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Messages - Anvil_Pants

#2
All of the mod author's GitHub releases are tags of the source. These:



Are exactly the same as this:



Take it or leave it.
#3
Quote from: TheAtomicOption on September 11, 2018, 11:41:06 AM
It doesn't appear there's actually a B19 release on github yet even though this post says there is?

#4
Releases / Re: [B18] Remote Explosives (1.13.0)
December 12, 2017, 10:54:48 AM
https://gist.github.com/HugsLibRecordKeeper/01caf89b4af05c9fb6b8c111ccb8a629

Exception spawning loaded thing PassiveCooler821694: System.Exception: Buildings made from Stuff not supported for auto-replacement
at RemoteExplosives.CompAutoReplaceable.PostSpawnSetup (Boolean respawningAfterLoad) [0x00000]

One of the mods in the list made coolers stuffed, and that causes the game save to break on next load when a stuffed cooler is in the world.
#5
Zero-technology is technically impossible since you'd need ways to research and eat from the start. The mod Rue's Tribal Essentials shows the most plausible way to do butchering spots, research spots, etc.

A Luddite playthrough could be done with something like Pawns Are Capable, from the same author, where pawns are made to dislike tasks rather than refuse to do them. As Luddites, you'd need pawns to hate or refuse to research, so at minimum you'd need Prepare Carefully to force your starting pawn(s) into having that limitation.

From there it'd be up to you to follow your own rules, as in Fire & Ice.
#6
Quote from: Yoshida Keiji on November 08, 2017, 08:17:44 AMWe are pointing out that the research tree length takes too long in comparison with raids RNG to the point that catching up with enemies fire power had turned too hard. Because the Research tree was modified so that long range weaponry takes excessively long to complete.

Longer in comparison to A17 isn't necessarily too long. Seems to me that Daimonin is reading your opinion as a complaint because they disagree with the reasoning that got you there. It looks like you've decided that disruption of a familiar metagame strategy (a specific research tree route, played at a specific game configuration) is reason enough to invalidate a more recent game design choice.

If that's how we got here, then the above reasoning is neither true or false. It lacks detail.

Do note that implicit in RimWorld starting conditions is the fact that the player begins at a disadvantage relative to peer AI factions. We know that because the other factions are already established on the map, complete with buildings and inventory, when we crash land.

Therefore, it's reasonable to say that expecting our research to reliably get us a technology before we are forced to play against its product (so long as we choose the research sequence correctly; e.g., metagame) is the same as expecting our research to complete faster than the AI opponents can do. We would need to catch up from being behind.

Some will see that as complaining.

PS: Raid strength scale is one of the things Marvin publishes mods to. It's in Combat Readiness Check and Sometimes Raids Go Wrong. Raid-to-research balance is not an A18 feature problem. It's also not a research points balance problem; it's a raider and raider gear selection problem.
#7
Quote from: moonra on July 26, 2017, 02:27:09 AM
I'm trying to heat my base with industrial heaters built on the hallways but for some reason they don't seem to want to put the hallway at 21ºC, but if I close the area the heaters are in and put a few active vents pushing air to the hallway then they have no issues keeping it at 21ºC.

Reason is industrial heater is coded differently than the rest. It uses hysteresis so that the heater turns on briefly, waits for temperature to reach goal, then turns off and waits for temperature to fall some degrees below goal, then turns on again. This is both a power saving and a simulation choice by the author.

Likely reason for vents being more stable is that the duct network is a closed system and its temperature is less variable. The vents are not coded to simulate fluctuating temperature. Could be mistaken, but I don't think that Redist is using air input to account for the work needed to heat/cool the air taken into the unit. It doesn't have an air intake building. I think it's working like vanilla heater and coolers do, where only the rooms matter.

Therefore, the duct network is essentially a closed room, in how its internal temperature behaves.
#8
abracadabra's use of industrial cooler is normal, and you can see that by the blue output and room outlines on the selected cooler in the screenshot. Redist coolers work as both normal and duct coolers. Only the so named "duct cooler" is made for only attaching to ducts. The others output into rooms and also attach to ducts.

It looks to me like what it looks to abracadabra. That cooler isn't being calculated when its map is in the background. I'll bet on that being because the industrial cooler is mod-only code and the code predates world map and multiple colonies.

Quote from: copious on July 23, 2017, 12:59:23 AM
Quote from: AngleWyrm on July 22, 2017, 07:29:31 PM
Quote from: copious on July 22, 2017, 07:21:31 PM
I think im relatively intelligent.
That video is cancerous.
A simple picture of someones base showing its implementation would suffice.

There's probably a reason no simple pictures of a base showing it's implementation have been produced.

This is an astute observation.  :o

The reason is you haven't done it, and neither have we.
#9
Quote from: cedec0 on July 24, 2017, 02:51:24 AM
The most frustrating part of Rimworld is that pathing ISN'T broken.  Send a drafted colonist somewhere and he will take the fastest route.  so the game IS capable of finding the best path.

From my memory (a few weeks old), drafted path finding will happily send the pawn across costly terrain. "Costly" in the sense of how pathing is calculated, with each tile being precalculated for the sum of its movement cost and the path being made across the least costly tiles. E.g., drafted pawns will move linearly across a field of stone chunks, while undrafted pawns will walk around it.

Taking that as true, it says nothing for how broken or not broken either method is. They're different solutions to different needs. Drafted pawn movement is coded to respond immediately to player input. Undrafted pawn movement is responding to AI input. Drafted pawn behavior presumes player micromanagement. AI pawn behavior does not.

We say that long paths are more broken than short paths because it's been apparently shown that the current code begins failing at correctly observing tile movement cost when the destination is far away. I haven't seen code to prove that, though.

Making AI pathing behave like drafted pathing would be simple. Just ignore tile movement cost. Doing that, however, would significantly change (and probably harm) all gameplay mechanics that are contingent to movement costs. Kill boxes would become even more powerful, and non-combat micromanagement would become more necessary.
#10
Quote from: FurtherV on July 26, 2017, 06:19:13 PM
It would be nice if you could add compatibility for the Misc. MAI Mod. (Basically a craftable pawn which a special race)

Misc. MAI can't easily be made compatible with CE and other mods that add or modify pawn code (like Psychology does) because MAI directly interferes with pawn code to create its pawns. These other mods using Harmony to do it isn't stopping MAI from conflicting.

The compatibility needs to start with MAI being refactored to use Harmony, Hugs, or both, to accomplish its pawn generation. That in itself won't magically create compatibility, but it is the most likely path.
#11
Quote from: Saint Lucifer on July 27, 2017, 09:25:20 PM
Quote from: NoImageAvailable on July 27, 2017, 03:47:39 PM
Quote from: Saint Lucifer on July 27, 2017, 03:39:41 PM
Just a small question, what exactly causes the "Panic Attack" thing? I keep having crafters cowering even when doing simple things like a parka for example.

That's not a CE mechanic, its from Psychology

Odd this just started showing when i installed CE tho. Oh well i guess i can check with then tho. Thanks for the info.

Psychology's panic attack thought should only proc on a pawn that has Anxiety medical condition. It needs to be treated by a doctor. That works essentially like an infection. The cowering behavior is in the Anxiety hediff.

using System;
using Verse;
using Verse.AI;
using RimWorld;

namespace Psychology
{
    public class Hediff_Anxiety : HediffWithComps
    {
        public override void Tick()
        {
            base.Tick();
            switch ((pawn.GetHashCode() ^ (GenLocalDate.DayOfYear(pawn) + GenLocalDate.Year(pawn) + (int)(GenLocalDate.DayPercent(pawn) * 5) * 60) * 391) % (50*(13-((this.CurStageIndex+1)*2))))
            {
                case 0:
                    panic = true;
                    this.Severity += 0.00000002f;
                    if (pawn.Spawned && pawn.RaceProps.Humanlike)
                    {
                        if (pawn.jobs.curJob.def != JobDefOf.FleeAndCower && !pawn.jobs.curDriver.asleep)
                        {
                            pawn.jobs.StartJob(new Job(JobDefOf.FleeAndCower, pawn.Position), JobCondition.InterruptForced, null, false, true, null);
                        }
                        else if (pawn.jobs.curDriver.asleep)
                        {
                            pawn.needs.mood.thoughts.memories.TryGainMemory(ThoughtDefOfPsychology.DreamNightmare);
                        }
                    }
                    break;
                default:
                    panic = false;
                    break;
            }
        }

        public bool panic = false;
    }
}


using Verse;
using RimWorld;
using System;

namespace Psychology
{
    public class ThoughtWorker_PanicAttack : ThoughtWorker
    {
        protected override ThoughtState CurrentStateInternal(Pawn p)
        {
            if (!p.Spawned)
                return ThoughtState.Inactive;
            if (!p.Awake())
                return ThoughtState.Inactive;
            if (!p.RaceProps.Humanlike)
                return ThoughtState.Inactive;
            if (p.Dead)
                return ThoughtState.Inactive;
            Hediff_Anxiety anxiety = p.health?.hediffSet?.GetFirstHediffOfDef(HediffDefOfPsychology.Anxiety) as Hediff_Anxiety;
            if (anxiety == null)
                return ThoughtState.Inactive;
            if (!anxiety.panic)
                return ThoughtState.Inactive;
            return ThoughtState.ActiveAtStage(0);
        }
    }
}


Go talk to Linq on Psychology's Steam Workshop page if your pawn doesn't have anxiety in its medical tab.

You'd need to reproduce the bug with only CE, Psychology, and dependencies, to prove a conflict there.
#12
A17 pathing is broken on long paths, basically always. It is known.
#13
A design consideration rather than bug. Bug is code failing, and this is code working.

Specifically, your pawn got Cirrhosis and then Carcinoma simply for the fact that the pawn was currently in "alcohol tolerance". While alcohol tolerance condition is true the pawn has a recurring random chance to gain either or both of those ailments.

  <HediffDef ParentName="DrugToleranceBase">
    <defName>AlcoholTolerance</defName>
    <label>alcohol tolerance</label>
    <comps>
      <li Class="HediffCompProperties_SeverityPerDay">
        <severityPerDay>-0.015</severityPerDay>
      </li>
      <li Class="HediffCompProperties_DrugEffectFactor">
        <chemical>Alcohol</chemical>
      </li>
    </comps>
<hediffGivers>
<li Class="HediffGiver_RandomDrugEffect">
<hediff>Cirrhosis</hediff>
<minSeverity>0.50</minSeverity>
<baseMtbDays>60</baseMtbDays>
<partsToAffect>
<li>Liver</li>
</partsToAffect>
</li>
<li Class="HediffGiver_RandomDrugEffect">
<hediff>Carcinoma</hediff>
<minSeverity>0.50</minSeverity>
<baseMtbDays>180</baseMtbDays>
<partsToAffect>
<li>Liver</li>
</partsToAffect>
</li>
</hediffGivers>
  </HediffDef>


public class HediffGiver_RandomDrugEffect : HediffGiver
{
public float baseMtbDays;
public float minSeverity;
public override void OnIntervalPassed(Pawn pawn, Hediff cause)
{
if (cause.Severity < this.minSeverity)
{
return;
}
if (Rand.MTBEventOccurs(this.baseMtbDays, 60000f, 60f) && base.TryApply(pawn, null))
{
base.SendLetter(pawn, cause);
}
}
}


You got unlucky because your pawn passed the "interval" for it to roll dice to see if it gained the bad effect. Your pawn got unlucky on the dice roll.

It isn't technically inaccurate in medical terms, either. It's easily a matter of perspective. If we consider the "letter" notification of cirrhosis or carcinoma to be a diagnosis rather than the moment of disease/condition beginning, then nothing is wrong with the code as-is.

If you want to roleplay it away, then the donor was also sick.
#14
Bugs / Re: Make stone blocks skill restrictions
July 09, 2017, 12:53:42 AM
A'ha. That ctrl+click thing... sneaky. About as hidden as shift+ and ctrl+ on bills.

In any case, this isn't a bug, and isn't necessarily wrong.
#15
Bugs / Re: Make stone blocks skill restrictions
July 08, 2017, 01:08:32 PM
Quote from: BlackSmokeDMax on July 08, 2017, 12:54:51 PMI use both mods right now. Crafting is basically an on/off switch for stonecutting at this point, everything else to do with stonecutting is construction now.

Did you use WorkTab in A16 or prior? It has very granular job priorities that aren't in the github beta for A17. With those, you can tell your builders to do stonecutting as the only craft they do. Same thing with doctors making medicine, or any other example we could dig up.

In the meantime of Fluffy working on that mod, we can create the same effect with Better Workbench Management, at the cost of extra job bills. It's the same as permitting only cannibals to butcher humanlikes.

You do it by making pawn-specific bills and also setting the builder pawns' craft priority to 1 less than their construction priority.