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Messages - rawrfisher

Pages: 1 2 [3] 4 5 ... 39
Thats what I did.  They refused to use the terminal.

They choose to die of malnutrition over using the terminals for me. I dont think patching all pawns to spawn without food would solve anything.  I'm leaning more to there being some issue with the modlist I use.   

Edit:  Did a quick trial with some spawned in non colonist pawns with only hugslib and replimat active.  The non colonist pawns will not use the terminals. 

I sometimes have maps where pathing bugs out and visitors/caravans get stuck at my base and cant leave.  I view it as extra guards and when their animals die free loot with little to no penalties.  I would rather not have to wait till they pass out from hunger for them to eat tho which is why I place a replicator terminal near em but they wont use it.  If they use them by default then its due to a mod conflicting with guest food restrictions.

Would an option to allow visitors to use a replimat be reasonable?

Unfinished / Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
« on: May 25, 2019, 09:31:11 AM »
How about extreme environments in general

Ok I'll do that Roolo.  No I just deploy the mechs when I cant be bothered to fight a raid or if I have no one able to fight.
Maintenance decay is set at half and I set the min maintance to 50% on all mechs which is time consuming but easy to do
I did notice one thing that irks me a bit reguarding weapon regen.  If the mech is killed and revived using dev console it changes its weapon to one of the other options for the mech.  Sometimes I do that if the mech just gets 1 shot.
Take your time its just a minor issue

-_- Never actually looked at the RIMMSQOL settings gonna take me forever to find the right one

Edit: Greetings from the wacky world of horrors that is my rimworld games

B18 version is no longer supported far as I know. As for the mod issues Which mod/s are you having issues with.  I might know some alternatives that are similar or the 1.0 version might have been uploaded separately. 

Unfinished / Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
« on: May 20, 2019, 03:31:36 AM »
I'm fairly certain Ballistic shield would be a CE thing.

Releases / Re: [1.0] Spotted - 26.11.2018
« on: May 19, 2019, 07:04:29 PM »
Just having 12 hours to ready is normally more then enough

Oh how about letting players make the watch tower outta different materials.  Kinda tired of havin to use all my wood up on the ice sheet map after the pirates bring a pack of mecha wolves to blow everything up

Code: [Select]
Root level exception in OnGUI(): System.ArgumentOutOfRangeException: Argument is out of range.
  at System.Text.StringBuilder.Remove (Int32 startIndex, Int32 length) [0x00000] in <filename unknown>:0
  at Spotted.Alert_Spotted.GetExplanation () [0x00000] in <filename unknown>:0
  at RimWorld.Alert.DrawInfoPane () [0x00000] in <filename unknown>:0
  at RimWorld.AlertsReadout.AlertsReadoutOnGUI () [0x00000] in <filename unknown>:0
  at RimWorld.UIRoot_Play.UIRootOnGUI () [0x00000] in <filename unknown>:0
  at Verse.Root.OnGUI () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)

Not sure when this error occured but I found it when checking dev log.  Not sure what caused it but figured I would post it.

If you need an output log let me know. 

Releases / Re: [1.0][MODLIST] Fluffy's Mods - last update: 12-5
« on: May 19, 2019, 01:21:55 PM »
@Fluffy  Would it be too much to ask if you could see how your mod manager handles the unstable version?  I see a big red X in the picture section but other then that it appears to work fine.  Just not sure if its the unstable branch or if one of the mods I use is messing with it.

Releases / Re: [1.0] Spotted - 26.11.2018
« on: May 18, 2019, 03:31:29 PM »
On a difficulty like merciless how many towers would be needed for the maximum delay when you have a colony of around 10

Unfinished / Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
« on: May 17, 2019, 08:23:27 AM »
They are mechanoids.  You can ride them if you use what the hack and the giddyup mods.

@Roolo  I havnt touched CE since 17.  Really dont like how easy it is to exploit the weapon ranges on that mod.
I posted an output log which should have my entire list on it just below that log too.

BTW think I got enough mechs?  I cant assign most their chargers directly for some reason.

Small meaningless complaint:  Misc robots bots are added to the hackable list by default and that can lead to some interesting situations where over half a raid despawns instantly.
I just had to remove the misc robot pawns from hackable lists.

Code: [Select]
Exception in WhatTheHack.ThinkTree.ThinkNode_ConditionalMechanoidRest TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
  at WhatTheHack.Utilities+<>c__DisplayClass6_0.<GetAvailableMechanoidPlatform>b__0 (Verse.Thing b) [0x00000] in <filename unknown>:0
  at Verse.GenClosest+<ClosestThingReachable>c__AnonStorey0.<>m__0 (Verse.Thing t) [0x00000] in <filename unknown>:0
  at Verse.GenClosest.ClosestThing_Global (IntVec3 center, IEnumerable searchSet, Single maxDistance, System.Predicate`1 validator, System.Func`2 priorityGetter) [0x00000] in <filename unknown>:0
  at Verse.GenClosest.ClosestThingReachable (IntVec3 root, Verse.Map map, ThingRequest thingReq, PathEndMode peMode, TraverseParms traverseParams, Single maxDistance, System.Predicate`1 validator, IEnumerable`1 customGlobalSearchSet, Int32 searchRegionsMin, Int32 searchRegionsMax, Boolean forceGlobalSearch, RegionType traversableRegionTypes, Boolean ignoreEntirelyForbiddenRegions) [0x00000] in <filename unknown>:0
  at WhatTheHack.Utilities.GetAvailableMechanoidPlatform (Verse.Pawn pawn, Verse.Pawn targetPawn) [0x00000] in <filename unknown>:0
  at WhatTheHack.Jobs.JobGiver_Mechanoid_Rest.TryGiveJob (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob_Patch6(Object, ThinkTreeDef&)
Verse.AI.Group.Transition:CheckSignal(Lord, TriggerSignal)
Verse.AI.Group.Lord:Notify_PawnDamaged(Pawn, DamageInfo)
Verse.Pawn_HealthTracker:PreApplyDamage_Patch3(Object, DamageInfo, Boolean&)
Verse.Pawn:PreApplyDamage_Patch1(Object, DamageInfo&, Boolean&)
Verse.Thing:TakeDamage_Patch1(Object, DamageInfo)
RimWorld.Verb_MeleeAttackDamage:ApplyMeleeDamageToTarget_Patch1(Object, LocalTargetInfo)
Verse.Verb:TryStartCastOn_Patch2(Object, LocalTargetInfo, Boolean, Boolean)
RimWorld.Pawn_MeleeVerbs:TryMeleeAttack_Patch1(Object, Thing, Verb, Boolean)

I dun broketed something again :P 
output log ^

Sniffing around trying to figure out how to mount a turret.
Got 12 minified mini turrets and 5 installed miniturrets yet its saying I dont have the materials to install it.  I have the turret module installed already.

Roolo I was wondering if you actually tried implimenting the ability to change a mechs weapon?  Maybe the ability to disable it from replacing the weapon if the mech loses it

Also this is a tad odd.  hopefully its the right screenshot

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