TynanSylvester

TynanSylvester



07 May

Comment

Originally posted by Captainwaifu

No problem. I went through my floor mods one by one to see which were causing issues and which were not and then compared the difference in defs. Found out about tilled soil not having a resource cost. After adding one the error seized

How to reproduce:

  1. Subscribe to the "tilled soil" mod and start rimworld

  2. Go to mods, disable all mods(dont disable core and dlc) and only enable tilled soil

  3. Restart Rimworld and start a new clean game

  4. Open debug actions

  5. Select: Generate Quests x30

  6. Select: BuildMonument_TimeProtect

  7. Select whatever value

  8. The following error will be generated:

Exception running QuestNode_GetMonumentRequiredResourcesString: System.NullReferenceException: Object reference not set to an instance of an object at RimWorld.QuestGen.QuestNode_GetM...

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Thanks - we will adjust the base game so this doesn't happen.

Comment

Originally posted by Captainwaifu

Hey, are you using Tilled Soil by any chance? I had this issue yesterday and found out it was being caused by tiles and walls not having a build resource cost, as was the case with tilled soil. I've reported it to the mod developer.

If you want to get rid of this bug, disable those mods or add a cost value to their defs.

Dev here, thanks for that. We looked for this bug as well and concluded it was from a mod (couldn't reproduce in vanilla), but didn't know which one caused it.


06 May


05 May


04 May

Comment

Hey there. So this is supposed to happen if Charlon's ship is there, and you are not on the map, and an enemy is on the map.

But you say it just happened randomly while you had colonists on the map? Can you confirm exactly what happened that led to this occurring? It definitely could be a bug, and we will investigate.


02 May

Comment

Originally posted by collegiaal25

A more realistic way would be to calculate temperature per square instead of per room. That way, breaking a wall wouldn't immediately make the room safe, and standing close to a fire outside would be more dangerous. Maybe too much computation?

Too much CPU, yes, but it's also incomprehensible for the AI.


29 Apr

Comment

This was actually fixed yesterday just after we locked the build. The fix will be in the next update, limiting such situations to 100 animals max (it chooses stronger animals as needed to maintain the threat with fewer individual creatures).


28 Apr

Comment

This is really relevant feedback, I appreciate you taking the time to write it.

We are definitely working on some new content, as I've outlined before. Some of what we're working on does enable more non-royal play paths.

That said, I don't think every play path needs to be equally difficult/easy. There are 3 ways to treat the Empire (or any other faction): Ally with them, neutral, or enemy. It makes sense to me that player might be choosing different implicit difficulties along these three paths, similar to how some biomes and scenarios are just harder than others. That said, it would be best if none of t...

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26 Apr


25 Apr

Comment

I love the attitude!


23 Apr


22 Apr