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Messages - TastyCookies

#46
Outdated / Re: [A17] SeveralPuffins mods for A17
August 14, 2017, 04:56:38 PM
Quote from: LiteEmUp on August 14, 2017, 03:45:39 PM
yeah i'm interested on recon too, but like razzle dazzle, the comments from steam workshop also has me worried about the stability of the mod... and the worst part is that the mod author seems to have moved on from rimworld, by just looking at his profile.. someone has to likely pickup the work on fixing both razzle and recon mod..

i'm mostly interested in the osiris casket, stargate, and stargate mods in it.. it wouldn't feel like stargate without stuff related to the stargate franchise...
I think I'm going to try the mod itself out and report on what I experience with my 50+ mod load order. I read more information on the mod on Steam and some of the bugs aren't gamebreaking.
#47
Outdated / Re: [A17] SeveralPuffins mods for A17
August 14, 2017, 01:54:38 PM
I want to try Recon and Discovery but I'm afraid it might destroy my save, can anyone tell me if the mod is currently stable as I've seen the comments on Steam stating that there are some problems with it? Thank you for making the mod  ;D
#48
General Discussion / Re: Price Rimworld
August 14, 2017, 09:40:40 AM
This game is worth the price, actually this game gave me more than $30 worth of content in its state and I've already put more than a 100 hours after purchasing this in late June.
#49
Thanks for the latest patch Cpt.Ohu, it fixed the last item loading bug and the cargo loading menu is no longer lagging.
#50
Quote from: Penitent Engine on August 07, 2017, 05:16:52 AM
Does this add new music to the original soundtrack or does it replace it?
It adds music in addition to the original soundtrack.
#51
Are you running any mods by chance or this is pure vanilla? If possible could you please take a picture of a zoomed-out map in an outpost and caravan ambush. I have the Set Up Camps mod and whenever I use a transport pod to an outpost, the map is pretty much the same size as my map (250x250). That mod can also allow you to select the size of the generated map if you are setting up camp in some random hex.

One thing though is that if I were to use a caravan to enter an outpost, the map would be super small. If I were to drop in using a transport pod, then the map is large. Though I am currently investigating whether it is being caused by OHU Dropships or not but the author is looking into it.

Set Up Camps: https://steamcommunity.com/sharedfiles/filedetails/?id=932951772
#52
Thank you for testing SpaceDorf  :) I have achieved the same results as you did. I have tested a settlement assault with the dropship only and got 120. Thanks for pointing out that if you attempt to merge two dropships on the same hex, you can say bye-bye to your colonists.

When you tested the bandit camp with the transport pod and caravan, was that on a vanilla game?

#53
General Discussion / Re: Sudden Mid-Late game Lag
August 04, 2017, 10:26:23 AM
Have you used this mod, I tried it and my 4 year in-game time when from stuttering to near-smoothness. This mod cleans various aspect of your save data in order to make it smaller and easier to load.

Link:
https://steamcommunity.com/sharedfiles/filedetails/?id=962732083&searchtext=
#54
Thank you for the updates, will this new update require a new game or can I update it mid-game?
#55
Quote from: SpaceDorf on August 04, 2017, 07:40:18 AM
Another thing that happened to me yesterday : My dropship "forgot" its weapon. After I launched the ship a installed light turret head was still standing around in my base ..
I'm sorry but that is hilarious, I would love to see a .gif file of that happening while the ship is leaving ;D

What was the map gen size of an outpost in vanilla? Maybe OHU is utilizing vanilla map gen mechanics, but then the transport pod drop also uses vanilla map gen and it's much bigger than just a caravan walking in. I'm looking at the def. and I don't see anything pertaining to map generation (or perhaps I missed it).
#56
I have version 0.17.8a, it's not a game-breaking error it just pops up every now and then. My MAIs (humans) are not able to sleep autonomously, I have to direct them to sleep.   
#57
Quote from: s44yuritch on August 03, 2017, 04:52:26 PM
The issue 1 you mentioned is the 'last item not loaded'. Basically the last item to be loaded is dropped near ship instead of being loaded. If you only ordered to load 20 medicine then it was the last (and also the only) item. Workaround: order more than 1 item to be loaded, and make sure the last item (like 1 potato or something) comes from a farther stockpile, so it will be hauled last and it will be the thing dropped near ship.

Example: you have 2 stockpiles, one near the ship with medicine and one farther away with foods. You order medicine and 1 potato. Medicine is closer so it is loaded first. Then pawn goes for potato and drops it near ship (as it's the last item), but the important things are already loaded.

Thanks for the reply and workaround, I guess that's how the mod handles hauling items which to me isn't much of a big deal. I'm going to look into the 2nd issue and figure out if there is a def. that is involved with the map generation size. I recently tested different types of ways to enter the map. If I were using a caravan and they entered the map, the size is the same to that of the dropship's touchdown option. If I were using a transport pod drop in, then the map size is the same of my home map (250x250). If I were using the set up camp mod to enter the map, the map size is set to whatever I specified in the mod menu (250x250).

Does OHU Dropships alter the map generation size in anyway?
#58
Your mods are great! Thank you for taking the time to make them. I just have a question though, I am getting this error and I was wondering if this one is coming from Misc. MAI? I have one Human AI and one Enhanced Human AI and they are able to sleep but I have to click this bed that's for them to recharge as they won't go on their own.

Error Log
Exception in Verse.AI.ThinkNode_PrioritySorter TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
  at AIPawn.HelperAIPawn.FindRechargeStationFor (AIPawn.AIPawn sleeper, AIPawn.AIPawn traveler, Boolean sleeperWillBePrisoner, Boolean checkSocialProperness, Boolean forceCheckMedBed) [0x00000] in <filename unknown>:0
  at AIPawn.HelperAIPawn.FindRechargeStationFor (AIPawn.AIPawn p) [0x00000] in <filename unknown>:0
  at AIPawn.JobGiver_RechargeEnergy.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_PrioritySorter.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0
#59
I've tried out your mod and it's awesome but there are some quirks I'd like to share. I had no errors generate on my log when these events occurred.

1. Apparently you cannot load certain items such as Medicine. I set the ship to load 20 medicine and set the min. hauler at 1 and when one of the colonists brought the medicine to the ship, they just drop the medicine next to it and the message said that the loading was completed even though there is nothing in the ship. A similar case happened with loading mortars only this time I set it to load 4 but only 3 were loaded in and the last one was dropped next to the ship.

1.5 Along with above comes with canceling the priority of hauling items to the ship. If I click on it once, it doesn't work and the colonists ends up having a bad mood because I am unable to cancel their current task. However, if I click on it multiple times, then it ends up cancelling. This happened while I had 1 colonist loading 1000 chemfuel to the ship.
2. I don't know if this has something to do with the mod but I feel it's worth mentioning. If I were to send a drop ship to a settlement or outpost and use the touchdown option, the map generation is much smaller than if I were to use an alternative method of transportation such as transport pods. The same thing occurs when just loading a random hex on the world map. Using touchdown would just generate a small map versus using a mod such as set up camp would generate a bigger one. 

Other than the above, this is an innovative mod and I love it!