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Topics - RemingtonRyder

#1
Playing a typical Crashlanded scenario with no mods. I ordered my colonists to extract some trees rather than chopping them down. When I happened to try to view information on an extracted oak tree, an exception occurs and the information window that opens only says 'Basics' with no information listed.

The exception repeats a number of times until the log spam limiter shuts it down.

Here's the exception text!

Exception filling window for Verse.Dialog_InfoCard: System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
  at System.ThrowHelper.ThrowArgumentOutOfRangeException (System.ExceptionArgument argument, System.ExceptionResource resource) [0x00029] in <eae584ce26bc40229c1b1aa476bfa589>:0
  at System.ThrowHelper.ThrowArgumentOutOfRangeException () [0x00000] in <eae584ce26bc40229c1b1aa476bfa589>:0
  at RimWorld.StatsReportUtility.DrawStatsWorker (UnityEngine.Rect rect, Verse.Thing optionalThing, RimWorld.Planet.WorldObject optionalWorldObject) [0x0044d] in <230cf681890549bdae139e3347fe5add>:0
  at RimWorld.StatsReportUtility.DrawStatsReport (UnityEngine.Rect rect, Verse.Thing thing) [0x00092] in <230cf681890549bdae139e3347fe5add>:0
  at Verse.Dialog_InfoCard.FillCard (UnityEngine.Rect cardRect) [0x00030] in <230cf681890549bdae139e3347fe5add>:0
  at Verse.Dialog_InfoCard.DoWindowContents (UnityEngine.Rect inRect) [0x00294] in <230cf681890549bdae139e3347fe5add>:0
  at Verse.Window.InnerWindowOnGUI (System.Int32 x) [0x001d3] in <230cf681890549bdae139e3347fe5add>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.Window:InnerWindowOnGUI (int)
UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)

Mouse position stack is not empty. There were more calls to BeginScrollView than EndScrollView. Fixing.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.Widgets:EnsureMousePositionStackEmpty ()
Verse.Root:Update ()
Verse.Root_Play:Update ()


Also see player.log, attached.
#2
Tools / [LIB] Things Go Wrong 1.0.4
December 20, 2018, 09:56:16 AM
Things Go Wrong

This is a test implementation of Things Go Wrong designed to target TwitchToolkit.

It uses functions from my mod Sometimes Raids Go Wrong but has been adapted to work with TwitchToolkit. You do not need Sometimes Raids Go Wrong to use this mod, but you do need TwitchToolkit.

What it does is sometimes randomly override TwitchToolkit's raids (the chance can be adjusted in the mod settings page) and make something go wrong.

For normal raids, you will still need Sometimes Raids Go Wrong.

Untested at this time.

Download from Dropbox (source is in the Source folder): https://www.dropbox.com/s/2rh35wuyy1edkno/MarvsThingsGoWrong104_TEST_R1.zip?dl=1

Changelog:
v1.0.4
- Fixed chance=0 or chance=100 not working as they should.
- Fixed for loop error.
- New patching (thanks to Hodl). This version targets v1.7 of TwitchToolkit, so quote is not working yet.

v1.0.2 & v1.0.3
- Updated to target newest version of TwitchToolkit.
- Fixed bad Harmony patching (needed to target TwitchToolkit's assembly).
- Fixed settings menu.

v1.0.1
- TwitchToolkit random storyteller gets an additional roll when deciding whether to choose a Bad, Neutral or Good outcome.
- A random roll to decide the type of outcome is made. Randy gets an additional roll and takes the better result.
- Updated to patch TwitchToolkit's raids.

v1.0.0
- Initial concept, turning Sometimes Raids Go Wrong's events into outcomes which could be triggered for more than just raids. Non-functional, but nice to look at.

#3
Video / Disasters
September 22, 2018, 08:06:24 AM
Inferno Rimworld

Five contestants trying to survive a twisted reality show in which they have to get off a rimworld before it cooks them alive.

2 parts uploaded, 1 part pending, last played 29 Nov 2018.

https://www.twitch.tv/collections/E9hqv1cZaRV6mA

Eternal Winter

Three colonists arrive at their destination but find that the lush temperate world they intended to tame is now in the grip of an ice age. Somehow, hey have to make it their home.

2 parts, last played 9 Nov 2018.

https://www.twitch.tv/collections/AWAMNK0ZaRURNg

#4
Ideas / Improved hauling
September 11, 2018, 01:33:37 PM
So, I don't know if it's a bit late for 1.0, but one of the things which is still lacking in Beta 19 is the hauling AI.

Specifically, I'm talking about haulers dragging a small amount of ingredients from a low priority stockpile to a higher priority stockpile. Because not every player builds a gigantic freezer next to their kitchen.

The RimWorld Search Agency mod does a great job of reducing this silly behaviour by adding a slider to stockpiles which controls when a cell in a stockpile needs to be refilled by haulers.

The benefit of this is that haulers can haul in other general things instead of repetitively dragging from a storage building to the kitchen storage. Outdoor deterioration can be quite pronounced when you factor in rain, and there's nothing in the hauling routine to tell haulers that some things don't react well to being left outside. Having haulers being effective while cooking is happening makes a significant difference.
#5
Posting this here because I'm running B19 with mods.

I ran into a curious error which seemed to indicate that one of my prisoners was trying to prison break.

Exception ticking Coyote (at (173, 0, 107)): System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.WildManUtility.WildManShouldReachOutsideNow (Verse.Pawn p) [0x00000] in <filename unknown>:0
  at RimWorld.Building_Door.PawnCanOpen (Verse.Pawn p) [0x00000] in <filename unknown>:0
  at RimWorld.Building_Door.CanPhysicallyPass (Verse.Pawn p) [0x00000] in <filename unknown>:0
  at Verse.AI.PathFinder.GetBuildingCost (Verse.Building b, TraverseParms traverseParms, Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.PathFinder.FindPath (IntVec3 start, LocalTargetInfo dest, TraverseParms traverseParms, PathEndMode peMode) [0x00000] in <filename unknown>:0
  at RimWorld.PrisonBreakUtility.RoomsAreCloseToEachOther (Verse.Room a, Verse.Room b) [0x00000] in <filename unknown>:0
  at RimWorld.PrisonBreakUtility.StartPrisonBreakIn (Verse.Room room, System.Collections.Generic.List`1 outAllEscapingPrisoners, Int32 sapperThingID, System.Collections.Generic.HashSet`1 participatingRooms) [0x00000] in <filename unknown>:0
  at RimWorld.PrisonBreakUtility.StartPrisonBreak (Verse.Pawn initiator, System.String& letterText, System.String& letterLabel, Verse.LetterDef& letterDef) [0x00000] in <filename unknown>:0
  at RimWorld.PrisonBreakUtility.StartPrisonBreak (Verse.Pawn initiator) [0x00000] in <filename unknown>:0
  at RimWorld.Pawn_GuestTracker.GuestTrackerTick () [0x00000] in <filename unknown>:0
  at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)


Full output_log is attached. Mods? I'm running Combat Readiness Check, Solar Apocalypse & Rogue Planet, and Set Up Camp. There's some debug output from one of my mods in the log, just so you know. I don't think it is a mod bug, but obviously I haven't been able to reproduce it in vanilla yet.

[attachment deleted due to age]
#6
v0.9.1 "What do you mean it's not finished yet?!" test version

Download from Dropbox: https://www.dropbox.com/s/8z4gejfyc584bep/MarvsMilkCloseToStockpile091_TEST.zip?dl=0

Description:

Hey guys, if you have muffalos or boomalopes in your colony, here's a mod which might help your handlers and haulers out. It could use some further testing. I haven't had any major problems with it and it should be compatible with other animal mods, but it could probably use some refinement.

Changes:
- Colonists will only milk animals when they are relatively close to a stockpile which is allowed to contain their milk product (so, in theory, this works with any animal that can be milked, like boomalopes for example).
- Animals will in turn move to a place near to those stockpiles and in their allowed area when they are ready for milking.

Known issues:
Wild animals will wander around at a fast pace, regardless of whether they can or need to be milked.
#7
I don't know if this is even possible, but it would be nice if the weather sounds were muffled by walls and roofing. At the moment, I can be looking at a colony which is deep under a mountain but the wind is howling away like I'm outside the colony.
#8
Because having a single frail guy with a machine pistol trying to keep up with a normal guy with molotov cocktails is hilarious, but doesn't really accomplish the the job of escorting very well.

Also, the guy with the grenades doesn't really wait for escorts to catch up, leaving himself dangerously exposed in this circumstance.
#9
Ideas / Less random joy selection
May 22, 2018, 05:16:43 PM
If there are joy sources all over the current map, colonists will potentially pick one which is far away, even if there is an identical source which is closer.

Instead, I think that colonists should prefer not to spend too long getting to a joy source.
#10
Hey guys,

It's been a while since I did a RimWorld video or stream! Anyway, I'll be doing some streams on Twitch for a couple of hours at a time at https://twitch.tv/marvinkosh if you would like to stop by. Days still to be decided but I'm hoping to stream again soon. RL stuff is currently getting in the way.

If you didn't check out Parts 1 and 2, don't worry, nothing too exciting happened, but here's a highlights video:

https://www.twitch.tv/videos/267767303

#11
Ideas / Caring for elderly visitors
January 22, 2018, 01:09:39 AM
Today I had some visitors to my colony.

One of them was 86, and had Alzheimer's, Bad Back and Frail.

He got to my colony just in time to flop on the ground from trivial malnutrition. I only learned about it because I got a notification about a wounded guest being taken by his faction.

Anyway, here's my suggestion. Instead of letting these elderly guests walk under their own power, and assuming that they should visit at all, please please please can they be carried to their destination by one of their younger friends?
#12
Ideas / We have ways of making you talk
December 21, 2017, 06:17:34 PM
The quests system is fine and all, but I think you have to be allied to or friendly with other factions to get quests.

I was thinking that, in much the same way as you can get map information from prisoners in Dungeon Keeper 2, you could learn about item stashes and raidable outposts by talking to prisoners.
#13
When you have insect hives in mountain caves in very cold biomes, they can frequently die in the winter.

There is the obvious downside of a bunch of insects going nuts because their hive has poofed, but you also kind of wonder, how did these hives come to be established if it's so cold for a lot of the year?

What I suggest is that when the temperature starts to get cold, insects start to seal up the caves so that any heat generated (e.g. by body heat) stays inside the cave. And maybe the hives can produce something like glow pods which also produces a little bit of warmth.
#14
Ideas / Simulate passage of time for world pawns
November 14, 2017, 11:59:26 PM
World pawns are seemingly frozen in time.

If a refugee crashes in an escape pod and ultimately leaves the map, they do not join a faction, their injuries are exactly how they were when they left the map, and their needs are unaltered.

Obviously, it would possibly lead to reduced performance if they were continuously simulated in the background, but what about a rough approximation of that when they return, based on how long they've been gone?
#15
Ideas / Chiseled stone
November 11, 2017, 05:38:17 PM
In places where smoothed stone and stone tile flooring or flagstone meet, the transition between the two is a little bit ugly.

I suggest that smooth stone flooring should be able to be chiseled to better match tiles or flagstones.
#16
So I was trying out the Database tales list tool from the debug logging menu.

I'd just banished someone, but there's no tale for banishment to guilt trip me later on. That seems like an oversight. :)


Moderator's edit (Calahan) - Split from the A18 feedback thread.
#17
Stories / Banastra and her caravan
November 01, 2017, 11:48:00 PM
Banastra and her caravan visit a settlement named Mystic Caves. It's an electrifying experience. They buy four tubes of Flake, and then move on.

https://imgur.com/a/XAnta
#18
Pathfinding over long distances still seems to be a bit wacked. I've seen colonists traipse through mud and shallow water when there's much faster terrain nearby.

Also, it seems that strangely they will choose a path that goes off the road rather than stay on it, for some unknown reason.

Moderator's edit (Calahan) - This was incorrectly posted in the A18 feedback thread (so moving it to bugs where it belongs).

[attachment deleted by admin: too old]
#19
Ideas / Quick access to most recently used tools
October 23, 2017, 06:29:25 AM
At the moment, bringing up the Architect and drilling down to a specific tool is a bit of a pain.

I suggest a mini toolbar for quick access to the tools you've most recently used.
#20
Ideas / Chitinous support
October 21, 2017, 03:16:53 AM
Inspired by viewing a recent mod which helps insect hives avoid death by roof collapse.

What if worker insects could build their own organic-based roof supports as needed?