[-] JackbyDev@programming.dev 2 points 19 minutes ago

Given the way society is currently set up, if we pursue space colonization then it'll become a luxury for billionaires to escape an unlivable planet. Worse, the hoards of the capital will have even less desires to fix things.

(This is not some doomer or accelerationist take, just hating on billionaires.)

[-] JackbyDev@programming.dev 2 points 21 minutes ago

Reminds me of the Presidium from Mass Effect 1 and the Stranger from Outer Wilds: Echoes of the Eye.

[-] JackbyDev@programming.dev 6 points 16 hours ago

Actors don't have real sex on set either, but it's still NSFW.

[-] JackbyDev@programming.dev 5 points 17 hours ago

That's not elitism.

[-] JackbyDev@programming.dev 4 points 20 hours ago

Yesssssss 🤤 I love it

[-] JackbyDev@programming.dev 3 points 23 hours ago

✍️✍️✍️✍️✍️✍️✍️✍️✍️✍️✍️✍️✍️

[-] JackbyDev@programming.dev 2 points 23 hours ago
[-] JackbyDev@programming.dev 26 points 23 hours ago

I feel you, but this is definitely NSFW. It's a sex act.

[-] JackbyDev@programming.dev 15 points 23 hours ago

LIL SCRONGLY BABYYYYY 😻😻😻

[-] JackbyDev@programming.dev 6 points 23 hours ago

Could've asked for a cat girl gf

2

I'm curious about this game and might want to pitch it to my group, but I'm curious to see what actual play sessions are like. Can anyone recommend some podcasts or preferably videos of it? I'm more interested in well produced but sort of mid tier "acting" if that makes sense lol. Super top of the line productions like Critical Role can sort of give a skewed impression.

11

I was curious if this was a Jerboa issue or just the instance, but I get the same problem when I use the web version. When I try to go to the second page of posts (by clicking next or scrolling down) it seems to hang forever. Is this affecting others or just me?

13
28
Turbofuel plant (thelemmy.club)

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.

17

Oops.

10

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.

7

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.

6
submitted 9 months ago* (last edited 9 months ago) by JackbyDev@programming.dev to c/meta@programming.dev

Today I haven't been able to login through Jerboa. It worked fine in the past. I downloaded Voyager to try and it failed as well. Weirdly the browser works perfectly fine. Any idea what might be happening? Thanks, friends!

15

It's frustrating that pawns and animals don't avoid stepping on spike traps when moving animals from pen to pen. Is there any mod that fixes this or just makes spike traps never trigger on friendlies (removing the 0.4% chance)?

9

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)
20

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?

26

Pretty much the title. It's just confusing trying to compare and contrast them when all the precepts are in different spots for each ideoligion.

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JackbyDev

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