Quote from: Ashardalon411 on June 12, 2017, 09:49:51 AM
Ty for your trust ! I've just fixed a minor issue who produce an error in the output log ! Now it will be totally compatible with A17 and i am now in testing for the compatibilities and bug tracking with a huge amouth of 110 mods ;-)
ps: Deadlyreg, its possible to mention in the title that version is now updated for A17 ? Already ty !
Thank you
so before this, lets eat some kebab
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#16
Outdated / Re: [A16] Diesel Generators (1.0) - Chemfuel burning power plants
June 13, 2017, 02:51:34 AM #17
Outdated / Re: [A16] BlackFuel
June 12, 2017, 07:11:38 PMQuote from: Parsival on April 29, 2017, 03:51:36 PM
I cant use coal for the generator...
i have the same problem. I can't refuel the generator with coal.
#18
Outdated / Re: [A17] Rainbeau's Fertile Fields
June 12, 2017, 03:49:08 PM
Do i need to play new game with this mod ?
#19
Outdated / Re: [A15c] Smarter food selection (updated 17.11.2016)
November 22, 2016, 01:59:07 PMQuote from: Wishmaster on November 22, 2016, 10:29:28 AMQuote from: hiepbg on November 22, 2016, 08:21:15 AM
Hello,
Can you remove awfull raw meals from prisoners's selection ?
It make my prisoner berserk.
Do you mean awful meals (paste) or raw food ?
Raw food comes right after simple meals but I will change that make them come right after fine meals.
Awful raw food
#20
Outdated / Re: [A15c] Smarter food selection (updated 17.11.2016)
November 22, 2016, 08:21:15 AM
Hello,
Can you remove awfull raw meals from prisoners's selection ?
It make my prisoner berserk.
Can you remove awfull raw meals from prisoners's selection ?
It make my prisoner berserk.
#21
Outdated / Re: [A15] Better Pathfinding (v1.3.2 update 11/13)
November 21, 2016, 01:49:01 AMQuote from: skullywag on November 20, 2016, 03:55:28 PMQuote from: samuk190 on November 20, 2016, 03:44:21 PMQuote from: Zhentar on November 18, 2016, 10:11:21 PMThanks for the answer... so there's a way to make the game run with more fps and taking it all circumstances? I have a fx 6350 and the game starts to be laggy after 25 colonists...
Caching paths is one of the approaches I considered. But ultimately, I rejected it because RimWorld isn't very well suited to it. There are a number of problems that reduce the effectiveness of it. There are different sets of rules that apply to different pawns, or the same pawns in different circumstances, so you would have to save half a dozen different types of paths, and even within a single group of pawns, the optimal path depends on the pawn's move speed (terrain adds a fixed number of ticks to the movement cost, rather than a percentage as the UI suggests, so for a luciferium enhanced bionic jogger it can be faster to take a much longer path across paved tiles, while it's faster for the stoned peg legged geezer with a bad back to cut through a swamp to move fewer tiles), and path costs are highly dynamic (holding open a door, dropping a stone chunk, etc., would affect optimal paths), so your path would be invalidated frequently. And on top of that, the most expensive paths are rarely taken; calculating the shortest path from the freezer to the dining room is easy so caching that doesn't help much.
I would suggest deleting all your worldpawns (dead and alive) from your save, leaving your faction leaders and anyone you care about(buried colonists etc) as these worldpawns eat ticks in late game colonies.
For example I found EVERY animal ive ever sold in there, that amounted to 100s of pigs...100s. All ticking...im looking into ways of automating this.
How can i delete them from my save ?
Thanks,
#22
Outdated / Re: [A15] Better Pathfinding (v1.3.2 update 11/13)
November 18, 2016, 08:11:04 AM
Even the best software still has some bugs. Reporting bugs only make this mod greater more
There is no negativity here. Please do keep supporting it
There is no negativity here. Please do keep supporting it
#23
Releases / Re: [A15] Map Reroll (1.4.6) New: In-game settings, secret feature
November 17, 2016, 09:29:13 AMQuote from: UnlimitedHugs on November 17, 2016, 08:45:02 AM
There you go, all fixed
Thanks for letting me know.
Thank you
#24
Releases / Re: [A15] Map Reroll (1.4.6) New: In-game settings, secret feature
November 17, 2016, 08:23:35 AM
Hello,
You had forgot to release new version on github I can only download 1.4.5 version.
You had forgot to release new version on github I can only download 1.4.5 version.
#25
Outdated / Re: [A15] Better Pathfinding (v1.3.2 update 11/13)
November 16, 2016, 01:50:57 AMQuote from: Zhentar on November 15, 2016, 01:44:47 PM
Looking at the code, I can't see any way this mod would cause that exception (even though it is pathing related, the exception would have to be caused by an invalid Pawn, from my understanding of it). If you share your save file & mods folder with me, I can investigate further.
Sr, but i don't keep the save file.
I remember when i enable debugger option, it shows:
QuoteException ticking CamiƱo: System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.PawnUtility.AnyPawnBlockingPathAt (IntVec3 c, Verse.Pawn forPawn, Boolean actAsIfHadCollideWithPawnsJob, Boolean collideOnlyWithStandingPawns) [0x00000] in <filename unknown>:0
at Verse.AI.Pawn_PathFollower.NeedNewPath () [0x00000] in <filename unknown>:0
at Verse.AI.Pawn_PathFollower.TryEnterNextPathCell () [0x00000] in <filename unknown>:0
at Verse.AI.Pawn_PathFollower.PatherTick () [0x00000] in <filename unknown>:0
at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
Exception ticking Trobo: System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.PawnUtility.AnyPawnBlockingPathAt (IntVec3 c, Verse.Pawn forPawn, Boolean actAsIfHadCollideWithPawnsJob, Boolean collideOnlyWithStandingPawns) [0x00000] in <filename unknown>:0
at Verse.AI.Pawn_PathFollower.NeedNewPath () [0x00000] in <filename unknown>:0
at Verse.AI.Pawn_PathFollower.TryEnterNextPathCell () [0x00000] in <filename unknown>:0
at Verse.AI.Pawn_PathFollower.PatherTick () [0x00000] in <filename unknown>:0
at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
#26
Outdated / Re: [A15] Better Pathfinding (v1.3.2 update 11/13)
November 15, 2016, 05:00:47 AMQuote from: Zhentar on November 14, 2016, 01:26:48 PM
Is there anything in the dev mode log/output_log.txt?
Yes. There is it.
[attachment deleted by admin due to age]
#27
Outdated / Re: [A15] Better Pathfinding (v1.3.2 update 11/13)
November 14, 2016, 12:43:07 PM
Sometime my colonist freeze when they build the war or haul stone block to the pending wall.
And the game start lagging.
I'm using lastest version.
And the game start lagging.
I'm using lastest version.
#28
Outdated / Re: [A15] Better Pathfinding (v1.3 update 11/8)
November 10, 2016, 02:47:47 AMQuote from: Alenerel on November 09, 2016, 08:11:02 PM
Im using the 1.3 RC (the one on page 5, not the 1.3 one you just uploaded, idk if they are the same) and this builder got stuck trying to build that wall you see. I saved and loaded and then he went around correctly, but drafting/undrafting didnt work to fix it before loading.
http://images.akamai.steamusercontent.com/ugc/147885146666556332/AB69CC687568C532A87B288978C45460ADAECC27/
Have the same problem with 1.3. But drafting then undrafting can fix.
#29
Outdated / Re: [A15] Miniaturisation Overloaded
November 06, 2016, 03:38:43 AM
For ED-ShieldBasic def
[attachment deleted by admin due to age]
[attachment deleted by admin due to age]
#30
Outdated / Re: [A15 WIP ] Expanded Traits v1.3.1.1
November 04, 2016, 09:31:13 AM
Can you make some "troll Traits" ?
Example: Combine of Lucky and All Thumbs
Example: Combine of Lucky and All Thumbs