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Messages - MoparGamer

#1
Not sure about the problems it may create, so do so at you own risk.

Ctrl+F for <kindDef>Colonist</kindDef> until you find who you're looking for. You can tell who they're by reading these fields
                  <first>firstName</first>
                  <nick>nickName</nick>
                  <last>lastName</last>
Adjust these as desired.
(If you can't find who you're looking for you could also search using one the three fields you want to edit)
#2
Quote from: harpo99999 on November 16, 2016, 02:25:27 AM
did a quick notpad++ search of the core files for prisioner, found 3 xmls (that are in Core\Defs\ThoughtDefs)that might point you in the direction you want, ie Thoughts_Memory_Death.xml, Thoughts_Memory_Misc.xml and Thoughts_Situation_Social.xml
Thoughts_Memory_Death.xml  for Death moodlets
Thoughts_Memory_Misc.xml    for Organ harvesting and Selling prisoners

Thoughts_Situation_Social.xml  for Execution or sale of prisoner, I believe this is only for the social system though (Opinion instead of mood)
#3
Since you pointed out issues with infections.. The following might help you enjoy late-game gameplay more.

Similar Problem:
Quote from: Listy on November 05, 2016, 01:14:08 PM
So I have a great hospital, individual rooms, each with a bed vitals monitor and heater.  In fact hospital is the only place in my colony where you can watch TV, so the resistance to it as a joy activity is none.

When 13 odd of my colonists get slapped with plague, I mean sod I've got more than enough rooms all well appointed with no need to leave. So I go through the list of messages telling my colonists to all "rest until healed", you'd then expect them to stay in the bloody beds until cured of the plague, which won't take long with all the medical support. They don't even need joy as they have a non regular source of joy to experience.

But no, they decide to walk all over my base doing their normal things waiting to need their treatment instead of staying safe in the bloody beds and getting a faster immunity gain.

Yes I lost a third of them, which I shouldn't have lost as I had every single thing in place to mitigate the games attack, only the game decided screw you, you're going to loose people because you didn't play the whack-a-mole of telling each colonist to get back to the bloody bed.

Massive supply of meds+medical furniture+joy+restricting zones+bed rest priority 1= the colonist should survive, otherwise this event just turns into the game say screw you, you're going to loose 2-3 colonists because I feel like it.

That managed to get me to rage quit.

Solution:
Quote from: Mehni on November 05, 2016, 02:10:28 PM
I've seen this a few times. It's a side effect of their schedule. If they're set to sleep or anything, they'll stay in bed. If they're set to Work, they'll get up and work.

Work overrides the manual priorities you've set for them. As long as their schedule is set to Work, they won't rest. Here's a discussion about it on reddit.

So, to expand on what 14m1337 says, the lesson here is "Don't set the schedule of sick colonists to do work." Because it's bloody annoying.
Source: https://ludeon.com/forums/index.php?topic=27261.0

#4
"Tynan posts"

Did... did I break the internet?

705
#5
Mods / Re: rimworld problems
June 28, 2015, 03:10:52 PM
The 3 mods that MarvinKosh said to disable are enabled again.. but they weren't the real issue.

Sheyka please read the first page of this thread: http://ludeon.com/forums/index.php?topic=13525.0

It's a misnamed folder called "things" instead of "Things". Test it out and see what happends?
#6
Mods / Re: rimworld problems
June 28, 2015, 02:13:59 PM
Are there any specific events or things happening in-game when you crash? (Man shoots a tree, Raid from some guy, Solar flare, etc)

Could you post the new output_log.txt and the save file?

#7
Ideas / Re: Nanosteel
June 28, 2015, 02:05:07 PM
Not to familiar with nanite technology, but won't they need power to work? (Eventually need to recharge)

Also.. nanites are some pretty advanced tech. How would you obtain them?
#8
General Discussion / Re: Colonists not eating meals
June 28, 2015, 01:59:23 PM
never had this issue, could you share a photo of your food services?(food storage, preparation, dining room, etc)
#9
I noticed that whenever a raid/visitors spawn I seem to lag for a second or two, outside of that; no performance issues.
#10
General Discussion / Re: Cold
June 28, 2015, 04:28:49 AM
Haven't gone peeking at world generation yet.. but the seed "IceShelf" or "Ice Shelf" had a -91.7 to -95 deg celsius(-133f) mountain range in the north, I think I generated the world on max size if that matters.

I'll see if I can find anything about world generation/stats in the various Xmls/save files



Edit: I did some peaking... Appears to be a Assembly_CSharp.dll thing in
Namespace: RimWorld.Planet
Class: WorldGenerator_Grid

I've got no idea how to edit values in a .dll so... ya.
#11
Mods / Re: rimworld problems
June 27, 2015, 03:29:38 PM
Have you added mods since the start of your save? If so, start a new game and see if you run into the same problem(s).

If you continue to run into crashes
Upload your output_log.txt from your rimworld data folder (Should be something like RimWorld834_Data beside the .exe you use to play).
#12
From what I've heard; Allowed areas are the places where people are allowed to take jobs from/to. So the path may be unallowed but the fact he wants to haul a muffalo corpse from another section of allowed area is what matters.

Try creating a second allowed area (Area 2) just for the second outpost
#13
Quote from: LustrousWolf on June 26, 2015, 02:24:50 PM
I really struggle in Rimworld when plasteel is not visible from the start of the game, I strip mine but normally die before I end up finding a vein. My main methods of getting plasteel is smelting plasteel weapons and disassembling mechanoids but it is hardly ever enough. I need plasteel for bionics and prosthesis (think thats from a mod lol). Is there a trick to finding it that I am missing, or am I just unlucky?
As Devon_V said, more mountains = more plasteel (generally).

The way I usually get plasteel is trading. Find a silver making method, then buy/trade for plasteel. It's expensive but the traders have a large supply.
#14
How can I make it so that select plants will grow naturally in a ice sheet biome (0 degrees celsius to -50). I've got them spawning on the map with a comfort zone that prevents them from dying, but they won't grow due to being "Out of ideal temperature range". Is there a field that allows me to change that, or how would I do this?

Current Plant:
<ThingDef ParentName="PlantBase">
<thingClass>Plant</thingClass>
    <defName>IceMoss</defName>
    <label>icemoss</label>
    <description>Ice Moss, bioengineered to survive in cold climates and provide nutrients for wild life.</description>
    <statBases>
      <MaxHitPoints>85</MaxHitPoints>
      <Beauty>1</Beauty>
  <ComfyTemperatureMin>-200</ComfyTemperatureMin>
  <ComfyTemperatureMax>200</ComfyTemperatureMax>  
    </statBases>
<selectable>True</selectable>
    <graphicData>
      <texPath>Things/Plant/IceMoss</texPath>
      <graphicClass>Graphic_Random</graphicClass>
    </graphicData>
    <hideAtSnowDepth>1.5</hideAtSnowDepth>
    <ingestible>
      <preferability>Plant</preferability>
      <nutrition>1</nutrition>
    </ingestible>
    <plant>
      <leaflessGraphicPath>Things/Plant/Grass_Leafless</leaflessGraphicPath>
      <harvestWork>40</harvestWork>
      <fertilityMin>0.25</fertilityMin>
      <maxMeshCount>9</maxMeshCount>
      <visualSizeRange>
        <min>0.4</min>
        <max>0.6</max>
      </visualSizeRange>
      <growDays>0.2</growDays>
      <topWindExposure>1.4</topWindExposure>
      <seedEmitMTBDays>7</seedEmitMTBDays>
      <fertilityFactorGrowthRate>0.90</fertilityFactorGrowthRate>
      <fertilityFactorPlantChance>0.90</fertilityFactorPlantChance>
    </plant>
  </ThingDef>


https://www.dropbox.com/s/b9cclurlqeg7e2z/Plant.png?dl=0

#15
Quote from: NemesisN on June 25, 2015, 11:26:36 AM
I have a question

Is it a good idea to back up your save files before you use development mode ?

I mean if it causes buggs or problems with the world I am playing does it cause problems to entire game and other saved worlds ? Or just the world you are playing in ?

I want to have fun with this development mode and create a new world but I don't want to brake the game or lose my other worlds by doing it

I'd recommend saving before using it for 2 reasons:
1) as you said, It may cause bugs and crash your game.
2) you may find yourself wanting to go back to before you used dev mode.