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Messages - BTAxis

#1
Translations / Re: Need some help with rulepaks
January 09, 2021, 08:46:42 AM
I'm still trying to find a solution for this. I need some way to tell the grammar which definite article to use, based on which word is used (so not based on any property of the pawn at all).
#2
Translations / Re: Need some help with rulepaks
November 25, 2020, 05:49:27 AM
Well, it's still necessary to get the physical gender. I guess that's the tricky part here.

In Dutch, when we have a sentence like "The horse wagged its tail", we write "Het paard zwaaide met zijn staart". The definite article at the start of the sentence ("het") is the neuter definite article, because the word "paard" is not gendered, but the pronoun "zijn" in this sentence is the male pronoun, because the actual horse is male (in this case).

So, what I need is a way in the rulepak grammar to reason about the animal's label's gendered-ness explicitly, without affecting the existing logic that reasons about the pawn gender.
#3
Translations / Need some help with rulepaks
November 23, 2020, 05:00:02 AM
Specifically, I'm trying to make use of the Dutch language worker code. Consider a grammar rule like

    <li>r_logentry->[INITIATOR_definite]'s [WEAPON_projectile_label] [destroyed_past] [RECIPIENT_definite]'s [destroyed_targets].</li>

When I add the label of an animal to WordInfo/Gender/Neuter.txt, I expect the definite article for that animal to be the neutral definite article (i.e. "het"), but it doesn't work. It always seems to use the gender of the actual animal rather than the gender of the animal's label.

I've experimented with conditionals like INITIATOR_label_gender==Neuter, but nothing so far has worked. Can someone explain how it's supposed to work?
#4
Support / Monument generation might be broken
June 03, 2020, 01:00:44 PM
I accepted a monument quest, but the monument blueprint it gives me is impossible.



Notice the various parts overlapping walls and each other. As well as steles being placed outside the bounds of the blueprint.

I do run mods, but nothing that should affect this, I don't think.
#5
Such a great mod, glad it's there for 1.1.
#6
Support / Re: Royalty: error message at download
February 24, 2020, 08:45:40 AM
Yep, me too.
As stated below, it got fixed.
#7
This is a great update, judging by the changelog.
#8
So there are a few fairly insignificant things that caught my attention that persist in the current public build:

- The tooltip text for obedience training reads "The animal can be assigned a master who it will follow and defend"; this should be spelled "whom it will follow and defend".
- The door opening speed statistic for normal doors and their respective autodoors is the same. While this is correct assuming the autodoor is unpowered, I think it's not very helpful to assume that.
- When moving over multiple chunks, a pawn's movement is slowed only for the first chunk while subsequent chunks are traversed at normal speed. That may or may not be by design, but suffice to say it seems illogical to me.
- It is impossible for door tiles to be lit, even when the door is open and both sides of it are lit. (Except if the door is unroofed, which happens about 0% of the time.) As a consequence a pawn will always move through a door at 80% speed due to the lighting of the tile, which technically means the description of the autodoor, which states a pawn can move through it without slowing down, is false. Assuming the areas on either side of the door are lit, obvs.

So yeah, there you have it. Literally unplayable, etc.
#9
One consideration is that fruit offers more nutrition per stack than vegetables: 6 for fruit vs 3.75 for vegetables.
#10
Releases / Re: [B18] Vegetable Garden Project [12/03/17]
December 26, 2017, 07:11:42 PM
Oh also, maybe make coffee a drug? That way you can tell pawns to drink it every day.
#11
Releases / Re: [B18] Vegetable Garden Project [12/03/17]
December 25, 2017, 02:29:03 PM
Hi dismar, I've been using Vegetable Gardern for a while now and while I think it's pretty good overall I do have a couple of criticisms about the recipes.

Firstly, the stir-fry and stew recipes completely obsolete the vanilla fine and lavish meals, because they use the exact same amount of raw resources per meal while being objectively better. I tweaked the XML to make the recipes require a higher cooking skill, but even so I just don't even consider using the vanilla meals anymore. Also, these meals don't have a stack limit set, so they stack up to 75.

Secondly (and mainly), silage. I fear silage is rather TOO good. I don't usually complain about things being "overpowered" (I use embrasures and won't apologize for it), but sheesh. Look at this comparison chart I made:



Among the vanilla food types, raw crops are the worst, as they should be. Simple meals are the best animal food for animals with long food gauges while hay is the best for animals with short food gauges and kibble is sort-of okay for animals that won't eat raw hay, and for getting rid of insect/human meat. Silage though? It crushes everything. It more than quadruples the nutrient value of its input ingredients and has more nutrients per stack than anything period.

My suggestion to you would be to firstly slash the nutrient value of silage from 0.2 to 0.1, and also make it a little harder to produce. For instance, you could require that it be made from hay and corn specifically, and use a bit more of the latter. Corn is harder to grow than other vegetables because it can't be grown in hydroponics, which seems fair to me.
#12
Releases / Re: [A18] Path Avoid (Preferred Works Again!)
December 22, 2017, 12:55:18 PM
Yeah, the door is forbidden. It originally pathed through there, so I wanted to see if forbidding it would improve the pathfinding. Instead, it made it worse.

And no, it would not have found the same path without the mod, because removing the weighting on the stockpiles changed the path it found. I made it choose a new path several times in a row, and it would always go the long way around until I did that.

(Enough for the fact that that long path goes through MORE doors than the short one.)
#13
Interesting. I use a whole bunch of mods so it could be anything.
#14
Releases / Re: [A18] Path Avoid (Preferred Works Again!)
December 22, 2017, 09:35:32 AM
Yeah, this one has me stumped. Behold this path:


And my pathing mask:


It's avoiding even going NEAR the "strong" tiles, it seems. When I set the stockpiles back to normal it becomes:


At this point I'm starting to think the unpredictability of this mod is rather defeating its purpose.
#15
The Expanded Crops mod provides a kitchen cupboard, which seems bugged. When constructed, it immediately vanishes.

There's an error, but it doesn't seem very useful:
Argument cannot be null.
Parameter name: type
  at System.Activator.CheckType (System.Type type) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type) [0x00000] in <filename unknown>:0
  at Verse.ThingMaker.MakeThing (Verse.ThingDef def, Verse.ThingDef stuff) [0x00000] in <filename unknown>:0
  at RimWorld.Designator_Build.DesignateSingleCell (IntVec3 c) [0x00000] in <filename unknown>:0
  at Verse.DesignatorManager.ProcessInputEvents () [0x00000] in <filename unknown>:0
  at RimWorld.MapInterface.HandleMapClicks () [0x00000] in <filename unknown>:0
  at RimWorld.UIRoot_Play.UIRootOnGUI () [0x00000] in <filename unknown>:0
  at Verse.Root.OnGUI () [0x00000] in <filename unknown>:0