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Messages - Reinhark

#1
I came here to report that to my dismay, original loading script of rimworld (to launch pod) is flawed with same loading error I have observed in A17. (that of not loading last few hunk of items, low loading priority)

I hope you are aware of it before attempting to find error within your own code, for they may be present within the core game.
#2
Support / Re: Black screen? Or, game won't run?
December 31, 2017, 08:50:01 PM
I suspect that B18 not only broke GPU but also mods.

I was trying to add B18 mods(Tried to add more mods -> restart -> Back to add mods, repeat multiple times) and then the game itself broke permanently after one unfortunate restart.

Deleting mod list from config folder(Or deleting config folder) did nothing.
Deleting entire rimworld except mod folder also did nothing.
Deleting all workshop content did nothing.(I am not unsubbing all workshop items, as I have at least 40)

Due to its abrupt appearance of this bug(I have not even played the game to produce this error), I assume that there is some kind of fundamental instability within B18.

Note: Windows 8.1, I think I had pretty recent NVDIA driver, GTX960.

Edit#2 : Reinstalling the game from steam worked, but now that I am downloading the mods again. I am sure it will break again.
I think coughing up entire mod list if ONE SINGLE THING go wrong is OK if it does its job, but I do not see how this is useful if game could be broken by mod list even with this feature.

Edit #3: OK, I have tracked down the source mod error back to one undeleted </li> mxl tag somewhere in the mod. I think game will not break with 0 errors... probably. 
However, I should still report that one </li> tag somewhere is capable of breaking the game and prompts user to reinstall.
#3
Bugs / Re: Not properly stacking stuff in stockpiles
September 29, 2017, 01:07:34 AM
Quote from: maculator on September 27, 2017, 05:44:23 PM
You can work arround this issue pretty simple:
-Create higher priority stock pile that has ~ the capacity you need.
So they'll fill the high priority stockpile first and only dump the excess in the regular one.

I have tried it, sidn't work as I have intended however. Say that I have one, full high priority zone of - say, steel and another low priority zone with some steel. When a pawn takes 25 steel away for component crafting, that would leave another pawn resting in the dining room spastically dash to low priority storage zone to fill in that 25 steel hole like some kind of psychic OCD patient.
I would consider this not so great solution, as this will always take up extra man power.(not to mention tens of
high priority zones for each important raw material.)
#4
Bugs / Re: Not properly stacking stuff in stockpiles
September 27, 2017, 01:59:33 PM
While this is intended - probably to minimize the processing - you can resolve the issue.. with mods named "Stack merger"

However I still fear that this is entirely intended.
#5
General Discussion / Re: Question on enemy drop pods
September 16, 2017, 05:14:45 PM
Greetings.

The answer for your question is NO. They need open space to land. I always COMPLETELY fill in thin roof areas + 1 area around it to make sure and they won't be able to land.
#6
One more minor glitche.

Ship seems to be either over or under-loading. Sometimes both in fact. upon request of loading of single item - say, simple meal x 10 when you have lots of them, - say, 100 - multiple colonists will load the ship with multiple simple meal x 10, resulting in ship having simple meal x 20 or 30.

On the contrary, loading of the crew ends way too early. upon loading half of the crew that I have requested to be loaded, loading will "complete"(message will display that loading is complete) and crew will stop loading any items I told them to load and remaining half of the supposed crew will go on their marry way. Unsure if this is intended feature. At least they should finish loading the items if it is.

I am not using any pawn AI changing mods, but can it still be mod conflict?
#7
I did find few issues with the mod, but since I am also running million other mods, don't take my words at face value...

First, the ship does not land at the edge with certain mission. It always lands at the center? It was either quest with wiping out pirate base or bounty mission. Can't remember at the moment.

Second, Ship deconstruction(both normal deconstruction and canceling construction, I think).... It leaves "null" in total ship tracker in the save files and somehow this breaks bottom UI(tested with 4th ship constructed. To reproduce, build 4 ships and deconstruct first 3. Click 4th ship.). Not so sure why this interacts this way and breaks UI.
#8
General Discussion / Re: Addressing Melee
July 14, 2017, 08:34:24 AM
Melee will be always be useless until new combat melee AI gets patched in.(or have some option to switch combat AI from micro-intensive to more automatic, like the ones we already have for melee-auto attack AI when not recruited) Currently melee is only viable option through early game with small enemy numbers.

I am not saying new melee AI will fix everything, but it will give opportunity for modders to actually balance the damned thing for the lategame. 
#9
Mod bugs / Re: Colonist goes berserk
July 03, 2017, 10:52:22 PM
Quote from: Social Chamilion on July 03, 2017, 08:43:11 PM
5 Savegame/Log File : https://drive.google.com/drive/u/0/folders/0B8ogTVnYAyHpY2lfVkFmdHZaY2M

Quick check confirms that some of your colonists have AI computer core implants from EPOE, which makes colonists go crazy every few days.

This is completely intended behavior. Please go ask that modder.
#10
Bugs / Re: A17b Malaria voodoo
June 15, 2017, 06:12:17 AM
Jungle, custom scenario(base Crash landed with lots of events disabled). 20-ish mods(none of them was directly related to disease or scenario though). I am not so sure who the story teller was at the time. It might even have been Rimsenal storyteller.

However, I have seen it happening with my own eyes in this case. One of my pawn was at 90% immunity gain so I was watching her cure progress when suddenly... Malaria disappeared from her health screen. Therefore I think my issue is at least connected to the issue linked below.

https://ludeon.com/forums/index.php?topic=32464.msg332104#msg332104
#11
Quote from: DariusWolfe on June 11, 2017, 10:32:24 AM
Quote
fire will can spread to metal objects.  A wildfire started by a boomalope spread onto a cell with metal flooring and nothing else, then spread to a metal wall, but did not spread after that.  Just to clarify, this was not the boomalope exploding that did it, but a spreading fire that had been started by one.
Steel 'burns' in Rimworld. Stone does not. This is intentional. You can check the flammability of most things in the info tab.

I've only commented on items where it's likely a misunderstood vanilla behavior; The rest I either cannot comment on productively, or are probably legitimate bugs.

Metal flooring itself is 0% flammable, while wall is 20% flammable.(steel)
So the floor part may be of interest.
#12
Alcoholic cats in Rimworld is very prolific issue. Go ahead. Google the problem. The history of this "bug"(I like to think it as a feature) goes months back.

Case in point: http://imgur.com/a/eEYCd

Anyhow, Mods can fix it. If you want to that is.
#13
Quote from: wessubba on June 08, 2017, 12:03:48 AM
Build 0.17.1557
Save File Attached on Google Drive here

A large room in my fort seems to be erroneously listed as "Outdoors".  The room is completely surrounded by constructed slate walls with elaborate pillars which prevent cave-ins.  Analysis with the roof overlay shows that all of the room is correctly roofed, mostly by the overhead mountain.  The room in question still has some unfinished flooring, but as far as I know, this should not change the outdoors/indoors quality.  I have added extra walled areas around the large room in an attempt to check if other areas remain outdoors.  These walled areas are reported as rooms. 

Is there something I'm missing here?  I'd be happy enough being told that I overlooked some detail.

To whoever views the save: the room in question is partially carpeted with red and dark carpet in the NE corner of the map.  The zipped save file was 1+ MB, so I couldn't attach it directly.  See Google Drive link above.

is it about roof? Perhaps but probably incorrect! If it IS about the roof, holding your cursor on the room would show that it is indoors...

I have encountered such error before. the condition seems simple. IF a room goes over the certain size(roofing doesn't matter), the room will be classified as "Outdoors" for the furniture(the tile itself is still indoors however).

For the reference, My base too is a gigantic mountain base with one single corridor. When my Dinning room was connected to the corridors, it was shown to be outdoors.
#14
I can confirm that this is happening.(as of A17)

I can say it with certainty. I don't run farms, I don't keep any animals. At all.
I also slaughter any animal that just walks in to join colonies, and that is exactly what happened.

After approx 8 minutes later I was baffled to find out someone just got punched because said euthanizer were killing colony animals.

This is worse than insta-bonding from colonists after having the animal in the colony for less than an (ingame) hour while I farm delicious medical experience from large downed animals.
#15
I have seen it happen during my 20-mod gameplay. I believe it to be same problem as I had. Please start high point raid when you see it happening just for the testing purpose. I assume that same thing that happened to me will happen to you - lagging like no tomorrow.(and lag will slowly disappear once they get close)