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Messages - Holothurin

#16
Mod bugs / Re: Error while loading a map
February 24, 2018, 02:07:40 PM
I had the exact same error today. Mind sharing your modlist?

Edit: Nevermind.... the only possible cause we share is More Furniture [B18] and I use that one with Expanded Woodworking, so thats probably not the reason. This must have been caused by something else.
#17
Ideas / Re: Savegame error message
February 24, 2018, 01:57:27 PM
Quote from: Harry_Dicks on February 24, 2018, 12:30:17 PM

Don't take this the wrong way but what's the point of your posts, just to bitch, or do you want help with your problem? Because I feel like this is more of a complaint about your corrupted saves than a suggestion of letting you know your save will be corrupted. Or are you saying that only some of your saves are corrupted, and others aren't? As in it is happening intermittently? And if this suggestion were to be implemented, you could then keep trying to save over and over again, until you finally get a "non-corrupt save"? If that is a suggestion because of your issue, then this will not solve your problem, only put a band aid on a symptom of it. Hence, I fail to see this as a suggestion at all and more of just you complaining.

The point is easy. If I get an error message about my save being corrupted due to a certain "thing" on the map, then i'm able to simply remove it using the dev tools and save successfully. If, like in my case, it's about an unfinished object causing a corrupted calculation of colony wealth this approach won't work anymore after quitting the game, since wealth is being assemblied and can't be edited in the savefile. That also means a simple search&cut of 'unfinished things' from the savefile doesn't work either. IF it really is a problem with "Thing_Unfinished" and not something else entirely just caused by... stuff. And this also means you can't narrow the problem down to a certain mod. Altogether the colony is done for, i'm well aware of that and i'm not asking for any help. Though I highly appreciate your constructive efforts about 'It's your own fault'.

If one of my colonies grows for such a period of time, I keep five Auto- and five rotating Hardsaves. And every single one of them has been corrupted on a single day without any mods updating, changes in the modlist or anything. Due to a massive mod-list i keep checking the dev-log at game start and almost every 30 Minutes and noticed not a single error popping up. Except for the usual 'Missing Def-Translations'. This means there was no alert about anything going wrong.

Since this is not a common issue it has to be an error on my modded end. But of course, an error of some mod which is impossible to find out. This means the only solution right now is playing the vanilla game without mods or keep playing with mods and risk your saves. Like the Issue with Psychology in A16 a while ago.

Because of that I'm asking for a notification message informing me about an error while i'm still able to remove it, instead of surprising me the next day with an "Oh btw, you are f*****" right in the face.

Finally, don't take this the wrong way, but what's the whole point of your post? You come across like the only one able to understand how the game works and everyone else is just to dumb to see the obvious. Because I feel like you are more busy trying to show-off of your skillz (which are actually just the most obvious things everyone should do) than something really constructive. Hence I fail to see your post as any kind of discussion effort and more like some kind of self-ego-stroking.
#18
Ideas / Savegame error message
February 24, 2018, 10:33:27 AM
I'd love to see (after another recent experience) a feature like an 'Error saving game popup'. I dunno if it's doable but maybe some kind of background check if the savegame you just created is actually loadable or corrupted pointing to the root of the problem as well.

As i've just lost another colony because of every savegame being corrupted it might be nice to know as soon as you save the game instead of the next morning realizing hours and hours of gameplay were for nothing.
#19
... and stare at

Exception from asynchronous event: System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.StatWorker_MarketValue.GetValueUnfinalized (RimWorld.StatRequest,bool) <0x000d4>


realizing that all auto- and hardsaves are corrupted and your 100h old colony has just perished. Again. Because of some fuc**** unfinished objects market value.

Sometimes I wonder if I love or hate this game.
#20
Releases / Re: [B18] Vegetable Garden Project [2/11/18]
February 13, 2018, 01:23:03 AM
I went for the Wild Biome Plants Research and noticed something strange happening there. Before the research there were no wild Cherry trees on the whole map but as soon as it finished they started to pop up in the wild. They don't show up as plantable trees though. Actually.... none of the wild biome trees like Coconuts, Dates, Figs and Pineapple are plantable. Is that intended? Because mushrooms do show up from the beginning of the game.
I'm using Nature's Pretty Sweet and Jec's Tobacco and Cigarettes mod as well but above VGP in the load order. Not sure if thats the issue?
#21
Outdated / Re: [A16] Psychology (2017-5-14)
May 15, 2017, 07:02:45 AM
YES!!!!! It's back again! :D
#22
Quote from: sidfu on May 13, 2017, 03:28:10 AM
so the question is when the mod will be fixed?

Just like the other social mods like Rumours & Deception and Romance Diversified probably never since the author hasnt been seen here since January. You might wanna have a look at Psychology once the save-breaking bug is fixed.
#23
Ouh... the pattern designer. Okay, that's actually the only piece of furniture I didnt try to link to so far. Thanks :D
#24
I'm probably doing something wrong but I can't figure out what. I finally got my hands on some schematics, placed the cabinet near the tinkering bench but ffs the research topic 'Prototype Apparel' stays greyed out telling me I don't have the cabinet. Am I missing something here?

Also the alpha mammal headgear seems to be a pretty rare item as well. Not craftable and so far I only got one from a cryo space soldier. Is that intended? Oh... i'm referring to the peaked cap, of course :)
#25
So I decided to try a colony with some rather oversized cold storage houses. Right now I'm having 14 Coolers set to -10° C each. 8 of them are pumping heat into the central colony corridor which is connected via vents to the different rooms. You know.... cheap heating in winter times. Biome is a temperate forest set from -2.5°C in Winter to max 26°C in Summer.
Last year I was forced to open all outside doors because the whole base heated up to 60°. This year though the outdoor temperatures climbed even further giving me some 45° on the whole map! No Heatwave, regular midsummer temperatures.

I'm a bit curious now. Is my colony actually able to heat the whole map via Coolers? Global warming simulation? Or is it just Cassandra raising the summer temperatures every year for "difficulty reasons" until my colony cooks away?
#26
Outdated / Re: [A16] Psychology (2017-3-29)
April 25, 2017, 07:41:23 AM
Well, the last time I did something with C++ was back in 2001 so i'm not of much help here. What exactly would you like to test out though since my colonists seem rather fond of breaking up?
#27
Translations / Re: Official: German | Deutsch
April 24, 2017, 03:46:06 PM
Ich suche das file, das die Meldung "NAME hat sich wieder erhohlt" nach einer Krankheit ausspuckt. Dieses 'hohl' bringt mich inzwischen richtig auf die Palme :D
#28
Outdated / Re: [A16] Psychology (2017-3-29)
April 22, 2017, 04:08:02 AM
I had to remove psychology although I do miss the interactions and now everything runs fine. No more corrupted saves.
Maybe the pawnrelation dynamics were a bit too dynamic anyway. I had a divorce rate of 100% and almost no marriage lasting longer than one season resulting in multiple debuffs. Sometimes these things happened so fast, the pawns had more than one divorce-debuff at the time. This was actually worse than an everlasting psychic wave :)
#29
Outdated / Re: [A16] Psychology (2017-3-29)
April 16, 2017, 10:38:23 AM
I don't want to sound overly pissed but the following just happened again due to an Ex-Lover Couple:

<social>
<directRelations>
<li>
<def>PawnRelationDynamic</def>
<otherPawn>Thing_Human5522</otherPawn>
<startTicks>1455660</startTicks>
</li>
<li Class="Psychology.DirectPawnRelationDynamic">
<def>PawnRelationDynamic</def>
<otherPawn>Thing_Human5522</otherPawn>
<startTicks>1455660</startTicks>
<thing Class="Psychology.PsychologyPawn">
<def>Human</def>
<id>Human5509</id>


The <social> and <directrelations> tags finish after including all plants/shrubs at the end of the file rendering pretty much every savegame useless. That's the fifth colony I have to give up due to that  :-\
I would have tried to simply replace 'PawnRelationDynamic' but even then everything referring to the pawn after that like skills, etc. has not been written into the save anymore.