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Messages - Funonline

#1
Mods / [ModReq] Town Travel Services
August 17, 2021, 12:13:05 PM
Hiho,

Situation :
Currently, my pawns are on a very long journey on the endless expanses of Rimworld.
Just to say a not so friendly "Hi" to my old enemies on that map (the Blue Guys on the map).
Total travel time was estimated around 60 days - and I really packed accordingly with the foods and such (70 days calculated, MRE, Pemmican, and so on)
But guess what ?
After only 7 days traveling, my food reserve shows only around 35 days and it continued to go down without any indication what´s happing.
Now after 14 days traveling, I´m down to around 8-9 days of food (I purchased in every single town along on the way everything that was long lasting edible).



Idea :
Which gave me some idea for a mod (which should have been already in the original game).
I call it Town Travel Services (I really don´t care about the name, feel free to rename).
My pawns got their fair share of wildlife along the way and you could pick up these dead and unslaughtered animals for safekeeping.
But the only thing really happens with these corpses (without an extra map, a butcher table & cooking stove and extra time) is, they rot away.
Sure it´s doable, to do it the old fashion way as described, bring your master cook, wait forever, build the structures, look for clean surfaces to prevent food poisoning, mad pawns and so on ...

It maybe totally funny to do that in the beginning, but with 10k silver in the travel purse, there should be a better way for this.

Rimworld is all about the stories and the flavor ?
So let´s create a few new exciting more  :)

Every town / faction you visit should offer some new services for travelers (maybe also depending on Ideology) :
1. Butchering and Meal prepartion of "Roadkills"
The 5 slowly rotting Megasloths and the 45 white haired mad bunnys you met a day before, could be butchered by the town for a price.
You could get either only the meat (fur´s / leathers stay with town) or the leathers without it for a discounted price
Or you could get both for a bit more cash.
And for a much higher price (should be a bit below the regular cost of the townshop itself) :
A full selection of perpared meals out of your own kills (again with the option to keep the leathers or not).

Basically, the less the town gets out of the deal, the higher the costs are for you.

2. Additional Special Services
Imperial towns (the guys how give you the Royalty titles of nobility) are able to provide high class services for everyone who brings a big fat purse to them  ;)

2.1 University Hospitals - Imperial Town
High class treaments of nearly every kind of disease and ailment.
Most notably curing of permanent scar tissues, backstabs, gunshots, claws and so on.
For Torso and maybe also for some Head injuries.
Of course such treatments are really, really expensive (x thousands of silver) - require some additional waittime for the visitors and maybe are not always so sucessful as one had hoped for.

2.2 University Studies and Library - Imperial Town
This is the place to be, if you to expand your knowledge and raise your skills to the top.
For some sweet cash, any skill could be learned and honed.

2.3 Did you see that fine looking nudist lady / guy that flirted with you in that small settlement ?
Of course, some Towns have found a different way to get some profit out of the weary travlers.
If the Ideology permits, they could offer some special One-on-One time, for a price.
Afterall it not called the "oldest trade in the world" for no reason  ;)

2.4 Resting in Town
Bars, Hotels and Brothels
Any Settlement could offer you for a small fee, a safe resting in the town (disables encounters around the town for a few ingame hours).
And for the more experienced (and wealthy) travelers, additional benefits (Sex, Drugs & Rock´n´Roll  ;D) and a with a small mood bonus afterwards.

3. Billboards & Quests
Now we are getting really into the stories part of this mod  :)
Each Town could offer a few tasks for the random visitor, with a (reasonable) reward at the end of it.
- Defend the Town
- Kill manhunters somewhere on the map
- Get rid of Infestations
- Assasination of a certain target
- Retrieve some item and bring it back
- Will work for Food - anything really until some real numbers show up on the journey calculation ;D
- And so on

Of course optional, but if you choose to accept this mission, this advanced component will self destruct in 5..4..3..2..1   ;D ;D

A special kind of quest could be "Looking for Love", somehow one of your Pawns has gotten much more attention in that Town then he/she bargained for.
Now XYZ want´s to marry him/her and maybe they want to build their life in your town, or the other.
Or they would be disappointed by a refusal and go with the shotgun wedding approach.

4. Coding
I could just deliver the idea here, I´m open to bring more stories and flavor to it - but in the end, someone much more skilled in coding & modding games, should take over.
If you want to give it a try, please let me know and comment with your plans for it.
And please drop me a line, if it this is just way to complicated to do.
Or if you enjoy the idea to make ingame journeys much more interesting, then they currently are.

4.1 Graphics and such
I don´t see the need here to add very much on that matter - it´s all around giving addtional options on existing game mechanisms on new and different places.
Of course it would be nice as a bonus, but far from mandatory.

Thanks for reading & Have a nice day  :)
#2
Quote from: Kiame on August 16, 2021, 03:29:07 PM
There's one path through the code that incorrectly records when items get removed so it doesnt record anything getting removed (it could be that the add is incorrect though)

I have an idea of how to fix it generally but I'd like to at some point figure out what's causing that issue. I know the body part storage is where it happens the most so i think I don't have an operation patch working correctly.

I'll add the workaround to my list of things to look into - basically every 10 or so seconds i can have infinite storages recompute what's stored in it.

Awesome  :)
I hope you could find it, it´s really a runaway calculation there.
After the frist "Empty-Reset" it continued to grow with the power demands.
Going from 16 W to 39,4 W in 30 Minutes :


And after 1 hour to 49,3 W :


I did some additional tests :
It certainly seems that the 0.002 weight of Neutroamine seems the culprit.
Each item on it own in the storage, does nothing at all with power consumption (shows the correct values).
Usually you have more Neutro then Herbal Meds, so if the Herbals get added to the storage - then things start to go haywire.
Somehow the interact with each other in the calculation and it starts to get strange.
I will check this with something else (maybe wood) and let you know the outcome of that.

Some other Bug :

The Coin - Explosion  :o ;D

If you move a full storage unit (in my case it was silver with ~ 80k) all of the contained items drop to the ground.
So far nothing bad happen, you get one big pile of silver.
But it takes a really long time to haul these back to the new storage place.
At some point I´ve stopped playing and came back to it, with around 20k silver left on the ground.
Thing is, the game could not handle this big single pile on the ground with the reload.
So it destroyed multiple exterior walls in the way, just to put the single stockpile of 20k into multiple 500 coins piles ... without any warning at all.
If you rebuild a big storage in a different location, wait for your pawns to complete the haul - otherwise you will wait for the rebuild of your rooms   ;D

Feature Requests :

Get a limitation on how much is storable, per item :
Ex : You have limited power, but you still could store 5k Wood, but not the whole amount of 10k.

Why is there no storage option for packaged survival meals ?

Drop a certain amount of the storage manually :
Ex : Caravans ignore the storages completely - so it might be very nice to drop manually lets say 10k silver on the ground and not the whole storage itself.
The other option would be, to hook into the caravan building process and drop the right amount in time to get picked up.

Start the initial storage with all items cleared:
If you build a new storage, all items are activated.
Let´s say you are somehow busy fighting at some other place and your other 10 (non-violent) master haulers see this as the perfect opportunity to pick everything up as fast as they can with the Big Boss very busy elsewhere ...  ;) ;D
Yeah you see where this one goes - not a big deal and easy to fix on it´s own - but it would make a bit more sense to first sanction the items they are able put it in.

Again, big thanks for your work here - a few minor tweaks would make it perfect  :)
#3
Quote from: Kiame on August 16, 2021, 10:49:07 AM
Curious if you empty it then collect all does it fix the weight?

Yes, that did the trick  ;D
Empty everything, collect - now it show´s the correct value of 16 W
Very strange, but easy to fix ^^
#4
First let me say, thanks for this awesome mod - I love it :)

I don´t know if this has been already reported as a bug (looked at this thread), but somehow there is a weight calculation error with Herbal Med & Neutroamine :

It´s either already wrong in the original game files or only in your Infinite Storage ?
The mass of these items combined, should be around 15.53 KG (as calculated in the screen) but it shows 10+ times as much in the storage itself ?

It´s no big deal here, there is plenty of power to go around - but if you find the time to investigate, please do :)

PS: Any chance to get Packaged Surivial Meal stored ?