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Messages - canshow

#1
Decided to do a full reinstall of everything, also got the updated version of the mod from 2 days ago.

So one of the things I noticed after loading up a saved game... lol


Alt F4d and reloaded and the stats got randomized again.
Getting the following error for the child backstory (and a similar one for the adult one as well)

Couldn't load child backstory with identifier Skynet_off_Intellectual_Caring_Animals_Artistic_Crafting_Cooking_Cleaning_PlantWork_Mining. Giving random.
Verse.Log:Error(String)
RimWorld.Pawn_StoryTracker:ExposeData()
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Deep:LookDeep(Pawn_StoryTracker&, Boolean, String, Object[])
Verse.Scribe_Deep:LookDeep(Pawn_StoryTracker&, String, Object[])
Verse.Pawn:ExposeData()
Skynet.SkynetInfiltrator:ExposeData()
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Collections:LookList(List`1&, Boolean, String, LookMode, Object[])
Verse.Scribe_Collections:LookList(List`1&, String, LookMode, Object[])
Verse.Map:ExposeData()
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Collections:LookList(List`1&, Boolean, String, LookMode, Object[])
Verse.Scribe_Collections:LookList(List`1&, String, LookMode, Object[])
Verse.Game:LoadGame()
Verse.SavedGameLoader:LoadGameFromSaveFile(String)
Verse.Root_Play:<Start>m__736()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()


also getting this error spammed in dev log,

System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.Explosion.Tick () [0x00000] in <filename unknown>:0
  at Verse.ExplosionManager.MapComponentTick () [0x00000] in <filename unknown>:0
  at Verse.Map.MapPostTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
#2
System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.IncidentWorker_MakeMapCondition.CanFireNowSub (IIncidentTarget target) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentWorker.CanFireNow (IIncidentTarget target) [0x00000] in <filename unknown>:0
  at RimWorld.StorytellerComp_RandomMain+<MakeIntervalIncidents>c__IteratorA4.<>m__1FB (RimWorld.IncidentDef d) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[RimWorld.IncidentDef].MoveNext () [0x00000] in <filename unknown>:0
  at Verse.GenCollection.TryRandomElementByWeight[IncidentDef] (IEnumerable`1 source, System.Func`2 weightSelector, RimWorld.IncidentDef& result) [0x00000] in <filename unknown>:0
  at RimWorld.StorytellerComp_RandomMain+<MakeIntervalIncidents>c__IteratorA4.MoveNext () [0x00000] in <filename unknown>:0
  at RimWorld.Storyteller+<MakeIncidentsForInterval>c__Iterator9D.MoveNext () [0x00000] in <filename unknown>:0
  at RimWorld.Storyteller.StorytellerTick () [0x00000] in <filename unknown>:0
  at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()


Seeing this in my dev log. Events just stopped happening. Got like 6 insectoid raids in a row (in extreme desert climate) mixed in with a nuke beforehand. Also on worldmap, UI disappears if I'm not zoomed in all the way to the terrain. Didn't happen on my last game, don't know why it started doing this on this one. Oh, I built a wall and roof around a geyser. Room temp hits 200-300 F. I build a xenon-ion turbin generator and the room automatically takes outside temperature, and the generator is at a 1% efficiency at a 20F world temperature.

#3
Quote from: sidfu on April 30, 2017, 02:52:32 PM
Quote from: canshow on April 30, 2017, 03:18:38 AM
Good mod overall. Just some things to complain about (even if they are about the packed mods);

-Mountain terrain compared to rest is super imbalanced
-Loading main menu and save games takes forever. Is this the high def textures causing it?
-If terminator bandit faction is set as hostile, why do they still send them as visitors to colony disguised as humans? Also, it is possible (and easy) to get them to fight eachother, or move off the map (if faction is non-hostile).
-Locusts hardly ever spawn inside home location (even though the event claims they do)
-Resource costs for buildings is insane.
-Colonists do not use closest available handsinks to wash their hands.
-Duct inlets/outlets and temperature pipes are bugged to hell. They literally cause millions of dev-log entries. (transferring 3.5k C air through pipes to a different location causes no temperature change on the receiving end lol)
-Strange eclipse creatures do not attack/hunt
-I have a feeling nuke fallout event is bugged. (I got the event text pop up (and resulting terminator death) only 1 out of 3 times (1st time the event happens in the game each time))
-Sometimes meteors don't destroy grass and other foilage. (could just have to restart the game.) 

Edit: Damn, looks like meteors are bugged for my entire game now,  they do no dmg to anything.

1. of course moutain gonna be imbalanced as moutains spawn ore deposits. there nothing we can do there. cause it would look wierd to have deposits of raw mats on surface on plains with no moutains
2. yes and no to textures causeing long load times. the texutes do increase it some but not much. alot of it comes from it loading xml. hardcore sk has alot of xml entries to read. inface the core sk folder has more xml than the main game
3. there are 2 factions for terminators. u have the raider type terminators that randomly raid u. then u have the ones that are assiated with the skynet events.
4. the locusst spawn is known bug caused by base game
5.did u read the name this is hardcore sk. not base game use raw ore to make everything.
6. bad hygine does hygine like food unless its low enough they dont use. they treat a sink like its a source to shower or bath in so if u have something that gives higher aka shower or tub they go to it to wash. what it does give is something they can use randomly to top off or for u to right lcik an dhave them use.
7. we had no reports by others that the HVAC of redist heat is throwing errors. we use a older version of it that should be  working fine as current most updated one has issues.
8. dont understand what u mean about the nuclear fallout incident?
9. are u sure its a metor or not just razor rain. razor rain dont realy do much. metor event is a 1 hit massive crator hit.
1. Hey, ore deposits are always nice lol. But i meant more in regards to events. Other than infestation there really isn't anything to even it out, if that makes sense?
7. Ok. Well I took the latest version of hardcore sk that was posted about 2 weeks ago. I had an AM reactor in a room under a mountain, and funneled the air to an unroofed area using pipes and outlets/inlets. The temperature of the unroofed area wouldn't change, and the temperature of the AM reactor room would go as low as -190 F when it was cooling down (i had reduced the temperature of the room from 3.5k F (not c) to around 400 F using the pipes and 1 vent when it was under normal operation). The unroofed area was separated from the mountain with doors, and it would take the mountain temp if all the doors were open. So idk. Maybe it's the way an unroofed (not outside) area is treated by the outlets. Temperature was very weird though. In the mountain it was 120 F, and in a small ennclosed area with 5 open doors leading outside was also 120F. Outside temp was always significantly lower.

And in my current game, just the way my base is maintaining temperature is really weird. Outside temp is 16F. I have 8 industrial coolers blowing 16F air into my base, and 2 medium coolers blowing 25F air into an 5x8 meatlocker inside my base. Hallway maintains 70F. Rooms/storage/kitchen maintain 70F. 3 Production rooms around 75F, 86F, 106F (75F, 86F, 80F ish when not being used).
https://puu.sh/vBu9v/64ac4f5c64.jpg
Here is what I see on my dev log;
https://puu.sh/vBuWM/38fa6308a7.png

In my first game, heat is mysteriously disappearing. In this game, heat is mysteriously being created. The industrial coolers being the common theme in both games. There is an issue somewhere, what it is exactly idk.

8. When the colony gets hit by a nuclear warhead. I reloaded an earlier save game whenever this happened. 2 out of 3 times this happened, 2 colonists got hurt. The other time I got a pop-up Terminator event message, and my T-800 was killed. So I am not sure if the terminator event is always supposed to happen when the colony gets nuked (when player has a terminator), or if it's supposed to happen randomly when the colony gets nuked and the player has a terminator.

9. Meteors, meteor showers, and razor rain did not do any damage to terrain or any game objects. This was about ~6 years into my game when it started happening, and reloading the game or restarting the game did not help but creating a new game did. Also, when I loaded a a game that I had saved a few seconds after the meteor shower event activated, it got bugged sometime in the middle of the shower where an explosion/impact sprite was repeating itself in one spot of the map like 20 times a second, causing the screen to shake nonstop. This only happened once, and I wasn't able to reproduce it.

Also, looks like anything with animations causes the game to lag. Antimatter reactor, Nuclear Reactor, Tesla generator, and the Gauss wind turbine are huge laggers. Is there anyway to disable their animations?


Quote from: XDevilDanteX on April 30, 2017, 03:06:19 PM
Guys, I tried to make sterling silver alloy, but colonists use 200 of silver and 30 or about of other ores...
It is a bug or what?

https://puu.sh/vBv5U/2a369ef241.png
See on the side where it says 'small volume ingredients require 20x as much'? Silver is a small volume ingredient. Hence why it uses 200 silver instead of 10. This is through a smelter. 
#4
Good mod overall. Just some things to complain about (even if they are about the packed mods);

-Mountain terrain compared to rest is super imbalanced
-Loading main menu and save games takes forever. Is this the high def textures causing it?
-If terminator bandit faction is set as hostile, why do they still send them as visitors to colony disguised as humans? Also, it is possible (and easy) to get them to fight eachother, or move off the map (if faction is non-hostile).
-Locusts hardly ever spawn inside home location (even though the event claims they do)
-Resource costs for buildings is insane.
-Colonists do not use closest available handsinks to wash their hands.
-Duct inlets/outlets and temperature pipes are bugged to hell. They literally cause millions of dev-log entries. (transferring 3.5k C air through pipes to a different location causes no temperature change on the receiving end lol)
-Strange eclipse creatures do not attack/hunt
-I have a feeling nuke fallout event is bugged. (I got the event text pop up (and resulting terminator death) only 1 out of 3 times (1st time the event happens in the game each time))
-Sometimes meteors don't destroy grass and other foilage. (could just have to restart the game.) 

Edit: Damn, looks like meteors are bugged for my entire game now,  they do no dmg to anything.
#5




Had a T-1000 join me. T-800/T-1000 + insectoid raid on me afterwards. Used dev mode to restore body parts/heal random injury on a colonist .25 hours from bleeding out. Then had this pop up on me when trying to save. I reverted to an earlier save where the first event and the T-8/T-10 raid happen and don't have any issues with saving. Running latest version for A16


Edit: Looked at world map, getting a bug on caravan description of the t-800

#6
Quote from: b0rsuk on April 20, 2017, 02:33:46 AM
Quote from: SyberSmoke on April 19, 2017, 06:28:04 PM
Nah, makes sense that in time he would need to look at the storage system.  As he adds more and more that we need, things will get more and more messy and cluttered.  There comes a point in time where storage needs to be looked at and revamped if only to make the mess manageable.

He thinks higher storage density would be bad for the game. The same for workbenches that only consume power when used, opportunistic hauling, and a couple of other things.
Maybe he caves in if 80% players use some kind of storage mod. I can see that happening, considering 25% of poll voters play vanilla. I regularly see Reddit posts like "Hi, I'm installing Rimworld, what mods should I be using". The Hivemind thinks Rimworld should be played modded.
There are already at least 3 mods for stockpiles that provide higher storage density with currently ~90k current subscribers between the three of them. So that's what, 15% of the user base already?

The storage system doesn't need to be high density all the time, but it needs to make sense. The current system has issues because you end up taking a ridiculous amount of space for weapons and apparel. Stockpiles, cabinets, and future containers (like farm silos for vegetables as an example) need to start looking at the volume and weight of items. A 2x1 weapon cabinet/locker should be able to hold a lot more than just 2 pistols, rifles, etc.. Have you ever been inside an armory before? Or even a gun store? In rimworld storing everything from a gun store the size of two classrooms would take at least a thousand cabinets occupying an area of several football fields.

So yes, storage needs to be looked at in a separate update, sooner rather than later preferably.

Good A17 update features though. I hope the modders are quick to adapt.
#7
Stories / Re: My name is Ba'al
December 26, 2016, 05:17:35 PM
Planet: Phad XII
Report Date: 4th of Summer, 5500

I am in the process of constructing up my outpost. There remains much work to be done, but I am confident I can complete a skeleton design before winter.




Also, a couple from brokeback mountain happened to wander by today.



I bought a few meals from them until I noticed something... peculiar.



A lord cannot rule without pants.




Maybe I should have kept one alive to do my bidding. Ah well, best to not dwell.

Signed: Ba'al, your God.
#8
Stories / My name is Ba'al
December 25, 2016, 02:18:50 PM
Mods: Too many to count
Seed: 867-5309, 80%/20% rainfall/temp
Planet: Phad XII
Report Date: 2nd of Summer, 5500

On arrival to this cold, miserable planet I was alone.  The survey from the 11th Planetary Expeditionary Corps indicated that Phad XII was located farther back in its stars habitable zone and possessed an overactive weather cycle. An abundance of local resistance and cold, harsh weather was to be expected. The launch coordinates programmed us to land in the southern polar caps. I don't know whose decision it was to choose this location, but when I return the 11th P.E corps are going to pay for this with their lives. I swear it.




The majority of the supplies were packed onto my shuttle.



I could have left them with the others and packed my pool table instead, but that decision nearly cost me a whole platoon the last time.

Others.

Well, there were others. As mentioned in the beginning of this entry, I am here alone. Just myself and this body.



I suspect the slaves that I brought with must have attempted an escape as I did not detect any other hyperspace entries to this solar system. Regardless, those fools will be forced here by the hidden auto-pilot worms planted in their navigation computers. I will execute those traitors by my own hand if they happen to survive atmospheric entry. 




My immediate surroundings were far from impressive, but they are something that must be coped with. Regardless, this will be the spot from which I will wipe the insects inhabiting this puny planet.

I just hope that one of the traitors makes it here in one piece with their clothes; A lord cannot rule without pants.




Signed: Ba'al, your God.


(Day 1 spoiler: They did not)

#9
Releases / Re: [A16][MODLIST] Glitter Tech
December 23, 2016, 02:49:29 PM
Quote from: Sam_ on December 22, 2016, 07:15:27 AM
As predicted the fix was easy and obvious. I had just missed the <factionLeader> field on at least one of the pawns in the pawnGroupMaker. This update obviously depends more heavily on factionLeaders with the ability to go to their base.
Orion Corp still shows no leader and still getting the comm console bug.
Hiding orion corp and unhiding commandos still gives same issues of lacking a faction leader & being unable to use comms.
#10
Ideas / Smarter raids
December 22, 2016, 03:38:24 PM
Right now I notice that raiders just move to the map and set fire/destroy as much of your stuff as they can. Then they retreat, loot you, or kidnap a colonist (after encountering various degrees of resistance) and leave.

Can we give raiders some missions and objectives? Instead of "mindlessly" just destroying things, how about specifically hunting colonists (or hunting specific colonists? *ahem* bounty hunters & bounty systems *ahem ahem*)? Or going on a saboteur mission to destroy specific stockpile(s)/buildings? Hell, even give raids multiple stages where the first group is a scouting/saboteur group that comes in advance of the main group.

And what about some NOIR/sneaky stuff?
For instance these events.... - "A group of travelers from ... is passing by" - ... Maybe rng it so that it's actually a group from a hostile faction trying to get as close to you as possible before blowing their cover? Perhaps even visitors to your colony can be spies and/or assassins? It would add another dimension... and maybe make the colony manager (YOU) pay more attention to what's going on in the map instead of solely focusing on his/her own pawns.

And this leads into a broader discussion of what information the colony manager should be privy to, such as the lack of fog of war, knowing exactly what faction every pawn on the map is from and their abilities, and etc.. Perhaps one way to challenge the player is to deprive them of information, and the sneaky stuff could be one of the first steps towards doing that.

#11
General Discussion / Lol, auto-unopted out of alpha15
December 20, 2016, 08:28:40 PM
I had opted into Alpha 15 on my desktop a few days ago. However, on my laptop I had unstable selected. However, before the update, this didn't seem to change the setting on my desktop.  But it appears my game updated to the latest version and steam removed my beta setting on my desktop.

Anyone else experience this issue? I know I can revert back, but I just find it odd & irritating.
#12
Mods / Re: [MOD REQUEST] Mod compatibility checker
November 02, 2016, 07:19:34 PM
The bit about displaying which files are being modified does sound possible though.
#13
Mods / [MOD REQUEST] Mod compatibility checker
October 30, 2016, 12:42:07 PM
As the name suggests, I would like to request a mod that compares all loaded mods for conflicts with each other (ideally), and displays what files (and code sections if practical) each mod modifies.

Some of us heavily mod our games, and it becomes a research project to make sure the game does not become broken. Even just showing a comparison of modified files would be a benefit to troubleshooting problems.
#14
Hi, started having trouble on a new save. The last 7 mods in the list below (plus your mod which is marked as uninstalled) were the new ones I added.





Started having some random issues... such as colonist pawn icons not showing up at the top of the screen and colonist getting 'seen star vampire' mood debuff when a star vampire was recently killed nearby (stopped recurring when game was reloaded). Can someone help find the problem here, if it is with my mod order, or a mod bug?
#15
Quote from: jmababa on October 11, 2016, 09:22:21 AM
ships are hard to come by must increase ships
Indeed.

Are there publicly available stats for this story teller? Like min days between raids and etc.
And is there any 'hack' to increase major threat/raid frequency short of modding myself? I've seen a slightly narrower spread in raids since using this mod, but at late-game on extreme it is just too slow...having the game run for hours waiting for a raid is not exactly what I had imagined.