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Topics - Trblz42

#1
RimWorld 1.0.1949 rev1052

I've build the wall a while ago, added the geothermal to it and now it does not connect.

Later added a conduit in the upper right corner and everything is normal again.

[attachment deleted due to age]
#2




_Play.cs:99)

RimWorld 1.0.1948 rev1219
Verse.Log:Message(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:49)
RimWorld.VersionControl:LogVersionNumber() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Utility\Version\VersionControl.cs:83)
Verse.Root:CheckGlobalInit() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:82)
Verse.Root:Start() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:38)
Verse.Root_Entry:Start() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Entry.cs:16)

Loading game from file Tervereaussia with mods Core
Verse.Log:Message(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:49)
Verse.SavedGameLoaderNow:LoadGameFromSaveFileNow(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Map\MapIniter\SavedGameLoaderNow.cs:18)
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)

Exception in JobDriver tick for pawn Cait driver=JobDriver_ConstructFinishFrame (toilIndex=1) driver.job=(FinishFrame (Job_314697) A=Thing_Frame_Wall49511) lastJobGiver=RimWorld.JobGiver_Work
System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00053] in C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:397
  at Verse.AI.JobDriver.ReadyForNextToil () [0x00009] in C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:363
  at RimWorld.JobDriver_ConstructFinishFrame+<MakeNewToils>c__Iterator0+<MakeNewToils>c__AnonStorey1.<>m__1 () [0x0012b] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\AI\JobDrivers\Construct\JobDriver_ConstructFinishFrame.cs:74
  at Verse.AI.JobDriver.DriverTick () [0x001e2] in C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:344
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobUtility.cs:22)
Verse.AI.JobDriver:DriverTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:350)
Verse.AI.Pawn_JobTracker:JobTrackerTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:131)
Verse.Pawn:Tick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Pawn\Pawn.cs:541)
Verse.TickList:Tick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickList.cs:125)
Verse.TickManager:DoSingleTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:297)
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
#3
Ideas / [1.0] Stock pile optimization - one-of-each
June 27, 2018, 03:21:05 PM
Before B18 I optimized my input(or sourcing) stock piles as followed (w/ Machining table as example):

  • Stockpile 87 - 1x1 - Steel only
  • Stockpile 88 - 1x1 - Plasteel only
  • Stockpile 89 - 1x1 - Components only
  • Stockpile 90 - 1x1 - Adv components only (B18/1.0)
and the bill would have a minimal ingredient radius. I do this for most production benches/tables as it allows the crafters/tailors/smiths/cooks to work more efficiently and the haulers to supply them. The downside is it's a tedious job and also needs dozens of stock piles (hence 87,88,89 etc).

In 1.0 (or B18) every bill can be assigned an input and/or output stock pile (both optional). However the input (sourcing) stockpile of 4x1 for the machining table will be filled with the most abundant materials (like steel only). So in my scenario this does not work.

Here's my suggestion:

For a production bench/table, have a dedicated source stock pile with the size of number of ingredients needed for all the bills. (Machining bench in my example would be 1x4).
Enhancement: add a one-of-each flag logic - this limits the number of stacks per ingredient to 1. So in a 1x4  pile only one stack of steel or plasteel or components or adv components is allowed.

Logic

  • if you're out of ingredients then that spot will stay empty
  • if stockpile size = # ingredients (perfect scenario) - fill every empty spot with the missing ingredient (one stack only).
  • if stockpile size > # ingredients - leave the other spots empty
  • if stockpile size < # ingredients - fill empty spot with missing ingredient
  • optionally: if there is a mismatch stockpile size with #ingredients - create a warning message.


[attachment deleted due to age]
#4
Mods / New mechanoid model - feedback needed
August 21, 2017, 01:51:44 PM
I have this mechanoid idea for which I want to get some feedback.

It is based on a Screamer type 1 - autonomous robot saw blade. See http://screamersencyclopedia.wikia.com/wiki/Screamer_Type_1 for some ideas.

These screamer mecha can arrive via ship crash or other random events when mechanoids show up. The difference with the current mechanoids is that they will find a place to hide under ground and stay hidden for at least a few (>5?) days.


Characteristics
- melee attacks only (big saw blade)
- high movement speed and slow turning speed
- when moving makes a screeching sound w/ effects like psychic drone all genders
- low armour
- has AI with high chance to go berserk
- while dormant undetectable / cannot be hit

dormant mode
- The mecha will sleep under ground until awakened. During this time the mecha cannot be harmed or found unless ground penetrating radar is build.
- With the radar you can find the general area where the mecha is sleeping.
- Mecha will try to repair itself for movement but not armour and AI.

how to trigger/awaken the mecha
- If a large group of moving entities is passing through the detection zone (ie 5 block radius around mecha)
- Lightning strikes
- Explosions (ie mortar shells)

mobility
- High movement speed but slow turning speed.
- Limited to soft surfaces only, unable to move through rocks, concrete and steel flooring.
- Can move through wood flooring but at lower speed

attack mode
- attack normal - attacks alive creatures and enemies
- attack berserk - attacks anyone even the pawns controlling it.
- cannot be targeted by user to specific enemies.

upon hits on mecha
- 10% chance to go berserk
- 10%chance to explode
- 5% chance to be downed
- 20% chance to reduce movement speed and melee strength
- 10% chance to go dormant

capturing
- downed mech can be rescued
- mecha needs repair before deploying
- needs AI controller? to deploy
- needs AI controller? to prevent attack on pawns.

resource requirements
- AI controller ?
- Power consumption to maintain control?
- repair items ?

The idea is that this mecha will give another type of enemy - a "cloaked smart hunter mine".  One that is hard to find but if the user forgets about it it can play havoc on the colony/life on the map.  Even if a colony controls several mecha's, it's not a guarantee the mecha's won't turn against the colony.

Let me know what you think about this enemy?
#5
I am starting with some first work on mods but I am running into issues that my Rimworld mods (for the games) are causing some issues.

is there a way to run Rimworld with a limited set of Mods (Misc Core, Hugs lib etc) through command line for Dev reasons and in normal mode (all my QoL etc mods) for gaming purposes? Mod-E could do it AFAIK but i wonder if there is a better way?

I've tried to run Rimworld in VirtualBox on Ubuntu too but it seems very slow with 2CPU and 8GB as resources assigned. The dev world I am running is the 5% coverage with 200x200 size. My host OS is W10 64 w/ i7 quad core and 16GB w/ Steam client
#6
Help / First mod - lights in walls
August 17, 2017, 02:29:58 PM
i'm trying to build my first mod with new walls and lights. The idea is to add new types of walls and new types of walls with build-in lights.

I could use some pointers where to look for:


  • make a light switch on / off depending on day/night cycle
  • configure the night, after constructing, for pawns to set the  day/nigh/on/off and color (depending on colored lights research)
#7
I have (guess everybody has) a particular way to setup jobs for a given bench.

Lets take a tailoring bench as example:
Winter clothing jobs (parka, toque) - range X - drop on floor - Make until you have 1 - Count only if quality is >=Normal - Resources: cold insulating cloth/wools
Summer clothing jobs (duster, cowboy hat) - range X - drop on floor - Make until you have 1 - Count only if quality is >=Normal - Resources: heat insulating cloth/wools
Other clothing jobs (pants, shirts etc) - range X - drop on floor - Make until you have 1 - Count only if quality is >=Normal - Resources: none-heat/cold insulating cloth/wools + leathers

Similar things for Art, Machining table, Cooking etc.

These jobs are tedious to setup right and I make them for every colony (but pause some of them based on biome/situation)

Is there a way to save these job profiles and reuse them in another colony?
#8
I would like to know which A17 MODs you consider that are not OP, close to Vanilla and still improve the overal game experience.

Here's my thought on this:

  • Colony Manager, Relations Tab, Medical Tab, and Work Tab
  • Quality Builder
  • I Can Fix That
  • Feeding the Colony
  • Allow Tool
  • Defensive Positions
  • Hand Me That Brick
  • JTReplaceWalls, JTExport
  • Misc.Training
  • StackXXL
  • StackMerge
  • Hospitality
  • Tilled Soil

Not sure about these ones:

  • Fishing - still works in an ice biome !?
  • Repair workbench - allows you to repair anything if you have the mending packs so not a free trade.
  • Mending - OP for me as you repair without the kits, removes the "D" label too.
  • Recycle - breaks down clothes/weapons to get back some of the materials (<50% AFAIK)
  • EDB PrepareCarefully - OP if you don't use the points limit function. 
  • SuperSoil - big tradeoff between cost to upgrade a single tile vs improved crop results - OP vs Vanilla

Updated: based on feedback
#9
there are a few things that drive me nuts when setting up production on a production table inside a building:

> Unique stacks in stock pile

For most jobs on a stonecutter bench, machine bench, tailoring, cooking etc you could do with a single stack of every type of resources in a stock pile. Right now the stock pile can get flooded based on availability / hauling.
Example: the stock pile next to a machine table could be 5x1 with steel, components, plasteel, chemfuel and mech corpse in it.  If "single pile" is active and no corpses are left, the 5x1 will always have an empty spot available for the mech.corpses.

> Dedicate stockpile to workbench

Right now the resources are gathered based on the circular range from the workbench. However who's actually building a storage room with all workbenches in the center? Never for me.
I would rather allocate a stock pile to a workbench (job) wherever the stock pile(s) is/are. This could be at workbench or job level, both have its pro and cons.

A setup for machine table could be:
* stock pile (inside) allocated by default to all jobs at this workbench. With the "stack limit" idea above, it would be 4x1 large (for steel, components, plasteel, chemfuel)
* job disassemble mecha has a separate stock pile (outside)

A setup for electric smelter could be:
* stock pile #1 for metal slag (outside)
* stock pile #2 for metal from weapons (inside)



these setups will probably require more hauling effort but it will also keep a base more tidy / organised. If a stock pile is dedicated to a production table, another table could not steal the materials.

What do you think?
#10
In the clothing stats it shows now also the letter "D" ?

[attachment deleted by admin due to age]
#11
Bugs / [A16 1390] Crop lost due to late harvest
December 17, 2016, 10:14:54 PM
I am not sure if this is a bug or feature - with the manager desk mod I did not have this problem  :P

In a greenhouse at 21C, I loose crops if grown at 100% and not harvested quickly enough ("XX plant has died from rotting due to being left unharvisted").

Now I have to click on harvest every few hours game time to prevent loss .
#12
Bugs / [A15] Pathfinding w/ hydroponics bays
August 30, 2016, 12:01:39 PM
In A15 I noticed that the path finding of colonist still takes place through hydroponics bays. It seems to happen only during harvesting and not normal walking (drafted or not).

The screenshot shows two spots that are out of reach but are still harvested.



[attachment deleted by admin - too old]
#13
Ideas / Power management / Crisis center / Force trait
August 30, 2016, 10:46:23 AM
I've enjoyed playing A14/A15 for a while but there are somethings that could be improved:

* Power management console

Have the ability to manage power centrally
- Set groups for electric devices by type or area
- Set rules to centrally to turn on/off all devices (ex: low power situation turn off lighting, melting but keep hydroponics and A/C on) by group
- Get overview of power produced vs consumed

* Crisis center

Through this console, a non-violent colonist can help out on fire fighting, infestation etc
Other options could be to limit access to areas due to infectious decease (prevent non-docs to walk to medical areas), send soldiers to infestation areas etc

* Force traits (w/ crisis center)
Gives also the ability to force action (w/ penalties) to colonist. Ex: in a small colony with no firefighters, someone got to deal with it or all will die. So forcing colonist to fight fire will give them a -10 mood penalty plus more damage, but they WILL fight fire even if their firefighting trait is none (-)

* Crisis center + power management

Combination allows to trigger profiles in case of crisis. Ex: turn of power in area on fire