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Messages - Cat123

#16
General Discussion / Re: How hot are your colonists?
December 11, 2014, 07:15:00 AM
Quote from: Snowpig on December 11, 2014, 06:53:08 AM
why this? this is possible in reality - check eastern siberia: low humidity leads to very high temperatures in summer and very low temperatures in winter  ;)

No, this is false.

Siberia hits around 20oC in summer in its most forgiving parts.

This map shows the parts of the world that can exceed 50oC:



https://en.wikipedia.org/wiki/K%C3%B6ppen_climate_classification

Rimworld might be science fiction, but there's no way for 51 oC to exist outside of deserts.
#17
General Discussion / Re: How hot are your colonists?
December 11, 2014, 06:49:26 AM
Playing a boreal map - heat wave hit, temps outside went to 51oC.

So, hmm. Needs a bit of fine tuning.
#18
Same here.

I suspect it hasn't been released yet, apart from to the beta testers?
#19
I'm confused: is 0.8 released?

I've had no update email or new link.
#20
General Discussion / Re: Call for testers
December 06, 2014, 08:59:42 AM
Happy to help if people are still needed.
#21
Quote from: Shinzy on November 19, 2014, 04:39:43 PM
Quote from: Aristocat on November 19, 2014, 03:40:41 PMYes it work with apparelo as long as apparelo doesn't protect body parts with head layer or vice versa

Time to make tiny stetsons to be worn on your brain like! and miniature clothing for all the other internal organs! *rubs hands together*

Only "issue" with running this with Apparello would probably be *very* crowded apparel list on your colonists if you get all the socks and boots and implants

This was the only bit I was worried about:
<apparel>
      <bodyPartGroups>
        <li>Heart</li>
      </bodyPartGroups>
      <layers>
        <li>Overhead</li>
      </layers>


Wasn't sure if anything else used the "overhead" layer. Floating balloons mod?

Only two other issues:

1) The subdermal stuff can be removed - it'd be more elegant if it was permanent
2) Balance related - many parts of the subdermal give 100% protection to all classes (bad idea, especially since some over-lap. e.g. torso covers stomach, liver, kidneys for a double bonus)
2)a) Some of the items give massive bonuses:     <equippedStatOffsets>
<GlobalLearningFactor>0.5</GlobalLearningFactor>
<ResearchSpeed>0.3</ResearchSpeed>
<MedicalOperationSpeed>0.5</MedicalOperationSpeed>
<BaseHealingQuality>0.5</BaseHealingQuality>
<HealingSpeed>0.5</HealingSpeed>
    </equippedStatOffsets>


50% boosts to healing speed, XP, 30% to research... hmm. Or

    <equippedStatOffsets>
<MoveSpeed>0.8</MoveSpeed>
    </equippedStatOffsets>
    <apparel>
      <bodyPartGroups>
        <li>InLeg</li>
      </bodyPartGroups>


That's +80% from each leg, then an additional +20% from each bionic leg. Cripes.


Those are (minor) balance tweaks though.
#22
Quote from: ItchyFlea on November 19, 2014, 04:27:49 PM
That file appears to simply be a downloader for the actual mod, not a virus.
Although VirusTotal gave a detection ratio of 5/53.

Comodo Instant Malware Analysis seems to report that it isn't a virus, but rather a downloader app:
When activated, that file contacts sendspace and sends a get request with this URL: https://fs09n3.sendspace.com/dllp/d6da47d313ea7f7883cf8c8039b08216/546d0843/000000/b8zgts/immersive 20rim 201.5.rar (Well, a slightly different one that browsers don't like to read, I've formatted it enough for browsers to accept.)
Which correctly downloads the mod.

Might want to avoid sendspace in the future, especially if they haven't mentioned that they do this to large files.


Yeah, as the TL;DR mentioned, it's their "download accelerator" - it's undocumented, and let's just say that I'm wary of redirects to IL / RU domains for very good reasons.


Sorry for the drama, the mod itself is very good. It's a solution to an issue I'm having, but I'm not sure I want to go this route - but it works, which makes it 100% better than anything else atm ;)
#23
Quote from: Aristocat on November 19, 2014, 03:40:41 PM
You sure sendspace is trap? I just downloaded from same link and it's not .Exe file, nor from other mods that uploaded on sendspace, I afraid cat123's computer is virused..

Re-uploaded

I just ran Spybot Search & Destroy and various other programs, and my system is 100% clean - I also run firefox with NoScript, Ghostery, AdBlock and so on.

This is your file -

You'll notice that on your new link the .exe has changed value.

liverged.net
Registry Registrant ID:
Registrant Name: Ben Dal
Registrant Organization:
Registrant Street: Golani 2
Registrant City: Sderot
Registrant State/Province: Sderot
Registrant Postal Code: 8712301
Registrant Country: IL
Registrant Phone: +972.527429766
Registrant Email: Email Masking [email protected]


So yeah; malware. The reason you're not seeing it is probably because your system isn't detecting the redirect, derp.

Oh, and some more proof:

https://www.reddit.com/r/netsec/comments/1hj3hy/sendspace_is_sending_targeted_malware/
https://forums.malwarebytes.org/index.php?/topic/121946-warning-sendspacecom-sending-fake-files/
http://blog.trendmicro.com/trendlabs-security-intelligence/trojan-abuses-sendspace-a-closer-look/
http://4chandata.org/g/So-friend-just-had-a-possible-malware-encounter-on-SendSpace-Nothing-happened-but-my-friend-was-alerted-when-his-download-looked-s-a97116

EVERYONE has noted sendspace's little trick of adding .exe loaders to the first click on their downloads.

So - next time don't be a DERP and do a little 5min of research; apparently it's their own malware, an unsolicited "download manager", but it's 100% not ok for files to redirect to .exes without permission.


TL;DR

If you uncheck the box with "download accelerator", it doesn't do the hijack. It's still scummy as hell though.
#24
Help / Re: Use <statBases> in Defs? (HealthDiffDefs)
November 19, 2014, 01:47:18 PM
Quote from: Minus on November 19, 2014, 09:33:49 AM
Just poking my head in here. Any discoveries found are probably going to cause an instant update to my Extended Surgery and Bionics mod.

He made it work via a clever hack:

https://ludeon.com/forums/index.php?topic=7520.0

Basically, made them apparel that is locked to a single (new) bodypart & is located on the skin (or overhead for existing parts). Clever, but could lead to a lot of conflicts with other apparel mods on the common bodyparts.
#25
Your download is an .exe file that is 917kb while the download screen claims it is 19 meg. Named: ImmersiveRim.1.5.rar.exe The contents are also not Rimworld files - I opened it without triggering the .exe and I didn't like what I saw. Flagged, which is a shame, because I was wondering how you added <stats> to bodyparts.

Note: with NoScript turned off, file is now the correct one, which is doubly-dodgy....



Anyhow, might not be on your end - I'll edit once I work out why that link did what it did.

    <apparel>
      <bodyPartGroups>
        <li>NearBrain</li>
      </bodyPartGroups>
      <layers>
        <li>OnSkin</li>
      </layers>
      <commonality>0</commonality>
    </apparel>

and

    <apparel>
      <bodyPartGroups>
        <li>Heart</li>
      </bodyPartGroups>
      <layers>
        <li>Overhead</li>
      </layers>
      <commonality>0</commonality>
    </apparel>



I see the solution to the lack of tags on bodyparts is to do it this way - I'm surprised that apparel can work this way. I'm surprised that the <cyborg> tag works from just this:

    <outfits>
      <li>
        <def>Cyborg</def>
        <commonality>100</commonality>
      </li>
    </outfits>



Hacky, but it works which is funky - do you know if it works with apparelo mods? (layering, specifically)
#26
Quote from: JuliaEllie on November 18, 2014, 05:39:00 PM
Hehe not only dynamic mood checks but also dynamic items and item generation ;)

Ye, I noticed that, but haven't got to a stage where I want to use it apart from a recipe. So.. hmm. I'll probably PM you later this week with a bribe & code askance. [Need to make a weighted table for a mutation on single body part --> choose single outcome from list]

Quote from: JuliaEllie on November 18, 2014, 05:39:00 PMI played around with the observer thought some time ago and it should be possible to do what you want to do. On the body part topic - added body parts are not parts or items in any way. They are represented through HealthDiffs but there is indeed a List somewhere in the Pawn_HealthTracker which is called AddedBodyParts you could check its .Length() or Count() (I always mix those up.. worked with too many languages in my life :D) against the "natural" amount of BodyParts and get your percentage from this.

Given that alpha #8 is all about temperatures, and I've seen Tynan state that at the moment it only checks if wearing parka = true ... you've basically already coded a system for temperature that works far better.

i.e. Every clothing item has a <insulation> stat, then your code here tots it up, generates a total #, and then you can check that against the global temp - with varying degrees of outcomes. e.g. "Cold" = minor activity penalties to Manipulation; "Freezing" = major penalties to Manipulation, Mobility etc, then "Hypothermia" where the pawn throws off all it's clothes ;)

[calc total insulation of all worn items] - [global temperature] = # variable that => mood outcome with penalties. It'd require adding some tags/classes to moods so that there's more than just morale penalties, but seriously - this is gold.

I'm fairly sure you know the potential, but this mod could be the basis for the entire temperature system. :o
#27
Help / Re: Disease Code - location? [Biogenic mod]
November 18, 2014, 05:07:24 PM
Quote from: skullywag on November 18, 2014, 04:46:14 PM
My installed folder is just over 1 GB, have they changed the free version recently?

Express 2013 for win desktop - MS just made a lot of VS open source etc, so that might have changed things.

I'm going to finish off all the XML I can do & bundle it into an alpha release (which 100% won't work). Getting <statbase> and armor defs onto bodyparts and so on is going to be fun. (JuliaEllie's code is going to get ravaged).

<artificialBodyPartsMoney>
<min>1000</min>
<max>1500</max>
</artificialBodyPartsMoney>
<artificialBodyPartsTags>
<li>Advanced</li>
</artificialBodyPartsTags>
<artificialBodyPartsChance>0.003</artificialBodyPartsChance>


Modding this for pawnkinds_mutants.xml is also uggh. I cannot see in ILSpy where <advanced> is actually defined in relation to the bionic bodyparts that are currently in vanilla.

For some basic cyborgs as an event, obviously something like:

<artificialBodyPartsMoney>
<min>5000</min>
<max>15000</max>
</artificialBodyPartsMoney>
<artificialBodyPartsTags>
<li>Advanced</li>
</artificialBodyPartsTags>
<artificialBodyPartsChance>0.5</artificialBodyPartsChance>


Would work. But... no tags, nothing I can spot that defines which bodyparts are advanced. Logically, it'd be the <isbionic> tag, but nooooo.

Quote from: Haplo on November 18, 2014, 05:05:34 PM
As far as I can see it, that isn't really possible with this case, as it is only defined and used inside the code, without any possibility to change it..
Maybe someone else has an idea how to do that, but from my point of view it's not doable, sorry..
This is one of the cases that look really easy and are really hard to do.

What about just cloning it & using the tag MutatedBodyParts instead?

<HealthDiffDef Name="MutatedBodyPartBase" Abstract="True">
    <naturallyHealed>true</naturallyHealed>
  </HealthDiffDef>


Then the new items would use the cloned class, which would function exactly the same (apart from "<isbionic>" > "isMutation").

p.s.

Tynan is a beast with this code base. Makes content modders depressed though.
#28
Help / Re: Disease Code - location? [Biogenic mod]
November 18, 2014, 04:42:19 PM
Quote from: skullywag on November 18, 2014, 04:32:37 PM
ummm 9gig, visual studio express will do. Takes minutes.

Cancelled the full studio, signed up for express.

It's still 6 gigs.
#29
Help / Re: Disease Code - location? [Biogenic mod]
November 18, 2014, 04:15:34 PM
Quote from: Haplo on November 18, 2014, 03:42:08 PM
What you try to do is change the core code from Tynan, correct?
As long as you don't have access to Tynans sourcecode it is nearly impossible to do this. You can't just overwrite/change main code that is not specified to be virtual or overridable.
If it were easily changable like that, we (modders) wouldn't have so much problems implementing specific codes and maintaining the compatibility with our different mods. That is the reason why we do some things in an overly complicated way when it would be rather easy if we had access to the source itself ;)

Oh and you aren't correct when you say you've done one better with pure c# coding. If you do pure c# coding and want to change a small value, you always have to compile a new dll. The better variant is, when you code in c# and define specific variables in the xml. This way you can do small changes for testings in between a restart of RimWorld :)

Ok, yes, I understand that - which is why I've asked twice for help.

>>Problem: I have to alter the main .dll to do this. <<

I even typed the code out directly:

{
public class AddedBodyPartProps
{
public bool isBionic;
public bool isMutation;
public bool isSolid = true;
public float partEfficiency = 1f;
public ThingDef spawnThingOnRemoved;
}
}

and

// RimWorld.ThoughtPredicates
public static bool HasMutatedBodyPart(Pawn p)
{
foreach (HealthDiff current in p.healthTracker.bodyModel.healthDiffs)
{
AddedBodyPartProps addedBodyPart = current.def.addedBodyPart;
if (addedBodyPart != null && addedBodyPart.isMutation)
{
return true;
}
}
return false;
}


How's about running me through exactly how to enact those changes, please? The <isBionic> tag is a single check that's used no-where else, so duplicating it shouldn't exactly be difficult.

Downloading Visual Studio 2013 as I type this - but, tbh, this is hitting the line between "modding" and "coding". 9gig download to add a single fucking tag. >.>
#30
This is fantastic - you've coded dynamic mood checks!

public static int amountofjewelry(Pawn pawn)
{
int num = 0;
foreach (Thing current in pawn.inventory.container.get_Contents())
{
if (current.def.defName.Equals("jewel"))
{
num++;
}
}
return num;
}

and the rest

// Pforzheim.predictates
public static bool morejewelry(Pawn pawn)
{
return predictates.amountofjewelry(pawn) >= 5 && predictates.amountofjewelry(pawn) < 10;
}


Quick question - are Addedbodyparts counted as inventory items? Also, can you make this type of check use tags? i.e. if (current.def.defName.Equals("jewel")) --> if (current.def.def???.Equals("<isbionic>true</isbionic>").

Basically looking for a code way of checking the % of a pawn's body for bionic / other tagged parts.

Also: // Verse.Corpse
public Thought GiveObservedThought()
{
if (!this.sourcePawn.RaceProps.humanoid)
{
return null;
}
Thing thing = this.StoringBuilding();
if (thing == null)
{
bool flag = false;
CompRottable comp = base.GetComp<CompRottable>();
predictates.amountofjewelry
{
flag = true;
}
if (flag)
{
return new Thought_Observation(ThoughtDef.Named("ObservedLayingRottingCorpse"), this);
}
return new Thought_Observation(ThoughtDef.Named("ObservedLayingCorpse"), this);
}
else


Is it possible to attach GiveObservedThoughts to items? In this mod's case. e.g.


if predictates.amountofjewelry = Pforzheim.predictates.shitloadjewelry (flag)
{
return new Thought_Observation(ThoughtDef.Named("Flashy Bastard"), this);
}



e.g. If someone spots a pawn with >15 jewelery it triggers a thought.conditional in another pawn? Please say it's possible, this would be amazing for various clothing / relationship mods.