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Messages - Lemml

#1
Hi, I noticed in version '2.2.3: Compatibility tweaks (B18)' that pets (I have created with Prepare Carefully) always seem to swap gender whenever I re-roll the map. Male turtles become female turtles and female turtles become male turtles.

Basically, what I do as workaround is to re-roll the map twice then the genders are correct again. :-D

Nevertheless, I wanted to inform about it.
#2
Unfinished / Re: [B18][WIP] ocean biome stuff
August 25, 2018, 06:45:06 PM
Wow, this mod is absolutely incredible! I love it. That is exactly what I was looking for!
#3
Ideas / Beach Biome
November 17, 2016, 01:55:42 PM
Why can't you strand on some nicer place than ice biomes? I would love to see some kind of beach biome with palm trees, coconuts, turtles and monkeys.  :D
#4
Mods / Re: Nominate a mod to be included in RimWorld!
August 13, 2016, 01:39:40 PM
Quote from: UberWaffe on August 12, 2016, 03:32:02 AM
Quote from: sefin_88 on August 11, 2016, 09:48:09 AM
EdB's Prepare Carefully.  This is by far my most favorite mod.  I like to set my colonists up a certain way before I send them off to fend for themselves.  :)
+1
+1
#5
I want it for A14, too! :D
#6
This mod is absolutely awesome!
#7
Thank you for compiling it for Alpha 14 and making the source public!
#8
This was the best mod ever.  :-\
#9
Help / Re: Removing Events
January 29, 2016, 05:56:55 AM
Correct!  :)
#10
Help / Re: Removing Events
January 28, 2016, 03:17:12 PM
Quote from: Fluffy (l2032) on January 27, 2016, 03:43:15 AM
But then these bad events would still have a chance to happen when the storyteller is actually trying to send you a good event? ...

Why should something bad happen then?

I have only replaced some bad events by good event workerClasses? The good events remain untouched. So when the bad event shall happen, it won't occur and something good (trader arrival) will happen instead of it.

But maybe there is a workerClass that simply does not do anything? Like an IncidentWorker_DoNothing? (That does not really exist.)

The .00000000000000000001 value won't do it. Maybe that's already rounded to 0 and apart from it the upper layer obviously just decides "something bad will happen" with a certain chance.

Then all bad incidents will be investigated and between all chances (which are summed up) the algorithm will decide between those events.

So if you have three bad incidents with a chance of .00000000000000000001 all will still have a chance of 33,3%.
#11
Help / Re: Removing Events
January 24, 2016, 03:26:39 AM
Indeed your assumption was correct! I have changed the chances value to a very small value and the events start to occur again.

Nevertheless, even if I set very small chances value for Incidents_Bad_ThreatsBig.xml these events still can happen. Obviously, there's a higher algorithm that decides that there is time for a ThreatsBig incident and chooses between all ThreatsBig incidents depending on their chances. Maybe the higher algorithm decides for the category of the next incident. And within this category the chances influence which incident of this category will occur.

Therefore, to disable bad threats it seems to be better to leave the chance values as they are. Instead of it replace the workerClass of an entry in Incidents_Bad_ThreatsBig.xml and set it to a good event workerClass - for example: <workerClass>IncidentWorker_TraderArrival</workerClass>
#12
Help / Re: Removing Events
January 24, 2016, 02:26:38 AM
Thanks for your answer, Fluffy!

Is it so that chances 0 are not supported? When I comment out the event I would have to modify the core file. I'd prefer a solution that works within a mod. I'll try the low float value (0.00001) and see if it changes the current behaviour.
#13
Help / Re: Removing Events
January 23, 2016, 09:59:43 AM
This is the error I see in the debug log.

[attachment deleted due to age]
#14
Help / Re: Removing Events
January 23, 2016, 09:20:29 AM
I have tried to disable several events in Alpha 12d by setting the chance to 0.0. For this experiment I copied the Mods/Core/Defs/IncidentDefs folder to a own folder called Mods/Test/Defs/IncidentDefs.

Within the Incidents_Bad_Misc.xml file I set several <chance>xxx</chance> to <chance>0</chance>.

For some reason it happens now that other events (like trading ships) only appear once and then after a while never again. This happens for events that I haven't touched!

Any idea what could have gone wrong?
#15
I don't think that you need texture designers for it. Basically, the existing graphics would already fit. I think it could be realized by making it step by step and not a big all-in-one change. All in all, I wanted to share this idea because I think the engine would fit quite well for these scenarios as it is. I see it as some kind of waste if it would be only used for the existing SciFi-topic. And, when some programmer likes the idea or already had similar ideas... Who knows...