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Messages - Kopp

#1
Did you succeed?
I am curious because from my limited understanding of coding/harmony I would think that local stuff has to be changed by using a transpiler.
#2
In the C# class RimWorld.GeneTemplateDef exists no field called "overdoseChanceFactor".
Thats why the game complains when you try to add the xml tag to the GeneTemplateDef.

But it exists in the class Verse.GeneDef, thats why you can add it to GeneDefs.

As I dont know much about Biotech and dont know how the gene system works, I unfortunately cant help you any further.
#3
Help / Re: Patch not working ( Beginner modder )
June 26, 2023, 11:23:38 PM
Your line
<xpath>/Defs/HediffDefs/Hediffs_Global_Misc[defName="CryptosleepSickness"]/stages</xpath>
should be smth like
<xpath>/Defs/HediffDef[defName="CryptosleepSickness"]/stages</xpath>

Besides that:
1: Not sure if the game will complain that the hediff misses the whole "stages" part
2: Your pawns will probably still get the hediff, it just does not do anything
3: So this approach may cause unwanted behaviour if using mods that rely on the hediff working the vanilla way

So a clean solution would probably be using C# and change the code in the CryptosleepCasket thingClass to just not give a hediff at all.
#4
The plague gun tutorial I found and refer to:
https://rimworldwiki.com/wiki/Modding_Tutorials/Plague_Gun_(1.1)#Writing_the_Projectile

In 5.3.1 you can find the projectile class with a method that defines what happens on impact.

There is the line
   if (Props != null && hitThing != null && hitThing is Pawn hitPawn)

Simply add another condition to the statement, so it returns false if the pawn is a mech:
   if (Props != null && hitThing != null && hitThing is Pawn hitPawn && !hitPawn.RaceProps.IsMechanoid)
#5
Help / Re: Adding hediffs on item equip
June 24, 2023, 12:40:08 PM
The torture crown added by Ideology DLC gives a hediff when equiped.

    <comps>
      <li Class="CompProperties_CauseHediff_Apparel">
        <hediff>TortureCrown</hediff>
        <part>Head</part>
      </li>
    </comps>

Iirc Vanilla Factions Expanded - Vikings adds crypto armor (and other stuff) which gives a hediff, too.

Not sure if this is helpful because I guess the hediff gets removed as soon as you remove the armor from a pawn.
Maybe you have to write your own comp class to achieve exactly what you want.
#6
I was curious and took a peek what might be the issue, so I am not sure if I am correct here:

It seems that the class CompProperties_AbilityBloodfeederBite checks if the target is humanlike or not at some point.
So I dont think that you can solve that issue with xml. But I may be wrong.
#7
1. Circumstances
Have a colonist (restricted to area1, assigned to worktype wardening) and a slave which can be supressed.


2. What happened
The slave entered area1, the colonist (not close) starts following the slave to supress it, the slave leaves area1, the colonist is following.


3. What I expect
The colonist should not leave the area it is restricted to.


4. Steps to reproduce (not all steps may be necessary)
Have a area1 (maybe 10x10) and a colonist in that area1 (restricted to area1, assigned to worktype wardening) and a slave.
Use devMode to lower the supression of the slave.
Let the slave enter area1, but dont let it get too close to the colonist.
Wait until the colonist wants to supress the slave. (Or tell it to)
Tell the slave to leave the area1.
Watch the slave leaving area1 and the colonist following it (= leaving the area it is restricted to)


5. Savegame
I followed the steps described above to create the savegame.
The colonist wants to supress the slave.
Select the slave before the colonist can reach it and tell the slave to go somewhere outside of area1.
The colonist will follow (= leaving the area it is supposed to not leave)


6. Log File
No mods loaded. The game complies about some duplicate packageIds which should be irrelevant for the report.
#8
1. Circumstances
RW1.4.3510 + Ideology & Royalty. Have a infestations where the insects are sleeping right now.


2. What happened
The insects attack my colonists but they dont fight back. Insects are not considered hostile.


3. What I expect
My colonists should fight back if getting attacked.


4. Steps to reproduce
I am using the ingame debug inspector to check if a insect has a wokeUpTick.


Have a infestation where the insects are asleep.
Have a drafted colonist ("colonist B") which is close to the insects.
Have a drafted colonist ("colonist A") which is shooting one shot at one of the insects ("target") but the shot misses (and does not hit a hive/insect).
Now insects close to the target will wake up but will still be dormant (dont have a wokeUpTick)
It may happen that one of the awoken insects attack colonist B (and/or A) but colonist B/A is not fighting back.
If you tell colonist B to melee attack the insect which is hitting colonist B more insects will wake up.
Some of them (all?) may still be dormant (no wokeUpTick) but they go for colonist B to attack it.


5. Savegame
I followed the steps described above to create the savegame.
Load the save.
Colonist A (Adams) should miss its hit (if not, load again)
Then colonist B (Takeru) (and colonist A) should get attacked by insects and dont fight back (if not, load again)
Draft/Undraft colonist A so it will not shoot again and deactivate "fire at will". (not really necessary but more easy to see what is going on)
Maybe tell colonist B to melee attack the insect which is attacking it.
Then more insects will wake up and attack colonist B while still being dormant (no wokeUpTick).


6. Log File
No errors regarding the insect problem.


Tell me if you need any more info...
#9
1. Circumstances:
RW1.4.3510 + Ideology. New game.

2. What happened:
After having a funeral for a dead colonist it is possible to have a second one if the dead colonist/corpse gets dig up and the corpse gets butchered/destroyed.

3. What you expected to happen:
It should only be possible to have one funeral per pawn.

4. Steps we can follow to make the bug appear on our machine:
- have at least 2 colonists, kill colonist A
- have a empty grave, assign colonist A to that grave, burry colonist A
- right click on the grave -> funeral for pawn A. Wait until funeral is over.
- open the grave, get rid of colonist As corpse (butcher, dev mode destroy)
- 1 or 2 letters arrive which say "funeral opportunity for colonist A"
- right click on the now empty grave -> funeral for colonist A.
- The funeral works like without problems, so the colonists attempted both funerals have now 2 mod de/buffs.

5. Savegame?
No savegame as it is quite simple to reproduce.

6. Log?
No log file as it is quite simple to reproduce and does not spit errors
#10
Bugs / Re: Linux mouse bug ignored for over a year
September 22, 2022, 08:11:52 PM
It seems that the last closed/answered thread in the bug reporting forum was closed on March 02, more than half a year ago.
I stopped reporting bugs because obviously no one cares.
#11
Hello,

1. Circumstances
RW1.3.3226, both DLCs. Having two pawns. One with mental state "insulting spree" and one with mental state "slaughterer".

2. What happened
The insulter tries to insult the slaughterer which then throws a red error "... started 10 jobs in 10 ticks..."

3. What I expect
The insulter should either be able or not be able to insult the slaughterer but it should not throw the error.

4. Steps to reproduce (not all steps may be necessary)
Start a new game, crashlanding. (We need a tamed animal)
Kill one of the three pawns.
Pause the game.
Give one of the remaining pawns mental break "Slaughterer" and the other pawn mental break "InsultingSpree" or "TargetedInsultingSpree".
Make sure that the insulter will reach the slaughterer before the animal gets slaughtered and the mental state stops.
Unpause the game.
-> Red error appears as soon as the insulter is close to the slaughterer

5. Savegame
I followed the steps described above to create the savegame.
After a short amount of time after loading the save the red error appears.
See attached files.

6. Log File
No mods loaded. The game complies about some duplicate packageIds which should be irrelevant for the report.
See attached files.

Greetings!
#12
I was pretty sure that the whole thing never happened in my 1000+ hours of playing and something must have changed recently.
But I tried it with RW 1.2.2753 and it is the same over there.

While rollig some more pawns (recent RW version) I stumbled across one which was incapable of hunting AND animals (child backstory "Empath").
This one got the animals skill disabled.

So it seems like it is exactly like Canute said and it is working as intended.
Sorry for bothering you...
#13
1. Circumstances
Starting a new game and rolling pawns.

2. What happened?
The screenshot at the end is explaining it a lot better than I could do.
When rolling a pawn while starting a new game it might happen that the pawn is "Incapable of Animals".
But at the list of skills there is a skill level (= number) shown for the skill "Animals" instead of a "-".
When playing with that colonist the visualisation is the same. So it is not just when rolling a pawn.
But as expected the pawn can not do work types related to Animals.
Problem occurs only for "Animals".

3. What do you expect?
There should be a "-" at the skill "Animals" if the pawn is incapable of doing it as it is for all the other "Incapable of" which correspond to a certain skill.

4. Reproduce
Click on "Randomize" while rolling pawns till you have one which is incapable of animals.

Screenshot: https://imgur.com/a/ZicyF5p
#14
Help / Re: Remove trait by patch
April 26, 2021, 09:47:10 PM
VTE has a option in the mod settings to disable traits.
Just in case you do not know and this would fix your problem.
#15
Try this:

<Operation Class="PatchOperationAdd">
   <xpath>/Defs/ThingDef[defName="AA_CrystalMit"]/comps/li[@Class = "AlphaBehavioursAndEvents.CompProperties_EatWeirdFood"]/customThingToEat</xpath>
   <value>
      <li>YourStone1Here</li>   
      <li>YourStone2Here</li>                  
   </value>
</<Operation >