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Topics - viperwasp

#1
General Discussion / Doctor did not attent birth?
November 07, 2023, 02:51:21 PM
In Rimworld I saw the screen where I choose the doctor and so forth. But when the woman went into labor and got into a hospital bed. The doctor did not enter the room until after the birth? Is this normal? Or could it be mods etc? The doctor was available. And no work type ahead of his duties as doctor?

Update I think I never clicked begin or something else happened. It's working now.
#2
The mod is called "Replace Task Completed Sound" someone named MarvinKos made it for me. I am still very thankful. So it's not technically my mod. But I specifically asked for this mod. I give full credit to MarvinKos. First of all I don't know much about modding. I can tweak existing mods but I have not found out how to get rid of these yellow errors.

1. Here is basically the only code in the mod. (I don't think any of this needs to be changed? I think it's my about file that that is the issue?)

<?xml version="1.0" encoding="utf-8" ?>
<Defs>
  <SoundDef>
    <defName>ModdedBillC</defName> 
    <eventNames /> 
    <maxSimultaneous>1</maxSimultaneous> 
    <subSounds>
      <li>
        <onCamera>True</onCamera>     
        <grains>
          <li Class="AudioGrain_Clip">
            <clipPath>UI/ModdedBillC</clipPath>
          </li>
        </grains>     
        <volumeRange>
          <min>100</min>       
          <max>100</max>
        </volumeRange>
      </li>
    </subSounds>
  </SoundDef>

And

<Patch>


<Operation Class="PatchOperationReplace">

<xpath>*/SoundDef[defName = "Message_TaskCompletion"]/subSounds/li[1]/grains/li[1]/clipPath</xpath>


<value>

<clipPath>UI/ModdedBillC</clipPath>

</value>

</Operation>

</Patch>

2. Here is the about file. I believe I need to like set my mod up like how others are with folders called 1.0, 1.1, 1.2, 1.3, 1.4. But in general just advice me what I need to do or fix anything outdated in the about file for me if you can. Thanks.

<?xml version="1.0" encoding="utf-8"?>

<ModMetaData>

    <name>Change Bill Complete Sound</name>

    <author>MarvinKosh</author>

    <targetVersion>1.0.2059</targetVersion>

    <description>Makes changes to Message_TaskCompletion deName to make it Message_PositiveEvent instead the way it used to be in A17. This is the sound that plays when a Bill/Research is Completed. I find the new sound annoying. MarvinKosh provided code.



[Version 1.0]
</description>

</ModMetaData>

3. Here are the "errors"

Mod Change Bill Complete Sound: targetVersion field is obsolete, use supportedVersions instead.

Mod Change Bill Complete Sound is missing supported versions list in About.xml! (example: <supportedVersions><li>1.0</li></supportedVersions>)

Mod Change Bill Complete Sound is missing packageId in About.xml! (example: <packageId>AuthorName.ModName.Specific</packageId>)


4. It seems to work fine. So technically it may not need to be updated. But if I am ever to share this mod around I would like it to be proper for version 1.4. It was made on version like 1.0 or something I think?


I don't care if no one ever helps or gets around to this. But if I get it to a state were I can state it's fine for 1.4. I may upload it to the steam workshop. I still can't stand the current bill complete sound it actually drives me up the wall. Maybe someone else would like to use this. Of course full credit goes to MarvinKos. I don't think they mind me sharing this mod they made it on my behalf. Thank you.

P.S
Yes I did try to poke around with it. And copy over and modify things in the about folder from other mods etc. And I ended up getting red errors not just yellow ones. So I reverted to this because it still works. I made it worse trying to solve this on my own.

#3
Birth Control options do they exist? I don't want to get a surgery in Rimworld. Is there another from of Birth Control mod or vanilla that anyone knows of?
#4
General Discussion / Disable certain break downs?
November 03, 2023, 09:23:14 AM
I want to disable certain mental breaks. For starters any that make a colonist leave the colony? Is there a way to do this with the scenario editor, dev tools or mods? If so how? Thanks.

I know how to disable certain events like "Short Circuits" but I want to disable anything that can make a colonist randomly leave. Thank you.
#5
I have 27 Pawns, over 30 animals. On a fairly large size map. And the game runs butter smooth! Just upgraded from a I7 7700K - No overclocking and the performance difference is absolutely amazing. I'm running like 65+ Mods as well! lol

Not sure if Ram Speed plays into it. But I will report that I'm currently running 64GB 3600Mhz C18. I know 32GB is more then enough for gaming. And Rimworld does not use a lot of Ram. You won't need more then 32GB for any games really. Unless you get into some Editing/Render type work too. But the 3600Mhz and C18 are the important aspects to take away here. If you don't know the graphics card is not that important for Rimworld. So I imagine it's mostly CPU, some Ram.

But this was an impressive performance boost. I loaded my save file from my previous build. And it used to lag non-stop. It's so smooth now. But just reporting this so others know that if Rimworld is basically your favourite game. Don't hesitate to get the most powerful processor you can afford. And I believe single core performance is key.

Single Core Performance is what you want to aim for when it comes to Rimworld. I think. Correct me if I am wrong. So in general Intel is better then AMD but it still comes down to the specific CPU.
#6
Well it seems as the world turns and Tynan updates Rimworld. Once again our precious Seeds from 1.0 are null and void. Rimworld 1.1-1.3 will need new seeds. So here is the new forum. I have been making these forums since A13/A14 wow. Not every update has changed the seeds but this is at least the third time now. If your new the purpose of this forum is to find the hottest or coldest possible seeds for various types of Biomes. Because some of us are sadists who enjoy the challenge or just think it's hilarious to lose our entire colony in two minutes to frost bite. So please post your record Hottest/Coldest Seeds!

Previous Hottest and Coldest Seeds from 1.0 do not work in 1.1 or beyond.
Previous forum (1.0)
https://ludeon.com/forums/index.php?topic=43432.0


Feel free to use or borrow from this Template.


Seed ""

Globe Coverage  %
Overall rainfall:
Overall temperature:

Coords
// Example 49.77,E 79.69 N
Debug world tile ID:  (Only shows in Dev Mode not required)

Biome:
Terrain:
Temperature

Avg Temp C
Avg Temp (Winter) C
Avg Temp (Summer) C

OR

Avg Temp F
Avg Temp (Winter) F
Avg Temp (Summer) F


Below are the Coldest and Hottest I have found so far. I will update these if others post about Colder/Hotter landing sites.
*Seeds Confirmed*
As people post I will update the forum. If it says unconfirmed above in Red Text. That means I updated
the information without confirming myself. But I will always followup and confirm when I have time.

----------------------------------Hottest so Far!--------------------------------------------------
Found/Posted by Xave
Seed "fq2R-_CM#@-3a&QS"

Globe Coverage  100%
Overall rainfall: Default (Normal)
Overall temperature: Highest Setting

Coords
1.31N 17.59E
Debug world tile ID: 144676 (Only shows in Dev Mode not required)

Biome:Arid Shrubland
Terrain: Small Hills
Temperature

Avg Temp 83.4C
Avg Temp (Winter) 80C
Avg Temp (Summer) 87C

OR

Avg Temp 182.1F
Avg Temp (Winter) 176F
Avg Temp (Summer) 188F


----------------------------------Coldest so Far!--------------------------------------------------
Found/Posted by Xave
Seed "4fR<*W2e<e<_2T3V"

Globe Coverage  100%
Overall rainfall: Default (Normal)
Overall temperature: Lowest Setting

Coords
75.41S, 106.33E

Debug world tile ID: 535215  (Only shows in Dev Mode not required)

Biome:Ice Sheet
Terrain: Flat
Temperature

Avg Temp -90.3C
Avg Temp (Winter) -117C
Avg Temp (Summer) -63C

OR

Avg Temp -130.5F
Avg Temp (Winter) -179F
Avg Temp (Summer) -82F

------------------------------------

#7
Well I have reached end game with my first 1.0 colony and mod pack I setup. I'm still going to play this colony a lot. Putting in over 100 more hours into this game. It's end game but the fun has just started!

I would describe my current RUN as heavily modded... One Base, no caravaning or traveling, nearly 30 colonists... playing the good guys for the most part... building one pretty epic base. On a 325 x 325 map that goes from 14C in the winter to about 60C in summer. It was fun. And is still ongoing. And by the way I do use the cool Starwars mod in this colony but not the fractions just the powers and light saber. So it does not feel like Starwars etc.

Here are future ideas? And please suggest others if you can think of any...

1. Build a base full on horrible people and do horrible stuff... cannibalism.... human leather sofas etc! Organ harvesting (Not original enough but still something I have not done yet.)

2. Do a Call of cathulu game. (I don't know much about that mod no spoilers but at some point I want to do a cultist game etc.)

1 + 2 combined... A cannibalism call of cathulu playing the bad guys etc! Doing horrible stuff...

3. Using animals for offensive/defense combat... Animal tribe etc... I will put in mods that add in more animals... Maybe the genetic mixing mod... And Animal Intelligence or whatever the mod is that lets me change animal behavior etc. And I can also use Scenario Editor... I will purposely make it more easy to have plenty of animals. So start with stronger tammers... start with decent animals... and tune the game so animals are stronger etc...

4. Coldest and Hottest known seed run... trying to survive on coldest and or hottest seed. Probably fully vanilla! But few quality of life mods are okay. Even if I do it fully modded it's still challenging and fun. I have done this before but not in a while and never fully vanilla. And the seeds have gotten more intense!

5. Passive Run? I wonder what would happen if I somehow forced all pawns to be unable to violence? Wait is that possible with Scenario Editor? Come back to this idea later.

6. Okay this is the one I'm thinking of the most...
Roaming Sith Lords that murder... Prepare Carefully and start with 5-10 Sith with Force Powers, Lightsabers and perhaps the other Starwards mods. All they do is travel and kill. They don't stay in one place for long. Meaning I need strong animals for hauling stuff all around. Starting pawns need to be really overpowered. High Taming, High Medical and High many other things set to HIGH! Also given hand picked perks. Because it will be almost none stop caravan. I wonder if there is a vehicles mod. Because I would love to travel around with like a landcraft full of evil murderous siths. And I use Dev console to add the Sith traits to anyone who I manage to recruit and keep spare light sabers and gear to give them. I think there is a setup camp mod but I don't know how it works. But yeah I want to see how possible a baseless or minimal base run is! lol

7. Zombies!!!! I already did a zombie run in A17. It's okay but I probably won't do it next.

8. Hardest possible Mod setup... Besides quality of life mods. All mods that change game aspects MUST make the game harder overall. So the mod Intense Raid... Perhaps the mod that adds the need for WATER... mods that add in stronger animals to face... perhaps more annoying story tellers... more events!... and many others... Also must be played on highest difficulty. I will hunt for mods that make the game harder. Now technically these mods could make some aspects easier but if it adds to the overall challenge than by all means I will probably use it.

9. Dwarf/Lord of the Rings mod set game. (It looks awesome!)

So if you have any new ideas or Feedback/Mods that could make any of these planned runs more fun. Let me know!
Also let me know if you have tried any of these.
#8
I really want to see a Blind Lets play. First adventure into Rimworld. I don't care if they played for like 1-2 hours before but mostly blind. 1.0 or B19 if possible. Maybe B18 is acceptable as well but no older than that. I can't really find any on youtube. Maybe twitch I'm going to keep searching. If you know of any Blind or Semi-Blind 1.0 or B19.... or maybe B18 let me know.

I found this one by Zozo Nights.
https://www.youtube.com/watch?v=3YOZYBzs0f0
I'm going to see if I like it. Just found it. B19 I think. Medium difficulty which for a new player is plenty hard enough. So I'm happy with it so far. lol
#9
Is there canon term for worlds in between Glitterworlds and Rimworlds? Or a popular fan accepted term? Or is it just assumed that Glitterworlds vary greatly and slowly turn to Rimworlds at some point on the scale?
#10
General Discussion / Give up leave?
October 23, 2018, 02:38:01 AM
I don't like the sounds of give up leave break down? How common is it? Is there a way to disable it and only it? Thanks.
#11
However I need one that fills in the last square here. You can see what mods I already have that fill in areas. Please if you can suggest a mod that would fill in this last square for the menu. Even better if it's a mod you think is good/great. Thanks.

See attached picture for reference.
My OCD does not like that missing spot! lol

[attachment deleted due to age]
#12
General Discussion / Mod like Rimfire!
October 20, 2018, 02:15:41 AM
Since Rimfire is kind of gone at least for now. I need a mod that adds a decent amount of weapons. Maybe not too many... 30-80 and I want them to be mostly modern. Not to many future tech... basically close to the vanilla and just like Rimfire? Any suggestions?
#13
I'm trying to make my first mod. I have looked at similar mods but I don't know what changes to make.

I find the new Bill completed sound in 1.0 to be annoying. In particular

I found out the sound I want still exists within 1.0.
I opened both A17 and 1.0 and digged though the Dev tools. I found a way to preview all sounds.

This is what I found...

-----------------------------

A17

The sound for Bill Completed is...
DefName "MessageBenefit" (This is the sound I like!)

max voices 4
max simultanous 1
sustain fadeout time 0


1.0

The sound for Bill Completed is...
DefName "Message_TaskCompletion" (This is the sound I hate!)

max voices 4
max simultaneous 1
sustain fadeout time 0


Needs to be changed too this

DefName "Message_PositiveEvent"  (This is the sound I like.)

max voices 4
max simultaneous 1
sustain fadeout time 0



Note A17's "MessageBenefit" is the same sound as 1.0's "Message_PositiveEvent"

So the sound I want still exists within 1.0. I want to make a mod that basically tells Rimworld 1.0 to use "Message_PositiveEvent" instead of "Message_TaskCompletion"...

So I need to either record or find a copy of the sound "Message_PositiveEvent" from somewhere and make a mod to replace the new sound I don't like. Or I simply need to make a mod that tells the game to use "Message_PositiveEvent" instead of "Message_TaskCompletion" ..... both are probably possible. 

This is a code example from MarvinKosh's Less Annoying U.I Sounds. Is this similar to the code I need? This code replaces a nameDef with a source clip sound included in the mod. I want to replace mine with a sound that already exists? Can something be changed to make that possible. After all we already know the nameDef of the sound that I want instead. Thanks.
-
<Defs>


-<SoundDef>

<defName>ModdedMessageNegativeEvent</defName>

<eventNames/>

<maxSimultaneous>1</maxSimultaneous>


-<subSounds>


-<li>

<onCamera>True</onCamera>


-<grains>


-<li Class="AudioGrain_Clip">

<clipPath>UI/ModdedMessageAlertNegative</clipPath>

</li>

</grains>


-<volumeRange>

<min>32</min>

<max>32</max>

</volumeRange>

</li>

</subSounds>

</SoundDef>

</Defs>


The mod Less Annoying U.I Sounds. Also includes this code? I'm not sure if that is needed or not for what I am trying to do.

-<Patch>


-<Operation Class="PatchOperationReplace">

<xpath>*/SoundDef[defName = "TinyBell"]/subSounds/li[1]/grains/li[1]/clipPath</xpath>


-<value>

<clipPath>UI/ModdedTinyBell</clipPath>

</value>

</Operation>


-<Operation Class="PatchOperationReplace">

<xpath>*/SoundDef[defName = "TinyBell"]/subSounds/li[1]/volumeRange/min</xpath>


-<value>

<min>64</min>

</value>

</Operation>


-<Operation Class="PatchOperationReplace">

<xpath>*/SoundDef[defName = "TinyBell"]/subSounds/li[1]/volumeRange/max</xpath>


-<value>

<max>64</max>

</value>

</Operation>


-<Operation Class="PatchOperationReplace">

<xpath>*/MessageTypeDef[defName = "NegativeEvent"]/sound</xpath>


-<value>

<sound>ModdedMessageNegativeEvent</sound>

</value>

</Operation>

</Patch>


Can someone show me what changes need to be made. Or if it's not hard just post the code/def.
Thanks!!

#14
*UPDATE - If you feel you can help with this go here instead. https://ludeon.com/forums/index.php?topic=46310.0

This is really annoying. I hate the new Bill Completed sound. Why did they change it... lol I last played A17 before changing to 1.0. Somewhere along the line the Bill completed sound changed to something I can't stand. It's to alerting!

I tried doing this myself and it's a little beyond my skillset. Please if you know an existing mod or can help let me know. I still have A17 and 1.0 both in own folder Ludeon copies. So if you can't do it for me. Maybe teach me how? I know it's a little complicated. I have done light coding before but not on Rimworld.

Okay update:

I opend both A17 and 1.0 and digged though the Dev tools. I found a way to preview all sounds.

This is what I found...

-----------------------------

A17

The sound for Bill Completed is...
DefName "MessageBenefit"

max voices 4
max simultanous 1
sustain fadeout time 0


1.0

The sound for Bill Completed is...
DefName "Message_TaskCompletion"

max voices 4
max simultanous 1
sustain fadeout time 0


Needs to be changed too this

DefName "Message_PositiveEvent"

max voices 4
max simultanous 1
sustain fadeout time 0



Note A17 "MessageBenefit" is the same sound as 1.0 "Message_PositiveEvent"

So the sound I want still exists within 1.0.
So I need to either record or find a copy of that sound somewhere and make a mod to replace the new sound I don't like. Or I simply need to make a mod that tells the game to use "Message_PositiveEvent" instead of "Message_TaskCompletion" ..... both are probably possible.
#15
*UPDATE - If you feel you can help with this go here instead. https://ludeon.com/forums/index.php?topic=46310.0


Please help!

I can't put up with the new sound. I don't know when it changed? But A17 had a much nicer sound for bills being completed. At least in my opinion. Any idea how I can switch it back? I don't like 1.0 Bill Sound or even ever it changed.
#16
There used to be two mods. One was Quarry which I don't think is 1.0 and may never be 1.0.
Second was a deep mining mod that had a mining shaft with little robots that attached.

The actual mods are not important I think they are both gone. But I liked there effect. While often broken it was great.
Does anyone know of a mod like these? A pawn works at a mine shaft or quarry or anything like that. And after a while collects
a given resource or a random resource. Perhaps kind of both... In one alpha I had both these mods. The mine shaft one you selected the resource.  And in quarry it was more random. 

Anything like that please let me know. If not you may count this as a request. A billion thanks if you find anything or actually code a new mod for us to enjoy. If you need copies of the old mods for previous alpha to see code or get a better idea. Let me know.

The mining mod I was talking about is this one...  Actually I think in total I have used three Mining based mods. All three where great. All three are gone now... sad... I still have all three for old Alpha so once again if you need them for reference let me know.
https://ludeon.com/forums/index.php?topic=34231.0

I pretty much found some replacemen type mods. They may or may not be updated to 1.0 but they are B19 so good chance.
#17
I was not the one who discovered this. It was a Steam forum discussion. But they asked me to post it if I wanted. And since I confirmed it existed in Non-modded 1.0. And I also agreed it was some sort of issue or bug. I decided to report this. I got a headache just looking at it. lol

1. What the circumstances were.
In Scenario Editor when you add a New Part "Stat Multiplier" it's full of duplicates! I don't know how long this has been around? Something is wrong right? I don't remember this? These are either actual duplicates or may just need to be renamed for better clarification?

2. What you expected to happen.
Not having duplicates and if they are not actual duplicates changing the title of the stat so we the players understand.

3. Steps we can follow to make the bug appear on our machine.
Easy to reproduce. Just open the Stats Menu. See attached screenshot... I did not make the
screenshot. But they highlighted most/all of the issues. Thanks.

Note: As a heads up. Before in the past and today I heard mention that some users have had trouble with some values in the Stat Multiplier like it not really doing anything. May be related to this issue? Or just user error? I may try to play around with them but probably not until we get word on why there are duplicates. 

[attachment deleted due to age]
#18
Okay the title of this forum thread does not really express what the purpose of this thread is...
Just recently I read this forum...

https://ludeon.com/forums/index.php?topic=45969.0
in a nut shell the link above is about someone complaining that every time game or mods update
everything goes to hell in a hand basket. And that updates are hard to avoid. I can't understand why this is Tynans fault?
kind of how mods and stuff work... I have read other people complain about the same thing.
But I have a solution for everyone who has this issue.

The solution requires owning a copy of the official site version of the game. Not everyone
will be happy to re-buy the game. I started with the official site version and bought a Steam Copy just for fun
and support. But maybe I am weird? However the official site version in my opinion is better. I will discuss some of the
pros and cons. And Steam has it's pros too! But the main reason I feel Ludeon version is better... is the following...


When you download a copy of the DRM Free Ludeon Version of Rimworld. It comes in a folder and does not need to install.


  • It runs from a standalone folder.
  • You can have as many copies of this folder as you want.
  • You can have a separate Save and Mod Folder inside each one.
  • The game and mods won't automatically update for any reason.
  • In theory if it works once it will work 10 years later.
  • If the game updates you can re-download it as another folder. You can still keep your old copies.

I still play A13 games with custom mod packs I personally setup years ago. But I mainly play A17 right now.
In fact I have four copies of A17. The reason I have four copies is each concurrent game I'm playing has it's own copy.

And you can rename the Rimworld Folder to anything... I have a naming scheme that goes something like this...

Version - Vanilla or Modded - Name of Colony or Nickname for game.
So here are my current games...

[Folder Names]
A17 - Vanilla - Night's Watch
A17 - Modded - Dormouse Inn
A17 - Modded - Zombie Survivor
A17 - Modded - Star Wars

No updates, no accidentally mixing up mod or save files. Simple.... However I can't use Steam mods easily. There is a way
to install them but most mods on Steam are on these forums anyhow. I have taken some Mods from Steam and they work
but I forgot how I did it etc. I have not done it recently. lol 

So the Steam Version has auto updating and Steam workshop. But both versions of the game can make use of any mod if you know what your doing. And guess what? I think it's your last chance to buy Rimworld from the official site without it costing full price? I'm not saying most people should do this.

Plus the common updates for the Steam Version will eventually come to an end. Well both versions. Bug updates won't be as serious as full beta updates. But still any update can cause issues and mods can update as well on Steam right? Either way I still find the Ludeon Version to be worth it. But even if the Steam version does not update often in the future. The save files are always going to be together right? And same with mod packs? You will have to manually copy and paste and change up the mod packs etc. The Ludeon version has none of these issues.

Finally you do have to add a command line to the Ludeon version to make it do as I say! You need to make a custom shortcut for the games .exe and add this "-savedatafolder=SaveData" but the game comes with a readme that explains it.

If anyone has any solutions or feedback let us know? I just wanted everyone to know this encase they did not know it. And I knew some people
who already owned the non-steam version and did not know you can add the command line and make them all run within just that folder.

#19
So now there are only what 3-4 types of Leather? I heard of this change in one of the change logs. But this is my first time really playing since than. I liked how it was before because it was more interesting. I could be like oh this person has Hare Skin pants. This person has Bear Parka etc... Or more so couches and other objects made out of it.

It seems you can still spawn in all the types of leather using Dev Tools or God Mode. But that's not fun etc. And it feels like cheating. Plus enemy spawn won't get it.

Do most of you like this new change? I imagine there are upsides? Is it more balanced in terms of stats? And of course it causes less clutter. Still are there any good mods that sort of revert it to the old way? Even if I a mod did make every animal produce it's own leather. The new vanilla recipes would still not support it right? So the mod would have to change a fair bit I imagine. Is there such a mod? Basically I don't like this new change overall as I feel it kind of dumbs down Rimworld a tiny bit.
#20
What the circumstances were.
I updated this Bug as after further testing I also found that dogs won't hunt either.

Version B19 [0.19.2009] on Steam, no mods, new game.  Cat's won't hunt. Also Labrador's and Husky's do not hunt Cat/Raccoons/Rats either? Requires further testing to see if other animals are effected but devs may have to figure out what is wrong.

What happened.
Spawned many cats, and many rats. No animal zones, waited for cat to get hungry. Cat's still won't hunt. Has been a bug since at least B18.

What you expected to happen.
I expect cats to at least hunt animals smaller than it. For example rats at least. In previous versions of Rimworld various animals
hunt smaller animals. I think both Dog's and Cats hunted rats, things like squirrels. This no longer happens. A developer or someone else can maybe go back to A15/A16 before this bug started and figure out what animals are supposed to hunt what other animals.

Steps we can follow to make the bug appear on our machine.
1. Start new game.
2. Spawn Cats. (Can also test dog's etc.)
3. Spawn Rats. (Or other small animals)
4. Fast forward time and observe cat behavior.

See these attached links for the same bug.
1. https://ludeon.com/forums/index.php?topic=36668.msg378273#msg378273
2. https://ludeon.com/forums/index.php?topic=39279.msg400132#msg400132

Thanks!