Can you add operation to harvest all organs in 1 operation?
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#1
Releases / Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Aug 1st, 2018)
August 03, 2018, 10:00:54 AM #2
Releases / Re: [B18 / 1.0 Unstable] Prepare Landing (v0.8.0)
August 02, 2018, 01:27:24 PM
God Mode bugs anyone?
#3
Releases / Re: [1.0] [KV] Infinite Storage [ModSync RW]
August 02, 2018, 10:07:13 AM
I'm getting this all the time. Slows my game a lot. ~1500 times before it changes to def is component
Any ideas?
Code Select
def is: Steel
Verse.Log:Warning(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:59)
InfiniteStorage.Building_InfiniteStorage:TryGetValue(ThingDef, Thing&)
InfiniteStorage.Patch_ItemAvailability_ThingsAvailableAnywhere:Postfix(Boolean&, ItemAvailability, ThingCountClass, Pawn)
RimWorld.ItemAvailability:ThingsAvailableAnywhere_Patch1(Object, ThingDefCountClass, Pawn)
RimWorld.WorkGiver_ConstructDeliverResources:ResourceDeliverJobFor(Pawn, IConstructible, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\AI\JobGivers\Work\WorkGivers\Construction\WorkGiver_ConstructDeliverResources.cs:67)
RimWorld.WorkGiver_ConstructDeliverResourcesToBlueprints:JobOnThing(Pawn, Thing, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\AI\JobGivers\Work\WorkGivers\Construction\WorkGiver_ConstructDeliverResourcesToBlueprints.cs:48)
RimWorld.WorkGiver_Scanner:HasJobOnThing(Pawn, Thing, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\AI\JobGivers\Work\WorkGiver.cs:93)
RimWorld.<TryIssueJobPackage>c__AnonStorey1:<>m__0(Thing) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\AI\JobGivers\Work\JobGiver_Work.cs:103)
Verse.<RegionwiseBFSWorker>c__AnonStorey1:<>m__1(Region) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Gen\GenClosest.cs:287)
Verse.BFSWorker:BreadthFirstTraverseWork(Region, RegionEntryPredicate, RegionProcessor, Int32, RegionType) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Map\RegionsAndRooms\RegionTraverser.cs:246)
Verse.RegionTraverser:BreadthFirstTraverse(Region, RegionEntryPredicate, RegionProcessor, Int32, RegionType) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Map\RegionsAndRooms\RegionTraverser.cs:166)
Verse.GenClosest:RegionwiseBFSWorker(IntVec3, Map, ThingRequest, PathEndMode, TraverseParms, Predicate`1, Func`2, Int32, Int32, Single, Int32&, RegionType, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Gen\GenClosest.cs:300)
Verse.GenClosest:ClosestThingReachable(IntVec3, Map, ThingRequest, PathEndMode, TraverseParms, Single, Predicate`1, IEnumerable`1, Int32, Int32, Boolean, RegionType, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Gen\GenClosest.cs:107)
RimWorld.JobGiver_Work:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\AI\JobGivers\Work\JobGiver_Work.cs:145)
Verse.AI.ThinkNode_PrioritySorter:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Controls.cs:176)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Controls.cs:18)
Verse.AI.ThinkNode_Tagger:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Controls.cs:245)
Verse.AI.ThinkNode_Subtree:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Subtree.cs:36)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Controls.cs:18)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Conditionals.cs:25)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Controls.cs:18)
Verse.AI.Pawn_JobTracker:DetermineNextJob_Patch2(Object, ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:515)
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch0(Object, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:120)
Verse.Pawn:Tick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Pawn\Pawn.cs:556)
Verse.TickList:Tick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickList.cs:125)
Verse.TickManager:DoSingleTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:297)
Verse.TickManager:TickManagerUpdate() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:261)
Verse.Game:UpdatePlay() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:512)
Verse.Root_Play:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:99)
Any ideas?
#4
Releases / Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Aug 1st, 2018)
August 02, 2018, 09:01:16 AM
Could you make it so you can operate on dead? My guy was shot in the heart, and i can't replace it with synthetic cuz he's dead
And maybe add ModSync support ? Hard to update all the mods all the time (winky face)
And maybe add ModSync support ? Hard to update all the mods all the time (winky face)
#5
Releases / Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (July 17th, 2018)
August 01, 2018, 02:53:26 PM
Okay, i figured out the problem.
\RBSE - Lite Edition 2.0 (pre-release)\Defs\RecipeDefs\Recipe_SyntheticsTable.xml
Product is
<products>
<BionicHeart>1</BionicHeart>
</products>, not
SyntheticHeart
\RBSE - Lite Edition 2.0 (pre-release)\Defs\RecipeDefs\Recipe_SyntheticsTable.xml
Code Select
<RecipeDef>
<defName>MakeSyntheticHeart</defName>
<label>Create synthetic heart</label>
<description>Creates a synthetic heart from hyperweave and plasteel.</description>
<jobString>Creating synthetic organ.</jobString>
<workSpeedStat>SmithingSpeed</workSpeedStat>
<effectWorking>Cook</effectWorking>
<soundWorking>Recipe_Tailor</soundWorking>
<workAmount>1800</workAmount>
<unfinishedThingDef>UnfinishedProsthesis</unfinishedThingDef>
<ingredients>
<li>
<filter>
<thingDefs>
<li>Hyperweave</li>
</thingDefs>
</filter>
<count>4</count>
</li>
<li>
<filter>
<thingDefs>
<li>Plasteel</li>
</thingDefs>
</filter>
<count>30</count>
</li>
<li>
<filter>
<thingDefs>
<li>ComponentSpacer</li>
</thingDefs>
</filter>
<count>2</count>
</li>
</ingredients>
<fixedIngredientFilter>
<thingDefs>
<li>Hyperweave</li>
<li>Plasteel</li>
<li>ComponentSpacer</li>
</thingDefs>
</fixedIngredientFilter>
<products>
<BionicHeart>1</BionicHeart>
</products>
<researchPrerequisite>SyntheticOrgans</researchPrerequisite>
<workSkill>Crafting</workSkill>
<skillRequirements>
<Crafting>10</Crafting>
</skillRequirements>
</RecipeDef>
Product is
<products>
<BionicHeart>1</BionicHeart>
</products>, not
SyntheticHeart
#6
Releases / Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (July 17th, 2018)
August 01, 2018, 02:40:39 PM
My synthetic heart is a n/a item.
#7
Releases / Re: [1.0] [KV] Change Dresser [ModSync RW]
August 01, 2018, 02:20:00 PM
Does it repair already equipped items like in weapon storage, or nah ?
#8
Releases / Re: [1.0] Toolboxifier - Easily place smilar items
August 01, 2018, 07:11:30 AM
typo in name: smilar
mod is noice
add modsync support tho pls
mod is noice
add modsync support tho pls
#9
Releases / Re: [1.0] [KV] Infinite Storage [ModSync RW]
July 30, 2018, 02:15:21 PM
It appears that pawns do not craft with items inside these 1-block storages. Is it intentional?
1974 dev
1974 dev
#10
Releases / Re: [1.0][B18] Crafting Quality Rebalanced 1.3
July 26, 2018, 11:08:59 AM
Could you add ModSync support ? It's easier to update mods that way
#12
Translations / On the topic of genders in non-english languages
July 24, 2018, 07:15:33 AM
You've already included female title for backstories to suit some languages like german, where lehrer and lehrerin is a good reason why. But what if you went beyong that? Maybe, just duplicate backstories for each gender? That would make translations on many languages much easier. In case doubling the data required for backstories file is an issue, then it can be achieved by writing every backstory in male gender, and adding some sort of brackets , liki [] next to a word, so that in case a subject is a woman, the word in a bracket would be chosen. Something like 'blah blah blah i don't actually know german lehrer[lehrerin]' .
About 80% of the time spent on translating backstories goes to trying to make it gender-neutral, which is a pain. Russian, which is a main language i translate into has many forms of each verb, so in that case writting 'blah blah blah [PAWN_pronoun] решил[решила]' is both easier and shorter than 'решение пришло в голову [PAWN_nameDef] сделать blah blah blah'
About 80% of the time spent on translating backstories goes to trying to make it gender-neutral, which is a pain. Russian, which is a main language i translate into has many forms of each verb, so in that case writting 'blah blah blah [PAWN_pronoun] решил[решила]' is both easier and shorter than 'решение пришло в голову [PAWN_nameDef] сделать blah blah blah'
#13
General Discussion / Re: Need help translating. Tell the meaning of a phrase
July 24, 2018, 06:16:42 AM
Thanks . I kinda was guessing but wasn't sure about him being a mercenary
#14
General Discussion / Need help translating. Tell the meaning of a phrase
July 24, 2018, 06:00:48 AM
After most of those close to him died,he once again set off to lend his gun to those who needed it - or those who could pay.
what does 'lend his gun' means in this context? I feel like it's not a direct translation. Something like starting with robbery again or something like that.
what does 'lend his gun' means in this context? I feel like it's not a direct translation. Something like starting with robbery again or something like that.
#15
Releases / Re: [1.0] Recycle [ModSync RW]
July 21, 2018, 04:30:48 PM
Is it worth just selling the item, rather than breaking it down? Anybody calculated that ? :>
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