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Messages - Ashardalon411

#1
@rainbeau
Its me or "rainbeau's flambe" are really broken  when you match it with araknid troopers from walking problems ?
Each raid it send me, every time its the araknid plasma bombardement, the worst raid possible.
each time my colony is bled to the bones, look at the image ! to recover i must switch to peacefull almost everytime
this type of raid is thought to be rare and really deadly; more than a regular siege: it is even more not supposed to be the norm.
your storyteller can use raiders, mechanoids, all types of araknids, why every time the same type of the same mod ? its not the idea behind a random dice (linked to levels as you say)
as i have noticed, your storyteller loves raid, i mean really hard, i have often 3 to 5 raids in a row, not a problem normaly, but with the araknid plasma bombardement, its a total colony crusher.
#2
Releases / Re: [A17 and A18] Bone Mod V1.4
November 06, 2017, 07:19:56 AM
Quote from: Nightinggale on November 02, 2017, 04:44:29 PM
Step 1: figuring out how to code "butchering" of rotten corpses without ending up with non-rotten meat etc.
i suppose this step is also valable for the extraction of bones from the rotten corpses, its possible to make it without this firstly ?
I mean, if the operation will also use fresh corpses, as player we can manage this for have butchered all the fresh corpses in question when we reactivate the bill.
So the step 1 is secondary even if it will make this fonctionnality more confortable to use.
(i just recommend to indicate this detail in the description of the bill of the crematorium/fireplace)
The important is to have the possibility to makes the bones. The concretebone's walls and the bone's deathtraps expect from the raw material to be built. ;-)
#3
Releases / Re: [A17 and A18] Bone Mod V1.4
November 01, 2017, 06:40:15 PM
Quote from: Nightinggale on November 01, 2017, 04:04:59 PM
Since it's using the butcher code and butchering rotten corpses or skeletons isn't possible, then no, you need fresh corpses. That might change in the future, but it's far from certain.

Since 1.4, bones are not added to animals with patches, but rather added at runtime based on body size. This means the current version has full mod support, even for mods, which has yet to be made.
ok so its possible to produce the bones at the electric crematorium or another adapted place ? (this item already consume the corpses, so...)
#4
Releases / Re: [A17 and A18] Bone Mod V1.4
November 01, 2017, 03:42:53 PM
Does it is possible to make possible the extraction of the bones from the corpses at the stage of skeleton ? many times i have too much corpses to stock or butch them, and they rotten and after its impossible to have bones from them for now. And replace the bones trap requires a lot of them...

does it possible too have something for that (and even for modded creatures) ? Already ty
#5
Ok ty for that. I hope that will be resolved quickly.
#6
Bugs / Re: Animals=godzillas on linux version
October 22, 2017, 05:39:04 AM
I'm finnally here ! I did what you asked me on a linux vanilla fresh version from which the log below, then I also tested with a core from a non-steam windows version, and even if all is normal on this one, it generates exactly the same bug on the linux version. Given the comments of the logs and the results of my tests, the bug should probably find its source in the animal configuration files and not in the mods folder. Unfortunately, I was unable to find the save file because the folder mentioned in the link you provided me do not exist on my computer.

[attachment deleted by admin: too old]
#7
Bugs / Re: Animals=godzillas on linux version
October 18, 2017, 04:03:31 AM
ok let me the weekend to make this, I'm traveling for the moment and i have just acces to my portable pc with Linux now.
#8
Bugs / Re: Animals=godzillas on linux version
October 17, 2017, 09:55:28 AM
interresting ! i have activated the dev mode and the verbose logs:
(logs exceed the maximum characters allowed; see attachment)

note that the mod "temp" is just a folder where i have put all my mod to desactivate them.
i have also noticed this sentence who is almost the same for all animals:

QuoteConfig error in Chicken: litterSizeCurve: points are out of order
Verse.Log:Warning(String)

hazard ? i don't think so...

Does you know where the "litterSizeCurve" is configurated into the game ?
if it is into the core, i will be really surprised because i have copy them to a windows version without any problems.

[attachment deleted by admin: too old]
#9
Bugs / Re: Animals=godzillas on linux version
October 16, 2017, 07:57:27 AM
done from french to english and restart, log yellow:
"Unexpected culture: fr-BE. resetting to en-US"
But i have already done that ?  :o
And the bug stay present

#10
Hello everyone, I have a problem with the size of animals in rimworlds, their size is multiplied by 10, 100 or even 1000 in the case of rats. I did a few tests, I removed all the mods (the bug remains present) and I tested the "Core" on a windows version without mods, the bug is not there. So it's a problem specific of the linux version. In passing the logs are blank mention of the problem.
As is, this linux version is too uncomfortable to the eye to be able to play.
Can you help me ? Thank you in advance !
#11
Quote from: Ashardalon411 on June 14, 2017, 05:56:08 AM
But i am curious, i will make some test for double the consomption rate (150 chemfuel for two weeks), the chemfuel capacity to 150 and push the power output to 3000. I think keep this version for my personnal use, but i want see if this testing version still balanced (for don't do the same error), does you have keep you equations ?   ;)
@Deadlyreg, some week have pass, now does you have the answer to this question ? Already ty
#12
Releases / Re: [A17] Misc. Robots++
June 21, 2017, 04:53:22 PM
make you sure you use the last version on all of them, maybe ?
#13
Make a right clic for see.  ;)
#14
Releases / Re: [A17] Minions Ver 4.0 Launched!
June 20, 2017, 06:10:03 AM
fluffy don't have update animal-tab yet, and my game are too buggy to try a tricky manual update...
Is waiting....
#15
It is'nt finish ! I gotcha a poké-loopingbug !  ;D

i suppose that the prisonnier who loop the spawn of the chtonian larva is a part of the bug. But this is a totally new style of reproduction and induce new games mechanics when the prisonnier becomme a spawner, refreshing !
Exept that the tamed chtonian larva NEVER obey ! They Never go on the restricted animals area, are toooooo slooooooow for hauling something (the meals will perish before they have reach the stockpile) or same for make warriors ! Rest the gardian role instead ? No, because they can't be restricted.
Ok butchering this bullshit who just eat our lavish meal in our plates, next time we will have an epic battle against the chtonian boss vs our kawai's minion's army since last time....

What ? WHAT ? They can't be execute ? They revive instantly after an execute ? The pawns refuse to fire on them more than one time ? The omnibot escort them to the bed (into the horde of minions) to healing them with a 20 healing skill after 10 minute to prioritise fire on chtonian larva ?  >:(

Jecrell are you kidding me ?  :'(

Its enough ! Exceptionnal situation need exceptionnals powers ! GODDDDDD MOOOOOODE !

After erased theses larva and their spawner, save and have reload i still have errors:

[attachment deleted by admin due to age]