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Topics - skullywag

Pages: [1] 2 3 ... 9
1
Bugs / Bug/Cheese/Exploit - Outposts starve themselves
« on: August 23, 2017, 05:24:28 PM »
Im gonna put this here as I cant find an actual bug report on this subject apart from the odd post about how silly it is. Im aware this is not really a bug but felt it required an actual post.

I just sent a useless wanderer joins pawn with a knife to "assault" a faction outpost of tribals. He went and as expected got downed almost instantly, "he will die soon" I thought and carried on with my base planning, a few mins later i get a message telling me the outpost has been destroyed and i have 20 days to reform my caravan and grab loot, "he cant have got up and fought them all???" no, hes still lying there dying BUT every pawn on the map is downed.....starving....

There are SO MANY ways to cheese this i wont bother listing them. So yeah, this feels like a rather large exploit to me.

2
Help / XPATH surgery - Need help with xpath? post here.
« on: June 02, 2017, 04:26:23 AM »
Hey all,

XPATH is kind of my thing and ive been slowly pumping out info about best practice when using it and some others have posted some info on my behalf, like the performance hit of using // over / (if the tree is known there is no need to use //). I could put down a tonne of info on using xpath 1.0 but thought it better to get real world examples, so with that in mind, if you have a RW xpath issue, post it here and ill try and get back to everyone with any answers or relevant knowledge on any xpath subjects. We can then collate these examples into the relevant stickied help threads etc. (This is my way of helping out "modding" while I cannot actually mod right now)

Fire away. :)

3
Unfinished / WeAreNumberOne
« on: February 09, 2017, 08:26:30 AM »
mhm

[attachment deleted by admin due to age]

4
Bugs / Bills do not count items not in stockpiles
« on: February 07, 2017, 07:53:38 AM »
Ive seen this reported in many guises over the years but it always ends up in suggestions, its now annoying enough to warrant me making another bug report regarding it.

"Do until x" does not count stuff not in stockpiles, for example setting a bill to make chemfuel from your very low stocks of food cuz your on ice sheet but you need a tiny bit of chemfuel, you set the bill "do until 50"  set it to "drop" not "store in best stockpile" and your pawn will now make chemfuel until a hauler decides to move what hes made to a stockpile. What if theres no place to store it? what if you have no pawns free to haul? youve just doomed your whole colony due to this behaviour (this totally isnt what happened and did not end my last colony :( )

So yeah I call bug. Bills should count items that are "owned" by the colony.

5
General Discussion / Congrats on the indiedb win Tynan.
« on: December 30, 2016, 10:23:50 AM »
Havent seen anyone post about it yet (please correct me if im wrong) but congrats on the win. Some tough competition with some good communitys were beaten. Well deserved and long may it continue.

6
Help / PSA TO ALL MODDERS - PLEASE READ!
« on: November 15, 2016, 04:30:15 AM »
Hi everyone,

Im putting this here in the hopes it gets seen by more people, we are getting a lot of issues recently about hashing and other wierdness.

Please do not use things like building_base def from core, you should be defining ALL abstract defs inside your mod, do not depend on any external ones, yes they may work but what is happening is all the values are using default values and not the one ones you think its using, this causes LOTS of issues. DO NOT DO IT.

So again if you have a "base" def, it MUST be defined inside your mod, spread this to everyone, it causes no end of issues and is hard to track down.

Spread the word.

7
Mods / PSA TO ALL MODDERS - PLEASE READ!
« on: November 15, 2016, 04:29:50 AM »
Hi everyone,

Im putting this here in the hopes it gets seen by more people, we are getting a lot of issues recently about hashing and other wierdness.

Please do not use things like building_base def from core, you should be defining ALL abstract defs inside your mod, do not depend on any external ones, yes they may work but what is happening is all the values are using default values and not the one ones you think its using, this causes LOTS of issues. DO NOT DO IT.

So again if you have a "base" def, it MUST be defined inside your mod, spread this to everyone, it causes no end of issues and is hard to track down.

Spread the word.

8
Releases / PSA TO ALL MODDERS - PLEASE READ!
« on: November 15, 2016, 04:29:32 AM »
Hi everyone,

Im putting this here in the hopes it gets seen by more people, we are getting a lot of issues recently about hashing and other wierdness.

Please do not use things like building_base def from core, you should be defining ALL abstract defs inside your mod, do not depend on any external ones, yes they may work but what is happening is all the values are using default values and not the one ones you think its using, this causes LOTS of issues. DO NOT DO IT.

So again if you have a "base" def, it MUST be defined inside your mod, spread this to everyone, it causes no end of issues and is hard to track down.

Spread the word.

9
Hey everyone,

As I said on the old slack thread earlier heres more of an official thread to promote the (kind of) new modders discord. Simply put, its a place to talk Rimworld modding in all its forms, to offer and receive help, to collaborate on projects and mainly to learn.

For now we are only accepting active modders (those of you who have mods in the wild). If you are of the arty persuasion then a simple link to some work youve done will suffice (no ones gonna judge it), same for you sound engineers, just a link to some examples of your work.

To be clear this is simply to stop people who just want to chat to the modders from getting in. We are a busy bunch and having people chatting at us can take us away from what we do, we are more than capable of sidetracking ourselves we dont need more people helping us do that. :D

If you want in shoot me a PM and ill get an invite out to you.

10
Outdated / [A15] Better Randy
« on: October 21, 2016, 06:38:02 PM »
This mod makes Randy better.....soooo much better.

[attachment deleted by admin due to age]

11
Mods / A quick chat about modders...umm...chat
« on: October 18, 2016, 03:57:58 AM »
So as some of you know there is the modders slack thats been around for years now, we had a steady 25 ish people with about 10 chatting daily, very recently we opened up a discord server and have been evaluating that as a potential replacement. I would be remiss if I didnt take into account the wider modding community and not just the 30 ish guys and gals that use it currently, so my questions is simply to modders, which platform would you prefer, would one make you join the group more than another, what things should it have? any and all feedback is welcome.

12
Outdated / [A15] Alpha Animals
« on: October 02, 2016, 04:59:45 AM »
Ok here it is:

https://github.com/Skullywag/AlphaAnimals/releases/tag/AlphaAnimals-1.0

to see what this contains, please visit:

https://ludeon.com/forums/index.php?topic=17087.0

Where A Friend did all the art.

All animals are spawning rarely, however there is an issue in A15 with custom thinktrees that im struggling to get working (this basically means the ranged animals dont throw stuff) so i thought id get a test release out to get some feedback. Enjoy.

13
General Discussion / I dont think i can continue playing Rimworld
« on: September 16, 2016, 11:07:07 AM »
:(

[attachment deleted by admin - too old]

15
Mods / Release subforum and your mods
« on: July 20, 2016, 02:51:16 PM »
Hi all,

Gonna be doing a tidy up of the Releases subforum and moving the outdated stuff to the outdated subforum quite soon. Just a poke to get you lazier modders working :P

Anyone who has an issue for whatever reason with this just let me know here.

Thanks.

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