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Topics - Dingo

#1
Looks like a script exception that should be easily fixed.

How it happened:
- Playing in Developer Mode
- No mods other than Core
- Started a new colony
- Pinned the initial Letter that shows when you land
- Let the game run for a minute or two

Error:
RimWorld 1.0.1936 rev831
Verse.Log:Message(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:49)
RimWorld.VersionControl:LogVersionNumber() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Utility\Version\VersionControl.cs:83)
Verse.Root:CheckGlobalInit() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:82)
Verse.Root:Start() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:38)
Verse.Root_Entry:Start() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Entry.cs:16)

Mods config data is from build -1 while we are at build 1936. Resetting.
Verse.Log:Message(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:49)
Verse.ModsConfig:.cctor() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModsConfig.cs:49)
Verse.LoadedModManager:LoadAllActiveMods() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\LoadedModManager.cs:169)
Verse.LoadedModManager:LoadAllActiveMods() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\LoadedModManager.cs:38)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:92)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:58)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)

Initializing new game with mods Core
Verse.Log:Message(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:49)
Verse.Game:InitNewGame() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:279)
Verse.Root_Play:<Start>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:60)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)

Exception while saving RimWorld.Archive: System.InvalidCastException: Cannot cast from source type to destination type.
  at Verse.Scribe_Collections.Look[IArchivable] (System.Collections.Generic.List`1& list, Boolean saveDestroyedThings, System.String label, LookMode lookMode, System.Object[] ctorArgs) [0x0029e] in C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Scribe_Collections.cs:99
  at Verse.Scribe_Collections.Look[IArchivable] (System.Collections.Generic.HashSet`1& valueHashSet, Boolean saveDestroyedThings, System.String label, LookMode lookMode) [0x00068] in C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Scribe_Collections.cs:437
  at Verse.Scribe_Collections.Look[IArchivable] (System.Collections.Generic.HashSet`1& valueHashSet, System.String label, LookMode lookMode) [0x00005] in C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Scribe_Collections.cs:416
  at RimWorld.Archive.ExposeData () [0x00018] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Game\History\Archive\Archive.cs:24
  at Verse.Scribe_Deep.Look[Archive] (RimWorld.Archive& target, Boolean saveDestroyedThings, System.String label, System.Object[] ctorArgs) [0x0019f] in C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Scribe_Deep.cs:68
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.Scribe_Deep:Look(Archive&, Boolean, String, Object[]) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Scribe_Deep.cs:72)
Verse.Scribe_Deep:Look(Archive&, String, Object[]) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Scribe_Deep.cs:14)
RimWorld.History:ExposeData() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Game\History\History.cs:58)
Verse.Scribe_Deep:Look(History&, Boolean, String, Object[]) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Scribe_Deep.cs:68)
Verse.Scribe_Deep:Look(History&, String, Object[]) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Scribe_Deep.cs:14)
Verse.Game:ExposeSmallComponents() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:242)
Verse.Game:ExposeData() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:218)
Verse.Scribe_Deep:Look(Game&, Boolean, String, Object[]) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Scribe_Deep.cs:68)
Verse.Scribe_Deep:Look(Game&, String, Object[]) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Scribe_Deep.cs:14)
Verse.GameDataSaveLoader:<SaveGame>m__0() (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\GameDataSaveLoader.cs:115)
Verse.SafeSaver:DoSave(String, String, Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\SafeSaver.cs:95)
Verse.SafeSaver:Save(String, String, Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\SafeSaver.cs:31)
Verse.GameDataSaveLoader:SaveGame(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\GameDataSaveLoader.cs:110)
RimWorld.Autosaver:DoAutosave() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Utility\Autosaver.cs:59)
Verse.LongEventHandler:UpdateCurrentSynchronousEvent(Boolean&) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:419)
Verse.LongEventHandler:LongEventsUpdate(Boolean&) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:259)
Verse.Root:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:102)
Verse.Root_Play:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:83)


Also received a ton of errors about the Combat Log along the same lines as the above.
#2
Outdated / [B18] DD Work Tab
November 08, 2017, 01:57:19 PM



Requires HugsLib. Incompatible with other Work Tab mods. Safe to install on existing saves. Will cause non-critical issues if removed mid-save.

Features

Replaces the Work tab with an overhauled version incorporating a drag-and-drop interface:

• Improved late-game performance (tested up to 30FPS faster with >60 colonists on the same map).

• Enable/disable work with ctrl-click.

• Prioritise work by dragging and dropping.

• Mass-prioritise by shift-clicking a work type from the top row.

• Mass-enable/disable by ctrl-clicking on a work type from the top row.

• Work Functions button: enable/disable/reset work, copy and paste priorities.

• Colour-coded interface allows you to estimate colonist skill at a glance.

• Compare Skills window lets you sort colonists by skill for more convenient comparison.

• Familiar tooltips for nearly everything in the interface including descriptions, skill level, disability warning etc.

• Mod options for extra user experience adjustments (Options > Mod Settings).

Download (v1.0.18c - November 26th, 2017)

            

Screenshots

      

Credits






Resources:   Marnador - RimWorld Font
Libraries:   pardeike - Harmony Patch Library, UnlimitedHugs - HugsLib
Art:   kaisentlaia
#3
Mods / Artist(s) needed for new mod
July 30, 2017, 03:31:00 AM
Hello everyone. I'm still looking for any artist or artists willing to contribute some vanilla-friendly textures to my work tab mod. I am closing in on a release candidate but I won't be able to release it with placeholders.

What the mod needs:
- A distinct sprite for all 20 vanilla work types (firefighting, hauling etc. - preferably one coloured version and one all-white)
- (Optional) Some distinct sprite for modded work types (as in "I don't have a texture for this, here is some generic sprite")
- Two distinct sprites for "disable all work" and "reset all work" buttons.
- One sprite for "pawn is unassigned from [work type], but is capable of doing it" (some generic sprite that conveys the phrase)
- One sprite for "pawn is incapable of work type" (e.g. incapable of firefighting, again any coherent generic sprite)

If the mod gains traction and I get donations following its release I will do my best to share a significant chunk with the artist, but I can't promise anything..
#4
I've been working on a drag and drop system for RimWorld's work tab, and I finally have a very early product to show. I'm pretty sure everything works within the framework.

Pretty much everything about it is subject to change including graphics, code, implementation, translations framework... I would LOVE if any artist contributed textures for all vanilla work types and the two buttons I have right now ("disable all" and "revert to vanilla priorities").

Special mention goes to DoctorVanGogh but probably most of all this guide by Emil Johansen. As far as I know that's public domain so we should be fine.

Video of the tab in action (pre-pre-pre-prerelease) can be found here.

GitHub repository (WARNING: DO NOT DOWNLOAD FOR NON-TESTING PURPOSES):
https://github.com/DingoDjango/DDWorkTab

Some of the code is meant purely for testing so performance may not be top notch right now. Leave feedback in this thread. Any art / code contributions are most welcome.
#5
Outdated / [A15] SkullyDoors
October 25, 2016, 08:16:46 AM
I'm so sorry.

License: feel free to... I don't even know. Just.. please exercise caution before using it.

[attachment deleted by admin due to age]
#6
Very simple suggestion. Currently WorkGiver_Tend applies to both animals and humanlikes. If you want to have a different WorkGiver for animals and human colonists you need to make an assembly and all that jazz.

My suggestion is to have at least 2 giverClasses like WorkGiver_TendHumanlike and WorkGiver_TendAnimal so we can make their WorkGiverDefs higher or lower on the priority list with mods.
#7
Mod bugs / [A15] CompProperties_Rottable Not Working
October 03, 2016, 07:38:47 AM
Bug description: in Hot Coffee (made by Toasty with collaboration from me) we implemented a rottable comp in our coffee XML.

Expected behaviour: it's expected that coffee, after production, remains fresh for 12 hours and then disappears according to this code:

<comps>
<li Class="CompProperties_Rottable">
<daysToRotStart>0.5</daysToRotStart>
<rotDestroys>true</rotDestroys>
</li>
</comps>


Current behaviour: Coffee will never rot. It is constantly in a state of "spoils in X hours/days".

This behaviour is independent of mod lists. It is the same if you have 50 mods or just Hot Coffee installed.

Current version of Hot Coffee (direct download)
#8
Help / [WIP] XML Documentation Database
September 30, 2016, 12:51:41 AM
XML Documentation Database


Description
This repository's goal is to make RimWorld modding easier. We strive to provide easy-to-read files to help everyone understand XML modding.

Feel free to use anything in the repository to help you make, update, modify or do anything relating to mods.

Folder structure

  • One master file per folder (ex. Recipes.xml) containing a very long XML def. Every line is commented to explain what it does.
  • One templates file per folder (Templates.txt) containing a few easy-to-copy defs without comments.
  • One examples file per folder (Examples.xml) containing several complete defs (taken from vanilla and/or mods).

Contributing
Any contributions are welcome. These are some things we would love to see from other people:

  • New master XML files
  • Corrections to mistakes in existing files
  • New templates
  • New, useful examples (including from well-structured mods)
  • Suggestions & questions

Credits

  • kaptain_kavern for creating the original repo
  • milon for his extremely useful XML auto-documentation
  • Zhentar for his fork of ILSpy which has been very invaluable
#9
Ideas / Let us fine tune drugs & medical conditions
September 21, 2016, 09:01:29 AM
One of these is a suggestion I posted in the mod section, and one of these is new from having actually worked on a drug mod.

My suggestion regarding drugs is very simple: let us set a custom ThreshDesire and ThreshSatisfied via XML def. Right now the code in the assembly looks like this:

public class Need_Chemical : Need
{
private const float ThreshDesire = 0.01f;

private const float ThreshSatisfied = 0.3f;

public override int GUIChangeArrow
{
get
{
return -1;
}
}

public DrugDesireCategory CurCategory
{
get
{
if (this.CurLevel > 0.3f)
{
return DrugDesireCategory.Satisfied;
}
if (this.CurLevel > 0.01f)
{
return DrugDesireCategory.Desire;
}
return DrugDesireCategory.Withdrawal;
}
}


So what does it do? Flat out, for ANY drug, it gives the pawn different states depending on their need if they're addicted. All drugs share this level. If the pawn is over 30% on their needs bar they are satisfied, otherwise they desire the drug and I assume they seek to consume some, and under 1% they suffer from withdrawal symptoms.

Why is this bad? Because it means if I want to make a mod that gives pawns withdrawal symptoms earlier, say at 20%, and makes them desire the drug at a different threshold, it's not possible to do without DLL assemblies. I know this may not seem like that big of a deal to people who do C# coding; but personally I don't trust myself to do it since I don't know C#, and it seems like a relatively easy fix to inject a def-check there.

-------

My second suggestion is from a quality of life perspective. I posted this thread a couple of weeks ago and I don't know if Tynan is aware of the suggestion.

Basically, right now the health tab of colonists and prisoners is very rudimentary in terms of treatment quality. It would be nice if we had a list of injury types and we could set a specific medicine allowance for them. Here is a very basic MS-Paint suggestion of how it would look:



As you can see, there is a global button on top (if you click it it sets every disease type to that level, and resets ones you have specified as different). Below that would be the different injury types and they have individual buttons to designate max treatment quality.
#10
Hello again everyone. I hope I'm not spamming here, this is just a different problem I'm having so hopefully I can get some insight from the community.

I'm trying to have a chemical need (caffeine, in this case) decrease at a set rate that I control. My goal is to have it drop to 0% from 100% roughly every 24h.

In Needs_Misc.xml, if I look at comfort it is done like so:


  <NeedDef>
    <DefName>Comfort</DefName>
    <needClass>Need_Comfort</needClass>
    <label>comfort</label>
    <description>Comfort is gained by sitting in or sleeping on comfortable furniture.</description>
    <minIntelligence>Humanlike</minIntelligence>
    <colonistAndPrisonersOnly>true</colonistAndPrisonersOnly>
    <seekerRisePerHour>0.60</seekerRisePerHour>
    <seekerFallPerHour>0.04</seekerFallPerHour>
    <listPriority>200</listPriority>
  </NeedDef>


However, if I try to define the chemical need using the same methods it doesn't affect the tick rate at all. It ticks at 2% per hour no matter what I do.


<NeedDef ParentName="DrugAddictionNeedBase">
<defName>Chemical_Caffeine</defName>
<needClass>Need_Chemical</needClass>
<label>caffeine</label>
<seekerFallPerHour>0.04</seekerFallPerHour>
<description>Because of a caffeine addiction, this person needs to regularly consume coffee to avoid withdrawal symptoms.</description>
<listPriority>35</listPriority>
</NeedDef>


I did a lot of digging at the documentation and tried different values but nothing seems to affect the chemical need... I bet there's a def for it that I'm missing.
#11
I looked around in the documentation and couldn't find anything. Does anyone know of a method to make hediff severity decrease on an hourly basis, for example? The best I can find is having it decrease on a daily basis.
#12
Mod bugs / [A15c] "Author" data has a character limit?
September 16, 2016, 05:49:59 PM
I ran into this issue when trying to use 4 author names on my compatibility patch.

The line in the XML is as follows:

<author>DarknessEyes, kaptain_kavern, twoski, Dingo</author>

In-game it shows as follows:

#13
Releases / [1.5] Dingo's Mods (Mostly QoL)
September 14, 2016, 07:42:31 AM
Dingo's Mods

This is an organized list of my mods. Feel free to leave feedback or share your experience using them.
Credits are at the bottom of this post. If I have violated your license / did not credit you, please let me know.
License for each mod can be found in the mod's GitHub repository.



Active Mods

All of the following mods are still maintained and developed.

Mod NameBranchVersionUpdatedGitHubSteamDriveDescription*
No Forced Slowdown1.51.5.8874.119 AprTweaks the forced speed multiplier which triggers on some events.
Less Rebuff1.51.5.8874.119 AprUpdated version of KK's Less Rebuff.
Grenade Fix: Rearmed1.51.5.8874.119 AprInjects a minimum range to any weapon with an explosive projectile.
Persistent Float Menus1.51.5.8874.119 AprLets you move the mouse cursor farther from float menus before they close.
Autoclose Event Notifications1.51.5.8874.119 AprAutomatically close old notifications (Letters).
Do Not Disturb1.51.5.8874.123 AprUpdated version of E's Do Not Disturb.

*For more detailed descriptions visit the mod pages on Steam or GitHub.



Mods Integrated as Vanilla Features

All of the following mods have been integrated into vanilla RimWorld.

Mod NameGitHubSteamDescriptionNotes
Hand Me That BrickMakes Haulers deliver resources to blueprints and construction frames.Integrated in Beta 19
Cooks Can RefuelAllows cooks to refuel food production workstations.Integrated in Beta 19
Notifications ArchiverAdds the "Archive" tab. Logs notifications and lets you re-open them.Integrated in Beta 19 (in the History tab).
Refactored Work PrioritiesTweaks work priorities and expands Repair & Haul work types.Integrated in Beta 18 (mostly).
Deep Ore IdentifierUpdated version of See Deep Ores.Integrated in RimWorld v1.2.



Abandoned Mods

All of the following mods have been abandoned until further notice.

Mod NameBranchGitHubSteamDescription
Hand Me That Brick LiteBeta 19Some bugfixes for hauling in RW 1.0. Deprecated following official 1.0 release.
DD Work TabBeta 18Redesigned RimWorld Work tab with a visual user interface.


Credits:

Resources:    Marnador - RimWorld Font, KiameV - ModSync RW
Libraries:    pardeike - Harmony Patch Library, UnlimitedHugs - HugsLib
Code:    merthsoft, UnlimitedHugs, 1000101, Fluffy, Alistaire, MarvinKosh, Zhentar, erdelf, Syrus
Suggestions:    gatherer818, wwWraith, Qarisma, alexander_q
Translations:    vednic, like7900, kors, Lauri7x3, Proxyer, duduluu, Ɲơɴɑɱɛ, KapTaiN KaVerN, ekfkr9292, mm615657, 53N4, qux
Art:    kaisentlaia, mrofa, Freepik




#14
Hello everyone, I've been looking around here and in the workshop and I can't find a mod that does this (maybe I'm just bad at looking, though).

What if you could restrict the use of medicine on, say, bruises? I don't want my hard-earned normal medicine used on a colonist who started a fist-fight with their friend.. I'm sure there's a way to restrict specific, non-urgent medical conditions to use herbal medicine or no medicine.

This will probably require having a separate compClass than HediffComp_Tendable (one with only no medicine / herbal) to be used on Hediffs_Local_Injuries.xml. I just don't know enough about coding to add a compClass...