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Messages - Undeadbanana

#1
Help / Re: RimWorld core art source
January 26, 2021, 01:44:21 PM
Quote from: ethouiche on September 08, 2020, 12:59:52 PM
I think you are refering to this : https://rimworldwiki.com/wiki/Modding_Tutorials/Assets
I dont have these tools. My feeling is that if one person makes the textures available, it allows hundreds of other people to not download the tools and process the files. I think it would be a nice download/hard drive space/processing saving overall.
I imagine you dont want your assets to be directly available without any effort to provide and it makes sense too.

UnityEx is free. There's another called uTinyRip(?) and it works pretty fast.
#2
Mods / Re: How's my Mod List?
January 26, 2021, 12:14:04 PM
Nice list! Looks like you put a lot of work into this post, you didn't just type it all out but you included all the links to each mod! I love having lots of races in my games also, makes every encounter much more unique imo.

Also, I don't understand "cheat mods like Stack XXL," how is that a cheat mod?

Everyone plays differently; some of us like building a bunch of storages others prefer to spend their time doing other things.
#3
I think you're looking for Xpath patching, it's in the RimWorld Modding tutorial wiki. It'll let you do what you're looking for.
#4
Releases / Re: [A17] Psychology (2017-7-16 v2)
July 18, 2017, 05:35:20 AM
Quote from: wolfsilver00 on July 16, 2017, 08:21:25 AM
it's unrealistic that someone would care about an organ being harvested from someone who recently tried to kill them, as it has a positive bias because of the potential use in own survival or those who are loved. But what the fuck do I know about realism in a game, I'm just a psychology student trying to have fun.

Quote from: Billiam,GlitterworldDoctorMajor malfunction on trade ship.
Hurry to escape pod and eject towards planet surface along with a few others.
Escape pod crashes into surface, breaking my back.
My shipmate, Red, sprains his ankle when his pod crashes nearby.
Fortunately, we landed near a colony.
Colonists completely disassemble our escape pods to remove us.
They walk back to their colony because they weren't assigned to be doctors.
Hours go by, eventually doctor arrives and carries Red off.
More hours go by, vision going dark when I see the doctor arrive to carry me also.

Days later, I regain consciousness, Red is sleeping nearby. We're both on the ground, with blue chalk markings around us and a label that says "Medical Sleeping Spot". The room is littered with blood, human excrement and boulders and the only light is coming from a campfire.
A colonist walks into the room carrying an elephant carcass. Tells me their cook is wandering and can't cook or butcher anything right now. Coming from a Glitter world and rich family, I have very specific tastes, let him know I'll go ahead and wait for cook to come back.
He doesn't care and forces me to eat from the elephant carcass.
As he's feeding me, Red wakes up and starts to get up off the ground.

Red tells me his brother lives in a nearby colony which has been around for a while, the environment over there is much more relax, using high technology, multiple chefs always on duty and people aren't going out of their minds.
The doctor comes into the room, Red starts walking out of the room without saying anything. The colonist feeding me drops the carcass next to me, he pulls out his sniper rifle and starts shooting at Red. The doctor starts shooting with his shotgun. They don't stop shooting until Red falls on the ground, they then arrest him and drag him away.

I find out a few days later, Red was executed because someone deemed that there was a 99% chance he wouldn't join the colony. On the brightside, they harvested every piece of him they could before his execution. So they were going to replace my spine, my bent pinky, also my brain since I get anxiety sometimes.

After the colony doctor removes my feets, then legs, hands, kidney, lung, he finally succeeds at replacing my spine. I let him know to not worry about the anxiety, I'll medicate myself.
I accept their invitation to join the colony.

Although, I now have peglegs and wooden hands, I'm still deemed the best doctor in the colony and put in charge of future surgeries/rescues.
A tribe from nearby is finally fed up of the colony recruiting their people and killing their tribal caravans that have visited. They arrive with 20 of their strongest tribal warriors armed with spears, axes and bows. They attack immediately.
All of our colony is drafted into the milita, we all get on line behind sand boxes. Fortunately for us, the angry tribal members wander right into our killbox and are mowed down by the auto turrets. We never even got to fire our weapons.
The survivors are treated and thrown into prison.

Those deemed useless or unwilling to join us have all their organs and body parts harvested while they're living. We never harvest from dead bodies because dead bodies are gross.

In the beginning, I thought all of this would bother me but a psychology student explained to me that it was unrealistic for a picky eat such as myself to get upset when I don't eat things I like. He also explained to me that I shouldn't feel bad about harvesting from our prisoners. Even though they're primitive people, he wanted me to imagine what would've happened to me if they actually got through our kill box full of auto turrets and broke into our base that's 4 meters deep inside the mountain. It was either my life or his.

I spend the rest of my days, replacing limbs on colonists who got frostbite and lost limbs when they tried hiking for miles in blizzards wearing tattered clothing.

Nothing bothers me. We're completely normal.

Joking aside, Wolfsilver00, negating or editing static values to make them different static values because of how you believe people would really act in this environment isn't more realistic. Maybe my story is a little ridiculous, but I think it's ridiculous how some people assume everyone would be okay with <whatever action> except this guy with <trait> because we're on a Rimworld.

Linq has created an excellent mod, and I think utilizing his Psyche system to change the thought modifiers would provide a much greater way of adding realism than an XML patch changing base values.

For example, you can use your XML patch to change all the base values of thoughts to what you think an average person who has just arrived from a Glitterworld (Or whatever value you think is reasonable for game balance) would think if they just got off the ship, walked into the kitchen and saw someone harvesting as many parts of a person before they bled out. Lets say -25 would be the base value.

Then using Linq's Psych system, let's say 3 other colonists walk in.



   
   
   
   
   
PsycheGlitter GuyColonist 1 Colonist 2Colonist 3
Compassion9975500
Aggressive07550100
Thoughtfullness30206020
TimeAsColonist02 days2months5yrs

We could create a function which pulls the thoughtdef value and any other personality traits or stats we think matter and calculate a new value to give to the thoughthandler.

So say colonist 3 has been around for a long time, many battles, killed many people, has no compassion probably some other mental issues. He has absolutely no problem taking organs and limbs just in case he gets some scars. 0 debuff.

Gitterdude just arrived, loves life thinks the thought is absolutely disgusting but he is slightly thoughtful. -23

Colonist 1 just arrived, he's very compassionate about human life but maybe his aggression is conflicting with that compassion. He also just arrived. -14.

Of course these numbers are all preposterous, but it's just a suggestion.


fyi; I know this is a long post. Got distracted, watched movie and just wasn't keeping track of how much I was writing.

edit: I think I talked myself into making an interesting mechanic for this mod. Been wanting to get back into coding but only experience I have is C++ (from a semester around 6 years ago) and Matlab.
#5
Quote from: sidfu on July 13, 2017, 12:21:24 PM
thirite isnt the main issue C&P have with other mods is that where they all using hugs/harmony children mod still using a hard detour?

A question about detours, when a mod uses hard detours, that means the mod is saying it wants PawnRenderer (or whatever) to be solely reserved for its usage, right?

So... Core PawnRenderer =  ;D

But then C&P detours it and turns it into  :)

And when mods use Harmony, PawnRenderer stays ;D but mods using Harmony can use ;D without changing the original function?

So then if I load Facial Stuff with C&P, despite it using Harmony now, the PawnRenderer will be :) because C&P is detouring it?

Sorry, all this coding talk all over the mod forums has gotten me interested. Plus I'd really like to fix my Research trees when I've got tons of mods.
#6
Unfinished / Re: [A17] Simple Slavery v0.5g
July 14, 2017, 08:36:18 AM
Quote from: Katarumi on July 13, 2017, 01:16:11 PM
Something odd may happen when you have a slave from a faction that then becomes friendly to you. When it happened to me, my slave stopped registering as mine or a slave and instead acted like she was imprisoned, but the wardens couldn't interact with her. I had to knock her down and re-enslave her (which pissed her faction off again).

I'll see if I can reproduce the issue.

Edit: Reproduced the issue. The issue is with Dubs Central Heating and Hygiene - when a slave goes to take a bath, she 'technically' takes off her collar, causing her to unenslave. That disrupts the bathing job, causing her to put it back on, but she doesn't re-enslave properly. Totally fine if you don't want to mess with it since it's a weird cross-mod interaction, but I thought I should report it anyway.

No wonder why my slave kept getting trapped in bathrooms.. Thought she had PTSD or something.
#7
Quote from: skyarkhangel on December 12, 2016, 06:21:10 PM
Quote from: ThomasCro on December 12, 2016, 10:44:19 AM
Sadly, the latest git has made my old saves unplayable. Won't load.

please don't update if no need new game, especially if wrote "Big update".  ???

Quote from: ajaviide on December 12, 2016, 07:59:12 AM
hey guys is it compatible with facial stuff mod? thx

50/50. You can try to test. If not, just switch off mod.


I don't think it is compatible. Tried the newest release of Facial Stuff and the Beta version. Facial stuff items don't appear at pawn creation or ingame amongst visitors and the Face Styling bench's GUI bugs out when using it.
#8
Releases / Re: [A17] ResearchPal and HelpTab
July 10, 2017, 11:43:43 PM
Quote from: Der Failer on July 10, 2017, 03:26:16 PM
Yes! Just played a bit around and from what i can tell it work all fine now. Thanks!


But i noticed one other thing. If a simple research bench and a hi-tech research bench is present, and a research requiring the hi-tech gets selected a notification about missing requirements is trigger.

To get around that, I've had to uninstall the Regular research bench.
#9
Under the "Electricity" research, are there only two unlocks? Animal Prothestics and Hopper?

Shouldn't Animal Prosthetics be under Animal Husbandry and the Hopper in Storage I or II?

Also, as a suggestion, maybe there should be a very basic fuel generator or windmill in the Power research instead of a Switch and Conduit.

If this isn't the way things are supposed to be, I think ResearchPal might be messing up your TechTree a little. I've noticed after using it, a few mod items with custom tech tree branches are empty and ResearchPall puts the items in the parent branch.
#10
Quote from: EPD on July 09, 2017, 04:28:30 PM
Quote from: joeloverbeck on July 09, 2017, 04:23:24 PM
Well, can you tell me how to get compost? It was supposed to be produced via a bill in the Butcher Table, but it isn't there.

Tbh there is that bill at buther Table, all is required is "Production I" research. Try to find "compost" in ingame help. If there is nothing about it - update your modpack

You can also put rotting stuff into the compost barrels that unlock with the first Terraforming research. That takes like 2-3 days though.
#11
Was about to suggest Fertile Fields the other day when I noticed you added it a few hours prior. Nice!

Seems kind of difficult starting in Biomes or Deserts without using Prepare Carefully to add additional supplies to each scenario's start. My people starve faster than I can get a meal system setup. How's everyone else get by? (without using Prepared Carefully and on a scenario that starts with nearly nothing)

I'm also new to CE/CR, so I was wondering if this was normal.. I had a pawn with decent shooting skill, equiped with a Great Bow and when he would go hunting he would always follow the animals and shoot them from 1 tile over. First raid in that game didn't go well, he sat around with "Attacking *raider forgot their name*" but never actually shot the raider. He wasn't over encumbered and had good LOS to the raider, the raider walked right by him and got away carrying another pawn without ever being hit by an arrow.
#12
Relations is updated for 17.0 on Steam and Github, I think he may have forgotten to update the version on the post.
#13
My work slaves seem very lazy. I thought maybe another mod was conflicting with it so I started doing the whole Enabling/Disabling to see which but then I decided to just disable all and have this mod along with the Core folder enabled.

Their tendency to find work feels really random still. They spend the majority of the day Wandering.

I set up Mining, Harvesting, Lumber, Grow, and Hauling jobs while disabling it from the colonists to see how they work.

Haul jobs seem to be taken care of immediately, while the others have very low chance to queue up. The workload, from four slaves, completed in one full was mostly hauling, then Harvest/Lumber, Mining was last with about 6-7 pieces of granite mined, and Grow jobs never completed even when fast forwarding for 3 days. None of the jobs were fully completed also.


I think their wandering might be conflicting with the Jobs queuing up. The work slaves tend to act more like the pets, wandering next to the colonists as they do actions. I only think this because I had one that was following a colonist around, along with a cat, and he did none of the jobs (he didn't have a master set either).

I would've tested more but I wanted to play the game, and I wasn't sure if them not completing all jobs or sometimes hardly working was intentional or if I was messing something up.
#14
Quote from: mazacik on April 03, 2017, 03:59:54 PM
Don't let this idea die pls. This and somehow improved enemy raids needs to happen.


Mod author has moved on and no longer makes RimWorld mods according to his post history.
#15
Support / Re: Zero sound ingame since update
December 30, 2016, 10:05:48 PM
I'm experiencing this issue on one of my computers also. It's with the Razr Man O'War headset, I'll try disabling virtual surround sound to see if that fixes it for me also.