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 - Cheet4h

#1
The savegame is saved in 0.16.1388, but since I was unsure if the save was started in that version, I started a new game (still on 1388) and this also happens there. It's the latest version in the Steam unstable branch.

Sorry, I should have included the build number in the post to begin with :/

Btw, this also happens with vents and doors, so probably everything that can be built over existing walls.
#2
I just found this during normal gameplay and could reproduce it without a problem. If I replace a built (stone) wall with a cooler, the wall "drops" ~8 resources while it only costs 5 to build.
On the first occurence it brought me 8 resources, on the second 9.

To reproduce:
1. Build wall.
2. Replace wall with cooler.

I attached a savegame where I just built a granite wall and ordered it to be replaced by a cooler. A couple of seconds after unpausing the pawn closest to it will start construction on the cooler and demonstrate the bug.

A bit unrelated, but I don't want to open a new thread for this: Will the savegame folder be moved back to /Locallow/Ludeon Studeos/RimWorld at release? I don't want to move my symlinks now if I would need to restore them during the next days/weeks >_>

[attachment deleted by admin due to age]
#3
weird. I just tested it again after my current colony died and now the GUI responds correctly.

Sorry for bothering you, the problem seemed to be on my end.
#4
Outdated / Re: [A13] Colony Manager V2
April 12, 2016, 12:22:50 PM
I think I found a problem when loading savegames:

When a forestry order is given while the default areas are present and later on one of the areas is deleted, the game will not load anymore.

I gave a forestry order, but can't remember actually setting the default "Area 1" to be used in that order.
Later on, I deleted "Area 1" since I didn't use it anyway. Then, when trying to load the game this evening, I came upon an error upon loading the game. The log contains the lines:

Exception from asynchronous event: System.ArgumentNullException: Argument cannot be null.

Parameter name: key

  at System.Collections.Generic.Dictionary`2[RimWorld.Area,System.Boolean].Add (RimWorld.Area key, Boolean value) [0x00000] in <filename unknown>:0

  at FluffyManager.ManagerJob_Forestry.ExposeData () [0x00000] in <filename unknown>:0

  at Verse.PostLoadInitter.DoAllPostLoadInits () [0x00000] in <filename unknown>:0

  at Verse.MapIniter_LoadFromFile.InitMapFromFile (System.String fileName) [0x00000] in <filename unknown>:0

  at Verse.RootMap.<Init>m__513 () [0x00000] in <filename unknown>:0

  at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action action) [0x00000] in <filename unknown>:0


Checking the savegame in N++ I found the following lines in <li Class="FluffyManager.ManagerJob_Forestry">:


<ClearAreas_allowed>
    <li>True</li>
    <li>False</li>
</ClearAreas_allowed>
<ClearAreas_areas>
    <li>Area_Home</li>
    <li>Area_Named_Area 1</li>
</ClearAreas_areas>


And after removing the "Area_Named_Area 1" and "False" lines, the game loads again.
#5
I've used Alpha 13 and the Alpha 13 version of the mod from Moddb when the error occured.
#6
The download link seems to be wrong. While the page says Alpha 13, the about.xml in the archive has "Alpha12d" set as target version. When starting a colony with this active, the UI is mostly unresponsible - While I can change the game speed, nothinh can be selected.
#7
Releases / Re: [A12] RT Mods - thanks Cebullus! (22.08.15)
September 25, 2015, 05:13:38 PM
Quote from: Lupin III on September 25, 2015, 09:23:56 AM
Quote from: Cheet4h on September 25, 2015, 08:26:15 AM
Hey, I've got a question:

I've got two stockpiles where I mainly use Quantum Warehouses:

My freezer, which is adjacent to a cooled, but not freezing kitchen and a general stockpile for degenerating goods, like weapons and apparel.

I have pretty much the same setup, but none of the issues. Are you sure your stockpile area is also underneath the quantum stockpiles? My main freezer (important priority) for example is hooked up to several relays. Some near farms with a stockpile around them (also important priority), the relay itself is set to low priority and all times cleared so no items appear on it. And then I have relays without any stockpile area for dispensing items like raw foods in the kitchen and meals in farther off gathering rooms or cells (sometimes within a 1x1 room with its own cooling to avoid rot). The priority for these relays is set to critical, so it is always filled. A relay only has one stack on it btw (but I don't know if colonists are intelligent enough to pick the "oldest" food of the stack first). Colonists have no problems picking up stuff from the freezer quantum stockpiles (like lavish meals, which I don't have any dispensing relay for). I also have some food tray racks (from omnistorage) with higher priority than the freezer. The always get filled up.

Alright, I wanted to check if I did something wrong, but I cannot figure out what. Since I don't have meat currently and no muffalo herd is nearby, I tried this with Packaged Survival Meals. I created a new stockpile set to only accept PSMs with critical priority. There are two stacks of PSMs in my freezer, one of which (containing 5 units) is in a Quantum Stockpile, the other (3 units) lying around in the open. The stack of 3 units gets carried to the critical stockpile, the other not. The context menu contains entries to consume the 5 stacks of corn, 2 stacks of potatoes and the PSM, but only the corn and potatoes get a "cannot haul (no empty place configured to store it)" greyed out entry.

Interestingly, this either only applies to certain items or has to do with stack depth. I've observed a pawn taking an artillery shell from a QS to a different stockpile and with a short test, herbal medicine gets carried out of my freezer QSs. I'll check back later after a siege or two if this applies to all PSMs or only those in specific places.

On another note, after reading from you that Quantum Relays only contain a single stack, I set one up to receive fine meals. The meal was drawn from the stockpile, but my colonists insist on carrying them back to the freezer, even when I increased the priority of the QR to important or critical. The priority of my freezer is set to "normal".

Edit:
I removed the QR and put a stockpile back in it's place, set to accept simple meals and fine meals at "preferred". I have stacks of both in my freezer in quantum stockpiles. My pawns don't haul the meals to the stockpile and I can't force them via the context menu :/

Edit 2:
I was able to acquire a large stockpile of warg, muffalo and elephant meat. Most got hauled into the kitchen meat stockpile without problem, but for some reason they left ~300 units of warg meat in the quantum stockpile. I'm not sure if they hauled warg meat at all, maybe that was all that I had in quantum stockpiles. Only way to get it into the kitchen was to temporarily remove the freezer stockpile over the QSs.
#8
Releases / Re: [A12] RT Mods - thanks Cebullus! (22.08.15)
September 25, 2015, 08:26:15 AM
Hey, I've got a question:

I've got two stockpiles where I mainly use Quantum Warehouses:

My freezer, which is adjacent to a cooled, but not freezing kitchen and a general stockpile for degenerating goods, like weapons and apparel.

Both of these stockpiles are at "normal" priority and have "important" counterparts. For the kitchen these are 3 1*2 stockpiles, one for vegetabels, one for meat and one for animal products. The general stockpile has a couple of equipment racks to have quick access to weapons in good condition.

The problem here is that pawns seem unable to draw from the quantum stockpiles to fill the other stockpiles up. Only items on the ground are taken. (I assume this is to stop pawns from taking items out of QSs and laying them onto the free spots next to it, resulting in the item being sucked into the QS and the pawn trying to take it out again). Is there a way to make it so pawns can take items out of Quantum stockpiles to fill stockpiles of higher priority? I thought about using relays, but for the kitchen this would result in wasted goods, since the relays store more than 1 - 2 stacks and I guess the items for the equipment rack wouldn't be taken out of relays either and be in an accumulated mess :/
#9
General Discussion / Re: Wooden Walls
November 29, 2014, 08:08:26 PM
Quote from: Cimanyd on November 29, 2014, 05:28:06 AM
In Alpha 8 the material selection thing is supposed to be improved, don't know how though. The extra click each time is definitely annoying...

Currently the EdBInterface mod solves this: It adds an option to only show the selection list when rightclicking, while leftclicking selects the currently shown material.