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

Messages - Katarumi

#1
It was almost certainly the vents. I had one intake, one climate control, and one vent. I'll try adding more vents and see if that helps when winter rolls around. Temps aren't bad now, but my planet is jetting away from its star and everything that ever mattered, so it's going to get real cold. Thanks!
#2
What do you do if you have a large climate controller, a small fan intake, but it isn't enough to heat the room you're trying to heat? More intake?
#3
Wow, these look neat! I'll give them a try next go about. Thank you!
#4
Outdated / Re: [A16] Camping Stuff v0.2.3
July 25, 2017, 08:47:52 AM
Yep, it was a problem on my end! Sorry about that, and thank you for the update.
#5
Outdated / Re: [A16] Camping Stuff v0.2.3
July 24, 2017, 04:42:31 PM
You craft the tent at a crafting spot or a hand / electric tailor bench, right? With no required research?

I'm not seeing how to craft one, even in God Mode. I have just core and the mod enabled and the most recent github version (0.2.3). No visible errors in the log, other than the irrelevant 'Version 'unknown'' error.
#6
Quote from: XeoNovaDan on July 18, 2017, 07:16:12 AM
@Katarumi
Yeah, it has to be 'Armour' in the search query; not 'Armor'. It's hard being British in a community that's mostly not British to my knowledge :P

Whoops! I can't read, apparently, haha. Sorry for the confusion!
#7
Strangely, I can't seem to find this mod via the Steam search functions; I could only see it via direct link or going directly to your workshop. Is that intentional?

This looks amazingly useful, by the way! Can't wait to try it out on my wargs.
#8
I'm having a bit of trouble using Byakhee for transport. I load up a colonist, ship them out, but then they disappear from my bar completely. The caravan on the world map is empty. I also can't load items, though I figure that is probably intentional, as they seem to be mounts rather than caravan beasts.

Logs:


Tried to add 'Rope-Gill' to ThingOwner but this thing is already in another container. owner=Caravan Caravan 1 (tile=9574), other container owner=RimWorld.ActiveDropPodInfo
Verse.Log:Warning(String)
Verse.ThingOwner`1:TryAdd(Thing, Boolean)
RimWorld.Planet.Caravan:AddPawn(Pawn, Boolean)
RimWorld.Planet.CaravanMaker:MakeCaravan_Patch1(IEnumerable`1, Faction, Int32, Boolean)
CultOfCthulhu.PawnFlyersTraveling:SpawnCaravanAtDestinationTile()
CultOfCthulhu.PawnFlyersTraveling:Arrived()
CultOfCthulhu.PawnFlyersTraveling:Tick()
RimWorld.Planet.WorldObjectsHolder:WorldObjectsHolderTick()
RimWorld.Planet.World:WorldTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Couldn't add pawn 'Rope-Gill' to caravan.
Verse.Log:Error(String)
RimWorld.Planet.Caravan:AddPawn(Pawn, Boolean)
RimWorld.Planet.CaravanMaker:MakeCaravan_Patch1(IEnumerable`1, Faction, Int32, Boolean)
CultOfCthulhu.PawnFlyersTraveling:SpawnCaravanAtDestinationTile()
CultOfCthulhu.PawnFlyersTraveling:Arrived()
CultOfCthulhu.PawnFlyersTraveling:Tick()
RimWorld.Planet.WorldObjectsHolder:WorldObjectsHolderTick()
RimWorld.Planet.World:WorldTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Tried to add Cults_ByakheeRace157288 to ThingOwner but this thing is already in another container. owner=Caravan Caravan 1 (tile=9574), other container owner=RimWorld.ActiveDropPodInfo
Verse.Log:Warning(String)
Verse.ThingOwner`1:TryAdd(Thing, Boolean)
RimWorld.Planet.Caravan:AddPawn(Pawn, Boolean)
RimWorld.Planet.CaravanMaker:MakeCaravan_Patch1(IEnumerable`1, Faction, Int32, Boolean)
CultOfCthulhu.PawnFlyersTraveling:SpawnCaravanAtDestinationTile()
CultOfCthulhu.PawnFlyersTraveling:Arrived()
CultOfCthulhu.PawnFlyersTraveling:Tick()
RimWorld.Planet.WorldObjectsHolder:WorldObjectsHolderTick()
RimWorld.Planet.World:WorldTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Couldn't add pawn Cults_ByakheeRace157288 to caravan.
Verse.Log:Error(String)
RimWorld.Planet.Caravan:AddPawn(Pawn, Boolean)
RimWorld.Planet.CaravanMaker:MakeCaravan_Patch1(IEnumerable`1, Faction, Int32, Boolean)
CultOfCthulhu.PawnFlyersTraveling:SpawnCaravanAtDestinationTile()
CultOfCthulhu.PawnFlyersTraveling:Arrived()
CultOfCthulhu.PawnFlyersTraveling:Tick()
RimWorld.Planet.WorldObjectsHolder:WorldObjectsHolderTick()
RimWorld.Planet.World:WorldTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Tried to add Cults_ByakheeRace157288 to ThingOwner but this thing is already in another container. owner=Caravan Caravan 1 (tile=9574), other container owner=RimWorld.ActiveDropPodInfo
Verse.Log:Warning(String)
Verse.ThingOwner`1:TryAdd(Thing, Boolean)
RimWorld.Planet.Caravan:AddPawn(Pawn, Boolean)
CultOfCthulhu.PawnFlyersTraveling:SpawnCaravanAtDestinationTile()
CultOfCthulhu.PawnFlyersTraveling:Arrived()
CultOfCthulhu.PawnFlyersTraveling:Tick()
RimWorld.Planet.WorldObjectsHolder:WorldObjectsHolderTick()
RimWorld.Planet.World:WorldTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Couldn't add pawn Cults_ByakheeRace157288 to caravan.
Verse.Log:Error(String)
RimWorld.Planet.Caravan:AddPawn(Pawn, Boolean)
CultOfCthulhu.PawnFlyersTraveling:SpawnCaravanAtDestinationTile()
CultOfCthulhu.PawnFlyersTraveling:Arrived()
CultOfCthulhu.PawnFlyersTraveling:Tick()
RimWorld.Planet.WorldObjectsHolder:WorldObjectsHolderTick()
RimWorld.Planet.World:WorldTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
#9
Unfinished / Re: [A17] Simple Slavery v0.5g
July 16, 2017, 02:46:13 PM
Okay, I might have another issue.

A slave runs. My warden captures the slave. They give up without a fight. When the slave is put into prison, they list as 'Slave of X' where X is their original faction. They have to be stripped and re-enslaved, going through the rigmarole of trying to enslave them. Is this intentional?
#10
Unfinished / Re: [A17] Simple Slavery v0.5g
July 15, 2017, 01:06:49 PM
Another minor report. One of my slaves was downed and left there for awhile. This came up when she was rescued and then stood up:

DEBUG: Marjot has returned to being a slave.
Used SetFaction to change Marjot to same faction Alturas
[SimpleSlavery]: Failed to find SlaveMemory hediff for pawn Marjot.
DEBUG: Slave Marjot Willpower = 54.60001

I've not noticed any negative side effects from this yet.

Stack traces:

DEBUG: Marjot has returned to being a slave.
Verse.Log:Message(String)
SimpleSlavery.Hediff_Enslaved:Tick()
Verse.Pawn_HealthTracker:HealthTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Used SetFaction to change Marjot to same faction Alturas
Verse.Log:Warning(String)
Verse.Pawn:SetFaction_Patch1(Object, Faction, Pawn)
SimpleSlavery.Hediff_Enslaved:SlaveAgain()
SimpleSlavery.Hediff_Enslaved:Tick()
Verse.Pawn_HealthTracker:HealthTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

[SimpleSlavery]: Failed to find SlaveMemory hediff for pawn Marjot.
Verse.Log:Error(String)
SimpleSlavery.Hediff_Enslaved:LoadMemory()
SimpleSlavery.Hediff_Enslaved:SlaveAgain()
SimpleSlavery.Hediff_Enslaved:Tick()
Verse.Pawn_HealthTracker:HealthTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

DEBUG: Slave Marjot Willpower = 54.60001
Verse.Log:Message(String)
SimpleSlavery.Hediff_Enslaved:TakeWillpowerHit(Single)
SimpleSlavery.Hediff_Enslaved:SlaveAgain()
SimpleSlavery.Hediff_Enslaved:Tick()
Verse.Pawn_HealthTracker:HealthTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


I'm also noticing that when a slave escapes and is captured without a fight, that they show up as prisoners until they're knocked down and stand back up again.

As for the discussion of balance, I will say that my current scenario is that I have a single, extremely advanced warden with some bionic parts and full weapons / armor controlling a colony of practically unarmed slaves. It seems like a valid play choice, and putting arbitrary hard limits on play style tends to be a bad idea. Soft limits (i.e. high colonist:slave ratios get to be hard to control) tend to work better and let players find interesting new routes of play.
#11
Unfinished / Re: [A17] Simple Slavery v0.5g
July 13, 2017, 01:16:11 PM
Something odd may happen when you have a slave from a faction that then becomes friendly to you. When it happened to me, my slave stopped registering as mine or a slave and instead acted like she was imprisoned, but the wardens couldn't interact with her. I had to knock her down and re-enslave her (which pissed her faction off again).

I'll see if I can reproduce the issue.

Edit: Reproduced the issue. The issue is with Dubs Central Heating and Hygiene - when a slave goes to take a bath, she 'technically' takes off her collar, causing her to unenslave. That disrupts the bathing job, causing her to put it back on, but she doesn't re-enslave properly. Totally fine if you don't want to mess with it since it's a weird cross-mod interaction, but I thought I should report it anyway.
#12
Unfinished / Re: [A17] Simple Slavery v0.5g
July 11, 2017, 12:07:45 PM
Oh, neat! It's really cool that it ties into traits like that.
#13
Unfinished / Re: [A17] Simple Slavery v0.5g
July 10, 2017, 01:12:12 PM
Nice mod! Going to try it out. It would be nice to have a 'Willpower' bar for more obvious handling, but it works as is.
#14
Outdated / Re: [A17] TiberiumRim v1.3 - It evolves!
July 05, 2017, 10:23:23 PM
Just a question, and it's fine if it's a spoiler, but what do I do with tiberium 'chunks'? I can't seem to mine them or harvest them or attack them.
#15
I have a bee. His name is Carrot. He likes carrots. He's adorable! Thank you for the mod!

Twelve hours later: And he's dead. RIP Carrot