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Topics - notfood

#1
Support / [Linux] [nVidia] Pink Overlays
January 13, 2018, 11:06:08 PM
Thanks to user Madman666, discovered a way to fix the pink overlays issue that happens when you have nvidia drivers.

You need to set the enviromental variable __GL_IGNORE_GLSL_EXT_REQS to 1 so nVidia drivers don't fail to compile the shaders RimWorld requires.

Edit start_RimWorld.sh, go to the last line and prepend:
__GL_IGNORE_GLSL_EXT_REQS=1

so it looks like this:
#Locale resetting (important for Ubuntu players who are not native speakers of English) and launching the game.
__GL_IGNORE_GLSL_EXT_REQS=1 LC_ALL=C ./$GAMEFILE $LOG


That should solve all the issues with many mods that use overlays.
#2
Bugs / [0.18.1700] [Linux] Slow zooming
October 26, 2017, 01:58:16 AM
I'm using Linux version on Steam beta. It seems to be relevant because it is not happening under Windows.

Zooming in/out the overworld/map with the mouse scrolling is very slow. The speed change is very noticeable between A17 and A18.

Running no mods and there is nothing interesting or out of the ordinary in the file log. I wiped the savedata folder just in case, tried again and nothing changed.
#3
Releases / [B19] ResearchPal and HelpTab
June 13, 2017, 10:37:57 PM

Smooth painless research

   



This is a fork of ResearchTree by Fluffy. Main difference is when the tree is generated and the tree layout. The tree is generated when RimWorld is loading, you won't get interrupted by the tab. The denser layout helps with the interface lag with very big trees. There is the option to go back to the wide TechLevels layout in the settings while keeping the Pal goodies.

Alternative Research Tab
Looks pretty, is useful. You can learn what your research will unlock, which things will be available and what depends on it.

Research Queue
You have a plan in mind, execute it with no interruptions.

Organization
No more clumped researches. This mod warranties no overlaps.

Mod Aware
Researches introduced by mods will count too.

HelpTab Support
If HelpTab is loaded, right click will open the relevant help.

Conflicts
- Organized Research Tab
- Research Scrollbars


Downloads
>> B19 from Github<<
Older Releases

Credits:
All the work by Fluffy
Some optimizations by NotFood
Previous updates by NotFood and Skyarkangel
#4
Using build 1387.

Steps to reproduce:
1. Add <minifiedDef>MinifiedFurniture</minifiedDef> to any bench that has BenchBase as parent.
2. In game build the bench, then order it to be minified.
3. Select resulting minified furniture.

Logs:Got temperature for null map.
UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogError(Object)
Verse.Log:Error(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:46)
Verse.GenTemperature:TryGetTemperatureForCell(IntVec3, Map, Single&) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Map\Temperature\GenTemperature.cs:72)
Verse.GenTemperature:GetTemperatureForCell(IntVec3, Map) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Map\Temperature\GenTemperature.cs:61)
RimWorld.StatPart_WorkTableTemperature:Applies(ThingDef, Map, IntVec3) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Utility\Stats\StatParts\StatPart_WorkTableTemperature.cs:40)
RimWorld.StatPart_WorkTableTemperature:Applies(Thing) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Utility\Stats\StatParts\StatPart_WorkTableTemperature.cs:32)
RimWorld.CompReportWorkSpeed:CompInspectStringExtra() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\ThingComps\CompReportWorkSpeed.cs:14)
Verse.ThingWithComps:InspectStringPartsFromComps() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Thing\ThingWithComps.cs:344)
Verse.ThingWithComps:GetInspectString() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Thing\ThingWithComps.cs:334)
RimWorld.MinifiedThing:GetInspectString() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Thing\Art\MinifiedThing.cs:201)
RimWorld.InspectPaneFiller:DrawInspectStringFor(ISelectable, Single&) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainTabs\Inspect\InspectPaneFiller.cs:180)
RimWorld.InspectPaneFiller:DoPaneContentsFor(ISelectable, Rect) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainTabs\Inspect\InspectPaneFiller.cs:56)
RimWorld.MainTabWindow_Inspect:DoPaneContents(Rect) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainTabs\MainTabWindows\MainTabWindow_Inspect.cs:97)
RimWorld.InspectPaneUtility:InspectPaneOnGUI(Rect, IInspectPane) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainTabs\Inspect\InspectPaneUtility.cs:173)
RimWorld.MainTabWindow_Inspect:DoWindowContents(Rect) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainTabs\MainTabWindows\MainTabWindow_Inspect.cs:82)
Verse.<WindowOnGUI>c__AnonStorey291:<>m__1A0(Int32) (at C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\Window.cs:190)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle) (at /home/builduser/buildslave/unity/build/Runtime/IMGUI/Managed/GUI.cs:1896)




I suspect it's the new feature that <workSpeedPenaltyTemperature>true</workSpeedPenaltyTemperature> enables.
#5
Releases / [1.0] SeedsPlease!
August 16, 2016, 01:39:39 AM


For your immersion pleasure



Adds gameplay surrounding planting crops.  For most of the basic crops, you now need seeds. Easy to modify. Comes with the plant processing bench to extract seeds from your favorite fruits.




Writing your own

  <SeedsPlease.SeedDef ParentName="SeedBase">
    <defName>SeedPotato</defName>
    <plant>PlantPotato</plant>
  </SeedsPlease.SeedDef>


That's all it's needed for potato plants to start requiring and dropping seeds. You can customize it further with the seed properties: harvest factor, seed quantity and seed chances, and harvest product. The defaults make a vanilla experience. I've included all the core plants that yield a harvest.




Latest


Older Releases

Source code



  • FlowerChild, original mod
  • Vendan, A11 update
  • Skyarkhangel, A12 update
  • Dismar, A13 update
#6
Outdated / [B18] Enlighten
August 15, 2016, 07:32:13 PM

Enlighten




Why not build some lamps?
You are encouraged to build those, because darkness will make your pawns slower.




Light does matter

You must walk carefully in a place full of darkness. So do your pawns. They move slower in darkness.
In contrast, bright places provide nice working environment. Manipulation will go 20% in brightly lit areas. You must use sunlamps instead of standing lamps to achieve this.



B18
Older Releases



#7
Releases / [1.0] Mend And Recycle
August 06, 2016, 09:02:41 PM

Fix your items! Then recycle!



This mod is a rewrite of the original Mending by Wastelander. It introduces the Mending Table and allows you to completely repair the durability of weapons, clothes and armor. Also adds a bill to the tailoring tables to recover materials from the things you don't want to repair.

Organization

No more custom tab. You are able to manage priorities and work done, just as vanilla.

Visual

Progress bar to see how much work is left to do.

Flexibility

You don't like something? You change it. The mod is very modular, you can forego the Mending table and move the recipes elsewhere. You can create your own repair recipes that take as long as you desire and require as much energy or fuel as you want. I pack two versions of the mod: Normal version comes with mending kits that are used as fuel and easy version requires half the energy and no fuel.

   



You need to research Mending in order to build the Mending Table, it requires mending kits built in the electric tailoring workbench, their use is toogeable in settings. Work modifiers apply so you can speed up the work done.

You can recycle in the tailoring benches. Recycling doesn't require power, though when powered, you get to recycle twice the materials.




Mending Latest

Source code Archives GitHub





  • Wastelander, original mod
  • Skyarkhangel, A12 update
  • topp2000, A13 update
  • NotFood (A14, A15, A16, A17, B18 updates)
  • KiameV (support)
  • Syrchalis (textures)
#8
Outdated / [A17] Miniaturisation Overloaded
August 03, 2016, 09:36:22 PM
This mod has been superseeded by Minify Everything go get that one. This one won't be updated anymore.


If it has a name, you can shrink it.

Features
Simple mod friendly miniaturisation
Have you ever looked at a construction and thought it'd look better in a different place? Deconstructing and constructing it again is such a waste. No more.
This mod introduces the MiniaturisationDef, it allows you or anyone to shrink any table, or not necessarily a table, as long as you have its defName.

Mod support
Miniaturisation currently supports the following mods:
- AdditionalLighting
- Bulk Meals
- Colony Manager
- Combat Realism
- Core Driller
- Craftable Medicines
- Defence Shield
- DermalRegenerator
- Edge Technologies
- ED-ReinforcedStuff
- ED-ReverseCycleCooler
- ED-SubspaceTransponder
- Expanded Prosthetics and Organ Engineering
- ExtendedMedicine
- ExtendedStorage
- Glitter Tech
- Hardcore SK
- LT-DoorMat
- Medical Training
- Mending
- Misc. Objects
- Misc. Training
- Modular Tables
- Roof Support
- Solar Flare Shield
- T_ExpandedCrops
- Vegetable Garden

If you don't have the mod, the MiniaturisationDefs are ignored.

Full miniaturisation control
You can edit or contribute MiniaturisationDefs directly to the Github repository or you can make a new mod and load it after this one, your changes will override the ones included by default. If you don't like something, just edit it.

This is the format, example for EPOE:<Defs>
    <Miniaturisation.MiniaturisationDef>
        <defName>MiniaturisationEPOE</defName>
        <requiredMod>Expanded Prosthetics and Organ Engineering</requiredMod>
        <targetsDefNames>
            <li>TableBasicProsthetic</li>
            <li>TableBionics</li>
            <li>TableSimpleProsthetic</li>
            <li>TableSurrogates</li>
            <li>TableSynthetics</li>
            <li>UpgradingStation</li>
        </targetsDefNames>
    </Miniaturisation.MiniaturisationDef>
</Defs>

defName should be unique, requiredMod is the name found in the About.xml of that mod and targetsDefNames are the names of the things you want to shrink. Put it in Defs/MiniaturisationDefs and you are golden.

Download

  A17

A16

Older versions can be found here.
#9
Help / Toils: Cleaning table before working on it ?
July 26, 2016, 12:04:23 AM
Is there a helper method or an example how it's usually done?

I feel that doing it the manual way is the suboptimal way. How is it handled normally? My decompiler can't see yields so I can't tell from the code.
#10
Releases / [1.0] Infused - Equipment enchantment
July 20, 2016, 09:02:46 PM


A unique way to make unique items for your special colonists: Randomly enchants equipment.





Varying infusions for everyone
All weapons and apparels have a chance to get infused. They will have its own label, various stat buffs and color coded overlay. Note that enemies might carry infused equipment too.

Stat bonuses
An infusion grants an item many minor bonuses, including melee damage, ranged accuracy, attack speed, movement speed, global work speed, specific job speed bonus and more.

Fully customizable
If you don't like something or want to add your own infusion, go to InfusionDefs folder and edit it. All infusions can be deleted and modified via XML. No C# knowledge required. Do you want to increase the chances or the quality? Go to the mod options and suit your preferences.








Is there a list of all available infusions?
Uhoh... That's a lot of work!

Can I install this on existing colonies?
Yes, you can use Infused with your ongoing game.

Can I use this with (random mod)?
Yes! Everything works with any mod. If they add new stats, they could use extra infusions. Share an addon pack for that mod!



Latest

     Ancient Releases

Source code
     GitHub




  • Latta, original mod
  • Wastelander for "Prison Improvements" (Original injection codes)
  • mipen helped with custom Defs





  • Please report any.
#11
Help / Think node RimWorld.ThinkNode...
July 20, 2016, 03:03:05 PM
What's going on here? I don't see ThinkNodes being called anywhere in the code. Perhaps I'm blind. It doesn't seem to affect anything as far as I can see but warning messages are always annoying...



Source: https://github.com/notfood/RimWorld-Infused
#12
Help / ThingComp.GetDescriptionPart madness
July 19, 2016, 11:26:37 PM
I'm working on updating Infusion for a14 and... I'm almost there. I've hit this roadblock and after a digging through the code really hard, this is over my head, I decided to call for help. So here I am.

I have this issue, the Information button in the Gear tab seems to be calling a different function from the one called when the item is on the ground.





What do I have to override instead?

I feel it's calling the generic instead of the item itself.