RimWorld

RimWorld

Borg Race (Revisited)
Nolabritt  [developer] 11 Jul, 2020 @ 3:04pm
Feedback on Bugs and Balances
This mod is still being play tested for balancing and bugs. Any feedback is appreciated.
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Showing 1-15 of 33 comments
Rainoa 12 Jul, 2020 @ 7:06am 
im getting this error using only the mods required
mod list/load order
1: Harmony
2: Core
3: Royalty
4: Humanoid Alien Races 2.0
5: Save Our Ship 2
6: In-game wiki
7: Borg Race (Revisited)

o the error is to big to post here >.<

not sure how to report it maybe if using just save mod list will show same error to u?

adding HugsLib stopped the big giant error, Load order i put it in middle of Royalty & Humanoid Alien Races 2.0

but adding some my other mods i noticed a duplicate error and im trying to figure out what 1 is doing that
Last edited by Rainoa; 12 Jul, 2020 @ 7:17am
Rainoa 12 Jul, 2020 @ 7:25am 
adding Uninstall Rimworld (No Structures)
can make a big error as some XML error Duplicate or something

so ill try re-adding all my mods now but that 1
Last edited by Rainoa; 12 Jul, 2020 @ 7:26am
Nolabritt  [developer] 12 Jul, 2020 @ 7:46am 
Originally posted by Rainoa:
adding Uninstall Rimworld (No Structures)
can make a big error as some XML error Duplicate or something

so ill try re-adding all my mods now but that 1

okay HugsLib is required and needs to be added to the list. I thought it was a requirement for sos2 but i was wrong. Ima fix that asap.

I originally had minify everything as a prereq, but I was able to make only the buildings I needed to minify minifiable using a patch. All the patched buildings are space ship parts from the SoS2 addon. It must be double giving the buildings minifiable tags when the uninstall mod runs. I will have to add a conditional check to the patches to skip if it detects minify everything or uninstall, or maybe a check to see if the fields have already been added as skip of so.
I am busy for most of today, but I will give it a looking over tonight. Good looking out!
Nolabritt  [developer] 12 Jul, 2020 @ 8:02am 
Okay I just pushed an update that adds HugsLib requirement. I have a plan for dealing with the Uninstall Rimworld conflict. Thank you for the help! Let me know what else you run into or if you think anything needs explaining or details on a new wiki page. Cheers!
Rainoa 12 Jul, 2020 @ 8:21am 
sorry seems my post didnt post...
so the unilink thing when i try to click install i get this error below

mod list im using:
harmony
core
royalty
hugslib
rimhub
humanoid alien races
save our ships2
in-game wiki
borg races
mad skills
ore yields
ogrestack
dubs mint minimap
empire
reinforced walls
simply more bridges
wall light
realistic rooms (guess i dont need this 1 maybe)
recipe icon
prepare landing
notainted
prepare carefully
character editor
damage indicators
~~~~~~~~~~~
Exception in UIRootUpdate: System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.CompFacility.DrawLinesToPotentialThingsToLinkTo (Verse.ThingDef myDef, Verse.IntVec3 myPos, Verse.Rot4 myRot, Verse.Map map) [0x00094] in <0ee2c524c4be441e9b7f8bfcb20aca6f>:0
at RimWorld.PlaceWorker_ShowFacilitiesConnections.DrawGhost (Verse.ThingDef def, Verse.IntVec3 center, Verse.Rot4 rot, UnityEngine.Color ghostCol, Verse.Thing thing) [0x00022] in <0ee2c524c4be441e9b7f8bfcb20aca6f>:0
at Verse.GhostDrawer.DrawGhostThing (Verse.IntVec3 center, Verse.Rot4 rot, Verse.ThingDef thingDef, Verse.Graphic baseGraphic, UnityEngine.Color ghostCol, Verse.AltitudeLayer drawAltitude, Verse.Thing thing) [0x0007e] in <0ee2c524c4be441e9b7f8bfcb20aca6f>:0
at RimWorld.Designator_Install.DrawGhost (UnityEngine.Color ghostCol) [0x00062] in <0ee2c524c4be441e9b7f8bfcb20aca6f>:0
at RimWorld.Designator_Place.SelectedUpdate () [0x00065] in <0ee2c524c4be441e9b7f8bfcb20aca6f>:0
at RimWorld.Designator_Install.SelectedUpdate () [0x00000] in <0ee2c524c4be441e9b7f8bfcb20aca6f>:0
at Verse.DesignatorManager.DesignatorManagerUpdate () [0x00013] in <0ee2c524c4be441e9b7f8bfcb20aca6f>:0
at RimWorld.MapInterface.MapInterfaceUpdate () [0x00027] in <0ee2c524c4be441e9b7f8bfcb20aca6f>:0
at RimWorld.UIRoot_Play.UIRootUpdate () [0x00015] in <0ee2c524c4be441e9b7f8bfcb20aca6f>:0
Verse.Log:Error(String, Boolean)
RimWorld.UIRoot_Play:UIRootUpdate()
Verse.Root:DMD<DMD<Update_Patch1>?-1070212352::Update_Patch1>(Root)
Verse.Root_Play:Update()
Rainoa 12 Jul, 2020 @ 8:54am 
when i first load into new game i get 2 below errors


~~~~
MakeThing error: BorgAlcove is madeFromStuff but stuff=null. Assigning default.
Verse.Log:Error(String, Boolean)
Verse.ThingMaker:MakeThing(ThingDef, ThingDef)
EdB.PrepareCarefully.GenStep_CustomScatterThings:ScatterAt(IntVec3, Map, GenStepParams, Int32)
EdB.PrepareCarefully.GenStep_CustomScatterThings:Generate(Map, GenStepParams)
EdB.PrepareCarefully.ScenPart_CustomScatterThingsNearPlayerStart:GenerateIntoMap(Map)
RimWorld.Scenario:GenerateIntoMap(Map)
RimWorld.GenStep_ScenParts:Generate(Map, GenStepParams)
Verse.MapGenerator:GenerateContentsIntoMap(IEnumerable`1, Map, Int32)
Verse.MapGenerator:GenerateMap(IntVec3, MapParent, MapGeneratorDef, IEnumerable`1, Action`1)
Verse.Game:DMD<DMD<InitNewGame_Patch1>?550938624::InitNewGame_Patch1>(Game)
Verse.<>c:<Start>b__1_2()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.<>c:<UpdateCurrentAsynchronousEvent>b__27_0()
System.Threading.ThreadHelper:ThreadStart_Context(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object)
System.Threading.ThreadHelper:ThreadStart()
~~~
MakeThing error: BorgBedLow is madeFromStuff but stuff=null. Assigning default.
Verse.Log:Error(String, Boolean)
Verse.ThingMaker:MakeThing(ThingDef, ThingDef)
EdB.PrepareCarefully.GenStep_CustomScatterThings:ScatterAt(IntVec3, Map, GenStepParams, Int32)
EdB.PrepareCarefully.GenStep_CustomScatterThings:Generate(Map, GenStepParams)
EdB.PrepareCarefully.ScenPart_CustomScatterThingsNearPlayerStart:GenerateIntoMap(Map)
RimWorld.Scenario:GenerateIntoMap(Map)
RimWorld.GenStep_ScenParts:Generate(Map, GenStepParams)
Verse.MapGenerator:GenerateContentsIntoMap(IEnumerable`1, Map, Int32)
Verse.MapGenerator:GenerateMap(IntVec3, MapParent, MapGeneratorDef, IEnumerable`1, Action`1)
Verse.Game:DMD<DMD<InitNewGame_Patch1>?550938624::InitNewGame_Patch1>(Game)
Verse.<>c:<Start>b__1_2()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.<>c:<UpdateCurrentAsynchronousEvent>b__27_0()
System.Threading.ThreadHelper:ThreadStart_Context(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object)
System.Threading.ThreadHelper:ThreadStart()
Nolabritt  [developer] 12 Jul, 2020 @ 6:23pm 
Okay I should have these two latest errors handled. The Unilink build has a history of abuse when I was testing different mechanics. So it had a lot of weird problems. I just rewrote the whole thingDef and it seems to be working fine. I am going to start looking at the mod conflict with minify mods
Nolabritt  [developer] 12 Jul, 2020 @ 6:41pm 
Originally posted by Rainoa:
when i first load into new game i get 2 below errors


~~~~
MakeThing error: BorgAlcove is madeFromStuff but stuff=null. Assigning default.
Hmm okay I am still getting these errors on start up. It looks like the problem is the scenario starts with three Unilinks (BorgBedLow) and a Sub Synth (BorgAlcove) and these aren't set to a stuff type by default. So like starting with a bed but the game doesn't know if it is a wood or a steel beg cuz it just starts with a bed. I will play around with it and see if I can get a fix going
Rainoa 13 Jul, 2020 @ 8:17am 
ok so the "substrate borg raw food converter", for make 5 substrate from raw plants needs 75 to make just 5,
BUT the "substrate borg adapted nutrient synthesizer" has option "Make 2 substrate from raw resources" costing 25 veg 3 times = total 75 and get 6 substrate!

the doors and workbench seems like it cost way to much for what u start with, and just keeping all powered seems to be alittle challenging also while at the same time trying to stock pile substrate to save up to make workbenches that u might need

this is just random shot in the dark idea prob needs to be ironed out
what is the current reasoning for the price of things?
maybe it could be a 1:1 cost for steel(seems to be same strength i think), 2:1 wood, 1:2 plasteel for examlpe

hmm it could be interesting as well if their was a mod options to adjust the ratio of conversion, so ppl could make it more or less challenging in the future
Nolabritt  [developer] 13 Jul, 2020 @ 3:04pm 
The prices have been played with a bit and still need balancing. I will have to adjust these values. I did a cost crunch before making public so I was expecting something like this to happen.
The main idea is that raiding and fighting should be the best income for substrate, not farming or mining. So I am trying to have the plants, meats, wood and stuff worth a little something, but the real payoff comes from killing and capturing pawns for weapons, apparel, and body parts. The substrate pay off considers the rarity of the item, how you get the item (fighting), and how hard it is to store the item (rotting and stack size). Like that players don't just try to farm or mine materials for substrate.

I was thinking of adding an in-game option of adjusting values, something like a difficulty setting, but thats a ways down the to-do list
Nolabritt  [developer] 13 Jul, 2020 @ 4:21pm 
I applied a quick fix to the substrate conversions and I applied a patch that should let you use Uninstall RimWorld. Cheers
santo love 15 Jul, 2020 @ 11:19am 
i am not sure if its a bug or a feature but i noticed my pawns actually shooting through the borg ship walls from the inside to kill pawns outside the ship while landed
Wolverlow 16 Jul, 2020 @ 3:24am 
Ehh is there and will there be way to cure diseases for borgs? rn a infection or flu always seems to kill my borgs
Rainoa 16 Jul, 2020 @ 3:26am 
if u use the borg bed thing with a north east west south version it gives 180% immune chance or w/e. my borg never got infection yet so i have not gotten to test yet
Last edited by Rainoa; 16 Jul, 2020 @ 3:26am
Nolabritt  [developer] 16 Jul, 2020 @ 5:26am 
The unilink bed is made to be not as effective as the Alcove bed is and one of the main buffs is the immunity gain rate. However, I have noticed that infections are particularly deadly to the borg and my only conclusion as to why is the conditions that the borg live in. This is why sleeping spots are bad ideas. In the normal play style you place great importance on cleaning and comfort, but the borg play style you don't. Infection severity accounts for things like room cleanliness and comfort, so the borg environment is prime for worsening the infection. I want the drones to dye and be replaced fairly often but the infection chances are a bit high. I may try up-ing the sterility rating of the borg ship hull tiles to make them more like sterile tile. The problem is that I've never seen a borg ship that looks sterile... Maybe an item to remove infection severity just for borg would work too
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