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Messages - Fatsack

#1
This is honestly what this game needs more of.  More biomes with more unique gameplay and challenges and animals/events/resources/etc
#2
can you make a mod where you can adjust the possible miss area to remove it in a radius from the person shooting up to a certain selectable radius?  So like, if your friendlies are within 3 or 4 tiles in front of you, there is no chance to hit them, but further than that the miss area is still there.
#3
Outdated / Re: [B18] Designator Shapes
March 07, 2018, 04:02:38 PM
Can you make one that just traces where you drag instead of having to click a bunch of 1x1s.  You know, instead of stretching a circle or square between where you click and release, it just selects the blocks over the path your mouse travels while holding it down? Like a paint brush?
#4
Hi all,
I had this idea and then found this unfinished mod Macrocosm, here: https://ludeon.com/forums/index.php?topic=35187.0

The idea I had was a way to nation build, while maintaining good performance, so that you can have multiple colonies, and not tank your tick rate or bloat memory.

It would work like this:
1. Build first colony (normal gameplay)

2. Assign/elect a mayor to run your colony for you

3. Form a caravan with your favorite pawns and seed supplies for a second colony.

4. Once you start the second colony (or at some other trigger) the other colony map functions and simulations are stopped, values are pulled to form a colony summary (production/consumption rates maybe recorded over a few days of play, or just calculated from tiles present, workbench queues, and man-hours available).  This would just be a simple list of stats for the colony, so that it wouldn't have to fully play out the simulation of the pawns. These would be on a per time basis. Like cloth produced per day or per week from fields.

5. Grow, manage, develop 2nd colony, etc.  So there is now 1 map loaded and being simulated, which you are playing/managing, and and a closed colony with a colony summary of production/population output.
6. You will be able to interact with this list of values/variables (i.e. the first colony), without actually loading up and re-initializing the maps and pawns within the first colony or having to manage events or pawns in the first colony map. Things like, be able to call a supply caravan, or maybe a trade caravan with a big discount for being in the same nation.  Be able to request troops, or saved pawns to join you in your 2nd colony.  Be able to send pawns/troops to the first colony.  All without opening the 1st colonies map just treat it like a npc faction base.

7.  Ability to load up a previous colonies map on demand, and re-save and close its functioning once leaving, so it's possible to have only 1 or 2 maps running simultaneously max.  This might include loading times when opening/closing a colony map, but that is the price to pay for reduced runtime overhead while building your nation. 

8.  Raids, events, deaths, recruits for saved colonies are not run or simulated in real time, but are summarized on re-loading the colony map, based on time elapsed.  So say you come back a week later, load the map, it will just list (Colonist contracted infection, died.  Colonist killed in raid.  Animal died. Animal birthed. New recruit from prisoner from raid.) etc.   And it would just randomize and summarize events based on time elapsed.  This event summary generation would run when you accessed or re-loaded the map, without actually spawning raids, etc. Just like random journal entries, that alter the saved state of the colony.

9. Use the scouting mechanism from Macrocosm (link above) to intercept invading armies from other factions with caravans from your colonies.  If enemy makes it to your closed colonies, the fight is calculated based on # of turrets/traps/other defenses, colonist skill and equipment, etc. Might suffer losses if overwhelmed, un-defended.  Might just outright lose colony and have to recapture. Be able to capture enemy faction bases, and assign a mayor/governor.

What do you guys think about this idea? It would allow more world map gameplay, and allow other interesting things to happen.  Maybe even a new win condition like territory domination, etc, capture the planet or diplomatic victory end scenarios, etc.

Veteran modders, do you think this is possible? Would this method help reduce performance hit for multiple colonies, etc.  You would only ever be playing 1 colony at a time, with maybe having 2 colonies open at once while defending vs. invasions, changing up pawns, making edits to a colony to improve its outputs, etc.
#5
You should add +z layers now, just do transparent overlays, and only allow going to a plus z layer via stairs, and building over +z layers on top of buildings, and diminishing +z layers on mountains.
#6
Getting this error when trying to build a bridge from Basic Bridges by Rainbeau over a Hot Spring source square, not the surrounding hot spring terrain tiles, just the source square.  It is trying to deconstruct the Hot Spring Source before laying the bridge, maybe put them on a different layer so they can overlap. 

JobDriver threw exception in initAction. Pawn=Tony, Job=Deconstruct (Job_2980522) A=Thing_TKKN_HotSpring70244, Exception: System.InvalidCastException: Cannot cast from source type to destination type.
  at RimWorld.JobDriver_RemoveBuilding.get_Building () [0x00000] in <filename unknown>:0
  at RimWorld.JobDriver_Deconstruct.get_TotalNeededWork () [0x00000] in <filename unknown>:0
  at RimWorld.JobDriver_RemoveBuilding+<MakeNewToils>c__Iterator0+<MakeNewToils>c__AnonStorey1.<>m__0 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0  lastJobGiver=Verse.AI.ThinkNode_QueuedJob, curJob.def=Deconstruct, curDriver=RimWorld.JobDriver_Deconstruct
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath_Patch1(Object, LocalTargetInfo, PathEndMode)
Verse.AI.<GotoThing>c__AnonStorey0:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.Pawn_JobTracker:TryTakeOrderedJob(Job, JobTag)
Verse.AI.Pawn_JobTracker:TryTakeOrderedJobPrioritizedWork(Job, WorkGiver, IntVec3)
RimWorld.<AddUndraftedOrders>c__AnonStorey14:<>m__0()
Verse.FloatMenuOption:Chosen(Boolean)
Verse.FloatMenuOption:DoGUI(Rect, Boolean)
Verse.FloatMenu:DoWindowContents(Rect)
Verse.FloatMenuMap:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)
#7
Getting this error when trying to build a basic bridge over the source square of a hot spring (not the surrounding hot spring squares) from the Natures Pretty Sweet by TKKN mod.  It's trying to deconstruct it before building the bridge piece.  Maybe make them overlap-able, like conduits in walls?

JobDriver threw exception in initAction. Pawn=Tony, Job=Deconstruct (Job_2980522) A=Thing_TKKN_HotSpring70244, Exception: System.InvalidCastException: Cannot cast from source type to destination type.
  at RimWorld.JobDriver_RemoveBuilding.get_Building () [0x00000] in <filename unknown>:0
  at RimWorld.JobDriver_Deconstruct.get_TotalNeededWork () [0x00000] in <filename unknown>:0
  at RimWorld.JobDriver_RemoveBuilding+<MakeNewToils>c__Iterator0+<MakeNewToils>c__AnonStorey1.<>m__0 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0  lastJobGiver=Verse.AI.ThinkNode_QueuedJob, curJob.def=Deconstruct, curDriver=RimWorld.JobDriver_Deconstruct
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath_Patch1(Object, LocalTargetInfo, PathEndMode)
Verse.AI.<GotoThing>c__AnonStorey0:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.Pawn_JobTracker:TryTakeOrderedJob(Job, JobTag)
Verse.AI.Pawn_JobTracker:TryTakeOrderedJobPrioritizedWork(Job, WorkGiver, IntVec3)
RimWorld.<AddUndraftedOrders>c__AnonStorey14:<>m__0()
Verse.FloatMenuOption:Chosen(Boolean)
Verse.FloatMenuOption:DoGUI(Rect, Boolean)
Verse.FloatMenu:DoWindowContents(Rect)
Verse.FloatMenuMap:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)
#8
at RePower.JobDriver_WatchBuildingPostfix._WatchTickAction

so the RePower mod has a class file JobDriver_WatchBuildingPostfix that has a method WatchTickAction that is in the stack trace.   Since this is the only modification file mentioned in the stack trace and the fact this does not occur in vanilla without the mod, troubleshooting reasoning points to that method in this mod being the problem.
#9
Got this bug while playing, had your mod named.   

Exception ticking Kort: System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.StatWorker.GetBaseValueFor (Verse.BuildableDef) <0x0001d>
at (wrapper dynamic-method) RimWorld.StatWorker.GetValueUnfinalized_Patch1 (object,RimWorld.StatRequest,bool) <0x0009f>
at RimWorld.StatWorker.GetValue (RimWorld.StatRequest,bool) <0x000be>
at RimWorld.StatWorker.GetValue (Verse.Thing,bool) <0x00042>
at (wrapper dynamic-method) RimWorld.StatExtension.GetStatValue_Patch2 (Verse.Thing,RimWorld.StatDef,bool) <0x0004b>
at RePower.JobDriver_WatchBuildingPostfix._WatchTickAction (RimWorld.JobDriver_WatchBuilding) <0x000b5>
at (wrapper dynamic-method) RimWorld.JobDriver_WatchBuilding.WatchTickAction_Patch1 (object) <0x000e9>
at RimWorld.JobDriver_PlayHorseshoes.WatchTickAction () <0x000a5>
at RimWorld.JobDriver_WatchBuilding/<MakeNewToils>c__Iterator0/<MakeNewToils>c__AnonStorey1.<>m__1 () <0x0001d>
at (wrapper dynamic-method) Verse.AI.JobDriver.DriverTick_Patch1 (object) <0x0024d>
at Verse.AI.Pawn_JobTracker.JobTrackerTick () <0x00242>
at (wrapper dynamic-method) Verse.Pawn.Tick_Patch1 (object) <0x00155>
at Verse.TickList.Tick () <0x002c6>

Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate_Patch0(Object)
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
#10
Releases / Re: [B18] Smart Medicine
March 03, 2018, 05:36:13 PM
Hey I was getting a bug with this mod, where I couldn't give any right-click commands to my Pawns.  when I checked the trace log it mentioned this mod, and when I removed it, the bug went away, thought you might want to know.
#11
Unfinished / Re: [A17][WIP] Macrocosm
March 03, 2018, 02:48:24 PM
HEY MAN,
I was dreaming about a mod, and I come here and find it!  Awesome! 

1 idea I had. 

Maybe after you build a settlement, could you assign a mayor, and 'collapse' the settlement down to just automatically calculate an output of resources/soldiers, etc and then move on with your favorite pawns to start a new settlement?   This is effectively nation-building, where you can have many more settlements, but the CPU overhead would be able to handle it because it wouldn't fully simulate each settlement, it would just summarize what happens there while you play a new settlement on a new map.   

If theres a way to 'collapse' a settlement into what pirate bases or other settlements are, where maybe you save the settlement map, and then analyze its contents to just produce a plain output of resources, caravans, etc, but then you could 'open' up the settlement again from the saved settlement map if you need to change or take some pawns or something.

That would keep the performance hit of multiple settlements down but effectively allow you to nation build, or take a caravan between them one at a time.