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Messages - Plasmatic

#1
Tynan, forgive my ignorance but I could not find another topic on the subject.

Currently if I understand correctly a pawn will choose to drop resources at the closest geographical recipient (assuming same priority), How likely would it be that you could change it to the closest location pathing wise instead?

When setup in a mountain pawns will run through my entire base because there's a stockpile that happens to be behind a few tiles or rock, which i have stockpiles at the entrance intended for dropoff that go mostly unused because pawns look for the geographically closest spot, not the closest spot pathing wise.
#2
Could you lock the blast doors and such behind research? Feels very odd starting as a tribal and having access to blast doors..
#3
Help / Re: Why can i not save my game suddenly?
August 06, 2017, 11:15:42 AM
Quote from: kaptain_kavern on August 04, 2017, 07:38:32 PM
Argh too bad for your game. The save may be recoverable if you manage to erase all trace of the modded buildings from the savefile itself. But this can be tricky. But it's not like you can lose your save again :-s IMO


Also note that it's technically Steam that have screwed your game (with it's poor way of managing mods) rather than the modder himself, IMHO. It's something modders were afraid a lot when we first heard about SteamWS integration quite some month back ago.

From what I've heard afterwards, the author released an update that broke a lot of folks games, and after he was presumably flooded with angry comments, he removed the mod entirely from steam.. If this is true, it's not really steams fault, though steam did enable it to happened.
#4
Mods / Re: Anybody know the "more cabinets" mod?
August 05, 2017, 12:24:39 PM
Quote from: SpaceDorf on August 04, 2017, 07:18:50 PM
check out what just popped up :

https://ludeon.com/forums/index.php?topic=34938.0;topicseen

Stats wise, that looks like an identical mod.

Thank you for finding that :)
#5
Mods / Re: Anybody know the "more cabinets" mod?
August 04, 2017, 02:18:53 PM
This mod adds tool cabinets of varying power.. You start with a basic one like vanilla and can research more powerful ones.. It's not a storage solution :)
#6
Mods / Anybody know the "more cabinets" mod?
August 04, 2017, 02:10:57 PM
So I haven't played for a few days, and last i did, I had a mod called "more cabinets" with the steam ID of 973334827. But now that mod is seemingly gone. I can't find it on steam or the forums and the game is still referencing it..

Whoever removed it broke my save and I'm wondering if anyone has it or has heard of it?

I need to start making offline copies of all my steam mods so this doesn't happened again.

Found it on a chinese website, but it looks like it lacks english from there.. http://www.gamejilu.com/project/rimworld/mod_recommend-32/#section2
#7
Help / Why can i not save my game suddenly?
August 04, 2017, 01:48:31 PM
when I try to save my game this pops up and I have no idea what has changed


Exception while saving game: System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.TaleData_Def.ExposeData () [0x00000] in <filename unknown>:0
  at Verse.Scribe_Deep.Look[TaleData_Def] (RimWorld.TaleData_Def& target, Boolean saveDestroyedThings, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Scribe_Deep.Look[TaleData_Def] (RimWorld.TaleData_Def& target, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at RimWorld.Tale_SinglePawnAndDef.ExposeData () [0x00000] in <filename unknown>:0
  at Verse.Scribe_Deep.Look[Tale] (RimWorld.Tale& target, Boolean saveDestroyedThings, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Scribe_Collections.Look[Tale] (System.Collections.Generic.List`1& list, Boolean saveDestroyedThings, System.String label, LookMode lookMode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Scribe_Collections.Look[Tale] (System.Collections.Generic.List`1& list, System.String label, LookMode lookMode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at RimWorld.TaleManager.ExposeData () [0x00000] in <filename unknown>:0
  at Verse.Scribe_Deep.Look[TaleManager] (RimWorld.TaleManager& target, Boolean saveDestroyedThings, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Scribe_Deep.Look[TaleManager] (RimWorld.TaleManager& target, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Game.ExposeSmallComponents () [0x00000] in <filename unknown>:0
  at Verse.Game.ExposeData () [0x00000] in <filename unknown>:0
  at Verse.Scribe_Deep.Look[Game] (Verse.Game& target, Boolean saveDestroyedThings, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Scribe_Deep.Look[Game] (Verse.Game& target, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.GameDataSaveLoader.<SaveGame>m__90E () [0x00000] in <filename unknown>:0
  at Verse.SafeSaver.DoSave (System.String fullPath, System.String documentElementName, System.Action saveAction) [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Is this savefile now borked?

Ok, I think I found the culprit, but I have no clue how that happened... I had a mod called "More Cabinets" which is now gone, like, completely gone, I can't find it on Steam, I can't find it in the forums, it's not in the game's mod list..

Yep, that mod is completely gone.. the steam ID is 973334827 confirmed from my modlist.. but searching for that file on steam shows an error page saying this page no longer exists..

So whoever made that mod just broke my save... awesome.
#8
Quote from: SpaceDorf on August 01, 2017, 04:33:28 AM
Quote from: Plasmatic on August 01, 2017, 01:39:04 AM
Quote from: skullywag on June 29, 2017, 12:51:11 PM
Could be the conversion from float value to time in seconds value hasnt been done on the def??? I havent actually checked.

I suspect it's this line  <turretBurstCooldownTime>600</turretBurstCooldownTime> in the TurretBase.xml

and are the capacitors supposed to show up on traders or are they craftable somehow? Cause so far I've only been able to scavenge weapons from raiders.. and they usually suck (my crafters can craft legendary and I'm stuck with poor-normal) and I haven't seen any capacitors on exotic traders..
Would it be possible to have a option to make them craftable? like a small extra mod that you can supplement gauss/lasers weapons with that would allow a bench to craft capacitors?

That is something I would like to .. or can I get capacitors by deconstructing old lasers ?

The few that I have gotten have been from deconstructing scavenged ones, so yes.. however I would love to be able to have a stockpile of x capacitors, especially if you are lucky/unlucky enough not to get a raid that has any laser/gauss weapons.

Quote from: skullywag on June 19, 2017, 03:58:38 PM
Meep Meep, Updates by Xen for 2 of the packs, ive removed the others they are so old, if anyone wants to have a crack at the others i welcome pull requests.

Everything as always is here:

https://github.com/Skullywag?tab=repositories

go nuts.

Are all these up to date? I see some dating back to A13?
#9
Quote from: skullywag on June 29, 2017, 12:51:11 PM
Could be the conversion from float value to time in seconds value hasnt been done on the def??? I havent actually checked.

I suspect it's this line  <turretBurstCooldownTime>600</turretBurstCooldownTime> in the TurretBase.xml

and are the capacitors supposed to show up on traders or are they craftable somehow? Cause so far I've only been able to scavenge weapons from raiders.. and they usually suck (my crafters can craft legendary and I'm stuck with poor-normal) and I haven't seen any capacitors on exotic traders..
Would it be possible to have a option to make them craftable? like a small extra mod that you can supplement gauss/lasers weapons with that would allow a bench to craft capacitors?
#10
What about a heavily armed gunship type thing? like 3 turrets + payload (when payloads are implemented)

Not much cargo, not many passengers, and a gas guzzler, but good defensive support for *less than friendly* areas
#11
Really enjoying the mod so far. works swell, aside from not being able to choose ship as a starting way, I only get standing or drop pods, but it's not that big of a deal (I assume it's just a conflict with another mod)

After having used the ship a couple times to grab item stashes and such I would love to see a unload all cargo button.

True, it's easy enough to open the cargo and spam the drop button on everything, but if you pick up a *metric ton* (sorry, couldn't help it!) of different items rather than just a lot of one type it's a bit of a hassle.
#12
So, I have a bunch of mods running, if needed I can try to put together a list, but as most of them are via steam that's quite a process..

Thing is, the game loads and runs fine, no hickups, no major lag.

Just after a while the screenshots below happened.

it's like the entire map is instantly filled with the dev tools.

Only way I found to solve it is to restart the game and load latest save.

Any help in getting rid of the error in the log would be helpful as well, I doubt it has anything to do with the whole map filling up though. (I believe that's just a conflict between stacking research and recon and discovery items not liking stacks of itself.

(Sorry for the bad quality, had to make it crappy to fit both in attachments)



[attachment deleted by admin: too old]
#13
Quote from: DoctorVanGogh on July 25, 2017, 01:12:36 PM
Looks like an AutoSell issue to me:
Quote
RWAutoSell.TradeShip.TryOpenComms

Hmm, Odd, I hadn't even built the autosell thingy yet and I was still having issues. but I'll try dissabling it, thanks
#14
Outdated / Re: [A17] Mines - balanced mining
July 25, 2017, 06:06:59 AM
Does this mod support Glittertech? Aka, Titanium? or would that require a patch?

Using the quick and dirty update of core drill atm, but it's doing some funky stuff with pawns and jobs (can't speak to traders anymore after working on it)

Looks like this could be the mod to replace that one :)

All I want is the ability to mine the base resources, Stone, and Titanium.
#15
Quote from: DoctorVanGogh on June 07, 2017, 05:38:21 AM
I went ahead and did a custom Alpha 17 version of this mod. Some quick & dirty tests showed no issues.

If you feel adventurous, feel free to give it a try (needs manual install)
I've not yet touched the Glitterterch addon, though the old A16 version should still work (if loaded after the core drill mod), but you'll not get the nice 'drilling' effect I've added to the other mods.

I love the Core Drill, but I seem to be having a slight issue which I've discovered. After I setup a core drill and it's bills I can no longer talk to any trader ships that come by. when using the comms console all I get is:

JobDriver threw exception in initAction. Pawn=White, Job=UseCommsConsole A=Thing_CommsConsole188480, Exception: System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.TransferableUtility.TransferAsOne (Verse.Thing a, Verse.Thing b) [0x00000] in <filename unknown>:0
  at RimWorld.TransferableUtility.TransferableMatching[Tradeable] (Verse.Thing thing, System.Collections.Generic.List`1 transferables) [0x00000] in <filename unknown>:0
  at RimWorld.TradeDeal.AddToTradeables (Verse.Thing t, Transactor trans) [0x00000] in <filename unknown>:0
  at RimWorld.TradeDeal.AddAllTradeables () [0x00000] in <filename unknown>:0
  at RimWorld.TradeDeal.Reset () [0x00000] in <filename unknown>:0
  at RimWorld.TradeDeal..ctor () [0x00000] in <filename unknown>:0
  at RimWorld.TradeSession.SetupWith (ITrader newTrader, Verse.Pawn newPlayerNegotiator) [0x00000] in <filename unknown>:0
  at RimWorld.Dialog_Trade..ctor (Verse.Pawn playerNegotiator, ITrader trader) [0x00000] in <filename unknown>:0
  at RWAutoSell.TradeShip.TryOpenComms (Verse.Pawn negotiator) [0x00000] in <filename unknown>:0
  at RimWorld.JobDriver_UseCommsConsole+<MakeNewToils>c__Iterator42.<>m__BB () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0  lastJobGiver=, curJob.def=UseCommsConsole, curDriver=RimWorld.JobDriver_UseCommsConsole
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:TryEnterNextPathCell()
Verse.AI.Pawn_PathFollower:PatherTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


It seems very strange that the core drill would have any impact on the comms console and traders, but I can replicate the issue everytime. previous to the core drill traders work fine, after building the core drill they still work, though after going through the bills and subsequently someone working on it, I can no longer talk to traders.

Could the Core drill be messing with the jobs enough to affect the trade job?