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Messages - ChairmanPoo

#1
Releases / Re: [B18] A RimWorld of Magic
January 25, 2018, 04:26:52 AM
Two things:

- I canĀ“t tell my pawns mana points.

- Undead pawns can actually fall in love and get into relationships. This is kind of... wrong wrong wrong... :o
#2
I think the Lovecraft storyteller is broken
#3
... Curiously enough, Mobile Intelligent AIs with AI persona cores readily accept the truth of the Great Old Ones, and will happily join your cult.
#4
I'm getting this error:

Object reference not set to an instance of an object
at OHUShips.ShipTracker/<>c__DisplayClass20_0.<ShipsInFleet>b__0 (OHUShips.ShipBase) <0x00009>
at System.Collections.Generic.List`1<OHUShips.ShipBase>.FindAllStackBits (System.Predicate`1<OHUShips.ShipBase>) <0x000c7>
at System.Collections.Generic.List`1<OHUShips.ShipBase>.FindAll (System.Predicate`1<OHUShips.ShipBase>) <0x00042>
at OHUShips.ShipTracker.ShipsInFleet (int) <0x0006d>
at OHUShips.ShipBase/<GetGizmos>d__73.MoveNext () <0x0066c>
at (wrapper dynamic-method) RimWorld.InspectGizmoGrid.DrawInspectGizmoGridFor_Patch0 (System.Collections.Generic.IEnumerable`1<object>) <0x001b8>
at RimWorld.MainTabWindow_Inspect.DrawInspectGizmos () <0x0003e>
at RimWorld.InspectPaneUtility.ExtraOnGUI (RimWorld.IInspectPane) <0x00062>
at RimWorld.MainTabWindow_Inspect.ExtraOnGUI () <0x00014>
at Verse.WindowStack.WindowStackOnGUI () <0x00065>
at RimWorld.UIRoot_Play.UIRootOnGUI () <0x000d7>
at Verse.Root.OnGUI () <0x000c6>
#5
Quote from: MCreeper on July 11, 2017, 02:18:06 AM
Quote from: ChairmanPoo on July 10, 2017, 05:28:24 PM
Hello. How do you use Byakhees in the current version?
They can be used as drop pods, but only for 2 coloists, no items. Saves you big amounts of steel - fly with 2 colonists somewhere, drop all resources on them with pods, use one of colonists to ferry all others. Don't sure how fast they travel and if they are can be used multiple times, but if they not, they still save you big amounts of steel.  :D

Quote from: Dovahfish on July 11, 2017, 01:42:21 AM
Hey guys, i cant get the elder things mod to work. The others works just fine but i get an error log each time i load this one. Anyone know what can i try ? Thanks
Did you installed alien framework? (install directx...  :-X)

I don't seem to get the drop pod icon with them anymore... ended up selling the thing because of it's poor performance.

1800 silver. Not bad.
#6
Hello. How do you use Byakhees in the current version?
#7
Hello, I'm getting this bug at worldgen. I'm seeing mentions to Harmony in it. I assume it's related?


Exception from asynchronous event: System.TypeInitializationException: An exception was thrown by the type initializer for CompVehicle.HarmonyCompPilotable ---> System.ArgumentNullException: Argument cannot be null.
Parameter name: key
  at System.Collections.Generic.Dictionary`2[System.Reflection.MethodBase,System.Byte[]].TryGetValue (System.Reflection.MethodBase key, System.Byte[]& value) [0x00000] in <filename unknown>:0
  at Harmony.GeneralExtensions.GetValueSafe[MethodBase,Byte[]] (System.Collections.Generic.Dictionary`2 dictionary, System.Reflection.MethodBase key) [0x00000] in <filename unknown>:0
  at Harmony.HarmonySharedState.GetPatchInfo (System.Reflection.MethodBase method) [0x00000] in <filename unknown>:0
  at Harmony.PatchProcessor.Patch () [0x00000] in <filename unknown>:0
  at Harmony.HarmonyInstance.Patch (System.Reflection.MethodBase original, Harmony.HarmonyMethod prefix, Harmony.HarmonyMethod postfix, Harmony.HarmonyMethod transpiler) [0x00000] in <filename unknown>:0
  at CompVehicle.HarmonyCompPilotable..cctor () [0x00000] in <filename unknown>:0
  --- End of inner exception stack trace ---
  at (wrapper managed-to-native) System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor (intptr)
  at System.Runtime.CompilerServices.RuntimeHelpers.RunClassConstructor (RuntimeTypeHandle type) [0x00000] in <filename unknown>:0
  at Verse.StaticConstructorOnStartupUtility.CallAll () [0x00000] in <filename unknown>:0
  at Verse.PlayDataLoader.<DoPlayLoad>m__80F () [0x00000] in <filename unknown>:0
  at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

#8
Suggestion: add a way to stop fueling multi-fuel stoves as to save fuel in warm seasons...
#9
Probably yes, because I'm pretty sure you dont actually need athames
#10
Reinvestigating the monolith should work. It adds the "completed investigation" debuff and once that's in your pawn will write a grimoire sooner or later.


I find it odd that there haven't been any updates in a while btw...
#11
Hello, is 2.0 sneak peek getting updated?
#12
Meh, they tend to die a lot anyway. Continuous, severe hunger means that sooner or later they eat all normal wildlife and start hunting more dangerous things... including other predators. So it's a matter of time they'll receive a deadly wound.

Maybe a better way would be to make them as tough as you say but not eating per se... more like the Cthonian event. They pop in and demand a sacrifice. If you won't provide it they won't burst into your base per se, but anything human outside is dead meat.
#13
No, Cults includes pews by default
#14
Some suggestions:

- Becoming a Cult vs becoming Agency-aligned
- When you get a grimoire, you could get the option to build a counter-arcane station. Should allow you to craft various utility arcane items (mostly for defense against horrors and the like), and form an inquisition to purgue cultist thought from your faction. If discovered by fishermen they'll become hostile though. On the other hand, the Agency should be more prone to help you.
- As an addenum, if you're a Cult faction and get outed by the Agency, fishermen should be more prone to help you.

A new resource: vim

This should be an universally craftable arcane resource. Basically you draw blood either from colonists or prisoners. Would be used for various occult purposes, possibly in relation to different gods.
Eg:
- Draw marks in the floor which some brands of incoming Horror raiders wont cross provided you have good relations with their patron (AKA: Dagon piety for Deep Ones, Cthulhu piety for starspawn, etc...)
- Some particular spells and effects (maybe some reanimation spell for either one of the existing deities or a new one, which allows you to resurrect dead pawns as your servants?)


Deity Tweak: Shub Nigguranth
-Replace forbidden knowledge spell with something more fertility-thematic, maybe? I was thinking a healing spell that heals afflictions and the like


New Deity: Yog Sothoth
"The Key and the Gate"
Tier 1: Forbidden knowledge "Yog Sothoth sees all, and knows all"
Tier 2: Imperfect Reanimation (Turn a dead body into a menial labor zombie, basically able to haul, mine, and perform other basic tasks. Does not eat but will progressively reanimate. Permanent morale buff as they're mindless slave thralls)
Tier 4: Manifest Other Self. "The caster communes with Yog Sothoth and discards his current form in favor of that of one of his other incarnations through the whole of space-time" (Removes the caster and gives you instead a new, high quality colonist, which is not necessarily human. Elder Things should be elligible, but ideally there should be a number of other potential alien bodies to act as a basis.)

Tier 4: Perfect Reanimation "Do not call up that which ye cannot put downe" (Resurrects a dead, properly-preserved colonist with all their former skills. Random chance of the pawn's body being posessed by an horror from outside -much carnage should follow if the latter-)

Tier 5 (endgame): Rite of the Silver Key
#15
That has nothing to do with this mod. Poison ships with centipede defenders are vanilla