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Messages - Esterior

#1
Hello just want to say that I'm starting to enjoy the content of your mod. Ill eventually buy royalty just for the sake of saying thanks, but I consider their psychic system inferior to most ability mods out there. I truly appreciate your hard work
#2
Bugs / Re: No Raids Bug
December 16, 2018, 04:22:55 PM
Figured it out! Its a mod call Orc invasion that's stopping the raid from spawning!
#3
Bugs / No Raids Bug
December 16, 2018, 08:13:51 AM
Hello all, I was wondering if someone can help me understand a certain bug from mods that are causing raids to not happen naturally in my game.

To begin with, I have tried reinstalling the game, wiping out the config files, and working on isolating the mod/s that is causing it through trial and error.
Basically, whenever I try to execute a raid via debug command, nothing would happen and the following error would be logged:

https://prnt.sc/lvjyhk

and

"Exception filling window for Verse.Dialog_DebugOptionListLister: System.InvalidOperationException: Operation is not valid due to the current state of the object
at System.Linq.Enumerable.Iterate<RimWorld.PawnGenOption, single> (System.Collections.Generic.IEnumerable`1<RimWorld.PawnGenOption>,single,System.Func`3<RimWorld.PawnGenOption, single, single>) <0x00156>
at System.Linq.Enumerable.Min<RimWorld.PawnGenOption> (System.Collections.Generic.IEnumerable`1<RimWorld.PawnGenOption>,System.Func`2<RimWorld.PawnGenOption, single>) <0x00169>
at RimWorld.PawnGroupKindWorker_Normal.MinPointsToGenerateAnything (RimWorld.PawnGroupMaker) <0x0011c>
at RimWorld.PawnGroupMaker.get_MinPointsToGenerateAnything () <0x00040>
at RimWorld.FactionDef.<MinPointsToGeneratePawnGroup>m__0 (RimWorld.PawnGroupMaker) <0x0001f>
at System.Linq.Enumerable/<Min>c__AnonStorey2E`1<RimWorld.PawnGroupMaker>.<>m__2F (RimWorld.PawnGroupMaker,single) <0x00049>
at System.Linq.Enumerable.Iterate<RimWorld.PawnGroupMaker, single> (System.Collections.Generic.IEnumerable`1<RimWorld.PawnGroupMaker>,single,System.Func`3<RimWorld.PawnGroupMaker, single, single>) <0x00091>
at System.Linq.Enumerable.Min<RimWorld.PawnGroupMaker> (System.Collections.Generic.IEnumerable`1<RimWorld.PawnGroupMaker>,System.Func`2<RimWorld.PawnGroupMaker, single>) <0x00169>
at RimWorld.FactionDef.MinPointsToGeneratePawnGroup (RimWorld.PawnGroupKindDef) <0x00185>
at RimWorld.PawnGroupMakerUtility/<TryGetRandomFactionForCombatPawnGroup>c__AnonStorey5.<>m__0 (RimWorld.Faction) <0x001ae>
at System.Linq.Enumerable/<CreateWhereIterator>c__Iterator1D`1<RimWorld.Faction>.MoveNext () <0x0016b>
at System.Collections.Generic.List`1<RimWorld.Faction>.AddEnumerable (System.Collections.Generic.IEnumerable`1<RimWorld.Faction>) <0x000d7>
at System.Collections.Generic.List`1<RimWorld.Faction>..ctor (System.Collections.Generic.IEnumerable`1<RimWorld.Faction>) <0x000e5>
at System.Linq.Enumerable.ToList<RimWorld.Faction> (System.Collections.Generic.IEnumerable`1<RimWorld.Faction>) <0x00070>
at RimWorld.PawnGroupMakerUtility.TryGetRandomFactionForCombatPawnGroup (single,RimWorld.Faction&,System.Predicate`1<RimWorld.Faction>,bool,bool,bool,bool) <0x00130>
at (wrapper dynamic-method) RimWorld.IncidentWorker_RaidEnemy.TryResolveRaidFaction_Patch1 (object,RimWorld.IncidentParms) <0x00188>
at (wrapper dynamic-method) RimWorld.IncidentWorker_Raid.TryExecuteWorker_Patch0 (object,RimWorld.IncidentParms) <0x00098>
at RimWorld.IncidentWorker_RaidEnemy.TryExecuteWorker (RimWorld.IncidentParms) <0x00024>
at (wrapper dynamic-method) RimWorld.IncidentWorker.TryExecute_Patch1 (object,RimWorld.IncidentParms) <0x00024>
at Verse.Dialog_DebugActionsMenu/<DoIncidentDebugAction>c__AnonStorey53/<DoIncidentDebugAction>c__AnonStorey54.<>m__0 () <0x00135>
at Verse.Dialog_DebugOptionLister.DebugAction (string,System.Action) <0x0014b>
at Verse.Dialog_DebugOptionListLister.DoListingItems () <0x000b7>
at Verse.Dialog_OptionLister.DoWindowContents (UnityEngine.Rect) <0x004e3>
at Verse.Window/<WindowOnGUI>c__AnonStorey0.<>m__0 (int) <0x00882>


Mouse position stack is not empty. There were more calls to BeginScrollView than EndScrollView. Fixing."


However, I notice that raids can be executed if I were to manually select the raiding faction from debug menu.
I am getting traders, infestations, and other red letter events... Just no raids

Please offer some insight to help me in tracking down the cause?
#4
Releases / Re: [1.0] A RimWorld of Magic
November 30, 2018, 12:22:05 AM
Hello Torann! First off thanks for the awesome mod! It adds quite a bit of tactical consideration with these classes during battle, definitely enrich the game play a lot!

I have thought of two classes as a suggestion, so here goes. Both are fighters as I feel fighters really need some love.

1) Noble

Mostly a fighter class focused on buffs. It has a -15 mood modifier for each other noble in the colony and will have bad relationship eith other noble, causing fights with them.

Ability 1: Accolade - persistent buff to another pawn, increasing their movement speed and combat effectiveness. Give non-magical/ fighter pawn an ability call  charge which allow for a short distance dash attack/ buff depending on target they are dashing to. Maybe when it interact with fighter / mage pawn, it can give specific buff instead. I.e. a bard get buff call royal jester, swordsman get royal knight, etc. Limited to 4 pawns at max ability.

Ability 2: Authority - an aoe ability that cause enermy to wander for a bit and buff ally in targetted area, not too long distance. Higher level can stun enemy for a bit.

Ability 3: Rally/ invigorate - recover stamina and buff fighters. Non fighter/ mage only gets buff.

Ability 4: Royal feast - starts a party that greatly increase and Fill pawns hunger meter? Dont know if this is possible, could make it auto-cast.

2) Steam technician

A fighter class focus on using special structure for ability. Each of their ability can be targetted at enemy or at a special structure call steam core. Steam core can be built by anyone and have small beauty, doesnt do much without steam tech though.

Ability 1: Arm steam core: Flash freeze - a cold attack that slow an enemy. When casted on a steam core, become an aoe attack that last for a while. Short to mid range.

Thats all. Thanks for reading. Again, thank you for the awesome mod!

Ability 2: Arm steam core: tesla ball - shock enemy, has a chance to stun. When cast on steam core, aoe and last for a while, also act as emp toward mechs.

Ability 3: Steam burst - a small aoe that damage and push pack enemy, similar to repulsion. Cast on steam core, steam core is destroyed for a big explosion and further knockback.

Ability 4: Clockwalk Walker - a self buff that increase movement speed and provide shield to protect oneself.
#5
Wow that look awesome! I like the different spell school having unique effects! Computer isn't working  right now but definitely will try out once it's fix
#6
Oh wow, Boombeetle's range attack is working, that's amazing!
#7
Wow great mod! I'll definitely try it out!

Quote from: Ivan_Poddubniy on April 08, 2017, 10:36:22 AM
Your mod is just awesome! I put it on my build with the Hardcore sk, it requires a lot of tinkering, but it looks great! Сan't wait for further development.

Ivan, if you don't mind, can you share your build for Hardcore SK? I love playing with Hardcore SK and I've been modifying some mods to go with it, but this one seems a little too complicated for me...
#8
Releases / Re: [WIP] Star Wars - A RimWorld Series
April 11, 2017, 01:07:59 AM
O wow, I just tried the lightsaber mod! It works really well! Awesome!

I've modified it a little to work with Hardcore SK, just change up the recipe a little, it really give my melee pawns much more utilities!

I'm going to try out the force mod now!
#9
Hello all, I've noticed something. For the Plasma Geothermal generator, its asking me to refuel it with aluminum. Here is the code inside that said that. Is that correct? none of the research text or anything said I need fuel.
      
   <li Class="CompProperties_Refuelable">
            <fuelConsumptionRate>40.0</fuelConsumptionRate>
            <fuelCapacity>200.0</fuelCapacity>
            <fuelFilter>
              <thingDefs>
               <li>Aluminium</li>
              </thingDefs>
            </fuelFilter>
#10
Hello all,

I'm really enjoying this mod, add so much more content to an already interesting game!
I've lately ran into some weird stuff though, I was wondering if anyone know why the following were happening...
(I am using the latest version on github as of now, I've tested each of these using development mode to minimize my user error chance)

1. the thermoelectric generator wasn't generating over 1w of power despite the temperature differences
2. Solar generator also doesn't generate over 1w of power despite getting 100% sunlight
3. After I construct the plasma generator over a geyser, it said it is out of fuel and wouldn't function. (Strangely, the plasma generator worked for me before in Hardcore SK 4.0, only stop working after I update the mod)
  3b. Also, the next upgrade of the generator on the geyser would disassemble stating support have been removed after construction everytime.
4. Hadron collider isn't yielding anti-matter for me despite how long I waited. (do I have to attach a hopper and put stuff in for it? I'm not sure)
5. the Steam nuclear thingy ( can't remember name) is not yielding enriched uranium for me, only depleted uranium seems to work

As it is, its possible that its all user errors... if so, please give advice, thank you!

**upon testing, I also realize that a wind turbine will generate 700w no matter the wind condition or anything as well.
#11
hello! I want you guys to know that I really appreciate all the modders out here! I think Rimworld have some of the most dedicated modders who sacrifice much of their time to improve this game. Kudos to you all!