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

#31
Mod bugs / Re: Mod list Advice help
April 10, 2018, 02:50:17 AM
Please don't create duplicate threads across several forums. I have moved the thread you posted in support (that forum is there for people needing technical support with the vanilla game. Not mod support). And deleted the one in mod help because that sub-forum is for people who want help in creating mods (which you don't). You say you are encountering bugs with the mods your are using (be it order related or whatever). In which case the best place for this right now sounds like mods bugs.

And in that case please can you read the pinned "How to Report a Mod Bug" thread and provide the information requested. Your log file in particular will be needed (so that the cause of the bugs can be determined).
#32
Ideas / Re: Areas, predators and more
April 09, 2018, 08:39:40 AM
Quote from: Ramsis on April 09, 2018, 05:04:25 AM
...and welcome to the forums by the way ewelupp
I think ewelupp has been around for a while (just shy I guess :) )

User: ewelupp. Date Registered: December 07, 2015, 00:10:39

#33
Support / Re: Crashes, No Mods, Good CPU Specs
April 09, 2018, 06:26:30 AM
Can you please:

1 - Play the game again, and when/I it crashes please check for the other files that should be generated when a crash occurs. There should be crash.dmp and error.log files alongside the output_log.txt file (they should be in the steamapps\common\RimWorld\RimWorldWin_Data folder). And please post them as an attachment and not copy and paste their contents into a post (as that both elongates the thread for no reason making it more difficult to read, plus it also risks omitting information due to human error).

The log file is (mysteriously) giving no indication as to the cause of the crash. So hopefully the other files will (assuming they were generated). If they don't, or if they weren't generated, then it could be very difficult to troubleshoot this issue because clues are needed in order to troubleshoot problems, and without such clues it becomes a lot more difficult (and usually comes down to just guessing and hoping a guess is correct).

2 - Provide more information about your computer. CPU, RAM (you said 8 or 12Gb which is it?), desktop or laptop computer. The log file has provided your GPU information.

2a - Confirm that Windows 10 and your GPU drivers are fully up to date.

3 - As Canute mentions above (which you didn't respond to before creating a duplicate thread), please can you try running the game in a lower resolution, such as 1920x1080p. I do not know if that is the reason for the crash but it is a possibility worth eliminating.

3a - Please also try running the game in windowed mode (which can be done via the options menu).

4 - Try starting a new vanilla game with any storyteller and scenario, and using the default world and map sizes. Your log file indicates that you are attempting to load the tutorial, so starting a new game will help determine if the tutorial is the cause of the crash.

5 - Confirm that you have no other programs running that are using your sound device or GPU. This includes recording software, voice chat software, video/music players, basically anything that could be using your sound device or GPU. There's no indication (as yet) that this is the cause of your crash, but they have caused crashes in the past for other users (although in such cases the log file usually indicates this as the problem).

6 - Please can you check whether or not you have the Nvidia Share option enabled (IIRC the feature is toggled via the GeForce Control Panel). And if so please disable it (this feature has caused technical issues for numerous RimWorld users in the past).


Finally, please don't create duplicate threads for the same issue (I have deleted the thread you posted in bugs, plus this is not a bug in the game so it does not belong in bugs). Please keep in mind that people have real lives and as such are not always able to rapidly respond to requests for technical assistance due to those real lives, and the responsibility and time constraints that come with them (and especially so on weekends). So just because nobody answered your request (as rapidly as you would like) is not a reason to create duplicate threads for it. So please refrain from doing that again in future.
#34
Support / Re: Site bug
April 06, 2018, 06:27:48 AM
Yes, I mentioned that specifically in my post. But "Careers" and "Studios" are handed differently in the code, and which has to be intentional IMO (since I can't see how it's accidental or a typo). Here's the header menu code (that you can extract from the blog page using most browsers).


<div id="pages">
<ul>
<!-- Draw blog page link -->
<li class="current_page_item"><a href="https://ludeon.com/blog/">Blog</a></li>

<!-- Draw wp-derived page links -->
<li class="page_item page-item-2 page_item_has_children"><a href="https://ludeon.com/blog/studio/">Studio</a>
<ul class='children'>
<li class="page_item page-item-482"><a href="https://ludeon.com/blog/studio/careers/">Careers</a></li>
</ul>
</li>
<li class="page_item page-item-10"><a href="https://ludeon.com/blog/rimworld/">RimWorld</a></li>
<li class="page_item page-item-370"><a href="https://ludeon.com/blog/faq/">FAQ</a></li>
<li class="page_item page-item-766"><a href="https://ludeon.com/blog/support/">Support</a></li>

<!-- Draw page link to forums -->
<li><a href="/forums">Forums</a></li>

</ul>
</div>


I'm not certain the double highlighting is WAD, but I'm not certain it isn't either (my html is just too rusty). But the layout does seem WAD to me (or at least nothing in the code suggests it's the fault of a typo).
#35
Ideas / Re: A Vehicle Framework
April 05, 2018, 05:13:53 PM
Quote from: BasileusMaximos on April 05, 2018, 10:35:34 AM
I wish there was a repository somewhere that had all of Tygan's responses to various things.
What a huge community resource that would be, since legend has it that "Tygan" is the ultimate grimoire on all things RimWorld ;)

Meanwhile, a repository of Tynan's various responses to X could be both good and bad. Since a lot would depend how old the comment was. I think it was last year I seen a thread on Steam arguing about the merits and feasibility of some popular request (z-levels or children most likely), and a lot of the argument was centred around one of Tynan's comments. But the comment was from just after the first alpha was released, with nobody seemingly wanting to even consider that perhaps Tynan had changed his opinion since then. As maybe something he thought was entirely possible on day 1, he since came to release was totally impossible on day 1001. It wasn't a great thread to say the least.

So linking to a load of Tynan's previous replies might be opening a box that you'd later wish would have remained shut. I have a few of Tynan's various replies bookmarked for myself (to use like I did here), but I haven't thought about putting them in a box and then opening it to all. Lets just say that I looked in the mirror and asked myself one question "Do I feel lucky? Well do you punk?", and I've answered with "no not at all actually", and kept the box lid firmly shut :)

Quote from: BasileusMaximos on April 05, 2018, 10:35:34 AMAnyways, without vehicles I can't see much more deeper interaction with the larger world than we do now. Being able to get around quicker and with more materials is vital to expanding the player's reach and therefor interest in the world outside their initial colony.
I agree. To be honest the implementation of the planet view baffled me at the time, and baffles me even more so now. Since before it you'd select a site for your colony in a fairly simple yet perfectly functional way, and one that was only a few notches above selecting variables (for biome, mountain/tree coverage etc.) on a spreadsheet.

But with the introduction of the planet view I thought there must be significant plans involved to allow the player to explore and traverse it. Else why does it exist / why has it been implemented? What's the point if it's only there to look at? Or if not to travel around it then maybe the planet would be given a lifespan (like how DF creates a world history), and the player could choose what year their game would start on (so more/less wildlife/native settlements/ancient structures/mysteries depending on start date, plus option to visit old colonies etc etc etc). I was sure there was some far larger plan envisioned that necessitated the creation of the planer view.

But with caravans and drop pods being the only travel options, and with players having almost no reason to travel to far away places on the map that I can see from my playing perspective (unless going for the ancient ship ending), then you just have a large world map with 95% of it having zero bearing or impact on any given play through. Which seems more than a bit pointless. Plus you can't revisit the same planet to try out different parts of it (such as to  play a game where you travel across the world to the ruins of your former colony. You can still play such a game, but there won't be any ruins there, which would be a major let down and motivation killer). So... why does the planet view exist again? Or at least it's a question I don't know the answer to.

Than again caravans are getting a huge overhaul for v.1.0, so maybe that'll open up options, reasons, and feasibility in terms of planet travel. Wait and see I guess.

------------

Quote from: Jibbles on April 05, 2018, 10:40:45 AMI really hate to ask here out of all threads, but I've been unable to find what exactly "major features" include. 
faction types
quests
interactions with map/caravan

Are subjects similar to the above considered major features? or is it just gonna be about the bugs and optimizing after 1.0?
I'm afraid I don't know anymore than everyone else in the community about the above. And my sources are the same comments by Tynan (and ison/Zorba) that everyone else has seen regarding what to, and what not to, expect for v.1.0.

My own take is that anything genuinely new feature wise, and I guess anything that could be classed as a "major new feature", is either very unlikely or simply a hard no. Whereas if the feature already exists then it could be changed by anything from minor tweak to total overhaul (although I'd imagine that any changes to existing features won't involve changing them so much that it changes the nature of how they currently exist in the game, or the function they serve in the game).

So for example vehicles don't exist as of B18 (outside of the abstract implementation of orbital traders), hence adding them for v.1.0 would be adding a new feature and one that would have to be classified as a major feature, meaning I just can't see how that will happen (irrespective of Tynan's comment that I linked to earlier. So even if they were easy to implement they wouldn't be added at this stage). Whereas caravans do exist, and even if the planned overhaul means they are unrecognisable in v.1.0, it would still be a change to an existing feature none the less (and not a major new feature, even if the work involved was the equivalent of a major new feature).


And my guess is as good as anyone's regarding what the plan is for after v.1.0. I can't see why the bug fixing won't continue for a long time, and likely until all genuine bugs have been fixed (since not all bugs are the same, and some bugs are "not a bug, but undesirable behaviour that can't be avoided or improved", and fixing them might not be feasible and players will just have to work around them. Pathing likely being a good example of this).

Whether or not any new content will be added after v.1.0, and if so to what extent, is currently a total unknown AFAIK. I guess RimWorlders can only wait and see what happens when that time comes (which is an answer I hate both giving and receiving, but sometimes it is the only answer available when so much is unknown).
#36
Support / Re: Site bug
April 05, 2018, 04:29:46 PM
Okay, so what issue is being reported here?

Based on the very limited info in the OP, I thought the issue being reported was that Tomasz was only able to see something like a vertical 1:4 horizontal widescreen aspect ratio due to either some weird screen resolution or device. Or that the browser being used was only loading 25-33% of the page and so cutting off the bottom half and stopping where the screenshot in the OP stops. Hence my original reply. (Tomasz, if you were referring to the way the header menu is displaying it would really have helped if you had mentioned that specifically, rather than leaving it open to interpretation with "Do it should look like that?")

But if you are referring to how the header menu is displayed, and how "Studio" is stacked above "Careers", and "Forums" is on a separate line to the rest, then as far as I know that's how it is supposed to look. And it's not supposed to all be on one line, not least since then the header menu would spill over the container containing the blog, which appears to be a fixed size and doesn't scale to screen resolution (so on higher resolutions you'd have "Blog" and "Forums" sticking out over either side of the container area, which would look worse IMO). And AFAICT the header menu is fixed to match the size of the container below it (so that the header menu doesn't stick out over the sides). So this has nothing to do with browsers or screen resolution.

I will add that all of this is prefaced with "as far as I know", and I could be wrong in my view, but over the years I must have viewed that blog page with several computers and browsers and screen resolutions, and it has looked like that for a long time now regardless of what I've used to view it. Which is also why I didn't understand what bug was being referred to, because I don't see a bug when looking at the header menu (hence why I assumed this was about a browser bug about the page not loading).

Although I think at one point the header menu did look different, and there were two less options (so maybe matching the five that can be seen on the RimWorld page https://rimworldgame.com/). Maybe "Careers" got added due to Tynan getting repeatedly asked by people if they could work for Ludeon Studios, so he put a page up to stem those requests. And "Support" for obvious reasons (maybe "Support" and "FAQ" were one entity before, but got split when it either got too unwieldy, or when enough Q's strictly about support prompted a dedicated page). Also, if you mouseover "Careers" then both "Careers" and "Studio" are highlighted. My html is covered in 15+ years of rust, but the source seems to suggest this is intentional, which suggests the stacking of these two is intentional.

I can flag this with Tynan if you really think it is a bug, but as I said, this is how the blog page has looked for me for a long time, and from what I can tell it's supposed to look like it does. (anyone have a screenshot of it looking any different? As if not then it's likely there's the answer).
#37
Ideas / Re: Connected Terrain For Easier Expansion
April 05, 2018, 09:55:53 AM
Quote from: JayB on April 05, 2018, 08:33:56 AM
I would really like to found several colonies but I dont know how and if it is possible... I only found a mod where you are able to set up camps so far... Maybe somebody could help...
If you open the Options menu you should see a horizontal slider for "Maximum number of colonies:" halfway down the middle column. The vanilla game allows for values between 1-5. (I do not know if there are any mods that increase this or not).
#38
Ideas / Re: A Vehicle Framework
April 05, 2018, 09:42:58 AM
The last comment I know of from Tynan regarding vehicles (and why they aren't a thing) is from the end of last year (on Reddit).

https://www.reddit.com/r/RimWorld/comments/75h89t/deep_rimworld_comics/do7kg1w/

re: Difficulty in programming a boat.

"It would actually be very, very difficult. Not to make it work (that's always easy), but to make the AI interact with it non-stupidly (that's always the limiting factor). It would create problems that could never really be fully solved (and we've already got lots of those).

You know how the spaceship doesn't actually fly around the map and nobody actually rides animals? Yeah, there's a reason for that..."



So it doesn't sound like a case of not being worth it, but more a case of just being very difficult to do, and to solve the AI problems created as a result. And Tynan not wanting to add to the number of the same type of difficult/impossible to solve problems than the game already has. And I'd imagine that if the proper framework for modders to add vehicles is undertaken, then IMO there's no point in not actually adding vehicles to the vanilla game at that stage. Since the framework in making them function properly, and the AI interact with them properly, is likely 90%+ of the work involved.


IMO vehicles can be viewed the same way as water, children, and all the other oft requested / "why aren't these obvious things in the game yet?" features from the past 4+ years. That being that if they're not in the game at this stage, then they're never going to be. Because if Tynan was going to add them (or add the framework for modders) then it'd make no sense to add them at the last minute, after the game has been declared feature complete, and on the home stretch towards final release. Since any of these features would likely need two or three additional alpha releases to properly test and balance, but the game is now past the alpha stage.

Every game needs to have a line drawn somewhere in regards to features, and Tynan has basically drawn the line on (major) features with B18. The alternative is to end up in either a feature creep quagmire (which is difficult if not impossible to escape from without cutting features and pissing off the people who were particularly looking forward to said cut feature). Or keep the game in Early Access / Development forever while new features are continuously added. Since it's always possible to think of a new feature to add. But that isn't a great idea for several reasons, not least all the potential customers who won't buy games until they are fully released.

Plus I'd imagine as a developer it's nice to be able to take a step back and say "I have finished my first game", rather than say "my first game is going to be in development for another XX years while more features are added until everyone is happy and every feature everyone wants is included in the game". Since for every person who opines that "the game won't be finished until vehicles are added" you can find one for water one for children one for conquest one for z-levels etc etc. Where does it end? It basically doesn't unless you draw a line, which is what Tynan has done.
#39
Support / Re: Site bug
April 05, 2018, 08:14:41 AM
Yes and no. It should look like that, except there should be more of it. If that is all you can see then you are either using some really strange landscape resolution, or your browser had trouble loading the full page (for whatever browser related reason). Try forcing a refresh by pressing Ctrl+F5 (which doesn't work on all browsers, but does on most).

Moving this to support because the bugs forum is for bugs in the vanilla game. It doesn't belong in support either, but that's the best of a bad fit.
#40
Quote from: CrimsonInTheBottle on April 04, 2018, 01:12:11 PM
Thank you for your replays,
I'll post links to auctions and description after i end my discussion(get my money refunded or go for customer safety program)
I want to ask in advance, should i put here 2 links - to selz and to allegro (my country ebay-like site), or should I pm it to mod?
I've been in contact with Tynan and RimWorld being sold on auction sites (such as Ebay or Allegro) is a constant problem, but unfortunately not something that anything can really be done about.

If someone is selling RimWorld on an auction site through their store page or something similarly prominent/permanent, then Tynan can likely file a DMCA request with the auction site to shut their store page down, or at least make them remove RimWorld from it. But if RimWorld is being sold on an auction site as an individual item then there's pretty much nothing that can be done about it (as it stands auction sites don't really care about copyright infringement because they get their cut of the sale either way. And will likely continue this way until the various laws are updated and enforced).


So in regards to your fake seller. If they have a store page you can provide a link to where they are claiming to be offering legitimate copies of RimWorld for sale, then please PM me the link to this store page (and I'll pass it on to Tynan). If it's just a one-off individual auction item then you can still PM me the details, but to be honest there's probably little point because there is nothing that can be done about it.

Although if the seller has a visible and checkable history of selling illegitimate copies of RimWorld in the past (I don't know how checkable seller history is on Allegro. Or Ebay for that matter) then there might be some action that can be taken to prevent them doing it again in the future. But if it's a one-off item then once again there's nothing that can be done :( (in theory the auction site should be checking a user has permission to resell whatever copyrighted material they are selling before allowing it to be placed on sale. But they don't because that would come with considerable costs, plus from their perspective it would also be pointless so long as the law doesn't care enough about it to enforce any consequences).
#41
Bugs / Re: Merchants do not have plasteel
April 05, 2018, 06:29:32 AM
If you just want to know the answer to the question "what are all the possible ways of acquiring plasteel?", then that would be a thread best suited for general discussion.

If you suspect your game is bugged (due to there being no plasteel to mine or buy), then the first thing that you need to confirm is whether or not you are using any mods, because that makes a fundamental difference in everything bug related. If you are using any mods then this belongs in the mod bugs forum (until it can be established that there is a vanilla bug present).


re: the possibility of a vanilla bug.

I have played two vanilla games with B18 myself, and both had plasteel available to mine above ground. So if you have had none on any of your B18 runs so far then it's ether just poor RNG luck, or something mod related (be it intended behaviour of a mod, or unintended). I did not get to the stage where I was mining below ground (so can't comment on that aspect).

IIRC all Exotic Good traders have the chance of selling plasteel, along with Bulk Good Ships (bulk goods caravans don't for whatever reason). I just loaded up my B18 vanilla save, dev moded an orbital trader, and the first Bulk Goods ship that showed up had 150 plasteel for sale. So I'd say if none of the applicable trade ships or caravans have ever had plasteel for sale (obviously they won't have any for sale if they are the wrong type) then it's either incredibly bad luck on your part, or again it's mod related (either intended or unintended).
#42
Bugs / Re: Colonist stuck in an endless loop
April 04, 2018, 09:52:52 AM
Quote from: timeywimey on April 04, 2018, 08:41:38 AM
The colonist is doing exactly what he's supposed to do
But that's what the major unknown is here, as what is the Pawn supposed to be doing, or trying to do exactly?

The video shows the Pawn is hauling a Jaw (so not herbal medicine) to the stockpile. Okay, that's a job task and counts as something a Pawn should be doing, so that's fine and WAD. Although is it? As the video shows, and you say, the stockpile only allows Herbal Medicine. In which case the Pawn shouldn't be hauling the Jaw there. But the listing for body parts is lower down on the stockpile configuration menu than the video shows, so maybe it also allows body parts? If you are 100% sure it doesn't then that's a bug, but I've seen no bug reports regarding stockpiles reported in B18, so it's likely a mod related bug. But again, how definite are you that the stockpile is set to only allow Herbal Medicine? (and even if you are sure then this stockpile bug still needs to be reproduced in a vanilla save game for the devs to fix it, and as I said I've seen no stockpile related bugs reported in B18, which significantly increases the likelihood of it being mod related).

Next we see the Pawn is moving (so not hauling, but moving) the Jaw out of the stockpile. That's not a job task in itself, and indicates something else is going on. If the Jaw was a stone chunk then it would likely mean they are moving it because they need access to the tile. But a tile with a Jaw in it isn't deemed inaccessible, so they're not moving it for access. So why are they moving it?

My best guess is that you have operations pending (confirmed by the right-hand notifications), and that Pawn is your doctor and is moving the Jaw to the patient for the operation. Once in position he drops the Jaw, but in doing so that makes the game register that you have no Jaws (anywhere) for the operation, which is then cancelled, and so the Jaw is moved back to the stockpile, when the loop starts anew. So the operation being cancelled when the Jaw is dropped would be a bug, but the issue then is that you are using the EPOE mod which certainly makes changes to limbs and organs, and so could easily be responsible for this bug. Again it would need to be reproduced in vanilla for it to be the devs job to fix it.

But all of the above is largely, if not entirely, guesswork on my part. And my guess could be anywhere between 0% and 100% accurate. But it might help if you could remember any of the following:

- Can you remember if Tomer was allowed to do doctoring?
- Are any of those prisoners in bed waiting for a Jaw replacement/related operation? If so which one (top or bottom one)?
- Do you remember if the Jaw the Pawn is moving around was the only Jaw you had?


If you can't remember any of the required details then no worries. There are any number of bug reports that have been posted that are non actionable due to lack of info. Most are just one and done affairs where someone posts a bug (that can't be addressed due to lack of info) and are never seen again. So you do get credit for sticking around to try and provide more info so that the devs can then address this bug (assuming there is a vanilla bug here, and not one caused by a mod).
#43
Bugs / Re: Colonist stuck in an endless loop
April 04, 2018, 08:23:33 AM
Problem is you don't give any details on how to reproduce this AI derp, and as is specifically requested and even emphasised ("This part is important") in the pinned thread.

The video shows a Pawn hauling a "Jaw" back and forth between a stockpile and what I think is an empty tile, but I can't be sure. And when the stockpiles is clicked on in the video it doesn't show a complete list of the stockpiles allowances, so again more unknowns. Nor do you mention why the Pawn needs access to the tile. Does the Pawn needs to treat one of the Pawns in bed? Again more  blank filling required. Honestly, the number of unknowns here are far higher than the number of knowns, and there are generally very few clues to go on regarding how this loop came about, let alone how to reproduce it.

The devs are always appreciative of the bug reports people post, but they are neither mind readers nor miracle workers, and they always need something to go on to reproduce the bugs being reported. Bugs can't be fixed if they can't be reproduced, and I can't see how that video alone is enough for the devs to go on. They will need more information than just that video. Or else all they can really do here is keep an eye out for any other bugs regarding loops being reported (but they do that anyway).
#44
Thanks for posting this typo/grammatical error. I've also moved this to bugs as that's where all the previous typo's and grammatical error reports have been posted (so they can be addressed by the devs).
#45
There are only two three places where a legitimate copy (ie. license) of RimWorld can be purchased. Here on the Ludeon Studios website. Or on Steam. Edit: Or on the Humble Store. Anywhere else that is selling the game is doing so without permission, and regardless of what they say or claim. If they claim they are selling legitimate copies RimWorld then they are simply lying and attempting to defraud you (and probably others).

In order for something to be done about this website / person that is illegally selling copies of RimWorld.

- If it's being sold through a website then Tynan (the guy behind RimWorld / Ludeon Studios) would need to know what website is illegally selling the game. So providing a link to the website and/or the page of that website where RimWorld is being sold should be a sufficient place to start.

- If this person is selling the game by other means such as on message boards, auction sites (EBay) or through a social media site, then again some sort of link will be needed to try and put a stop to it.

- If it's all happening through private messages or text messages etc. then it will be very hard if not impossible to stop, and the only real option then is to try and ensure nobody is tricked into thinking they are purchasing a legitimate copy of the game (which will also be difficult).


- If you are in some sort of payment dispute (which it sounds like you are) because you are trying to obtain a refund on your Credit Card / PayPal account (or likewise payment service) due to being defrauded into thinking you were buying a legitimate copy of the game (when you were not). And to do so you and/or the 3rd party online auction house (judging your dispute) needs proof that RimWorld can only be purchased legitimately through Ludeon Studios or Steam, then the best option would likely be for you to obtain an email address where this proof can be sent and then I'll email Tynan and ask him to send a message to that address confirming all of this.

I do not know of any "proof" I can direct you towards that officially confirms what I have said above. Most people know you can only purchase RimWorld from Ludeon Studios or from Steam (edit) or from the Humble Store, but I don't think that is officially stated anywhere. Or if it is, then I don't know where it is stated.


Edit/update. Since posting this I have learned that RimWorld is also available on the Humble Store (which will be a Steam key and not the DRM-free version).