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Topics - Uuugggg

#1
Re: 1.1 terrain affordance with stuff

DoTerrainChangedEffects passes along thing.Stuff to CanBuildOnTerrain, but that's not good for blueprints - blueprints don't have .Stuff, they have .stuffToUse.

So wood wall blueprints don't get their wood stuff passed along, and are defaulted to Heavy instead of wood's Light, and are considered invalid for light terrain (e.g. bridges)
#2
Tools / TDBug
February 21, 2019, 10:27:42 AM
TDBug is some debugging enhancements I've put into a mod, which you never need to turn off.

Get it at github: https://github.com/alextd/RimWorld-TDBug
(no steam since it's not really a mod, just debug tools)

Makes the debug windows better:
- debug inspector scrolls, search thing by id #
- debug actions by typing the command and hitting enter
- new debugactions, place full stack, destroy all selected things
- shift-click the -20% needs action for +20%
- more things: check the list or video (albeit the list is uptodate)
#3
Bugs / class Hediff is not ILoadReferenceable
November 21, 2018, 07:53:10 AM
Simple enough: class Hediff just needs to declare that it implements ILoadReferenceable.

It is 100% ready to: interface ILoadReferenceable only declares string GetUniqueLoadID(), and Hediff defines that already, so it just needs to add ILoadReferenceable like so class Hediff : IExposable, ILoadReferenceable
#4
Bugs / Scenario randomizer hitting errors
April 30, 2018, 01:51:27 AM
TL;DR: Find.Maps should check for null Current.Game.

The scenario randomizer seed can choose names, the names then check if they exist in game, the game is null so it throws exception and fails.

The world randomizer noticeably works, since the game is set up at that point.
#5
Releases / [1.1][MODLIST] My Simple Useful Mods
March 29, 2018, 07:22:56 PM
I play, I find something I want, I make a mod to do it.

These are the resulting mods.

(Or just look at the Steam collection, and I check Steam more often than here)
























Smart MedicineMedicine from inventory, other smart medicine decisions
Gear Up And GoA button to gear up, draft, and go to a spot (and wear from inventory)
Safely Hidden AwayRemote colonies don't get raided or visited as often
Meals On WheelsMeals are dropped from animals, if needed
Five Second RuleDeteriorated resources are refreshed under a roof
Enhancement PackVarious small enhancements
Room FoodColonists prefer getting food from the dining room
Mining PriorityMine valuable ore first ; Restrict to best miners
Thick ArmorArmor with two layers is applied twice (straight-up buff)
What Is My PurposeShow pawn's target, click to look at it
Use BedrollsBedrolls are used from the inventory
Share The LoadMultiple pawns can deliver resources to a building
Replace StuffReplace building materials in-place, without deconstruction
Random ResearchResearch is decided randomly. And you don't even know what's being researched
Fuel EconomyTransport pods use less fuel when sending less mass
The Price Is RightBuffs to trade caravans: sell prices are better; Mood buffs
Stockpile RankingRanked filters: stockpiles prefer certain items, but if none are available, allows others
Crazy Cat LadyA trait that makes you happy, but distracted by cats.
Everybody Gets OneCraft things until there's one for each colonist.
Ground Scanner Re-do(1.0)Re-thinks how it works - builds area over time, detects surface resources.
Build From InventoryConstruction can use materials from inventory
List EverythingList and Alert for custom searches

B19 versions : Click here
#6
Releases / [1.0] Mining Priority
March 29, 2018, 04:07:21 PM
Mining Priority

Description:
(This may be outdated; Check Steam for updates)
Mine valuable ores before tunneling through rock. Prioritizes mining to the rarest metal first.

Only your best miners will dig for valuables (Check your pawn's stats to see their mining yield)

Download
Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1345928533
GitHub release: https://github.com/alextd/RimWorld-MiningPriority/releases
#7
Releases / [1.0] Room Food
March 23, 2018, 03:46:28 AM
Room Food

Description:
(This may be outdated; Check Steam for updates)
Prefer to get food from the dining room.

Colonists will get food from the nearest room with a table, before checking elsewhere.
This includes lower quality food. The assumption is that you put the food in that room to be eaten. So colonists do will that.

Food in hospital rooms will also be used for patients in that hospital, and the same for food in prisons for prisoners.

You'll probably want RimFridge for this to make sense.

Download
Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=1339148170
GitHub release: https://github.com/alextd/RimWorld-RoomFood/releases
#8
Releases / [1.0] TD Enhancement Pack
March 23, 2018, 03:19:55 AM
TD Enhancement Pack

Description:
Various little things that just should be in the game.

Check Steam for full feature list, but a few examples:
   
- Overlays for buildable areas, terrain fertility, that pop up when you need it
- Area copy/paste, reordering, coloring
- Mouseover info on the top right
- ZOOM TO MOUSE
- Like, so many more things, everyone

Debug features moved into TDBug

Download
Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=1339135272
GitHub release: https://github.com/alextd/RimWorld-EnhancementPack/releases
#9
Releases / [1.0] Five Second Rule
March 08, 2018, 09:59:17 AM

Five Second Rule

Description:
(This may be outdated; Check Steam for updates)
Deteriorated food/items that work just as well as full HP don't sell for less.
   
Now, this is crudely done by setting their HP to full if placed under a roof.

But their HP literally affects nothing other than market value. Why would traders get a discount on a low HP thing that works just the same at max HP?


Okay, maybe if a fire breaks out, not as many items will be destroyed. That is a case I'm not worried about.

Download
Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=1324190225
GitHub release: https://github.com/alextd/RimWorld-FiveSecondRule/releases
#10
Releases / [1.0] Meals On Wheels
March 07, 2018, 09:32:10 PM

Meals on Wheels

Description:
(This may be outdated; Check Steam for updates)
Colonists get meals from other people/animals if there's nothing else available.

Works with old saves, can be removed.

Shouldn't conflict with Smarter Food Selection, albeit I think you'll want to load this after that, so it processes first.

Download
Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=1323773476
GitHub release: https://github.com/alextd/RimWorld-MealsOnWheels/releases
#11
Releases / [1.0] Safely Hidden Away
March 06, 2018, 09:08:33 AM

Safely Hidden Away

Description:
(This may be outdated; Check Steam for updates)
Your colonies that are in remote locations don't get raided as often. There is an added delay between raids that scales with the travel time to the closest enemy base.

Caravans/visitors as well.

High wealth can cancel out the delay.

Customizable:


Works with old saves, can be removed (there'll be an error resetting the raid timer though)

Download
Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=1322196379
GitHub release: https://github.com/alextd/RimWorld-SafelyHiddenAway/releases
#12
Releases / [1.0] Gear Up And Go
March 05, 2018, 08:41:38 AM
Gear Up And Go

Description:
(This may be outdated; Check Steam for updates
Gear Up And Go Button
A button on colonists to Draft, Gear Up, and Go to a spot. They find gear for their current outfit then go to the spot.
YouTube demo

Download
Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=1316142788
GitHub release: https://github.com/alextd/Rimworld-GearUpAndGo/releases
#13
I spent hours today debugging my mod today, to come to the conclusion that some Lists accessed from MapPawns are not copies - they are the canonical lists the game uses. SpawnedPawnsInFaction specifically, I tested AllPawnsSpawned and got the same problem, who knows how many more.

I get the list, List.Remove some pawns according to a filter, but now they they are permanently removed, and don't even show up the next call. Even pawns in AllPawnsSpawned don't show up in SpawnedPawnsInFaction. The factions aren't wrong, the list is - the list I remove from. Why am I even allowed to do that?

This is pretty silly that callers have access to remove from the list, let alone a third party mod.

Make these return copies, simple enough.
#14
Releases / [1.0] Smart Medicine
February 22, 2018, 02:29:07 PM


Smart Medicine

Description:
(this will be outdated ; check steam for updates)
Inventory Medicine
Doctors now use medicine from their inventory. This is very useful when your caravan attacks a base, or every day if you use the next feature, Stock Up On Medicine. It will even have a pack animal drop medicine if you need it.

Stock Up On Medicine
Doctors can carry a set amount of medicine with them at all times. You can change the options to set how many and which medicines are stocked up.

Minimal Medicine for non-Urgent Care
Stab wounds and infectious diseases need good treatment - but bruises don't benefit greatly from better medicine. You can choose to use only the cheapest medicine for these treatments (or none at all, though it is slower)

Field Tending
Doctors can treat patients in the field. Settings for "always", or "only if there are no beds available". Patients that can still walk will lie down in place with no beds available, or you can draft them to stand in place to receive treatment.

Download
Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1309994319
GitHub release: https://github.com/alextd/Rimworld-SmartMedicine/releases
#15
This isn't a bug as much as a clash of design being annoying enough to post in a bug forum:

If you've got your resource readout categorized, and screen-edge scrolling, and you go to the arrow to open/close a category,

the map scrolls left. The edge-screen scrolling starts a good 10 pixels from the edge. Now, it doesn't scroll left nearer the top of the screen... which makes me realize you can't scroll diagonally. That's probably a bug too. This probably also means I never really edge-screen scroll if I didn't notice that. I'm gonna turn that off now and see how it goes.

But edge-screen-scrolling is dumb and scrolls when your mouse is over your resource readout.
#16
Ideas / Smart hauling while moving
February 22, 2017, 12:32:33 AM
In summary, if I was a colonist, and I just harvested some corn, then I went to the fridge to get dinner, I would realize "Hey, this corn needs to go to the fridge. I am going to the fridge. I should bring the corn with me." Instead the Rimworld colonist leaves the corn out to deteriorate.

Rimworld should do this. When a colonist is going from point A to B for a new job, it should check if there are nearby hauling jobs to do. It's a big waste of time not to.