Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Celestial

#1
Outdated / [B18] Custom Map Sizes
August 27, 2018, 08:22:38 AM
Description
Want to push your new gaming bench to its limit? Default map sizes too small? Can't find the Goldilocks size map? Create your custom map sizes with this mod.



Requires


Download
Github

Permissions
Do whatever you want. Make it better, wrap it in something else. Though I'd appreciate it if you notified me.

Compatibility
Across my 104 mods I have no compatibility issues, since basically nothing else changes the Advance Settings Dialog.

Notes
Doesn't work in 1.0/0.19 as the Advance Settings Dialog is rewritten, but it's a relatively easy change that I can make once the final release is out.
Note that larger maps will break your games or completely crash it from lack of memory. The largest stable map size I manage to make was 750x750 which lagged like crazy.
#2
Releases / Re: [B18] A RimWorld of Magic
January 28, 2018, 07:46:12 PM

Game now has this in the debug log. Is probably saved to file since it persists across saves and loads.

Exception ticking Projectile_SummonPylon547558: System.NullReferenceException: Object reference not set to an instance of an object
  at TorannMagic.Projectile_SummonPylon.Destroy (DestroyMode mode) [0x00000] in <filename unknown>:0
  at Verse.Projectile.Impact (Verse.Thing hitThing) [0x00000] in <filename unknown>:0
  at AbilityUser.Projectile_AbilityBase.Impact (Verse.Thing hitThing) [0x00000] in <filename unknown>:0
  at TorannMagic.Projectile_SummonPylon.Impact (Verse.Thing hitThing) [0x00000] in <filename unknown>:0
  at AbilityUser.Projectile_AbilityBase.ImpactSomething () [0x00000] in <filename unknown>:0
  at AbilityUser.Projectile_AbilityBase.Tick () [0x00000] in <filename unknown>:0
  at TorannMagic.Projectile_SummonPylon.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.Game:<LoadGame>m__3()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Play:Update()
#3
Whenever the animal armour remove appears in the scenario editor, it is -214........ some reason there's an integer overflow. I'm thinking if it's because of the market value 0. I changed it to 1 and I've gotten proper numbers. I'm not sure what would happen If i started a game with the negatives, never tried
#4
Releases / Re: [A17] ResearchPal and HelpTab
June 17, 2017, 07:23:31 AM
After using it for a few days, I finally realized what it was missing. This needs someplace that shows the actual numbers of the research go up. Otherwise, again, great mod
#5
Outdated / Re: [A16] Chicken Nest
April 02, 2017, 02:33:21 AM
Quote from: alsoandanswer on March 31, 2017, 06:38:52 AM
This is great! However, instead of making a new object, how about changing the [Animal Sleeping Box](http://rimworldwiki.com/wiki/Animal_sleeping_box) to have the same behavior instead, so that you don't have to deal with the ugly developer textures.

I uploaded a version using that for those that would like to use it.

Quote from: Neros on April 01, 2017, 04:45:02 PM
1. This looks like something I definitely could use. A nice place for the wee ones to grow up and hatch. However, it comes with an error when I use the mod (see attached image).

2. A thing you could do to improve the mod is add different tiers of housing. Like being able to research and build incubators that speed up the hatching process or even become able to construct nests for larger birds as well.

3. I know how to use Photoshop (not the best in the world though), so I could give the housing a try if you want. But the ones you have made (based on the screenshot) isn't bad at all since Rimworld is already a simple looking game in many areas :)

Gosh, I didn't have that error when I tested it out, spent an hour trying to fix it, and realized it's due me trying to use xml formatting in my about.xml for credits, basically nothing wrong with the mod itself... I uploaded a fixed version of it

Incubators could be doable, though honestly I find that eggs already hatch pretty fast as it is. Thanks though. And if you feel the art is fine as it is, that's great news, I'm not all that confident with my own skills.
#6
Outdated / [A16] Chicken Nest
March 30, 2017, 12:04:13 PM
Hello~ this is my very first mod, it's a chicken nest that you can build. It serves as a bed for chickens and anything smaller, and animals that lay egg will seek out nearby nests to lay their eggs. You can find it the furniture tab



Download


Requires Hugslib to be loaded before this mod.


Anyone interest in teaching me how to improve on this? Or want to replace my awful developer's art? It would be greatly appreciated

Can I use this in a modpack: Sure, just link here as well (not that I think anyone would want to add this to a modpack)
Can I modify this mod: Of course, though I'd appreciate it if you could talk to me about what you changed so I can learn.

Compatibility:
I detoured JobGiver_LayEgg, don't know any other mods that do this, and I didn't come up with any incompatibilities myself
#7
Huh, I did not notice someone replied. Colony manager styled would work. I don't believe it can do that right now? I think simply going by the amount of items in storage would be fine. I.E stop planting rice when I have 20 thousand of them in storage! Also to add something like the ability to change growing zone types without removing the old crops.
#8
A suggestion. Perhaps you could make the puller have a working radius like the beacon. I know the size of stockpile increases power usage, but you can literally tendril a stockpile far away to have it connect to the puller and save wayyyy to much hauling manpower this way.
#9
Mods / Re: DRM in mods
March 08, 2017, 03:48:48 AM
Just regarding the DRM part where you mentioned it limits so that you have to download it through adfly or something. I'm pretty sure that is against the rule
Quote:    "-Your Mods must be distributed for free, period. Neither you, nor any other person or party, may sell them to anyone, commercially exploit them in any way, or charge anyone for receiving or using them without prior written consent from Ludeon. Commercial exploitation includes but is not limited to in-game advertising, other advertising or marketing for any company, product or service."
#10
For the first one check out Ubie's Shutdown All

Downed animals and enemies will die on their own anyway, I don't see too much point. You can just set the animals to be hunted and they'll be hunted anyway.
#11
Mods / Re: Mod Requests for animals and journal
March 06, 2017, 10:25:38 PM
Check out Nandonalt's Tale Log
#12
Mods / [Mod Request] Bill System on Growing Zones
March 06, 2017, 10:13:35 PM
Bills have a setting to do until X amount, with crafting hysteria or enhanced crafting a minimum stock can be done to unpause it

Growing zones however don't have this feature. Presumable grow zones should output more than colonists can eat, and eventually that'll overflow the freezer or stockpiles. Is it possible to make it so grow zones can also go with stop sowing when rice count is above X (and start on Y).

Also the ability to set what to grow next in the zone would be nice. If you switch half way through, colonists will remove the already planted stuff, instead of waiting for them to harvest to plant the new stuff.

#13
General Discussion / Re: Underwhelmed by pig farming
February 26, 2017, 06:11:50 AM
Train them to haul. Pigs and wild boars are in my mind the best haulers, since they'll eat relatively anything, don't eat too much, don't breed too fast or two slow, and are great at carrying stuff.
#14
I honestly think a separate release is better. Many people say that there aren't any game breaking bugs around, but I do think there are quite a few that make it unbalanced. Like caravans collapsing before they are able to be sent out, OPed trading without an economy balance. Unbalanced multiple colonies (I know the game isn't meant to handle this, but really, who didn't disable that option). As for mods, the only extra work would be for mods which are not impacted by the changes, but then it's only a change in the build version and a reupload, for mods that are impacted, they'll have to face those changes eventually, it's better to have them separated to lower their workload. People also won't have to wait as long between updates for mods to update as well. Unless making it a separate update gives Tynan a lot more work to do, I'd say separating them is better
#15
Quote from: Rock5 on February 03, 2017, 08:26:38 PM
Then I thought of another variation of this idea. What if we used flood fill, I think it's called. If we can quickly make an array of of flood fill values from the destination (ignoring terrain weight of course) then use those values as the heuristics then again A* should follow the optimum path immediately instead of going in those dead end areas.

Flood filling would cost even more. The problems with path finding isn't the actual finding, its the calculating distance part. Different algorithms are just methods of determining which cells I should check if I flood fill. How would you limit to what extent of the map I should flood fill? The entire map? or a certain radius?