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Messages - wolfman1911

#1
This happened on a map that spawned with bugs already present but didn't come into effect until after I killed them. I've heard of another case where the issue was related to insect jelly, but that doesn't seem to be the case here. After killing the bugs, I started the Acolyte ceremony, which caused a bunch of imperials to show up on the map, which might also be the problem.

Anyway, after playing regularly for a while, the game starts continually pausing, and if I turn devmode on, it displays this message:

Exception in Rimworld.ThinkNode_Priority_GetJoyTryIssueJobPackage: System.ArgumentException: Value does not fall within the expected range at Rimworld.Drugpolicy.get Item (Verse.ThingDef drugDef) [0x000371 in <f429400e900af71800afbc07e>:0

If I unpause, it happens again every few seconds. I've had previous occasions where this would happen, and it would go away eventually, but I kinda would prefer to know what is causing this instead of just waiting for it to go away.

Here is my Hugslib log: https://gist.github.com/HugsLibRecordKeeper/9505e26cf9cf46a4175c831a99f8b3b0

Here is the save file where it happens shortly after loading. https://drive.google.com/file/d/1C7Wfl5WdMTFh6KXJIaAjuc9V1l284s_9/view?usp=sharing

I played another game earlier with a very different ideology, and this never came up, though I interacted with the empire and insect jelly in the same way as this game, so I'm not really sure what could be causing it. I'm inclined to think it's related to RBSE, because the error message suggests the problem is drug related, and that is the mod I added most recently, and especially the one that has anything to do with drugs.
#2
General Discussion / Re: Boomrats
August 04, 2016, 01:42:46 AM
The original model kind of grew on me.
#3
The technical answer is that sandbags were introduced at a point when steel was one of the only resources in the game, and presumably it hasn't been changed since then.
#4
General Discussion / Re: Tynaan are you joking??
August 04, 2016, 01:20:04 AM
When I have a colonist with a high animals score, I always try and tame the predators.In one game I got a bear, and a timber wolf in addition to the two huskies I started with. That was the same game where a herd of nine yorkies joined my colony. Sadly, all nine of them died in battle. It was the most heroic and adorable thing you've ever seen.
#5
General Discussion / Re: New problem with hunting
April 18, 2015, 02:19:05 PM
When I saw that hunters will close in to finish off prey, I thought it meant that they would close in and melee.
#6
Wow, that's hardcore. 'So hey, you know how we said we were going to release you? About that. . .'
#7
General Discussion / Re: Lack of DRM
March 29, 2015, 09:43:18 PM
I seem to recall Tynan saying something along the lines of 'I can either put effort into preventing piracy, or I can put effort into actually, you know, making the game.'

Makes a lot of sense to me, who cares how good your anti piracy measures are if the game that it's protecting isn't good enough to be bought?
#8
My thought is that the intimacy of a small number of survivors is what makes it special. It could be expanded to be about building a large compound with hundreds of people and seeing how long it lasts, but if you are going in for that, then Dwarf Fortress is always going to be that but with more complexity.

Then again, I really enjoy the emergent storytelling of the game. If the colony grows to the point where it's just a mass of people rather than a collection of individuals, I think it loses something really important.
#9
General Discussion / Re: I wonder about vatgrown and age
February 19, 2015, 03:10:42 PM
Who knows, maybe they were vatgrown to maximize the chance of getting certain favorable traits, and then went through two decades or so of training in whatever they were to do.
#10
General Discussion / Re: Charecter story events
February 13, 2015, 03:25:50 PM
I really wanted to do that on one playthrough. It was a whole colony of badasses, and Benton, the moody glitterworld surgeon who was reduced to little more than a janitor because we already had a full time doctor. As low as his morale always was, and as awesome as most of the other colonists were, he would definitely have to be the protagonist of the story.

Unfortunately, by the time I got around to writing it, too much time had passed, and I didn't have the requisite familiarity anymore. I did have this, though:
QuoteThey came at us like thieves in the night, raiders like any other band, but these were somehow different. For one thing, they didn't just plot for a few days and then throw themselves at us, like the local tribesmen did, we might not have survived that. Instead, they built up a base, only the basics though. A couple of sandbag walls to defend, and a pair of mortars that would quickly become the drumbeat of our days.

Our colony was built into the side of a mountain, so they couldn't directly get at us. That said, all of our work aside from the forge under the mountain was done outside, whether that work was tending the fields, upgrading our defenses, or burning the ever increasing pile of bodies our foes left behind. They couldn't harm us permanently, but they could make our lives painful. Everytime we rebuilt a wall they knocked down, another one was hit somewhere else. Between that and a number of close calls, we knew something had to be done.

We found our opportunity when they slept. In our haste, we left a fire burning near our town. We hoped that what we came back to would be enough to get us through. Had they been awake, their sniper rifles would have torn us to pieces before we got close, but we managed to get the drop on them. One of them was wearing power armor, and we knew he'd have to be the first to die, so we set upon him and the other mortar operator like men possessed, they were dead before their fellows awoke. The whole thing was over as quickly as it had begun. We were alive and surprisingly unharmed, though shaken from the experience. We took their one survivor captive and began to head back.

Poor Benton, he's always been a soft touch, so it's not overly surprising that he tried to cast off on his own out of disillusionment over what we'd done. Taya wouldn't have any of that, so she grabbed him and led him back to the prison cell with our prospective recruit, darkly mumbling about "doctor's orders". He'll come around in time, after all, we either stand together or we die alone.

Mind you, to add insult to injury, Taya is that doctor that we already had.
#11
General Discussion / Re: What do you name your colonist?
February 13, 2015, 12:58:54 PM
Mining, research and.  . .growing?
#12
I have found Nobles to be fairly lackluster in general, but only among my first three. I always try and have a miner, a grower and a constructor, with a cook as either the miner or builder. Seems to me that guy could hunt, freeing up the grower to do something else.
#13
General Discussion / Re: Helping a dieing allies?
January 08, 2015, 08:55:53 PM
Wow, that visitor beds thing sound pretty awesome. I would just like to point out that the 'friendly colonists visit' event is my favorite way of dealing with sieges. I hope that the friendlies and the raiders will cross paths, and then I go after the raiders while they are fighting the visitors. Even more loot for less risk!
#14
General Discussion / Re: Best way to capture people?
January 08, 2015, 08:51:17 PM
I'm not entirely sure that mortars are what I'd call conducive to taking prisoners, but whatever floats your boat.
#15
General Discussion / Re: collapsed roof removal
December 19, 2014, 06:49:54 PM
And possibly take out your miner, and the guy that was just wandering by.

Sorry, the talk of collapsing roofs brought back some bad memories for me.