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Topics - wolfman1911

#1
This happened on a map that spawned with bugs already present but didn't come into effect until after I killed them. I've heard of another case where the issue was related to insect jelly, but that doesn't seem to be the case here. After killing the bugs, I started the Acolyte ceremony, which caused a bunch of imperials to show up on the map, which might also be the problem.

Anyway, after playing regularly for a while, the game starts continually pausing, and if I turn devmode on, it displays this message:

Exception in Rimworld.ThinkNode_Priority_GetJoyTryIssueJobPackage: System.ArgumentException: Value does not fall within the expected range at Rimworld.Drugpolicy.get Item (Verse.ThingDef drugDef) [0x000371 in <f429400e900af71800afbc07e>:0

If I unpause, it happens again every few seconds. I've had previous occasions where this would happen, and it would go away eventually, but I kinda would prefer to know what is causing this instead of just waiting for it to go away.

Here is my Hugslib log: https://gist.github.com/HugsLibRecordKeeper/9505e26cf9cf46a4175c831a99f8b3b0

Here is the save file where it happens shortly after loading. https://drive.google.com/file/d/1C7Wfl5WdMTFh6KXJIaAjuc9V1l284s_9/view?usp=sharing

I played another game earlier with a very different ideology, and this never came up, though I interacted with the empire and insect jelly in the same way as this game, so I'm not really sure what could be causing it. I'm inclined to think it's related to RBSE, because the error message suggests the problem is drug related, and that is the mod I added most recently, and especially the one that has anything to do with drugs.
#2
General Discussion / Harder to capture?
December 19, 2014, 06:23:05 PM
I wonder if this has to do with the new melee weapon quality system, but has anyone else noticed that it seems much harder to capture instead of kill raiders now? With my two gun wielders fighting in melee, and the third using the plasteel knife that I started with, I accidentally killed the first three raiders that came along. Usually the first raider is an easy capture that forces me to build a prison early.

Of course, it might also be just because of the knife, before a knife became a starting weapon, I would just have all three of them punch the raiders out.
#3
So, you've made a new planet, and picked out a location on the map for your colonists to land and you are at the survivor selection screen. What sorts of people do you try to make?

I never pay much attention to traits, though I really ought to since I had a bad experience with a psychopath that one time. What I always do is try to have one of my characters proficient at growing, mining, or constructing. I don't care if someone is good at more than one, but each of them have to be good at  one of those. I also try and have someone cover medicine, cooking, research, social and maybe crafting.

I do things this way because I got tired of getting that message that 'Poindexter, your amazing warden/doctor/researcher/cook, has no overly practical skills, and refuses to haul or clean, and so is wandering around aimlessly, twiddling his thumbs.'
#4
General Discussion / How do you survive on a desert?
November 28, 2014, 02:54:50 PM
I'm coming to the conclusion that my playstyle is all wrong for playing on a desert biome, and I want to know how all of you handle it. My typical start up is to build a building or two out of wood to serve as a bunk and food prep area, and then typically I start carving into a mountain. Another first thing that I do is establish a growing zone for potatoes. Neither of these work in a desert, because wood and farmable land are in even shorter supply than open, accessible metal veins.

So what do you do?
#5
On my current play through I was digging into a mountain, and I found two veins of gold that yielded about seven hundred gold when mined out. For being such an awesome dude, I figured I would reward my miner with a solid gold king sized bed. Imagine my dismay when I realized that I was just over halfway to the gold cost of said bed.

I mean, I understand that the cost of such a thing is meant to be ridiculous, to reflect just the sort of luxuries that they are, but 1300 gold is more than I've seen in probably any two or three games. Hell, seven hundred gold is more than I've ever had.
#6
General Discussion / Making medicine?
August 16, 2014, 06:24:08 AM
Now that medkits have a use, and are thus depleted with use, is there a plan to make them produce-able in a future update? Or was I not paying attention and there's a way to make them now?

Also, I would like to say that I really love the new stuff. I haven't really played much since Alpha 4, so it's been an extra bonus for me. My last colony was going pretty well, except that my colonists were forgetting to make food, but whatever. It turned out that one of my people had faked her conversion, and she tried to escape, only to be disabled and recaptured. It snowballed form there, because a group of raiders dropped literally in the middle of my base. We took them down, and captured a few, but then some of my folks had to be treated, which meant that they weren't making food. Also, earlier there had been a psychic assault which had driven one of my original three mad, and he lost a leg in the fistfight to get him back under control.

Long story short, my entire colony wound up starving to death because of a couple of unfortunate events combined with my colonists continually forgetting to cook meals. Also, my legless miner was the last to die, and funny enough, someone else starved to death while feeding him.
#7
I was wondering if this was intentional or not. I understand why a turret wouldn't target animals by default, it makes sense that a defensive structure wouldn't be used for hunting, but what about crazed animals? On two separate occasions I've had to reload a save, the first time because a pack of Muffalo had gone mad, and the second time the same happened to boomrats, and in both cases they killed everyone. Don't get me wrong, I don't have a problem with the whole colony dying horribly, I just refuse to let them go out to something as ignoble as boomrat stampede.

Anyway, in both occasions, the animals in question charged through my carefully constructed kill room without a shot being fired and into my underground colony to feast upon my colonists juicy innards.

I was wondering, is it intentional that turrets won't fire on crazed animals? I think it would make sense for them to fire on anything hostile.