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Messages - Arkaile

#1
Releases / Re: [1.0] A RimWorld of Magic
April 17, 2019, 01:39:15 AM
After toying around with blood mages a bit, it seems like they have some difficulty generating blood magic power (bmp) when a colonist has too many prosthetic limbs because they don't bleed. I find that in the late-game there is no reason not to start outfitting all of the colonists with bionics, and blood magic is not powerful enough to justify keeping all of a colonist's original limbs. I've had blood mages cutting their bionic arms and only getting about 10-15 bmp, depending on how much I've upgraded Blood Sacrifice. However, blood magic should not be made stronger as that would only imbalance it; it's strong enough as is. While it is possible to build up bmp more efficiently by upgrading Blood Sacrifice to collect blood from the ground, by the time enemy/allied pawns have bled that much, the battle is already over. I'm not all that savvy with coding, so this may be a bit outlandish to suggest, but could it be possible to add a check to make sure Blood Sacrifice applies cuts to body parts which are not prosthetic?

Blood Sacrifice could also be made into something of a dual ability, similar to Enchanted Body/Aura on Enchanters. Whereas the original ability could remain as it is, targeting the user, the alternate ability could use 50% more mana but be ranged, cutting and collecting blood from a targeted enemy and, once upgraded, collect fresh blood from around the target.

Another way to remedy this could be to have the blood drained by Blood for Blood grant bmp to the user per pulse, possibly through an upgrade, and scaling up depending on how much the target is bleeding.

Just spitballing here, though, as one of those crazy people who plays a colony for 20-40 in-game years. It's an amazing mod with only a few weak points such as this; amazing work so far.
#2
Releases / Re: [1.0] Psychology (2018-11-18)
April 13, 2019, 12:46:31 PM
Does anyone know how I should go about re-enabling the psych tab for androids? Which file(s) should I be looking at?

Edit: As an alternative, is there a way I can manually add the psych tab to a colonist by editing a save?
#3
Quote from: Mistrornge on January 03, 2018, 12:44:17 PM
Crash consistently before planetfall.  I can see the map I am to play on but as soon as I remove popups it crashes to desktop. 
Downloaded the files today.  Have Core, Hugslib, and the rest of the mods alphabetically.  I placed the xml in the proper location. 
Everything else seems to work.

This was been happening to me as well until I tried a smaller map size. It's not really to my liking, but at least it lets the game run with this mod pack. Give it a shot if it doesn't bother you.
#4
After adding cybernetic arms and legs to one of my colonists, I noticed she didn't equip gloves or shoes despite being assigned to. When I tried to force her to wear them I got a message saying she couldn't do this because she was missing body parts, her arms and legs, which were not damaged at all. I put cybernetic arms on another colonist and he stopped wearing gloves. Is there a way to work around this?
#5
Maybe, but it still seems like something might be wrong. It's one thing to miss or hit an object before reaching the target, which I've seen with sniper rifles and such, but I would have expected at least one of the missiles to hit somewhere near the target instead of stopping so close to the shooter when the weapon has a range of 130. The colonist firing the missiles had 15 shooting and two cybernetic eyes, and the weather was clear on top of that.
#6
There's a few issues I've found.

First, I've found that the projectiles shot by the Javelin and TOW missile launchers  fall short of their targets constantly, seeming to only have about 30 range instead of what the item descriptions state. Maybe they're hitting trees or rock chunks before reaching their targets, but it seems unlikely that ten out of ten rockets would do this. Maybe it has something to do with Combat Extended?

Secondly, after installing exoskeletons on some of my colonists I noticed their heads seemed to have been replaced with another texture. If I were to guess, it looks like it's a flea or fly corpse.
#7
I can't seem to install a new rib in one of my orassans after it was shattered during a raid. I've tried medical ribs, adrenal ribs, and artificial bone but none are showing up among the other bills available in the operations tab. However, I can install new ribs in humans and novas.
#8
That's great to see, sidfu. Thanks for all the hard work and effort you lot are putting into this.
#9
I managed to reproduce the leafless bug in the tundra biome and have a save roughly 5min before it becomes impossible to load any new saves I make. It's -31C but most of the birch trees, and all the blueberry, raspberry, and cloudberry bushes aren't losing their leaves when they should to be. Unless this has been corrected since the last update to the mod pack, just a few hours ago at the time I'm posting this, it really ought to be looked at.
#10
As an update to my earlier posts, I ran into the leafless bug again. It doesn't seem to happen every year when the temperature drops; it took until the third year for the exception to pop up this time. I'm not sure which plant is causing this, or if it even is a plant for that matter because everything seemed to be losing its leaves as it should be.
#11
I had actually updated the mod pack last night before I started the second colony. I should also mention it was in a tundra. Anyway, I did more testing this morning using the dev tools to help speed things up at first. I set up a colony which could sustain itself and let it run, saving and loading every 10min, but I didn't get the leafless exception. I then let the game just run on its own through spring and summer without skipping right to winter. I thought maybe something would grow on the map and it just hadn't had the chance to on the first attempt. The only thing I've learned so far, or had reinforced, is the idea that technology likes to troll me. I'll reinstall everything again this evening and give it another try without using dev tools.
#12
I've run into this same exception in two colonies now. The game runs just fine, but if I save and try to load after a certain point I get this message. The exception seems to occur soon after winter starts. I have Skynet SK turned off in the second colony; I doubt it's related at all but I may as well mention it.

Exception from asynchronous event: System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.Plant.MakeLeafless (bool) <0x00050>
at RimWorld.Plant.CheckTemperatureMakeLeafless () <0x00046>
at RimWorld.Plant.PostMapInit () <0x00019>
at (wrapper dynamic-method) Verse.Map.FinalizeInit_Patch1 (object) <0x000d1>
at Verse.Map.FinalizeLoading () <0x00440>
at Verse.Game.LoadGame () <0x002ec>
at Verse.SavedGameLoader.LoadGameFromSaveFile (string) <0x00178>
at Verse.Root_Play.<Start>m__84F () <0x00016>
at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action) <0x00028>

Verse.Log:Error(String)
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()