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 - Seriously Unserious

#1
Ideas / Make Dandelions Harvestable
September 16, 2018, 08:53:46 PM
The game currently treats them as a groundcover/grass type plant that just grows for grazers to eat. IRL dandelions are are edible and there are enough of them to make them a viable forageable plant, while not being so abundant they'd break the game's balance.

Some stipulations could be that they can be harvested and would produce dandelion greens (from the leaves and flowers) and dandelion root. The greens could be eaten raw, with a small debuff (they taste bitter and are unpleasant to eat that way) or be cooked and eaten with no debuff. The dandelion root could be cooked into dandelion root tea which could have a similar effect to coffee, but toned down a bit from what coffee would do. In other words the tea would give a slight mood and energy boost when drunk.
#2
Bugs / [B19] NPC visitors/traders eat colony food
September 16, 2018, 08:43:44 PM
I first noticed this bug in B18, but at the time thought it might be coming from a mod, but this bug has carried over to B19 and this time is most definitely NOT coming from that mod I thought it might have been from.

I had a human caravan member out of nowhere go into my colony's food stores and just grab a fine meal and eat it. I had no settings that would allow this behaviour, nor any mods that should be affecting NPC behaviour. This only seems to happen with caravan members. This bug is extremely frustrating as I've even had them steal food items I'd just bought and eat them too! Even expensive food items. This means every time a caravan comes in, I have to micromanage it the whole time and use dev mode to cheat-replace all stolen items. I really don't want to be playing that way and need you to get to the bottom of this bug ASAP so I can enjoy playing this game normally again.

If you need any specific info from me to help you troubleshoot this bug, just let me know what you need and I'll send it along.
#3
Mod bugs / Re: How to Report a Mod Bug
May 08, 2018, 06:08:45 PM
Quote5 - Your Mod List.

The log file will contain your mod list, but if you are using mods from the Steam Workshop then the mod list in the log file will usually only appear as a series of numbers relating to the mod's Workshop ID's. Obviously a list of Workshop ID numbers is nowhere near as helpful as a list of the names of the mods, so please provide a named list of your mods as well (a screenshot(s) of your in-game mod list will usually suffice).

Or if you prefer, or if your mod list is extremely long, you can find a full list of active mods in your odsConfig.xml files located in the Config folder. So you can just attach this file like you did for your log file, and you can find this file in the same place as your Saves folder (see step #6).


This statement is taken from the post in the locked "how to report a mod bug" thread. I tried to use these instructions to get my mods list, but these instructions seem to be wrong. The file I'm supposed to look for does not exist in the folder I'm told it's supposed to be in. The only file I could find with ANY list of mods at all just lists the Steam Workshop numerical codes, which is no different then the info already provided in the basic logs and game files. Obviously the way mods lists are being stored is handled differently from when this these instructions were posted.

Could a mod or admin please update these instructions with the current info?
#4
I posted the info here: https://ludeon.com/forums/index.php?topic=41423.0 originally, then later found out this bug seems to involve the new races added by the Beast Man Tribes mod. It seems to specifically affect Beastman race behavior when they're a member of a trade caravan. What happens is anyone who's a beast man will steal colony food and eat that, even when they have their own food to eat. The human members of the trade caravans don't seem to do this, only races added via the Beastman tribes mod.

I have a save game from a few moments before several Lynxmen in a trade caravan raid my freezer of food, even though they're carrying loads of pemmican they should be eating.

I've uploaded a copy of the save to Dropbox as I couldn't attach here, the save files always seem to be too big for the forum to allow the attachment. I'll pick up the log files and mods list later on when I have the time, if you need it to debug.

https://www.dropbox.com/s/s3sbdpz0yybknw7/Prevenders-4.rws?dl=0
#5
I just got back into this game for the first time since the B18 update, and I love the new features but I ran into something that I'm not sure is a feature or a bug. If it is a feature it's one that should be removed immediately, but I suspect it's a bug.

I had a very large caravan (bulk goods trader) visit and noticed my food supplies were going down very fast. just after they'd arrived, I'd bought some items, including some food and one of the food stacks I'd just bought seemed to have disappeared, and I don't know what happened to it, it was too large to have just been eaten by an animal, and at the time I suspected a member of the caravan may have picked it up and stolen it back before anyone in my colony had a chance to haul it to storage. It wasn't even there for that long either.

Then I later saw one of the caravaners take food from my freezer and start eating it, and mystery solved, they were stealing the colony food stores and eating us dry! This HAS to be a bug as I see no reason why Ludeon would be so evil as to make THAT a feature, as it ruins the whole idea of friendly caravans if they eat your colony into starvation every time they visit.

This is ruining the balance of the game right now, and they've never done this in any of the builds I've played up to A17. I do have mods running, but other then the Hospitality mod, none of them should be affecting visitor/caravan behavior, and the Hostpitality mod's never caused any kind of visitors to behave like a swarm of locusts eating the colony dry of all food.

This is also happening in Season 1, so no way my colony can support 10-15 visitors all eating our food reserves. This would basically be an early game over at this rate, as I have no control over when caravans visit, and if they all do this, a 1st year colony can't possibly produce enough food to keep up.

If necessary I can attach a save file from about the time this caravan arrived to see their behavior.

EDIT: Tried to attach save file but that edit failed and sent me to a "new topic" page instead, No idea why the forum would do that. If the file's too big, which I think it is, then the forum should have given me an error message saying so, not sent me off to some weird place.
#6
Mod bugs / Bug Report for fluffy's Colony Manager Mod
October 22, 2017, 09:50:26 PM
I'm getting a problem with the behaviour of the animals management and slaughter livestock manager in particular.

I have tamed frogs and set them up in 2 separate animal areas, Pasture 2 and Barn+Pasture. I have 8 femalre frogs in Pasture 2 who are meant to be for laying unfertalized eggs and are NOT to be slaughtered. I set the maximum number of adult frogs to be 8 female and 3 male. I then set the manage frogs task to slaughter excess livestock, and only slaughter any from zone "Barn+Pasture". I checked the restrict slaughtering to zone "Barn+Pasture". I did NOT set the task to automatically assign frogs to any zone, yet every time anyone finishes a manage task, all my frogs in "Pasture 2" are reassigned to "Barn+Pasture and scheduled to be slaughtered.

My understanding, based on the wording and common sense is that these settings should mean only any excess frogs in "Barn+Pasture will be slaughtered and none will be transferred to another zone based on these settings.

I've attached a screenshot with my settings for managing my colony's frogs. I'd attach my save file but it's too big to upload here. I'll share it via a dropbox link shortly.

EDIT: Here's the link: https://www.dropbox.com/s/khnnddupg5305um/Survivors-1.rws?dl=0

[attachment deleted by admin: too old]
#7
I've been noticing for the last 3 Alphas (I started playing on Alpha 15) that my animals will periodically stop eating, or specific ones will, and I won't see any reason for them to not eat. Right now, I have 2 husky puppies not eating to the point I'm getting warnings of Animal Starvation. I have a freezer bursting at the seams with meat, milk, eggs, and other foods I know dogs can eat in RW, yet they just wander around aimlessly and won't eat any of that food. It is in their allowed area, so I know that's not the problem.

Is anyone else having issues with animal behaviour where they won't eat even when they're starving and do have food available to eat? The reason I'm asking is that I'm not sure if this is a bug, or a strategy issue.
#8
I was happily playing a game when Steam decided to force an update to my A17 game, and then it turned off all my mods, and after spending over an hour getting them all turned back on again in the right order to get my saved game back up and running, I find the updates broke my save anyways! GRR!

So I had to restart my game and would like to get the area around where I'm starting at least somewhat similar to my broken game. I'm using the same random seed as before, but now the game keeps making the map different and with a lot fewer faction bases around then before, which in and of itself seems weird as the same random seed should create the same map. Anyways, I've tried for the past hour searching for any mods or anything at all about how to edit the world map and got nothing. According to both Google and Yahoo, apparently nobody else has ever asked this question before in the history of Rimworld. So I'm asking it now.

Can I edit the world map to get the roads and factions roughly like they were from my last save so I can restart that same scenario in much the same conditions as before? I'm not looking to cheat, just recreate the same start as I had before so I can get a fresh start on a ruined save.