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Messages - Nimrod

#1
Quote from: g_BonE on May 14, 2020, 10:23:45 AM
Having the same issue in 2 consecutive save games now. Here is a HugsLib log:
https://gist.github.com/HugsLibRecordKeeper/ee5c19aa9bfcc651cce8356dae007241 ...and its the same issue as posted above. on raids some of the pawns dont die but instead walk around limb- and headless but still shooting. If i try to heal a downed pawn my doctors keep repeatedly tending but pawns keep bleeding. I'd really like to know which mod causes this as it it quite frustrating to have to give up on two promising playthroughs.

I never found out what really caused the issue, but i try to write down what I think happens.
The pawns that do not die have some missing or broken world pawn, that the game wants to send a bad thought about this soon zombie pawn dieing - since the game cant to this, it breaks (see red errors) and the pawn never gets the "dead" state.

My workaround was watching the error log and dev "destroy"ing (kill doesnt work as we know) each and every pawn that was popping up. Some world pawns where throwing errors too (they escaped the map obvisously in their undead state) - so i dev spawned them and destroyed them too.

So far my save was playable again, but I have not had a raid again (and moved on to other games for the time)

Hope that helps you at least a little! Cheers!
#2
I have the same bug with most (not all) pawns not dieing.
Could not figure out wich mod causes it, but it happened since/because of the Rimworld Main update from April 19th.

I have older saves with the same mod setup that also throw the error now (no issues before - I played days from them without problems, so I am fairly certain, the main update messed things up - none of the mods updated in the time frame when this issue appeared first for me)

Just to clarify, the debug error for each "undead" is identical to the one posted above, so I wont spam them again ;)
#3
HAPPY BIRTHDAY MATE!  ;D
#4
Hey, its me again! xD

Suggestion: (for the love of god) let the radio(s) either shuffle songs or turn off after one song!

(the radio and the songs are GREAT btw. just the one song perma loop makes everyone go crazy after a while...)

#5
Quote from: BrotherCavalier on November 03, 2018, 02:53:09 AM
Quote from: Nargon on November 02, 2018, 10:16:25 PM
Quote from: 893 on November 02, 2018, 07:14:39 PM
1.0?????pleaseee
On steam is this mod for rimworld 1.0: https://steamcommunity.com/sharedfiles/filedetails/?id=1541064015

Right, but why would any one voluntarily subject themselves to steam if there is another alternative? I am not  trolling, I just really dislike steam, particularly for single player games.

Steam is perfectly okay. If you personally dislike it, so be it.
It reduces the time I have to spend keeping all my active mods up to date to virtually zero. Alone for that its worth it.
#6
Chicken Plucker, I thank you for taking the time and effort to answer my post in such detail.
I read every word of it. You obviously care a lot about your work and I really respect that.
You don't come over dismissive or hostile in any way! :) no worries!

That said, I understand your design choices better now and see your vision of the bigger picture.

Even though I have to say, I will very likely not use your endgame vision for my play-throughs. I like long games with building things up and world interaction - I don't care much for ultra strong enemies/raids that flatten my stuff and guys - and mechanics to instantly replenish losses. I use mods that give pawns more life (traits, psychology, etc) so my guys are not easily interchangeable for me :D

Once again, I enjoy most of your stuff IMMENSELY, the things I do not like, I will simply not use. Now and in the future - so please PLEASE use your energy to make your vision a reality. Use my feedback just as far as it builds onto that vision. Keeping things modular is of course a good design choice i.m.o., so people can subscribe to what they like (factions should always be a separate mod for example)

Seeing/hearing how people play with the things you made is the most valuable thing for a game designer. Just don't stress too much about it! xD

Good luck, have fun and godspeed!
#7
Hello!

First off: I really like your mod. The visuals are stunning. Most of your ideas are fantastic.

That said, there are some things I would like to comment (I use your steam workshop mods - all except the portable generator):

Some of the things you add unbalance the game quite drastically. This can of course be avoided by me as player, by not picking/using certain elements. Nevertheless I chose to comment here and maybe get some insights from you as creator.

The things that stand out most are these:
.) easy way to make thousands of silver in almost no time with more or less zero danger (tech jobs on desk)
.) Mission board - good idea but WAY WAY way ;) too cheap - 500 silver, you get what you want - instant colonist with full battle rattle, every mission you like, etc. for just 500 silver (could be free at this point)
.) Instant food for silver via machines - with the job at the desk, it also could just be free - no difference no investment from the player
.) medical add-ons (IV and stuff) - again awesome idea, perfect visuals but WAY overpowered. I mean check the stats when you get them all set up - again they cost next to nothing for the benefits
.) military chemfuel generator - highly unbalanced. cost/upkeep/output are in no relation. can be build way BEFORE geothermal and its output is higher. need one or two boomalopes to never think about power again

In my opinion every gain should be balanced in some way. Else its just a fancy "You win" button. (And we got the development console for free stuff :D )

Will you think about rebalancing things? Or maybe add Mod options, so that each player can decide for him/herself how much things should cost?

This should please be seen as constructive criticism, and can be ignored by anyone or everyone who does not agree ;)

The whole tacti-cool idea is awesome, thanks for your effort!

Edit: Also, where are the BOOTS and GLOVES (and goggles)? :D almost no modder adds those - pawns run around with bare feet and get their toes shot off. Tactical sandals anyone? (I could of course port my own stuff over from B17 but I am way too lazy and just want to play)
#8
Help / Re: [WIP] XML Documentation Database
October 20, 2016, 02:08:54 AM
If you could do HediffDef, I would be MUCH obliged! :)

cheers!
#10
BodyParts is too big, so I put it in the attached file.

Here is the BodyDefs code for your viewing pleasure.


<?xml version="1.0" encoding="utf-8" ?>

<!--
Each coverage value is relative to its parent.
Remaining body part coverage (100% minus coverage of all child nodes) is a chance to hit exactly this part.
Damage "starts" at corePart, and then "goes deeper" until it hits remaining body part coverage or leaf node - this body part is then hit.
-->

<BodyDefs>

<BodyDef>
<defName>Human</defName>
<label>human</label>
<corePart>
<def>Torso</def>
<height>Middle</height>
<depth>Outside</depth>
<groups>
<li>Torso</li>
</groups>
<parts>
<li>
<def>LeftClavicle</def>
<coverage>0.005</coverage>
<height>Top</height>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>RightClavicle</def>
<coverage>0.005</coverage>
<height>Top</height>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<!-- RIPCAGE NEW -->
<li>
<def>Ribcage</def>
<coverage>0.25</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
<parts>
<li>
<def>Sternum</def>
<coverage>0.15</coverage>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>Heart</def>
<coverage>0.005</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>LeftLung</def>
<coverage>0.1</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>RightLung</def>
<coverage>0.1</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>Rib1</def>
<coverage>0.05</coverage>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>Rib2</def>
<coverage>0.05</coverage>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>Rib3</def>
<coverage>0.05</coverage>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>Rib4</def>
<coverage>0.05</coverage>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>Rib5</def>
<coverage>0.05</coverage>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>Rib6</def>
<coverage>0.05</coverage>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>Rib7</def>
<coverage>0.05</coverage>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>Rib8</def>
<coverage>0.05</coverage>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>Rib9</def>
<coverage>0.05</coverage>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>Rib10</def>
<coverage>0.05</coverage>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>Rib11</def>
<coverage>0.05</coverage>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>Rib12</def>
<coverage>0.05</coverage>
<groups>
<li>Torso</li>
</groups>
</li>
</parts>
</li>
<!-- /RIPCAGE NEW -->
<li>
<def>Pelvis</def>
<coverage>0.05</coverage>
<height>Bottom</height>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>Spine</def>
<coverage>0.02</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>Stomach</def>
<coverage>0.03</coverage>
<height>Middle</height>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>Guts</def>
<coverage>0.09</coverage>
<height>Bottom</height>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>LeftKidney</def>
<coverage>0.02</coverage>
<height>Bottom</height>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>RightKidney</def>
<coverage>0.02</coverage>
<height>Bottom</height>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>Liver</def>
<coverage>0.03</coverage>
<height>Middle</height>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>Neck</def>
<coverage>0.055</coverage>
<height>Top</height>
<groups>
<li>Torso</li>
</groups>
<parts>
<li>
<def>Head</def>
<coverage>0.72</coverage>
<groups>
<li>UpperHead</li>
<li>FullHead</li>
</groups>
<parts>
<li>
<def>Skull</def>
<coverage>0.18</coverage>
<depth>Inside</depth>
<groups>
<li>UpperHead</li>
<li>FullHead</li>
</groups>
<parts>
<li>
<def>Brain</def>
<coverage>0.8</coverage>
<groups>
<li>UpperHead</li>
<li>FullHead</li>
</groups>
</li>
</parts>
</li>
<li>
<def>LeftEye</def>
<coverage>0.05</coverage>
<groups>
<li>FullHead</li>
<li>Eyes</li>
<li>FullFace</li>
</groups>
</li>
<li>
<def>RightEye</def>
<coverage>0.05</coverage>
<groups>
<li>FullHead</li>
<li>Eyes</li>
<li>FullFace</li>
</groups>
</li>
<li>
<def>LeftEar</def>
<coverage>0.05</coverage>
<groups>
<li>UpperHead</li>
<li>FullHead</li>
</groups>
</li>
<li>
<def>RightEar</def>
<coverage>0.05</coverage>
<groups>
<li>UpperHead</li>
<li>FullHead</li>
</groups>
</li>
<li>
<def>Nose</def>
<coverage>0.08</coverage>
<groups>
<li>FullHead</li>
<li>FullFace</li>
<li>LowerFace</li>
</groups>
</li>
<li>
<def>Jaw</def>
<coverage>0.15</coverage>
<groups>
<li>FullHead</li>
<li>FullFace</li>
<li>LowerFace</li>
</groups>
</li>
</parts>
</li>
</parts>
</li>
<li>
<def>LeftShoulder</def>
<coverage>0.1</coverage>
<groups>
<li>Arms</li>
<li>Shoulders</li>
</groups>
<parts>
<li>
<def>LeftArm</def>
<coverage>0.95</coverage>
<groups>
<li>Arms</li>
</groups>
<parts>
<li>
<def>LeftHumerus</def>
<coverage>0.1</coverage>
<depth>Inside</depth>
<groups>
<li>Arms</li>
</groups>
</li>
<li>
<def>LeftRadius</def>
<coverage>0.1</coverage>
<depth>Inside</depth>
<groups>
<li>Arms</li>
</groups>
</li>
<li>
<def>LeftHand</def>
<coverage>0.2</coverage>
<height>Bottom</height>
<groups>
<li>Hands</li>
</groups>
<parts>
<li>
<def>LeftHandPinky</def>
<coverage>0.05</coverage>
<groups>
<li>Hands</li>
<li>LeftHand</li>
</groups>
</li>
<li>
<def>LeftHandRingFinger</def>
<coverage>0.05</coverage>
<groups>
<li>Hands</li>
<li>LeftHand</li>
</groups>
</li>
<li>
<def>LeftHandMiddleFinger</def>
<coverage>0.05</coverage>
<groups>
<li>Hands</li>
<li>LeftHand</li>
</groups>
</li>
<li>
<def>LeftHandIndexFinger</def>
<coverage>0.05</coverage>
<groups>
<li>Hands</li>
<li>LeftHand</li>
</groups>
</li>
<li>
<def>LeftHandThumb</def>
<coverage>0.05</coverage>
<groups>
<li>Hands</li>
<li>LeftHand</li>
</groups>
</li>
</parts>
</li>
</parts>
</li>
</parts>
</li>
<li>
<def>RightShoulder</def>
<coverage>0.1</coverage>
<groups>
<li>Arms</li>
<li>Shoulders</li>
</groups>
<parts>
<li>
<def>RightArm</def>
<coverage>0.95</coverage>
<groups>
<li>Arms</li>
</groups>
<parts>
<li>
<def>RightHumerus</def>
<coverage>0.1</coverage>
<depth>Inside</depth>
<groups>
<li>Arms</li>
</groups>
</li>
<li>
<def>RightRadius</def>
<coverage>0.1</coverage>
<depth>Inside</depth>
<groups>
<li>Arms</li>
</groups>
</li>
<li>
<def>RightHand</def>
<coverage>0.2</coverage>
<height>Bottom</height>
<groups>
<li>Hands</li>
</groups>
<parts>
<li>
<def>RightHandPinky</def>
<coverage>0.05</coverage>
<groups>
<li>Hands</li>
<li>RightHand</li>
</groups>
</li>
<li>
<def>RightHandRingFinger</def>
<coverage>0.05</coverage>
<groups>
<li>Hands</li>
<li>RightHand</li>
</groups>
</li>
<li>
<def>RightHandMiddleFinger</def>
<coverage>0.05</coverage>
<groups>
<li>Hands</li>
<li>RightHand</li>
</groups>
</li>
<li>
<def>RightHandIndexFinger</def>
<coverage>0.05</coverage>
<groups>
<li>Hands</li>
<li>RightHand</li>
</groups>
</li>
<li>
<def>RightHandThumb</def>
<coverage>0.05</coverage>
<groups>
<li>Hands</li>
<li>RightHand</li>
</groups>
</li>
</parts>
</li>
</parts>
</li>
</parts>
</li>
<li>
<def>LeftLeg</def>
<coverage>0.1</coverage>
<height>Bottom</height>
<groups>
<li>Legs</li>
</groups>
<parts>
<li>
<def>LeftFemur</def>
<coverage>0.1</coverage>
<depth>Inside</depth>
<groups>
<li>Legs</li>
</groups>
</li>
<li>
<def>LeftKneecap</def>
<coverage>0.01</coverage>
<height>Middle</height>
<depth>Inside</depth>
<groups>
<li>Legs</li>
</groups>
</li>
<li>
<def>LeftTibia</def>
<coverage>0.1</coverage>
<depth>Inside</depth>
<groups>
<li>Legs</li>
</groups>
</li>
<li>
<def>LeftFoot</def>
<coverage>0.2</coverage>
<groups>
<li>Feet</li>
</groups>
<parts>
<li>
<def>LeftFootLittleToe</def>
<coverage>0.05</coverage>
<groups>
<li>Feet</li>
</groups>
</li>
<li>
<def>LeftFootFourthToe</def>
<coverage>0.05</coverage>
<groups>
<li>Feet</li>
</groups>
</li>
<li>
<def>LeftFootMiddleToe</def>
<coverage>0.05</coverage>
<groups>
<li>Feet</li>
</groups>
</li>
<li>
<def>LeftFootSecondToe</def>
<coverage>0.05</coverage>
<groups>
<li>Feet</li>
</groups>
</li>
<li>
<def>LeftFootBigToe</def>
<coverage>0.05</coverage>
<groups>
<li>Feet</li>
</groups>
</li>
</parts>
</li>
</parts>
</li>
<li>
<def>RightLeg</def>
<coverage>0.1</coverage>
<height>Bottom</height>
<groups>
<li>Legs</li>
</groups>
<parts>
<li>
<def>RightFemur</def>
<coverage>0.1</coverage>
<depth>Inside</depth>
<groups>
<li>Legs</li>
</groups>
</li>
<li>
<def>RightKneecap</def>
<coverage>0.01</coverage>
<height>Middle</height>
<depth>Inside</depth>
<groups>
<li>Legs</li>
</groups>
</li>
<li>
<def>RightTibia</def>
<coverage>0.1</coverage>
<depth>Inside</depth>
<groups>
<li>Legs</li>
</groups>
</li>
<li>
<def>RightFoot</def>
<coverage>0.2</coverage>
<groups>
<li>Feet</li>
</groups>
<parts>
<li>
<def>RightFootLittleToe</def>
<coverage>0.05</coverage>
<groups>
<li>Feet</li>
</groups>
</li>
<li>
<def>RightFootFourthToe</def>
<coverage>0.05</coverage>
<groups>
<li>Feet</li>
</groups>
</li>
<li>
<def>RightFootMiddleToe</def>
<coverage>0.05</coverage>
<groups>
<li>Feet</li>
</groups>
</li>
<li>
<def>RightFootSecondToe</def>
<coverage>0.05</coverage>
<groups>
<li>Feet</li>
</groups>
</li>
<li>
<def>RightFootBigToe</def>
<coverage>0.05</coverage>
<groups>
<li>Feet</li>
</groups>
</li>
</parts>
</li>
</parts>
</li>
</parts>
</corePart>
</BodyDef>

</BodyDefs>



[attachment deleted by admin - too old]
#11
Hello citizens!

I am modding my own game for some time now and just had the urge to change the setup of the human body.
It always bothered me, that you can loose fingers and toes but you cant shoot out peoples kneecaps, so I added those. I also thought, that lungs and the heart should be BEHIND the ribcage - so I added a ribcage (plus 12 ribs) and put the lungs and heart inside that.
Oh and there are guts now - who doesn't like those?

All works well so far, but I am not sure about the balance.
I've been shooting, stabbing and bludgeoning my pawns for hours but I need more opinions.

I will just add my 3 new files here if anyone wants to have a look or even live test it.
(20k char limit, I will put them in responses)

Note: I am thinking about dropping the separate ribs and sternum though. Thoughts?
#12
Outdated / Re: [A15] Alpha Animals
October 19, 2016, 07:29:55 AM
Quote from: Tammabanana on October 19, 2016, 06:52:46 AM
Finally, the world will know the truth.

To be honest, I always suspected something like that ... sneaky buggers them sheeps.

Back to the rest of the flock: Mister skullywag, what kind of feedback are you looking for? Anything specific before you flesh the beasties out a little more?
#13
Quote from: kaptain_kavern on October 18, 2016, 11:04:53 AM
Quote from: Nimrod on October 18, 2016, 10:24:26 AM
Yeah, the code is kind of a mess ... some abstracts are missing, the sound file is 2,5 MB and there is some really strange "work around" in the Defs ... *sigh* I guess I have to clean this up for myself ...
P.S.: still good work though, I know porting/ taking something over is tough work.

Looks like you're running the 1.82?   Dingo had worked on a 1.83 with some of this corrected

Hey, thanks for the heads up! Yes, I was looking at the Steam Workshop version.
Cheers!
#14
Quote from: Dingo on October 15, 2016, 01:18:45 PM
The mod is really big but its structure can probably be condensed down by 10-20% with proper editing, inheritance etc. Values for a lot of the prostheses are overpriced, Vancidium is kinda weird, surgery bases being really similar and all that jazz. It doesn't make a difference in the final product, though, just the initial loading time.

Yeah, the code is kind of a mess ... some abstracts are missing, the sound file is 2,5 MB and there is some really strange "work around" in the Defs ... *sigh* I guess I have to clean this up for myself ...

P.S.: still good work though, I know porting/ taking something over is tough work.
#15
Quote from: skyarkhangel on October 17, 2016, 07:05:52 PM
So we need Pathfinder for A14 version to work fine? or its works with A15 too?

Its A15 (I only used and tested it for that, no clue about A14), but drop the developer a line. He seems like a cool guy... :)