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Messages - Eichkater

#16
General Discussion / Re: Praetor title
October 01, 2020, 12:28:19 PM
Take anything out of the throneroom that's not vanilla.
#17
Ideas / Equip weapons while drafted
September 22, 2020, 10:10:58 AM
I have a crazy idea! Make it possible for your pawns to equip a weapon while being drafted! I know, right? How did I come up with something this revolutionary? Well, I'll tell you. I got fed up with the fact that in an emergency situations I have to undraft pawns, thus telling them there is no danger; Go and do what you want... in order to have them arming themself to then draft them up again... and that does not make sense. Neither from a gameplay perspective nor from a viewpoint of logic. What namely happens more often than not is that the pawn that is suppose to help defend wanders off, doing their dayjob.

It is generally never a good idea to overload people with tasks in emergency situations. Quite the opposite is true. Streamline and ease cognition in times of emergency and need so that people still can have enough resources to actually make good decisions. That's why there are "emegerncy drills".



#18
General Discussion / Re: Who is this guy?
September 22, 2020, 07:46:58 AM
He is the Illuminator.
#19
I agree on many points. Vanilla Rimworld does have an issue with quickly switching between pawn roles and because of certain raid modes (droppots, infestations) it is a real hassle. You basicially have to decide to either have slow, but protected pawns or have squishy ones. The outfit policies are not made for quickly changing apparel so you have to do anything by hand. What a mess!

The same applies to tools/weapons. Why would you not be able to have a gun on your back and a pickaxe in your hand? Well, I understand the rock/paper/scissor principle of the game but when playing Vanilla it's ridicilous to constantly ask your pawns to equip a pickaxe when digging and a gun when shooting....

The only mod that I know of that kind of balances this out is armor racks. I would never ever ever ever play a match with more than 5 colonists without it.
#20
Mods / Re: LF mod managing stockpiles
September 13, 2020, 12:07:48 PM
Canute, you are the best. Right, it was Rimworld search agency that I used before Simple Search Bar. I remember now.

Thank you!
#21
Hey,

I had the same issue when I played with Save our Ship 2. It had some conflict with Giddy up, but that has been fixed.

The thing is that when you play with 300+ Mods there is no way how to tell which one is causing the problem. So far I've made the experience that you get helped around here a lot quicker when you upload the complete error log.

You can always deactivate a couple of mods, check if the error occurs and repeat... until you found the problem. Takes time, thou.
#22
Mods / LF mod managing stockpiles
September 13, 2020, 11:50:18 AM
Hi,

I used to play with a mod that let you set a threshold on stockpiles/shelves at which it is being refilled with the given items allowed in the stockpiles. For example you could set Hoppers to 25% so that pawns only refill the hopper below 25% and not run to re-stock after one meal has been taken from the paste dispenser.

Other useful applications were stockpiles near crafting spots. Same principle as above applies. It safes a lot of time and let you make better use of stockpiles.

But for anything in the world I cannot remember which mod added this feature. Does anybody know?

Thx!
#23
Mod bugs / Re: Pink square error on megaspiders
August 28, 2020, 05:41:50 PM
Okay, I got it. It is indead the Mantis racemod that uses it, so after it all it has to be it. Thanks (again!) for your help!
#24
Mod bugs / Re: Pink square error on megaspiders
August 28, 2020, 02:46:37 PM
Hey Canute,

Thx for replying. I tried for the last couple of hours activating/deactivating mods and testing. I think I might have found the issue with a race mod. Namely, the Mantis race mod: https://steamcommunity.com/sharedfiles/filedetails/?id=2025343753

When deactivating this mod there is no red error (which already shows up on start-up and not only when an actual megaspider dies and rots; I forgot to mention that).

What do you think? Is that possible? I don't see (from a layman's perspective) how a racemod would alter the insects. I reported the issue on the modpage before I saw that you`ve replied.

I did not really get the part with the folder. I can't find the folder you are refering to. Can you give me a hint where to exactly look? Thanks!
#25
Mod bugs / Pink square error on megaspiders
August 28, 2020, 10:54:24 AM
Hello,

I have an issue with my current modpack. Rotten megaspiders are having somekind of texture issue as they become a pink square as soon as they rot. I thought that the issue lies with either Better infestations 1.2 or Vanilla Factions Expanded: Insectoids, but after some trial and error as well as inquiries with the modmaker it is another issue.

I tried activating, deactivating mods until I figuered out that maybe "Pawnmorpher" is the issue but I can run all three mods, thus Pawnmorpher, Insectoids and Better infestations together without getting the issue. So it must be some mod interaction maybe? I have activated/deactivated and restarted  abunch of times but still I have no clue how to identify the reason for the issue via the log so maybe somebody with a better eye and more experience with the game, might.

Here is my log: https://gist.github.com/HugsLibRecordKeeper/1edbe9deb04aaa656d6aba51e3b66556
#26
Support / Re: Find seed from unloadable savegame
August 24, 2020, 12:52:42 PM
Hi Canute,

Yeah, darn. There is no "seedString" in either of the saves to be found. So it is a goner... Thx for your reply!
#27
Support / Find seed from unloadable savegame
August 24, 2020, 09:52:16 AM
Hi,

I would like to play a seed that I used previously but cannot remember the name. Unfortunately the savegame is not loadable so I have to retrieve the seed from the savegame file. I checked the web and all tipps do not work.

I went to the folder C:\Users\Eichkater\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Saves and opened the savegame with wordpad. Then i looked through for any indication of the seed. I`ve read that it is suppose to be found under "seedstring" or "world"... but it is not in the savegame. I cannot find it anywhere.

Any ideas?

Thx in advance
#28
Ideas / There ARE essential mods for Rimworld
August 22, 2020, 06:53:33 AM
Hello,

I`d like to share my thoughts on the topic of essential mods after I read through some discussions and experienced the mod-lessness of the 1.2 updates in the first few days. Playing with Rimworld vanilla made me realize that there in fact are "essential" mods that one needs to actually enjoy the game due to some major shortcomings in the user interface and poor handling of some of the game mechanics.

I therefore propose that the following mods are being implemented into the game because they actually solve those design flaws of vanilla rimworld.

1) Color Coded Mood Bar

Managing mood is without a doubt one of the most important aspects of Rimworld. You colony lives and dies by it. So it is simply fundamentally important to have a good overview of moods at all time. Vanilla Rimworld realizes that by giving you a (annoying imo) sound whenever a mood drops beneath a breaking treshold. You dont know which colonist is about to break, thou. You need to click on any of them a look for yourself.

See, that does not make sense. It is basicially the most important feature of the game, so why not show at any times how the mood is? Color coded mood bar does that. It shows you the mood of every colonist by underlying their pictures with a color. Easy, right?

2) Achtung!

Achtung! has many important features but the one I want to really bring out is the "FORCE" function. You see, in Vanilla Rimworld you are able to force pawns to do a thing that they usually wouldnt do right now. So, if you want them to for example pick up a thing and haul it right away you can easily do it, by selecting a pawn, right clicking the thing and Force to haul the thing to your stockpile.

The issue arises when you have more than one thing to force... Let`s say for example build a very important power line that is, let`s say 10 blocks long or a field to sow. So you have to select a pawn and then right-shift-click on EVERY SINGLE unbuilt powerline or block of field. Otherwise your pawn will build only 1 powerline and leave the rest for later...
Allow tool solves this issue by forcing any similar jobs in close vacinity on that pawn. So building a 10 block powerline is simply one (1 in numbers!!) click instead of 10 right-shift-clicks.
With that you can easily let pawns do something outside of their schedule or workrooster without the urge to throw your mouse against the screen....


3) RimHUD

Similar to Color Coded Moodbars this mod solves another UI issue of Rimworld. Namely, seeing what your pawns actually are capable of doing. In Vanilla there are two options: Click on the pawn and then on "Bio" OR click the Worktab and look through the skills.

Both ways need more than 1 click, are repetitive and over t he course of a game simply annoying. Why? Checking on your pawns skills, or better to say, reminding yourself of what your pawns can actually do is very, very important and you do it many, many times across a playthrough. Why would you not have the actual click route the user has to take as short as possible? It is a information, same as moods, that is inquired frequently, so the route to get the info needs to be short.

Rimhud simply adds the stat info into the pawns info on the lefthand side when you click them.


The overall problem is the usability of the user interface. It is not very good in many instances. Take the trade or caravan screen for example? How many of us got frustrated to the core by making a caravan? Modmakers realized that and filled a gab. The download numbers of those 3 mods clearly show that there is a need. I want to stretch that those mods do not add anything new to the game but rather smooth out design flaws. Please therefore consider integrating those mods or their features into vanilla rimworld.
#29
Well, as a real person with something you could called "chemical fascination" I have to admit that the current system is painfully close to reality. Binging on ANYTHING at home during a mental breakdown is just the way it goes. Therefore YOU need to micromanage and ban those "dangerous drugs" from your colony. There is a "burn drugs" bill in campfire, crematory etc.

#30
Support / WARNING: Shader Unsupported
January 24, 2020, 04:44:54 PM
Hi,

I`m seeing some strange CtDs, not being able to reload a game etc. stuff going on and I`m trying to find out whats wrong. I get this warning message in my log. I guess it`s about the graphic card. Can anybody give me some insights in whether this can be a problem and if so, how I can solve it?

My GPU driver is up-to-date.

Thanks!

Log:
https://gist.github.com/HugsLibRecordKeeper/7d8fce06221d09018dbf361ced296300

Log file contents:
Initialize engine version: 5.6.5f1 (2cac56bf7bb6)
GfxDevice: [Renderer information redacted]
Begin MonoManager ReloadAssembly
Loading [Rimworld_dir]\RimWorldWin64_Data\Managed\UnityEngine.dll into Unity Child Domain
Loading [Rimworld_dir]\RimWorldWin64_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain
Loading [Rimworld_dir]\RimWorldWin64_Data\Managed\Assembly-CSharp.dll into Unity Child Domain
Loading [Rimworld_dir]\RimWorldWin64_Data\Managed\UnityEngine.UI.dll into Unity Child Domain
Loading [Rimworld_dir]\RimWorldWin64_Data\Managed\UnityEngine.Networking.dll into Unity Child Domain
Loading [Rimworld_dir]\RimWorldWin64_Data\Managed\NAudio.dll into Unity Child Domain
Loading [Rimworld_dir]\RimWorldWin64_Data\Managed\NVorbis.dll into Unity Child Domain
Loading [Rimworld_dir]\RimWorldWin64_Data\Managed\TextMeshPro-1.0.55.56.0b11.dll into Unity Child Domain
WARNING: Shader Unsupported: 'Hidden/VR/BlitCopyFromTexArray' - Pass '' has no vertex shader
WARNING: Shader Unsupported: 'Hidden/VR/BlitCopyFromTexArray' - Setting to default shader.
desktop: 1920x1080 60Hz; virtual: 1920x1080 at 0,0
RimWorld 1.0.2408 rev747

Setting up 2 worker threads for Enlighten.
  Thread -> id: ec4 -> priority: 1
  Thread -> id: 1ce4 -> priority: 1
Initialize engine version: 5.6.5f1 (2cac56bf7bb6)
GfxDevice: creating device client; threaded=1
Direct3D:
    Version:  Direct3D 9.0c [nvldumdx.dll 24.21.13.9931]
    Renderer: NVIDIA GeForce MX150
    Vendor:   NVIDIA
    VRAM:     1983 MB (via DXGI)
    Caps:     Shader=30 DepthRT=1 NativeDepth=1 NativeShadow=1 DF16=0 INTZ=1 NULL=1 RESZ=0 SlowINTZ=0 ATOC=1 BC4=1 BC5=1
Begin MonoManager ReloadAssembly
Loading [Rimworld_dir]\RimWorldWin64_Data\Managed\UnityEngine.dll into Unity Child Domain
Loading [Rimworld_dir]\RimWorldWin64_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain
Loading [Rimworld_dir]\RimWorldWin64_Data\Managed\Assembly-CSharp.dll into Unity Child Domain
Loading [Rimworld_dir]\RimWorldWin64_Data\Managed\UnityEngine.UI.dll into Unity Child Domain
Loading [Rimworld_dir]\RimWorldWin64_Data\Managed\UnityEngine.Networking.dll into Unity Child Domain
Loading [Rimworld_dir]\RimWorldWin64_Data\Managed\NAudio.dll into Unity Child Domain
Loading [Rimworld_dir]\RimWorldWin64_Data\Managed\NVorbis.dll into Unity Child Domain
Loading [Rimworld_dir]\RimWorldWin64_Data\Managed\TextMeshPro-1.0.55.56.0b11.dll into Unity Child Domain
WARNING: Shader Unsupported: 'Hidden/VR/BlitCopyFromTexArray' - Pass '' has no vertex shader
WARNING: Shader Unsupported: 'Hidden/VR/BlitCopyFromTexArray' - Setting to default shader.
desktop: 1920x1080 60Hz; virtual: 1920x1080 at 0,0
RimWorld 1.0.2408 rev747

Thanks!