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Messages - cheetah2003

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1
Support / [A17b] Flickering
« on: August 07, 2017, 05:59:51 PM »
In the latest version, I'm noticing some screen flicker.  It's not really bad, but it's there, some page-flipping flicker from the looks of it.  It's mildly annoying.  Might check into it.

Configuration:  Windows 10 Pro, Intel Core i7-2600, 16GB RAM, NVIDIA 960, Steam-edition.

2
Releases / Errors?
« on: August 05, 2017, 01:24:28 AM »
I keep getting this when I start my game.  I have Core, HugsLib, JecsTools, LightSabers, The Force, Factions (in that order)

I disabled all other mods.

Quote
RimWorld 0.17.1557 rev1153
XML error: <canMoveWithoutHandler>false</canMoveWithoutHandler> doesn't correspond to any field in type CompProperties_Vehicle.
XML error: <canFireWithoutHandler>false</canFireWithoutHandler> doesn't correspond to any field in type CompProperties_Vehicle.
XML error: <handlesMovement>true</handlesMovement> doesn't correspond to any field in type VehicleRole.
XML error: <handlesWeapons>true</handlesWeapons> doesn't correspond to any field in type VehicleRole.
XML error: <canMoveWithoutHandler>false</canMoveWithoutHandler> doesn't correspond to any field in type CompProperties_Vehicle.
XML error: <canFireWithoutHandler>false</canFireWithoutHandler> doesn't correspond to any field in type CompProperties_Vehicle.
XML error: <handlesMovement>true</handlesMovement> doesn't correspond to any field in type VehicleRole.
XML error: <handlesWeapons>true</handlesWeapons> doesn't correspond to any field in type VehicleRole.
Duplicate code-linked translation key: DeactivatedWarning in language English

Any ideas?  This mod looks cool.

3
Outdated / Re: [A16] Concrete (from Industrialisation)
« on: January 30, 2017, 03:41:05 AM »
Just wondering, should you not have increased hp on doors aswell? Just made a concrete wall at 805hp, but a concrete autodoor only has 575hp.
Materials have a strength value, which other objects derive from.  Doors are inherently weaker than walls.  Any door built from any material will be weaker than a wall of the same material.

4
Bugs / Re: [A16] Steam mods won't download
« on: January 19, 2017, 09:02:05 PM »
Well, something is still screwy, cuz it's working but it literally takes like 2 minutes between the time you click the mods button and the list actually coming up.  This is all new problems as of today.
OK I take that back, I guess it had something to do with all my local mods still loading and missing a bunch of stuff cuz steam mods weren't loading.  Once I got everything loading again, the mod list pops up pretty much instantly like before.

But it does sort of reveal some under-the-hood issue in the mod loading stuff, since it choked on itself for a long time before giving the mod list.  Y'all might consider looking into it, might not.  Probably not a big deal.

For reference and potential investigation, I believe it was caused by having Orassans and Orassans (EPOE patch) loading without the Humanoid Alien Races and EPOE itself being loaded.

5
Bugs / Re: [A16] Steam mods won't download
« on: January 19, 2017, 08:54:03 PM »
Well, something is still screwy, cuz it's working but it literally takes like 2 minutes between the time you click the mods button and the list actually coming up.  This is all new problems as of today.

6
Bugs / Re: [A16] Steam mods won't download
« on: January 19, 2017, 08:27:39 PM »
Give steam a hard restart, it should grab the mods from the workshop.
Well, that worked, sort of, the mod load order has been completely screwed up.

7
Bugs / [A16] Steam mods won't download
« on: January 19, 2017, 08:13:24 PM »
As of today when I load up RimWorld, none of my Steam workshop mods work anymore, they just say 'Downloading...' in the modlist perpetually.  Totally breaks my game, guess I'm going to have to put all the mods in by hand.  This is super lame.

8
Outdated / [A16] Concrete (from Industrialisation)
« on: January 14, 2017, 03:13:49 PM »
OK so all I've done here is take the concrete stuff out of Industrialisation and make a standalone mod for just concrete.

Additionally, I modded the strength of concrete substantially higher, and made it cost 1 stone chunk and 1 steel (like it used to long ago.)

You can tweak the mod if you don't like that.

Credit to eatKenny for original Industrialisation.  I used alternate textures from a hi-res texture pack I got back in Alpha 9, but I don't know who posted it originally.  But credit to whoever did.  Wasn't me.

Might put on Steam workshop later, for now:  http://www.pkunk.net/rimworld/Concrete A16.zip

9
Bugs / Re: [A16] Game occasionally generates non-sense colonists
« on: January 10, 2017, 11:17:21 AM »
Thank you for the bug report. I've just randomly generated a load of Pawns and managed to find:-

Childhood - Test subject (Doctoring disabled)
Adulthood - Defector (+3 Medicine)

No.  It was more pronounced than just a adulthood backstory that included medicine, it was a 'something' Doctor adult back story, with a childhood backstory that disabled caring.  Wish I still had that colonist to give you the backstory.  Maybe I'll rummage through the available ones with Prepare Carefully to find the exact ones.

In fact, in your example, you get a colonist with the id: "Myname, Defector", in my case, my guy had "Myname, Doctor" but caring disabled by childhood backstory.  It was very silly.

Edit: Think the combo my guy had was:
Childhood: War child (Shooting +5, Melee +3, Doctoring disabled, Art disabled)
Adulthood: Marble doctor (Medicine +8, Research +4)

10
Might want to look into colonist randomization.  I got a colonist that was a doctor by career backstory (forget the exact story, was like +6 to medicine), but his childhood backstory prevented Doctoring, so I had a Doctor who couldn't tend to others despite his career backstory giving him a huge bonus to medicine.  Sadly, I killed him off, so I can't provide a screenshot, but trust me, this happened.

11
Bugs / [A16] Migrating animals still migrate even after tamed
« on: January 09, 2017, 09:52:33 PM »
Basically, some muffalo were on the move, heading toward a map edge.  One my colonists caught up with one and tamed it.  But it still left the map.

12
Ideas / Abrupt Heat Wave/Cold Spell endings
« on: August 06, 2016, 07:40:52 PM »
Not really sure if this qualifies as a 'bug', so putting it here.

Seems that when a heat wave/cold spell comes on, the temperature gradually worsens (gets really hot/cold), but when these two events end, the temperature suddenly changes to a more appropriate level for the current season.  Shouldn't it gradually return to 'normal' rather than change abruptly?

13
Bugs / Room not being 'enclosed' under certain circumstances
« on: July 31, 2016, 12:51:02 AM »
In this screen shot, the room where 'Green' appears inside of, I've had this room get screwy a few times.  Once, a prisoner broke down the door and escaped.  When I rebuilt the door, it considered the room to be part of 'outside.' More curiously, the beauty display and room readout were not reporting on the room's tiles at all.


Knocking down one of the wooden walls and rebuilding it make the room function properly again.  In a second instance, when I mined out the right side for a door into the interior of the base, and built the door, it again was no being counted as an enclosed room.  Knocking down one of the wooden walls and rebuilding fixed it.

I have many mods installed, so I'm not sure if any of those are creating the bug, or if it's a core game flaw.

Mods in use:
Code: [Select]
<meta>
<gameVersion>0.14.1249 rev942</gameVersion>
<modNames>
<li>Core</li>
<li>Community Core Library</li>
<li>Community Core Library - Vanilla Tweaks</li>
<li>EdB Prepare Carefully</li>
<li>Mad Skills</li>
<li>Industrialisation</li>
<li>Expanded Prosthetics and Organ Engineering</li>
<li>RT Quantum Storage</li>
<li>RT Fuse</li>
<li>PowerSwitch</li>
<li>Ceiling Lights</li>
<li>Big Batteries</li>
<li>ED-OmniGel</li>
<li>ExtendedMedicine</li>
<li>ED-Embrasures</li>
<li>ExtendedStorage</li>
<li>Fences v1.01</li>
<li>Hospitality</li>
<li>Mending</li>
<li>No Raid Storyteller v1.02</li>
<li>Recycle</li>
<li>RTGs v1.15</li>
<li>Auto Equip</li>
</modNames>

14
Ideas / Re: Please remove human pawns eating corpses.
« on: July 29, 2016, 09:58:07 PM »
I just had my first experience with this. I fail to spot a colonist walking off to take a bite out of a raider that was not yet dead the last time I looked.

Result = total of -40 mood, then they promptly went berserk. I promptly quit the game.

This 'feature' does nothing but force even more micromanagement when you are short of food.

Either allow us to set a minimum quality of meal for colonists and animals, or remove this rage inducing 'feature'.  :-\
I dunno, that sounds just about spot on... dude is STARVING and there's a juicy raider right there to eat.  Nomnomnom.. OMG what have I done?  I just ATE A person!!! OMGINSANITY!

I think the game is functioning as intended.

15
Ideas / Steam updates disable all mods
« on: July 29, 2016, 09:52:43 PM »
There was a Steam issued update (14e I believe?) today.  Great that the updater is working.  That was a huge thing I was wanting from the Steam release, no need to go and re-download the game, unpack it, and all that jazz.

Alas, there is one annoying thing.. when the Steam update goes in, it automatically disables all my mods and scrambles their order from how I had them.  While it's not the end of the world, it is really annoying to have to go enable every mod and arrange them correctly again.

So perhaps in the next update you can address this so mods stay as they're set.  At least with minor updates.  At the very least, it would be nice if they stayed in the order they were arranged so you can just tick them all enabled again.

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