble stone chunks and same thing with the other stone types.
#4
First of all i'm playing with some mods like EPOE but i have tested this without any mod as well.

I have noticed that exotic goods traders and bulk goods traders aren't buying or selling what they used to, for example:

An exotic goods trader buying and selling farm animals but not buying drugs and clothing as they used to:



A Bulk goods trader not buying farm animals but buying drugs:



Trade ships, in the other hand, still buy and sell what they used to:

Bulk goods trade ship


Exotic goods trade ship


Now, i know there were some changes to trading in B18 but why are bulk goods traders not buying/selling farm animals? Why are exotic goods traders not buying stuff like drugs and clothing? I'm sitting on close to 2000 flake and there's nothing worth to exchange it since bulk goods traders and pirate traders don't have anything fancy, while exotic goods have, sometimes, rare animals, bionic, neurotrainers, etc.
#5
I have some baby cows and bull, it took 3 season to give birth to them and i guess it will take them even more to grow to full adulthood so i can turn them into meat, i know chickens are the fastest growing animal but they don't yield that much of meat.
#6
Bugs / [A16] Bug with bionic limbs and traits
January 28, 2017, 01:05:07 PM
I'm in the way to make most, if not all, of my pawns full bionic, i'm always making drugs and expensive parkas to buy bionic limbs. I decided to install a 2nd arm to one of my best colonists and i noticed his work speed actually went down.

Meet Kiko, Kiko is one of my starting colonist, he's like the father of the colony, he fears nothing, likes to kill and is a very good farmer and constructor. He has the industrious trait which gives him 35% work speed:
http://i.imgur.com/3LTN57h.png

This is from a previous save, before i installed him a 2nd bionic arm:
http://i.imgur.com/pW1uZfD.png

And these are his stats with 1 bionic arm: http://i.imgur.com/B4mOfaF.png Clearly his general work speed went down 15%

And this is when i installed him the 2nd bionic arm:
http://i.imgur.com/stc8W8S.png

His general work speed went another 5%:
http://i.imgur.com/x5z6NHc.png

I guess this is a bug, even if he didn't have the industrious trait his work speed should be 140%, isn't?