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Messages - NolanSyKinsley

#31
Bugs / Re: 16.390 Trait Decreasing while Asleep
December 17, 2016, 03:37:50 PM
Skills naturally decay if you are not actively using them. As soon as you stop doing construction, even in a minute or two, the skill points start going down slowly.
#32
Man, I am having difficulty reproducing #2 as well. Got a save close, reproduced it once, and after that now I can't get it to happen again with that corpse. Seems it might need to be off screen or something along those lines. Will keep up trying to proc it.


**edit**

May have one able to be reproduced, I think it may have to do with being on speed 2, and it was on screen so my previous assumption was wrong.

Okay, this is the best I can do, this is a save as close to the event that I have been able to reproduce it at all. https://drive.google.com/open?id=0B5V72M5eL1Q_dVo2M3YyNUp0Z1k

If the error is going to happen, it happens just after Lyn recovers and is able to walk, if the corpse takes all day to tick the last decay point then it isn't going to happen, it will just decay without error. Was wrong about this too, took literally all day and still errored. This is the boar corpse in question http://i.imgur.com/rs20ztg.png
#33
I will do my best to capture a save as close to the #2 error as possible, and in the future separate bug posts.
#34
I encountered several bugs in one play session, and were reporting them on the Discord channel, but was asked to post them here, so I am doing them as one to reduce spam as they all have the same log file.(**edit**It seems I am missing the log file I saved, turns out /tmp/ is not a good place to store them >.< but I do have screenshots!)

I think they are all just null reference errors, so not much really critical, just unfinished.

1. embarking on a caravan with an exhausted pawn causes a null reference error.

2.I get an error every time an animal body fully decays on the map. (I assumed for a while this was common, but see no reference to it)

3./4.are concerning caravans. Entering and exiting a drug binge while the pawn is on a caravan cause an NRE .

Images for above:
1. http://i.imgur.com/4TBk9vx.png
3. (contains the #2 error as well) http://i.imgur.com/g1QJ2pt.png
4. (contains the #2 error as well) http://i.imgur.com/s1V6KI0.png

Note: The warning with the number 35 on the left titled "Can't determine transferable count hauled by others because transferable has 0 things" seems to fire quite often but is muted in the client but fills the error log, yesterday I saw it was over 300kb while playing, which may not seem like much, but is a lot for one error repeating over and over again. I think it started when my caravan left, but will have to verify.

Lastly not so much of a bug really, but something not implemented yet I guess but my pawn had a mental break and went on a wandering daze state while on caravan and it did not hinder my caravan at all, it continued as normal with no penalty to movement. IMHO a mental break like that should halt the caravan until the state is resolved, otherwise sending pawns on caravan is an easy escape from addictions.

Sorry for long post, if this is inappropriate I will submit one for each issue, I just didn't want to spam the forum with non critical errors.
#35
Ideas / Re: Hexagonal tiles map?
December 16, 2016, 06:54:29 PM
The hexagonal tiles in the world view are purely representative. They are just to fill the space, you could literally change them to rectangles being offset by a specific amount and it would be exactly the same, but be much less visually appealing.
#36
Support / Re: the wrong version got registered on steam?
December 16, 2016, 04:50:08 AM
The only way to "register" a game  purchased outside of steam is with a code, RimWorld has never offered that. You either got the DRM free version, which in no way deals with steam, or the version purchased through steam, which is automatically added to your account on purchase, there is no code involved.

Your "registering" that you are doing is just adding a non steam game to steam to be in your library and to launch. You will have to remove the old install of the game fully by finding the folder for version 8 and deleting it, or moving it.
#37
I use huskies as my haulers, so I can't just forbid them from the area, and forbidding the area doesn't stop trade caravan's muffalo from tearing through my beer stock at an alarming rate.

First, my huskies, seem to get hooked on it young, I haven't found out exactly when or how, but by the time I can actually train them to haul, half have "massive" alcohol resistance, a quarter have alcohol addiction and about another quarter has cirrhosis. How can you stop this?!? Dogs should NOT be drinking beer all on their own, especially in that excess. It is really eating into profits too.

Second, these stupid trade caravans. They should NOT be eating my food! Two muffalo burned through at least a dozen beers a piece and the only thing that stopped them was the caravan leaving. Forbidding doors and the piles had NO effect on them, they just disregarded it completely. At 6$ per beer that is quite a lot for them to be guzzling down a dozen at a time with no repercussions.
#38
**removed erroneous bug report**

I thought I had gotten to the root of the issue but I jumped the gun, disregard, unless anyone knows the actual source. I have a dedicated gardener and all the time I am getting notifications for plants dying due to rot from being unharvested.
#39
Bugs / A16 Caravan preparation woes.
December 16, 2016, 12:12:07 AM
If your caravan takes too long to load, it ends in absolute disaster. Pawns don't eat, won't sleep, and neither will the muffalo. This ends with the muffalo passing out due to exhaustion before they leave, and your pawns going berserk because they can't leave the map with the muffalo passed out, and during that time they will neither eat, nor sleep.

This is caused by only the pawns participating in the caravan loading it up. ALL pawns with hauling should help load the caravan, and pawns should not completely disregard their needs to load the caravan, it may take many hours, or even over a day to fully load the caravan if you are packing many light weight items, or depending on how far the caravan is from where your resources are.

May even want to make the caravan process two stage, loading/ preparing the caravan, then disembarking at a set time, like morning the next day so everyone is well rested to start off. That way you can take your time while loading up, and the pawns can do what they need to in order to stay sane, then you disembark when the animals and pawns are fully prepared, physically and emotionally.
#40
I have been looking for a casual gameplay experience, so I chose Phoebe on "some challenge". But I have found that this setting only scales timing of events, and not the events themselves. For instance: I had a situation on "phoebe some challenge" where 4/6 of my colonists were downed with a disease, shortly after a doe went mad, taking out the only gunman I had, just as the last ambulatory person got said gunman to the infirmary, TWELVE villagers started a raid, 9 of them with ranged bullet spewing devices, while I had just base weapons and one additional bow, had I anyone to wield them.

Reverting this save nothing much at all happend, except one raid, with 4 people, only one ranged, so it was a cake walk.

To me, it seems, that the storyteller only changes timing in between events, and has absolutely no bearing on the scale of said events, which, to me, is rubbish for someone seeking a "casual" gaming experience as "phoebe some challenge"'s description purports it to be. From what I have seen the "challenge" portion is left up to RNG entirely, which is, well, dismaying.

I don't want no challenge at all, but even turning it to the lowest of the available settings seems to open myself up to absolute, pardon my french, bullshit RNG events. The events themselves should be scaled rather than relying on timing alone, which seems to be the system used now. An event fires, then it finds a location for that event.

Take the "bzzt!" event (one I hate and think should be removed regardless). The event fires THEN it finds a location for the event, so even if you have a base with only ONE electrical conduit, as soon as that event fires that ONE conduit will blow up with great repercussions, when in reality the likelyhood of the event should scale with the number of conduits used.

This seems to be an issue with the engine in of itself, looking for excitement and forcing it based on wealth or just time, rather than looking at how the player is playing and stopping bad habits, it just wants to stop all use in of itself.
#41
Yes, you can select an area and in the areas menu invert the area. So select the room, or area you do not want them to go, then invert it.
#42
It doesn't matter how long the event is now anyways, you cannot wall them in. If animals have their path to map edge blocked, they will break down walls to get a clear path.
#43
Quote from: MarcTheMerc on October 14, 2016, 01:10:31 PM
I dont know this feels like the odds are slim to none. and though unfortunate it doesn't seem worth changing for now when other things could be developed.

Any time there is something that can just annihilate a colony with no possible chance for the player to prevent or stop it then it should be reigned in. I know it is a slim chance, but it is still EXTREMELY dismaying to players when it happens. I came back from a break from the game, and my first colony gets wiped it with no chance of survival. It literally makes me want to just not play the game if there are chances like this to happen. I am all for difficult gameplay, I play on permadeath to live with the choices I make, but to be wiped out like this is a horrible experience.

There shouldn't be 100% colony death chance events, period, no matter how slim the chance. This was an event that no matter what story teller, no matter what difficulty, there was zero chance for my colony to survive. The colony should die because the player did not prepare properly, could not handle a properly balanced event for the colony, or they took on a map that was out of their skill range and they succumb to environmental pressures.

A simple option that would not take much development time at all is to simply not allow lightning to strike in unexplored areas of the map, or to not strike within a certain range of map placed, and undiscovered, cryopods. Once the player decides to open an ancient danger it is fair game, but before that they should not be forced on the player.
#44
Quote from: skullywag on October 14, 2016, 06:30:45 AM
Hmm maybe lower difficulties should only pick the "good" shrines and not the ones with super soldiers/mechs/insects in....

Nah, I am fine with there being difficult ancient dangers, but if it is not the player's action that opens them then there should be a check in place to make sure the release will be balanced like a raid is. The event I experienced is probably one in a million. The chances of A. Having such a bad ancient danger, B. The roof being open above a casket and C. Lightning directly hitting a casket, result in a very very small chance of this happening on any given playthrough.

If it were mechs it would also have been different, mechs will just hang out and do nothing at all. These guys were intent on attacking my base as soon as they woke up, before even seeing anyone they headed right for my base to attack. Maybe if there is nobody near the caskets as they pop they are still "hostile" but head for map edge instead of somehow knowing exactly where my base is and attacking.
#45
Just had a rather dismaying experience, playing on chillaxed storyteller. Day 20 hits, lightning storm rolls through. I am running about worrying about fire while several of my guys are mining. I get an "area exposed" notice but think nothing of it as my guys are digging at my base, it happens randomly so often I just dismiss it.

Boy was I wrong. The lightning had popped a cryo casket in an ancient danger, and FOUR hostile humans came out with assault rifles... on day 20... chillaxed.... Even if I had the full warning there was no hope for my colony. They appeared on my screen without notice, and with only a pistol and survival rifle to defend myself my colony did not stand a chance.

This was just horrible, no way to stop it, no way to prevent it, no way to defend from it.