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Topics - Doomster

#1
Common Sense Expansion

Description
Like the well-known "Common Sense" mod, this mod fixes broken game mechanics and bugs, hence its name. Both mods can function independently.

Features
  • Sown plants are not cut down when a growing zone is switched to a different plant.
  • The "Allow cutting" toggle in growing zones only affects sowing. This complements the process of switching to a new plant in the zone. In the original game, only the designated plant can be harvested when cutting is disabled.
  • Fix bug: Malnutrition ailment doesn't affect hunger rate.

Safe to add to an existing save.
Safe to remove from an existing save.

Author
Doomster

Download
Latest release on GitHub: https://github.com/Doomster14/CommonSenseExpansion/releases/latest

How to install
  • Unpack into your RimWorld\Mods folder.
  • Activate the mod in the mod menu in the game.

Source code
https://github.com/Doomster14/CommonSenseExpansion

Credits
www.pngwing.com for logo pictograms

License
Distributed under MIT License (included), a permissive license with conditions only requiring preservation of copyright and license notices. Modpack makers can include the mod in their modpacks. Other modders can make derivative mods based on the mod.
#2

  • The default door auto-closes after a delay. If you save then load while it's still open, the delay is reset, and the door closes later than it should.
  • In the following scenario, a door is stuck open after being save-loaded twice.

    • Any door will do. I created a new game (base + Royalty), here is a 7-Zip archive with save files.
    • Let a pawn go through the door (file "Bug 09.1 Before opening.rws").
    • Save the game after the pawn moves about 4 tiles past the door but before the door starts closing (file "Bug 09.2 Intermediate save.rws").
    • Load the game.
    • Move 4 more tiles before the door starts closing and save the game (file "Bug 09.3 Door stuck open.rws").
    • Load the game.
    That's it. The door is stuck open. It will be fixed though after any pawn goes through.
#3
Undergrounder trait replaces Outdoors need with Indoors one, but the trait's description doesn't mention that, it only says like "no need to be outdoors" which was probably true in version 1.2. The Tunneler meme also replaces needs, but the Undergrounder trait does it even with Ideology disabled.
#4
Bugs / [1.3.3087] Numpad Enter doesn't work
August 15, 2021, 09:02:27 AM
Numpad Enter should work as normal Enter but it does nothing. Checked for: renaming pawn, renaming animal, renaming zone, entering save game file name.
#5
"Grow" and "Plant cut" topics of work priorities have misleading names and descriptions. I nearly posted a whole bug report named "Pawn is harvesting when only allowed growing".

It may seem that "Grow" means "Sow", and "Plant cut" description clearly says "harvest plants". So, for maximizing yields, I tried to only allow harvesting to the most proficient worker, and sowing to another worker. I failed, for sure.

I see 3 possibilities of fixing the issue. I'd prefer the 2nd one, if possible.

1. Simply fix texts. Rename "Grow" topic to "Field". In it's description, change "Growing" name to "Field work". Change the description of "Plant cut" to "Cut or chop plants as designated. Does not apply to harvesting crops or foraging for wild plants."

2. Fix the description of "Plant cut" like in #1. Split the "Grow" topic in two: "Sow" and "Harvest". The more control, the better. It makes possible what I tried to achieve (one person sows, another harvests).

3. Move harvesting from "Grow" topic to "Plant cut". Because separating sowing and harvesting makes a bit more sense than separating harvesting crops and chopping trees. This option also allows for what I tried to achieve.
#6
Bugs / [1.2.2753+Royalty] Wrong date after loading game
January 10, 2021, 01:48:45 PM
Sometimes, the in-game date is not updated after loading a savegame, it stays what it was before loading. The bug is perfectly reproducible with these two savegames:
https://yadi.sk/d/vNHx5F9jME1Uhg

Quit the game.
Launch the game.
Load savegame "Bug 08.1 Date on load Dec, 4th".
Date is 4th of Decembary. OK.
Load savegame "Bug 08.2 Date on load Dec, 9th".
Date is wrong, 4th of Decembary.

Now, load the savegames in the opposite order:

Quit the game.
Launch the game.
Load savegame "Bug 08.2 Date on load Dec, 9th".
Date is 9th of Decembary. OK.
Load savegame "Bug 08.1 Date on load Dec, 4th".
Date is wrong, 9th of Decembary.

Additional info:
Only date is wrong, time is correct.
The date jumps to the correct value if you let the game run to the in-game midnight.
The bug is unbelievable. It's a magic!
#7
Bugs / [1.2.2753] Negative meditation at Anima tree?
January 08, 2021, 09:20:48 PM
My Anima tree meditation information:

Base value: 28% / day
Nearby artificial structures: -30%
Final value: 0% / day
Meditation psyfocus bonus: -2% / day

I guess, the last one should be 0 too. I didn't test how it works, I presume a visual bug.

Screenshot:
https://yadi.sk/i/3UrayG2r9OKBsA
#8
https://yadi.sk/i/K5uXcmFHdWSdgQ
On the screenshot, you can see the message "Non-ideal temperature. Not growing." when the plant is actually growing at the rate 0.98%. Looks like rounding issue. It happens when the temperature is slightly less than 58°C.

I believe, the game tries to avoid the message "Non-ideal temperature. Temperature growth multiplier: 0%" when, actually, 0% < multiplier < 0.5%. Because the game usually rounds the displayed multiplier to the nearest 1%. I suggest the message "Non-ideal temperature. Temperature growth multiplier: ≈0%" in this situation. Or, may be, "Non-ideal temperature. Temperature growth multiplier: < 1%"
#9
When a berry bush is marked for harvesting, the right-click menu text says "Prioritize cutting berry bush". But cutting is a different action.

When butcher table has a suspended bill for butchering and an active bill for making kibble, the right-click menu text says "Prioritize butchering at wooden butcher table".

Actual performed actions are correct in both cases, just the texts are wrong.
#10
Create a custom scenario. Add part: Naked. Set chance lower than 100%. Save. Go back and choose the scenario. The description will show one of the following messages as if the chance is 100%:

All characters start naked.
Player starting characters start naked.
Non-player characters start naked.
#11
If a worker notices that a bill is invalid (cannot be fulfilled), he/she seems to memorize that, and even after the bill is corrected, it cannot be auto-assigned for execution.

Steps to reproduce the bug for Cooking (similar steps work for Art, Tailoring and probably any other skill):

1. Load any game or start a new one.

2. Pause the game. The bug can be reproduced on the run but it takes some effort.

3. For simplicity, set the Cooking priority to 1 for a pawn.

4. For simplicity, remove or suspend all bills for a stove. Add a bill for simple meal. Make sure the bill is valid: Draft then Undraft the pawn, their current action should be "Cooking simple meal".

5. Invalidate the bill: just press button "Clear all" for ingredients. Alternatively, make ingredient radius too small. Draft then Undraft the pawn, the current action should be something unrelated.

6. Make the bill valid again: press button "Allow all" for ingredients. Alternatively, increase the radius. Draft then Undraft the pawn, the current action is still something unrelated. Gotcha! It's a bug. The action should be "Cooking simple meal".

To fix the bill, do any of the following:


  • Force working on the bill (right-click on the stove, prioritize cooking).
  • Save then load the game.
  • Copy the bill, paste, delete the original bill.

Check that the bill is fixed: Draft then Undraft the pawn, the current action should be "Cooking simple meal".

Also, unpausing the game fixes the bill eventually. After doing something else, the pawn goes to cook.
#12
When at tutorial step "Have your colonists equip the starting weapons", you are not allowed to open Bio of pawns. So, you cannot distribute weapons skill-wise. While it may not be too bad for bloody newbies, it's a bit annoying for other players who decided to go through tutorial for whatever reason.
#13
Bugs / [1.2.2753] 24 damage to neck with sniper rifle
January 06, 2021, 08:35:11 PM
In the savegame,
https://yadi.sk/d/3JdTedyS9roBsQ
you can see corpses of Wolle and Barga, both having 24 damage to neck made with sniper rifle. That's weird because sniper rifle hits for 25 damage, like it did to Barga's left arm.

Does the game deliberately leave 1/25 neck health, so the head doesn't fall off? Nevertheless, it looks weird and buggy. When hunting a squirrel, you can end up with 0/10 of it's body left, damage shown as "Gunshot (sniper rifle): 25.0", and all the meat intact. Weird too but legit. You can do the same with neck, 0/25, and leave the head on.

Also, why do people perish if they still have 1/25 neck?
#14
Bugs / [1.2.2753] Weird, sub-optimal pathing
January 06, 2021, 06:02:01 PM
Sometimes, pathing is sub-optimal.

Screenshot from an older version, [1.1.2654]:
https://yadi.sk/i/d6_m7B2mP6lYFg

It's OK after a forced re-pathing:
https://yadi.sk/i/iUMURiajLX13WQ

Same bug in the latest version, [1.2.2753]:
https://yadi.sk/i/mWNMPQoviLv63Q

I don't know how to reproduce the bug. So, the savegame only has the spot of interest, not the wrong trajectory:
https://yadi.sk/d/hc_Q3co3k6nTWg
#15
I accepted the quest Enormous Structure in an older version of the game, [1.1.2654]. The savegame is from the latest version, just before the quest completion:
https://yadi.sk/d/hc_Q3co3k6nTWg

When the quest completes, there's no reward. May be, I was rewarded when I accepted the quest? I don't remember, and the description doesn't say that.

EDIT: I found an older savegame where the monument is not built yet, and I saved shortly before it is:
https://yadi.sk/d/ZmaYl4aAs6mdcw
Yes, you get rewarded at this moment. So, the problem is with the quest description in the timespan between monument completion and quest completion.

Also, here's another bug: pawn only gets 5 honor instead of promised 6.

EDIT: Oh, my! The quest description says: "You'll receive the rewards when you finish construction". The text is just too easy to overlook. So, the only real problem is 5 honor instead of promised 6.
#16
I host a guest named Raccoon (quest "Hospitality for Raccoon"). He is incapable of all work (the quest requires this). Nonetheless, he follows a rule of workers: "If you go somewhere, haul nearby things which belong thereto". In the savegame, you can see him hauling rice.

Savegame: https://yadi.sk/d/CgbIloTq7SNqAw