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Messages - matthiaskrgr

#16
shoot molotov somewhere
place wall blueprint on top of puddle
=> colonists will ignore blueprint and it is not possible to prioritise blueprint until puddle fades away without any explanation given.

EDIT: this lit and unlit puddles

at some point, this showed up in my log:
Quote
RimWorld 0.13.1135 rev819

(Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Platform assembly: /home/matthias/vcs/_games/RimWorld1135Linux/RimWorld1135Linux_Data/Managed/System.Xml.Linq.dll (this message is harmless)
UnloadTime: 1.983000 ms
Unloading 4 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)

Unloading 22 unused Assets to reduce memory usage. Loaded Objects now: 5528.
Total: 16.959000 ms (FindLiveObjects: 0.459000 ms CreateObjectMapping: 0.631000 ms MarkObjects: 15.676999 ms  DeleteObjects: 0.063000 ms)

Platform assembly: /home/matthias/vcs/_games/RimWorld1135Linux/RimWorld1135Linux_Data/Managed/Boo.Lang.dll (this message is harmless)
requesting resize 1600 x 900
resizing window to 1600 x 900
Desktop is 1600 x 900 @ 60 Hz
Initializing map from file worldtest with mods Core

(Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Never haulable Puddle_Fuel23090 blocking Wall_Blueprint23092 at (144, 0, 135)

(Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

UnloadTime: 4.471000 ms
Unloading 2 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)

Unloading 36 unused Assets to reduce memory usage. Loaded Objects now: 17465.
Total: 83.848999 ms (FindLiveObjects: 1.283000 ms CreateObjectMapping: 1.874000 ms MarkObjects: 79.240005 ms  DeleteObjects: 1.355000 ms)

requesting resize 1600 x 900
resizing window to 1600 x 900
Desktop is 1600 x 900 @ 60 Hz
Initializing map from file Autosave-4 with mods Core

(Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)


#17
For some odd reason it is not possible to make a colonist stand on a place where a chunk is by sending them to the position while being drafted.
This is kinda weird given they can walk over chunks just normally and they also do stand on chunks if drafted while traversing a chunk.
#18
In the given screenshot, I ordered Moth to prioritise working on trap A.
However what will actually happen is that Moth will take 75 wood, drop 70 at trap B (since it's the closest to the stockpile?) and drop 5 at trap A which means trap A will not actually be built unless another trip to the stockpile is made.
There is no way to work around this besides first placing blueprint A, ordering A to be prioritised and then placing blueprint B.

It can be quite annoying :/

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#19
The forum provides an rss feed for new/updated topics (see the "RSS" url at the very bottom).

Unfortunately that link contains *all* new posts, and when accessing it from a sub-section, *still* contains *all* posts.
However, I googled a bit, since I wanted to have a feed that covers the bug sub-board only and it seems to be feasible.

To get a board-specific rss feed, get the global rss url ( https://ludeon.com/forums/index.php?action=.xml;type=rss ), get the board url you want to track ( https://ludeon.com/forums/index.php?board=11.0 in my case), append the ";board=11.0" to the rss-url (don't forget the semicolon!) and there you go. :D

https://ludeon.com/forums/index.php?action=.xml;type=rss;board=11.0 will cover latest posts or replies of the bug sub-forum.
Have fun :)
#20
Bugs / Re: [A 13] bug in room space calculation?
June 16, 2016, 07:18:59 PM
Mmh, how is space calculated then?
Does one cell give 1.5 space if it is not occupied at all, and 0.5 space if it is occupied but still walkable (.5 sums being rounded down) , or something like that?
#21
Bugs / [A 13] bug in room space calculation?
June 16, 2016, 11:48:22 AM
It looks like something is odd with the room space calculation.
I assume that a "space" is a free cell.

A 1x1 cell-room has "space 1" which seems correct.
A 1x2 cell-room has "space 3" which seems odd.
A 2x2 cell-room has "space 6" which makes *somehow* makes sense if you look at a 1x2 room having "space 3" :P , yet I think it should be "space 4".

For very large rooms, the room-tooltip always says "350" even if the room is larger

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#22
minor nit: the "extremely impressive dining room" modified multiplier ("x 2" or whatever) does not fit into the mood window, it is cut off at "x".



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#23
The game has this version notification "This is the latest version" in the upper left corner.
My assumption is that each time the game is launched, it checks some version string in some kind of online document/json somewhere on the internet and it should be possible for the server owner to count how many times this version string was requested/accessed.

So my question is; is this done? :)
Are there statistics being made on how many times the game is launched in a day (by observing the requester IP it should also be possible to find out the country the game is launched from).

#24
Ideas / thoughts on RefugeeChased event
June 14, 2016, 07:18:42 PM
The chased refugee event is kinda strange.

One does not know the traits of the person that will join the colony.

On a 20-people colony, with Randy on rough, I would get an attack of 70-90 tribesmen (chasing a single dude??) after offering hospitality.
If I didn't like the new guy, I would just feed them to the raiders.
But still, chances of capturing and recruiting a nice raider are much higher than the chance of the chased colonist being interesting, in my opinion.
So except for in the very early game, there is no reason why I would accept the one pawn blindly. It's basically the game asking
Quote
Do you want to get raided now?
[   ]  Yes
[ x ]  Maybe later
So why not just save the resources and wait for the next inevitable raid....?

I think the RefugeeChased even would become a lot more interesting if not only the amount of raiders but also the amount of refugees was scaled to the size of the colony.
Let's say there are 2-3 pawns chased by 90 tribesmen.
Refugees could alternatively have some goodies with them (similar to traders).
Or at least give the colony  (except for psychopaths maybe) a mood buff when rejecting the refugee.
#25
Bugs / Re: display of world breaks in dev mode
June 14, 2016, 02:27:43 PM
Ok, good. I was a bit confused as I couldn't find a output_log.txt anywhere.

Meanwhile I managed to reduce the bug-recipe a bit:
It seems sufficient to just start the game in dev mode, load a colony and then just re-load that very colony again and show the world map afterwards.
#26
Bugs / Re: display of world breaks in dev mode
June 13, 2016, 04:24:44 PM
I found a Player.log in ~/.config/unity3d/Ludeon Studios/RimWorld/  I hope this is the correct file :)

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#27
Bugs / display of world breaks in dev mode
June 13, 2016, 04:03:32 PM
EDIT: short way:
launch game in dev mode
load colony
load same colony again
show map tab
----------------------

launch game
turn on developer mode
create world ( hash: ot5t, 200x150), save and finish
new colony, select world, selected upper left square (ice) as start biom and started new colony on it
save game
load game
hit "world" tab
=>
"
Initializing new game with mods Core
INitializing map from file worldtest with mods Core
Exception filling window of RimWorld.MainTabWindow_World: System.NullReferenceException: Object reference not set to an instance of an object"

the world was not displayed
#28
It is possible to make a colonist that is "incapable of voilence" berserk using an insanitiy lance. They will then start attacking other colonists.

Perhaps they should just become dazed and wander around aimlessly?
#29
Set table as gathering spot.
Reinstall that table somewhere else => table is no longer gathering spot.

Looks like a bug since every table that is newly build is set as gathering spot by default.
#30
Bugs / grenade: impact area shown twice
June 12, 2016, 09:04:15 AM
when targeting a geothermal generator, the impact area of a grenade is sometimes shown twice, sometimes overlapping which looks very odd.

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