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Messages - Argain

#76
Hmm, not sure about the save issue. I did a quick test of saving a game with a colonist whom had an Adulthood of Colony Settler... quit to main menu and re-loaded the save, but the backstory was still Colony Settler ???

Quote from: P_anders on July 27, 2014, 06:51:36 AM
no, not more errormessages that i get normaly

lol You normally get a lot of error messages? That's not good, man. Might wanna turn all the mods off and then try adding them in one at a time (each time running a new game) to see exactly which ones are being problematic, that way you'll know not to run those and hopefully have your game running error-free.
#77
Hey Jerethi, had some people asking how to update my Colonist Creation Mod in your modpack... thought you might wanna know v1.8d of it is the latest and most stable release. If you're already using the assembly from it, might wanna update the mod list to show that ;)

Anyways, impressive work getting so many mods nicely merged together!

Edit: latest/most stable is v1.9 now lol
#78
Quote from: P_anders on July 27, 2014, 04:03:48 AM
everytime i'll start a new colony, there are missing some of the backstories. and at every try there are missing other backstories, not the same as the previous try, seems that its random which backstories are available and which one are missing. at the one try there are missing 2 or 3 backstories, at the next try there are missing pretty much of them. at one try i missed the colony settler ... at the next try i had not even one backstory with the initial "C"

That's not a bug, that's only the backstories which would result in the chosen Body Shape being shown. It's how I made the Body Shape selectable.

Quote from: P_anders on July 27, 2014, 04:03:48 AM
i play the game a little bit and after a reload the save, the colonist were a armycook insteet of a colony settler o_O

Were any errors thrown?
#79
Quote from: Korporal Kagger on July 26, 2014, 02:28:37 AM
Also, I think there is a bug with the import/export stuff for me.  It'll load the first colonists name, but everything else is randomized.

What operating system are you running?
#80
Quote from: TenSaidYes on July 23, 2014, 11:21:41 PM
So, I'm currently trying out the latest version of this, and I want to say -awesome work-! It does everything I'd hoped it would do, and more.

That being said, I miss the fun little 'don't do anything' traits... so I'll be rolling back to the version where they were still accessible now. Weird, I know, that something which doesn't even matter to the game would bother me, but I tell short little stories with my colonists... and having those traits helps.

I'm sure Tynan will get around to making the rest of the Traits have effects, too... and when he does, they'll start turning up as options again :) Btw, roleplaying isn't 'weird' in my books... all the best games are rpg's \o/
#81
Quote from: BetaSpectre on July 23, 2014, 11:19:19 PM
I'm assuming here that the reason why only certain professions/adult stories have only one body is because you'd need duplicate adult back stories with different bodies associated with the professions to have more body types.

If someone basically duplicates each profession like 5 times each with a different body attachment then all the professions should have all the bodies right?

lol if I was in control of any of that, I would just do away with the BodyTypes being associated with Backstories altogether. What this mod is doing, though, is just reading from what already exists in the database. Nothing new is added or altered in the core game content... the Pawns themselves are just constructs of said content, so the mod is simply making the opportunity available to control what content is being directed towards them. I hope that makes sense? lol

Edit: What's actually going on 'under the hood' is I'm creating a bunch of custom classes to store various bits of the database information, and -that- is what's being manipulated behind the curtain and producing what you see on the creation menu. Afterward, I just take all that information and plug it into the normal colonist pawns before they spawn and then let the game take over to do what it normally does... what this means, is that if the information I passed them doesn't line up exactly with what currently exists in the database (not something foreign or 'new' for them to work with, as they have no code to work with it) then everything blows up, the world ends and the universe implodes on itself. It's not good. I'd say the only thing I really changed was setting how many of the pawns are generated in the background, prior to spawning. What this mod -can- do, though, is find stuff in the database that -other- mods have added in. So yes... if someone was to make another mod which adds in duplicate backstories (one BodyTypeGlobal for each BodyType), then this mod would indeed find those and make them available to work with.
#82
Ya know... I think this thing just might be stable/error-free now :o
#83
Yeah, should work fine now with v1.8c :)
#84
Quote from: nacker1776 on July 23, 2014, 07:06:07 PM
I'm using Linux and don't see the file.

Just booted up a virtual machine of Mint 17 and I couldn't find any sort of error log, either lol Might be a good question to post in the Support side of the forum.
#85
Ran into the same error you were experiencing, nacker... turns out, it was an empty list of Hair Tags trying to be written out to file that was causing the issues lol Posted another update with the fix for it (v1.8c). Still no clue about the face thing? I'm not noticing any problems giving colonists a pointy face.
#86
For Windows, the output_log.txt can be found at:
C:\Users\[UserName]\AppData\Local\VirtualStore\Program Files (x86)\RimWorld\RimWorld496Win_Data\output_log.txt

Don't know for Mac or Linux :/
#87
Well, nacker... looks like something went wrong write after it wrote the HairDef node. The "OnSkin" node would have come next, so I'm guessing that's what threw the error and unfortunately caused everything henceforth to cease being written to file. I don't suppose you caught what the error was? You might still be able to find it in the output_log.txt.
#88
Quote from: Cyst on July 23, 2014, 09:30:27 AM
it is my duty as a proud user to report and will do accordingly, sir! ;)

Couldn't hope for anything more :)

Quote from: Cyst on July 23, 2014, 09:30:27 AM
On that note, I've noticed another one, Space marine females for me spawn with the male muscular body instead of the slim one, don't ask why, also even after creating the colony with the pawns, changing the save-file to change the face does not work either. Males spawn right.

A male muscular body like this?:


It's the actual female body for that Adulthood Backstory.

Edit: I just double-checked the Backstories list and you're right :O should be a thin body, which is very odd indeed!

Edit2: Nevermind, it's right here:
Quote
Backstory index: 190
Backstory name: Space marine
Backstory slot: 1
Backstory BaseDescription: Soren joined a squad of space marines known for their brutal efficiency at killing. His last name and his lack of emotion during combat inspired his nickname: Grim.
Backstory BodyTypeGlobal: Hulk
Backstory BodyTypeMale: Undefined
Backstory BodyTypeFemale: Undefined
Shooting: 5
Melee: 4
Social: -2
Medicine: 2
Artistic: -3
Crafting: -2
Restricted: Warden
Restricted: Doctor

It checks for either the BodyTypeFemale matching the Body Shape or the BodyTypeGlobal... in this case, it's registering the BodyTypeGlobal as a match.
#89
Quote from: nacker1776 on July 23, 2014, 05:25:37 PM
After editing 5 colonists and export. It only saves 1 colonists.

Could you attach the .col file for me to take a look at?
#90
From now on I will only be fixing any reported bugs or updating for newer versions of RimWorld. This mod is feature-complete, which means I will ignore any further requests for additional features.