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Messages - maarx1337

#1
Releases / Re: [1.2] Maarx's QoL/UI Vanilla-Friendly Mods
December 17, 2020, 10:44:39 PM
Added 3 new mods: "FirefightingControls" and "LimitlessSelection" and "ModButtons".
#2
Releases / [1.2] Maarx's QoL/UI Vanilla-Friendly Mods
December 08, 2020, 10:59:27 PM
Hello! I enjoy RimWorld (very close to vanilla), but I am also an automation enthusiast, so when things in the RimWorld interface seem tedious, repetitive, or uninteresting, I automate them away, because I'm also a programmer.

Therefore I've created a number of mods to enhance playing RimWorld, to get rid of the boring clicking and micromanagement, and speed along more quickly to the events and the fun decision-making.

Yes, modpack makers can include my mods in their modpack.
Yes, other modders can make derivative mods based on mine.

SmarterDoctors
https://steamcommunity.com/sharedfiles/filedetails/?id=2324533248
https://github.com/maarxx/SmarterDoctors
It has many more Jobs done in a smart priority sorted order, instead of just randomly.

SmarterScheduling
https://steamcommunity.com/sharedfiles/filedetails/?id=2324536212
https://github.com/maarxx/SmarterScheduling
It automatically manages your Pawn's Sleep, Recreation, and Work cycles.

MeditateAsWorkType
https://steamcommunity.com/sharedfiles/filedetails/?id=2324532667
https://github.com/maarxx/MeditateAsWorkType
It allows you to configure Meditation in the Work tab instead of the Schedule tab. This lets you do things, like, have the pawn also be a Doctor, and they will automatically ping back and forth between doctoring and meditating, which is impossible using the Schedule tab method.

BeatingsContinue
https://steamcommunity.com/sharedfiles/filedetails/?id=2324537606
https://github.com/maarxx/BeatingsContinue
It adds widgets, jobs, and work givers, for the express purpose of beating prisoners conveniently.

BulkAssigner
https://steamcommunity.com/sharedfiles/filedetails/?id=2324535521
https://github.com/maarxx/BulkAssigner
It offers a variety of buttons, which will perform bulk operations on every selected pawn.
You can do all of the following:
* Set Outfit
* Set Allowed Area
* Set Drug Policy
* Set Food Restriction
* Set Medical Care
* Set Enemy Response (Attack, Flee, Ignore).
* Drop Everything (Inventory, not Equipment/Apparel)
* Consume from Inventory (Everybody eat your meal and smoke your blunt)
* Assign Operations (Assign Peg Leg operations to all 19 prisoners)

FirefightingControls
https://steamcommunity.com/sharedfiles/filedetails/?id=2324534687
https://github.com/maarxx/FirefightingControls
Allows you to change the area for Firefighting to something other than Home Area (like "Area2" or "Build Roofs" or "Unrestricted").

MoreAlerts
https://steamcommunity.com/sharedfiles/filedetails/?id=2324527518
https://github.com/maarxx/MoreAlerts
It offers more Alerts in the righthand sidebar that players might be interested in.

BetterNutrientPasteDispenserControls
https://steamcommunity.com/sharedfiles/filedetails/?id=2324531554
https://github.com/maarxx/BetterNutrientPasteDispenserControls
When you select a Nutrient Paste Dispenser, you'll see widget buttons to "Dispense 1", "Dispense 5", and "Dispense 25". This offers a more convenient alternative to the weird vanilla thing where you restrict a pawn at the spot and spam the draft button.

FixWorkTab
https://github.com/maarxx/FixWorkTab
It is a highly personalized reordering of the WorkTab to keep numeric priorities in check.

ToxicFalloutManager
https://steamcommunity.com/sharedfiles/filedetails/?id=2324530997
https://github.com/maarxx/ToxicFalloutManager
It automatically manages Allowed Area in response to Toxic Fallout.

SnoozeAlerts
https://steamcommunity.com/sharedfiles/filedetails/?id=2324526093
https://github.com/maarxx/SnoozeAlerts
It allows you to right-click on Alerts to snooze them for a bit.

InjuryNotifier
https://github.com/maarxx/InjuryNotifier
It notifies you when a Pawn suffers a permanent Injury.

HoldYourFire
https://steamcommunity.com/sharedfiles/filedetails/?id=2324531948
https://github.com/maarxx/HoldYourFire
It has dangerous weapons default to "Fire At Will" disabled.

FixStackedAnimalLag
https://steamcommunity.com/sharedfiles/filedetails/?id=2324533667
https://github.com/maarxx/FixStackedAnimalLag
It fixes the lag when lots of animals are stacked together on few tiles during combat.
It also adds a niche button that you can push to enforce collisions on enemy pawns.

AccuraSight
https://steamcommunity.com/sharedfiles/filedetails/?id=2324527774
https://github.com/maarxx/AccuraSight
Updates the labels on weapons to show Accuracy% for ranged weapons and DPS for melee weapons.

LimitlessSelection
https://steamcommunity.com/sharedfiles/filedetails/?id=2324528341
https://github.com/maarxx/LimitlessSelection
This lets you select as many things as you want at once, with no cap.

ModButtons
https://steamcommunity.com/sharedfiles/filedetails/?id=2324534249
https://github.com/maarxx/ModButtons
This one doesn't do anything on its own, but is a consolidating UI tray of buttons used as a dependency by some of my other mods.
#3
Bugs / Error When Arresting Pawn to Breakup Social Fight
December 08, 2020, 03:01:22 PM
Exception ticking Doukas (at (100, 0, 102)): System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.AI.MentalState_SocialFighting.PostEnd () [0x00006] in <d72310b4d8f64d25aee502792b58549f>:0
  at Verse.AI.MentalState.RecoverFromState () [0x0017d] in <d72310b4d8f64d25aee502792b58549f>:0
  at Verse.AI.MentalState_SocialFighting.PostEnd () [0x0003c] in <d72310b4d8f64d25aee502792b58549f>:0
  at Verse.AI.MentalState.RecoverFromState () [0x0017d] in <d72310b4d8f64d25aee502792b58549f>:0
  at Verse.AI.MentalState_SocialFighting.MentalStateTick () [0x00008] in <d72310b4d8f64d25aee502792b58549f>:0
  at Verse.AI.MentalStateHandler.MentalStateHandlerTick () [0x00049] in <d72310b4d8f64d25aee502792b58549f>:0
  at Verse.AI.Pawn_MindState.MindStateTick () [0x0002a] in <d72310b4d8f64d25aee502792b58549f>:0
  at Verse.Pawn.Tick () [0x000d4] in <d72310b4d8f64d25aee502792b58549f>:0
  at (wrapper dynamic-method) Verse.TickList.Verse.TickList.Tick_Patch2(Verse.TickList)
Verse.Log:Error(String, Boolean)
Verse.TickList:Verse.TickList.Tick_Patch2(TickList)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

#4
Growing Zone Over Anima Tree Will Chop It Down Without Warning
#5
Bugs / [Balancing] Neuroquake Trivializes The Game
December 02, 2020, 10:26:52 PM
[Balancing] Neuroquake Trivializes The Game

Neuroquake is incredibly powerful. It pretty much clears your map of all hostiles, by having them all fight each other until nobody is left.

Downsides

It tries to have downsides, but most of them are easily handled:

Knockout Caster for 3 Days

This tries to be the biggest downside, but it turns out to be the easiest to handle. The knockout scales with Psychic Sensitivity, meaning a Psychic Foil Helmet will reduce the knockout by 90%, to just a couple hours. Even if this didn't work, you commonly don't see large threats more than every 3 days, so odds are good your caster will be ready next time anyway.

Reduced Faction Standing

Honestly, if you're at this point, you should have a decent economy going, and mailing a little extra goodies to your allies in transport pods is not a big deal.

Negative Moodlet

Nothing a little extra drugs and recreation time won't fix. As a matter of fact, as a higher-risk higher-reward option, pawns under Anesthesia aren't affected (by neither the Berserk nor the negative moodlet). Which means, instead of gathering all of your pawns around the caster, you can just assign Anesthesia operation to all of them, make them all Doctors, restrict them all to a tiny room with sleeping spots and medicine, put them on Work schedules, and they will actually all knock each other out with rather surprising efficiency (log2(n)). If you've got any Psychically Deaf pawns, they can all be left standing, to hold down the fort, as they are completely immune to both the Berserk and the Negative Moodlet. And you probably will have plenty of pawns, some Psychically Deaf, because ...

Strength of the Ability

... even more significant than countering the downsides, is simply the fact that it scales infinitely - it remains equally effective at all threat raid point levels. If you carefully protect this caster, you completely shatter RimWorld's careful wealth/threat balancing, letting you completely disregard it, and scale your wealth infinitely, and maintain practically zero other defenses, and do just fine.

Suggestion

We could numerically scale the downsides that are already implemented, but I think that's the wrong route. Making all the numbers bigger won't fundamentally fix the problem. I've got a different suggestion, one of two new behaviors:

(A) It doesn't affect literally every pawn, but somehow only affects a percentage, meaning you will (probably) still have a threat to deal with, albeit proportionately weaker.

(B) Have it affect the caster with 1 point of scarring brain damage. This is severe enough on its own that you could practically eliminate all the other downsides, and players would still use it less than they do now.
#6
Using Stun on a Minigun That Just Started Firing, Still Finishes Entire Salvo

If the first bullet just comes out of the minigun when my stun hits, the minigun keeps firing the entire salvo, through most of the stun duration, vastly reducing the value of the stun.
#7
If I have an Alert on the right-hand sidebar of my screen, and there are 5 affected things, and if I can click the alert to cycle through them, and jump my camera around and focus on each one in turn ...

... then clicking them always begins with the 2nd thing in the list, not the 1st thing.

This is somewhat subtle with vanilla alerts, but here are some examples, like the following:

"Major break risk x3" - this alert will list 3 colonists in major break risk, in order, and the very first time you click it, it will jump to the middle colonist. If you click it repeatedly, it will cycle them in the same order as displayed, but it always begins with the 2nd one, rather than the 1st.

This is more obvious with some of my own modded Alerts which have the targets in sorted order, where it is more jarring to always skip the 1st.

The bug is in your class Alert, in method OnClick, where jumpToTargetCycleIndex is immediately incremented (++) before being used, even for the first time.
#8
Outdated / Re: [A16] Maarx's QoL\UI Mod Thread
June 03, 2017, 10:46:20 PM
Anyone using these on A17? Any issues?

I am not playing much RimWorld at the moment but if there are any significant issues I am available to fix.

I will probably cycle back to RimWorld eventually for more minor/routine updates.
#9
Outdated / Re: [A16] Maarx's QoL\UI Mod Thread
May 06, 2017, 09:27:32 PM
Added new mod.

Quote from: maarx1337 on May 06, 2017, 09:27:32 PM
UdderlyImpractical:

Stops your pawns from drinking the milk.

https://github.com/maarxx/UdderlyImpractical
#10
[A16] Error "Could not get new name" In Large-Scale Cobra Breeding

Could not get new name.
Verse.Log:Error(String)
RimWorld.NameGenerator:GenerateName(RulePackDef, Predicate`1, Boolean)
RimWorld.PawnBioAndNameGenerator:GeneratePawnName(Pawn, NameStyle, String)
Verse.Pawn:GenerateNecessaryName()
Verse.PawnGenerator:DoGenerateNewNakedPawn(PawnGenerationRequest&, String&, Boolean)
Verse.PawnGenerator:GenerateNewNakedPawn(PawnGenerationRequest&)
Verse.PawnGenerator:GeneratePawn(PawnGenerationRequest)
RimWorld.CompHatcher:Hatch()
RimWorld.CompHatcher:CompTick()
Verse.ThingWithComps:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()

#11
Outdated / Re: [A16] Maarx's QoL\UI Mod Thread
April 30, 2017, 04:12:32 PM
Added new mod to the list:

Quote from: maarx1337 on April 30, 2017, 04:12:32 PMLimitlessSelection:

Removes the limit of only selecting 80 things at a time.

https://github.com/maarxx/LimitlessSelection
#12
Outdated / Re: [A16] Maarx's QoL\UI Mod Thread
April 29, 2017, 03:42:52 PM
Quote from: deshara218 on April 23, 2017, 03:37:55 PM
you are a god, standing tall & bronze

d'awww, shucks. i'm glad you like them. :)
#13
Outdated / Re: [A16] Maarx's QoL\UI Mod Thread
April 21, 2017, 11:00:57 PM
Added new mod to the list:

Quote from: maarx1337 on April 21, 2017, 11:00:57 PMAccuraSight:

Replaces the visible label on ranged weapons to display the Accuracy% rather than the Quality.

https://github.com/maarxx/AccuraSight
#14
Outdated / Re: [A16] Maarx's QoL\UI Mod Thread
April 16, 2017, 08:24:17 PM
Quote from: SpaceDorf on April 16, 2017, 06:42:21 AMI like the additional Clothes, but I suggest a additional Clothing Submenu ..

That is an interesting thought. You mean like in the Stockpile menu / the Outfit menu? A nested category? Inside of "Apparel"?

The default/vanilla clothing doesn't have a subcategory. Would it be a subcategory for just the mod clothing, or would you suggest we move the default/vanilla clothing into another subcategory as wel?

Quote from: SpaceDorf on April 16, 2017, 06:42:21 AM
The Hauling Priorities did not work for me .. I don't know if any of the additions to the list actually worked, because the mod gave me no feedback ...

Could you provide a little more detail? It is easier to see for sure if you are using something like Fluffy's WorkTab. Are you using that? Can you expand it out into Detailed mode, to see the individual WorkGivers? Can you see "Haul Prioritized Things" just to the left of "Haul General Things"?

You can see the list, as it is currently defined, in order, by clicking "Increment" or "Decrement" or "Remove", and then just move your cursor away from the menu without clicking to close it without making any changes. Do you see items in the list?

If you put "Haul Prioritized Things" as a higher numeric priority, and if you see items in the list, do the pawns haul those items accordingly? They should.

If you are not using something like Fluffy's Work Tab, it might be a little harder to intuitively understand, but there are still other WorkGivers ahead of this one within Hauling, such as "Haul corpses" and "Refuel fuelable buildings" and "Rearm traps" and "Do cremation bills" and "Do bills at campfire".

We don't put ourselves above any of those in priority, just above "Haul general things".

Quote from: SpaceDorf on April 16, 2017, 06:42:21 AM
More Alerts and Injury Notifier on the other Hand are a great Idea and have a place in my collection now.

Thanks. :)
#15
Outdated / Re: [A16] Maarx's QoL\UI Mod Thread
April 16, 2017, 08:15:05 PM
Quote from: Canute on April 16, 2017, 05:23:52 AMSmarterScheduling:
First at all, a very nice idea, but need a bit fine tuning.
At example a pawn will take another meal and eat it, because he is at 0.99 and not full.
I think you should lower the threshold to 0.9.

Thanks for the report.

I opened a ticket for pawns eating excessively: https://github.com/maarxx/SmarterScheduling/issues/79

However, I haven't seen this behavior myself and haven't been able to replicate it.

If you (or anyone else) could provide any more detail (here or in the github ticket) that would be great.

Quote from: Canute on April 16, 2017, 05:23:52 AMSmarterScheduling:
And the schedule is allways disabled after a loading.

The fact that it is currently always disabled after Save/Load is Working as Designed at the moment. I suppose it is not perfect, but thus far we have avoided adding anything unnecessary into a save file. It is only a couple clicks each Load to re-enable it.