I feel like Cannibal should be Aqua because it only has upsides... although I suspect not everyone sees it that way
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#2
General Discussion / [1.0] Slower work = More XP?
January 17, 2019, 04:20:56 AM
In previous version of Rimworld, experience was given for each second spend doing a job.
To preserve material while maximizing XP, it was beneficial to drag jobs for as long as possible, such as handicapping the notice pawn working at the tailoring machine by removing tool benches, setting the station outdoor and cutting its electricity.
I've notice that in 1.0, some jobs provide XP only once they are finished (surgery, cooking meals, shooting bullets), so slowing down these jobs is actually counter productive. However, some other jobs (crafting items, construction) the XP is seemingly provided per second of work - so that would suggest slower work provides more XP.
Should I slow down my construction & crafting crews until they are more skilled?
To preserve material while maximizing XP, it was beneficial to drag jobs for as long as possible, such as handicapping the notice pawn working at the tailoring machine by removing tool benches, setting the station outdoor and cutting its electricity.
I've notice that in 1.0, some jobs provide XP only once they are finished (surgery, cooking meals, shooting bullets), so slowing down these jobs is actually counter productive. However, some other jobs (crafting items, construction) the XP is seemingly provided per second of work - so that would suggest slower work provides more XP.
Should I slow down my construction & crafting crews until they are more skilled?
#3
General Discussion / "Crafting" jobs don't use "Crafting" skill at all?
January 17, 2019, 04:09:26 AM
Is it me or does none of the "Crafting" jobs on the Worktab actually use the "Crafting" skill?
Stone Cutting & extracting metal from slag both do not give any XP toward Crafting, and these activities are not improved by high "Crafting" skill.
To reduce confusion I suggest the "Crafting" category on the Worktab be renamed something like "Refining" and that it be made explicit that no skill depend on it.
Stone Cutting & extracting metal from slag both do not give any XP toward Crafting, and these activities are not improved by high "Crafting" skill.
To reduce confusion I suggest the "Crafting" category on the Worktab be renamed something like "Refining" and that it be made explicit that no skill depend on it.
#4
General Discussion / [1.0] Does luciferium cure "Frail"?
January 08, 2019, 01:07:45 PM
Does Luciferium cures the "Frail" status due to old age?
I've been waiting on a pawn for a long time to heal Frail, but to no avail.
I've been waiting on a pawn for a long time to heal Frail, but to no avail.
#5
General Discussion / Re: Are bionics/archotech limbs worth it?
January 08, 2019, 12:11:31 PMQuote from: Kirby23590 on January 06, 2019, 08:39:23 PM
As always Body Purists are just sad... They complain about peg legs only they saw was a banishment from their home, and a man running with an charge rifle with bionic parts to kill them before they leave...
I do think that's a bit silly. I personally would change it so that Body Purists are not bothered by such "primitive" body aids, and similarly so that Transhumanists do not get the mood buff from replacing their perfectly healthy leg by a peg leg.
#6
Releases / Re: [1.0] Marvin's Stuff
January 08, 2019, 04:31:42 AM
I faced a giant Megasloth manhunter event, so I created tons of Megasloth meat.
After that event I keep getting errors with the Please Haul Perishables mod, such as the following:
What's going on? Can I ignore these errors?
After that event I keep getting errors with the Please Haul Perishables mod, such as the following:
Quote
Please Haul Perishables: caught exception, Megasloth meat x40 has null room : System.NullReferenceException: Object reference not set to an instance of an object at PleaseHaulPerishables.ModdedStoreUtil.TryFindBestBetterStoreCellFor
What's going on? Can I ignore these errors?
#7
Mod bugs / Re: Error "loadID Thing_Human" - Did I just lose a pawn?
January 08, 2019, 04:12:13 AM
I have 37 pawns (I recruited 4 in the last hour) so its a little bit tricky to keep track of all of them
I checked "Thing_Human2277045" and there is only two entries (in "WorkTab.PriorityManager") .
I checked the automatic backup save (with the .rws.old extension) and the number of pawns is the same.
So it seems the "WorkTab" mod created a bogus entry. No idea why that happened, but I made a second base recently so that might be it.
I checked "Thing_Human2277045" and there is only two entries (in "WorkTab.PriorityManager") .
I checked the automatic backup save (with the .rws.old extension) and the number of pawns is the same.
So it seems the "WorkTab" mod created a bogus entry. No idea why that happened, but I made a second base recently so that might be it.
#8
Mod bugs / Error "loadID Thing_Human" - Did I just lose a pawn?
January 07, 2019, 06:23:49 PM
I got the following error, and it makes me afraid I lost a pawn or something:
Did I lose something important? Maybe I can check the save game and see if there is a pawn missing?
Quote
Could not resolve reference to object with loadID Thing_Human2277045 of type Verse.Pawn. Was it compressed away, destroyed, had no ID number, or not saved/loaded right? curParent=WorkTab.PriorityManager curPathRelToParent=/Priorities/keys
Verse.Log:Warning(String, Boolean)
Verse.LoadedObjectDirectory:ObjectWithLoadID(String)
Verse.CrossRefHandler:TakeResolvedRefList(String, IExposable)
Verse.CrossRefHandler:TakeResolvedRefList(String)
Verse.Scribe_Collections:Look(List`1&, Boolean, String, LookMode, Object[])
Verse.Scribe_Collections:Look(List`1&, String, LookMode, Object[])
Verse.Scribe_Collections:Look(Dictionary`2&, String, LookMode, LookMode, List`1&, List`1&)
WorkTab.PriorityManager:ExposeData()
Verse.CrossRefHandler:ResolveAllCrossReferences()
Verse.ScribeLoader:FinalizeLoading()
Verse.Game:LoadGame()
Verse.SavedGameLoaderNow:LoadGameFromSaveFileNow(String)
Verse.Root_Play:<Start>m__0()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
Null key while loading dictionary of Verse.Pawn and WorkTab.PawnPriorityTracker. label=Priorities
Verse.Log:Error(String, Boolean)
Verse.Scribe_Collections:Look(Dictionary`2&, String, LookMode, LookMode, List`1&, List`1&)
WorkTab.PriorityManager:ExposeData()
Verse.CrossRefHandler:ResolveAllCrossReferences()
Verse.ScribeLoader:FinalizeLoading()
Verse.Game:LoadGame()
Verse.SavedGameLoaderNow:LoadGameFromSaveFileNow(String)
Verse.Root_Play:<Start>m__0()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
Did I lose something important? Maybe I can check the save game and see if there is a pawn missing?
#9
Releases / Re: [1.0] Hatti's Modlist, Home of QualityBuilder (Updated 22.11.2018)
January 07, 2019, 06:14:08 PM
Regarding "QualityBuilder", I just got the following error when I started a secondary base:
Type _Designator_SkilledBuilder probably needs a StaticConstructorOnStartup attribute, because it has a field skilled of type Texture2D. All assets must be loaded in the main thread.
Verse.Log:Warning(String, Boolean)
Verse.StaticConstructorOnStartupUtility:ReportProbablyMissingAttributes()
Verse.PlayDataLoader:<DoPlayLoad>m__2()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()
Type _Designator_SkilledBuilder probably needs a StaticConstructorOnStartup attribute, because it has a field skilled of type Texture2D. All assets must be loaded in the main thread.
Verse.Log:Warning(String, Boolean)
Verse.StaticConstructorOnStartupUtility:ReportProbablyMissingAttributes()
Verse.PlayDataLoader:<DoPlayLoad>m__2()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()
#10
General Discussion / Re: Are bionics/archotech limbs worth it?
January 06, 2019, 11:04:36 AMQuote from: Shurp on December 27, 2018, 08:49:39 PM
So I just had a look at the value of a bionic leg... $1,030 each, for only a 12.5% increase in speed. Which means if I replace both legs I double the value of my pawn for only a 25% increase in speed. I... can't justify that. 25% is barely enough to shoot and scoot.
I think Bionics are mainly intended as replacement for damaged/missing body parts, and not for increasing pawn effectiveness over a healthy part.
#11
General Discussion / Does the "Social" skill help pawns socialize?
January 06, 2019, 10:37:16 AM
Does the "Social" skill help pawns in their day to day social life? Does the skill has any effect on the followings:
- Chance of social fight?
- Chance of insulting / getting insulted?
- Recreation from relaxing socially?
- Chance to get in a relationship / get married?
- Other pawns's opinion?
- Chance of social fight?
- Chance of insulting / getting insulted?
- Recreation from relaxing socially?
- Chance to get in a relationship / get married?
- Other pawns's opinion?
#12
General Discussion / Easiest method to spawn items of a given quality?
January 03, 2019, 07:39:05 PM
The Dev mode only allows Normal quality items to be spawned. Is there a way to spawn non-normal quality items?
#13
Releases / Re: [B19] EdB Prepare Carefully - v0.19.9 (1 Sep 2018)
January 03, 2019, 07:01:21 PM
Is there a way to change the quality of the default equipment?
Even a simple text file that can be edited to change the quality of every item spawned at landing (say, from "Normal" to"Excellent") would be amazing.
EDIT: I also have the same bug as above - I get multiple copies of items.
Even a simple text file that can be edited to change the quality of every item spawned at landing (say, from "Normal" to"Excellent") would be amazing.
EDIT: I also have the same bug as above - I get multiple copies of items.
#14
General Discussion / 1.0 Mechanoids - Uranium Mace VS Plasteel Longsword VS Plasteel Spear?
January 03, 2019, 04:08:17 PM
I've heard conflicting opinions regarding which weapon is the best against Mechanoids.
Some said the Uranium Mace is best, because it bypasses the high pierce resistance of the Mechanoids.
Others say the Plasteel Spear is superior, because it can instantly kill Mechanoids by hitting their internal organs.
And other still report that the Plasteel Sword does better DPS than the Spear, and should therefore be used instead.
Who is right?
Some said the Uranium Mace is best, because it bypasses the high pierce resistance of the Mechanoids.
Others say the Plasteel Spear is superior, because it can instantly kill Mechanoids by hitting their internal organs.
And other still report that the Plasteel Sword does better DPS than the Spear, and should therefore be used instead.
Who is right?
#15
General Discussion / Luciferium & Chemical Damage
January 02, 2019, 07:48:37 PM
Does Luciferium heal chemical damage?
If so, giving Luciferium to a chemically fascinated pawn seems like an excellent way to deal with the pawn's drug abuse.
If so, giving Luciferium to a chemically fascinated pawn seems like an excellent way to deal with the pawn's drug abuse.
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