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Messages - kunyomi

#1
Outdated / Re: [A16] Vegetable Garden v5.3e [1.22.17]
January 24, 2017, 12:08:25 PM
There's a typo in the Heat Lamps research description: "Allows you to build advanced sun lamps that prvode lamp and act as a small heater to grow crops."

I assume what it was meant to say is "provide light" because "provide lamp" is still a bit weird.
#2
Will this work with the latest CR version? (1.6.9.4)
#3
Thanks for the input guys.

Also, is making the M240B on the Machining Table supposed to be 1 work?
It was pretty much finished as soon as my crafter sat next to it.
#4
Is there some kind of write up or mini guide somewhere about all the guns CR has to offer?
So far I've just equiped my fighters with Assault Rifles and put a magazine worth of HP/AP/FMJ in the loadout, so far that gives me enough versatility to deal with any short-medium range threat quite well.
Still it seems like a waste to just leave it at that when there's so many more guns (and ammo types) especially considering I took the effort to research em.
Is there an objective hierarchy here as in Gun A > Gun B or is it more a case of preference?
#5
I noticed my pawns weren't taking their Malari-block Penoxycyline every 5 days as per the schedule I set for them, the only thing I could find was this: https://www.reddit.com/r/RimWorld/comments/5e63zz/colonists_wont_take_malariblock_as_scheduled_by/ reddit thread.

Is CR causing issues with drug policies, and if so is there a workaround? Having to take it manually on every colonist every 5 days is kind of a pain in the butt

#6
Found a little typo (That I'm pretty sure is from this mod since that bit only contains stuff from it)

#7
Releases / Re: [A16] Less Arbitrary Surgery (2017-1-3)
January 04, 2017, 11:32:10 AM
Does this only make surgeries less wacky when it fails, as in does it not alter the success rate of the initial failure check?
#8
Hows this game in terms of balance compared to vanilla?
I'm not talking about the obvious stuff like the neutro-farming flower, I like having a sense of scarcity in the game but I've enough self-control to simply not plant that stuff.
Are the food crops similar to vanilla crops in terms of growth time-yield ratios, nutrition and so on, or do they make the "lesser" stuff redundant?
I like how much variety this mod introduces, but it'd be sad if it simply shifts the small group of available crops to a different small group as the tier system in the first post implies.
#9
From the output log:

Exception registering Psychology.PsychologyPawn Hiroko in loaded object directory with unique load ID Thing_Human1494: System.ArgumentException: An element with the same key already exists in the dictionary.
  at System.Collections.Generic.Dictionary`2[System.String,Verse.ILoadReferenceable].Add (System.String key, ILoadReferenceable value) [0x00000] in <filename unknown>:0
  at Verse.LoadedObjectDirectory.RegisterLoaded (ILoadReferenceable reffable) [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Exception registering RimWorld.Verb_MeleeAttack [excepted] in loaded object directory with unique load ID Verb_207332: System.ArgumentException: An element with the same key already exists in the dictionary.
  at System.Collections.Generic.Dictionary`2[System.String,Verse.ILoadReferenceable].Add (System.String key, ILoadReferenceable value) [0x00000] in <filename unknown>:0
  at Verse.LoadedObjectDirectory.RegisterLoaded (ILoadReferenceable reffable) [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Exception registering RimWorld.Verb_MeleeAttack [excepted] in loaded object directory with unique load ID Verb_207333: System.ArgumentException: An element with the same key already exists in the dictionary.
  at System.Collections.Generic.Dictionary`2[System.String,Verse.ILoadReferenceable].Add (System.String key, ILoadReferenceable value) [0x00000] in <filename unknown>:0
  at Verse.LoadedObjectDirectory.RegisterLoaded (ILoadReferenceable reffable) [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Exception registering RimWorld.Verb_BeatFire RimWorld.Verb_BeatFire(Beat fire) in loaded object directory with unique load ID Verb_304: System.ArgumentException: An element with the same key already exists in the dictionary.
  at System.Collections.Generic.Dictionary`2[System.String,Verse.ILoadReferenceable].Add (System.String key, ILoadReferenceable value) [0x00000] in <filename unknown>:0
  at Verse.LoadedObjectDirectory.RegisterLoaded (ILoadReferenceable reffable) [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Exception registering RimWorld.Verb_Ignite RimWorld.Verb_Ignite(Ignite) in loaded object directory with unique load ID Verb_305: System.ArgumentException: An element with the same key already exists in the dictionary.
  at System.Collections.Generic.Dictionary`2[System.String,Verse.ILoadReferenceable].Add (System.String key, ILoadReferenceable value) [0x00000] in <filename unknown>:0
  at Verse.LoadedObjectDirectory.RegisterLoaded (ILoadReferenceable reffable) [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Exception registering Verse.ThingWithComps MealFine70584 in loaded object directory with unique load ID Thing_MealFine70584: System.ArgumentException: An element with the same key already exists in the dictionary.
  at System.Collections.Generic.Dictionary`2[System.String,Verse.ILoadReferenceable].Add (System.String key, ILoadReferenceable value) [0x00000] in <filename unknown>:0
  at Verse.LoadedObjectDirectory.RegisterLoaded (ILoadReferenceable reffable) [0x00000] in <filename unknown>:0

This repeats about another 100 times, and it shows up when I try to load or save my file, causing a very big delay but it does finish saving/loading eventually.
That said...it's kind of annoying having to wait 5 minutes for an autosave to finish, so can anyone help me find out what is the issue here?

Edit: Added attachment

[attachment deleted by admin due to age]
#10
Cheers Deimos Rast, much appreciated. And Thanks rooki1 of course, for the wonderful mod ^^
#11
Are the balance changes documented anywhere?
#12
How well does this blend with Glittertech?

I really love the design of the mod, it's really quite amazing. But I also love the concept behind Glittertech, the whole "hard to get but really powerful lategame" goal to work towards. It would be a shame if this made that trivial.
#13
How long is a colonist supposed to stay unconcious after anesthesia/operations?
I'm always unsure if it's bugged or if just supposed to last a few days.
Is this reliant on the quality of the medicine / surgeons skill?
#14
Do you remember what line it was exactly?
Having trouble finding it, would help if I could just ctrl-f it.

Edit: Nevermind, I decided to just remove the ear bandage (my surgeon failed "catastrophically", by the way, causing major bleeding) after which he decided it was time to wake up.

I guess all it takes to get people out of a coma in the rimworld is the only thing scarier than death: rimworld surgeons.
#15
I gave one of my guys an ear bandage, he was sedated (god knows why) when the surgeon put it on and has been in a bed unable to move for over a season since then, I already applied an artificial nose and bionic foot to other people in the meanwhile, who recovered and adjusted to their new body parts just fine.

But still, the guy that had a piece of cloth put on his ear hole is stuck in a coma, is this a bug or just unlucky post-operation duration RNG?

The sedation condition is long gone, he's just stuck at 10% consciousness