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I'm glad that improved things. I'm still not sure why that's a problem but then Rimworld has always had weird performance issues like that.
I don't use github, but even if I did I'd still note things down and put it in the change notes tab because I can't stand it how people never list what's changed in updates.
The children (Blanks) also have a slightly different variant of the Servitor Module which can be gained by installing it on babies. You'll see different thoughts if you check their thought panel.
Since you reminded me and I'm not busy I'll go over the numbers quickly to make a slight fix to this issue. It won't resolve it but less slaves should result in less performance drop.
oh I see, glad to see its not my abysmal mod managing, thanks for the heads up!!
I've noticed that myself and I've found the actual issue is the world pawns generated as slave stock. I'm not entirely clear on what the issue is I suspect its something to do with how the game handles world pawns and hediffs. The slave stock isn't overly large but I might try trimming it down to see if that improve performance a bit. I've noticed this issue with vanilla slave traders too when they have a larger stock so the game is likely doing something stupid to nuke performance as it does.
on the other hand, id like to bring up my experience with the mod where for some reason it drops down my ticks per second down to 70ish
I use call orbital traders mod to traders and whenever I call the ultratech trader added by the mod, the ticks go from an average of 350 to 70ish till it leaves, I am unsure if its because of some bad interaction with other mods.
hopefully there was a fix for this in the past
I don't have any plans to allow multiple installs since they're supposed to be full modules. However I've had the idea of adding Archotech versions which provide improved bonuses I just haven't taken the time to look into it.
Unfortunately not, I'm afraid that's outside of my area of expertise.
Good to hear that fixed it.
Stupid question but, do you have Anomaly active? Because that change requires the Anomaly dlc.
Steam can be a real pain in the ass sometimes when it comes to mod updates. The mod is located at the location below. You can try manually deleting the files and verifying the integrity. Also before verifying check the following two locations are empty, not that you have some temporary files lingering around it'll try to use to recover the missing mods.
Steam\steamapps\workshop\content\294100\2006925330
Steam\steamapps\workshop\downloads
Steam\steamapps\workshop\temp
No I didn't touch anything to do with the Anomaly files and double checking it there's nothing wrong with them. You didn't run Rimpy's strip mods option or something similar did you? That option has a bad habit of deleting necessary files and causing issues. You can try unsubscribing and resubscribing and verifying your game files hopefully that fixes the issue.
when i mouse over it doesn't show the anomaly style healing and next to the name it says (1000000 lives) left. the existing colonists that have one say 1 lives left. is this a bug?
Thanks for the reply and yes it is being extra difficult to track down for some reason. I'll keep trying to produce results on it but my eyes start to cross when I look at any code haha. I envy you fantastic modders and your ability to decipher that stuff and make it work for you.
I honestly don't know I've never used them together and its never really come up. Technically they should work together but there may be duplicates of things.
@homeworld
Beyond the idea that it might be something related to mods interacting with Lovin to provide food or a resource of some kind I'm not sure. Its happening in my mod list too but I haven't tried to figure out the source since it would be quite an undertaking.
@Mazz
You can use A Dog Said if you want there shouldn't be any issues. However I personally recommend Xenobionic Patcher as it simply allows you to use human bionics for animals.
So, regarding the bug report on the Archotech Power Core and the error with no 'Lovin, I can't seem to find the incompatible mod. I tried disabling anything that I thought may be conflicting (Way Better Romance, Romance on the Rim, even VFE modules) but it was still occurring. Any ideas?
Try unsubscribing and resubscribing or verifying your game files. I copied the wrong string when I added a stat to the intellectual module which caused that issue. However the issue has been fixed so your mod files must be outdated.
I'm afraid that's beyond my abilities since it requires coding otherwise I would. As such all I can do is offer some suggestions on how to handle it. If you use the mod Useful Terror which helps in that regard the Servitor Module provides maximum terror all the time once a person is conditioned. With the mod More Slavery Stuff you can change how slaves are seen and with some of the settings it disables rebellions all together if they meet the right conditions.
I see what I did wrong, I copied the wrong string when adding the writing speed stat. I've uploaded a fix, sorry about the trouble.
https://gist.github.com/HugsLibRecordKeeper/2ff69c468c08f211e85c08dbe72ae776
I tested it on a stripped down mod list with and without my genetics and ivf mods. However I can't seem to reproduce it. Using two deluxe servitors I tried implanting and a growth vat both caused no issues when the baby was born.
Your google document is locked so I made an access request. However I get the feeling this might be somehow related to a mod issue. I'm not sure why the game would be trying to spawn the baby with a specific PawnKindDef to begin with. Are you by any chance using HAR or RJW stuff? That's the only things I can think of off hand that might want to use the PawnKindDef for a baby.
Pawn generation error: Generated pawn incapable of required skill: Animals Too many tries (120), returning null. Generation request: kindDef=FSFServitorDeluxe, context=NonPlayer, faction=Popular Confederation of Edomeunt, tile=-1, forceGenerateNewPawn=False, allowedDevelopmentalStages=Newborn,
(Remainder is here: https://docs.google.com/document/d/1j0cyyt8hTSVZAZqyf1Rx9BiBUZEzSFVFL7CYQp-k7wI/edit?usp=sharing )
I added an entire uninstall thing for that ages ago. After its uninstalled a person goes through deperseronalization where they feel disconnected from their body. Then slowly over time they return to normal. Is the uninstall not showing up for you in the operations tab?
Ive got two kids dropped with the module freshly installed and the feeling of hopelessness was pretty crushing. Good job on the correct theme for rimworld i guess.. and thanks for the mod!
Due to how the bionics system is designed in Rimworld you can't do that. An implant requires a natural body part. So once you replace it you can no longer install implants into it.
If I recall correctly modding wise you can set it up to attach hediffs to bionics but you need to design it that way to begin with. This is because recipes have a workerclass which tells it how to apply the hediff you are adding whether its a implant, a bionic or something else. You can't change this in game so you'd need each recipe to be catered to what you're trying to do. Also there's no existing way to set a required hediff for something outside of the system used for mechanitor implants (which I borrowed for my AI Chips).
It works fine for me with my full mod list. It must be some sort of weird mod interaction.
The specialised arms speed modifiers are slightly improved with each tier despite the tooltip reporting it as lower. This is because the efficiency of the arm massively increases the speed bonuses. I did this to prevent them from getting too overpowered. Although I might end up rechecking the balance on them, since this question comes up quite a lot.
Not at the moment sorry. I've had noted down for a long time to make some sort of scar removal item.