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Messages - Stonn

#1
Outdated / Re: [A15] Feed the Colonists
September 03, 2016, 03:06:26 PM
Such a good and logical idea! Will try it out asap :) and quick update to A15 that was!
#2
Hi ItchyFlea! Thanks for the Stonecutting Tweak - it is a godsend. The RTG's are very cool too! I was wondering if you would be interested in making them using uranium as they run, instead of using uranium as a building material for them.

In MD2 there is a Coal Burner which uses a Coal Feeder (works like a hopper) and I really like the way it is implemented. It uses the resource only when it is running. I thought I would just give you an idea =)

Thanks for the mods, cheers!
#3
Quote from: Ganimedes on September 04, 2015, 10:19:03 AM
i got a problem with a drugged rib with negative work left... when i send my colonist to finish it he just stands there...
I have encountered same problem. Problem could be use of Beer. Hopefully it can get fixed easily, otherwise just do it with Herbal Medicine or maybe Hops? Here is the log. EDIT: Had same problem with few other items, not only Drugged Rib. Problem seems tom appear on random, I have no idea what triggers it.


MakeThing error: Tried to make UnfinishedProsthesis from Beer which is not a stuff. Assigning default.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

JobDriver threw exception in initAction. Pawn=Roth, Job=DoBill A=TableBionics1279002 B=UnfinishedProsthesis1526530 C=(234, 0, 189), Exception: System.InvalidOperationException: Operation is not valid due to the current state of the object

  at System.Linq.Enumerable.First[Thing] (IEnumerable`1 source, System.Func`2 predicate, Fallback fallback) [0x00000] in <filename unknown>:0

  at System.Linq.Enumerable.First[Thing] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0

  at Verse.AI.Toils_Recipe.ProcessedIngredients (Verse.AI.Job job, Verse.Thing& dominantIngredient) [0x00000] in <filename unknown>:0

  at Verse.AI.Toils_Recipe+<FinishRecipeAndStartStoringProduct>c__AnonStorey26B.<>m__332 () [0x00000] in <filename unknown>:0

  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

JobDriver threw exception in initAction. Pawn=Roth, Job=DoBill A=TableBionics1279002 B=UnfinishedProsthesis1526530 C=(234, 0, 190), Exception: System.InvalidOperationException: Operation is not valid due to the current state of the object

  at System.Linq.Enumerable.First[Thing] (IEnumerable`1 source, System.Func`2 predicate, Fallback fallback) [0x00000] in <filename unknown>:0

  at System.Linq.Enumerable.First[Thing] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0

  at Verse.AI.Toils_Recipe.ProcessedIngredients (Verse.AI.Job job, Verse.Thing& dominantIngredient) [0x00000] in <filename unknown>:0

  at Verse.AI.Toils_Recipe+<FinishRecipeAndStartStoringProduct>c__AnonStorey26B.<>m__332 () [0x00000] in <filename unknown>:0

  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

(... and so on)



I would also like to add that you possibly did not do the names of some items correctly. There are each two items of Advanced Bionic Leg/Foot/Hand/Arm and possibly few more but they actually have different stats. I think you meant to name the better ones Cybernetic (like the green organs) because they have the same bright green texture.

Again, some of those green Cybernetics which cannot be crafted but only bought from the trader, you actually named as "Advanced Bionic ...". You might have meant it this way but it is actually a little confusing when setting up the stockpiles, because the same name occurs twice, even though the items differ.

Amazing mod btw. IMHO the number of workbenches works out just fine. And the green Cybernetics texture looks freakishly awesome :D
#4
Quote from: TLHeart on December 01, 2015, 10:23:47 AM
Quote from: Stonn on November 30, 2015, 10:36:21 PM
Could you expand the number of things that can be stored in in the Deep Storage Units? I mean stone blocks, beer, chocolate and possibly other foods as long as they are still capable of being frozen.

anything that can be stored, you can set to be stored in the deep storage units.

Are you saying that those things cannot be stored or that I can make it possible by editing the XML?

I can see the tree structure
<categories>
<li>ResourcesRaw</li>
<li>Manufactured</li>
</categories>


and I guess I could add other things here such that I could store other kinds of things. Is that correct? Do you know what the structure would be for possibly all the things that are in a vanilla stockpile? (I don't know the actual names like "ResourcesRaw" that are being used by the XML's) Is there a reason why DSU only contains ResourcesRaw & Manufactured?

Same question for the maxStorage: I know 2250 is 30 stacks, but can I up it to 2625 such that overall a DSU (on both tiles) stores 2700 of a thing? 2325 seems just random.

I am never sure what I can mess with. I am by far not a coder but this stuff is fun.
#5
Releases / Re: [A12] PowerSwitch (1.12.0 / 23.08.2015)
December 01, 2015, 07:18:51 AM
Does it work fine with adding the mod to an existing colony? I literally just found out about this mod and am so hyped about the possibility to use it with Sun Lamps =D
#6
Could you expand the number of things that can be stored in in the Deep Storage Units? I mean stone blocks, beer, chocolate and possibly other foods as long as they are still capable of being frozen.
#7
The seems to work fine functionally for me but I get this error:
Exception getting RedistHeat.Graphic_MultiDXT5 at Things/Building/Heater/MediumHeater: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.NullReferenceException: Object reference not set to an instance of an object

  at RedistHeat.DXTLoader.LoadTextureDXT (System.String modName, System.String path, TextureFormat format, Boolean mipmap) [0x00000] in <filename unknown>:0

  at RedistHeat.Graphic_MultiDXT5.Init (GraphicRequest req) [0x00000] in <filename unknown>:0

  at Verse.GraphicDatabase.GetInner[Graphic_MultiDXT5] (GraphicRequest req) [0x00000] in <filename unknown>:0

  at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&)

  at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0

  --- End of inner exception stack trace ---

  at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0

  at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0

  at Verse.GenGeneric.InvokeStaticGenericMethod (System.Type baseClass, System.Type genericParam, System.String methodName, System.Object[] args) [0x00000] in <filename unknown>:0

  at Verse.GraphicDatabase.Get (System.Type graphicClass, System.String path, UnityEngine.Shader shader, Vector2 drawSize, Color color, Color colorTwo) [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)


Which makes some graphics from the mod disappear: http://imgur.com/a/jD8JR

Any ideas how I could fix that?

EDIT: Thanks Arckame! Changed back to the original name and things are fixed. A lesson learned.
#8
Outdated / Re: [A12] Z0MBIE2 Various Mods
November 03, 2015, 08:30:38 PM
Do you know if Sleep works fine on A12D? I would love to have it in my new colony.
#9
Is MD2-23 compatible with A12D? (except MD2Droids which is not ready do A12) I assume it should work flawlessly on A12D right?
#10
I don't think that is a bug. Look at the info/description of your workshop tables in the workshop. Some of them add permanent "dirtiness" to the room they are in.
#11
General Discussion / Re: Slave trader?
August 24, 2015, 10:44:53 AM
Quote from: b0rsuk on August 24, 2015, 07:18:02 AM
On the other hand, they carry medicine, an occasional weapon, and quite often bionic body parts. Slaves only once in a while. A few days ago I've seen two pirate ships come to me at the same time, and they sold THE SAME colonist. I wonder how that works.
Clones.
And now I have that idea, that you could make a laboratory of clones in Rimworld. And when one of your colonists dies, you could awaken the clone after it finished growing in its bio-pod.
#12
I got interested when CGPGrey said that he plays it. He uploaded a gameplay of his and it looked like something I would like as well. He is a youtuber (former teacher) making educational and entertaining videos. His most popular:
The Difference between the United Kingdom, Great Britain and England Explained
He also has a podcast with Brady Haran (Numberphile, Sixty Symbols etc) called Hello Internet.
Both are good friends with Derek Muller (Veritasium), Destin Sandlin (SmarterEveryDay) and Henry Reich (MinutePhysics, MinuteEarth). I really hope one of those rings a bell.

tl;dr: Heard from a YouTuber on a podcast.
#13
I got interested when CGPGrey said that he plays it. He uploaded a gameplay of his and it looked like something I would like as well. He is a youtuber (former teacher) making educational and entertaining videos. His most popular:
The Difference between the United Kingdom, Great Britain and England Explained
He also has a podcast with Brady Haran (Numberphile, Sixty Symbols etc) called Hello Internet.
Both are good friends with Derek Muller (Veritasium), Destin Sandlin (SmarterEveryDay) and Henry Reich (MinutePhysics, MinuteEarth). I really hope one of those rings a bell.
#14
Maybe the priorities are not taken into account unless their time restriction is set to Work. Look at your daily schedule - maybe it is mostly set to do Anything, stead of Work.
#15
Hello everyone! So I compared the original descriptions of the game on http://rimworldgame.com/ in both English and Polish sentence by sentence. There are few errors and hopefully my corrections will not be questioned here. But I also made few other notes on word choice. I contacted picollo to look at my suggestions and point out any concerns, for everyone to be sure that my intentions are best, and only best  ;)

Kudos the people who contributed to this text, because it really is great!

Errors:

Original:
QuoteBuild colonies in biomes ranging from desert to jungle to tundra, each with unique flora and fauna.
Polish:
QuoteBuduj kolonie we wszelakich strefach klimatycznych począwszy od pustyni, przez dżunglę, po tundrę, każdy z wyjątkową florą i fauną.
Correction:
QuoteBuduj kolonie we wszelakich strefach klimatycznych począwszy od pustyni, przez dżunglę, po tundrę, każda z wyjątkową florą i fauną.
Explanation: Każda refers to the female strefa klimatyczna (biome). Każdy implies that it is male which is wrong.


Original:
QuoteThere are three storytellers to choose from: The carefully-paced Cassandra Classic, the slower-paced, building-oriented Phoebe Chillax, and the totally unpredictable Randy Random.
Polish:
QuoteJest trzech narratorów do wyboru: Cassandra Classic która stawia nas przed coraz cięższymi wyzwaniami, Phoebe Chillax o trochę wolniejszym tempie historii, skupiająca się na budowaniu oraz zupełnie losowy Randy Random.
Correction:
QuoteJest trzech narratorów do wyboru: Cassandra Classic, która stawia nas przed coraz cięższymi wyzwaniami, Phoebe Chillax o trochę wolniejszym tempie historii, skupiająca się na budowaniu oraz zupełnie nieprzewidywalny Randy Random.
Explanation 1: There always has to be a comma before który/która/które.
Explanation 2: Losowy (random) already is in the name Randy Random. The direct translation of unpredictable is nieprzedwidywalny which sounds way more exciting!


Original:
QuoteYou can even extract, sell, buy, and transplant internal organs.
Polish:
QuoteWewnętrzne organy można wycinać, sprzedawać, kupować i doknywać ich transplantacji.
Correction:
QuoteWewnętrzne organy można wycinać, sprzedawać, kupować i dokonywać ich transplantacji.
Explanation: It is just a typo.


Original:
QuoteAs colonists age, they can develop chronic conditions like cataracts or bad backs.
Polish:
QuoteWraz ze starzeniem się mogą oni nabawić się permanentnych problemów ze zdrowiem takich jak zaćma, czy problemy z pręgosłupem.
Correction:
QuoteWraz ze starzeniem się mogą oni nabawić się permanentnych problemów ze zdrowiem takich jak zaćma, czy problemy z kręgosłupem.
Explanation: An other typo. There is no such a thing as pręgosłup. It should be kręgosłup (spine) when referring to the bad back.


Original:
QuoteBecause of how important cover and positioning are in gunfights, combat interacts deeply with the colony's layout and structure.
Polish:
QuoteZasłony i odpowiednie pozycjonowanie podczas starć jest bardzo ważne i dlatego nasz system walki uwzględnia zabudowę w kolonii.
Correction:
QuoteZasłony i odpowiednie pozycjonowanie podczas starć bardzo ważne i dlatego nasz system walki uwzględnia zabudowę w kolonii.
Explanation: I replaced the singular form jest (is) with (are) since it refers to two things, the cover and positioning.




Splitting hairs:

Original:
QuoteLearn to play easily with the help of an intelligent and unobtrusive AI tutor.
Polish:
QuoteŁatwo nauczysz się grać z pomocą subtelnego nauczyciela SI.
Suggestion 1:
QuoteŁatwo nauczysz się grać z pomocą subtelnego tutora SI.
Suggestion 2:
QuoteŁatwo nauczysz się grać z pomocą subtelnego pomocnika SI.
The polish nauczyciela (teacher) has the boring middle/high-school feel to it and represents an actual person. It sounds weird to call that something that really is just a program. I would simply stick to the translation of tutor as tutora, or an other option would be pomocnika (helper) which I find more broad and thus better fitting.

Original:
QuoteBuy an expensive bionic leg from a trader the next year, and Joe becomes a superhuman runner.
Polish:
QuoteJeśli zakupisz następnego dnia drogą, sztuczną nogę od handlarza, Joe stanie się biegaczem o nadludzkiej mocy.
Correction:
QuoteJeśli następnego roku zakupisz drogą, bioniczną nogę od handlarza, Joe stanie się biegaczem o nadludzkiej mocy.
Explanation 1: Next year has been translated to następnego dnia (next day)... pretty lucky for RimWorld standards to get a trader just on time!
Explanation 2: Sztuczną just means artificial. An artificial leg is not going to make Joe a superhuman runner. I just used bioniczną (bionic), as in the original text, which fits better the comparison to the peg leg earlier in the paragraph. It also sounds way cooler.