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Messages - wwWraith

#31
Hmm I can agree that Empire guests come much more frequently than other factions. Not a big problem for myself, but probably something is wrong there.
#32
You can try to look into these mods:
Swimming Kit (changes movement speed in water)
NightVision (changes movement speed and other stats depending on light level)
Rim of Madness - Vampires (vampires ignore darkness)

The idea sounds interesting, good luck :)
#33
I mean, it could be the simple reason why Canaris' "pleasure island colony resort" gets no visitors.

Btw, your latest release on GitHub is still 1.1.8 rather than 1.1.9.
#34
Hmm are visitors able to come to islands nowadays? I believe they were not at least in older RimWorld versions...
#35
Releases / Re: [1.1] [KV] RimFridge [ModSync RW]
May 01, 2020, 10:42:25 AM
ModSync RW tells for some time that RimFridge was updated to 1.1.0.5, but I still can see only 1.1.0.4 in your download link, and I remember that with your releasing system it probably won't be a good idea to just "clone/download" from GitHub ;)
#36
Releases / Re: [1.1] SimpleSidearms (1.4.0)
May 01, 2020, 10:10:24 AM
Is it possible to make pawns periodically (once a day, maybe) check if there are better weapons stockpiled than they use (I mean in terms of quality and % hitpoints) and change them if necessary? This way we could use automated "upgrading" and repairing (with something like MendAndRecycle) service avoiding micromanagement.
#37
Releases / Re: [1.1] [KV] Path Avoid [ModSync RW]
May 01, 2020, 09:51:45 AM
Another suggestion: an option to let drafted pawns ignore any PathAvoid markings. Usually the pawns are drafted for a reason, and we want them to get to their destinations as fast as possible, so it could be better to use real values for their pathfinding.

Something probably related was implemented in Clutter Doors Stuff.
#38
Releases / Re: [1.0] TD Enhancement Pack
May 01, 2020, 09:42:40 AM
Is it possible to make Walkspeed overlay count the movement cost not only for terrain but also include furniture/plants/items laying on it, etc. (ignoring PathAvoid markings, if it should be mentioned)?
#39
Heheh, then it's other way round ;)

0. Delete, move or rename Data and Mods folders from your older RimWorld installation before installing a newer version.

1. Try to get the latest versions of mods that you want. Btw some of them may become obsolete if changes from them were implemented in vanilla. Sometimes mods are updated by other people when seemingly abandoned by original authors, so check last pages of their threads if there is no 1.1 link in the first post. https://steamworkshopdownloader.io/ can help to get mods from Steam if they have updated versions only there.

2. If there are still no versions for 1.1, you can try to edit About.xml and change <targetVersion>1.0</targetVersion> to
<supportedVersions><li>1.1</li></supportedVersions> - it might work, but only in some cases. Do it one by one to detect which mods still raise errors.

3. Sometimes mods can completely change developers and even names, or be integrated in other mods, or there can be just similar ones. Try to ask here if you still can't find something (though probably this topic will be moved from Releases section).

I'm not sure if there are any chances that savegames from 1.0.2282 could be successfully loaded in 1.1.2618 even without mods, but anyway it would be better to just start a new game to use the full amount of new content.
#40
Releases / Re: [1.1] [KV] Path Avoid [ModSync RW]
April 30, 2020, 04:18:32 PM
Magically Gifted, most likely it won't be a good idea. Actually furniture, items laying on the ground, plants and other objects have movement speed reduction that is honestly counted in pathfinding calculations, so if your pawns sometimes prefer to jump over the chair it's because they know that in this situation it's faster (some people also do that in real life ;)). The problem is that the exact pathfinding requires a lot of system resources, so it's implemented only for short distances while for longer ones it's simplified. Afaik it basically counts average movement cost for some areas instead of single tiles. So in case that you'll set many tiles in your stockpiles or rooms as "disliked", your pawns will avoid to go through these rooms at all rather than trying to find a "clear" way between obstacles.

Using "preferred" mode brings another problem. Without it the minimal movement cost is 0, enabling it changes it to 10 or so and this 10 is added to every tile on map except those that you'll mark as "preferred". But it leads to changes in other things: pawns choosing path from tiles with 1 or 2 movement cost will most likely choose the first ones, while with "preferred" mode enabled they'll become 11 and 12 - the relative difference is much less, so in some cases pawns will prefer less optimal paths.
#41
It depends on mods in question. Some of them have built-in backward compatibility (they have several version numbers in <supportedVersions> list in About.xml and sometimes different folders to be used automatically for different versions, now it's often 1.0 and 1.1) - they are supposed to be used as usual. Actually I'm not sure if <supportedVersions> was supported in 1.0.2282 - if not, you should change this section ex. from <supportedVersions><li>1.0</li><li>1.1</li></supportedVersions> to just <targetVersion>1.0</targetVersion> and move the contents of the 1.0 folder to the main folder of that mod.

Other ones implement technically minor changes that generally work the same with wide variety of versions (mostly xml-only, i.e. those without dlls in Assemblies folder) - you can manually edit <supportedVersions> or <targetVersion> in About.xml if necessary to "convince" it to try (though of course it won't eliminate any real incompatibilities).

And some of course won't be backward compatible, in those cases you could try to find previous versions or contact their authors.

But your savegame files from newer version most likely won't load in older one regardless of mods, so you'll have to start a new game.

Btw can I ask what's the reason to downgrade?
#42
Sorry about that path ;)

"Loaded file (Scenario) is from version 1.1.2598 rev1230, we are running version 1.1.2610 rev1054.": if you used a scenario that was edited and saved earlier, it can contain some references to stuff from other mods (apparently unavailable now) or something that was changed between 2598 and 2610 (ex. some naming, though the chances for this seem low). Have you tried to start a completely new game using an unedited official scenario?
#43
Quote from: Canute on April 25, 2020, 06:55:47 AM
So it might be related to the latest rimworld release, but that need to investigate Orion self.

I don't think so, using RimWorld 1.1.2610 with Hospitality and 200+ other mods without such issues (though I have several other, but they are related only to some minor incompatibilities between other mods).

Comparing logs from DrFred and Canute I've noticed in the former: "XInput1_3.dll not found. Trying XInput9_1_0.dll instead...". Probably it can be related?

Quote from: Orion on April 25, 2020, 09:12:35 AM
Well one thing worth noting is that Steam workshop mods are not stored in the mods folder. So if one of them is corrupted, then deleting the mods folder won't have any effect. You'll have to clear out that folder as well.
I don't know the path from the top of my head.

The path to Steam mods should be like C:\Program Files\Steam\SteamApps\common\Rimworld\Mods
#44
Quote from: WhiteDevil on April 18, 2020, 11:34:01 PM
Having problems ...

I played RimWorld on win32 with 2GB RAM until Beta 0.18 with 200+ mods. Eventually I've bought 2 more GB and installed win64 - though probably it's not an option for your laptop - so can't tell exactly how it's with 2GB in 1.1. But after release it has got some good optimizations, so I don't think it should be more memory-hungry now. My current medium-sized colony at 3rd year uses about 1.6GB RAM - again with 200+ mods (including Hospitality), so with only 30 it should be much less, especially just after game start. And at least, if you can run vanilla RimWorld, Hospitality alone shouldn't make a critical difference in terms of memory usage.

My guess is that either you have some version mismatch(es) between your mods and RimWorld or some of them are installed incorrectly (or were accidentally damaged during your fixing attempts). I would advice you to redownload the latest versions of RimWorld and mods when you'll be able and make a clear install. Always make sure to delete folders with old versions before copying new ones (sometimes some files become obsolete and keeping them - if you just copy over the older version - can produce all kinds of weird errors).

A couple of advices from my experience for future: looks like loading a saved game keeps some memory busy, so probably it would be a good idea to quit and restart RimWorld periodically if you use loading often. Generating a new map is also a memory-hungry process, so you can try to start a new session with only minimum required mods (those which won't be possible to add painlessly into already started session later - read mods' descriptions and use a common sense), then save - quit to menu - add remaining mods - quit/restart - load your saved game. Playing on smaller maps, biomes with less animals and vegetation, easier difficulties (less often and smaller raids) could be smoother. Try to keep your base clean. Avoid mods adding a lot of graphic contents or new soundtracks (they take a lot of memory). And Runtime Game Cleaner mod can help in a prolonged gameplay (1.1 port: https://github.com/AirDeeEx/RimWorld-RuntimeGC/tree/1.1-Port-(minimum), more info in Steam comments).
#45
Quote from: Albion on March 09, 2018, 03:46:12 AM
I'm hoping Rimworld version 1.0 will be released soon-ish and I'll adjust research costs during the transition from B18 to v1.0.

I'd not bet on it: https://ludeon.com/forums/index.php?topic=39311.msg400573#msg400573