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Messages - Deimos Rast

#211
Outdated / Re: [A14] HaulPriority (1.0.1) (19.07.2016)
August 23, 2016, 08:07:45 PM
love this mod something fierce. good stuff.
#212
So I figured I'd give the Misc Map Generator a whirl, and it seems to work (buildings and ruins and stuff are generated - oddly enough out of bearskin), but there is a slight issue with bugs. As in insects. I'm pretty new to RimWorld, so I've never seen a Megaspider or a Spledopede (?) before, but less than 5 minutes into a new game, I get an "Area Revealed" message for a place in the deep mountains, way underground. It's a dungeon, with a Megaspider and its insect cronies and they're starving (literally). They then proceed to dig through half the (400x400) map of mountain and attack my hovel of a base. I manage to survive, but now I have no ammo (Combat Realism mod). That was last playthrough. This playthrough there are twice as many Megaspiders coming out of the walls and I have all melee characters, who are naked (don't ask).
Is this typical behavior?
Expected cool ruins...did not expect the zerg rush  :-\
#213
Outdated / Re: [A14] Crafting Hysteresis (v1.0.1)
August 23, 2016, 07:20:23 PM
This looks amazing. Thank you.
#214
So I've read through the entire thread and there is continual reference to a CR patch, but I can't find the download link anywhere. Looking in the WW guns files, it seems to be standard vanilla verbs, not CR verbs? Unless I'm misreading things.
Just want to know if I can include this in a new playthrough, as I really like the packs.
#215
Tools / Re: [Tool] (Alpha 14) Simple Save Editor
August 23, 2016, 04:24:40 PM
I'm noticing you're using v0.5.3.0 and I'm on 0.5.2.0. I can't seem to find the 53 version - is that your development copy?
Running it with mono runtime was what I tried initially (already have the packages), but it fails to load the save (Argument out of Range: Parameter name: SelectedIndex).

Also, I'm getting an error now when I go to save (back to using the Wine method): failed to save - sequence contains no elements. All the fields have relevant values best I can tell (my interpretation is there is a missing value somewhere?).
This is with a different save than the previously successful one (completely new). Some mods have been added/removed, etc.

Two separate issues (I think).

Cheers.
#216
Quote from: shirlierox on August 20, 2016, 07:33:30 PM
I've been having loads of fun playing this coupled with another mod that adds no guns to other factions.

The only trouble I have is I feel like I'm cheating even contemplating adding electric ovens and a freezer  ;D

It just needs the ability to build a moat, build a portcullis, hang prisoners outside the front of my castle to ward off raiders and maybe a black knight that will not die.
The "More Vanilla Turrets" mod adds a couple of moats to the game....
A portcullis would indeed be cool or some type of quasi extendible gate (only by a square maybe) for draw bridges would be neato.
Edit: there is also the ED-Moat mod by Jaxxa.
#217
Support / Re: Location of Linux (Steam) Output Log?
August 23, 2016, 02:57:39 PM
Quote from: rangel.final on August 21, 2016, 11:47:09 AM
rimworld_log is at /tmp/rimworld_log
Player.log is at /home/rangel/.config/unity3d/Ludeon Studios/RimWorld/Player.log
I've never found output_log.txt
I never found the Player.log and I looked in the unity3d folder (it's where KSP logs live, another Unity game, so I'm familiar with where Unity likes to hide things).
Didn't know about /tmp/ though, so that's a huge step. I do have that log, so that's something at least. output_log.txt is usually the windows version, yeah.
Thanks!
#219
Is this working at present? Because it doesn't seem to work for me. My husky still follows his master when drafted, outside of his permitted zone even, regardless of whether I have this set to enable or disable. If the icons are both green, does that mean following enabled? I've tried both ways, doesn't seem to make a difference.
I have CCL, and Fluffy's animal tabs. No errors that I can tell when it happens.
#220
Just popping in to say that I too would love to see a CR compat patch for Rimsenal (Feral especially).
I just started using CR and having successfully fought off some Ferals (a definite favorite!), I now have weapons with infinite ammo, at a time when I was rationing every bullet and converting my people over to bow and arrows because of it.
I looked at the files to try to see about doing it myself and...yeah, that's a lot of work so I know what you've committed to. Compounding the fact is the issue that I don't know what the CR fields correspond to (besides generally) and whether higher numbers are better or worse.
Good luck and no rush.
#221
Mod bugs / Body disappears on death...
August 22, 2016, 08:22:35 PM
I have a number of mods installed and recently added a few more. However, one of the new ones seems to make it so that bodies "vanish" at the moment of death. It's happened twice in my current game, both times they were KO'd first. First time I shanked them to death, second time I let them bleed out. Both times....body disappears as soon as they die (presumably, as I didn't see the actually "crossing over" point either time).

Modlist below. Mods starting at Combat Realism at the bottom of list were added recently and are the likely culprit, but I can't for the life of me pin point it.
Any help would be appreciated.


Core
Community Core Library
CorePanda
Miscellaneous 'CORE'
Numbers
Zen Garden 14.00
World Wars Weapons
Vegetable Garden
Vegetable Garden Tools
Turret Collection
Expanded Traits
Storybook
Rimsenal
Rimsenal - Storyteller pack
Rimsenal - Security pack
Rimsenal - Rimhair
Rimsenal - Feral
Rimsenal - Federation
Rimfire 2.1 + Clutter Misc Hands
Rimfire 2.1
RimPharma 14.00
Railguns
Pawn State Icons A14
RW_FacialStuff
Auto Seller
RT Solar Flare Shield
Quarry
Powerless! 14.00
PetFollow
Spotlight
Flare Mortar
Firefoam Mortar
Mood Balance
Misc. Training
Misc. Robots Xtension
Misc. Robots
Misc. Objects
Misc. MAI
Misc. Incidents
Meltdown
Less Incident Trolling
LT-DoorMat
Area Rugs v1.04
JT's Sleeping Pallet
JT's Field Surgery
Izzyssentials Switch
Izzyssentials Solar
Izzyssentials Lights
Izzyssentials Hydro
Izzyssentials Furniture
Izzyssentials Core
Hospitality
High Caliber
Heated Sun Lamps
FashionRIMsta
Extra Floors 14.00
ESM - Smooth Wall
ESM - Mountain Temp
ESM - Mine Vein
ED-TurretControl
ED-SubspaceTransponder
ED-SafeTraps
ED-ReverseCycleCooler
ED-PoweredVent
ED-Plants24H
ED-OmniGel
Dwarven Crafts
DE Surgeries
Craftable Medicine
Corpse-Fired Generator 14.01
Clutter Structures
Clutter Misc Module - Hands
Clutter Misc Module
Clutter Furniture Module
American Civil War Weapons
Canned Food
Expanded Prosthetics and Organ Engineering
Build Productive!
Ancient Amulets 14.00
Additional Joy Objects
Achtung! Mod
A Dog Said...
A.LT-A Dog Said...
A.Expanded Prosthetics and Organ Engineering
Emergency treatment
A.DE Surgeries
20th Century Weapons Mod (20CWМ)
Ushanka! 1.1
Mind Altering Device
Glitter Tech (No Surgery)
Realistic Moods and Needs
Training Rack
Replacement Organ Crafting
Neutrainer and AI Persona Core Crafting
Combat Readiness Check
Outfitter
Char's Fences - 1.0.4
Medicine Kit Crafting
M&Co. MiningHelmet
RT's Weapon Pack
Community Core Library - Vanilla Tweaks
BetterCoolers
BetterVents
High Caliber
Soylent green
Craftable Robots
RW_ColonistBarKF
Expanded Power
Glass+Lights
20th Century Weapons Mod (20CWМ)
GHXX Tech Advancing
NoMoreLazyPawns
Roof Support
Apparello 2
RT Quantum Storage
Muzzy-Utils
Haulpriority_lite
Storage Search
Medical Training v1.05b
Additional Joy Objects
[T] ExpandedCrops (for Vegetable Garden)
RedistHeat
Vegetable Garden
Fences v1.01
PowerSwitch
A Dog Said...
More Furniture
Stonecutting Tweak v1.02
Feed The Colonists
Tilled Soil
More Vanilla Turrets
BatteriesStuffed
ConduitsStuffed
PowerCell
SmallSolarsStuffed
SolarsStuffed
ThermalsStuffed
DefenceShield
Turbinestuffed
Embrasures
MedievalShields
PersonalShieldMKII
PowerArmourMKII
ArmourRepair
AdditionalLighting
ExtendedMedicine
ExtendedSurgery
ExtendedStorage
ExtendedFabrics
DermalRegenerator
ReclaimFabric
Efficient Light
Xeva's Rimhair
Rimushima
Medieval Times
Repair Workbench
Selling prisoners with no guilt
Prisoner Harvesting
Blueprints
Colony Manager
Relations Tab
Animals Tab
Area Unlocker
Follow Me!
Medical Tab
Work Tab
Fluffy Breakdowns
Animal Incest
Craftable Medicine
LT-No Cleaning Please!
RT Fuse
EdB Prepare Carefully
As Simple As Rack
Dont Mourn The Dead v1.01
Less Rebuff
Log Walls v1.26
Mechanite Augmentation
RD - Allow Dazed Drops
RTGs v1.15
Silage
GearTabFix
Combat Realism
20CWМ+CR
High Caliber (Combat Realism Patch)
RT+CR Compatibility Patch
Psychology
Bionic Replacements Crafting
Craftable Robots - base robots
M&Co. MMS V14.0
Furnace
3DG's Electroshock Pack
Toxic Fallout Protection Suit
BreedLikeRabbits
Project Fallout v1.2c
Right Tool For The Job v1.15b
Misc. Robots++
#222
just chiming in to say I had the same problem on Linux.
As for the log, where is it located usually (steam version)? Spent an hour looking for it, to no avail.
#223
Tools / Re: [Tool] (Alpha 14) Simple Save Editor
August 22, 2016, 07:16:34 PM
QuoteRight now, it only works on Windows.
Should you guys consider it to be any good, I'll try and port it to other OSes as well.
Linux User here...
Unlike most Windows apps, your's actually allows you to see hidden files (which is necessary because the save game directory is located in .config), which is great.
Anyway, long story short, I was able to successfully edit my save game, on Linux. However, I had to use Wine (which I actually installed just for this) - was pretty painless, but some might not want to do that.
My colonists are now scar free thanks to this handy tool. ;D
Cheers.
#224
Support / Location of Linux (Steam) Output Log?
August 19, 2016, 11:31:09 PM
For starters, I am familiar with where it's supposed to be (see thread below), but I just spent an hour looking for it and it's not there. I searched my entire computer for Player.log and Output_Log.txt to no avail. I have plenty of experience with finding where Unity usually hides logs from playing KSP, and I found plenty of other logs, but nothing relating to RimWorld. I've tried playing in game with Verbose Logging on in case that had to do with it. Are there any ingame developer mode settings that need to be on? I see the in game log just fine, I'd just like an out of game log.
It's also not in the "RimWorldLinux_Data" folder either.
So....what do?


Where it's listed as being (which actually doesn't exist):
Steam (Linux): Users/<UserName>/Library/Logs/Unity/Player.log -- untested, possibly incorrect
https://ludeon.com/forums/index.php?topic=513.msg6581#msg6581
#225
Tools / Re: Adapt CKAN to RimWorld?
August 18, 2016, 10:13:31 PM
I don't think this is outside the realm of possiblity, but I don't think it likely.
I come directly from KSP and to split a hair, I think you have it backwards - CKAN is good because the modding scene is exceptional, not the other way around. As I understand it, the modding scene was great before CKAN as well.
However, the CKAN people are pretty busy with getting CKAN to work with just KSP. In fact, they just had a leadership hand over and a pretty big change in policies on how they handle things. CKAN is not without its draw backs or detractors (but hopefully that is in the past now).

Despite all this, I don't think it's out of the realm of technical possibility, since both games are based on the Unity game engine. Beyond that, I know little about what makes them work under the hood, except to say that how they handle mods seems to be completely different (XML vs CFG; although .dlls are still prevalent). That, and KSP, while a cranky beast to be sure, seems to handle changing mods on the fly a whole lot better than RimWorld does.

TLDR: If it's going to happen, it will have to probably happen from this direction.