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Messages - GiantSpaceHamster

#1
RimWorld 1.4 support version linked in top post now, per request. Enjoy!
#2
1.4 support has been added to the Steam workshop. If anyone would like a standalone version for non-Steam use please let me know.
#3
Quote from: santial28 on August 18, 2021, 09:58:48 AM
Tested again on v1.3.3087
...
Deleting the folder and manually installing from dropbox (moody version 2.5.6), seems to fix whatever was causing the issue.
...

Ah, yes, the directory structure changed with RimWorld 1.3 support. Because of this, if you drop it over a 1.2 version, the old 1.2 compatible DLL will be in a location that RimWorld uses to override any version-specific DLLs. So basically not deleting the old version first would cause the old version to still get loaded even with the new DLL present.

Glad you got it sorted out!

Thanks to Canute for helping out before I even saw the messages =)
#4
Help / Re: How to modify base body part efficiency
August 02, 2021, 08:50:18 PM
That's not very useful then. I don't have time to figure out how everything works from scratch. This game is sorely missing official documentation on the systems to help modders navigate the code base and functionality. If I can't get official help, and community help is limited to "read the code and figure it out", then I just don't have the time to be a modder any more.
#5
Help / Re: How to modify base body part efficiency
August 02, 2021, 04:46:28 PM
Quote from: RawCode on August 01, 2021, 12:07:52 AM
fine, check how manipulation is calculated by vanilla and use "supported modding capabilities" here.

special note, only ONE mod may use "supported modding capabilities" here.

You can also just not bother to reply if you don't want to help out at all.
#6
Quote from: RyTie on July 31, 2021, 06:13:41 PM
RimWorld 1.3.3066 rev1166
...
Exception filling window for Moody.MoodyWindow: System.MissingMethodException: UnityEngine.RenderTexture RimWorld.PortraitsCache.Get(Verse.Pawn,UnityEngine.Vector2,Verse.Rot4,UnityEngine.Vector3,single,bool,bool,bool,bool,System.Collections.Generic.Dictionary`2<RimWorld.Apparel, UnityEngine.Color>,System.Nullable`1<UnityEngine.Color>,bool)

The first part of your log shows your RimWorld install is outdated. I suggest getting the latest. That version in particular, 3066, looks vaguely familiar and may have been the version I saw a compatibility issue with (but I can't be sure offhand).

Moody 2.5.6 was built with RimWorld 1.3.7871, so try to get at least that version or later and let me know if that works.
#7
I've noticed the mood dropping quite low on my colonist linked to my Gauranlen tree and realized it's because the pawn does not stop to eat, rest, or for recreation, even to the point of pruning through a two-hour recreation block. I have to keep an eye on him and draft/undraft whenever he needs to eat, rest, or relax. He has gotten down to "starving" levels of hungry while pruning for hours uninterrupted.

Moderator Note:

Thanks for the bug report.  This behavior has been addressed since this post, and I am not able to reproduce this behavior in 1.3.3102.  If you are still experiencing this error, please post a new report with a save, thanks!
#8
Quote from: RyTie on July 31, 2021, 05:39:45 PM
Hello,

I have tried deleting all install files, and all config files for the game excluding saves, deleting all other mods, starting a new game, running the program as admin, fresh install from a fresh download of moody, ONLY activating moody, and i'm still getting this same issue. Is there a place that might be holding onto some stale files I missed or something?

Just to clarify, you re-downloaded Moody? Or did you unzip an existing download from earlier?

Is there an error in the debug window you can share? The debug window has a button to copy the text.
#9
Help / Re: How to modify base body part efficiency
July 31, 2021, 04:59:30 PM
I am fine with DLL modding but I do not want to do code injection to override base game behavior. DLL modding is not limited to injection hacks.
#10
Quote from: RyTie on July 30, 2021, 09:47:55 PM
Hello, I have tried to install Moody 2.5.6 and whenever I am viewing the opening page of the mod window it makes all other dialog windows show up as just grey windows. I've seen others post of similar issues on other forums, everything seems to work as designed otherwise. If you have any advice please let me know

Edit: These grey windows seem to appear anywhere that you're supposed to see your Colonist names. The names do not show up, and all the windows turn grey

I am unable to reproduce this issue locally. Can you try deleting Moody and re-downloading 2.5.6 to see if it resolves the error?

Also, for general awareness, I only track this thread and the Steam workshop page for posts related to issues with Moody. If there are discussions elsewhere, I am not aware of them.
#11
Help / Re: How to modify base body part efficiency
July 30, 2021, 07:25:54 PM
I'd rather not resort to code injection and prefer to stick to the supported modding capabilities
#12
I'm not sure if this is considered a bug or just a weird-but-normal edge case:

I have a colonist in a Bioscuptor pod for just over 2 days so far. This pawn just developed Plague (along with one other colonist). It's showing as 0.1%. I know there's a hidden period before diseases appear but I'm not sure how long they can be hidden so I don't know if it's possible the pawn could have developed it just before entering the pod, only to be revealed when the other pawn affected (not in a pod) progressed.

The other part is that the plague is not progressing while the pawn is in the pod. I expect this is intentional, since the pawns don't eat or sleep and their needs don't change, but figured I'd mention it. I was expecting to have to eject the colonist for treatment though so I figured I'd mention it.
#13
Help / How to modify base body part efficiency
July 29, 2021, 03:54:13 PM
I'm trying to figure out the best way to apply a change in the efficiency of base body parts on all human pawns based on a new trait (or other quality) that would get applied at pawn creation.

For example, a pawn could spawn with the "right-handed" trait, and their right hand would contribute more proportionally to any related stats like manipulation than their left hand. The "left-handed" trait would operate similarly. I'm not tied to traits but that seems the most appropriate for this aspect of the mod. The one reason I am hesitant about using traits for this is that every pawn will have one of these traits, so it feels more like a native pawn property, but I don't think adding it like that is feasible (if I am wrong please let me know).

I did some exploring for modifying body part efficiency but haven't found anything concrete. Ideally there would be a way to plug in a filter via some DLL code that gets run whenever efficiency is checked and I could check for presence of the trait and modify the value returned, but I suspect that probably isn't supported (and haven't found anything to indicate it is from the code I've reviewed).

I'm comfortable doing DLL modding in general, I'm just not that familiar with the code base to know what is available (and looking over the code is sloooow going).
#14
Quote from: zgrssd on July 25, 2021, 12:53:28 AM
There is no recreation score that is <0.
0 is already <1.

If you do not want a character to take drugs for recreation, do not toggle use for Recreation. It is that simple.

That is not simple, it is one combined setting that includes both mood and recreation.

Moderator Note:
This system is working as intended, and I'm unable to reproduce the problems mentioned with setting to 50% in 1.3.3087
#15
When editing a drug policy, the "only if recreation below" slider does not go all the way to 0 so there is no way to turn it off completely since pawns can get down to 0 recreation.

Less important, it's also impossible to set it back to 50% once changed. I tried for like 3 full minutes because it bothers me having it at 51%, but it just won't stop at 50%. I tried changing my resolution but it doesn't help.

Both issues also apply to the "only if mood below" slider.