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Topics - arl85

#1
Releases / [1.5] More filters for animals' pen
July 27, 2021, 05:20:16 PM
Previous mod name: Animals' age filter
   
Allow to filter pens' content by:
- animals' age (baby/juvenile/adult);
- pregnancy/fertilization status;
- sterilization status;
- age greater than life expectancy of animals' race;
- if a pack animal is carrying items;
- an immediate or periodic needs for tending;
- designation for slaughtering;
- malnutrition status;
- with resources ready to be harvested
- with all injuries tended
- with permanent injuries



An example...


Release history

v. 1.0 - Original release (1.3 only)
v. 1.1 - added filters for pregnancy/fertilization and sterilized status
v. 1.2 - Added filter for animals older than their race's life expectancy
v. 1.3 - added filter for pack animal carrying items
v. 1.4 - added filter for animal designated to be slaughtered and filter for animal with an immediate or periodic need for tending
v. 1.5 - added malnourished status filter
  v. 1.5.1 - fix: diseases that hit whole body were ignored by "tendable condition" filter
v. 1.6 - Added filter for animals with resources ready to be harvested
v. 1.7 - Added filter for animals with all injuries tended and for animals with permanent injuries
v. 1.8 - Updated for Rimworld 1.5
#2
Releases / [1.5] RuinedByTemperatureFilter
July 22, 2021, 05:32:30 PM
A simple QOL mod that allow to filter fertilized eggs based on their status (ruined or not ruined by temperature).
Useful when you want to use fertilized but ruined eggs for cooking or just to store them separately.



It's my first mod so any feedback is appreciated

Release history

v. 1.0.0 - Original release (1.3 only)
v. 1.1.0 - Added support for 1.2
v. 1.1.1 - Minor changes to metadata
v. 1.2.0 - Updated for 1.5
#3
Fertilized eggs ruined by temperature are still "fertilized eggs"; it has been reported several times (here on forums, on discord and so on).

That thing make very difficult to use ruined fertilized eggs for cooking, because they cannot be discriminate from "not-ruined" fertilized eggs.

I know there's a mod (Animal logic IIRC) that forces ruined fertilized eggs to be converted to unfertilized ones but my idea is different: simply add a filter to allow/disallow "ruined by temperature" items, without converting them.
We already have "tainted", "rotten/fresh", "smeltable/not smeltable", etc filters

If I got it correctly it could be done with a class derived by SpecialThingFilterWorker class but I've no ideas about how to really implement it from scratch.

I found a similar implementation of derived class here but I need to study how that modder used it

edit: I think I did it but I'd like a review about code (I think it's okay, after all it's quite simple) and functionality (default values, allowing filtering for ruined and not ruined or ruined only, etc)

I'm attaching here code and output, if anyone would like to comment.

@mods: maybe you could move this topic in the most appropriate section


edit: mod released, see here
#4
Already reported here (and marked as solved) but still present in 1.0.2282: "Nutrition eaten per day" value on form caravan screen depends on current hunger level of the creature. (see attached screenshot)



[attachment deleted due to age]
#5
Hi, I've found a strange behavior of pawns, that start moving between two positions in a loop.

it happens sometime when you order to build a grave on a place covered by rock chunks and pawn tries to make free place for it.
I'm not sure if it is related to having no dump zones to take moved chunks, but I'm almost sure it is not.

Here you can find two savegame:

  • the one named "t" is "normal" save
  • the one "loop" is instead the one where pawn named "Shield" is looping, after I tried to build graves in marked spots.

#6
If you press the "i" button on a character, there's a tab with a lot of statistical data, e.g. time as colonist, animals killed, etc.

All these data are not accessible when a pawn dies, because the tab disappears (and the body is usually disposed in a grave/burned/etc...)

My suggestion is to give access to data, for example with a button on the grave or some other way if pawn is burned or body destroyed in any other way, so you can check and "remember/celebrate" (in storytelling sense, not in game) the dead pawn.

Maybe a new tab on history page, keeping a list of all pawn that were once part of your colony, with access to statistical data of each of them.
#7
I'm not sure if it is a bug or is working right, and I saw this happening even on previous beta, but sometimes a pawn loses almost all their thoughts.
They are not expired, because after few seconds (at 1x speed) all thought returns.

Could it be related to lowered consciousness?

In this case the pawn was sleeping when it happened; it is in withdrawal from psychite and her consciousness is at 76%.

#8
I received a message saying that my colonist is inspired for 3 days, but in colonist tab the inspiration length is 8 days.

#9
English is not my first language, but I think there's a unneeded "mini-turret" string in following log.
#10
In following image, you can see that an uninstalled table displays "room: outdoors" in info box; I suppose it should not show anything.
#11
I'm not sure it is a bug or it should go to suggestion section, but right now, when a tamed animal is attacked by a predator, game slows down to speed 1 (speed 2 and 3 are unavailable) but no message appears to inform you about what's happening.
Even if it is extremely difficult to save the animal, I think a message should appears to inform the player.
I don't know if it is relevant, but a lynx attacked a "self tamed" chicken and no message appeared.
#12
Some bill's option (for example: do until you have X for apparel) have lot of option.
In low resolution, I think a bit of them go missing.

For example, in following image, the option related to "pause when satisfacted" are not shown; I think they are simply hidden because window cannot be expanded further.


also, what the "only allowed ingredients" checkbox does? There's no tooltip for it, and I cannot understand what it is enabled by it
#13
Other bills allow to select which stockpile to consider when checking for the "do until" condition, but not butcher's one.


Further, it is show "counting: meat"; is it possible to count anything else, like leather?
#14
If a fertilized egg is ruined by temperature, it is still considered a fertilized egg. this means that, by default, it is not used for cooking meals.
It seems that, in bill orders, there's no way to differentiate between "real" fertilized egg and ruined ones.
I think that once ruined, a fertilized egg should revert to a unfertilized status.
What do you think?
#15
I think it would be very useful if you could manually assign a custom name to the bill, too.
For example, instead of a generic "make jacket" you could rename it "make cloth jacket" or similar in order to easily keep track of what every single bill really does.
#16
When you create a "make apparel" bill, pressing the information button about the item that will be created displays information about the "cloth" version of it.




#17
In previous builds (B18 and earlier) it was possible to rotate items blueprint while building pressing middle mouse button.
In 1.0.1956 clicking middle mouse to rotate the blueprint doesn't always work.
If not found a steady way to reproduce it but most of the time if I middle-click nothing happens and I'm forced to middle-click twice in rapid succession (double middle-click); in that case object rotates.

double middle click always work, but I suppose that also a single middle click should work; indeed sometimes it works, but most of the time no luck.

I first noticed it when trying to rotate crafting spot but it seems to happen with every object.

Did anyone else notice this behavior?

(windows, 64 bit build)
#18
I was unable to find if it has already been reported, but if you right click to prioritize construction in some cases pawn will only bring materials to the prioritized building and then continues with his own priority.
For example, if there are damaged items, forcing building a door will only force pawn to bring materials there, then he will continue repairing other items, because repairing has an higher priority than building.

it becomes even more frustrating when you want to build several items in a row, for example several walls. If you queues the constructions, pawn will bring materials to all walls one after another without first completing construction. In other words, you'll have a lot of "frames" of buildings, but no built ones.

It is especially frustrating when you try to recover from a raid that breached your walls: pawns will prioritize repairing over building, even if you forced construction.

I suppose it is because working on blueprint is a different job than constructing frames: in fact, when you right-click to force construction, it only says "force working on blueprint" and only after that you can force constructing the real object.

so, to recap:

  • you want to construct several buildings
  • you place construction order and queue building order (right-click)
  • pawn will bring materials to any single building and only after that* he will start building them
    *if there's nothing else with higher priority (ie: repairing)

expected behavior:

queuing construction should force pawn to bring material and build before bringing materials to other queued constructions.
#19
Bugs / Game over in permadeath but game not saved?
February 17, 2018, 12:27:09 PM
Vanilla beta 18 - my permadeath colony died and I saw the "game over" window, the "story is over" one.
I clicked on "back to menu".
After reloading the savegame, a previous auto-saved savefile was loaded: it seemed that pressing "back to menu" didn't save the game.
It is the first time it happened to me, in more than 170 hours.
I don't know if it can be related, but previously, while playing the same colony, my pc shutdown.
Luckly, the auto-save feature created a savegame just few minutes before, so I loaded it and I suppose (not 100% sure) that I was playing this auto-saved session when my colony died.

I'm sorry if I was unable to fully explain what happened, feel free to ask more details if needed.
#20
Hi, not sure if it is more a bug or a suggestion, but when you manually ask to harvest crops (in a growing area) this job is governed by "plant cut" job priority.
I think it would be better if it is governed by the "grow" job priority: usually you manually order to harvest crops if there's a cold snap or a toxic fallout, and you're interested in the harvest not failing.
I usually consider plant cut a low-level job, used to clear an area, so I don't care about the yeld (harvest chance).
What do you think?