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Messages - Sirsir

#46
Bugs / [1.0.963] 10k+ instances of an error
July 13, 2018, 10:38:51 AM
Loaded file (Map) is from version 1.0.1962 rev1188, we are running version 1.0.1963 rev1218.
Verse.Log:Warning(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:59)
Verse.ScribeMetaHeaderUtility:LoadGameDataHeader(ScribeHeaderMode, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\ScribeMetaHeaderUtility.cs:86)
Verse.SavedGameLoaderNow:LoadGameFromSaveFileNow(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Map\MapIniter\SavedGameLoaderNow.cs:30)
Verse.Root_Play:<Start>m__0() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:46)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)

Could not load reference to RimWorld.HistoryAutoRecorderDef named RampUp
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.ScribeExtractor:DefFromNode(XmlNode) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Loader\ScribeExtractor.cs:49)
Verse.Scribe_Defs:Look(HistoryAutoRecorderDef&, String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Scribe_Defs.cs:26)
RimWorld.HistoryAutoRecorder:ExposeData() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Game\History\HistoryAutoRecorder.cs:31)
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[]) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Loader\ScribeExtractor.cs:122)
Verse.Scribe_Collections:Look(List`1&, Boolean, String, LookMode, Object[]) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Scribe_Collections.cs:128)
Verse.Scribe_Collections:Look(List`1&, String, LookMode, Object[]) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Scribe_Collections.cs:13)
RimWorld.HistoryAutoRecorderGroup:ExposeData() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Game\History\HistoryAutoRecorderGroup.cs:115)
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[]) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Loader\ScribeExtractor.cs:122)
Verse.Scribe_Collections:Look(List`1&, Boolean, String, LookMode, Object[]) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Scribe_Collections.cs:128)
Verse.Scribe_Collections:Look(List`1&, String, LookMode, Object[]) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Scribe_Collections.cs:13)
RimWorld.History:ExposeData() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Game\History\History.cs:59)
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[]) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Loader\ScribeExtractor.cs:122)
Verse.Scribe_Deep:Look(History&, Boolean, String, Object[]) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Scribe_Deep.cs:87)
Verse.Scribe_Deep:Look(History&, String, Object[]) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Scribe_Deep.cs:14)
Verse.Game:ExposeSmallComponents() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:242)
Verse.Game:LoadGame() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:404)
Verse.SavedGameLoaderNow:LoadGameFromSaveFileNow(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Map\MapIniter\SavedGameLoaderNow.cs:36)
Verse.Root_Play:<Start>m__0() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:46)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)

System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.HistoryAutoRecorder.Tick () [0x0000c] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Game\History\HistoryAutoRecorder.cs:22
  at RimWorld.HistoryAutoRecorderGroup.Tick () [0x00015] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Game\History\HistoryAutoRecorderGroup.cs:56
  at RimWorld.History.HistoryTick () [0x00015] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Game\History\History.cs:47
  at Verse.TickManager.DoSingleTick () [0x002fc] in C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:358
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.TickManager:DoSingleTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:359)
Verse.TickManager:TickManagerUpdate() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:261)
Verse.Game:UpdatePlay() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:505)
Verse.Root_Play:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:99)

The latter is ticking constantly. I can play the game with no apparent issues when I turn Auto-Open off, but is there something I can do to stop it? Or is that just a permanent feature of this save now?
#47
In the 5th option in the dev commands, select Explosion (extinguisher)

Issues like this, and the 9999 scar thing, are why dev mode exists!
#48
Quote from: Tynan on July 13, 2018, 06:49:16 AM
New build!

Still lots to do over here, taking notes and tuning. Thank you so much to those who've given feedback. Please keep it coming.

-Reduce wound healing speed gain from tending.

...

Techprof subpersona core now gives the technology you're currently researching instead of a random one.

THANK YOU for the core change! But why nerf healing rate?

Also are item caches supposed to be able to hide in mountains? Cuz I had that happen. It was an ambush and they all popped out of the little nook there, fish in a barrel!

https://steamcommunity.com/sharedfiles/filedetails/?id=1439871694
#49
Path Avoid. I didn't realize how vital that was to how my bases were designed...
#50
I savescum, but only to replay scenarios. I don't run from the challenges (on purpose, I forget to save more often than I'd like to admit) but I like to play them out in different ways. Learning from losses is a lot less effective when it takes several hours of playtime to get to the point where you can use that knowledge again.

And theres the occasional total irrational BS. Then I say to the game, 'hey I can do that too :)' and turn back time
#51
Ideas / Let carnivores hunt while caravaning
July 12, 2018, 02:17:19 PM
At least wargs. Its so annoying you can't caravan with the newer awesomer wargs because they won't eat anything that doesn't spoil in 2 days. A passive hunt mechanic similar to animal grazing would be awesome
#52
Quote from: Tynan on July 12, 2018, 08:26:58 AM
That's a terrible way to play, btw. The game is designed for loss and recovery, you're totally neutering it.

I'm gonna redesign how permadeath is presented. Maybe on by default.

The game is also designed in a way that it throws you into completely unfair scenarios from time to time. This change feels totally pointless, but whatever spins your merry-go-round.

I savescum A LOT. But I won't run from a challenge (usually, sometimes I forget to save when a threat arrives). I like to play them out in different ways. Sometimes I scum even after a flawless victory to see 'ok but what if I did THIS instead' Its not viable to practice late game scenarios, particularly from rare events, when it takes so very long to get there, and one misstep means the whole thing falls over.

And sometimes I savescum cuz a lancer that drops in the middle of my colony obliterates the spine of my well armored, fairly well covered, and vital colonist on the first shot. I know the game is capable of unfair BS, but its ok because so am I :)

Also sometimes the idiocy of my pawns astounds me. Like when they consistently take the route through the bug cave instead of walking 3 blocks around it. I rewind then to hold their hand because WHY ARE YOU WALKING INTO GIANT BUGS FOR THE UMPTEENTH TIME?!
#53
Incapable of skilled labor. Well that was mercifully brief
#54
General Discussion / It finally happened (Wimp OP)
July 09, 2018, 07:09:44 PM
#55
Just a simple ! over the house or tent.

Maybe a list of active trades, and their expiration dates. Make them yellow when theres about 3 days off, accounting for base travel time, and red when its too late and you have to use drop pods.
#56
I disabled Breakdowns. They add absolutely NOTHING to the game except to randomly eat a component. I left in the ZZT events but I won't try to defend them. I like the feel of having to keep a battery or 2 on backup behind switches.
#57
General Discussion / Re: Melee Weapons in 1.0
July 09, 2018, 02:05:13 PM
Are Wooden Maces still the best for smacking down prison breaks with the least risk of killing them?
#58
Quote from: Tass237 on July 09, 2018, 10:20:52 AM
Quote from: Tynan on July 09, 2018, 10:19:39 AM
Tass, why the graves?

They prevent trees/bushes from growing in the kill-corridor and providing cover.

Also... Intimidation!

Don't graves also slow movespeed? Or was that also removed?
#59
General Discussion / Re: 1.0 Visitors
July 08, 2018, 10:39:53 PM
Sometimes downing/killing the first guy is the right move. The first traveler I had had a Pump Shotgun equipped, Excellent Autopistol to trade, some healroot and like 15 meals. Set me up for quite a while and the relations didn't even go down to hostile.
#60
Did Thrumbos get an armor buff recently? Last fight like half the shots bounced off of them...