Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - giltirn

#1
General Discussion / Trap costs in 0.19
August 29, 2018, 07:38:34 PM
In 0.19 traps are much more deadly but they break after a single use. This seems like a decent compromise on the face of it, but in my experience it almost completely negates the use of anything other than wooden traps, and even then this is very difficult on maps with short growing seasons or no natural tree spawn.

The reason is that traps require 30 resources to construct, just under half of their former cost. In a typical raid I will lose upwards of 10 wooden traps, which means at least 300 wood to replace them, or the full harvest of 10 typical trees (pine, birch, poplar). This happens every few game days, resulting in an insanely heavy demand for wood. In my unstable playthrough starting a week or so ago, I managed to completely denude my large boreal forest map in the first year - there were no harvestable trees remaining! Fortunately it appears that natural tree spawn was buffed in the past few days as my map in year 3 is now repopulated (year 2 it remained largely desolate). Nevertheless the time investment in chopping trees and rebuilding traps remains prohibitive - I typically barely have a chance to rebuild before the next attack comes along.

While wooden traps are a struggle to use, I cannot imagine how anyone could support the consumption of 300 steel or 300 stone blocks every few game days. The resource cost for even a modest trap use is just staggering! IMO this is far too heavy of a nerf to trap usage. My suggestion would be for traps to have a chance to break on use which averages at say 3 uses per trap. Thus a typical trap would cost 10 resources, which is still a heavy load but not unbearable.

Thoughts?
#2
It's clear that Tynan has a goal in mind with these changes, specifically for us to fight out in the open mano a mano and forgo base defenses. But I wonder - does anyone really want this? One of my biggest pleasures in this game is designing a well-thought-out base layout that allows me to defend effectively against overwhelming odds. I tend to play with only 5 or 6 colonists, and so even a single stray bullet could be a major setback. Every fight is a battle of attrition, using doors and carefully placed walls to fight from relative safety, maximizing my damage to them and minimizing it to me. It is a game of tactics, and preparation. But if every raid is going to melt through my doors and walls, why would I bother building any of this? Also, what are we supposed to be doing instead? Just standing behind sandbags and hitting fast-forward?
#3
For a number of alphas I have been experiencing a hang of up to a minute every time I try to load a game for the first time on startup, and also the first time I save. The other day while loading I watched the Windows 10 task manager with the game windowed, and noticed that during this hang a Windows service called Antimalware Service Executable goes crazy and maxes out one CPU core as well as intense disk activity (cf screenshot http://i66.tinypic.com/21eb6s8.png). This prompted me to try disabling the Windows Defender realtime protection, and lo and behold the loads occur instantly. Is this a known issue? Is there a solution other than disabling my virus scanner?
#4
Bugs / [A17] Null reference exception
May 27, 2017, 11:49:23 PM
RimWorld 0.17.1546 rev887
Verse.Log:Message(String)
RimWorld.VersionControl:LogVersionNumber()
Verse.Root:CheckGlobalInit()
Verse.Root:Start()
Verse.Root_Entry:Start()

Loading game from file Happy Fools 16 with mods Core
Verse.Log:Message(String)
Verse.SavedGameLoader:LoadGameFromSaveFile(String)
Verse.Root_Play:<Start>m__854()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__851()

Exception ticking Blackjack: System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.Pawn_GuestTracker.Notify_PawnUndowned () [0x00000] in <filename unknown>:0
  at Verse.Pawn_HealthTracker.MakeUndowned () [0x00000] in <filename unknown>:0
  at Verse.Pawn_HealthTracker.CheckForStateChange (Nullable`1 dinfo, Verse.Hediff hediff) [0x00000] in <filename unknown>:0
  at Verse.Pawn_HealthTracker.Notify_HediffChanged (Verse.Hediff hediff) [0x00000] in <filename unknown>:0
  at Verse.Hediff_Injury.Heal (Single amount) [0x00000] in <filename unknown>:0
  at Verse.Pawn_HealthTracker.HealthTick () [0x00000] in <filename unknown>:0
  at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
  at Verse.ThingOwner.ThingOwnerTick (Boolean removeIfDestroyed) [0x00000] in <filename unknown>:0
  at Verse.Pawn_CarryTracker.CarryHandsTick () [0x00000] in <filename unknown>:0
  at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
#5
Not super important it appears but I just got the following error:

QuoteRimWorld 0.17.1541 rev997
Verse.Log:Message(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:30)
RimWorld.VersionControl:LogVersionNumber() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Utility\Version\VersionControl.cs:83)
Verse.Root:CheckGlobalInit() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:76)
Verse.Root:Start() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:31)
Verse.Root_Entry:Start() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Entry.cs:16)

Loading game from file Cold Hearted Goons 73.3 with mods Core
Verse.Log:Message(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:30)
Verse.SavedGameLoader:LoadGameFromSaveFile(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Map\MapIniter\SavedGameLoader.cs:17)
Verse.Root_Play:<Start>m__859() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:29)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:439)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__856() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:353)

Could not reserve Thing_PlantTallGrass995523/ for Chicken598061 doing job Ingest A=Thing_PlantTallGrass995523(curToil=0) for maxPawns 1 and stackCount -1. Existing reserver: Chicken598062 doing job Ingest A=Thing_PlantTallGrass995523(curToil=1)
Verse.Log:Error(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:48)
Verse.AI.ReservationManager:LogCouldNotReserveError(Pawn, LocalTargetInfo, Int32, Int32, ReservationLayerDef) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Reservation\ReservationManager.cs:480)
Verse.AI.ReservationManager:Reserve(Pawn, LocalTargetInfo, Int32, Int32, ReservationLayerDef) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Reservation\ReservationManager.cs:241)
Verse.AI.ReservationUtility:Reserve(Pawn, LocalTargetInfo, Int32, Int32, ReservationLayerDef) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Reservation\ReservationUtility.cs:40)
RimWorld.JobDriver_Ingest:<ReserveFoodIfWillIngestWholeStack>m__E6() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\AI\JobDrivers\SatisfyNeeds\JobDriver_Ingest.cs:246)
Verse.AI.JobDriver:TryActuallyStartNextToil() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:387)
Verse.AI.JobDriver:ReadyForNextToil() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:310)
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:254)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:404)
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:297)
Verse.AI.Pawn_JobTracker:JobTrackerTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:105)
Verse.Pawn:Tick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Pawn\Pawn.cs:489)
Verse.TickList:Tick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickList.cs:126)
Verse.TickManager:DoSingleTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:276)
Verse.TickManager:TickManagerUpdate() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:243)
Verse.Game:UpdatePlay() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:495)
Verse.Root_Play:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:73)
#6
I'm trying to prevent animals from traipsing mud through my hospital and so have restricted them from the room including the doors. However they seem to be ignoring this restriction and go through the room anyway despite there being an alternate path they can use.