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Messages - Havan_IronOak

#106
For what it's worth...

There appears to be an issue with Fluffy Relations versus the other mods in this mod pack.

I spawned a Visitor group incident so as to set up my Improve relations defaults and I got one visitor without any Guest Tab to set. I was looking for an Improve Relations tick box. The Visitor was from the "We Landed" Faction.

What I DID get was an error log entry that said:
"Exception Filling Window for Fluffy_Relations.MainTabWindow_Relations:System.null.reference.exception:Object references not set to an instance of an object.  The line number then counted to 4069

I reloaded a previous save and tried again. This time I got a single visitor from Stonkley and he had the guest tab I was looking for.
#107
Total speculation at this point as every gaming community is slightly different.

Some RimWorlders will use both this board and the Steam Boards that are already set up.

From other games that I've seen and played:
The completists (like me) will use both boards. Though our usage of the Ludeon boards may lessen a bit with the new outlet.
The Steam Newbies will just use the Steam boards and never read or post here.
The Ludeon devotees (the Old Guard)  will staunchly ignore the Steam Forums and stay firmly entrenched here
#108
Quote from: Shushei on July 08, 2016, 07:03:16 AM
Quote from: Havan_IronOak on July 07, 2016, 01:53:17 PM
Separate issue:  I very much like that things like ammo can be in stacks of over 100. However, there needs to be a right click command that allows me to tell a colonist to pick up something OTHER than 1 or the entire stack. Maybe 25?

Otherwise there's not a good way to carry a sensible amount of ammo.

I just Assign colonist wepon and ammo count I want them to carry ...

Doh!  I've never used the Combat Realism mod so I was unaware of this mechanic. This works fine as is. Once you understand it.  ::)
#109
I'm loving how easy it is to find things on the long long lists of things that can be included in a storage area due to the new filter at the top. It was a royal pain several releases ago.

Now, I'd love to see a similar feature for research... Or a more typical research tree (ala Civilization V et al)
#110
Ideas / Re: Your Cheapest Ideas -colonist journals
July 07, 2016, 07:24:57 PM
I recently started looking into what's stored in the save-game file in order diagnose what I expect is a bug/mod conflict that has visitors/and or incident animals appearing on bits of the map that are actually on inaccessible squares under mountains.

I was really struck by how much historical info is stored about each colonist. Some of it is used in creating the "Art Narratives" associated with sculptures etc.

I think that there should be a button added that allows players to review some of that data in the form of a colonist's  journal.
#111
Two other issues (but related) ...

The mod that added Jerky has<preferability>Fine</preferability>. It should be <preferability>Simple</preferability> otherwise colonists choose Jerky over fine meals that cost more to prepare and are intended to give an attitude boost.

Items_Resource_Organic.xml has RawShimmershroom  <preferability>Raw</preferability> It should be <preferability>Fine</preferability>. There is a mood boost even greater than a fine meal when one eats the Shimmershroom raw but with the desirability set wrong one almost never sees the bonus.
#112
Separate issue:  I very much like that things like ammo can be in stacks of over 100. However, there needs to be a right click command that allows me to tell a colonist to pick up something OTHER than 1 or the entire stack. Maybe 25?

Otherwise there's not a good way to carry a sensible amount of ammo.
#113
Pretty sure that there's a Glitch in the way these mods are working together as pre-existing buildings and open spaces and visitors and raids etc.  (See also reply 2807 in this thread)

When I look at my map on a rainy day I see a rain overlay  in the outside areas.
Generally that Rain overlay DOESN'T show for outside areas that are covered by mountain.
However, I'm seeing areas in the mountains around the border where the rain overlay is showing deep inside the mountain.

I've also gone into "god mode" and triggered a visitor group incident. I get the debug screen appearing with the texts like
"Faction Rhine of def Empire has no usable PawnGroupMakers for parms (Target=Feralskill25108 points=72)"
and
"Faction Rimtown of der Brotherhood has no usable PawnGroupMakers for parms (Target=GrizzlyBear59426 points=120)"

No new pawns appear on my map.

I have gotten debug messages as well that suggest that the visitors "did" spawn but I can't see them on the map and the next thing I see are lots of messages saying that the spawned pawns cant move. This generally results in one of my colonist pawns "trying 10 jobs in 10 ticks" and then just standing still. I can generally rehabilitate that pawn by issues one or more manual assignments. After a while they go back to being self managing again.

Hope these details help whoever knows this stuff better to debug the issue.
#114
Once I've posted to a thread any new posts to that thread show up when I click on the discussion board option "Show new replies to your posts." 

Is there any way to toggle that off for a given thread? I'd like to eliminate some threads I posted on long ago but don't really care much about any more. Sometimes it's easier to only check up on some threads (like Your Cheapest Ideas & The Drunkard's Tavern) when I'm in the mood.
#115
Thanks all! 
I tried Notepad++ and its like going from coding in FORTRAN to coding in COBOL.  Those are two paleolithic programming languages to you young pups.
#116
10 jobs in 10 ticks?  Is that in decimal or binary?  ;-)

I have gotten that error a couple times as well with the Hardcore SK mod pack running.

I get it when I try to spawn a visit by a group of travelers (or pretty much any outsiders) It always results in my newest colonist "standing" but I have been able to clear the problem by issuing a few manual orders to him. After a good night's sleep he seems to recover.


The visitors though are problematic. They seem to have spawned inside solid rock. I told them to stay away from that Trans-Warp Drive tech...  (sorry little trekker humor)
#117
Another (but related) noobie question... Is there a good editor for creating/modifying xml files?

I've been using notepad but several of the files I've been trying to parse/understand/modify have been long run-on messes and not formatted very well.

Something that helps with the formatting would be useful.
#118
I'm really not feeling the component requirements on all the garments and the recipes need some major looking into.

Balance is one thing but I'm guessing that there was an error in bringing this stuff over to the Hardcore_SK files.

On what Rimworld do Loincloths require 90 leather and 3 components?
#119
Thanks for looking into this.

I'd love to have a way to get rid of the odd bits of leather and I'd accept a common "patchwork leather" style designator with some simple lowest common denominator stats that are fixed.

#120
Thanks for checking that. 

Then we're agreed the stonecutting tweak would be helpful?