I think you can give the corpse a lower hp, making it dissapear faster, to my knowlegde there is no way to increase this speed without C++.
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#17
Bugs / Re: [1.0.1971] Mine, Deconstruct and forbid overlays are not shown on map
July 22, 2018, 02:18:22 AM
Steps to reproduce? Or a savefile where this happens?
#18
Bugs / Re: [1.0][could be others] Growing zones through doors
July 21, 2018, 09:11:40 AM
How do you have a growing zone over slate flooring? In the picture attached, the growing zone next to the coms console has "non-organic" flooring.
#19
Bugs / [1.0.1970] Raw human meat has higher or same meal priority as raw corn and rice.
July 20, 2018, 10:22:59 PM
Most of the colonists on the map will often choose raw human meat above the raw corn or rice in a nearby cell.
Is this intended to make the player unforbid the human meat or did the priorities get mixed up?
Is this intended to make the player unforbid the human meat or did the priorities get mixed up?
#20
Bugs / Re: 1.0.1970 Engine Failing to create New Colony map.
July 20, 2018, 07:19:41 PMCode Select
Loaded file (Scenario) is from version 0.18.1722 rev1198, we are running version 1.0.1970 rev1260.
UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogWarning(Object)
Verse.Log:Warning(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:58)
Verse.ScribeMetaHeaderUtility:LoadGameDataHeader(ScribeHeaderMode, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\ScribeMetaHeaderUtility.cs:86)
Verse.GameDataSaveLoader:TryLoadScenario(String, ScenarioCategory, Scenario&) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\GameDataSaveLoader.cs:75)
RimWorld.ScenarioFiles:RecacheData() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Scenario\ScenarioLister\ScenarioFiles.cs:44)
RimWorld.ScenarioLister:RecacheData() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Scenario\ScenarioLister\ScenarioLister.cs:93)
RimWorld.ScenarioLister:RecacheIfDirty() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Scenario\ScenarioLister\ScenarioLister.cs:84)
RimWorld.<ScenariosInCategory>c__Iterator1:MoveNext() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Scenario\ScenarioLister\ScenarioLister.cs:35)
System.Linq.Enumerable:FirstOrDefault(IEnumerable`1)
RimWorld.Page_SelectScenario:EnsureValidSelection() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Entry\Page_SelectScenario.cs:265)
RimWorld.Page_SelectScenario:PreOpen() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Entry\Page_SelectScenario.cs:38)
Verse.WindowStack:Add(Window) (at C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\WindowStack.cs:339)
RimWorld.MainMenuDrawer:<DoMainMenuControls>m__1() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Entry\MainMenuDrawer.cs:133)
Verse.ListableOption:DrawOption(Vector2, Single) (at C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Utility\OptionListingUtility.cs:35)
Verse.OptionListingUtility:DrawOptionListing(Rect, List`1) (at C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Utility\OptionListingUtility.cs:127)
RimWorld.MainMenuDrawer:DoMainMenuControls(Rect, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Entry\MainMenuDrawer.cs:226)
RimWorld.MainMenuDrawer:MainMenuOnGUI() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Entry\MainMenuDrawer.cs:102)
Verse.UIRoot_Entry:DoMainMenu() (at C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Entry\UIRoot_Entry.cs:125)
Verse.UIRoot_Entry:UIRootOnGUI() (at C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Entry\UIRoot_Entry.cs:66)
Verse.Root:OnGUI() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:164)
(Filename: C:/Dev/RimWorld/Assets/Scripts/Verse/Utility/Debug/Log/Log.cs Line: 58)
Memory leak detected: map (Map-0) is still live when it shouldn't be; this map will not be mentioned again. For more info set MemoryTrackerMarkup.enableMemoryTracker to true and use "Object Hold Paths"->Map debug option.
UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogError(Object)
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:68)
Verse.Profile.MapLeakTracker:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Profile\MapLeakTracker.cs:80)
Verse.Root:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:136)
Verse.Root_Entry:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Entry.cs:38)
Seems the scenario is causing the map_0(title screen i believe) to not be dropped, the game runs into a memory leak trying to generate a colonymap while still having the titlescreen in memory. (speculating).
What version of windows are you using?
I also noticed you are using a 1080 Ti for rendering wich might be related.
#21
Bugs / Re: [1.0][linux] Game crashes when building wall
July 20, 2018, 07:06:49 PM
Downloaded savefile and tried to reproduce.[on windows 10] No errors or crashes when placing walls and furniture of wood.
#22
Bugs / Re: [1.0.1968] "10 jobs in 10 ticks" wardening error message
July 20, 2018, 01:25:19 AM
I think the recruiter is forced to path to a free square to start talking.
Since there are no free cells in the room, the recruiter attempts forever(or untill otherwise prevented).
Since there are no free cells in the room, the recruiter attempts forever(or untill otherwise prevented).
#23
Bugs / [debug] Stat request for null def when opening the info window for HE-shells
July 20, 2018, 01:22:46 AM
Not something a player playing without debug will notice, just thought to post it here since there might be something broken here.
If this is not a bug or something that needs fixing feel free to lock the thread. (and maby leave a small explanation so people dont repost simillar occurences).
[attachment deleted due to age]
If this is not a bug or something that needs fixing feel free to lock the thread. (and maby leave a small explanation so people dont repost simillar occurences).
[attachment deleted due to age]
#24
Bugs / Re: [1.0.1968] 'Wild man' rescued after downing is both 'human' and 'animal'
July 19, 2018, 09:54:42 PM
Taming a prisoner has a certian storytelling appeal to me.
Im unsure if it is intended, that wild colonists can be recruited and or tamed as a prisoner.
Seems like the game threats the pawns as prisoner if they are arrested(in the tick where the pawn realizes it is being arrested and drops to the floor).
Wierd behaviour like this often ocurs when implementing alot of new stuff and systems.
Nevertheless this seems like unintended behaviour if the player is unable to arrest wild colonists, but also at the same time threating them as prisoners that roam free.
Im unsure if it is intended, that wild colonists can be recruited and or tamed as a prisoner.
Seems like the game threats the pawns as prisoner if they are arrested(in the tick where the pawn realizes it is being arrested and drops to the floor).
Wierd behaviour like this often ocurs when implementing alot of new stuff and systems.
Nevertheless this seems like unintended behaviour if the player is unable to arrest wild colonists, but also at the same time threating them as prisoners that roam free.
#25
Bugs / Re: [0.18.1722] multi-analyzer missing
July 19, 2018, 09:43:45 PM
No problem, the fact you use your time to come here and try to help us is amazing.
Just love this community around Rimworld.
Removing/moving threads is done by admins or moderators, so if this thread is in the way or noticed, they will most likely re/move it for you.
Have fun looking for quirks in the game.
Just love this community around Rimworld.
Removing/moving threads is done by admins or moderators, so if this thread is in the way or noticed, they will most likely re/move it for you.
Have fun looking for quirks in the game.
#26
Bugs / Re: [0.18.1722] multi-analyzer missing
July 19, 2018, 09:22:10 PM
Looks like you are loading with mods, if that is the case, please post these types of bugs on the mods bug forum, not here. (since mods often break the game, vanilla is the preffered format, since then Tynan can be sure that a mod is not the culprit.)(heavily modded games like it seems this makes it really hard to find out what is breaking, and if it is the game or the mods.)
Good luck bug catching.
(also, since the unstable is public and currently being worked on, posting bugs from 0.18 wont be solved, since they might have been fixed in the unstable branch)
Good luck bug catching.
(also, since the unstable is public and currently being worked on, posting bugs from 0.18 wont be solved, since they might have been fixed in the unstable branch)
#27
Bugs / [1.0.1968] Dessignating boomalopes to be tamed dont display risk message
July 19, 2018, 05:17:19 AM
Taming animals often come with a risk of them turning on the colony.
Dessignating Elephants for taming will give the message that they have a 10% of being aggressive, however this seems not to be the case with boomalopes.
Edit: Hmmm, it seems like the risk mesasge for taming is no longer in the game, only for attacking(hunting). Is this intended?
Edit2: Also it seems tamers will eat kibble if they have some in their inventory, instead of going over to meals or raw corn. (if they have only kibble in inventory)
Edit3: The kibble eating seems to not be just tamers, another of my colonists has oppted in to rarely eat anything else than kibble. (shoud'nt corn be above kibble in meal priority?)
[attachment deleted due to age]
Dessignating Elephants for taming will give the message that they have a 10% of being aggressive, however this seems not to be the case with boomalopes.
Edit2: Also it seems tamers will eat kibble if they have some in their inventory, instead of going over to meals or raw corn. (if they have only kibble in inventory)
Edit3: The kibble eating seems to not be just tamers, another of my colonists has oppted in to rarely eat anything else than kibble. (shoud'nt corn be above kibble in meal priority?)
[attachment deleted due to age]
#28
Bugs / Re: [1.0.1968]Rescuing a space refugee. The pawn will doctor itself,leading to death
July 19, 2018, 05:13:41 AM
The problem is more that if the refugee patches himself up, it will most likely be low, since they often land with scars on their hands or torso. After that doctors cant improve the patching the refugee made. So you're stuck looking at a pacient slowly dying of an infection you cant help with.
#29
Bugs / [1.0.1968] Passive cooler, no disable option
July 19, 2018, 03:03:18 AM
Building a passive cooler is a hassel, since not getting the materials back. In addition, not being able to dissable refueling makes it chomp through resources.
Since the passive cooler works on a fuel system I can only assume that it is intended behaviour to be able to dissable refueling.
Since the passive cooler works on a fuel system I can only assume that it is intended behaviour to be able to dissable refueling.
#30
Bugs / [1.0.1968] Animals leaving designated area due to unforbiding door
July 19, 2018, 01:11:52 AM
Seems animals confined to stay inside (that's what this area is definded as) will sometimes wander outside when the door is unforbidden
What the circumstances were:
My Yorkshire terrier was confined to the inside of my main building. (picture 1-3).
What happened:
The terrier started pathing to a tile right outside the door with the tag "wandering" when the door was unforbidden
What you expected to happen:
Animals should not be able to leave the area, unless forced or during mentalbreaks.
Steps we can follow to make the bug appear: (only happens sometimes it seems, perhaps if the pawn is retasked the same tick as the unforbid?)
In the "attached" pictures you can see the setup, an animal confined to an indoors area with doors on the border. I also included a savefile.
Altough none of the images was captured while the pawn was outside the area, you can see the door closing behind the terrier as it returns.
https://www.dropbox.com/sh/vf8y5jvrq2xr6ox/AACXVlNckKOODrEXB7nCR9Lka?dl=1
What the circumstances were:
My Yorkshire terrier was confined to the inside of my main building. (picture 1-3).
What happened:
The terrier started pathing to a tile right outside the door with the tag "wandering" when the door was unforbidden
What you expected to happen:
Animals should not be able to leave the area, unless forced or during mentalbreaks.
Steps we can follow to make the bug appear: (only happens sometimes it seems, perhaps if the pawn is retasked the same tick as the unforbid?)
In the "attached" pictures you can see the setup, an animal confined to an indoors area with doors on the border. I also included a savefile.
Altough none of the images was captured while the pawn was outside the area, you can see the door closing behind the terrier as it returns.
https://www.dropbox.com/sh/vf8y5jvrq2xr6ox/AACXVlNckKOODrEXB7nCR9Lka?dl=1