[1.2] Sparkling Worlds - Glittertech on the Rim

Started by Albion, August 29, 2017, 10:09:24 AM

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rawrfisher

#225
https://git.io/fAmcz
10 tries 3 fails 7 success 4 possible factions
only 1 faction thats neutral is excluded from the success's and its the orrasan faction.  Will try making them hostile and do another set  of 10
I think I pinned down the cause.  The orrasan faction has no leader to send a message to the colony.  Makes them unable to be contacted as well

I have to thank you for helping me fix a far more serious bug Albion.  Too bad I didn't get the bug related to what the hack figured out roolo is out for a few days and I been trying to isolate the cause of the CTD I get when raids start there.

I don't know for sure why but Menhi's event mod is unaffected by this issue so maybe see what he did differently if you wanna try starting a fix.  The item stash event is also broken by the same oversight as the hunting lodge one.  I didn't catch this in my initial test and if I did I could have saved you a bunch of trouble.  Sorry about the mistake.
Professional jerk
Want something broken let me know

Albion

Well it also helped me to make my mod more resilliant to mod conflicts and other modders fucking up their mods.
You might be surprised how many safeguards are in my mod to make sure it doesn't break because of other mods.
Anyway... I talked to Mehni and apparently he had some more safeguards then I did, although he told me there are 1 or 2 events in MFI that should technically break too because of the Orrasan faction not having a leader.

Long story short: I updated my mod to check if faction leaders exist and the event should not fire if this is the case. You can download the latest version from the Dropbox link for manual download. Enjoy and keep the reports coming.

Canute

rawrfisher,
please don't forget to blame Diane about the missing Orassan leader !! :-)

rawrfisher

#228
Glad I helped Albion.  You also helped me track down the source of a save breaking bug related to orassans and item stash when using winters.
@Canute  Diana refuses to fix anything till 1.0 comes outta beta

Btw would it be possible to change the icon for blue moon corp on the map?
They look almost identical to the rough outlander faction in my game.

Forgot to mention that your infected ship chunk event comes with a very powerful exploit thats been both the savior and death of several of my colonies.  Leave it alone if its away from the base they expand into a near unkillable wall of territorial roaches that kill everything that comes near them.  Just make sure your pawns keep well away from their area and always have turrets and fencing to slow em.  They will attack my base after killing raids but thats just the risk I take to keep a passive security measure active
Professional jerk
Want something broken let me know

rawrfisher


Tried to find reachable cell in a null map
Verse.Log:Error(String, Boolean)
Verse.Log:ErrorOnce(String, Int32, Boolean)
Verse.CellFinder:TryFindRandomReachableCellNear(IntVec3, Map, Single, TraverseParms, Predicate`1, Predicate`1, IntVec3&, Int32)
SparklingWorlds.CompSpawnerHiveChunkSW:FindChildHiveLocation(IntVec3, Map, ThingDef, CompProperties_SpawnerHiveChunkSW, Boolean, Boolean)
SparklingWorlds.CompSpawnerHiveChunkSW:TrySpawnChildHive(Boolean, Hive&)
SparklingWorlds.CompSpawnerHiveChunkSW:CompTick()
Verse.ThingWithComps:Tick()
SparklingWorlds.HiveChunkSW:Tick()
Verse.ThingOwner:ThingOwnerTick(Boolean)
RimWorld.Skyfaller:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Normally I dont do a double post but this is completely unrelated to my last post lol

That aside I have returned to bug you once more Albion

https://git.io/fA3Tt  Output log
Professional jerk
Want something broken let me know

Albion

Can you tell me some more? Do the hives sit on your map and chill out or where they on a site map (ship crash event) and you left the site map?
Did this error happen once or everytime a infested ship chunk tried to reproduce?
I'll implement a quick fix that supresses the error message and replaces it with a normal message if this happens. The hive will just not reproduce. It'll be uploaded with the rest of the B19 changes in about an hour or two.

Double posting is okay by the way if it is new information which it was. I might have missed it if you didn't post again.

rawrfisher

#231
I just update my posts if its the last one in the thread.
As for the error it was a 1 off that happened on the main map
Oh right did you notice the video posted on the workshop or news feed which ever it is lol
Professional jerk
Want something broken let me know

Albion

Alright... B19 is here and I released the offical B19 version of my mod. You can get it from Steam here!
If you want to download it manually or want to continue with B18 you can get both from NexusMods.

On to the changelist:

New features:
Hunting lodge opportunity - get a location of a nearby hunting lodge where a herd of animals is gathering. Facilities to sleep, butcher and cook are already present.
Lazarus mech injector - craftable mech injector. The mechanites will become inhert in a host pawn but if that pawn gets downed they'll activate and quickly heal injuries until he can get up again. However they are not able to heal if that pawn instantly dies and only heal normal wounds, not lost bodyparts. Healing will drain the mechanites rapidly. They will leave the body after 10 days unless they get activated in which case they might vanish quicker.
Cherub mech injector - special quest reward that completly removes luciferium from a pawns body
Sirenium - drug that enhances mood but induces short wanderer mental breaks
German language translation

Rebalances:
Reduced loot from psychic emitter, mechanoid hive core and broken ship engines
Mechnoid hive core now drops malicious AI persona core instead of variometric power cell
Crashed ships can now be infested with insects
Infested ship chunks now drop stuff when killed
Reworked research tree to make it cleaner
Increased reserach points costs for all technologies
Psychic emitter now affects EVERY map, not just one
Lowered a lot of recipe costs to adjust to lowered market values in vanilla Rimworld
Adjusted guns to new Damage/Armor system. Gauss weapons now have lower damage compared to charge weapons but way higher armor penetration, making them effective against armored targets

Minor changes:
Mechanoid hive core is now deconstructable
Renamed rail gun to gauss lance
Renamed 3D printer to mechanite assembly
Added minimum difficulty to some events. All of them trigger if playing on medium or above
AI persona core now needs to be crafted at the mechanite assembly
Trade fair event now has a better event site. Only contains barracks and dining rooms
New textures for all guns and a new preview

Removes features:
Explosives table - grenades are now craftable in vanilla. Launcher crafting was moved to fabrication table
Bionics crafting - it's part of vanilla Rimworld now
Flatscreen TV crafting - part of vanilla Rimworld now

Enjoy the new features. Please report any and all bug/errors and I will fix them asap.

Albion

Apparently a lot of new people started using my mod. Any feedback yet?
I'm always looking for suggestions on how to adjust balance and feedback what features are well received and what aren't.
Enjoy my mod and all the new stuff it brings. I'm already planning the next features.

rawrfisher

Quote from: Albion on August 29, 2018, 04:10:05 AM
Apparently a lot of new people started using my mod. Any feedback yet?
I'm always looking for suggestions on how to adjust balance and feedback what features are well received and what aren't.
Enjoy my mod and all the new stuff it brings. I'm already planning the next features.

I wasnt sure if I should chime in about this but when you reach a high wealth in your colony the infested shipchunk event can cause some serious slowdown
Professional jerk
Want something broken let me know

Albion

How serious is the slowdown? Also how many infested ship chunks actually drop in?
I guess with a large amount of ship chunks the slowdown could be significant because of the large amount of insects.

rawrfisher

Quote from: Albion on August 30, 2018, 02:15:09 PM
How serious is the slowdown? Also how many infested ship chunks actually drop in?
I guess with a large amount of ship chunks the slowdown could be significant because of the large amount of insects.

Well the impact is enough that its noticable on a high-mid range gaming rig.

This is the smallest one I ran into so far lol

[attachment deleted due to age]
Professional jerk
Want something broken let me know

Albion

Well 21 ship chunks are a lot. If they all reproduce that means you end up with 42 hives and a corresponding amount of insects (which are most responsible for the slowdown).
I might need to add a upper limit on the amount of hives that are able to drop onto a map to prevent this.

Canute

I don't think an upper limit is needed, since it should be a challenge.
It is more the question, are these 21 ship chunk a low,normal or average challenge for rawfisher's colony wealth.
That maybe need an adjustment.
And maybe they should more spread over the map.


rawrfisher

Quote from: Albion on August 31, 2018, 05:48:11 AM
Well 21 ship chunks are a lot. If they all reproduce that means you end up with 42 hives and a corresponding amount of insects (which are most responsible for the slowdown).
I might need to add a upper limit on the amount of hives that are able to drop onto a map to prevent this.
In my experiance 21 chunks results in 63 hives after they quit said and done
Professional jerk
Want something broken let me know