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Messages - Deathawaits4

#1
Help / Wiered Patching issue
March 06, 2021, 11:40:56 AM
Hello guys,

I created a patch for VGP to change the parent of a thingdef to a custom one, now for some reason when i patch it and my patch is loaded AFTER VGP, im getting errors that the parent cannot be found. This does not really make sense to me as xml patches are usually applied after all the defs are loaded. Means, i have to load my patch before any of the affected mods which is kinda weired.. Any ideas why this is happening? <li Class="PatchOperationAttributeSet">
<xpath>/Defs/ThingDef[@ParentName="VG_RawFruitBase"]</xpath>
<attribute>ParentName</attribute>
<value>Organize_RawFruitBase</value>
</li>
#2
Help / Help with a little mod (commissioned)
October 18, 2020, 02:48:12 PM
Hello,

i would like to ask the modding community for a simple mod or rather codebase. I want a floor mod, that makes use of electricity e.g movement speed is slower when the floor is unpowered and faster with power. I guess this is something very simple to do but i currently have nothing set up - no visual studio, no harmony and also i would have to read into patching first. So does someone want to create me a small mod (no art or anything) that does what i need? Of course i will compensate your time for it. Best case scenario: Have a function that can be added via xml making the floor use electricity and another xml node (e.g UnpoweredMovementSpeed) That then updates the movement speed of the floor tile when there is no power available. If someone is interested in helping, hit me up :)
#3
Unfinished / Re: 9thFinger's ThreadingMod
August 28, 2018, 05:10:33 PM
Hei, i was trying to pick up on something like this. My approach on this would be to put pathfinding and unused objects on different threads. I dont really think there is anything else that would profit from multithreading. Pathfinding is eating up most of your cpu late game, while i am still fairly unexperienced, a friend who is a game dev is giving me alot of insight in his multithreading work(he is a network developer for online games). He also played rimworld alot, and this was his answer when i asked him:

Multithreading is not just throwing stuff onto a different Core, it has to be used in a effective and clever way. Most things will get slowed down but one thing that will profit most of the time is the pathfinding. This is really hard to implement but not impossible if you are dedicated enough. It might take 2 years and can break compatibility, there is no way around it. Some mod authors will have to make their mod compatible with yours, it is not possible on your end.

Sadly he is working with c++ and can not really help me with my task except telling me what steps to take. I have now 1 year of experience in working with unity and i do want to create my own game at some point. This would be a good task to increase my skills. Like the OP i cant promise too much, but i am really dedicated since i want to play rimworld lag free myself. I havent started anything yet.. i am still planing, propably releasing some other mods first in order to get used to everything. But i am confident.
#4
Mods / How to keep performance going?(modding)
August 08, 2018, 12:41:54 PM
So i am working on a mod, that lets people teleport/fly with planes/drive/walk to new player colonies. Infact this is a toned down feature of having multiple colonies, in order to save performance. So what this does is, you can build 3 outposts or so, but only get the normal amount of pawns. These outposts are fully integrated with eachother, making flight between these possible as a way of fast travel. What i want to do is give a feeling of econonomy, having a outpost for food production, using A.I to automate some aspects of transportation between colonys and give ways for pawns to really fast travel between them when the right technology level is reached. IMO this is a strain on RAM, but since 1.0 introduced 64 bit version, this shouldnt be a problem anymore.

So now is my question, what are the most performance heavy parts i should try to avoid? I already have plans on keeping this as performance friendly as possible. This should only increase the building space alot, while keeping the GPU strain as low as possible. But since a new map is generated, tree growth, animals and all such things will be simulated aswell and i dont know how high the strain is when having multiple maps. Any tipps?
#5
Help / Remove the shooting stat from Autoturrets
March 13, 2018, 08:08:06 PM
I tried to create a 100% accuracy turret, but the game just won't let me for whatever stupid reason. Basically i know the problem, the game forces a default shooting skill on every Autoturret(no logic in that). We can define the accuracy of that turret but it doesn't matter because the game forces that level 8 shooting skill on it and with the post processing curve the turret gets useless and i mean utterly useless.

Does anyone know a way of fixing this?
#6
Help / Modcheck xpath help
March 11, 2018, 03:46:55 PM
So im trying to get accustomed to modcheck and damn it is frustrating. After getting the normal implementation of xpath to work without that much problems im now on the rim of madness(pun). Well the thing is, something that should work, doesn't.

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

<Patch>
   <Operation Class="PatchOperationSequence">
      <success>Always</success>
      <operations>
         <li Class="ModCheck.isModLoaded">
            <modName>Core</modName>
            <yourMod>Surgery Fixes</yourMod>
            <customMessageSuccess>ettrerterte</customMessageSuccess>
         </li>
         
         <li Class="PatchOperationSequence">
         <success>Always</success>
      <operations>
         <li Class="PatchOperationReplace">
            <xpath>/Defs/ThingDef[defName = "Gun_Autopistol"]/verbs/li/warmupTime</xpath>
            <value>
               <warmupTime>6</warmupTime>
            </value>
         </li>
      </operations>
         </li>
      </operations>
   </Operation>
</Patch>

The normal implementation of adding a new warmupTime to the pistol works. But this here does not.. It gives me the Message, that it succesfully  found both mods, but it just wont use my xpath for what ever reason.
#7
Help / Pawn base values.
March 10, 2018, 05:04:36 PM
Hi, im creating some basic stats for a alien race. Now the Alien Framework lets us define alot of stats with ease like mining base speed, research base speed and so on. Now does every stat reference from the base "1"? So are normal colonists defined with the value "1"? just asking because i need to have a value to work with
#8
Help / Re: Xpath not working
March 10, 2018, 05:01:52 PM
I figured it out, after hours.. im so stupid. instead of calling my folder "Patches", i called it "Patch". It took me so long to realize that. Im not using the sequenc, since it is only a replacement.. it shouldn't be needed.
#9
Help / Xpath not working
March 10, 2018, 02:41:14 PM
I read every guide, i tried a 1000 things and nothing worked. I am trying to replace some stuff from the orassans mod but it wont work no matter what i try. It works with the vanilla items but not with mod things.

this is my test xpath:

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

<Patch>
<Operation Class="PatchOperationReplace">
     <xpath>/Defs/HediffDef[defName = "PlasteelClaws"]/comps/li/verbs/li/meleeDamageBaseAmount</xpath>
     <value>
      <meleeDamageBaseAmount>500</meleeDamageBaseAmount>
     </value>
</Operation>
</Patch>

If i test the xpath online it shows the right value, but if i go ingame its like i did nothing what so ever. Damage didnt change nothing. And i just cant figure out what in the world is wrong.

I tried changing the line to: <xpath>/Defs/Hediffs/HediffDef[defName = "PlasteelClaws"]/comps/li/verbs/li/meleeDamageBaseAmount</xpath>

But it didnt work either. Someone notice the error? also my console doesnt throw any errors.
#10
General Discussion / Re: Best and worst skills in A16
February 13, 2017, 10:18:40 PM
Melee isnt good, but it isnt useless either. I never use my melee guys to attack when i have a shootout with pirates. But i use them when i am starting to loose. Put a melee with skill 20 on every side of a door and watch them pirates break the door. These 2 guys can take out 10 pirates with high tech gear with ease.
#11
Unfinished / Re: Children and Pregnancy
January 29, 2017, 11:33:23 AM
Quote from: bonebaby on January 29, 2017, 10:19:03 AM
Some things I noticed while playing around with a current colony after adding the 01f release.

A newborn arrived, everything is fine, at the age of day 1 the newborn became an alcoholic and begins the withdrawal cycle because nobody seems to want to give a baby a beer!?!  LOL  Serriously, I have a one day old alcoholic in the medbay.

I have two new mothers, only one of the two has the "New Mother" thought.

A slaver caravan arrived the other day.  The primary trader for the caravan was six years old.  That's what I call an entrepreneur... hell, at six I think I was still playing with legos, I'm so jelly.

It's an interesting mod so far, thanks for working on it for us!

-BB

Holy, i dont think this is intended, but i would not mind if it were.. thats too funny.. different planets different habbits, right?
#12
I am playing with the babymod.. and my people got too many children. Guess what, never had food shortage again. Lucky me that i only took people with cannibal and psychopath trait.. yea lucky me, i had enough other people joining me to get rid of my food shortage :) who said people actually COST food?
#13
Support / Re: Game crashes every 1-5min once opened
January 28, 2017, 01:53:06 PM
The errorlog says "acces violation" at specific addresses. There can be many causes for this, but propably no error from the game itself. Acces violation means, that your game tried to store data somewhere it was not allowed to, or something that might not work correctly anymore. First cause: You start the game as a user that does not have priviliges to change or write something on a specific area of your Harddrive or ssd. You can try to start steam as an administrator. Most likely not the cause but trying doesnt hurt anyone :) Next reason could be your operating system that has some kind of corruption somewhere, but you would have to go to windows support center and ask them to help. The error log tells you exactly on which parts of the system the error occurs and windows support should be able to read it out. Next reason could be broken hardware. Acces violation errors can occur if the system can not read parts of the hardware anymore, i once had a broken Harddrive that kept spewing acces violation errors at me whenever i tried to open some folders, are you able to manualy open your rimworld save folder and/or the rimworld folder itself? You most likely can, which means your drive is ok. The next reason might be a broken RAM chip.. or your system might not recognize it correctly, whicht means, when ever rimworld tries to acces a specific part of your ram to store data, your get the acces violation error. The thing is, your game breaks after a certain point of playing, which could means that after a certain amount of data is stored, it cant store anymore data. Im not a professional, but i had all those problems myself and the only thing i could do was remove the RAM that broke the game. I would say you show the error to a windows support and maybe they can help you. After that remove 1 of your ram at a time and try rimworld with everyone, you might just find the perpetrator.

Do you have some kind of registry backup? The close from windows might have just ruined a registry entry.

Edit: This is what the windows support needs to know most likely: Read from location 00000014 caused an access violation.

Also the game logs would help and your savegame, just to be sure

Also your user memory space seems realy low.. are you using a 32 bit windows? And how much ram do you have?
#14
Unfinished / Re: [WIP] Prodiggas Water Mod
January 28, 2017, 09:02:52 AM
This mod looks realy great! You asked about limitations, with dll modding, you wont be hitting that big of a wall. if done correctly, you can propably change most aspects of the game to your liking. BUT the engine needs to be capable of handling the pressure. Adding a water system to the game shouldnt be to bad for the engine, but its a whole new mechanic that needs to be "tracked" by the game, which will cost cpu and ram. As long as the rimworld engine is not refined, adding too much will cause problems long term(not saying your mod will cause problems, only if you use many mods that alter gameplay mechanics). Also the other thing will be the biggest issue, compatibility.. Modded crops, even tho  they will propably work, they most likely wont work as intended. Modded animals need to be tweaked, because some need way less water than others. Also you would have to change how priorities work, because you wouldnt want your hauler to die because he does not want to drink, maybe you can just somehow expand the eating priority? im not that good with that stuff. This mod has potential to somewhen get implemented by tynan and i think it will be a realy realy popular mod, so maybe adding a api, so other modders can expand on your idead(like adding softdrinks, easy compatibility between the mods and stuff). Otherwise there will have to be loads and loads of patches :P I wish you the best of luck! This mod will be great if it gets released, which im certain it will.
#15
Unfinished / Re: Children and Pregnancy
January 28, 2017, 08:41:05 AM
LOL, gonna make my baby food farm.. my cannibal psychopaths are slurping already!! :D