RimWorld

RimWorld

[OUTDATED]MBS Spotlights
Buy Goodbar 22 Aug, 2016 @ 5:28pm
Error Logs
I've ran into a few error in my game log, so I figured it might help to post them here. I can speculate that this mod conflicts with more vanilla turrets, but it could be any one of the mods I have downloaded.

I am not a developer, modder, nor do I know a lick of code, but regardless, this might help.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=749983568

< >
Showing 1-15 of 17 comments
Bucketsmith  [developer] 8 Sep, 2016 @ 3:03am 
♥♥♥♥♥♥♥♥♥, I never noticed you made this thread. I'm so sorry! Seems I didn't get a notification someone made a thread on the discussion page for one of my workshop items.

It's obviously an old bug now but it seems I might have uploaded a version without the assembly in it, at the time.
Thanks for reporting though! :D
Buy Goodbar 8 Sep, 2016 @ 4:22am 
Originally posted by Bucketsmith:
♥♥♥♥♥♥♥♥♥, I never noticed you made this thread. I'm so sorry! Seems I didn't get a notification someone made a thread on the discussion page for one of my workshop items.

It's obviously an old bug now but it seems I might have uploaded a version without the assembly in it, at the time.
Thanks for reporting though! :D

Hey! It's alright. Just figured you'd probaby it find useful. :steamhappy:
Last edited by Buy Goodbar; 8 Sep, 2016 @ 4:22am
Bucketsmith  [developer] 8 Sep, 2016 @ 4:25am 
I released a vastly updated and changed version yesterday. :)
It works differently, a lot more smooth, but I wasn't able to test out all scenarios on my own.
Maybe have a look at this version and see how you like it?
Buy Goodbar 8 Sep, 2016 @ 1:57pm 
Originally posted by Bucketsmith:
I released a vastly updated and changed version yesterday. :)
It works differently, a lot more smooth, but I wasn't able to test out all scenarios on my own.
Maybe have a look at this version and see how you like it?

Is it V15 compatible?
Bucketsmith  [developer] 8 Sep, 2016 @ 2:07pm 
Yes, I was working on the better version when A15 suddenly dropped.
I decided I would move all new functionality of my three current mods to A15 before releasing.
Buy Goodbar 8 Sep, 2016 @ 2:18pm 
Originally posted by Bucketsmith:
Yes, I was working on the better version when A15 suddenly dropped.
I decided I would move all new functionality of my three current mods to A15 before releasing.

What's your thoughts on V15?
Bucketsmith  [developer] 8 Sep, 2016 @ 2:18pm 
You mean A15, the game version, right?
Buy Goodbar 8 Sep, 2016 @ 2:48pm 
Originally posted by Bucketsmith:
You mean A15, the game version, right?

right
Bucketsmith  [developer] 8 Sep, 2016 @ 2:50pm 
I've not really got an opinion on the changes A15 bring, as I've not played a proper playthrough on it yet.
Been working hard on those mods. :P
Thought I would have rather seen something else than the drug system, from the large amount of possible cool features to add to the game.

P.S.: On a side note, could you please add [SOLVED] to the start of your thread title?
It's the only discussion on this workshop item so it's visible from the main page.
I wouldn't want people to think it's still a current issue. :)
Last edited by Bucketsmith; 8 Sep, 2016 @ 2:51pm
Buy Goodbar 8 Sep, 2016 @ 2:56pm 
Originally posted by Bucketsmith:
I've not really got an opinion on the changes A15 bring, as I've not played a proper playthrough on it yet.
Been working hard on those mods. :P
Thought I would have rather seen something else than the drug system, from the large amount of possible cool features to add to the game.

I thought you'd think the same thing as I did about drugs. While it does make sense to actually give the chemical interest and fascination traits more then just alchohol to work with, I was thinking the game should've had some sort of weapon overhaul, or more weapons in general. All of the weapon mods break the vanilla immersion by using 21st century guns and melee weapons.

The mining drills are a big addition, and I thought it was very necessary. Now it's actually possible to get rare elements aside from hoping your map spawns with them.

I'm probably not going to switch to V15 (right now I'm just playing the V14 "beta") for a while because most mods aren't compatible yet.
Bucketsmith  [developer] 8 Sep, 2016 @ 3:03pm 
Yeah, I get that he'd want it more of a system for modders to toy with, or future content in general.

For a game that has Firefly as an important source of inspiration, I too am missing those style weaponry. I'd like to see that kind in.
Though, weapons are basically all the same in vanilla, just with different speeds/burst counts/damages.
Then again, as with everything, I feel like they'd just be stopgaps for better tech which you can get relatively easily. The whole progression of a game feels.. empty and jumps from having nothing, to having basic stuff, right to advanced tech.
I also get that with the gamelore you have these Glitterworlds with highly advanced tech. They should be rare. Perhaps need some sort of blueprint that you need to buy before you could research it. Not freely available. Still, there's not much room in the stats to play with before it just becomes another OP weapon.


Those mining drills are nice, but they're not a new idea. There have been plenty of mods that add a similar building. Debatable if those mods were balanced or not.
Buy Goodbar 8 Sep, 2016 @ 6:23pm 
Originally posted by Bucketsmith:
Yeah, I get that he'd want it more of a system for modders to toy with, or future content in general.

For a game that has Firefly as an important source of inspiration, I too am missing those style weaponry. I'd like to see that kind in.
Though, weapons are basically all the same in vanilla, just with different speeds/burst counts/damages.
Then again, as with everything, I feel like they'd just be stopgaps for better tech which you can get relatively easily. The whole progression of a game feels.. empty and jumps from having nothing, to having basic stuff, right to advanced tech.
I also get that with the gamelore you have these Glitterworlds with highly advanced tech. They should be rare. Perhaps need some sort of blueprint that you need to buy before you could research it. Not freely available. Still, there's not much room in the stats to play with before it just becomes another OP weapon.


Those mining drills are nice, but they're not a new idea. There have been plenty of mods that add a similar building. Debatable if those mods were balanced or not.

I agree with the drill thing. Many mods already did it. I think more than anything the end game should be better. Once you get turrets and sustainable food, it's pretty much just waiting to complete research to get the ship. They should implement an alternative to just building a ship. Raiding faction bases should be a feature, and once they are all destroyed, you should be able to win the game. Traveling to other map tiles by ground travel should be possible. Other races, and more mechanoids should already be in the game.

I understand it is an early access, essentially a live beta preorder. So I guess we will have to wait. I just wish those that opt into early access games could influence the development in a more meaningful way than spamming idea forums.

Also why hasn't AO&PE been added to the base game? It's a 100% balanced mod and perfectly fits within the sci-fi genre of this game.
Bucketsmith  [developer] 9 Sep, 2016 @ 2:05am 
IMHO alternative endings are super important for a resource/colony management game like this.
Just like having different starts, being able to aim for different endings as an end goal is what creates a lot more diversity in play!
I've always wanted the option to reach a fully sustainable colony as an end goal, instead of escaping with the ship.
There are various other tribes, pirate bands and townships that made it on that planet. Sure, you could argue the hostile ones come and attack you because you have food and other items that they're short on.
But they seem to have a limitless supply of people - although I get that's just a gamey solution to something - so how would such a massive organisation survive before we crash landed?
My point is, it should be perfectly capable for our colonists to choose to stay where they are, after all of the work they did. Let them forsake the mission they might have had when their ship got hammered.

I agree on the ground travel. I wish you'd have much less resources on your starting tile, and you have to form expeditions to venture out to other tiles with the sole purpose of seeking resources.
Imagine how much more depth and strategy that would create!
It would also make the standard size map feel much less cramped, because it would solely be for building your base. Wouldn't have to worry about running out of resources too quickly.
Code wise, since it's singleplayer, I'd be okay with it if all world tiles that you AREN'T on are saved and paused, not loaded in. Once you set your expedition to move, you go with them and load that new map just like how we load our current map at the start.
No need to have anything fancy going on where your homebase can get attacked and you'd have to switch back. I think that's what a lot of people want, but would mean a HUGE rewrite.

It's an alpha, the way the game is coded and the way you experience it in-game is still undergoing some major changes. Though Tynan reads a lot of his forum and incorporates things he deems a good idea. Usually things that are easy to code but give a lot of content value.
Unfortunately, he's just one guy that sometimes hires freelancers to do specific tasks.

What's "AO&PE"? Do you mean EPOE? Extended Prosthetics and Organ Engineering?
One might argue it's not that balanced at all. I personally don't like the change to the new metals.
There was a time quite a lot of mods added their own new metals/resources and it saturates the relatively tiny map. It'll either mean you'll have less of everything or the map is filled with a bizarre amount of resources.
I feel they should go back to using plasteel.
RusslinJimmys 29 Jan, 2017 @ 8:21am 
https://gist.github.com/80e04c1ce2768196ee2f26f4884ef395

Anyone else getting this error log, not sure what it means..
Bucketsmith  [developer] 29 Jan, 2017 @ 8:27am 
Originally posted by Rakeman:
https://gist.github.com/80e04c1ce2768196ee2f26f4884ef395

Anyone else getting this error log, not sure what it means..
It means the DLL portion of the mod is horribly broken.
< >
Showing 1-15 of 17 comments
Per page: 1530 50