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Topics - tsmt1001

Pages: [1] 2
General Discussion / Pawn names and Title Case
« on: May 14, 2020, 06:25:19 PM »
Is it just me, or 1.1 update does not always start pawn's last name with a capital letter. For example, I have pawns named Ileana toad and McFly nosca. It really gets my OCD that their last names do not start with a capital letter and I can't fix it, because they joined me and I can't edit their names.

General Discussion / Royalty expansion question
« on: April 05, 2020, 10:06:40 AM »
So I tried starting a new game a few times after I updated and got Royalty content. I've noticed that I no longer get ancient dangers on my maps and I get messages saying that "xyz died from magic". Anyone knows what this is about? I don't have any magic-related mods, moreover, I still got the message even after I took all mods off except ease of use ones like veinminer.

Mods / Mod to fix duplicate pawns
« on: September 10, 2019, 10:49:04 PM »
I've noticed quite a few times that Rimworld generates duplicate pawns, but this has been especially bad on my last couple of games. I have seen it on vanilla and on modded runs. What's especially bad is that when a duplicate pawn is generated, and it is in a relationship with a colonist, the duplicate (who is off map and in some other faction) becomes the colonist's  spouse and the one that's on map turns into a stranger. Is there a mod which fixes duplicate pawns? Ideally it should delete the one that's off map and restore the relationship. Otherwise every time I load the game, I have to go into dev mode and manually fix the relationships.

Mods / Mod Request - Pawn reports
« on: June 03, 2019, 11:39:38 AM »
It would be really helpful on a large colony to have a pawn report, for lack of better term. For example, list all pawns who are single (not married or have a lover). Or list all pawns who have, say, mining skill above 10. I am thinking. Of a GUI similar to Prepare Landing tiles filtering, where you stick in your criteria and it lists tiles. Ideally a user should be able to form a caravan or a colonists group off that page. I.e. I want to send my single pawns off to raid a nearby pirate base. It would be very easy with a filter like that.

General Discussion / Population cap question
« on: May 14, 2019, 11:29:16 AM »
Is there such thing as a population cap or it's just limited by the hardware?

I have a fairly powerful desktop. And I am more of a relaxed player, so I start out with easy difficulty and then maybe hike it a bit later in the game. So what I observed is that the only limitation is the number of moving pawns on the map. I can have lots of colonists and fewer animals or fewer colonists and lots of animals, and I need to save room for raiders so to speak, because when I had 90 colonists, 25 animals and 100 raiders, the software took a really long time to think (and I usually use this point as an indication that it is time to start a new colony). So is there a limit on how many colonists you can have? Apparently there is a mod which doubles population cap, but I don't have it active and I am still able to have this many colonists.

Mods / Infestation bait question
« on: May 10, 2019, 04:42:52 PM »
I got the infestation bait mod installed and I built an infestation bait deep under the mountain away from my stuff. So far it seems to have no effect on the infestations. I had 2 infestations so far and both were far from the bait. So what exactly is it supposed to do?

Mods / Mod Request - copying drug policies
« on: May 03, 2019, 09:24:22 PM »
It would be nice to be able to copy drug policies. If you are making two policies that are essentially identical except for one setting, would be nice to be able to copy it and change that one setting instead of recreating it from default. For example, I am running with kids mod enabled, so I want to put my female pawns on birth control to prevent overpopulation. Basically I want to make a copy of my social drugs policy (which has been modified to add some meds I want them to take on a regular basis) and add birth control to it instead of recreating my social policy from scratch.

General Discussion / Factions questions
« on: May 02, 2019, 01:04:35 PM »
So, I destroyed all pirate bases. After I destroyed the last one, I got a message that the faction has been eliminated as this was their last base. But they still show up on the comm console. I can call and insult their leader and they will raid me after that. Is that intentional or it's a bug with the raids mod?

Stories / Infestation in a museum
« on: April 30, 2019, 01:30:18 AM »
My colony has a room with legendary sculptures. Kinda like a museum of colonial art. So today was a sad day for RimArt, as the infestation happened in the museum and several legendary sculptures were destroyed, including the masterpiece "Exhausted Pumpkin".

Stories / Rimworld soap opera or crazy romance stories
« on: April 26, 2019, 01:31:03 AM »
So I have this pawn Wanda Irioth join the colony. Wanda started romance with McCay. All was going well until a caravan stopped by and it had Wanda's husband in it. Shortly after caravan left McCay broke up with Wanda. I guess she forgot to mention that she was married...

General Discussion / Encouraging romance
« on: April 24, 2019, 09:50:11 PM »
So, is there a way to encourage pawns to romance each other? I played with and without Psychology mod, but it seems like it's a hit or miss to get them to pair up. On my previous colony, they were just pairing up like crazy, on my current one - not so much. I haven't done much different, except that my initial 3 pawns had left behind relationships.

Mods / No pawn left behind question
« on: April 22, 2019, 10:46:39 AM »
Can someone explain to me how "no pawn left behind" decides which pawns are left behind? It is not taking the pawns I pregenererated (I start with 3 picked out of 8). Instead it is giving me pawns which have a relationship with my 3 chosen pawns, but they don't have my pregenerated stats.

So, maybe a bit of cosmetic surgery? To have the trait go away. Because the opinion effect from other pawns on this trait is just horrible. Psychology mod, for example, treats chemical interest and chemical fascination traits. They don't fully go away, but at least the pawns stop binging on random drugs. Cosmetic surgery would be nice, especially since glitterwotld surgeon background implies that it exists.

Off-Topic / Programming skills/tools for developing mods
« on: April 04, 2019, 12:37:13 PM »
Ok, so what do you need to develop Rimworld mods, or mods in general? I kinda want to try it. I am a software developer, but I work mostly with behind the scenes calculations code and have little experience with GUI. Would be nice to expand my skills.

Bugs / Empty map bug
« on: April 01, 2019, 05:38:49 PM »
I have seen this a few times, but now that I actually have an account here, I figured I'll report it. The bug manifests itself like this - my caravan arrives to a quest tile, and there is no map. Everything is dark, and pawns are not placed, it's like they arrived into a void. The only option at this point is to reload the auitosave and reroute the caravan. I don't remember if I had this problem on the first couple of colonies, before I added mods, but I did fewer quests then, as I was just getting a feel for the game.

I uploaded debug log here, maybe someone can figure it out. But basically, as that tile is generated, this message is logged multiple times:

Exception in UIRootUpdate: System.NullReferenceException: Object reference not set to an instance of an object
at Verse.ExitMapGrid.GetCellBool (int) <0x0005f>
at Verse.CellBoolDrawer.RegenerateMesh () <0x00272>
at Verse.CellBoolDrawer.ActuallyDraw () <0x00028>
at Verse.CellBoolDrawer.CellBoolDrawerUpdate () <0x00027>
at Verse.ExitMapGrid.ExitMapGridUpdate () <0x00079>
at (wrapper dynamic-method) RimWorld.MapInterface.MapInterfaceUpdate_Patch2 (object) <0x00120>
at RimWorld.UIRoot_Play.UIRootUpdate () <0x0007a>

NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.WeatherManager.DrawAllWeather () [0x00000] in <filename unknown>:0
  at Verse.CameraDriver.OnPreCull () [0x00000] in <filename unknown>:0

Adding: this may have something to do with desert environment. When I had a colony in a forest, most of my quest destinations were in a forest of some type, and I have not encountered this issue at all. But when I had a colony in a desert or on the edge of it, and my quests were also mostly in the desert, I've seen this bug over and over.

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