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Topics - ShadowTani

#1
1. Tamed and tried to rename a Labrador Retriever, trying to rename the dog proved more difficult than other animals.

2. When trying to rename any Labrador Retriever the backspace behaved like the left-arrow key instead, while the delete key doesn't do anything, this means the animals current name (e.g. "labrador retriever X") cannot be replaced the normal way. Instead the player must mouse-click and drag to mark the entire name, before pressing the backspace or delete key.

Uncertain if other animals are affected, but the backspace and delete keys behaved normally and as intended when trying to rename the following animals: Boomalope, Husky, and Pig.

3. I expected that it would be possible to clear the Labrador Retrievers current name by backspacing or deleting the letters in the renaming window before typing in a new name.

4. To reproduce:
a. Activate Development Mode in the options
b. On the Debug Actions menu choose to Spawn Pawn > LabradorRetriever
c. Tame the animal (Debug Actions > T: Tame Animal)
d. On the Labrador Retrievers Training menu choose the Rename Animal Button
e. Try to clear the name with the backspace or delete key without mouse-marking anything
f. Fail to clear any letters
#2
A minor visual issue that have actually been around since drapes was first introduced that finally annoyed me enough to report it, lol.

Attached is a picture showing how thrones and some other objects will be graphically overlapped by the drapes even if the drapes are supposed to be behind them. Drapes do not have this issue with objects placed behind them, including other drapes.
#3
Ideas / Joy from travel
May 14, 2017, 05:55:51 PM
One of the frustrations with caravans at the moment is how every pawn end up entirely devoid of joy during travels. So I want to suggest giving pawns their own type of joy from traveling, like adventure joy or something for being able to see new places and scenery, with a tolerance that is increased rather slowly (to be able to maintain joy for a few days).

An interesting addition to this could be to throw in two new type of traits:

  • A trait for pawns who feel the need to travel. Example: they get a mood bonus while and for a few days after traveling, which become a mood penalty when it runs dry (feels the need to get back on the road), they also don't develop a tolerance for adventure joy.
  • A trait for pawns that prefer to be at home. Example: they don't get any joy from traveling (so the pawn will essentially behave like what every pawn atm is behaving).
#4
Not sure if its just me spacing out, but I think the item stash opportunities that say threats are unknown will still list the threat on the world map. I had a pay to reveal location message that I'm almost certain claimed the threat was unknown, but it still actually show the threat as "Threat: Outpost" on the world map for me. I just put it as a heads-up here for now until I or someone else can confirm it.
#5
I tried to form a caravan, but while gathering supplies the pawn bugs out. I dunno what broke him, but he's now frozen, inside the freezer, next to the resource he's trying to pick up; or in other words, "stuck" performing the task of "Forming Caravan: Standing".

Either way, I managed to track the exact moment it happens with the autosaves, and the included save is only a few seconds away from when the situation occurs. He (Chef) gets "stuck" after about 3 deliveries every time.

Note: There's a heatwave while this happens, however, the pawn will remain in place after the heatwave passes.

[attachment deleted by admin due to age]
#6
I had this scenario where my base got assaulted by a group of manhunting husky's. After the fight I treated some of the injured dogs with the aim of recruiting them afterwards. However, as the dogs started starving out in the wild they would begin exiting the map. One of the dogs was however tamed at this time.

Possible bug/undesirable behavior: I would have expected the husky to then cancel their current movement and remain on the map, but it instead proceeded to exit the map. Not even assigning it to a restricted zone helped. >_<;
#7
I noticed this while working with the optional recipe expansion for my mod, where the recipe for making artillery shells is updated to take an additional ingredient and to produce five shells per batch.

To make this change clear I also changed the label, description, and jobString to reflect that more than one shell is being produced. For the default English this worked fine, probably because there's no DefInjected used for it. But for any other language that has a DefInjected translation for MakeArtilleryShell in the core library the mod's own DefInjected translation is ignored in favor of the one in the core.

This essentially means one can't do non-english text changes for existing core items and recipes.
#8
Chemicals & Neutroamine

Introduction:
As I'm generally a purist and only do mods after having played vanilla to death I like my mods simple, yet as balanced and immersive as possible. Unfortunately, the current mod alternatives for crafting neutroamine was either too simple, or too much, for my taste. I usually don't publish my mods though, but decided to share this one. That makes this my first public mod.

Description:
Enables the extraction of neutroglycering from Boomalopes and Boomrats that can be used to craft Neutroamine and ChemFuel.

• Adds Item: Neutroglycerin
• Adds Recipe: Neutroamine from Neutroglycerin x1 and x4 (to Drug Lab)
• Adds Recipe: ChemFuel from Neutroglycerin (to BioFuel Refinery)
• Adds Feature: Chemical extraction (from tamed Boomalopes and Boomrats)

Note: Will overwrite the vanilla B18+ feature of milking Boomalopes for ChemFuel directly.

Details:
Neutroamine is unlocked as a crafting recipe together with the Drug Lab (no additional research required). It takes 2 buckets of Neutroglycerin to refine one bottle of Neutroamine.

Neutroglycerin is drained from Boomalopes and Boomrats, male or female. It takes Boomalopes 4 days to produce 6 buckets of Neutroglycerin. It takes Boomrats two days to produce one bucket of neutroglycerin.

Neutroglycerin can also be used to produce ChemFuel at the Refinery. It takes 7 buckets of Neutroglycerin to make one batch of 35 ChemFuel.

About:
The mod is not designed for large scale drug operations to prevent making trade of neutroamine entirely redundant. It's not impossible to make profits on drugs this way though, but may require large herds to get good stocks out of it. For an average colony's internal medicine needs and modest drug abuse a smaller herd (relative to colony size) should be sufficient. Let me know if this balance is off in some way.

Note that colonies that use Penoxycyline regularly and colonies with more than 20 pawns is not considered average in this context and the balancing is expected to be off for these colonies.

Language Support:
This mod supports: English, and Norwegian.
Let me know if you are interested in providing translations for additional language support.

translations is discontinued

Mod Support:
For immersion or similar reasons this mod provides additional content with the mods listed below; the fixes are applied automatically.

• Combat Extended by the CE Team. Immersion: The Chemical fullness term on animals is separated into SFX fullness and Neutroglycerin fullness.
• Doomalopes by cucumpear. Expansion: Chemical extraction (from tamed Doomalopes and Boomalotters). Doomalopes provide 12 buckets of Neutroglycerin over 4 days. Boomalotters provide 4 buckets of Neutroglycerin over 2 days.
[A17:R3] Elemental Boomalopes by Mehni. Expansion: Chemical extraction (from tamed Elemental Boomalopes). They provide the same amount as regular Boomalopes. Mod not up to date

Feel free to suggest other meaningful immersion fixes.

Optional Features:
Some versions of the mod have an optional folder, from V1.1 R2 and up these optional features are offered:

Clean Bucket: an alternative Neutroglycerin texture to the grimy bucket version
Volatile Neutroglycerin: if you prefer your neutroglycerin to be a fire hazzard

Copy and paste the extra content you want from their respective folders into the Main folder (the files inside have the same folder structure as they would had if they were in the mod by default).

Mod Conflicts:
• No known conflicts with the V1.2 or V1.1 version

If you still come over any potentially conflicting mods let me know so I can list it or even fix it.

Download:
[V1.2] Revision 1: Adf.ly Download (direct)

Note: This version have multiversion support from 1.1 and can be considered as revision 2 for 1.1 (all 1.2 additions are backwards compatible).

Download Archive:
[V1.1]: R1
[V1.0]: R2 R1
[B19]: R1
[B18]: R2 R1
[A17]: R3 R2 R1
[A16]: R1
[A15]: R3 R2 R1

How to install:
The mod is compatible with existing saves (doesn't require a new game).

• Unzip the contents and place them in your mods folder (manual path is: "\Steam\steamapps\common\RimWorld\Mods\").
• Copy-paste any desired optional content from the mods optional folder.
• Activate the mod in the Mods menu in the game.

How to uninstall:
Savegames may be preserved after disabling mod without savegame editing by ensuring the save don't have any instances of the new additions.
Though if you forget or don't bother then these are the expected behaviors as of A17 (earlier versions will be more unforgiving):

• Unknown items will be removed automatically by the game.
• Unknown recipe bills will leave behind a blank bill that bugs the workbench (no new bills can be made) and causes interaction errors while development mode is enabled. Fixed by disassembling them.

Note: If you run the game in development mode when trying to load a map with the above issues then it will result in major errors that will prevent the map from being loaded. Load the save outside development mode.

• Stockpile allowances that allows storage of the new items will cause an one-time minor error if map is loaded in development mode (will be fine once savegame is resaved).
• Boomalopes and Boomrats with "Chemical Fullness" will be ignored and load without error or issues.

Policy/License:
Mod-Packs are free to include this mod without notice.
Other modders are free to expand on or include this mod in their own mods provided they notify me by PM.
   (it's mostly to let me check out what cool things you did with it, so you can notify me with a link after having released the mod ;3)
I'd like to be credited in both above cases.
Mods that modify this mod only through the patching function need not give any notice or credit.
Ludeon is free to take any or all aspects from my mods without notice or credit.
For any other uses or cases the creative commons (CC) license applies.

Changelog:
[V1.2] Revision 1 / [V1.1] Revision 2
- Multiversion support added, folder structure changed accordingly
- Optional content folder changed to to be more accessible and user friendly
- Boomalope compatibility fix (will now be compatible with Combat Extended and any similar mods)
- Bulk recipe is now part of the main mod and changed to be similar to vanilla bulk recipes
- Doomalopes Immersion fix reenabled and updated
- Combat Extended Immersion fix added

[V1.1] Revision 1
- Rimworld 1.1 compatibility update (XML script and DLL assembly)
- Updated .NET compatibility from 3.5 to 4.0
- Updated Neutroglycerin texture and added an optional clean bucket texture

See the full update log on this mods steam profile for change notes in regards to earlier versions and revisions.
#9
This bug is simple enough to replicate.

1. Create a prison
2. Arrest a colonist
3. Assign some kind of operation to the arrested colonist

At this point, if you don't have an assigned hospital bed (for colonists), nothing happen. So create one if not.
It doesn't matter whether you have a hospital bed assigned in the prison or not. It won't get used.

4. With a hospital bed for colonists assigned, the doctors in your colony will take the ex-colonist prisoner to that hospital bed and attempt to operate.

5. Enjoy an endless loop of failed attempts at operating that causes lag and sounds like they are beating the poor sod to death.
#10
Bugs / [W|0.6.532] Steam Vent Too Close to Water Edge
August 18, 2014, 01:17:27 AM
Anyone remember the issue with steam vents spawning too close to the map edge back in A3 when we first got build restrictions near the map border? Well, seems this issue is back now in a new, but less common, form.

Steam vents can now spawn right next to the water edge on the beaches, meaning you won't be able to build any geothermal generators over it. To allow the vent to be usable the vents must be at least two tiles away from the water edge (6x6 area), though preferably five (12x12 area) as many like to construct a protective building around them. I've attached a picture to point out what I'm talking about.

[attachment deleted by admin: too old]