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Messages - brucethemoose

#1
Modded Minecraft is the game you want. There are mods for everything you mentioned, and its kid friendly ootb.

You can search for curseforge mods on curseforge, or on this very helpful aggregator: https://www.modpackindex.com/mods
#2
Releases / Re: [1.0] Zetrith's Multiplayer
May 22, 2019, 10:32:16 PM
Quote from: Nar on May 20, 2019, 04:00:48 PM
So uh. Seeing a question not getting answered. This mod IS still getting worked on right? Its not abandoned or anything? I just wanted to know so I knew if all I needed to do was wait or do something about it.

It is, but pretty much all discussion happens in the Discord server atm. It's linked a few posts back.
#3
Quote from: Roolo on May 14, 2019, 02:04:00 AM
Quote from: rawrfisher on May 13, 2019, 07:08:32 PM
Quote from: brucethemoose on May 13, 2019, 04:09:21 PM
Is there any way to repair missing body parts? All the mechanoids I've manage to down so far are either blind or incapacitated, even once they're fully healed and upgraded with speed/sight modules.

I think the platforms replace missing parts too.

Make sure there are at least 4 parts loaded in the platforms, then they'll regenerate parts.

Huh. Well my centipede is still blind and my assaulter is still incapacitated after days (maybe a year for the centipede?) of sitting on stocked platforms. It won't let me activate the healing module on the centipede either, as it says it's not damaged.

Must be a mod conflict. My first guess would be Combat Extended or More Mechanoids, but I'll do a little digging later.
#4
Is there any way to repair missing body parts? All the mechanoids I've manage to down so far are either blind or incapacitated, even once they're fully healed and upgraded with speed/sight modules.
#5
Going ammoless isn't all its cracked up to be. As it turns out, mechanoids are nearly impossible to kill without AP rounds, you can't pick mortar shells, and rocket launchers are massively OP since they're no longer single use... Anyway, since I'm a masochist, I decided to try and convert my ammoless CE colony into an ammo-enabled one (even though doing so in unsupported), and thought I'd share my experience trying to get it to work:

  • Ammoless weapons have bugged clips that can't be unloaded when switching the ammo system on. Before switching, gather all the ranged weapons on the map, including ones wielded by your colonists, into one pile, and destroy them all. Dev spawn in some rough equivalents.

  • Turrets have the same problem. In dev mode, destroy all your turrets (including ones that are currently uninstalled), then rebuild them with god mode.

  • Spawn in or build ammo for the new weapons and turrets. I got some reloading job related errors until the pawns reloaded everything for the first time.

  • Some things with built in weapons (like hacked mechanoids) may or may not have to be replaced too. However, modded animals with a ranged attack appear to be unaffected by the switch.
Cross-mod quirks aside (for example, Rimefeller mortal shells and napalm don't seem to work as CE flamethrower/mortar ammo), the transition has been relatively smooth, and I haven't run into any gameplay issues for days, but I do keep getting one error in the log that I can't figure out:
Exception in Verse.AI.ThinkNode_PrioritySorter GetPriority: System.ArgumentNullException: Argument cannot be null.
Parameter name: key
  at System.Collections.Generic.Dictionary`2[Verse.ThingDef,CombatExtended.Integer].Add (Verse.ThingDef key, CombatExtended.Integer value) [0x00000] in <filename unknown>:0
  at CombatExtended.Utility_HoldTracker.GetStorageByThingDef (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at CombatExtended.Utility_HoldTracker.GetExcessThing (Verse.Pawn pawn, Verse.Thing& dropThing, System.Int32& dropCount) [0x00000] in <filename unknown>:0
  at CombatExtended.Utility_HoldTracker.HasExcessThing (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at CombatExtended.JobGiver_UpdateLoadout.GetPriority (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
at Verse.AI.ThinkNode_PrioritySorter.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0


https://gist.github.com/HugsLibRecordKeeper/7f106a71a608d9bb5f4849fd611b8e10



#6
Does this mod add animal spawning to the Outlander faction?

I'm trying to hunt down a mod conflict. There's *some* mod that adds random animal spawns to some of Hospitality's visitor groups, which breaks the groups and throws the exact same error in this GitHub issue someone else made:  https://github.com/OrionFive/Hospitality/issues/238

However, I cross referenced my modlist with Krisocka's and ruled out most of the only ones we have in common (Giddy Up!, Combat Extended and its patches, Animal Logic, More Faction Interaction, A Dog Said). The *only* mod I can't test is Alpha Animals, as my save won't even load when I remove Alpha Animals from the load order. Unfortunately, I can't seem to replicate the issue in a new debug map with the same mod loadout, meaning I haven't been able to pin down Alpha Animals by itself.

EDIT: https://github.com/OrionFive/Hospitality/issues/243


EDIT 2: Got the error in debug mode, and Alpha Animals doesn't appear to be the issue now... Not sure what mod is to blame, but disregard what I said earlier.
#7
Quote from: UnlimitedHugs on February 25, 2019, 02:29:07 AM
Quote from: SineSwiper on February 22, 2019, 02:31:19 PM
Any chance of a compatibility patch for Zetrith's Multiplayer mod?  According to the Zetrith compatibility list here:
https://docs.google.com/spreadsheets/d/1jaDxV8F7bcz4E9zeIRmZGKuaX7d0kvWWq28aKckISaY/edit#gid=0
"Forbid, unforbid, select similar, haul urgently and finish off doesn't work."  Is that still true?

If someone wants to contribute a compatibility patch, I'd be down with that.
Otherwise I'll see if I can segment out some time to make one myself. It's probably not a trivial fix and will take some research. I wish Zetrith had some guidelines for making things compatible, but I guess we'll have to work with what's available.

Quote from: Lethe on February 23, 2019, 03:13:43 PM
No, it's not. :x Don't leave us~
Congrats on having unforbid tool make it to vanilla!

No rest for the wicked, eh? :D

There's an unofficial API now:

https://steamcommunity.com/sharedfiles/filedetails/?id=1681596707

In fact, the same user appears to have patched Allow Tool on GitHub: https://github.com/Pecius/RimworldAllowTool/commit/c5630ac5d8c503a9649d2758e6f42ac885c04dd4
#8
Releases / Re: [1.0] Alpha Animals - 1.09 (01/12/18)
December 20, 2018, 09:55:13 PM
Minor bug: "vegetable like" cactus meat can't be used to cook anything. Not sure if this is intentional, or if it's a conflict with the rimcuisine mod.

This is fantastic mod btw.
#9
Minor necro.

Recent tablet chips already blow past Rimworld's system requirements of a Core 2 Duo/HD 3000. Heck, new iPads and Samsung's 9000-series Exynos (which isn't in a tablet quite yet) are close to modern laptops. RimWorld uses less than 2GB of memory whenever I check, so that's not an issue either.

Hardware isn't the issue, it's software and testing. If I were Tynan, I certainly wouldn't want to mess with a whole 2nd version of RimWorld while it's being constantly altered and overhauled... but once the game is out of beta, that's less of an problem.


Anyway, necroing to say that I'm interested in a port too. In terms of quality, RimWorld would sit VERY high on the iOS/Android game totem pole. The only sticky issue I can think of is price. $30 is pretty high for a mobile game, but I can't image it being a flop either.
#10
+1 to pretty much all that, I've had similar issues even though I pause all the time.

So basically this, right?:

-Pet AI needs better fight or flight
-Friendly fire probability needs some tuning
-Integrate Patient Sanity and Priority Treatment mods.


From the devs' perspective, those are pretty reasonable feature requests, as far as I can tell. Big QoL improvements from relatively easy additions.
#11
Quote from: UnlimitedHugs on October 23, 2016, 01:32:47 AM
Quote from: brucethemoose on October 22, 2016, 10:09:21 PM
Now I spend a good chunk of my life rerolling trying to get a perfect map... this is your fault UnlimitedHugs, you're a terrible person :P
1 feature request: is there any easy way to get the planet seed/coordinates from the new, rerolled map, or is it random? Can I get it from a command? There some very interesting reroll starts I'd like to share, but don't know how.

Well, if you're having fun, it's most definitely time well spent :)
As for the seed, that's fairly tricky right now. The mod does generate a new world seed for each reroll, but it only affects the shape of the generated terrain. Even if you were to recreate a world from that exact seed, you would most likely find a different biome/elevation/climate at those coordinates.
But! In theory it would be possible if the person trying to recreate the map also had the mod installed and you were to share two seeds with them. Something to ponder for the future.

So how is the random number used for the reroll generated?

Is it the same for every tile? Aka could someone say "use this seed at these coords, then reroll X times"?
#12
Now I spend a good chunk of my life rerolling trying to get a perfect map... this is your fault UnlimitedHugs, you're a terrible person :P



1 feature request: is there any easy way to get the planet seed/coordinates from the new, rerolled map, or is it random? Can I get it from a command? There some very interesting reroll starts I'd like to share, but don't know how.


#13
General Discussion / Re: Guesthouse of doom (bug?)
October 04, 2016, 01:19:29 AM
Quote from: carbon on October 03, 2016, 09:27:52 PM
Guests don't generally sleep in beds in vanilla (unless you rescue them). If it is a bug, it's likely with whatever mod causes that behavior.

Ah, its a bug with hospitality then, I could've sworn the guest beds were a vanilla thing.
#14
General Discussion / Re: Guesthouse of doom (bug?)
October 03, 2016, 08:56:34 PM
Quote from: Serenity on October 03, 2016, 08:38:55 PM
For a room maybe twice that size(?) it could work without getting nasty. Depending on the outside temperature.

I've used geysers and later geothermal generators to heat my starting room in the arctic. Or greenhouses in boreal forest. But generally you want them unroofed.

That's the idea. I have a door open to the rest of the base during winter and a temp-controlled vent (from the redistheat mod) to cool it down in the summer.

But I replaced a wall and forgot to replace the vent during a heat wave  ;D



The remarkable thing is how efficient it is at slaughtering guests. Build a smaller, double wall room around a single geyser, and you could farm guests without technically entering combat.
#15
General Discussion / Guesthouse of doom (bug?)
October 03, 2016, 08:29:48 PM
So I got notifications about a bunch of my colony's visitors dying, and wondered what was up.



Turns out I inadvertently made a brutally efficient gas chamber for my guests. Room temperature was 160F+ when I finally noticed and opened the vent.


Not sure if this is a bug, exploit (shouldn't AI avoid sleeping in a 160F room?), or good old fashioned Rimworld pragmatism, but nevertheless it's amazing.




Maybe I should make it a prison instead...