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Messages - wwWraith

#391
Quote from: Rikiki on June 23, 2017, 02:01:12 AM
@wwWraith: an eclipse should shut down the light. But I doubt it triggered the first day of a new colony. Or were you using a scenario to activate it?

There was no eclipse or any other "abnormalities", there were no problems with light in other biomes, and this situation reproduced in several other new cave colonies. A little detail: after loading a previously saved game, there was light (even at night), but it turned off when unpaused.

But today I finally decided to make an investigation. I made a copy of ModsConfig.xml and started a new game with only your mods. Cave wells became normal (lit). Then I copied that old modsconfig back going to remove its portions to find the mod which caused conflict (I have 140+ of them, so it would take forever to do it one by one ;D). I started a new game again (still with full modlist, no changes in order or options), and... The cave wells are again lit as normal! :o I still don't know what it was and why it was fixed, but now it seems that the problem is gone. Probably it's the presence effect. Or may be some dark cave magic. So I'm sorry if it was a false alarm. Good luck in keeping up your great work :)
#392
drakulux, I've tried your dll but without success:
ReflectionTypeLoadException getting types in assembly RePower: System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded.
  at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool)
  at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0
  at Verse.ModAssemblyHandler.AssemblyIsUsable (System.Reflection.Assembly asm) [0x00000] in <filename unknown>:0

Loader exceptions:
   => System.TypeLoadException: Could not load type 'HugsLib.ModBase' from assembly 'HugsLib, Version=0.16.0.0, Culture=neutral, PublicKeyToken=null'.

Looks like it tries to use HugsLib from A16, but I use its last A17 version of course.
#393
Quote from: Rimrue on June 22, 2017, 04:35:49 PM
I admit I suck at math, but wouldn't 0.1 be 1 in 10 and 0.05 be 1 in 20?

I may be wrong, but I think these numbers are relative weights rather then direct probabilities, so 0.5 only means "10 times more common than 0.05, 2 times more rare than 1", etc.

Anyway, thanks for the update :)
#394
If this 0.05 vs 0.5 means that new negative traits should appear approximately once per 10 vanilla traits, I think it still would be too often. I'd suggest its probability as once per 20 pawns so like 1:50 in traits.

But I really like the whole idea, it makes the player to know his/her pawns better, not just looking onto numbers :)
#395
Releases / Re: [A17] TropiCKAPP Rainforest Mod
June 22, 2017, 11:09:58 AM
Quote from: 2Ton21 on June 22, 2017, 05:13:15 AM
Something I have noticed with the work to build of the trampled and packed dirt floor is that their work to build is 5 and 12. Building the vanilla wood floor is only 2 work to build? that intentional? I have been using the more floors mod and just building barn floors because it is quicker and then i have a construction/haul stopper that keeps plants and trees from regrowing as well with the hauler mod.

Earlier I used the floors from the More Floors mod, too, but now the Trampled paths are quicker. The hauling and accidental cutting regrowed plants often take a lot more work.
#396
Quote from: falconne on June 22, 2017, 03:39:19 AM
As for adding an option to "take to nearest stockpile" in addition to "take to best stockpile", what are the use cases where the nearest stockpile isn't the best stockpile?

For example, you may have the main freezer with the most of your raw food and prepared meals near the kitchen and some liitle fridge inside the dinner room. The goal is to have your chef to interact only with that main freezer. Then some haulers should take the meals to the dinner room when it's needed. But it requires to make that little fridge with higher priority and then the chef will consider that fridge as "best stockpile" and bring the meals he prepared there, too, wasting his time instead of just cooking. The "drop on floor" option isn't very good in this situation because meals may rot if the haulers are too busy and just cluttering the kitchen.
#397
Great work, but I suggest you to choose a shorter name for Notifications Archive because it may become cut if user have several other custom tabs. May be just "Notifications", "Events" or even "Logs"?

Upd: And is it possible to add the timestamps?
#398
Outdated / Re: [A17] Wildlife Tab
June 21, 2017, 04:11:20 PM
Quote from: asquirrel on June 21, 2017, 04:01:02 PM
Thanks dude for the A17 unstable release!  I'll use it.  How unstable is it?

I used it in several colonies with many other mods. Didn't make in-depth tests but there were no signs of unstability :)
#399
Quote from: dburgdorf on June 21, 2017, 02:17:29 PM
Editable Backstories and Editable Backstories Lite have been updated.

Both are now fully compatible with RimRue's "Pawns Are Capable!"

I've also done some more minor editing to the default backstory database included with the base version of the mod.
Oh, it's just when I finished my editings to make it more fit to Several Puffins' Razzle Dazzle mod ;D Well, obviously I should did it by making a patch, not a direct editing...
#400
Outdated / Re: [A17] TropiCK Retexture
June 21, 2017, 11:50:30 AM
Looks nice for me. The original colors were pretty interesting, of course, but a bit too acute for my eyes.
#401
Releases / Re: [A17] TropiCKAPP Rainforest Mod
June 21, 2017, 11:45:26 AM
2Ton21, you can designate this new Trampled vegetation track or Packed dirt prior to building, this way pawns will automatically cut down plants and instantly lay floors so no more regrowing. It's even seems to be logical. But there still may be some situations when this workaround won't work, probably with terraforming like in Rainbeau's Fertile Fields.
#402
Releases / Re: [A17] Misc. Robots++
June 21, 2017, 11:21:20 AM
Wafflerim, you can edit RimWorld\Mods\Robots_PlusPlus_Misc_Robots_Xtension\Defs\RecipeDefs\RPP_Recipe_RoboticsWorkbench.xml or (better way) make yourself a patch as described in https://gist.github.com/Zhentar/4a1b71cea45b9337f70b30a21d868782

And I'd like to ask how to make robots not to make animal filth :) I think there was some tag for it, but can't find it anywhere now...
#403
 
Quote from: falconne on June 20, 2017, 04:20:35 PM
I did briefly think about linking the Suspend action but thought there might be use cases where you want to suspend them individually. Now that I think about it properly that's probably the exception rather than the rule. I'll change that in the next update.
Can't agree. Individual Suspend still allows to suspend all linked bills manually, but with synchronized suspending you will completely deny the choice. May be it would be worth to implement both actions, like individual suspending with simple click on Suspend button and synchronized - with Shift+click. And I think there are need for some way to find out which bills are linked, may be in a hint when holding mouse cursor on that link button.

Quote from: falconne on June 20, 2017, 04:20:35 PM
More feature requests are good, I need ideas for future changes :)
I don't know is it realizable, but I really missing the option to not only "Drop on floor" or "Take to best stockpile", but "Take to the nearest stockpile". I dream about chain logistics, ideally not only with workbenches, but also in farming and all other jobs.

One more, how about copying/pasting for only materials filter sets? It could be very useful when you want to craft various items from similar materials, for example, selecting only leathers with good insulation stats to make a set of apparel.

And a little suggestion: make default name to appear in the edit field when first time renaming the bill, because probably player wants to only add some label and not to retype it.

Quote from: falconne on June 20, 2017, 04:20:35 PM
Also I've been thinking of changing the name as the mod does more than filters now. Anyone have any ideas?
"The Workbench Bills As They Should Be, The Mightest, Smartest, And Thoroughly Greatest!" ;D
#404
Outdated / Re: [A17] Rainbeau's Fertile Fields
June 20, 2017, 01:08:51 AM
Quote from: dburgdorf on June 19, 2017, 11:58:14 PM
I'll probably double the number of bricks you get when you fire clay, and as noted above, the beauty of brick walls and floors will probably be increased. That should help to make brick more worthwhile as an alternative to stone.
Look at some brick wall irl - is it particularly beautiful? I think it would not be logical to add them more beauty ingame, it is ok comparable to stone blocks. The main benefits of using bricks irl are that they are easier to get and to use (and temperature/sound isolation properties that have no matter ingame atm), so increasing their output numbers looks like a good idea. And may be you should also consider to decreasing WorkToBuild for them.

Quote from: dburgdorf on June 19, 2017, 11:58:14 PM
Allowing a "passive" method of making bricks by allowing them just to dry over time in the open isn't something I'd considered, but is certainly reasonable (and realistic).
It's a good way to low-tech colonies, but for more industrious ones may be more appropriate yet to add some sort of oven that should be loaded with bigger quantities of clay and left to dry it automatically while pawns do their other deeds?

Quote from: dburgdorf on June 19, 2017, 11:58:14 PM
I don't plan to add any sort of "digging spot," though. I've tried very hard to maintain a "zero sum game" approach to dirt and related resources in "Fertile Fields."
Yeah, this "zero sum" is the thing that makes me feel somehow uncomfortable ;D I just used to rely mostly on renewable resources. But I completely understand and respect your approach, I can fight my greediness :)
#405
As I remember in A16, there were simulated sunlight in the cave wells - a few mostly circular spots with water or rich soil and often animal corpses. There still are even notification telling about it shortly after arrival. I put a screenshot in the attachment.

The temperature is normal, the flora is glowing and growing, the fauna is crawling and growling, as well as our people's stomaches, the corpses are laying still, all seems to be well except those cave wells :)

Upd: after several ingame days passed, the light in the cave wells miraculously turned back on, with its radius changing according to daytime as intended. Still can't figure out what was the cause, it doesn't seem like I changed something with lighting, terrain, buildings, biome properties or whatever could be related.

[attachment deleted by admin due to age]