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Messages - Ark

#16
I once tested something like that. Infestation in one corner, small base in another. After a couple of years the perfect storm happened and the insects completely destroyed the base.
Launched drop pods from another colony, loaded with boom animals, incendiary shells and chemfuel, burned the hives. I suppose you could use flammable tainted clothing as extra tinder.
#17
Thrumbos obey area restrictions. Just zone them in the pen if you want them there.
#18
But it does save the orientation. The gun on top automatically rotates as needed, and unmodded turrets have 360° firing arcs, they don't need to be rotated.
#19
Support / Re: trying to update to 1.3
February 14, 2022, 02:10:18 AM
Use the link you got in the email. If you have lost the email, follow instructions in https://ludeon.com/forums/index.php?topic=1875.0.
#20
If you buy directly from the official site you get Steam access and the prototype pack as a bonus. https://rimworldgame.com/
#21
You have installed 1.2.3005. Delete the config files, they have items that 1.2 can't understand.
#22
Well because I have no Royalty, I obviously get a ton of errors about that. Apart from that, it seems to work.
You get the drm-free and Steam versions if you buy directly from rimworldgame.com. Of course it's a bit late now.
QuoteWhen i replaced the walls from Noono's bedroom with wood/graniteblock walls, the beauty of the room raised to 71, while other room with similar bed just got 49.
Err? With smoothed natural walls Noono's room has 74 impressiveness. Did you miss the sculpture in the corner?
#23
Upload to something like easyupload.io and post the link. But since several people have already checked it, well, hmh.
You may need an old priest and a young priest.
#24
So the game thinks pemmican has stackLimit 35 yet you play without mods.
Can you get the drm-free version so we can eliminate Steam as a factor? Could it somehow load mixed versions of base game and dlc?
Have you tested the memory sticks? Corrupted memory does all kinds of weird stuff.
Do voltages look good under load? Computer otherwise stable?
Just for funsies disable Royalty and see if it still happens in a new game. Also I'm interested in seeing what the save looks like, and I don't have Royalty. Try the same without Ideology and without any dlc.
Any oddball anti-virus software?
Also one of the logs said that XInput1_3.dll was not found. It propably doesn't matter, but try installing that, too.
https://www.microsoft.com/en-us/download/details.aspx?id=35
#25
A very strange issue. Screenshots of small parts of the log aren't really that helpful. Just post the whole thing after you have played for a bit.
#26
Assuming unmodded: Chunks have 0 value. Rotten or dessicated corpses have 0 value. Fresh corpses have value counting towards your wealth, depending on the creature, stockpiled or not. Fresh corpses killed by wild animals at the other side of the map count towards you wealth, too, stockpiled or not. All items, mined steel, tainted junk clothing, everything counts towards wealth, stockpiled, worn, equipped or not.
#27
Try -savedatafolder=/Application Support/Ludeon Studios/RimWorld command line argument.
Disclaimer: I know nothing about Epic Games or MacOS.
#28
Hauling covers many different jobs. You could use Fluffy's WorkTab. https://github.com/fluffy-mods/WorkTab https://steamcommunity.com/sharedfiles/filedetails/?id=725219116
Or you could change priorityInType of HaulCorpses in Data/Core/Defs/WorkGiverDefs/WorkGivers.xml from 90 to 12, which puts it below HaulGeneral.
That way other stuff gets hauled before corpses. This includes animal corpses. Bricks will be hauled to a normal stockpile before a deer corpse gets hauled to a critical stockpile. To fix that I think you'd have to mess with WorkGiver_HaulGeneral in C# to specifically allow non-human corpses.
Hunters will still haul their prey as usual.
Image of Write Work Settings of debug view settings attached.
As to why? Corpses are perishable goods.
#29
Use plants and animal products. Also devs don't read this forum.
#30
Core + Ideology 1.3.3200, no mods. I just had this happen. The moment the pilgrims spawn colonists get Pilgrims not helped -8 mood debuff.
The quest has not failed, and can end successfully.
These are the first reliquary pilgrims that arrived to this colony. Doing the Archonexus questline, two relics were brought from the previous colony, working on the third one.

Beware that this save was started in 1.3.3069. It has been edited both with dev mode and text editor.

Pilgrims spawned naturally without dev mode: https://easyupload.io/vpwxpl
Autosave just before that: https://easyupload.io/ayl7s0

Tried reproducing it with a new game in 1.3.3200 without success.
It seems that it doesn't fix itself after one firing and consequent pilgrim events also trigger -8 mood, so I'll just add

<savedscenario>
<scenario>
<parts>
<li Class="ScenPart_DisableIncident">
<def>DisableIncident</def>
<incident>GiveQuest_ReliquaryPilgrims</incident>
</li>

to the savefile and pretend that everything is fine.