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 - lordgrunt

#1
For me it was Feral faction that needed a fix, from Rimsenal mod.
Find (rimworldfolder)\Mods\Rimsenal_Feral\Defs\FactionDefs\Factions_Feral.xml
Then replace entire pawnGroupMakers section in it with the following:

    <pawnGroupMakers>
      <li>
        <kindDef>Normal</kindDef>
        <commonality>100</commonality>
        <options>
          <FeralHusker>200</FeralHusker>
          <FeralMangler>200</FeralMangler>
          <FeralGrinder>50</FeralGrinder>
          <FeralScorcher>30</FeralScorcher>
          <FeralBoomer>20</FeralBoomer>
          <FeralThumper>30</FeralThumper>
          <FeralLeader>10</FeralLeader>
          <FeralTwisted>100</FeralTwisted>
          <FeralOgrenaut>30</FeralOgrenaut>
          <FeralHellmaker>10</FeralHellmaker>
          <FeralGutcher>30</FeralGutcher>
          <FeralSkullBuster>50</FeralSkullBuster>
        </options>
      </li>
      <li>
        <kindDef>Normal</kindDef>
        <commonality>25</commonality>
        <options>
          <FeralSkulker>40</FeralSkulker>
          <FeralHellmaker>10</FeralHellmaker>
          <FeralRazortooth>200</FeralRazortooth>
          <FeralSkullBuster>50</FeralSkullBuster>
          <FeralBoomer>20</FeralBoomer>
        </options>
      </li>
      <li>
        <kindDef>Normal</kindDef>
        <commonality>25</commonality>
        <options>
          <FeralGrinder>100</FeralGrinder>
          <FeralRazortooth>50</FeralRazortooth>
          <FeralTwisted>50</FeralTwisted>
          <FeralGutcher>50</FeralGutcher>
          <FeralSkullBuster>50</FeralSkullBuster>
          <FeralBoomer>20</FeralBoomer>
        </options>
      </li>
      <li>
        <kindDef>FactionBase</kindDef>
        <options>
          <FeralHusker>200</FeralHusker>
          <FeralMangler>200</FeralMangler>
          <FeralGrinder>50</FeralGrinder>
          <FeralScorcher>30</FeralScorcher>
          <FeralBoomer>20</FeralBoomer>
          <FeralThumper>30</FeralThumper>
          <FeralLeader>10</FeralLeader>
          <FeralOgrenaut>20</FeralOgrenaut>
          <FeralHellmaker>10</FeralHellmaker>
          <FeralGutcher>30</FeralGutcher>
          <FeralSkulker>30</FeralSkulker>
          <FeralRazortooth>80</FeralRazortooth>
          <FeralTwisted>100</FeralTwisted>
          <FeralSkullBuster>50</FeralSkullBuster>
        </options>
      </li>
    </pawnGroupMakers>

This didn't fix console problem for me, prob nothing can except making new colony with fixed faction. I didn't try that yet.
However if fixed lack of raids for me, I only had infestations and mechanoids so far.

#2
After quick googling number of similiar problems surface, apparently it's not just mods that are causing it:
https://ludeon.com/forums/index.php?topic=25352.0
https://github.com/skyarkhangel/Hardcore-SK/issues/614
https://github.com/skyarkhangel/Hardcore-SK/issues/646
https://www.reddit.com/r/RimWorld/comments/5sa51f/zzzzt_explosion_seems_to_have_broken_my_game/
This bug, which I didnt post eariler also causes my fps to drop big time.
#3
Hi,
This bug appeared quite some time ago for me so i'm not sure exactly what caused it. Most likely suspect is me adding lots of mods during playthrough. Other idea is a pack of 180ish manhunter boomalopes that exploded all at once, possibly reaching a limit of some variable?
This is from error log:

System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.Explosion.Tick () [0x00000] in <filename unknown>:0
  at Verse.ExplosionManager.MapComponentTick () [0x00000] in <filename unknown>:0
  at Verse.Map.MapPostTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.Game:<LoadGame>m__72A()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Play:Update()

Its the only thing in the log that has anything to do with damage/fire/explosions.
Which is the actual problem, most of mortars or other fire/explosion infilciting weapons, like APB Projector from GlitterTech simply do not work.

I tested the same mod loadout & order on freshly created colony, everything works there.
#4
Releases / Re: [A16][MODLIST] Glitter Tech
January 14, 2017, 05:54:17 AM
Hi,
For some reason I cannot make some items provided by this mod, their recipes are simply not there when adding new bill.
These missing items are:
-Serum (interestingly, i can put a bill to produce glitterworld Medicine which uses serum)
-Alpha&Beta Poly
I'm also using ExpandedProsthetics&OrganEngineering, another mod with lots of complex recipes, i tried to reorder loading of those two, but with no effect.

Sorry for stupid questions :) appearently i need to build appropriate buildings.