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Messages - donoya

#16
Ah! I didn't think about that. These are the mods in their current order:

Core
CCL v15 Placebo
Miscellaneous 'CORE'
USCM - Core
Astra Militarum Imperial Guard Core Mod
EdB Prepare Carefully
Rimsenal
A Dog Said...
EPOE
Core Driller
Misc. Training
Misc. Incidents
ED-Embrasures
A15 Tau Empire: Warhammer 40k Core
A15 Tau Empire: Warhammer 40k Submod:::: Items
RT Quantum Storage
GHXX Tech Advancing
Modular Tables
RT Fuse
Rimsenal - Ferals
A15 Roof Support
Quantum Cooling
Industrial Rollers
[T] MoreFloors
[T] ExpandedCrops
RT Power Switch
Animals Tab
USCM - Turret
USCM - Colonial Marines Corps Faction
Mining Co. Mining Helmet
[sd] spaceship
[T] MoreBedsVanilla
ED-ShieldsBasic
Infused
Double Population
Core Driller - Stone Addon
More Vanilla Turrets
Day/Night Switch
autoseller
FashionRIMsta
LT-DoorMat
Rimsenal - Security pack
Fences And Floors
Misc. Robots
Repair Workbench
Quality Builder
MiningCo. MMS
Stonecutting Tweak
Allow Tool
RT Solar Flare Shield
Core Driller - Imperial Guard Addon
[T] MiscStuff
Colonist Bar KF
Rimsenal - Federation
Imperial Guard Additional Factions Mod
A Dog Said-EPOE compatibility patch
Weapon Tech
Infinity Rim: Aridna
Mind Altering Device
Time-of-Day Switches
Rimfridge
RedistHeat
[sd] advanced powergeneration
Wildlife Tab
Craftable Drugs
Turrets Pack
Floored
Crafting Hysteresis
Storage Crates
Mechanite Augmentation
Core Drill - Glitter Tech Addon
MiningCo. LaserFence
MiningCo. ForceField
Astra Militarum Imperial Guard Turret Addon Mod
Mad Skills
Misc. MAI
Enlighten
Don't Drop When Psychotic
Misc. Objects
Apparello 2
[A15] Mobile AI Body Parts Upgrades
Glitter Tech (No Surgery)
Rimushima v2 Modular Nuclear Power
CaveworldFlora
Balanced Duplication
MBS Double Sleeping Spot
Call of Cthulu - Cults
Mountain Miner
Log Walls
Call of Cthulu - Faction - Items Only
More Mortars
Floor Lights
Less Incident Trolling
Call of Cthulu - Cosmic Horrors
RIMkea
Medieval Times
20th Century Weapons Mod
RT's Weapon Pack
More Furniture
Call of Cthulu - Industrial Age Object Pack
Defensive Positions
Vein Miner

Sorry about the long post. I forgot how to use spoilers and couldn't find a button for it.
#17
Help / Re: [WIP] XML Documentation Database
December 15, 2016, 12:09:13 PM
Hello, I'm just starting on my first mod and need documentation on the 'ThingDefs' files, which I've noticed is missing in your database. How soon do you think you'll add that to your database? I'm not necessarily looking for a set day, week, month, or even year (although it would be nice to know), but am rather looking for a generalized description (i.e. soon, not for a while, probably never, etc.). Thanks and keep up the good work.
#18
Wow! So many replies. Thanks for the help.
#19
Health Tab:

[attachment deleted by admin due to age]
#20
Image 3:

[attachment deleted by admin due to age]
#21
Image 2:

[attachment deleted by admin due to age]
#22
This would be mine. (More pics further down due to size limitations per post.)

[attachment deleted by admin due to age]
#23
General Discussion / What does aiming time correspond to?
December 12, 2016, 11:56:47 AM
I'm playing with mods and have found a really good equipment combination for decreasing aiming time down to 1% (although it should technically be 0% with how the modifiers work out). But what I'm not sure on is what this affects. Does it affect the cooldown or does it affect the warm-up? If it affects both, then I've made my guy downright OP. Although another possibility I thought of is that aiming time is it's own stat that is there in addition to the cooldown and warm-up. But I'm still not sure, so if someone could let me know that'd be great.
#24
Quote from: Strelok on October 22, 2016, 09:16:36 AM
Greetings fellow Rimworld HCSK players.

I have encountered a problem for which I require help.
I had played the game and this mod for hours without any problem, but then I suddenly started to notice heavy lagging when playing in 2x and 3x speed mode, despite having a pretty decent setup (overclocked I5-6600k, R9 390, 8GB).  I kept playing, telling myself it was going to end sooner or later.
But it didn't, and I noticed a very weird thing. A whole bunch of Wargs had been spawning over and over again on the edge of my map ! Pictures being better than words :
http://imgur.com/IJsH9sR
I tried to use the developer tool to clear them out, to no avail, they kept spawning in the dozens per second (the max number seems to be capped though, because I had been playing for hours with this bug and they still kept packed)
http://imgur.com/k6Pj6yI
Even the total clearing tool didn't work ! The area was totally cleared out of any lifeform, but as soon as I unpaused the game, they kept reappearing !
http://imgur.com/ZA6AHl3
http://imgur.com/uheCVnI

I modified a value I found in Races_Animal_Vanilla.xml : I set <wildSpawn_spawnWild>, under <thingClass>Core_SK.PersonalShields.Animal.ShieldPawn</thingClass>, to false, but it hasn't changed anything.

If you could help me with this problem, I would be really grateful, because I lost all my previous autosaves before the problem, and this is definitely a gamebreaker :-(

Thank you


EDIT : if that is any help for locating the source of the issue, I just realized all of these Wargs belong to a (hostile) clan. They probably glitched sometime when they attacked my base

I had a similar problem a while back. Apparently it has to do with hospitality. There's a temporary fix for it where you have to go into your colony save file and delete the event. Depending on how long you let it go on, you may have a metric ton of text to delete. The best advice I can give you is to delete each instance of whatever that event is in a text editor and maybe delete some of the encapsulating lines as well and then you should be good. Just in case, though, you should try looking back through the forum to the posts surrounding my previous post on this thread. It probably contains some of the vital information you may need.
#25
Quote from: notfood on July 20, 2016, 10:36:53 PM
Oh, that's a nasty one. No idea what the source is. The only way to deal with it for now is to edit your save and remove the dogs and the last event (it's the one spawning them).
How do I remove events?
#26
I found a major bug in my game. A type of dog called Samoyed is getting spawned every tick at the edge of the map by something in Hospitality and it's bogged down my game to the point it takes 3-5 seconds IRL for a colonist to walk one tile on the fastest game speed. Lower speed is slightly better. Paused, it has virtually no lag. Does anyone have a solution? I put up everything on dropbox. Links to the necessary files are below.

"https://www.dropbox.com/s/ruu3be2g1g8tw23/Ancestral%20City.rws?dl=0"
"https://www.dropbox.com/s/53nmw2z5tuiq665/HydrobiusXI.rww?dl=0"
"https://www.dropbox.com/s/mtd89cgj2jxu2b8/output_log.txt?dl=0"
#27
Hello, I've been away from Rimworld for quite some time and finally came back to it. I remembered playing with this modpack when it was for A12d and it was called vengeance fluffylattion or something like that. Upon seeing it for A13, I started playing it again. I started with a ridiculously OP preset for my colonists in a 300 by 300 area. After going through the first season or so, I got my first trader. It was a wandering group with little trade goods. I was playing on Phoebe with Basebuilder difficulty (I don't like losing my first colonists early in the game). But going back to the trader, I traded away some Muffalo leather and let my colonists do their thing. I then noticed two of the traders were just sitting at my borders waiting for the guy I traded with. He was so overburdened that he might've died of malnutrition if the direwolfs and raptors didn't get to him first. But what irked me about this was how a trader's limited carry weight could make you enemies with their faction, because he would've died regardless of being eaten alive. There was nothing I could do. This is pretty small, but I would like to have the carry capacity of the smaller trader groups buffed (or at least give them some way to eat while mid-way leaving the map). I can handle predators. I can't handle other pawn's hunger. I still enjoy the complexity and work put into this modpack. This is just a small suggestion I have for balancing it.
#28
Quote from: Tekuromoto on November 08, 2015, 08:49:24 PM
As I understand it (and I'm by no means an expert), mod order mainly matters when two or more mods make changes to the same core definitions. In such a case, the latest loading mod's changes are what's loaded by the game.

With two simple mods - say that each modify the standard pistol - it's easy to decide which you want loaded last. The challenge comes with mods that have far-reaching changes, additions, and game-balances. Then simply loading one before the other may screw things up entirely. Hence the profusion of modpacks, where the curator has to tweak many files (including binaries) to get everything to play nice.

So basically, there is no silver bullet load order algorithm.
I guess that makes sense. If it's dependent on what the mod changes with the core mod, it would make things much more difficult to determine.
#29
As I'm kind-of new to adding mods to rimworld, could someone please explain to me how mod order matters and how to determine what order certain mods should be in? I get from reading bits and pieces about mod order that the core mod always comes first, but how would I determine where in the mod order a mod should be? I'm basically asking for an algorithm with which I can use to get any combination of mods to work (not accounting for incompatibilities or incorrectly coded mods).
#30
Outdated / Re: [A12] Dragons(v0.12): The Awakening!!
November 05, 2015, 09:22:01 AM
Quote from: Dragoon on November 05, 2015, 12:41:49 AM
Can't they already breed? (I mean there is a male and female right?)
I meant breeding them selectively so that one can have traits of both parents.