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Messages - Rampart

#1
Mods / Trait modification feedback request
January 29, 2017, 03:17:36 PM
Hey all. I've dipped my toes into .dll based modding of Rimworld and decided I'd focus on a better way to adjust traits. I threw together a quick neurotrainer variant called a brainhacker that can add or remove traits but I'd like to make something more constantly available such as a workbench or other item (such as the fantastic MAD mod) that can alter traits, but where you can pick the traits to add or remove. Call it a brainwashing machine or something of that sort.

The coding aspect I can handle but what I need is suggestions on balancing. It seems most traits have a -2 to 2 weight associated with them, so I figured a chance to randomly add a negative trait of the same magnitude of the added positive trait would be fair, also a chance to randomly brain-fry or berserk the pawn.

Basically I'm creating something I can run my prisoners through to add to my cannibal cyborg icy wastes colony, without the tedium of using the MAD machine endlessly to get lucky with the trait I want.

Also, if it already isn't in game, I'm going to find a way to capture prisoners and ship them back to my main colony via drop pod. Haven't tried that yet so not sure if it's possible.

Thanks in advance for feedback!
#2
Getting a different issue with Reclaim Fabrics, every time a pawn performs the job I get this error:

QuoteJobDriver threw exception in initAction. Pawn=Zippy, Job=DoBill A=Thing_ElectricTailoringBench105154 B=Thing_Apparel_Tuque105237 C=(155, 0, 128), Exception: System.NullReferenceException: Object reference not set to an instance of an object
  at ReclaimFabric._Thing+<_SmeltProducts>d__0.MoveNext () [0x00000] in <filename unknown>:0
  at Verse.GenRecipe+<MakeRecipeProducts>c__Iterator1D7.MoveNext () [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[Verse.Thing].AddEnumerable (IEnumerable`1 enumerable) [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[Verse.Thing]..ctor (IEnumerable`1 collection) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.ToList[Thing] (IEnumerable`1 source) [0x00000] in <filename unknown>:0
  at Verse.AI.Toils_Recipe+<FinishRecipeAndStartStoringProduct>c__AnonStorey34A.<>m__4FA () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0

EDIT:New game with just your steam mods and CCL produced the same error, interestingly I tried adding the Recycle mod and it produces the same error, probably because they both call the same function from CCL, so might be a CCL bug.
#3
Quote from: Ykara on April 10, 2016, 06:59:54 PM
Quote from: Khall on April 10, 2016, 06:31:04 PM
Quote from: Ykara on April 10, 2016, 06:25:01 PM
Quote from: Rampart on April 10, 2016, 05:24:37 PM
noticed a problem if used on an existing save, if your pawns have an existing state like hypothermia it doesn't seem to clear. I'll get my ice sheet cannibals warmed up and try the mod again to see if it reoccurs :D

Edit: warmed them up while sleeping, and after loading the mod none of them seem to get hypothermia standing naked at -142 F.
Okay, now that's strange ;D I really don't have an idea why this problem occurs, the mod changes nothing with hyptohermia or anything temperature related...

I think I also found something related to that, blood loss doesn't seem to work as well.
Hm, I've tested it and you're right, I've experimented a little bit and think that I've found a solution. I've uploaded v1.61, please test it!

Looks like that did the trick, thanks!
#4
noticed a problem if used on an existing save, if your pawns have an existing state like hypothermia it doesn't seem to clear. I'll get my ice sheet cannibals warmed up and try the mod again to see if it reoccurs :D

Edit: warmed them up while sleeping, and after loading the mod none of them seem to get hypothermia standing naked at -142 F.
#5
Really liking the Fungi mod, I like the additional harvesting options that they bring, and I love the lighting effect around my base.
suggestion:
1x1 fungi basins that grow decorative fungi that have either a random or specified grow color. Minor source of light and beauty, I suggest nightlight shroom :)

small bug I found:
if you build a floor (carpet, tiles, etc) or smooth the stone underneath the fungiponic basins they stop working. I think it's cause your code causes the shrooms to not see that as a viable growing surface anymore despite being in a basin.

Again, great mod.
#6
Great mod!
Would it be possible to "lock in" one or more traits and have it so randomly generated characters will always contain those traits? I think it'd be a nice option when you want a start to be less than completely random but don't want to fully define your landing party, and without having to click "Randomize" 100 times to get 3 cannibals, for example :)
#7
General Discussion / Hydroponic basins outdoors?
December 11, 2014, 01:12:50 AM
Anyone else mouse over hydroponic basins and have them showing outside? They're in a sealed room with roof and the tiles surrounding it show inside, and this is for all the basins not just one. It's a slight problem since winter is coming in my kinda chilly boreal forest and strawberries/potatoes don't like the cold so much.