Turbofuel plant (programming.dev)
 

This should solve my power for a while. Turbofuel is really nice. Clean burning, too!

Pro tip: Power shards increase power consumption exponentially for machines, but linearly for generators. That means that a generator at 250% overclock is exactly the same as 2.5 generators at 100%. This saves a lot of space with turbofuel. In the bottom right you'll see 25 generators. Without overclocking I would've needed 63 of them. I have been judicious with my power shards, so this was nice.

I was really satisfied with this picture. You can see pretty much all of the build in one shot The only thing you can't see is the sulfur extraction.

 

I'm really surprised there doesn't seem to be a modded (or vanilla) splitter that lets you set the output ratio for each side. I saw one that lets you configure the rate of output, but I'm not sure if it's updated. Regardless, a simple thing like "this side gets 1, this side gets 3, this side gets 0" would be so useful for building manifolds that don't take forever to balance and other stuff.

 

When a building is on and running, the light is green. When the building is overclocked (and maybe whenever it has a power shard) the light is bluish white. This is useful to find buildings with power shards! Is there a mod to make the light change to a color based on under clocking?

It shouldn't really matter, because seeing what a building does requires opening it anyways, but I still think this would be nice.

 

YES, I did solve this post as I was writing it. YES, I am still going to post it. THE PROBLEM WAS THAT THERE WAS A CHESS TABLE IN FRONT OF MY THRONE. This does not prevent people from using the throne, but during the bestow ceremony they need that spot apparently.


Relevant snippet of logs below. The link has the entirety that got uploaded.

First, I am playing with mods, but even after I disable literally all mods and start this quest fresh to do the bestow ceremony it still does this, so I don't think it's the mods. Also as the title says this is 1.5. If I was playing on 1.6 I would upload these to a more official source.

When I tell my royal to begin the bestow ceremony, he just idles. Nobody else reacts to join, they just keep doing whatever. He just sits there, frozen in time. I let the game run for ~12 hours (in-game) and he still hadn't moved.

Searching around this seems to be somewhat of a known bug, but I'm not seeing anything about these logs specifically. I have tried calling the bestower in multiple times and each time he freezes. Even when I do the "cancel ceremony" and call them back later it does the same thing. Even when I remove all the optional spectators it does this.

In the bottom right you can see Grump idling. In the bottom left you can see that he is trying to attend the bestow ceremony. In the top left you can see the bestower waiting.

Failed to find a spectator spot for Rofro 
(Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)

Failed to find a spectator spot for Unay 
(Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)

Failed to find a spectator spot for Grill 
(Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)

Failed to find a spectator spot for Prosecco 
(Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)

Failed to find a spectator spot for Herc 
(Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)

Failed to find a spectator spot for Dani 
(Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)

Failed to find a spectator spot for Marty 
(Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)

Failed to find a spectator spot for Lion 
(Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)

Failed to find a spectator spot for Rofro 
(Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)

TryMakePreToilReservations() returned false for a non-queued job right after StartJob(). This should have been checked before. pawn = Grump, curJob = BestowingCeremony (Job_5837199) A = Thing_Human922515 Giver = JobGiver_BestowingCeremony [workGiverDef: null] 
(Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)

Failed to find a spectator spot for Isarita 
(Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)

Failed to find a spectator spot for Lynx 
(Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)

Failed to find a spectator spot for Gillespie 
(Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)

Failed to find a spectator spot for Prosecco 
(Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)

TryMakePreToilReservations() returned false for a non-queued job right after StartJob(). This should have been checked before. pawn = Grump, curJob = BestowingCeremony (Job_5837443) A = Thing_Human922515 Giver = JobGiver_BestowingCeremony [workGiverDef: null] 
(Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)

Failed to find a spectator spot for Rofro 
(Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)

TryMakePreToilReservations() returned false for a non-queued job right after StartJob(). This should have been checked before. pawn = Grump, curJob = BestowingCeremony (Job_5837531) A = Thing_Human922515 Giver = JobGiver_BestowingCeremony [workGiverDef: null] 
(Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)

Failed to find a spectator spot for Wingman 
(Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)

Failed to find a spectator spot for Rofro 
(Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)

TryMakePreToilReservations() returned false for a non-queued job right after StartJob(). This should have been checked before. pawn = Grump, curJob = BestowingCeremony (Job_5837775) A = Thing_Human922515 Giver = JobGiver_BestowingCeremony [workGiverDef: null] 
(Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)

TryMakePreToilReservations() returned false for a non-queued job right after StartJob(). This should have been checked before. pawn = Grump, curJob = BestowingCeremony (Job_5838023) A = Thing_Human922515 Giver = JobGiver_BestowingCeremony [workGiverDef: null] 
(Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)

TryMakePreToilReservations() returned false for a non-queued job right after StartJob(). This should have been checked before. pawn = Grump, curJob = BestowingCeremony (Job_5838272) A = Thing_Human922515 Giver = JobGiver_BestowingCeremony [workGiverDef: null] 
(Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)

More in depth log message about the TryMakePreToilReservations().

TryMakePreToilReservations() returned false for a non-queued job right after StartJob(). This should have been checked before. pawn = Grump, curJob = BestowingCeremony (Job_5837036) A = Thing_Human922515 Giver = JobGiver_BestowingCeremony [workGiverDef: null]
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Warning (string)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.AI.Pawn_JobTracker.StartJob_Patch1 (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool,bool,System.Nullable`1<bool>,bool,bool,bool)
Verse.AI.Pawn_JobTracker:CheckForJobOverride_NewTemp (single,bool)
Verse.AI.Pawn_JobTracker:CheckForJobOverride (single)
RimWorld.LordToil_BestowingCeremony_Perform:UpdateAllDuties ()
Verse.AI.Group.Lord:GotoToil (Verse.AI.Group.LordToil)
Verse.AI.Group.Transition:Execute (Verse.AI.Group.Lord)
Verse.AI.Group.Transition:CheckSignal (Verse.AI.Group.Lord,Verse.AI.Group.TriggerSignal)
Verse.AI.Group.Lord:CheckTransitionOnSignal (Verse.AI.Group.TriggerSignal)
Verse.AI.Group.Lord:ReceiveMemo (string)
RimWorld.LordToil_BestowingCeremony_Wait:StartRitual (System.Collections.Generic.List`1<Verse.Pawn>)
RimWorld.LordToil_BestowingCeremony_Wait:<ExtraFloatMenuOptions>b__7_1 (RimWorld.RitualRoleAssignments)
RimWorld.Dialog_BeginRitual:<Start>g__InnerStart|38_0 ()
RimWorld.Dialog_BeginRitual:Start ()
RimWorld.Dialog_BeginLordJob:DoButtonRow (Verse.RectDivider&,bool)
RimWorld.Dialog_BeginLordJob:DoWindowContents (UnityEngine.Rect)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Window.InnerWindowOnGUI_Patch0 (Verse.Window,int)
UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)
 

Many of the forms of the Physical Love precept forbid pawns from sharing a bed with anyone other than a spouse but they all also give negative mood modifiers for lovin' people other than a spouse. I thought the only way two pawns could engage in lovin' was through sharing a bed. Am I missing something? Why give the negative mood modifier if it's impossible for it to even happen? Are there mods that allow them to do lovin' outside of bed and get the mood modifier?

 

When I got to a quest site I made a hitching spot because I understand pen animals like horses (what I brought) may wander off without one. After I undrafted my colonists they hitched them. I dealt with the EMI interference, rejoice! Let's go home.

But they aren't. Turns out the problem was the hitch spot. They wouldn't unhitch the horses to leave. They loaded them but until I manually deconstructed the hitch the horses were wandering and the colonists wandering the edge of the map waiting for the horses. It took a while to figure out what was wrong. Is this a bug/known quirk?

Also, caravans in general are sort of annoying to deal with. It seems tricky to figure out why they aren't leaving. On the way to the site I had a similar problem. Turns out I said to bring 8 meals but someone grabbed one and I only had 7. I think I brought up a screen showing what was loaded and missing but I don't remember how I did. Any clues?

Edit: Okay, so I don't actually know why they didn't unhook the horses, that may still be a bug, but I see now that the intended way to leave a site is to use reform caravan once all threats are neutralized (which includes destroying or shutting down turrets). Then they just magically do everything instead of manually hauling. Also, having done a few more without caravan spots I haven't seen the pack animals wonder off. My best guess is that the game treats them differently or something. But I'm not 100% sure because when I got back home, some tried wandering off before being unloaded. Who knows.

 

My understanding is adults won't get a smoke leaf addiction if they only take it every other day. That's what the policy is set to and two people developed an addiction. What could I be missing? Or does the policy need to be a little more strict to account for them taking some at the end of a day and then again in the morning the day after? (~25 hours instead of 48 hours.)

Edit: The schedule is its own thing apart from "for recreation" and "for addiction". The proper way to avoid addictions would be to leave "for recreation" disabled and set a threshold on the schedule for when they should use them. I'm still not sure if they have "any" for mood and recreation and "every x days" if they take them on a strict schedule regardless of mood/recreation or if they still consider them. It's hard to say because I have a mod installed that affects that as well.

 

I've been getting back into Rimworld after a few years. I've played a bit but never gotten very far. I'm a huge fan of colony management games in general (Dwarf Fortress, Oxygen Not Included, etc.) but Rimworld has always been tough to me. I think part of it is that the tech tree just doesn't make sense in my head.

I think I'm more used to medieval style games with clear "Minecraft like" material progression (can't think of a better term lol). Plus a lot of games I play a gun is just already the highest tech you'll get, so it's this weird thing where I view my weapons as really strong then they're really early game things. Further, I probably think of other weapons I see that are powerful as being super late game weapons.

Can someone give me a breakdown of what techs to research over the first year or two of gameplay? I also might not be researching enough in general. I am 3 seasons in and only have one tech unlocked, batteries. Is that a good pace? I know later it will be faster.

Right now I mostly die to things in the second year it seems like. My new game I am playing with Phoebe Chillax on Adventure Story. Seems like Cassandra Classic on Strive to Survive is the "default". But going over the things they actually change it seems like this will mostly give me smaller raids and events slightly less often, as opposed to doing things like giving me more food from crops. I'm mostly dying to external threats at the moment so I'm trying to make that a teeny bit easier as I learn.

 

Ages upon ages ago I spilled something on this keyboard. I don't really remember the details. The control key is sticky. It takes about twice as much force to push down and it really annoys me. I suppose I thought over the years it would get better, but it seems like it has gotten worse. How do I clean it or fix it? This keyboard does not have removable switches. The switch is MX Brown.

 

I just never thought I'd hear GPL software get such a huge shout-out. It was literally the second thing said during the acceptance speech for Flow (best animated picture).

Also, Anora is a story involving sex workers and during two different acceptance speeches (best original screenplay and best picture) they thanks sex workers for sharing their stories with them.

Wasn't really sure where else to post this. I just thought it was pretty cool. There's always a bit of pandering in speeches (and it's not necessarily always bad), but libre software and sex workers were two things I wouldn't have guessed would get mentions. It was exciting!

 
:: Remove make dependencies after install? [y/N] y

If I didn't remove make dependencies, would yay/pacman be smart enough to know the thing I am installing does not actually depend on them? It's a very nice feature of package managers that they track dependencies and can do things like remove "dangling" dependencies and I don't want to mess that up with some random dependencies needed only for a build. But I also don't want to install something every time I need to build lol.

So does yay and/or pacman know that the things I am installing don't actually depend on the make dependencies?


Solution: Keeping the make dependencies after install will not fool pacman and/or yay into thinking the make dependencies are "real" dependencies of whatever you're building from AUR. They both correctly recognize them as orphans (unless of course something else actually depends on them). So feel free to not remove them during install without worrying about dependency graphs getting tarnished; you'll be able to easily remove them later if you'd like.

 

If I turn my controller on, it won't connect. But if it's on when I turn my computer on (or restart/wake from sleep), it connects just fine. I am using the "Xbox 360 Wireless Receiver for Windows". It's possible it's actually connected but not recognized by Steam or any games, but I am not sure how to troubleshoot that directly. The Arch wiki (linked) doesn't say anything about this specifically.

I am on CachyOS.

Any ideas? <3

Update: This somehow fixed itself. I don't think I even upgraded or anything since it was a problem.

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