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Messages - Primal Lord

#31
General Discussion / Re: Cannot help ancient survivor
December 30, 2016, 07:41:54 PM
Thinking about it now, i had a similar problem with a prisoner i released who went berserk just before they could leave the map, got knocked out by my guards, got back up and went into the prison i made and i couldn't do anything with / to her. I solved the problem by shooting her into shock and retaking her prisoner, then she started working properly again... i guess in short... try shooting them and hope you don't kill them? Looks like it might be a legitimate bug.
#32
Receiving an error about a System.NullReferenceException,
the first picture is the settings i used, second is the error, third is if i close the error report and let it continue

Edit: removed the invalid pictures, not sure what went wrong
#33
Releases / Re: [A16] Static Quality Plus A16.1
December 30, 2016, 07:12:01 PM
Quote from: gorre9090 on December 30, 2016, 06:48:19 PM
I thought I posted earlier but I was wondering if anyone could explain the static quality options to me? Im not sure I understand the different quality options.

I don't quite remember the numbers themselves, but basically static will always create the quality that is appropriate for their level, ie lvl 20 will always produce legendary, +-1 allows them to build one level above and below, ie the same lvl 20 could build as low as masterful, +-2 allows 2 levels, ie that builder will build no lower then excellent quality up to legendary tier
#34
Quote from: MikeLemmer on December 30, 2016, 06:10:15 PM
I would prefer to group chopping wood with mining instead, since they both involve gathering resources by striking something repeatedly with a tool.
Just cutting wood or plant cutting altogether? if merging plant cutting and mining they could rename the skill to gathering as like you say, they both involve gathering materials
#35
Ideas / Re: Zombies
December 30, 2016, 06:00:32 PM
Quote
Zombies originated in Haiti, where people were poisoned with tetrodotoxin to induce brain damage and make them compliant, then used as slave labour.

And table salt would make them go on a killing spree before dying of... a heart attack i believe?
That could be an interesting mechanic where you can't let them eat meals (the most likely salted food in game i can think of) else they go berserk
#36
Ideas / Re: Zombies
December 30, 2016, 05:09:09 PM
+1 this idea, except i think they should be limited to dumb labor (hauling and cleaning) for balance, they would still be valuable labor without ruining other jobs (failed constructions, awful tailor jobs, food poisonings, etc). wouldn't mind some ACTUAL zombies reanimating from the rotten / decaying bodies of pawn and animal corpses you don't properly dispose of during the night either, i've yet to get a raid at night, so nightime spooks might be fun, especially since there tend to be animal corpses leftover from carnivores / omnivores killing other animals. Also on a sider note, am i the only one who feeds both colonists and prisoners nutrient paste as their main source of nutrition? Noone else seems to appreciate the mcdonalds of rimworld :(
#37
General Discussion / Re: Cannot help ancient survivor
December 30, 2016, 04:34:48 PM
Looks like you'll have to take him prisoner first (i can tell he's not already because the hospital beds are blue and not orange), the doctor will fix him up, and then you can have your warden convince him to join.
#38
Ideas / Re: Small suggestion for ludeon
December 30, 2016, 04:31:12 PM
Quote from: L1Psun on December 30, 2016, 01:33:43 PM
Yeah it should be based on 'social' skill.

Writing 'butcher' I meant delete it from cooking
and make it as a separate job. In my opinion it will make cooking faster.

There are more jobs which could be added, but I dont know what jobs.

+1, at the moment cooking meals takes priority over butchering and kibble making, meaning i either need 2 cooks or wait for cook 1 to finish turning everything into meals before he'll skin that alphabeaver so my tailor can make that parka so my hunters don't get hypothermia while they're out in the woods. Some may say the construction workers are the backbone of the town, i say it's the butchers!
#39
There's a few of us still mad about how they merged construction and repair, throw mining in there too and it's fuel on the fire, in my personal opinion, i'd like repair to be it's own priority and merge construction and mining because i always have my construction team as miners, but i set everyone to repair.
#40
Mod bugs / Re: [A16] Slavers don't sell slaves
December 30, 2016, 03:33:31 PM
I do indeed get the semi-rare dropped victim and i haven't been able to not capture raiders yet, perhaps the errors are not from the slavers not selling slaves but rather from a raid i suffered earlier where a turret blew up causing a line of about 10 more to blow up at the same time causing the game to hang for a minute? That's the only thing related to an explosion i can think of, but i don't understand why that would continue giving me errors even after they're long gone (i dismantled most of my turrets save 2 automated outposts).
#41
Mod bugs / Re: [A16] Slavers don't sell slaves
December 30, 2016, 05:06:54 AM
I play on Mr Random, and at the moment i have 12 pawns, 6 male and 6 female, 8 of them obtained from converted raiders, on my other save i believe i was around 10 too, is the max pawn limit that small?
Edit: after starting a new game with all of the same mods loaded and dev consoling full colony (28 pawns), i have yet to get the error yet, will try and get a slaver to appear and see if error returns
#42
Mod bugs / [A16] Slavers don't sell slaves
December 30, 2016, 04:46:18 AM
Hi there, for the past few days slavers on my saves haven't been selling slaves, i had dev mode on as i loaded one of my saves and noticed the error which pops multiple times a second, i've tried solving it myself but cant figure it out, unfortunately i don't know how to recreate this problem because i assumed A16 just lowered the possibility slavers sold slaves since it started shortly after updating. What's odder is it seems to have something to do with the game not rendering an explosion?
QuoteSystem.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

Full output log below.

[attachment deleted by admin due to age]
#43
Unfinished / Re: [A16] Vanilla Armory Plus v0.5.0
December 30, 2016, 02:44:53 AM
Bugfix released, there shouldn't be anymore errors caused by this mod, also removed xml items not important to this mod for improved compatibility (hopefully), all unlocked items now cost 1 steel until i find that sweet spot that every weapon is worth, may also add unlockers for grow-able items such as cacti, grass, and bushes in the future.
#44
Quote
Green Tiberium is refined to steel,
blue Tiberium is refined to plasteel,
red Tiberium is refined to gold.

Unless you added gold specific or heavy gold cost things in your mod, wouldn't it make more sense for gold and plasteel to switch spots or replace gold with uranium? Correct me if i'm wrong, but gold's really only useful for selling purposes (including sculptures), making royal beds, and making ship computer cores, while plasteel is useful for defenses, weapons, and used in far more construction jobs then gold. This is a pretty cool looking mod regardless, and after making a few suits and helmets those rocks might make some pretty good defenses against raiders if controlled properly. Thanks for all of your work on this mod :)!
#45
Ideas / Re: Your Cheapest Ideas
December 30, 2016, 01:54:07 AM
How about just a few additional positive and negative thoughtdefs based on sight? for example, when people are "lovin" in my shared barracks, i feel like at least one person should receive a negative moodlet, or maybe a positive because who knows, maybe they're into that. And when my beautiful nudist pawns are strutting about the town i feel at the very least hetero pawns of the opposite gender and gay pawns of the same gender should get positive thoughtdefs, am i the only one who thinks like this? Yes? Ok, i'll just be over there.