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 - Batpeter

#1
I love the idea of naming seasons based on the planet's position in space. Also in many countries on the equator there is no such thing as summer or winter. They still have 4 season but they are simply cold + wet, warm + wet, warm + dry and cold + dry.
#2
Outdated / Re: [A16] BlackFuel
April 28, 2017, 02:43:11 PM
Well i just tested it with dev options, 'coal chunks' are usable (tested fueled stove and Medieval's brazier) but 'coal' is not. Perhaps the coal chunks i see are from a different mod?
#3
Outdated / Re: [A16] BlackFuel
April 28, 2017, 01:21:13 PM
How do you get the coal chunks? Mining coal gives me just 'coal' which can't be used as fuel.
#4
So Julio, one of my colonists got in a relationship with Sari, one of my prisoners. They love each other very much and want to sleep together. However, i still have to convince Sari to join my colony and their relationship does not seem to affect the chance for successfully recruiting her.

Having a relationship with a prisoner should make recruiting it much easier.

#5
Support / Re: Setting reset on restart
July 24, 2016, 06:17:07 PM
Yes that works for me too!
#6
Support / Re: Setting reset on restart
July 24, 2016, 10:02:50 AM
Thanks for the help. Win10 Pro N x64 here.
#7
Support / Re: Setting reset on restart
July 24, 2016, 09:52:35 AM
OK, i switched to the unstable beta build and now it properly saves my Modsconfig and Knowledge files. Even when i switch back to the normal build. However, Prefs.xml still gets deleted..
#8
Support / Re: Setting reset on restart
July 24, 2016, 09:37:29 AM
Doesn't work. BTW the game actually deletes and recreates all three files i mentioned. The difference with Prefs.xml is that it only creates it when i enter the options menu.
#9
Support / Re: Setting reset on restart
July 24, 2016, 09:22:06 AM
Hi, thanks that was a good idea but unfortunately everything was already on 'Allow'. I'm techy enough to follow any instructions. I already made sure that both the Rimworld executable and Steam are started with administrator permissions.

Actually the files are being edited correctly when the game is running but it reverts them to their defaults (not sure if they are actually defaults) once the game starts again.
Once the game starts it edits Knowledge.xml and ModsConfig.xml. I don't know what changes in the Knowledge.xml file or what it is for but all the mods get removed (disabled) from ModsConfig.xml. The game actually deletes the Prefs.xml file every time it starts!

Perhaps an issue with the registry settings for Rimworld?
#10
Ideas / Re: Repair order for broken down equipment
July 22, 2016, 05:24:01 PM
You're right but it needs to be in a home zone
#11
Ideas / Repair order for broken down equipment
July 22, 2016, 04:25:59 PM
There seems to be no way to force your pawns to repair broken down equipment. Would be really useful.
#12
Support / Setting reset on restart
July 22, 2016, 03:40:57 PM
All my settings reset when restarting the game. Game options and mod enabling/ordering.
I'm running through Steam on Win10
#13
Quote from: Agent00Soul on May 18, 2016, 10:32:40 PM
Not if he kept combat realism..

CR is completely broken and the author bailed. The loadout system completely breaks.. Anyone playing it is gonna be pretty pissed a few hours in when they realise.

CR is in there, but its using a custom LoadoutGen_SK.xml file. If you know what the original problem is maybe you should check if its still bugged in Hardcore SK. Just use dev commands to force a situation to occur where you an check it.
#14
3.0a has been 'released'!
According to Google Translate:
We have ~ 90% of 2.5 A12 content + new features with a functional A13!
#15
I saw this was posted already but maybe theres some differences in my output. This mod causes visitors to stand still at the edge of the map because they have a Wait job they shouldn't have. I tested it with and without mods and it only happens with AutoEquip.

See screenshot:

Relevant part of output_log.txt:
Lilith threw exception while determining job (constant): System.NullReferenceException: Object reference not set to an instance of an object

  at RimWorld.ThinkNode_DutyConstant.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at RimWorld.ThinkNode_Conditional.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at Verse.AI.ThinkNode_Subtree.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at RimWorld.ThinkNode_Conditional.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at Verse.AI.Pawn_JobTracker.DetermineNextConstantThinkTreeJob () [0x00000] in <filename unknown>:0  lastJobGiver=

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Lilith starting job Goto A=(102, 0, 64) from JobGiver  while already having job Wait without a specific job end condition.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Bolton threw exception while determining job (constant): System.NullReferenceException: Object reference not set to an instance of an object

  at RimWorld.ThinkNode_DutyConstant.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at RimWorld.ThinkNode_Conditional.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at Verse.AI.ThinkNode_Subtree.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at RimWorld.ThinkNode_Conditional.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at Verse.AI.Pawn_JobTracker.DetermineNextConstantThinkTreeJob () [0x00000] in <filename unknown>:0  lastJobGiver=

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Bolton starting job WaitWander from JobGiver  while already having job Wait without a specific job end condition.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)


[attachment deleted by admin - too old]