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Messages - WereCat88

#16
Releases / Re: [B18] A RimWorld of Magic
December 22, 2017, 05:45:33 PM
Quote from: Torann on December 22, 2017, 01:58:40 PM
What version are you using and where are you trying to cast the portal?

If you've got the latest version, it shouldn't let you try to cast in an invalid location.  This log message is seen if you try to cast the portal in an area of the map that doesn't allow buildings (eg along the edges).  If you are placing buildings normally, you'll notice there's a yellow zone along the edge of the map and it won't let you build here.  Earlier versions would allow you to cast in this zone and would throw the error you're seeing, newer versions should just poof the portal and generate a message telling you the location was bad.  Either way, you can't use the portal in this area.
Im using the latest version from moddb (v1.4.7) and i cast it nowhere near the border, in an open field, it casts but no projectile, also another weird thing is that if i try and build near where the portal was cast it will explode so in some way the portal is there? Idk
#17
Releases / Re: [B18] A RimWorld of Magic
December 22, 2017, 07:18:30 AM
Whenever i try and summon a portal this error gets spewn on the log a bagillion times:
Exception ticking Projectile_Teleport(parent=Verse.ThingWithComps at=(-1000, -1000, -1000)): System.ArgumentNullException: Argument cannot be null.
Parameter name: type
  at System.Activator.CheckType (System.Type type) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type) [0x00000] in <filename unknown>:0
  at Verse.ThingMaker.MakeThing (Verse.ThingDef def, Verse.ThingDef stuff) [0x00000] in <filename unknown>:0
  at TorannMagic.Projectile_Teleport.SingleSpawnLoop (AbilityUser.SpawnThings spawnables, IntVec3 position, Verse.Map map) [0x00000] in <filename unknown>:0
  at TorannMagic.Projectile_Teleport.Impact (Verse.Thing hitThing) [0x00000] in <filename unknown>:0
  at AbilityUser.Projectile_AbilityBase.ImpactSomething () [0x00000] in <filename unknown>:0
  at AbilityUser.Projectile_AbilityBase.Tick () [0x00000] in <filename unknown>:0
  at TorannMagic.Projectile_Teleport.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
#18
Releases / Re: [B18] A RimWorld of Magic
December 21, 2017, 05:34:54 PM
How does mass teleport work, cant seem to get it to work.
#19
Are weapons supposed to be this cheap?
I bought a heavy AMR for little over 900 silver and its actual market value is 600 silver, and many other weapons seem too cheap for how much power they have
#20
Quote from: Alistaire on November 29, 2017, 06:26:35 PM
Thanks for the bug report! It's been fixed, please download the mod again from your preferred download location.

Wow that was fast, thanks!
#21
I got an issue, when i open the gun list from the mod options menu it just shows a blank box and this error appears in the logs (it repeats itself over and over):
Exception filling window for GunMod.Dialog_GunList: System.InvalidOperationException: Operation is not valid due to the current state of the object
  at System.Linq.Enumerable.Single[Char] (IEnumerable`1 source) [0x00000] in <filename unknown>:0
  at GunMod.WeaponTagCaching.MissingTagString () [0x00000] in <filename unknown>:0
  at GunMod.Dialog_GunList.DoWindowContents (Rect inRect) [0x00000] in <filename unknown>:0
  at Verse.Window+<WindowOnGUI>c__AnonStorey0.<>m__0 (Int32 x) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)

I got like 50 mods on but the only other mods related to weapons are Trap Defence and Remote Explosives

EDIT:
I also got Right Tool for The Job, whose tools are technically considered weapons

EDIT 2:
It works if you dont temper with the gun menu, i find that it breaks really easily, if you disable the wrong things it just breaks and sometimes not even a game restart will fix it,
#22
Releases / Re: [A17] SimpleSidearms (1.2.1)
November 20, 2017, 11:17:54 AM
I found kind of an exploit, a caravan visited and a caravan member got melee attacked by a
maddened bunny and dropped his weapon but didn't take it back, leaving it to the colony.(Or he intended to but we stole it)
#23
Releases / Re: [A17] Dinosauria: A Rimworld Mod / v1.2
November 18, 2017, 04:14:40 PM
Ok so i got a problem/question, are compys (Compsognathus) supposed to be able to kill bigger dinos and animals by themselves?

I watched a compy tear appart a muffalo, the muffalo didn't even fight back, i tought it was a little wierd, but i said to myself that maybe thats normal.
But then i saw a dead Diplodocus (Da big dino) and checked its health tab, it was slowly torn apart by a compy, the same one that killed the muffalo, and again i think the Diplo didn't fight back, just tried to flee.
Then the compy attacked a rhino and the rhino stomped him.
(It was the same compy in all 3 cases)

Sooo, i think something may be wrong.
#24
Quote from: NoImageAvailable on August 27, 2017, 01:36:48 PM
In that case my first guess would be you're using some incompatible mod, are you using modded turrets or CE ones?

Well shit i tried testing with and without my only weapon mod Remote Explosives but it doesent happen anymore?

I tried testing on my current save and it happens!

I haven't tried the loadout system on the new save.

EDIT: I may have activated and deactivated some weapon mods during that save so it might of have broke because of that, idk tho...
#25
Quote from: NoImageAvailable on August 27, 2017, 01:23:49 PM
Sounds like you're on the outdated 1.1 release, the wall piercing bullets and loadout priorities should have been fixed several versions ago.

Nope, im on the latest version 1.4c

Quote from: KLk on August 27, 2017, 01:18:38 PM
https://www.youtube.com/watch?v=QsgwcDOGJQY&ab_channel=Miculek.com-TheLeadersinGunControl%21
maybe cannot penetrate, but you see what one shoot can do, 5 or 6 will pass through the wall

That's plain, not even 10 cm concrete, and im pretty sure that documentation is as accurate as it gets.
#26
Quote from: KLk on August 27, 2017, 12:51:48 PM
1 the bullets have pierce damage and could go throught a wall, in the game and in the reallity (that's why we have bunkers at 50m dig in and with 30m of concrete walls)

I heard not even .50 BMG can penetrate a full meter of reinforced concrete...
             WE NEED CONCRETE AS A BUILD MATERIAL

I have the same problems with the loadout system, it seems... shoddy...

Some data: https://www.survivalmonkey.com/threads/50-bmg-ammo-identification-chart.49583/
#27
Is there any way you could make changing apparel and equipping weapons have highest priority?

We were attacked by some mechs and i told Chris to take his weapons and armor and fight, but instead he decides that its more important to make food, WTF!?

Also are bullets supposed to penetrate walls? My alpacas got shredded by my turrets because they were shooting at a mech beside them, the only problem is that they were in their barn behind a granite wall!

Also i still think that there should be some sort of locker where a colonist can change their whole equipment at once, because you cant just have 3 tons of weapons and armor on you and still be productive like in vannila
#28
Page 8 on the CE post by IHateRegistering:

Quote from: IHateRegistering on June 17, 2017, 02:49:45 AM
I made a patch for Rimfall: https://ludeon.com/forums/index.php?topic=29191.0

Pretty sure it works, haven't had any issues so far.

He has an xml attached to his post called weapons that's supposed to be the patch but i cant figure out where to put it.
#29
About that that Rimfall CE patch on the CE post, where do you put the xml file? i cant get it to work.
#30
Could you make some sort of locker with a quick swap mechanic?

What i mean by that is that there should be a locker-like storage facility (1x1 or 2x1 preferably) that you can assign a loadout to and will hold the items you want (weapons and ammo, maybe even clothing), lockers from which a colonist can be ordered to swap their inventory with the locker inventory (with clothing or without) thus reducing the time needed to search for weapons and ammo and equipping armor while a raid is in progress.