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 - Calahan

#211
Ideas / Re: get all the berries
January 10, 2018, 09:21:30 AM
Quote from: tmo97 on January 09, 2018, 06:13:09 PM
Currently they draw a path to the stockpile, and when there's the same item within 1-2 blocks of that path, they'll opt to add it to what they're carrying.
Huh? Pawns will look around for other stacks of "stuff" at the point they pick up or add to their current bundle of "stuff", and irrespective of where the stockpile is or how they are pathing to it. But AFAIK this has nothing to do with the path to the stockpile, and I've never once seen a Pawn pick up "stuff" on their way to a stockpile with a half empty bundle of "stuff" (and after they've finished looking around for other stacks of "stuff"), not even if they walked directly over the same "stuff" in question. Once a Pawn is walking towards the stockpile they don't stop to pick up anything they pass (unless they are interrupted somehow, such as stopping to vomit, and they then resume the job they were doing pre-vomit).

Are you sure you're not confusing this behaviour you mention with something added by a mod?


And what you're basically asking for here is smarter hauling AI, which is something that has been suggested pretty much since Alpha 1. With such AI either being hard to code, and/or a killer on performance (because haulers will constantly need to be checking for how they could be "smarter").

Although I can't recall anyone suggesting to solve this issue by using the inventory before (apologies to whoever if it has been suggested before and I missed it), so that might be a plausible way to "smarten" the hauling (or maybe specifically the harvesting) AI without hurting performance / being difficult to code.

(but it'd need balancing I think, as if Pawns could put 75X in their inventory and also carry 75X, then that's basically doubling the carrying capacity of harvesting Pawns. Maybe the 75 could become total capacity rather than just carrying capacity, so if a Pawn had 40 in their inventory then they could only carry 35. But then how to account for meals Pawns had picked up? Seeing stacks of 74 would be very annoying. So not entirely straightforward, but IMO more likely to actually be implemented than universal smarter hauling AI).
#212
Bugs / Re: Colonists disappearing on a quest event map
January 10, 2018, 07:49:00 AM
I don't think this is the same as this Mantis bug: https://ludeon.com/mantis/view.php?id=3141

But linking it just in case (since that report does imply to be on the lookout for signs of that bug happening in B18).
#213
I'm not sure if this is a bug, or if it is then IMO it's a very useful one!

Because I will quite often have my Pawns set to an allowed area when in and around my base, but will want something hauled from outside that area into it. In which case I can just pause the game, unrestrict the Pawn, order the hauling job, unpause and then set the Pawn back to their allowed area. Result: The Pawn will perform the hauling job and then resume obeying their allowed area as before.

If a Pawn checked that their current job is inside their allowed area either at regular intervals (which would hit performance), or the moment you change their allowed area (less performance hit), then in my above example I would have to watch and babysit that Pawn all the way to the hauling job, and then also back to the stockpile (before I could switch him back to his allowed area again). Which is a lot of additional babysitting compared to the zero babysitting currently required.

So I can see your "against" argument for how this current works, but I can also see my "for" argument. Obviously this is one for the devs to decide, but either way it's likely that one side of the argument will lose out.
#214
This looks to be settled then and it's WAD not a bug. As such I'll close this thread. (if I've closed it early / in error, then please PM me and I'll reopen it).


@ Canute and Scrabbling - Thanks for the help!
#215
Quote from: SpaceDorf on January 10, 2018, 06:37:18 AM...that exists without Steam  ;D
Games exist outside of Steam!!! (be careful who you tell this to as some just won't believe you and might even report you to the Prophet Gabe for spreading fake news).
#216
I think this is WAD, but when written down it does look a little bit illogical: (that is if the following is a decent summary of the problem)

- Harvesting (in a growing zone) is a job type that falls under Grow.
- Crops are automatically harvested (in a growing zone) at 100% growth by Pawns assigned to Grow.
- But Players can order crops to be harvested at between 65%-<100% growth (irrespective of growing zone), although those harvesting jobs (that are in a growing zone) can not be performed by a Pawn assigned /just/ to Grow, only by Pawns assigned to Plant Cut.

So it does seem a bit odd that Growers can't harvest non 100% growth crops inside a growing zone. Since a) it is a crop, and b) it is in a growing zone. And crops and growing zones are supposed to be "their thing". So:


Suggested solutions.
1 - Move all harvesting jobs to Grow.*
2 - Allow Growers to perform all harvesting jobs inside a grow zone irrespective of the plant's current growth percentage (providing it's above the 65.X% growth where harvesting is allowed).**
--- And forbid Plant Cutters from performing harvesting jobs inside a growing zone?**
3 - ??

* But what about harvesting jobs outside of a growing zone? Do players want their growers running off to harvest crops in the wild?
** What happens to that harvesting job then in regards to Plant Cutters? Are they still allowed to perform harvesting jobs inside a grow zone? Can jobs types be associated with two (or more) work categories? (I'm not a modder so genuinely don't know). Will disabling a job for a work category based on it being inside/outside a growing zone confusing? Is this actually a desirable change? Or all just confusing?


So it does seem a bit inconsistent to me that a job type changes work categories simply based on how grown a crop is. And I think logically, Growers should be able to perform all plant-related jobs that are inside a growing zone ("I am a Grower. Therefore I am THE boss of the growing zone"). But not sure if there a simple solution?

I'll leave this is bugs for now at least (and to see if other solutions are offered, or comments/corrections on what I've written).
#217
Bugs / Re: Bug with shooting and Joy
January 10, 2018, 06:35:06 AM
I think this is also the case for other (all?) jobs that gain experience in a single lump (eg. cooking) rather than gaining experience at a constant rate (eg. researching). But IIUC the joy gain is relative to the experience gain as well, so the more experience gained via the lump, the more joy that is gained. Or at least my passion doctor is always a happy guy!

And a quick test shows you get 9 experience per shot for hunting an animal compared to 360 for hunting enemy Pawns. So Pawns won't gain much joy while hunting animals, but will gain a lot of joy while shooting at enemy Pawns.

If the aiming time also gave joy then I suspect shooting might become too OP as a joy source (for relevant Pawns). I'll leave this open for the devs, but I'm 95% sure this is WAD and not a bug, and fairly sure that it's intentional that aiming doesn't give joy.
#218
So just to confirm, you are launching the game, the main menu is appearing, and one of your CPU's is using 100% for RimWorld. Correct?

Can you also please confirm which version of Ubuntu you are using, as well as confirming if you are using the Steam or DRM-free version of RimWorld.


@ Others/All - Can any other Ubuntu users check and/or verify the above CPU usage?
#219
Moving this to mod bugs. This may or may not be an issue with the scenario editor, but you are using so many mods that the devs just won't touch this unless it can be shown to reliably happen in a pure vanilla game.
#220
AFAIK all the translations are project/community based, and as such they are reliant on members of the community offering their time and language skills to keep them updated. FYI:

Here is the list of current translation projects: https://github.com/Ludeon
And here is the one for Romanian (which has not been updated since December 2016): https://github.com/Ludeon/RimWorld-Romanian
There doesn't seem to be a dedicated Romanian translation thread on this forum either: https://ludeon.com/forums/index.php?board=17.0

If you are able and willing to update the Romanian translation, and/or want to create a dedicated thread for it here on this forum, then I'm sure the developers and Romanian players would appreciate your efforts. But unless a member of the community updates the translation, then I'm doubtful it will get updated in the near future (maybe once the game is 100% complete Tynan might look into filling any gaps in the various translations. But that's purely my speculation, and not based on anything other than that).


I'll leave this open a while or a reply, but otherwise it will be closed because this is not a bug in the game.
#221
Thank you for the log file and screenshot (my swift reply was purely coincidence as I just happen to check the support forum seconds after you posted :) )

According to your log file the cause of your error is:

HandleD3DDeviceLost

Which is usually caused by your GPU drivers being out of date. Although in your OP you mention your GPU driver version and update date, so that doesn't seem to be the cause here. So:

1 - I have limited experience (and none of it positive) with GeForce Experience, as every time I tried using its recommended / optimal settings for games all it did was make them look worse and/or run slower. Or in at least one case cause the game to crash on start-up. So for now please don't do anything via GeForce Experience program (unless asked specifically), and instead use the Nvidia Control Panel in relation to changing/checking Nvidia settings.

Another user who described the same problem as you, and had the exact same log errors you do, resolved this issue by resetting the 3D settings via the Control Panel:

Quote from: Shakur86 on September 30, 2017, 10:10:03 AM
Edit4: I got it to work again! Its so simple...
         Open NVIDIA control panel, go to 3D Settings and hit  "Let the 3D-Application decide"
         Should work then again!
https://ludeon.com/forums/index.php?topic=4805.msg368561#msg368561

(this was the end of the support conversation. It started here: https://ludeon.com/forums/index.php?topic=4805.msg368538#msg368538 and continues for the next few posts)

So my best guess right now is that something, maybe/likely GeForce Experience, has changed the 3D settings for RimWorld (and/or globally) and is trying to force/deny a certain setting that is incompatible with the game.

As such please open the Nvidia Control Panel* (so NOT Geforce Experience) and check that the settings for the RimWorld.exe program are all set to "Application controlled /default / Use the 3D application setting". Basically make sure that no setting is forced or denied (in place of allowing the GPU or application to decide). You can start by just changing the setting specifically for the RimWorld.exe, but if that doesn't resolve this then you might need to change your global settings (see 1a for a quick way to do this).

(please note I don't know if you have any specific global settings set. If you don't then just change those to make sure they get applied to RimWorld. As again, my experience isn't that great/positive with trying to get the Nvidia GPU to use certain settings for certain .exe's. Since the settings often seem to either be ignored, or changed without my input. So I just gave up after a while and now only change global settings and use a text file to keep track of game specific 3D settings. Which is a pain but the only way I can be sure what settings are actually getting used).

1a - There should be a "Restore" option in the Nvidia Control Panel to reset all settings to the defaults. As I said, I have no idea how extensively (or not) you yourself (rather than GeFroce Experience doing it) change your 3D settings, but if you don't want to manually check and change every settings, then you should be able to restore everything to default via the "Restore" option.


2 - Try going back to a previous set of GPU drivers. Historically, there haven't been any issues with Nvidia drivers and this game (which hasn't been the case for AMD drivers), but maybe there is now. So it's worth checking if previous drivers allow the game to work again (if just to rule it out).


3 - If neither of the above doesn't work, then please try a clean reinstall of your Nvidia GPU drivers. There should be a program on the Nvidia site that performs a clean reinstall of their drivers.


4 - Not sure how much of a crux this will be for you, but you could try uninstalling GeForce Experience. I've no idea if you lose any settings etc. that you have fine tuned. But if all else fails this might be something to try.


I'll leave it at that for now (as your 3D settings seem the most likely cause at this point). So please try the above and report back with the results. Although advanced warning that my RL is very busy right now so I'm afraid I can't give any guarantees on when I can reply (as I said, my response time here was totally "right place right time"). But all the signs are this is a GPU related issue, and not the game itself. So if all the above fails, and I (or someone else) isn't able to promptly respond with further suggestions, then the solution is very likely to be GPU related (either settings or drivers).


re: Nvidia share. I'm not sure if this is available on Win7 or not (as maybe that's why it's not an option for you. Not sure tbh). But I've attached a screenshot I found of someone's GeForce Experience screen to show you where the Share option is (or should be).


* Nvidia Control Panel - In case you don't know how to open it, and assuming there's no desktop shortcut. You should be able to open it by right-clicking on the Nvidia tray icon (but perhaps not any GeForce Experience icon, as that might only open the GeForce Experience Control Panel). Otherwise (assuming default install paths) you should be able to find it in Program Files>Nvidia Corporation>Control Panel Client> nvcplui.exe . Or just try searching your files and folders for the nvcplui.exe file

[attachment deleted by admin: too old]
#222
Bugs / Re: Sandbags cost 5x more than in game popup
January 10, 2018, 04:43:23 AM
@ kanen22 - AFAIK there haven't been any other reports of sandbag costs being bugged in B18. If there was a bug with a core feature (like the cost of sandbags) then logic would suggest it would surely have been massed reported by now. The lack of such volume of reports suggests this is either a bug on your end, or a user error/misunderstanding. For it to be a bug your end you would either have needed to have used mods before, or edited the game files directly. You said you haven't used mods at all yet, which makes the latter the most likely scenario.

So as other have already said, if you want this to be conclusively checked then you need to provide your save game file. In your last post you said you added a save, but there's no save attached to any of your posts, so I'm guessing it failed to attach because it was over the 600kb attachment limit. If so please refer to the thread Canute linked for details on how to provide a save file using a third party host (although if you compress the save file there's a good chance it'll be less than 600kb).

If you don't want to go the save game route, then as Canute says above, you need to test this yourself by just building 1 sandbag far away from any other pending construction jobs. Then order a Pawn to work on the job and take note of how much steel the Pawn picks up. (assuming you are not playing permadeath, then you can just save, test, reload, to avoid messing up your current game).

Because the most likely cause of your missing steel is that it is being put into other pending construction jobs in the vicinity of the sandbag(s) you are building. I'm not 100% sure what the precise radius is in relation to "vicinity", but Pawns will take materials for multiple pending jobs in an area (assuming they need the same material) as the one they are due to work on. AFAIK all "my materials are vanishing" type bugs that have been reported in the past have been traced back to something like this.


@ Others - Thanks for the assist everyone!
#223
Can you please post your log file (as an attachment). Details on where to find it here (see #6): https://ludeon.com/forums/index.php?topic=513.0

Also, you said you are using a Nvidia GPU, as such please can you check the Nvidia Control Panel and see if the Nvidia Share option is enabled. And if so please disable it (as it has been the cause of a variety of technical issues).

ps. You've mentioned messing around with a number of Nvidia settings trying to get the game to work. As such, and if you haven't already, I'd recommend changing your Nvidia settings for this game back to default/let CPU decide/let game decide. As forcing certain GPU features/settings has also been the cause of some issues as well.

Oh and can you please confirm whether you are using a laptop or desktop computer.

#224
Mod bugs / Re: HELP ME PLZ :(
January 10, 2018, 04:14:31 AM
Checking that Steam thread and it looks like you've already found the cause of your problem. I've also moved this to mod bugs because that's what it is, plus support is only for people having trouble getting the vanilla game to work.

And a general tip, when asking for help/support, it's usually a good idea for your thread title to contain a brief summary of the problem. And without shouting please. Since "HELP ME PLZ" doesn't offer any indication of what your problem is, and if you're posting in the support forum then it's fairly obvious your looking for help (and so it doesn't require emphasising in the thread title).
#225
Bugs / Re: [0.18.1722] Family's do not exist
January 10, 2018, 04:08:55 AM
A known issue that has been addressed for the next release. Here's a recent comment by ison about it
Quote from: ison on January 02, 2018, 03:51:12 PM
You're right, the chances have been overtuned a little. They should be more reasonable in the next release.
I'll close this now since it's a known issue that has already been addressed. Thanks for reporting it though all the same.