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Messages - gertvv

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1
Outdated / Re: [MOD] (Alpha 5) Droids v0.5
« on: July 10, 2014, 04:47:11 PM »
Just a heads up, I'm probably not going to be able to fix the mod for some time. Not feeling so well now, and I'm going on holiday in a few days. So no fix until August, unless someone else here feels like doing it, in which case you know where the source is :-).

2
Outdated / Re: [MOD] (Alpha 5) Droids v0.5
« on: July 09, 2014, 06:19:23 AM »
Thanks for the detailed reports. I suspect that this is due to changes in A5 in how reservations and forbidding are handled; this is now (much more) faction specific. The Droids are not in the Colony faction because then they *must* have things like thoughts, work settings, etc. that are just not appropriate to have and are hard to get working in a "Droid-like" fashion.

Prior I thought this had to do with the forbidding not working correctly, so it is good to know that it is related to reservations instead - hopefully I can come up with a workaround. I will put this up as a "known bug" on the front page as it seems pretty game breaking indeed!

3
Outdated / Re: [MOD] (Alpha 5) Droids v0.5
« on: July 07, 2014, 11:44:34 AM »
Made some adjustments to the textures of the cleaning robot. When I got it in game it turned out quite large. Not sure how RW scales graphics.

ITOS, I have to say, the cleaning droid looks really nice in-game! I had to add some padding around the inactivated texture:

https://github.com/gertvv/rimworld-droids/commit/fe1244dc71bc4b376ccbf2d85277af79fc66b5b1

I will definitely package this up for 0.6 soon!

4
Outdated / Re: [MOD] (Alpha 5) Droids v0.5
« on: July 07, 2014, 11:41:42 AM »
OK, I will test this. What is the error you get in the log?

So far I've not been able to reproduce...

5
Outdated / Re: [MOD] (Alpha 5) Droids v0.5
« on: July 07, 2014, 10:13:54 AM »
I might be doing something wrong, but my robot disappears right after it charges, and it gives me an error in a log...Any ideas?

You need to start a new game.

Yes, unfortunately the saves are not compatible with A4...

I started a new game (0.5.492) with your 0.5 version and i got the same issue.

OK, I will test this. What is the error you get in the log?

6
Outdated / Re: [MOD] (Alpha 5) Droids v0.5
« on: July 07, 2014, 06:20:28 AM »
Made some adjustments to the textures of the cleaning robot. When I got it in game it turned out quite large. Not sure how RW scales graphics.

Yeah it handles things a bit strangely. IIRC how the items are scaled is different from the pawns too. Check how I did it for the other graphics, the inactive droid needs to be padded to a 3x3 grid I think.

7
Outdated / Re: [MOD] (Alpha 5) Droids v0.5
« on: July 07, 2014, 06:16:12 AM »
The hauling droid very efficiently steals the metal off the droid construction table as my crafters are trying to build more parts :( was amusing at first watching the droid and my guy run back and forth, is now less so. Bit like tennis actually :P

Droids could use a manual shutdown switch?

Thanks for reporting, hadn't noticed that happening!

8
Outdated / Re: [MOD] (Alpha 5) Droids v0.5
« on: July 07, 2014, 03:48:32 AM »
I might be doing something wrong, but my robot disappears right after it charges, and it gives me an error in a log...Any ideas?

You need to start a new game.

Yes, unfortunately the saves are not compatible with A4...

9
Outdated / Re: [MOD] (Alpha 5) Droids v0.5
« on: July 07, 2014, 03:45:22 AM »
I've been looking at making an automatic cleaning robot myself. So far I've only made the graphics. If you are going to make a cleaning droid you can use these graphics if you want.

Very nice work! I will make the cleaning Droids soon and use your graphics :-).

10
Outdated / Re: [MOD] (Alpha 4) Droids v0.4
« on: July 06, 2014, 12:04:55 PM »
The mod has been updated for Alpha 5 compatibility!

I have also tuned the crafting and research requirements: lower skill requirement (crafting 8 for the Droid), but the parts and the Droid take longer to build. The XP from crafting droid parts and droids has been increased. The research cost has been increased significantly.

11
Outdated / Re: [MOD] (Alpha 4) Droids v0.4
« on: June 26, 2014, 10:42:40 AM »
i crashes for me too, copied the zip content from github to mods, open mod selection, activate droids, close, and no menu buttons.

The source code on GitHub does not contain the compiled assembly (Droids.dll) which is required for the game to run. If you want to run from the source, you will need an IDE such as Visual Studio or MonoDevelop to compile the assembly.

So my advice is to download the .ZIP from the forum (top post in this topic) and install that one.

12
Outdated / Re: [MOD] (Alpha 4) Droids v0.4
« on: June 25, 2014, 01:41:30 PM »
Just released 0.4, with the following changes:
  • New graphics thanks to Psyckosama!
  • Smarter charging behaviour:
    • Droids check whether the station is powered on and available
    • Droids will now try to charge at a nearby station before getting to the "emergency" 8% charge level
  • Lowered crafting level requirements
  • Added About.xml for the Mods menu
  • Bugfix: charging stations now only charge when actually powered on
  • Bugfix: Droids no longer die of starvation
  • Bugfix: charging station now properly requires research to build
Hopefully another version soon, with more types of Droids and more graphics by Psyckosama!

Let me know how you like the current skill requirements / research costs / etc. I think the skill gains from crafting the droid parts and droids probably needs to be increased.

13
Bugs / [L|0.0.466] Modding: NeverEats makes Pawn_HealthTracker crash
« on: June 25, 2014, 01:14:39 PM »
In the Droids mod I had an issue where Droids were mysteriously taking damage. This can be fixed by putting <diet>NeverEats</diet> in the RaceDef. However, when I do this the PawnGenerator won't create a food tracker:

Code: [Select]
if (pawn.RaceDef.EatsFood)
{
pawn.food = new Pawn_FoodTracker (pawn);
}

This is fine, unless the pawn goes below max health, in which case the following check (done twice) in Pawn_HealthTracker.HealthTick() dereferences the null pointer pawn.food:

Code: [Select]
if (!this.pawn.food.Food.Starving)

Which seems to stop it from functioning altogether. I'm working on a work around but seems like a null check would be in order.

14
Outdated / Re: [MOD] (Alpha 4) Droids v0.3
« on: June 24, 2014, 01:50:08 PM »
for some reason when i try to activate your mod the game crashes by erasing the menu buttons so i can't select to start a new game. you guy know why that is?

That's pretty weird. Is there any console output? Try pressing the '~' key to activate the console.

15
Outdated / Re: [MOD] (Alpha 4) Droids v0.3
« on: June 24, 2014, 01:06:39 PM »
gertvv, I'd like to make two suggestions (and I'll also make extra colors for 'em)

A Cleaning Droid and a Firefighter Droid.

*edit*

Also add a Medic Droid. It will automatically drag in any injured colonists or raiders.

The first two are definitely planned, and hauling the injured also fits I suppose. Perhaps mining too? Would be awesome to distinguish them by color!

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