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Messages - RommePawn

#1
Releases / Re: [A15] RT Mods - A15 is here! (30.08.16)
October 31, 2016, 08:36:44 AM
Quote from: Wacoede on October 28, 2016, 11:25:02 PM
I've been getting an error with Quantum Stockpiles that keeps recurring to the point of dragging my FPS down
Quote from: Ratys on October 30, 2016, 07:01:51 AM
30.10.16 CHANGELOG:

  • All mods: added Chinese translations (thanks duduluu).
  • RT Quantum Storage: added a blind dirty check to hopefully avoid relays/warehouses spamming the console.
I was using this mod for such a long time before any error like this occurred then after moving(uninstall+install) a bunch of stockpiles, relays and warehouses I got lots. Even after opening up the save file and finding the warehouse that was giving the error and deconstructing+reconstructing it, it still gave errors.

So here is some random information you might find useful when trying to figure out the cause:

  • rimworld v15.1280 + RT_QuantumStorage-A15-1.0.5
  • The stockpile was never deleted
  • 17 relays were connected, more than before the errors
  • 20 qstockpiles were connected
  • Sculptures and lights were placed directly on quantum stockpiles
  • Many of the relays used both the import and export functions regularly
Also the errors originally came with a "tried spawn already spawned object"/"tried to delete already deleted object error". This I believe was caused by crafting something set to "drop" whereby it falls next to a relay but gets picked up a moment later to be used at that very same crafting bench(which was also in range of the relay unlike before). The two sources of this were a component bench making modded advanced components and when crafting beta polys which require alpha polys. (EPOE and glittertech respectively)

Lastly here is a mod list; modIds+modNames from the save file

<modIds>
<li>Core</li>
<li>ExpandedProsthetics&amp;OrganEngineering</li>
<li>RD_FloorBeautyRebalance</li>
<li>T-MoreFloors</li>
<li>ADogSaid-1.4</li>
<li>AllowTool</li>
<li>AnimalHideWorking</li>
<li>Chemicals &amp; Neutroamine</li>
<li>Crafting Neutroamine [1.1]</li>
<li>CraftingHysteresis</li>
<li>DefensivePositions</li>
<li>EdBPrepareCarefully</li>
<li>Edit_1_Armor Crafting</li>
<li>Edit_2_[15A] Hoarfrost</li>
<li>Edit_2_[15A] Hyperthermia</li>
<li>Edit_3_Synthmeat</li>
<li>Efficient Light</li>
<li>FluffierThanThou-RW_Blueprints-9cbe574</li>
<li>FluffierThanThou-RW_EnhancedTabs-f5e58d9</li>
<li>PetFollow</li>
<li>Less-Rebuff</li>
<li>Mechanite Augments</li>
<li>MoreTradeShips</li>
<li>PowerSwitch</li>
<li>sd_chickennest</li>
<li>sd_goodnight</li>
<li>sd_luciprod</li>
<li>sd_pillowsCo</li>
<li>sd_roundtable</li>
<li>Soylent green</li>
<li>MadSkills-A15-1.1.7</li>
<li>Edit_1_NonDecayingStorage_hacked_together_sorry</li>
<li>GlitterTechNS</li>
<li>LT_DoorMat</li>
<li>RT_QuantumStorage-A15-1.0.5</li>
<li>RW_ColonistBarKF-0.15.3</li>
<li>Better Pathfinding</li>
<li>A15 MBS Firefoam Solutions v1.6</li>
<li>Firefoam_Grenades</li>
<li>MiningShaft</li>
<li>MiningShaft-StoneAddon</li>
<li>MiningShaft-GiltterWorldAddon</li>
<li>TradingSpot</li>
<li>RecolorStockpile</li>
<li>ShutdownAll</li>
<li>Vegetable Garden</li>
<li>RedistHeat</li>
</modIds>
<modNames>
<li>Core</li>
<li>Expanded Prosthetics and Organ Engineering</li>
<li>RD - Floor Beauty Rebalance</li>
<li>[T] MoreFloors</li>
<li>A Dog Said...</li>
<li>Allow Tool</li>
<li>Animal Hide Working</li>
<li>Chemicals &amp; Neutroamine</li>
<li>Crafting Neutroamine</li>
<li>Crafting Hysteresis</li>
<li>Defensive Positions</li>
<li>EdB Prepare Carefully</li>
<li>[E1] Armor Crafting</li>
<li>[E2] Hoarfrost V1.2</li>
<li>[E2] Hyperthermia V1.1</li>
<li>[E3] Synthmeat</li>
<li>Efficient Light</li>
<li>Blueprints</li>
<li>Animals Tab</li>
<li>PetFollow</li>
<li>Less Rebuff</li>
<li>Mechanite Augmentation</li>
<li>More Trade Ships</li>
<li>PowerSwitch</li>
<li>[sd] chicken nest</li>
<li>[sd] goodnight</li>
<li>[sd] luciferium production</li>
<li>[sd] pillows and beanbags</li>
<li>[sd] round tables</li>
<li>Soylent green</li>
<li>Mad Skills</li>
<li>[E1] NonDecayingStorage hacked together, sorry</li>
<li>Glitter Tech (No Surgery)</li>
<li>LT-DoorMat</li>
<li>RT Quantum Storage</li>
<li>Colonist Bar KF 0.15.3</li>
<li>Better Pathfinding</li>
<li>MBS Firefoam Solutions</li>
<li>Firefoam Grenades</li>
<li>Core Driller</li>
<li>Core Driller - Stone Addon</li>
<li>Core Driller - Glitter Tech Addon</li>
<li>Trading Spot</li>
<li>Recolor Stockpile</li>
<li>Shutdown All</li>
<li>Vegetable Garden </li>
<li>RedistHeat</li>
</modNames>


I shall try 1.0.6 and see if any errors occur.

[edit] tried 1.0.6, still got the error, will a attachment, sorry about quality. Error happened at a different warehouse(looked at save file) so I deconstructed+constructed a new warehouse and got the error again with the new one(looked at save file again). This was accompanied by a new tried to spawn already spawned thing error. This time it wasn't even picked up(see attachment).

[attachment deleted by admin due to age]
#2
Bugs / Re: Delete zones tool is a bit broken
October 31, 2016, 07:48:34 AM
Quote from: Calahan on October 31, 2016, 05:21:08 AM
I've experienced the frustration of this issue myself many times (and for as long as I can remember re:alpha versions). Not sure if it's WAD or not, but the speed with which the sections/tiles of the stockpile/grow zone are deleted seems to be a factor as well. In that when I'm deleting parts of a stockpile/grow zone I usually do it one tile at a time, and with a deliberate pause between clicks, as anything else risks the entire thing being deleted.

As I said I don't know if this is WAD or not, but I would certainly welcome a change if it is WAD, and I could certainly get behind this PoV.
Quote from: RommePawn on October 29, 2016, 06:26:34 PMThe point is that it should never delete the entire zone, regardless.

Assuming WAD means working as designed, if it is by design then I question it, why would we use a selection tool to delete entire zones? Makes no sense really.

I have also taken the liberty of putting an edit in my original post. I really should rewrite any post I make over a single paragraph. I have a problem of over explaining things that can be summed up in a few lines.
#3
You know you've played rimworld too long when this happens


FYI this is an nice looking format: [img width=950] link [/img]
#4
Bugs / Re: Delete zones tool is a bit broken
October 29, 2016, 06:26:34 PM
The screenshot below reliably deletes the entire zone. The yellow border is the region border. Regions don't seem to have any effect. It seems to delete the zone regardless of direction or how much you over select. I have had the game delete a stockpile with much less then half selected. The point is that it should never delete the entire zone, regardless.

[edit] Actually it seems as though its not reliable. Try it a few times. It seems to be random.



[attachment deleted by admin due to age]
#5
Bugs / Re: Delete zones tool is a bit broken
October 29, 2016, 06:13:35 PM
Quote from: nccvoyager on October 29, 2016, 04:33:24 PM
Some parts of zones may be deleted if the delete tool will "split" the zone in two.

The problem is the game deleting the whole zone when part of it is selected. An unpredictable, unwanted and unnecessary function.

The tool should never destroy zones unless they are entirely selected.

While I appreciate you replying, your post has nothing to do with my post.

See the screenshot below. Using the delete zones tool it deleted the entire stockpile. After attempting to reproduce the result it didn't. I believe I did everything the same.



[attachment deleted by admin due to age]
#6
Bugs / Delete zones tool is a bit broken
October 29, 2016, 12:14:12 PM
[edit]
I didn't explain the problem very well, so here is my attempt at a simple explanation:

Delete zones tool randomly deletes entire zones when only part is selected.

Quote from: RommePawn on October 29, 2016, 06:26:34 PMThe point is that it should never delete the entire zone, regardless.

[original post]

Delete zones tool is suppose to let you reshape your zones but for some reason it randomly deletes the zone you are trying to reshape. This can be problematic because you can carefully detail what you need in the stockpile and sometimes you don't have every single item the stockpile needs memorized. Obviously you can always just copy the stockpile settings beforehand, every time you touch any stockpile ever. But I feel you shouldn't have to. Another issue can come from mods relying on the continued existence of a stockpile.

I went to remove 12 cells of a highly detailed stockpile that had maybe 200 cells and it deleted the whole thing. It also broke some modded relays but this topic isn't about mods. This forced me to reload, losing progress. This has happened enough times that I almost always copy settings. I tried finding anything on this problem with google but only got wiki pages and random posts about infestation and people asking how to destroy items. Since I couldn't find anything and I have seen many youtubers accidentally delete stockpiles I thought I would make post about it.

I don't think the delete zones tool should do anything but reshape zones. I tried to repeat the above accident and it didn't delete the whole zone. The delete zones tool shouldn't remove entire zones with inconsistent and non obvious criteria. Its just a bad design. If we want to delete an entire zone we can just click the zone and press y.

The tool shouldn't do two entirely different functions(on of which is redundant). This would be like if you went to deconstruct a few walls and it marked the entire building for deconstruction and didn't let you cancel. Forcing the destruction of an entire stockpile because you wanted to reduce its size a few cells is just dumb.
#7
Releases / Re: [A15][MODLIST] Glitter Tech
October 29, 2016, 09:58:28 AM
I was wondering why the relaxation chair and re-ambulation pod were not uninstallable, so I thought I would poke around the files.

ThingDefs\Buildings_AdvancedFurniture.xml seems a bit odd, you have FurnitureBase with MinifiedFurniture under it yet the bed and chair (the furniture) have BuildingBase as their parent. Maybe its just me (not a modder) but it looks like all the things in this xml were suppose to have FurnitureBase as their parent, yet non have. Thus nothing in it can be uninstalled/minified. Except the floodlight because it has its own <minifiedDef>MinifiedFurniture</minifiedDef>

I tested changing the bed and chair's parents to FurnitureBase without any problems but I feel a little more comfortable just adding MinifiedFurniture to them instead. At least until this mod is updated.
#8
Quote from: kaptain_kavern on October 25, 2016, 02:05:47 AM
And somebody should use the 1.83 provided by Dingo  :P : https://ludeon.com/forums/index.php?topic=10571.msg268020#msg268020

It corrected many other things. But you fixed it right although

Oh... I need to stop reporting things that have been fixed. Lol.. Thanks
#9
Somebody messed up a recipe.

Easy fix, go to Defs\recipeDefs\Recipe_Synthesizer.xml search liver, find <count>10</count> under SurrogateLiver. Feel free to compare with the other organ recipes, everything else uses 1 to make 1. Rather then 10>>1.




[attachment deleted by admin due to age]
#10
Why is this issue such a pain? This is what happened after using DesperateOnly. They walk over to the tofu and just absorb it all. Making it inedible prevented cooking with it so I just decided to wait and see if this happened again. About 6 of my people had 1k worth of tofu total. I just want them to stop picking up awful meals, this is just nonsense..

#11
I think I found a bug, how to reproduce:

Place trading spot, execute incident: TraderCaravanArrival, wait until they figure out they need to go to the trade spot, save, load.

"You can not place or move your trading spot when active traders are on the map"

Trading spot is now gone.

Spawn another and watch as they gather somewhere else.

The "you can not.." should only happen when the player places the spot. How would I go about removing this function? I order about 10 traders every day of the summer so I always have traders around during this time. Not being able to have a trade spot just because I took a break while it was summer is a bit annoying.
#13
Quote from: dismar on October 19, 2016, 12:19:41 AM
Yeah lots of bug coding has changed since 5.0
There was a lot of bugs in 5.0 it was an alpha first release.

Changing you food flag to that will probably end up causing a bunch more of the issues your trying to fix.

The change I see I made in 5.1 was    <preferability>DesperateOnly</preferability> which make them not eat it unless they have nothing else.

And i didn't say it wasn't a bug. It's just not a bug NOW in the version i'm using and releasing. Since it was probably pointed out 20 pages ago or on the steam. :)

5.1 will be posted for non-steam users soon.

Yeah, so my edit didn't really work out so well. Then I decided to just outright comment out the <ingestible> section but after I read your comment I thought it would be best to change it to DesperateOnly as this is what you did and it seems to have worked.

Silly me thinking I know anything about modding :P Thankyou.
#14
I do have a geyser within my territory but the issue is that a 25x25 room is 625 square cells. My base's main hallway/farm area, the place that gets heated, is 3927 square cells.
#15
I'm having some issues with this mod. After I installed it the temperature of my base(rather large base) just kept dropping. It was -39 outside, the temperature inside stays at 20-21 during the summer(now). I use 3 walls of insulation and 90% of the base has overhead mountain. The base is heated with 21 heaters in the main room/hallway/garden. I know for a fact that without this mod the temperature will stay at 20-21.

So does this mod change how heat works? Or does it nerf the standard heaters? If its a nerf then how many industrial heaters do you think I will need? The problem isn't really having the mats for the heaters, its more an issue that I likely will not be able to finish the research for the industrial heaters before my base is an icebox.