Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Xgkkp

#1
The update to CleaningArea seems to have completely broken on 1.2.3005. All pawns wander around idle, even with lots to do, and the icon has disappeared. Disabling CleaningArea, loading, then recruit/unrecruit seems to clear whatever state they have gotten stuck in.

(1.2.3005, on steam, long list of other mods)
#2
Quote from: DeadByBruise on August 24, 2018, 09:02:50 PM
  • Can we allow colonists to wear two weapons (maybe with a speed penalty)? This way you can use a sniper initially and when the enemy come close, switch weapon.
There is a mod for A18 that added this, SimpleSidearms, and it's great. It's always annoyed me that as soon as enemies get close I need to micromanage switching out shooting/melee pawns (also, makes pawns with melee *and* shooting usefully advantageous). I'd be happy if it just allowed melee/sidearms in the secondary slot.
#3
I am having this exact same issue. 0.17.1557, Started a game on my Mac, copied over to windows by manually moving the save. Save is here: https://www.dropbox.com/s/psuura5ac30fv7v/Graton.7z

Exception from asynchronous event: System.IndexOutOfRangeException: Array index is out of range.
  at RimWorld.Planet.WorldPathFinder.FloodPathsWithCost (System.Collections.Generic.List`1 startTiles, System.Func`3 costFunc, System.Func`2 impassable, System.Func`3 terminator) [0x00000] in <filename unknown>:0
  at RimWorld.Planet.WorldGenStep_Roads.GenerateProspectiveLinks (System.Collections.Generic.List`1 indexToTile) [0x00000] in <filename unknown>:0
  at RimWorld.Planet.WorldGenStep_Roads.GenerateRoadNetwork () [0x00000] in <filename unknown>:0
  at RimWorld.Planet.WorldGenStep_Roads.GenerateFromScribe (System.String seed) [0x00000] in <filename unknown>:0
  at RimWorld.Planet.World.ExposeData () [0x00000] in <filename unknown>:0
  at Verse.Game.LoadGame () [0x00000] in <filename unknown>:0
  at Verse.SavedGameLoader.LoadGameFromSaveFile (System.String fileName) [0x00000] in <filename unknown>:0
  at Verse.Root_Play.<Start>m__84F () [0x00000] in <filename unknown>:0
  at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action action) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()


No mods, never installed any onto the machine I was using. I presume this classes as a bug but won't file one until I can get access to the machine and validate that the file wasn't somehow corrupted whilst moving it over.
#4
I'm not sure if this is behaving as intended - I'm on an ice sheet, and a raid killed one of my pipes that was taking heat from a geothermal vent, leaving one end of the pipe exposed. I'd assume that it would take nothing in without an inlet, but it looks like it's leaving every connected room vent-connected to the outside - my main growing area dropped to -20c, despite having two industrial heaters in and normally being a perfectly good temperature.

I *had* connected a smart duct - which I have now removed but am still getting the behavior. Funnily enough when first connecting to a couple of small rooms they went up to 90c - as expected with the vent, but the instant I built the smart heater it dropped to 23c - despite only having an upper connection (that was not connected).... something is going odd with the smart heaters, for sure.

Do unconnected pipes just count as "outside" by default?