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Messages - Shabazza

#31
Small Bug: Colonist can and will use the charging station of MAI to sleep instead of an accessible normal bed.

http://i.imgur.com/JwxbUSt.jpg
#32
When accepting a trade from ship traders (trade caravans work ok however), I always get the following exception on my current map and the trade screen freezes.
When I get rid of the trade window, my goods are gone but my silver is still the old value - which is ... unpleasant.
Someone in this https://ludeon.com/forums/index.php?topic=19728.0 said, it has to do with prisoners in cryo cascets.
But I don't have any cryo cascets in my colony and the bug is also happening when my prison is empty.
Is there a workaround for this problem in my particular case?

Exception filling window for RimWorld.Dialog_Trade: System.Reflection.TargetParameterCountException: parameters do not match signature

  at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0

  at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0

  at CommunityCoreLibrary.Detour._DropCellFinder.DropCellFinder_IsGoodDropSpot (IntVec3 c) [0x00000] in <filename unknown>:0

  at CommunityCoreLibrary.Detour._DropCellFinder+<>c.<get_IsGoodDropSpot>b__7_0 (IntVec3 c) [0x00000] in <filename unknown>:0

  at Verse.CellFinder.TryFindRandomCellNear (IntVec3 root, Int32 squareRadius, System.Predicate`1 validator, Verse.IntVec3& result) [0x00000] in <filename unknown>:0

  at CommunityCoreLibrary.Detour._DropCellFinder._TradeDropSpot () [0x00000] in <filename unknown>:0

  at RimWorld.TradeShip.SpawnDropPod (Verse.Thing t) [0x00000] in <filename unknown>:0

  at RimWorld.TradeShip.GiveSoldThingToBuyer (Verse.Thing toGive, Verse.Thing originalThingFromStock) [0x00000] in <filename unknown>:0

  at RimWorld.Tradeable.ResolveTrade () [0x00000] in <filename unknown>:0

  at RimWorld.TradeDeal.TryExecute (System.Boolean& actuallyTraded) [0x00000] in <filename unknown>:0

  at RimWorld.Dialog_Trade.<DoWindowContents>m__401 () [0x00000] in <filename unknown>:0

  at RimWorld.Dialog_Trade.DoWindowContents (Rect inRect) [0x00000] in <filename unknown>:0

  at Verse.Window+<WindowOnGUI>c__AnonStorey20A.<>m__14F (Int32 x) [0x00000] in <filename unknown>:0


It's actually another exception than the one mentioned in the above mentioned thread.

Savegame;
https://www.sendspace.com/file/wzpihp

It's a modded install.
<mods>
<li>Core</li>
<li>Community Core Library</li>
<li>Community Core Library - Vanilla Tweaks</li>
<li>Miscellaneous_Core</li>
<li>ExpandedProsthetics&amp;OrganEngineering</li>
<li>EdBColonistBar</li>
<li>Miscellaneous_Robots</li>
<li>RT Fusebox</li>
<li>PowerSwitch</li>
<li>Miscellaneous_MAI</li>
<li>RW_MedicalInfo-0.13.0.1</li>
<li>Trade-12</li>
</mods>
#33
My testing showed, that a double walls and double-doors make a significant difference in isolation value.
While more than 2 layers of walls do virtually nothing to be worth it.
Even in a super-cold biome, more than two layers are a waste of resources.

In mountains, the deeper you go, the warmer it gets on cold maps. But it's not like you would not need heaters on pretty cold maps deep in the mountain.
But the difference is still noticable.
#34
Ideas / Re: A "Do first" priority option
May 04, 2016, 12:50:53 PM
As far as I underdtand, most tasks for pawns are not queued.
A pawn does one thing, one "chunk" of work, and then descides what to do next.
That's why he might build 5 pieces of a 20 piece wall and then do other stuff.
So this would have to be changed first, in order to be able to do a proper "do this thing now till it's done". ("e.g. Build that room and it's furniture").

In Prison Architect, many tasks are queued by design. So it's possible to have such a nifty "priorize" button that works better than RimWorlds "Priorize" order.
But yes, I'd also love such a feature in Rimworld. Spamming "priorize...priorize...priorize..." when you want something to be finished quickly is a pain.
#35
Ideas / Re: Deadfall traps and visitor animals
May 01, 2016, 12:02:51 PM
Quote from: NWCtim on April 30, 2016, 11:41:24 AM
Given that trade caravan animals will eat your crops, or even the food you just bought from said trade caravan, I have hard time feeling bad if one of them gets hit by one of my traps.
Guess you have a valid point here. *evilgrin*
#36
+1 for beardy man
#37
Help / Re: Retrieving pawns jobQueue? Always empty?
April 30, 2016, 03:45:27 PM
Hm.
My goal is to be able to see which job a pawn is doing currently (which I can), and also which jobs he was designated to do after the current one.
What you say is interesting.
Does this mean, that issuing multiple orders like cutting wood, building, hauling rubble ect. without being inherently connected or issued by the same workGiver / jobDriver are not planned in advance by the game at all, but only selected one-by-one whenever a single job is done?
#38
Help / Retrieving pawns jobQueue? Always empty?
April 30, 2016, 02:05:47 PM
I try to get a pawns jobQueue to print it in the log (for now).
I can only read out the current job "currJob".
But when I check the pan.jobQueue.Count property, it's always "0",
no matter how many different tasks I give them to do.
Like ordering to build, hunt, mine, haul and chop wood simultaneously.
But the queue is left empty for each pawn.

Do I understand the purpose of the jobQueue wrongly?
#39
Quote from: Rock5 on April 26, 2016, 06:56:42 AM
I often find myself waiting for a job to be done and it seems to be taking too long so I wonder to myself "Is anyone doing this job at the moment? What is everyone doing?". And it occurs to me it would be nice to get a snapshot of what everyone is doing at any particular moment.

I fully agree. I also suggested an "action queue" like we have in Prison Architect for example. But on individual colonist level.
Sometimes newly ordered things get built while much older build jobs are abandoned although all material is available. And that's just one example where I want to know where the heck my guys are hanging out and why.
#40
Ideas / Re: Deadfall traps and visitor animals
April 30, 2016, 11:35:11 AM
As far as I know, visitors will go through your doors. So they can take the same safe routes as your colonists to enter/exit your base.
Just make sure to not have the only way in or out filled with traps without a way to avoid them.
But usually you won't have this anyway, as your own colonists would then wander into traps too.
#41
Well, Latta is still watching the forum. So I guess/hope (s)he(?) will update RedistHeat eventually.
#42
Outdated / Re: [A13] Simple trade fix mod: Trade-12
April 30, 2016, 11:09:34 AM
I like your little mod.
I reduced the caravans to "6" though.
#43
General Discussion / Re: Bedromm lights?
April 26, 2016, 02:58:30 PM
I stopped putting lights in bedrooms and I never since noticed a debuff.
Howerver, in prison cells I put in lights, but switch them off when not occupied to save power.
Prisoners are unhappy when having to sit and wait in darkness all day long.
#44
General Discussion / Re: Hottest planet seed? (A13)
April 26, 2016, 02:50:37 PM
Quote from: viperwasp on April 26, 2016, 09:06:51 AM
Quote from: Vaperius on April 25, 2016, 08:07:35 PM
Quote from: proudcanadianeh on April 21, 2016, 11:07:43 PM
Whats the hottest seed you have found so far?
I found one with 36.1 using the seed "heat" (Original right?)

Anyone have anything hotter?

I don't know of anything, personally I think this game needs a "Badlands biome", where during the day map is just on the edge of things bursting into flames, and during the night strong winds chill it to the hypothermia inducing temperatures. The challenge of the biome is balancing your delicate temperature management situation.

I.E: The extreme desert biome isn't all that extreme in my opinion

I completely agree a badlands or any map with VERY HOT & VERY COLD both in the same day would be awesome.  Even if it's a mod that would be fun. Extreme Desert is only really difficult when you first start and for lack of growing area/trees. But I want a map where Day = 40C to 80C and Night =  -40 to -80 or lower! I would also make it so Cold Naps and Heat Wave are both very common and override the daily temperature so you get a consistent temperature all day during a Cold Nap or Heat Wave. So the negative to the map would be lack of trees and extreme temperature range. I would suggest the map have an increased amount of Geyser spawns so that could be one of the pros having more geysers for power and heating. Something along these lines would be fun.
I also agree. I wished for exactly that long ago. Having to manage a colony with temperatures ranging from extremely cold to extremely hot would be awesome.
Especially since I'm generally more interested in environmental challenge than fighting.
#45
I find the protheses too expensive with their horrendous plasteel requirements.
In many maps there is not a single ounce of plasteel to mine and the price at the merchants is way too high for the amounts needed for even "simple prostheses".
I don't know how other players do this. But on most maps I'm unable to build anything beyond "basic prostheses", which is pretty frustrating.

Therefor, I removed plasteel from all recipes and increased steel cost instead.
I love this mod for it's functionality, but when even simple prostheses are way too expensive, there is not much use to it.