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Messages - Holothurin

#1
One week? You're a lucky one. I had the whole harvest season poisoned and barely made it through the winter with lots of roofs and gasmasks  ;)
#2
Quote from: 中村ジロ on November 29, 2018, 09:20:30 AM
For real? Do you have any links/archives of that? I would have never expected Thirite to be a censor. What a shame.

This was the code:
// eat shit
if (mod.Name.Contains("[censored]")) {
  Int64 i = 0;
  while (true) {
    i += 1;
  }
}


It all starts on page 24 of the C&P Thread. He not only censored but delivered malicious coding on purpose.
#3
Quote from: 中村ジロ on November 04, 2018, 10:15:02 PM

I hadn't thought of that, would also be good to think of that about child abuse as well when working with C&P or CSL.

You better be careful what you wish for. There was a mod once allowing exactly that and that led to Thirite, the author of C&P, implementing malicious coding into his mod to make the game crash if that other mod was detected. Thats a pretty sensitive topic for some people :)
#4
Translations / Translation wiki/Syntax guide
November 28, 2018, 11:22:54 AM
I'm curious if there is some sort of guide somewhere which symbols are used when and where. I'm particularly interested in for example the usage of:

r_logentry->
r_name->
sent->

and how they relate interaction defs to rulepack defs. I'm also not entirely sure how those two work together. Right now I believe the Rulepacks contain the 'answers'/reactions to the interactions which are then placed in the log/social tab... but "believing" means "not knowing".  So am I completely wrong here? Aaaaand where can I find that syntax guide if such a thing exists?
#5
Releases / Re: [1.0] [KV] Change Dresser [ModSync RW]
November 26, 2018, 06:18:10 AM
Quote from: Kiame on November 23, 2018, 07:07:32 PM

What:s probably happening is you have another mod that patches the logic pawns use to determine what outfits to use. This mod relies on the base game's logic so anything else will cause that behavior

Yah, it was my bad. I didn't read the description carefully and had the Change Mirror Standalone installed as well. I removed that mod, changed the load order so your Change Dresser loads after Simple Sidearms and the problem is solved now. Simple Sidearms is throwing some errors now but still seems functional.
#6
Releases / Re: [1.0] [KV] Change Dresser [ModSync RW]
November 23, 2018, 05:17:02 PM
I have an issue where pawns automatically switch back to their previous outfits after being told to change. The change works, they switch outfits and at the next chance they run to the dresser and change back to the outfit specified at the assignment-tab. Assigning 'Everything' leads to them combining the specified outfit with everything else they can find.

Am I missing something here or am i doing something wrong?
#7
Translations / Re: Official: German | Deutsch
November 16, 2018, 03:08:14 AM
Lanzierer, Schnitter, Raupe.... nicht wirklich mein feuchter Traum, aber klingt ganz gut  ;)
#8
Quote from: Kirby23590 on November 15, 2018, 03:36:32 AM
Quote from: Chezzprinn on November 15, 2018, 03:25:54 AM
Any chance of this mod getting a compatibility patch for Extended Human Body Simulation?
Unfortunately since i don't know who's maintaining this mod, that chance is going to be very low and hard to implement... :(

Did i miss something? What's incompatible between both mods? o.O
#9
Translations / Re: Official: German | Deutsch
November 13, 2018, 09:21:08 AM
Ein anderes Problem tut sich m.E. nach mit der Übersetzung von Lancer auf. 'Lancier' ist höchstwahrscheinlich ein leo-Falscheintrag, die Lanzenreiter zu Zeiten der Koalitionskriege hießen auf deutschsprachiger Seite 'Ulanen'. Das französische 'Lancier' ist nie verwendet worden.

Lanzer hingegen stammt als deutsches Wort von "Lanzknecht/Landsknecht" und diente bis in die 40er Jahre auch als umgangssprachlicher Ersatz für "Landser", also schlichtweg Soldat. Ich denke, wir dürfen hier nicht wörtlich übersetzen, sondern brauchen ein anderes Wort für einen Fernkampfmechanoiden.
#10
Quote from: nickdos on November 13, 2018, 07:39:20 AM

The second workbench should also be removed because it serves no purpose, the recipes it unlocks can just be unlocked for the first bench instead.
In fact you could remove both of them and move all the bionic and synthetic organ recipes to the Fabrication bench (it costs advanced components as a base price too) and all the simple prosthetic recipes to the Machining table.

I disagree. Both workbenches fit perfectly well into a med-lab and the Machining table is already cluttered with ammunition recipes if you have a few Turret and Weapon Mods.
#11
Translations / Re: Official: German | Deutsch
November 12, 2018, 08:20:48 AM
Quote from: Haplo on November 05, 2018, 05:29:20 AM

1. ist 'Flak' auch tatsächlich die deutsche Übersetzung für 'flak' im Original


Das ist per se so nicht ganz richtig. Flak ist das Kürzel für Flugabwehrkanone, also das englische AA. Flak jacket wurde das Ding von seinem Erfinder im zweiten Weltkrieg nach dem deutschen "FlaK" genannt, weil es die Bomberbesatzungen vor den Splittern dieser Granaten schützen sollte. Es ist also tatsächlich eine Splitterschutzweste, keine Flugabwehrkanonenjacke :)

Ich weiß, daß momentan die sog. "einfache Sprache" für einfache Gemüter voll im Trend und so ist, ey :D ... aber Splitterschutzweste sollte man schon als halbwegs intelligenter Mensch noch entziffern können, ohne Kopfschmerzen zu bekommen :)
#12
Quote from: NoCanDo on November 07, 2018, 02:35:51 PM
I'm using Rah's Bionics and Surgery Expansion 2.0, will EHBS and DO work with it=

Yes. Please!!
EHBS and DO are my two must-have mods but i'm using RBSE, too. A compatibility version would be _really_ appreciated !! Even without the individual ribs :)
#13
Mod bugs / Re: Object is not deep-saved?
November 06, 2018, 11:35:12 AM
I'm getting similar errors for Pawns and Apparel both modded and non-modded. Since i've lost quite a few savegames to just such loading errors already i'm kinda nervous now.
#14
Quote from: Tynan on February 26, 2018, 12:03:45 AM
There's a good chance you can fix it, you'd need to post the entire log message (e.g. the whole call stack), not just the first few lines.

If you can figure out what's causing the error, you can just edit the save to solve it.

Though there's a very high chance it's from a mod. Posting modlist would be good too.

I interpreted "RimWorld.StatWorker_MarketValue.GetValueUnfinalized" as an error related to unfinished objects, so I went to cut those 'thing_unfinished' and the according bills from the savegames but the error still came up. After that the saves just went straight to the garbage bin. So sorry, I can't post the full log anymore. I highly suspect it being caused by some modded object as well but since my modlist has around 90 positions I weren't able to pin it down.

I'm curious though. How could something like this...:
https://i.imgur.com/AlhuqTX.png
(which is not my log but the exact same error I had)
point me to the offending object?
#15
Ideas / Re: Savegame error message
February 24, 2018, 02:46:19 PM
Quote from: Calahan on February 24, 2018, 02:11:38 PM

2 - When you save the game you can launch a second instance* of the game and check if the save game loads. If it does then you know you can quit the first instance (safe in the knowledge that you can continue the game the next morning). If it fails to load then you can take the necessary steps in the first instance, re-save, and then attempt to load it again in the second instance.

* Note I know this is possible with the DRM-free version, but I don't know if it's possible with the Steam version.

Me neither. I haven't tried it so far, but I somehow doubt it. If that works though, i'd favor that approach as well. But there is still the issue with identifying the problem itself, if the file fails to load in the second instance. The DevLog is not telling me what went wrong during the saving process.