Recent posts
#91
General Discussion / Jump abilities now drop carrie...
Last post by Decoherent - September 05, 2024, 04:57:54 PMI'm confident that using the jump pack, the vampire leap, and the archon leap used to be amazing for rescuing colonists. However, at the moment, they are all dropping the rescued pawn before initiating the jump, which really isn't very useful.
Is this an intended change? Did I break something via a mod? The latter would be my own problem, of course
Is this an intended change? Did I break something via a mod? The latter would be my own problem, of course

#92
Help / ignore me, sorry
Last post by Decoherent - September 05, 2024, 04:54:08 PMSorry, can't delete this (?)
#93
Help / Help with an error?
Last post by vashustampy - September 04, 2024, 11:25:19 PMI have a colonist from a creep join event, and I cheated to make it so he could romance another colonist, as creep joiners normally can't- and now whenever the two are in bed together during the night, I repeatedly get this error:
Exception in RimWorld.ThinkNode_ConditionalLyingDown TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 18B0E7DE] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob (Verse.ThinkTreeDef&,bool)
Verse.AI.Pawn_JobTracker:CheckForJobOverride_NewTemp (single,bool)
Verse.AI.Pawn_JobTracker:CheckForJobOverride (single)
RimWorld.Toils_LayDown/<>c__DisplayClass6_0:<LayDown>b__1 ()
Verse.AI.JobDriver:DriverTick ()
Verse.AI.Pawn_JobTracker:JobTrackerTick ()
Verse.Pawn:Tick ()
Verse.TickList:Tick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch2 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch1 (Verse.Game)
Verse.Root_Play:Update ()
I believe it's probably due to trying to initiate lovin' and being unable to, and I was wondering if there was any way to fix it.
P.S, I do use an extensive list of mods, but it doesn't seem to be an issue with Anomaly rather than any of these mods, unless I'm mistaken.
Exception in RimWorld.ThinkNode_ConditionalLyingDown TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 18B0E7DE] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob (Verse.ThinkTreeDef&,bool)
Verse.AI.Pawn_JobTracker:CheckForJobOverride_NewTemp (single,bool)
Verse.AI.Pawn_JobTracker:CheckForJobOverride (single)
RimWorld.Toils_LayDown/<>c__DisplayClass6_0:<LayDown>b__1 ()
Verse.AI.JobDriver:DriverTick ()
Verse.AI.Pawn_JobTracker:JobTrackerTick ()
Verse.Pawn:Tick ()
Verse.TickList:Tick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch2 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch1 (Verse.Game)
Verse.Root_Play:Update ()
I believe it's probably due to trying to initiate lovin' and being unable to, and I was wondering if there was any way to fix it.
P.S, I do use an extensive list of mods, but it doesn't seem to be an issue with Anomaly rather than any of these mods, unless I'm mistaken.
#94
General Discussion / Eden on rimworld.gallery
Last post by TheVillageGuy - September 04, 2024, 04:18:03 PM #95
Translations / Re: Official: Italian | Italia...
Last post by Densoo92CT - September 04, 2024, 10:01:55 AMCiao a Tutti ragazzi, ho visto che la traduzione in parte รจ abbandonata e/o fatta poco bene, io e alcuni amici miei vogliamo provare a rimetterla in piedi. Se qualcuno avesse voglia, mi contatti.
#96
Ideas / Optional Unobtrusive Community...
Last post by halby - September 03, 2024, 11:36:00 AMGOAL: unobtrusively / quickly / optionally, give people a way to think of their colony as a story to be shared as well as a game they are playing.
Why?: I think even when we DONT share a story, the act of thinking about a colony or colonist as something that we MAY tell a story about, makes us care more about whats happening... The important part isn't to get people to do more storytelling, it's to lower the barrier to entry to imagining that we COULD tell a story if we wanted to.
Challenges: Moderation, breaking the flow of gameplay, interrupting the flow-state of relaxed gameplay, or interrupting the tense action state of dealing with a cool challenge, feeling like homework, feeling like 'reddit already exists why should i do this', we want people to know for sure that whatever they post someone will see, but also we dont want them to be able to follow up on that and get distracted from just playing the game, no rating system, we want the effort of people feeling like what they said was heard, to come from their imagination,
Ideas: to avoid interupting gameplay, maybe do all of this on the loading screen? or when ppl pause, this could be the pause screen? so like you go to grab some water, and come back and just see a cool screenshot from someone else's game on the left, and then a few smaller screenshots from your game of how your base has changed or a colonist interaction like 'hey did you notice jane was flirting with benjamin at jakes wedding?' etc etc... and then you have the option of just smiling and clicking unpause, or like tabbing thru more and more screenshots from your game, and finding one you like, and sharing it so that it'll appear on other peoples pause screens... Then mid-game now that we've teased you with the pause screen, there's a button you can do to generate a screenshot of your home-area on the left and close up screenshots of all your pawns on the right, and you click that button when something cool happened, and maybe you can rewind thru time a little bit while looking... so lets say we save only the non-paused last 1 in game day of stuff, and you can rewind fast forward thru it and see your base, and each of your pawns, so like if you notice that jane lost a leg, and you didn't see it happen, you can click the pause thing and scroll back until jane gets killed by a squirrel, and be like, oh thats what happened, ha ha.
Why?: I think even when we DONT share a story, the act of thinking about a colony or colonist as something that we MAY tell a story about, makes us care more about whats happening... The important part isn't to get people to do more storytelling, it's to lower the barrier to entry to imagining that we COULD tell a story if we wanted to.
Challenges: Moderation, breaking the flow of gameplay, interrupting the flow-state of relaxed gameplay, or interrupting the tense action state of dealing with a cool challenge, feeling like homework, feeling like 'reddit already exists why should i do this', we want people to know for sure that whatever they post someone will see, but also we dont want them to be able to follow up on that and get distracted from just playing the game, no rating system, we want the effort of people feeling like what they said was heard, to come from their imagination,
Ideas: to avoid interupting gameplay, maybe do all of this on the loading screen? or when ppl pause, this could be the pause screen? so like you go to grab some water, and come back and just see a cool screenshot from someone else's game on the left, and then a few smaller screenshots from your game of how your base has changed or a colonist interaction like 'hey did you notice jane was flirting with benjamin at jakes wedding?' etc etc... and then you have the option of just smiling and clicking unpause, or like tabbing thru more and more screenshots from your game, and finding one you like, and sharing it so that it'll appear on other peoples pause screens... Then mid-game now that we've teased you with the pause screen, there's a button you can do to generate a screenshot of your home-area on the left and close up screenshots of all your pawns on the right, and you click that button when something cool happened, and maybe you can rewind thru time a little bit while looking... so lets say we save only the non-paused last 1 in game day of stuff, and you can rewind fast forward thru it and see your base, and each of your pawns, so like if you notice that jane lost a leg, and you didn't see it happen, you can click the pause thing and scroll back until jane gets killed by a squirrel, and be like, oh thats what happened, ha ha.
#97
Mods / Re: Adding a custom item to a ...
Last post by Vithrick - September 02, 2024, 02:44:41 PMI have kind of changed my mind over what I want to do with the mod. I now want to add the custom seed to a custom trader. I do still have another problem though: I have a custom drug that I want to only be sold by my custom trader, but some traders will sell any drug with <tradeability> set to `Buyable`, which would of course include my custom drug.
How do I prevent other traders from buying my custom drug, or how do I make a specific trader sell items set to `Sellable`?
Thanks in advance.
How do I prevent other traders from buying my custom drug, or how do I make a specific trader sell items set to `Sellable`?
Thanks in advance.
#98
General Discussion / First full run on rimworld.gal...
Last post by TheVillageGuy - September 01, 2024, 04:41:06 PM #99
Support / Error Generating map
Last post by IcySpirit - September 01, 2024, 09:52:46 AMhttps://gist.github.com/HugsLibRecordKeeper/f26bb4459d8250dde0896a27c7cccf80
274 mods, i tried doing every mod step by step, it let me make 1 colony, and afterwards i couldnt start a new one
274 mods, i tried doing every mod step by step, it let me make 1 colony, and afterwards i couldnt start a new one
#100
Releases / Re: [1.5] Mousekin Race 1.1.3 ...
Last post by 7sPRtoSCPWzT - August 31, 2024, 06:54:45 PMSorry, I wasn't aware I am not supposed to build non-mousekin versions of the buildings. That reduces this problem to a mere visual, good. Because as mentioned, later in the game Stonecutting table become visible in the menu and I could place blueprint, I guess this not supposed to happen.
Yes I use GOG version of the game, on Linux, so I need to place all files where they need to go manually.
I have deleted the save, but I will try to create a new one for you with all mods mentioned.
Yes I use GOG version of the game, on Linux, so I need to place all files where they need to go manually.
I have deleted the save, but I will try to create a new one for you with all mods mentioned.