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Messages - SyberSmoke

#1
I am enjoying your Storage mode quite a lot.  But I was wondering if you would be open to a larger food storage method like say a silo?  A way to store huge amounts of grain type foods and offer a a better decay rate but have it be costly to build (say a couple hundred steel or stone blocks)?
#2
Ok, I will kill that then...kind of liked that mod but if it gets rid of the problem then cool.  I hope it is being looked at either by them or CE team.
#3
I have been getting an error.  The pawn will repeatedly pick up and then put down a food item.  I have tracked the bad behavior to CE.

The behaviour occurs when a pawn with a load out is assigned to handling.  The pawn appears to try to collect food to work on their handling job when CE has them put the food back because it is not part of their load out.  this continues in a loop until I get this error:

Cheda started 10 jobs in 10 ticks. List: (TakeInventory A=Thing_RawRice605281) (WaitMaintainPosture) , (TakeInventory A=Thing_RawRice605281) (WaitMaintainPosture) , (TakeInventory A=Thing_RawRice605281) (WaitMaintainPosture) , (TakeInventory A=Thing_RawRice605281) (WaitMaintainPosture) , and (TakeInventory A=Thing_RawRice605281) (WaitMaintainPosture)  lastJobGiver=, curJob.def=WaitMaintainPosture, curDriver=Verse.AI.JobDriver_WaitMaintainPosture
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.Pawn_JobTracker:FinalizeTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Then the only way to solve the issue is to take them off handling, set their load out to none, or bar them from the food.  I am running other mods including Expanded Storage, but this happens with default inventory stacks as well.
#4
Quote from: eskoONE on September 03, 2017, 05:44:16 AM
Quote from: SyberSmoke on September 03, 2017, 03:05:41 AM
Quote from: BlackSmokeDMax on September 02, 2017, 10:30:48 PM
Quote from: eskoONE on September 02, 2017, 07:52:14 PM
is it intended that after every time one of my pawns hunt an animal and kill it, they go back to refill their ammo cause i set his loadout to always carry 50 of em. this is quite annoying, especially when they travel across the map to do so. maybe i am doing something wrong or some has a workaround my problem.

Well, they should be hauling back their kill every time, so that shouldn't be that big of a deal.

From what I have seen they do not.  The load outs appear to take priority over returning from the hunt with the kill.  At times I have had to babysit the pays to make sure they are doing what is needed.  Other wise they return and one other pawn goes running off to get the corpse...or it sit rotting.

yea, this is what is happening. also i dont understand why they need to drop their weapon when auto switching from ranged to melee?

Well....normally pawns will not switch weapons so that sounds like you have "Simple Sidearms" installed also.  If I am right, there is an option in Simple Sidearms to turn off them dropping their weapon.  But it does not always work.
#5
Quote from: BlackSmokeDMax on September 02, 2017, 10:30:48 PM
Quote from: eskoONE on September 02, 2017, 07:52:14 PM
is it intended that after every time one of my pawns hunt an animal and kill it, they go back to refill their ammo cause i set his loadout to always carry 50 of em. this is quite annoying, especially when they travel across the map to do so. maybe i am doing something wrong or some has a workaround my problem.

Well, they should be hauling back their kill every time, so that shouldn't be that big of a deal.

From what I have seen they do not.  The load outs appear to take priority over returning from the hunt with the kill.  At times I have had to babysit the pays to make sure they are doing what is needed.  Other wise they return and one other pawn goes running off to get the corpse...or it sit rotting.
#6
I would like to make a suggestion either as an addition to Combat Extended or as a stand alone option, Blood Transfusions.

First aid does a lot to patch up some one so you can fix them.  But it also wears off realtively quickly depending on who administers it and what they use (totally fair).  What I would like to suggest if the ability to make Blood Packs by taking it from one pawn, and save it so that later it can be used on another to replace lost blood.

This could require research of coarse (something tribals may not know right away).  But would offer a way for characters to buy valuable time for severely wounded pawns undergoing surgery.  Especially since the treating pawn does not always treat the wounds that are bleading right away (yeah...wasting the good meds on some bruises while they bleed out).

It should of coarse also be limited so that you can not use more than X blood on a pawn...just because...it would be way to easy to abuse with out some penalty after two packs.  Any way...there you go.
#7
So, I got this today.  Not to sure why.  I was relocating a Pallet and placed it on top of a storage zone.  The zone was reduced as normal, but as soon as the item was placed the game stopped and this started spamming.  I finally uninstalled the pallet and the spam stopped.  Any thoughts?


Exception drawing ThingOverlay for Storage_WoodenPallet155791: System.InvalidOperationException: Operation is not valid due to the current state of the object
  at System.Linq.Enumerable.First[Thing] (IEnumerable`1 source) [0x00000] in <filename unknown>:0
  at ExtendedStorage.Building_ExtendedStorage.DrawGUIOverlay () [0x00000] in <filename unknown>:0
  at Verse.ThingOverlays.ThingOverlaysOnGUI () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.ThingOverlays:ThingOverlaysOnGUI()
RimWorld.MapInterface:MapInterfaceOnGUI_BeforeMainTabs()
RimWorld.UIRoot_Play:UIRootOnGUI()
Verse.Root:OnGUI()


Ok...placed it back down and it continued.  The pallet was still set to hold only wood.  But as soon as I unticked that, it stopped and ticking wood again seems to have resolved the issue.
#8
Ideas / Re: Thought: Ruined City Tiles
August 09, 2017, 02:36:09 AM
Quote from: Jake on August 05, 2017, 07:59:50 PM
Perfectly achievable in-engine, as several mods have demonstrated. Maybe some intact buildings and a large amount of salvageable stuff: Wrecked vehicles that can be taken apart for steel and components, battered but repairable furniture, very rarely a cache of weapons and chemfuel. Balance that by having the terrain be mainly gravel with hardly any good soil, with fewer large grazers on the map as a result, so you had to either scavenge and/or craft like crazy to trade for food from the caravans or set up your main settlement outside the town and send regular expeditions to forage.

Although that raises the problem of justifying the fact these cities exist even as ruins, because it's strongly implied that whatever happened to cause this rimworld to collapse took place centuries in the past. By that time there really shouldn't be a whole lot left except foundations and a few odd stretches of badly-eroded wall, because successive generations of locals would have helped themselves to everything salvageable.

Depends on the ruins and the type of world.  I mean, one of the steps that could be done is to generate a planets story that you have to learn over time.  What was it brought down, disaster, epidemic, shift in the planets orbit, what ever.  Ruins could be a huge part of that.

Also would places like this really be picked clean?  I mean sure some areas would be right down to rubble piles.  But also people would likely try to shelter in them as well.  Not to mention the possibility of locked caches of loot that people just have not gotten into for what ever reason.  Or the possibility of tribes fighting over the areas for what ever reason (religion, superstition, greed).  All of it has the possibility to tell a story beyond Jill and bob are getting married.
#9
Quote from: DoctorVanGogh on August 05, 2017, 12:40:21 PM
Quote from: SyberSmoke on August 04, 2017, 01:37:13 PM
About having a tick box to make an inventory make all things in it off limits?
Doesn't Allow Tool cover that in an even more generalized way?
It there's a thingy out there that can do X for everything why build your own very special thingy to do X only to your stuff?

While I am all for using another mod.  The point of my suggestion would be to be specific.  Yes it is micromanaging some things, it would be doing so on a container by container basis to suit specific needs.  SO...say I want a reserve, I want a reserve of Jerked Meats.  I set a tray rack to set all jerked meats placed in it to forbid use.  After it is full, then they can have all the jerky they please.  Why?

Simple...the stuff keeps for a long time.  So if I want to send a couple pawns out on a caravan...I know for a fact there will be 100 jerked meats there they can use for food as they travel.  Or if things happen and I am all out of food due to some really spectacular RNG, I know there is a buffer of 100 meat there set aside just in case.  Very specific cases where a single container set to auto forbid is preferable to having to forbid ten stacks manually.

Sure there are things I could do...I could make a custom area map that mimics the home map but omit a room and the only guy that can access that room is the cook.  So inside that room is storage for Jerked meats.  SO that ONLY the cook can place and take jerked meats from the room and no other pawn can get in...But a tick box would be so much simpler...no?
#10
Quote from: skullywag on August 04, 2017, 10:45:16 AM
Is it wrong that i actually like the idea of having corpses in the freezer

#nocontext

Nope, Good for keeping them fresh for when your Wargs need a snack.  I had a play where I built a 4x4 freezer outside and filled it with raiders.  My wargs never went hungry again.  I would have made raider Kibble also...but my pawns get so pissy about it.

Any way did you happen to see my suggestion (could have passed by it) in previous post?  About having a tick box to make an inventory make all things in it off limits?
#11
Quote from: Canute on August 04, 2017, 05:36:20 AM
SyberSmoke,
you can use this fast made clone of the clothing rack until something official from skullywag is made.

Just copy the attachment to
..\Mods\ExtendedStorage-master\Defs\ThingDefs\Storage
If you don't got master at the mod name, use your folder you got.
If will add Chunker rack, pallet grafic and can hold total 11 chunks.

Ahh thank you.  This will help a bit.
#12
Quote from: Canute on August 04, 2017, 02:11:22 AM
I can see the point for a chunk storage.
Ok, at the beginning your crafter allways carry the chunks to the bench. But later you got haulers which do the hauling job primary.
Then you don't want that your crafter will walk far away to get chunks.

I think the clothing rack could be cloned into a chunk storage too.

Correct.
1. To place the stored chunks right near the crafting bench.  That way the crafter finished, moves a space and gets a new one.  Efficient...so more blocks made in less time.

2. To get them out of the way.  As it is, one chunk takes up one space.  You either invest a lot of hauling time to supply a couple spots, or you have a large area filled with chunks and your guys has to walk after a while.  By condensing it into a storage area you do not need a large area to store a lot of resources.

Honestly if I knew how to I would modify the Skip to take chunks at a amount of 1/20th normal since each is about 20 items worth of material.

------

@skullywag - Thank you for updating your mod.  I have had another thought for you.  If possible, could you add an option into the storage items to make stacks off limits as they are added to the storage?  The reason is, now that you preserve the stacks so that we can better store unlike things (clothing) stacks of things like food can not be made off limits just by selecting the food.  And adding food to the storage means there will be stacks of food that are off limits, and other available to use.  As such it would be nice if I could control the permissions based on the storage instead of on a per stack basis. 
#13
So I was wondering if there is a way (I guess if there is I am just thick and can not see it) to store Stone Chunks (before I make them into bricks)?

And if not, I would suggest the possibility of building a way.  May be a 2x2 or 3x3 storage plot that looks like it has three walls and a bunch of chunks in a pile in it (chunks can be in the middle).  Please good sir, storing them is such a PAIN.
#14
Ideas / Re: Bombardement
August 01, 2017, 09:27:02 PM
I will add to this idea.

1. Before a bombardment ever happens you will start to get a series of smaller raids.  The raiders are scouts and will not directly attack.  Instead they will wander around scouting the map.  After a set period, or if they are attacked, the scouts will try to escape the map.  If a scout escapes, then bad things happen.

2. A period of days after a scout escapes the player can receive a message (for free or you may have to pay) about activity in a specific map tile with in a set radius of the players base.  This is where the off map artillery is being put in place.  They player has a reasonable time to respond and go to the site as the artillery takes to to put in place and ready.

3. If the player ignores this...they start to receive rounds from the artillery around the map.  The first three shells are launched over a couple days and scouts may be present.  These are ranging rounds.  If the player does not take action, they will then be shelled for two days.  Then raided.
#15
Ideas / Re: Your Cheapest Ideas
August 01, 2017, 03:36:38 PM
A cart that I can make out of wood, steel, or plasteel.  It can be used in caravans to carry goods and can be pulled by people or animals if available.