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Topics - GiantSpaceHamster

#1
I've noticed the mood dropping quite low on my colonist linked to my Gauranlen tree and realized it's because the pawn does not stop to eat, rest, or for recreation, even to the point of pruning through a two-hour recreation block. I have to keep an eye on him and draft/undraft whenever he needs to eat, rest, or relax. He has gotten down to "starving" levels of hungry while pruning for hours uninterrupted.

Moderator Note:

Thanks for the bug report.  This behavior has been addressed since this post, and I am not able to reproduce this behavior in 1.3.3102.  If you are still experiencing this error, please post a new report with a save, thanks!
#2
I'm not sure if this is considered a bug or just a weird-but-normal edge case:

I have a colonist in a Bioscuptor pod for just over 2 days so far. This pawn just developed Plague (along with one other colonist). It's showing as 0.1%. I know there's a hidden period before diseases appear but I'm not sure how long they can be hidden so I don't know if it's possible the pawn could have developed it just before entering the pod, only to be revealed when the other pawn affected (not in a pod) progressed.

The other part is that the plague is not progressing while the pawn is in the pod. I expect this is intentional, since the pawns don't eat or sleep and their needs don't change, but figured I'd mention it. I was expecting to have to eject the colonist for treatment though so I figured I'd mention it.
#3
Help / How to modify base body part efficiency
July 29, 2021, 03:54:13 PM
I'm trying to figure out the best way to apply a change in the efficiency of base body parts on all human pawns based on a new trait (or other quality) that would get applied at pawn creation.

For example, a pawn could spawn with the "right-handed" trait, and their right hand would contribute more proportionally to any related stats like manipulation than their left hand. The "left-handed" trait would operate similarly. I'm not tied to traits but that seems the most appropriate for this aspect of the mod. The one reason I am hesitant about using traits for this is that every pawn will have one of these traits, so it feels more like a native pawn property, but I don't think adding it like that is feasible (if I am wrong please let me know).

I did some exploring for modifying body part efficiency but haven't found anything concrete. Ideally there would be a way to plug in a filter via some DLL code that gets run whenever efficiency is checked and I could check for presence of the trait and modify the value returned, but I suspect that probably isn't supported (and haven't found anything to indicate it is from the code I've reviewed).

I'm comfortable doing DLL modding in general, I'm just not that familiar with the code base to know what is available (and looking over the code is sloooow going).
#4
When editing a drug policy, the "only if recreation below" slider does not go all the way to 0 so there is no way to turn it off completely since pawns can get down to 0 recreation.

Less important, it's also impossible to set it back to 50% once changed. I tried for like 3 full minutes because it bothers me having it at 51%, but it just won't stop at 50%. I tried changing my resolution but it doesn't help.

Both issues also apply to the "only if mood below" slider.
#5
The "Vengeful Hunter" background applies "Incapable of: Animals", with a tooltip clarifying that Handling is not allows for this pawn. The same pawn has a burning passion for the Animals skill, whereas I was expecting it to be a dash indicating the pawn would not do the skill at all.

I'm not actually sure if there are other tasks under the Animals skill aside from what "Handle" covers. There aren't any other jobs listed in the work tab that appear to be related to the Animals skill.

Screenshot attached.
#6
It's not clear to me what file was not found. I had to rearrange the files in my mod for 1.3 to support backwards compatibility, so some files have moved.

The RimWorld log also has this:

(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Full error:

Workshop: OnItemSubmitted failure. Result: FileNotFound
Verse.Log:Error(String, Boolean)
Verse.Steam.Workshop:OnItemSubmitted(SubmitItemUpdateResult_t, Boolean)
Steamworks.CallResult`1:OnRunCallResult(IntPtr, IntPtr, Boolean, UInt64)
Steamworks.NativeMethods:SteamAPI_RunCallbacks()
Steamworks.SteamAPI:RunCallbacks()
Verse.Steam.SteamManager:Update()
Verse.Root:Update()
Verse.Root_Entry:Update()

#7
The method signature for PortraitsCache.Get(...) changed in 1.3 such that mods using the 1.2 version cannot be compiled for both 1.2 and 1.3. Maybe there's a trick to compile with both assembly versions with a runtime check for which is active, I can look into that, but that's quite a workaround.
#8
Help / Mod version compatability instructions?
September 02, 2020, 11:15:47 PM
My search-foo is apparently weak. I know a while back there was a post about adding multi-version support for mods but I can't find it. Can anyone help me out please?
#9
Boomalope hunting quests always get canceled due to boomalope exploding. I have not been able to successfully complete a boomalope hunting quest yet. Even when the explosion is caused by my colonist on hunting duty, it still cancels the quest.
#10
I understand that the text is technically accurate, but it's very misleading. When describing the rate of raids related to quests the text reads similar to "raids every X hours". To me this pretty obviously means that raids would not start for approximately X hours, and would then recur every (approximately) X hours from then. It was extremely not obvious to me that raids would begin immediately, as the text as written seems pretty clear that they shouldn't start for X hours.

There will likely be disagreement with my questioning of the intuitiveness of the current wording, but my point is that the current wording requires subjective interpretation to understand, the repercussion of misinterpretation can be very severe, and it would benefit from cleaning up the wording a bit to be more clear.
#11
A pawn with the Corpse Obsession mental break active did the following:
1) Dug up a corpse and left it on a table
2) Went to get a simple meal and ate it at another table
3) Went to bed
4) Mental break wore off and pawn woke up immediately
6) Active job: "Dig up corpse" (proceeds to head to a grave)

My guess is that the the last dig up corpse action was queued after the first one, but the food need overrode it, leaving it queued. Then the sleep need overrode it again, leaving it queued while sleeping. The timing of the mental break wearing off while asleep meant that coming out of the break canceled sleep instead of "dig up corpse", leaving "dig up corpse" to unqueue and become active.

I will note that since the mental break ended I was able to just cancel the dig up corpse job by drafting and releasing, so this is a pretty minor issue. Might have been a bit annoying if I hadn't noticed in time though.
#12
Support / [1.0.2096] Screen Edge Scrolling + Stash List
December 11, 2018, 12:01:43 AM
The screen edge scrolling area extends farther out from the left side of the screen than the little arrows to expand the stash list sub-menus. This means it's impossible not to scroll left when clicking one of those arrows. Since the arrows are small, it usually results in quite a bit of side scrolling as I position my cursor carefully.
#13
Bugs / [B18.1722] Pawns being rescued have no map
December 08, 2017, 08:48:53 PM
While being rescued/carried, pawns have no map associated with them. For Pawn "pawn":

pawn.Map == null

while being rescued. This applies to both humans and animals.

While this doesn't seem to cause any issues in vanilla, it has the potential to cause issues since the expectation is that a pawn on a map is associated with that map. It is currently making it difficult for me to properly group pawns by map in my mod.
#14
I'm using the lesson feature to display helpful tips for a mod I make, which is a great feature by the way. Unfortunately whenever someone disables my mod RimWorld pops up the log and displays an error for every completed lesson from my mod after RimWorld restarts. The completed lessons are being loaded from the player profile but the game cannot find their definitions since the mod has been disabled. The errors look like the following:

Could not resolve cross-reference to RimWorld.ConceptDef named Moody

and then there are a few of these

Failed to load key/value pair: ,0

This can cause confusion to players because they think something is broken, but in reality it's just that the lesson data isn't there for lessons that aren't currently in play.

It would be great if the game only threw a warning (since it doesn't appear to actually cause any problems) or, even better, if the game could detect lessons from mods and not throw errors if the associated mod is not enabled.

Log file attached.

[attachment deleted by admin: too old]
#15
A caravan was 0.1 days from its destination when it was ambushed. No injuries were received by my caravan so no recovery time was needed. Upon reforming the caravan and setting the destination again the duration remaining was 0.9 days. It looks like the caravan is reset to the middle of its tile when ambushed. Possible due to the destination being canceled or the caravan being disbanded/reformed.
#16
Ideas / Ignore unknown lessons
July 06, 2017, 09:20:52 PM
Currently, if a mod provides lesson tips, RimWorld will throw an error for each one if the mod is disabled. It would be nice if RimWorld quietly just ignored (but did not delete) such entries to be more mod compatible.
#17
Ideas / Display ThoughtDef label on Needs card
June 03, 2017, 04:24:06 AM
Preface

The colonist Needs card aggregates Thoughts by ThoughtDef, but it picks one of the individual Thoughts' labels to display. For certain cases, such as when a colonist has both the "colonist organ-harvested" and "colonist executed" Thoughts, the former is displayed but with a multiple based on the ThoughtDef (e.g. if a pawn has one of each of those, it will show "colonist organ-harvested x2", which is not technically accurate).

Suggestion

Since the Needs card is really aggregating by ThoughtDef and not displaying each individual Thought, I suggest that it shows the ThoughtDef label instead of picking the "leading" Thought label. This would require adding labels to the base game ThoughtDefs, but I think it would be a bit more accurate and make it easier for mods that may have Thoughts under the same ThoughtDef that have much more significantly different labels.
#18
AI caravans visiting my colony keep going into bedrooms. They often wake up my colonists by doing this multiple times at night. The bedrooms are near where the caravan decided it would congregate around. See attached screenshot. They also go into the bedroom to the right of the one they are in here.

This feels like a bug, but behavior to avoid bedrooms may just not be implemented or intended at the moment.

It would be nice if friendly visitors did not go into bedrooms, or at the very least did not go into them at night. Even better would be the ability to set allowed zones for friendly visitors, or some other way to provide a gathering spot for them similar to caravan loading spots and party gathering spots.

[attachment deleted by admin due to age]
#19
Bugs / [A17] Pila ignore closed doors
May 26, 2017, 01:15:22 AM
Pila have a relatively long flight time. If a door closes after a pila is thrown, it will go through the closed door to hit its target. This seems inappropriate. Other projectiles may have the same problem, but I have not verified.
#20
A subjective preference to be sure, but I'm not a fan of the new crunching sound when adding a priority to a very low ranked skill. I change skills so often, including low ranked skills, that it gets annoying quickly. The different shades for the boxes is sufficient IMHO.