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Messages - qurffe

#1
Releases / Re: [1.0] Twitch Stories (0.1)
November 27, 2018, 08:45:31 AM
So, i was watching this mod on stream.... and it is highly unbalanced, borderline unplayable. Event that makes all your colonists go berserk is pretty much Game Over, 10 Tornadoes spawned at the same = Game Over, 20 Elephant manhunters at 50k wealth = Game Over.
Granted all of these events were "diff 5", but still it needs some serious work on actual playability.
The idea is great, but for now its mostly just that, a cool concept that is a lot of fun BUT its not very playable.
#2
Quote from: Smexy_Vampire on November 19, 2018, 12:17:45 PM
what mod is that collenest bar ? kf one is not updated ?

That image you are posting is from 2017 .... it is KF Colonist Bar, from times when it was updated, its not from 1.0
#3
Unfinished / Re: [WIP] [1.0] Alpha Animals
October 30, 2018, 10:57:31 AM
Quote from: boothnat on October 30, 2018, 10:20:23 AM
The Gallatross needs a swing of the nerf bat.


Its durability and absurd hp is fine- it can be downed and will bleed out in a few hours. Pain lets you kill it. The problem lies in its ranged attack- which can oneshot colonists in power armor.


While this is on its own fine- an OP enemy is pretty neat, the problem is that they aren't immune to mad animal waves. Just one of these things can do some pretty stupid damage,and three of them gone crazy will wipe out your colony. Either weakening their ranged attack so it doesn't ohko colonists or making them immune to animal maddening waves would be great.

Hell, I know this is a bit whiny. It would be great if it was an option similar to the black hive raids- which are much easier IMO.

You might want to post your feedback to thread https://ludeon.com/forums/index.php?topic=46252.0 , which is actual 1.0 release thread. As the mod is not WIP anymore, so it might go unnoticed here.
#4
Releases / Re: [B19] A Dog Said... Animal Surgery
October 30, 2018, 01:04:25 AM
Quote from: alexo on October 29, 2018, 11:23:46 PM
v1 pls

All you had to do was not be lazy and at least check 1 page before last .....
the mod has been updated to 1.0 long time ago

"also this mod is now in my main mod thread: from 1.0 onwards:
https://ludeon.com/forums/index.php?topic=46210.0"
#5
Releases / Re: [1.0] Alpha Animals - 1.02 (22/10/18)
October 29, 2018, 05:40:45 AM
Quote from: temple_wing on October 29, 2018, 04:17:54 AM
I got a group of manhunting cactipine attack my colony without generated a manhunting warning. So when I know that, they are already at my home.
------------------------------------------------------------------------------
But a got a "strange droppod" event, should I deconstruct that droppod?
Or should I attack that pod from distance?
It's in my map now.

The pod is creating those manhunting cactpines in set intervals, and should dissapear after few days. No idea what will happen if you try to deconstruct/destroy it.
#6
Releases / Re: [A16/A17/B18/B19] More Planning
October 21, 2018, 12:24:41 PM
well i am using the B19 workshop version and i have no errors, and everything in my 100+ modded game works just fine. so no idea on my side why it would not work for others?
#7
Releases / Re: [A16/A17/B18/B19] More Planning
October 21, 2018, 11:39:23 AM
B19 version works just fine, so you can use that until there is proper 1.0 version
#8
If i remember correctly, it just means you cannot visit that same hex again for period of time (you can specify how long in mod options).
#9
General Discussion / Re: Skill Decay Mod?
August 19, 2018, 01:43:05 PM
Quote from: Koek on August 19, 2018, 01:19:29 PM
Quote from: Dyesi on August 18, 2018, 11:45:40 PM
Is there any mod to disable skill decay while improving the skill? It seems odd that skills decay as you learn them.

Have you ever practiced doing something for a year and stopped practicing for 5+ years and tried to go on where you left of?
Skill decay is a real thing matey :)

Seems like you misread what is he saying he doesnt have problem with skill decay per say, but has problem with skills decaying as the pawns are doing the activity to "learn" it. e.g. you lose "EXP" when you are researching. Does it really make sense to lose skills at the same time as you are learning said skills?
#10
Well, not certainly sure, but in my last game of 1.0 i think had winters of -13C and summers highs at 28C (without cold snaps and heat waves). that seems like nice range to me? it was Temperate Forest (30 days growing), and also i would mention dont really trust info about tempratures when you are choosing the map as it seems misleading (not really the min/max temperatures you get), at least in my experience.
#11
Hi, thanks for the great mod, and i have a thing to ask and thing to report:
a) How does the game calculate what you get as manhunters when you get to Psychic emmiter location? In the first year while sending 2 out of 4-5 colonists i got: 15 boars or 7 boomalopes or 3 bunnys or 6 ibex rams (it feels completely random). In the current colony i am playing (3rd year in, 10 colonists, decent base), i send 5 decked out pawns and 4 muffalos and i got 6 alpacas .... Difficulty is Cassandra on Medium.

b) I got orbital trader called "Farming trader" and i am unable to hail them. Pawn will go to console and then error happens and they go off to do  other things.
JobDriver threw exception in initAction for pawn Grimes driver=JobDriver_UseCommsConsole (toilIndex=1) driver.job=(UseCommsConsole (Job_3193226) A=Thing_CommsConsole526072) lastJobGiver=Verse.AI.ThinkNode_QueuedJob
System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.GenCollection.Any[String] (System.Collections.Generic.List`1 list, System.Predicate`1 predicate) [0x00003] in C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Gen\GenCollection.cs:779
  at RimWorld.StockGenerator_Animals.HandlesThingDef (Verse.ThingDef thingDef) [0x00072] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Trade\StockGeneration\StockGenerators_Various.cs:264
  at RimWorld.TraderKindDef.WillTrade (Verse.ThingDef td) [0x00016] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Defs\DefTypes\TraderKindDef.cs:67
  at RimWorld.Tradeable.get_TraderWillTrade () [0x00011] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Trade\Tradeable\Tradeable.cs:81
  at RimWorld.TransferableUtility.TradeableMatching (Verse.Thing thing, System.Collections.Generic.List`1 tradeables) [0x00035] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Dialogs\Transferable\TransferableUtility.cs:276
  at RimWorld.TradeDeal.AddToTradeables (Verse.Thing t, Transactor trans) [0x00008] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Trade\TradeDeal.cs:146
  at RimWorld.TradeDeal.AddAllTradeables () [0x0007f] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Trade\TradeDeal.cs:79
  at RimWorld.TradeDeal.Reset () [0x00018] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Trade\TradeDeal.cs:60
  at RimWorld.TradeDeal..ctor () [0x0001e] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Trade\TradeDeal.cs:53
  at RimWorld.TradeSession.SetupWith (ITrader newTrader, Verse.Pawn newPlayerNegotiator, Boolean giftMode) [0x00029] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Trade\TradeSession.cs:36
  at RimWorld.Dialog_Trade..ctor (Verse.Pawn playerNegotiator, ITrader trader, Boolean giftsOnly) [0x00054] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Trade\Dialog_Trade.cs:244
  at RimWorld.TradeShip.TryOpenComms (Verse.Pawn negotiator) [0x00019] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Trade\TradeShip.cs:138
  at RimWorld.JobDriver_UseCommsConsole+<MakeNewToils>c__Iterator0+<MakeNewToils>c__AnonStorey1.<>m__0 () [0x00048] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\AI\JobDrivers\Misc\JobDriver_UseCommsConsole.cs:36
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x0022f] in C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:461
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobUtility.cs:22)
Verse.AI.JobDriver:TryActuallyStartNextToil() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:465)
Verse.AI.JobDriver:ReadyForNextToil() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:364)
Verse.AI.JobDriver:Notify_PatherArrived() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:593)
Verse.AI.Pawn_PathFollower:PatherArrived() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pathing\Pawn_PathFollower.cs:428)
Verse.AI.Pawn_PathFollower:TryEnterNextPathCell() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pathing\Pawn_PathFollower.cs:527)
Verse.AI.Pawn_PathFollower:PatherTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pathing\Pawn_PathFollower.cs:286)
Verse.Pawn:Tick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Pawn\Pawn.cs:542)
Verse.TickList:Tick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickList.cs:125)
Verse.TickManager:DoSingleTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:303)
Verse.TickManager:TickManagerUpdate() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:267)
Verse.Game:UpdatePlay() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:512)
Verse.Root_Play:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:99)
#12
General Discussion / Re: How to Send Caravan Home
July 28, 2018, 10:08:13 AM
There should be option to "Form Caravan" or "Reform Caravan" (something like that) on world map, then just choose route and click your settlement.
#13
Thank you for the great mod.
Would it be possible to add option for "Tiered" skill decay (meaning skills still decay but, you wont lose levels)?
Also it seems that the Stop Skill Decay option does not work correctly? I can still see my pawns slowly losing "EXP" points.
Also just to nitpick you have small typo in the options menu, instead of Daily cap, there is Daly cap  ;D
#14
Quality Builder got broken in the latest patch. Furniture than can have quality shows no icons at all (no option to Deconstruct/Install/Set Quality etc.).
On loading the game:

Exception spawning loaded thing PlantPot777882: System.MissingFieldException: Field 'Verse.ThingDef.isFrame' not found.
  at Verse.ThingWithComps.SpawnSetup (Verse.Map map, Boolean respawningAfterLoad) [0x0002a] in C:\Dev\RimWorld\Assets\Scripts\Verse\Thing\ThingWithComps.cs:231
  at Verse.Building.SpawnSetup (Verse.Map map, Boolean respawningAfterLoad) [0x00020] in C:\Dev\RimWorld\Assets\Scripts\Verse\Thing\Building.cs:55
  at RimWorld.Building_PlantGrower.SpawnSetup (Verse.Map map, Boolean respawningAfterLoad) [0x00004] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Thing\Building\Various\Building_PlantGrower.cs:60
  at Verse.GenSpawn.Spawn (Verse.Thing newThing, IntVec3 loc, Verse.Map map, Rot4 rot, WipeMode wipeMode, Boolean respawningAfterLoad) [0x0027d] in C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Gen\Placement\GenSpawn.cs:105
  at Verse.GenSpawn.SpawnBuildingAsPossible (Verse.Building building, Verse.Map map, Boolean respawningAfterLoad) [0x0013c] in C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Gen\Placement\GenSpawn.cs:184
  at Verse.Map.FinalizeLoading () [0x00181] in C:\Dev\RimWorld\Assets\Scripts\Verse\Map\Map.cs:443
UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogError(Object)
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:68)
Verse.Map:FinalizeLoading() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Map\Map.cs:447)
Verse.Game:LoadGame() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:478)
Verse.SavedGameLoaderNow:LoadGameFromSaveFileNow(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Map\MapIniter\SavedGameLoaderNow.cs:39)
Verse.Root_Play:<Start>m__0() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:46)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)

(Filename: C:/Dev/RimWorld/Assets/Scripts/Verse/Utility/Debug/Log/Log.cs Line: 68)


When i tried to spawn and then click on bed with no other mods enabled:

Root level exception in OnGUI(): System.MissingFieldException: Field 'Verse.ThingDef.isFrame' not found.
  at Verse.ThingWithComps.SpawnSetup (Verse.Map map, Boolean respawningAfterLoad) [0x0002a] in C:\Dev\RimWorld\Assets\Scripts\Verse\Thing\ThingWithComps.cs:231
  at Verse.Building.SpawnSetup (Verse.Map map, Boolean respawningAfterLoad) [0x00020] in C:\Dev\RimWorld\Assets\Scripts\Verse\Thing\Building.cs:55
  at RimWorld.Building_Bed.SpawnSetup (Verse.Map map, Boolean respawningAfterLoad) [0x00004] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Thing\Building\Various\Building_Bed.cs:278
  at Verse.GenSpawn.Spawn (Verse.Thing newThing, IntVec3 loc, Verse.Map map, Rot4 rot, WipeMode wipeMode, Boolean respawningAfterLoad) [0x0027d] in C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Gen\Placement\GenSpawn.cs:105
  at RimWorld.Designator_Build.DesignateSingleCell (IntVec3 c) [0x000b7] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Designators\Place\Designator_Build.cs:286
  at Verse.DesignatorManager.ProcessInputEvents () [0x0006c] in C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Designator\DesignatorManager.cs:71
  at RimWorld.MapInterface.HandleMapClicks () [0x0002d] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MapInterface.cs:147
  at RimWorld.UIRoot_Play.UIRootOnGUI () [0x00176] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\UIRoot_Play.cs:105
  at Verse.Root.OnGUI () [0x0004f] in C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:164
UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogError(Object)
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:68)
Verse.Root:OnGUI() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:169)

(Filename: C:/Dev/RimWorld/Assets/Scripts/Verse/Utility/Debug/Log/Log.cs Line: 68)

System.MissingFieldException: Field 'Verse.ThingDef.isFrame' not found.
  at Verse.ThingWithComps+<GetGizmos>c__Iterator1.MoveNext () [0x000b8] in C:\Dev\RimWorld\Assets\Scripts\Verse\Thing\ThingWithComps.cs:390
  at Verse.Building+<GetGizmos>c__Iterator0.MoveNext () [0x00096] in C:\Dev\RimWorld\Assets\Scripts\Verse\Thing\Building.cs:273
  at RimWorld.Building_Bed+<GetGizmos>c__Iterator1.MoveNext () [0x00096] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Thing\Building\Various\Building_Bed.cs:336
  at System.Collections.Generic.List`1[Verse.Gizmo].AddEnumerable (IEnumerable`1 enumerable) [0x0001a] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/List.cs:128
  at System.Collections.Generic.List`1[Verse.Gizmo].AddRange (IEnumerable`1 collection) [0x00020] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/List.cs:142
  at RimWorld.InspectGizmoGrid.DrawInspectGizmoGridFor (IEnumerable`1 selectedObjects, Verse.Gizmo& mouseoverGizmo) [0x0004e] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\Inspect\InspectPaneFiller.cs:240
UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogError(Object)
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:68)
Verse.Log:ErrorOnce(String, Int32, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:105)
RimWorld.InspectGizmoGrid:DrawInspectGizmoGridFor(IEnumerable`1, Gizmo&) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\Inspect\InspectPaneFiller.cs:291)
RimWorld.MainTabWindow_Inspect:DrawInspectGizmos() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\MainTabWindows\MainTabWindow_Inspect.cs:94)
RimWorld.InspectPaneUtility:ExtraOnGUI(IInspectPane) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\Inspect\InspectPaneUtility.cs:128)
RimWorld.MainTabWindow_Inspect:ExtraOnGUI() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\MainTabWindows\MainTabWindow_Inspect.cs:70)
Verse.WindowStack:WindowStackOnGUI() (at C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\WindowStack.cs:169)
RimWorld.UIRoot_Play:UIRootOnGUI() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\UIRoot_Play.cs:91)
Verse.Root:OnGUI() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:164)

(Filename: C:/Dev/RimWorld/Assets/Scripts/Verse/Utility/Debug/Log/Log.cs Line: 68)
#15
Quote from: Syrchalis on July 18, 2018, 07:20:59 AM

This is the worktab.dll without PrisonerFriendlyChat - just add it into WorkTab -> Assemblies (overwrite existing WorkTab.dll) and it should work again without problems. All I did was remove the line and compile it.

...

You are my saviour, and shall be forever remebered as one. At least until the mod gets broken again  ;)