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Messages - pbgben

#1
Unfinished / Re: [Tool] ModManager
June 15, 2014, 11:42:50 PM
Quote from: StorymasterQ on June 15, 2014, 11:34:17 PM
Hmm, will/can this tool determine what mods are a particular save game is using? That would be a most wonderful tool, though may not be possible. The saves don't have this information, do they?

Say I've done a game with a particular set of mods. I then downloaded some more and activated them and deactivated some incompatible ones and make a new game. When I want to play my older save, I can't remember which mods I had on at the time.
What will this tool do? Will it remind me when I'm changing mods configuration? Is this what "backup/restore save game" mean? What about merely backup/restore modsConfig?

I'm still trying to work out the best way to do this. One of the ideas it to have a "profiles" type setup, where each profile will have a separate game Dir so the saves would be profile specific. Another problem is distribution of mods, should the mod creator provide their own link, or should I create a website dedicated for RIM mods?
#2
Bugs / Re: Fire causing lag, and no GPU rendering?
June 13, 2014, 04:55:19 AM
Can someone confirm that its not using the GPU? Tynan?
#3
Unfinished / Re: [Tool] ModManager
June 13, 2014, 01:23:05 AM
Quote from: Blackjack1000K on June 13, 2014, 01:09:57 AM
Suggestions:
1. Delete/backup, savefiles.
2. Delete/deactivate/activate/backup/Download, mods without starting Rimworld.
3. Alerts you if your using an outdated mod
4. Warns you if your using a mod that is not compatible with the current alpha

Questions:
how were you originally planning on handling mod downloads?

Thanks for the suggestions!

I plan to host a website where mod owners can submit them, the mod owners will have to keep them updated and list compatible versions. The client will just download/remove mods to/from the folder you select.
#4
Unfinished / [Tool] ModManager
June 13, 2014, 12:59:29 AM

Hello all,
I recently posted my concept for an auto-updater and had a suggestion to make a mod manager... So here we go!


Id like to get some suggestions on how you guys/galls want it to work, things like features and styling.


Suggestions:
    Delete/backup, savefiles.
    Delete/deactivate/activate/backup/Download, mods without starting Rimworld.
    Alerts you if your using an outdated mod
    Warns you if your using a mod that is not compatible with the current alpha

Want to show your support?
[URL=http://ludeon.com/forums/index.php?topic=4044.0][IMG]http://i.imgur.com/oBc6u7X.png[/IMG][/URL]
#5
Bugs / Fire causing lag, and no GPU rendering?
June 08, 2014, 04:16:10 AM
Hello, I did a search for GPU and Rendering but found nothing related, so here's my post.

I was playing 466 AlphaF and around day 15 a large fire started, which would be fine had it not dropped the FPS to 1...

It got me wondering, and apon checking my system stats I found out that RIM does NOT seem to utilize the GPU? I haven't gone much further into any debugging stuff as I don't feel its necessary...

Picture: http://grab.by/xzBc
Specs: http://grab.by/xzBq
#6
Quote from: Plunkett on June 02, 2014, 04:53:40 AM
Looks cool although the sort of thing that would work best from the Tynan, obviously, if it used an SSO/forums account.

Could potentially do some verification through a display that you have the game through showing the SendOwl email, not sure. Does it keep saves (not sure if they are compatible with updates anyway :/) - best auto-update would be a mod updater :)

Its just a concept really, I enjoy making this sort of thing :)

As for a mod manager, perhaps my next project :)
#7
This was the most related section for me to post this in, in my mind anyway. Perhaps have a community creations area?

Anyway, I'm kind of lazy and the task of downloading and unpacking the updates each time was a task I could avoid. So I built a tool to do it for me!


Video: https://www.youtube.com/watch?v=hcOg-JD0Lcw

Its a simple VB.net application, it only works in windows.
The login is basically just for show. It does connect to a login server but not one that can check if you own RIM, so I won't be distributing this unless I can do that (impossible unless Tynan helps me)


I've built this on my own, and have no affiliation with Ludeon or RimWorld
#8
Hi Orfax,

I've seen this type of issue before, and it was caused by the mods folder. Make sure its there/has permissions
#9
I've just updated the code for removing filth and corpses.
I'll try to be more active on this and fix the rest and continue
#10
Tools / Re: A map editor idea
January 05, 2014, 07:57:31 PM
Sounds good, Ill take a look and perhaps we could work together to produce a good tool. I'm currently working on a tool to edit the save file.
#11
Outdated / Re: [V2.0] Simple Save Hack
January 03, 2014, 05:33:51 PM
Ok I've fixed those bugs, sorry about that.  :(

Iv also added a simple backup that makes a copy of the save at the beginning of each load (If it corrupts then DONT OPEN THE CHEAT) Just remove the .bak from the end :P
#12
Outdated / Re: [V2.0] Simple Save Hack
January 03, 2014, 04:56:20 PM
Quote from: ItchyFlea on January 03, 2014, 07:50:51 AM
There's two bugs with the weapon part of the colonist editor:

• If the colonist does have a weapon, the tag <Pos> is left empty, causing the game to crash when it tries to load the save.
• If the colonist does not have a weapon, the tag <Primary IsNull="True" /> stays, preventing the game from seeing the added weapon.

Hmm, thats strange it worked when I first tested :/ Ill fix that asap
#13
Outdated / Re: [V2.0] Simple Save Hack
January 03, 2014, 03:31:47 AM
Woop just updated! added a feature to modify individual colonists, More will be added to this editor soon.

Bug Fixes
Leaves dfsvc.exe running in memory when installed, uninstalled or used. > Its part of the Oneclick feature(Auto Updates)
Throws an unhandled exception when clicking on any button in the main window if a save is not opened on app start. > Re-designed the app, you must select a save now
#14
Outdated / Re: [Update V1.1] Simple Save Hack
January 02, 2014, 10:33:18 PM
Quote from: ItchyFlea on January 02, 2014, 07:27:51 PM
A feature request; disabling the Storyteller AI.

To do that you'd need to change this section:
<StoryState>
<LastThreatQueueTime>-1</LastThreatQueueTime>
<NumThreatsQueued>0</NumThreatsQueued>
<LastQueueTicks>
<KeyList />
<ValueList />
</LastQueueTicks>
</StoryState>


To this:
<StoryState IsNull="True" />

This effectively completely disables random events, such as raiders showing up. Unfortunately it also disables trader ships and travellers.

Also, bug reports.
• Leaves dfsvc.exe running in memory when installed, uninstalled or used.
• Does not remove the <AIKing> raider information when removing raiders. (Leaving this in does not cause any problems in-game.)
• Throws an unhandled exception when clicking on any button in the main window if a save is not opened on app start.

About the <AIKing> section.
You'll want to change it to this when raiders are removed:
<AIKingManager>
<KingList />
</AIKingManager>


Again, nice app. It's nice to be able to click a button rather than manually edit the save file.  :D

Also, would you like me to PM to you the tags for weapons? I would post it here but this post is long enough. :)

Thanks for the suggestions and bug's, Ill get onto those asap! And I'd love the weapon list :P It will save me time later when I add the colonist customization system. 
#15
Outdated / Re: [Update V1.1] Simple Save Hack
January 02, 2014, 06:06:48 AM
Just created a simple download page, http://c-38.co.uk/RIMCheat/
What you think?