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Topics - TiberianSun371AlexW

#1
Ideas / Forum Improvment
March 22, 2019, 10:37:02 PM
Could we change the forums so that you can watch certain posts at will? For example, I posted on some threads that keep getting lots of traffic, but I don't want to keep following them. The "Show new Replies to your Posts" is indiscriminate.
#2
Mods / [Mod Request] Pick Up at Base
November 18, 2018, 11:39:53 AM
I saw this mod where hauling was altered so that pawns actively used their inventory capacity to haul things. So carrying 34 meals could be done for example, 10 in hand and the rest in inventory.

That is pretty cool, but I personally think that I'd like something closer to vanilla gameplay for hauling.

What would be pretty cool is if I had the ability to order pawns to pick something up and add to their inventory while at my base, while leaving regular hauling like vanilla behavior. Is there a mod like this? if there isn't, what file do I have to edit?
#3
Mods / [Mod Request]
October 26, 2018, 08:23:18 PM
I'd like a mod where everytime you get visitors, they buy literally anything sellable (raw meat, tainted clothing, televisions).
#4
General Discussion / Inventory of Factions
October 26, 2018, 08:09:45 PM
So I dumped a lot of my stuff to another faction and my caravan came back a week later coming from their latest quest. The settlement still had no fine meals (I bought about a day's worth of it on the outgoing trip) and all my junk was still there. Is my junk going to clutter the selling screen every time I come back? Or will the list refresh?
#5
General Discussion / Metabolism Buff?
October 25, 2018, 05:17:21 PM
The bionic stomach grants a metabolism buff. Blood filtering affects immunity, so what does metabolism do? It has no effect on nutrient needed (lol, waaay to OP). Does it reduce drug tolerance gain?
#6
General Discussion / Copy Debug Error Log
October 25, 2018, 12:41:34 PM
I have a problem with a mod Mad Skills

Now I know what you all are saying, this isn't the mod bug forum. But what I want relates to the debug consol.

You see, when the mod caused a problem, it created a debug log and I couldn't close it at first and it kept spamming the error window for awhile. Then I could close it. After another 20 seconds, the game crashed. And this happened three times.

I want to report the bug to the mod creator and hope he can fix it. The error message is probably key to this. But I need to copy it into a .Doc or PDF. I don't know how to do that. And it probably isn't helpful to say "uh, the game crashed and I have no idea why and I can't give you the error log"
#7
Mods / [Mod request] Recreation Tolerance
October 01, 2018, 11:22:06 AM
Can there be a mod that makes recreation tolerance fall 11% per day at higher wealth levels?

I wanted to make the mod myself, but I couldn't find the file controlling recreation tolerance. Actually, I don't know where any of the relevant files are. When trying to make the thought "ate fine meal" to count packaged survival meals, I ended up making the thought labeled "ate fine meal OR packaged survival meal" but still only count fine meals. In short, I wnted to make the mod, but I was afraid I would make it so that recreation tolerance claimed it fell at 11% but in fact did so at 10%, 9% or whatever.
#8
Help / Finding File
September 30, 2018, 01:50:36 PM
Hi,

Can someone help me with xml editing? I want to alter the files so that recreation tolerance falls by 11% per day at higher "expectations" levels.

The problem is that I have no idea where to look. When I previously tried to make a mod that made packaged survival meals count as fine meals, I first ended up crashing the game several times, and then making a workable one that had the mood modifier "ate fine meal OR packaged survival meal" except said mood modifier STILL only applied to fine meals, all I did was change the name of the modifier!

So I want to make sure recreation tolerance ACTUALLY falls 11% per day instead of just the game claiming it does in the text. The problem is that I have no idea where to look.
#9
General Discussion / Wort Directly
September 26, 2018, 11:59:34 AM
Is it profitable to buy wort, make beer, and then sell it instead of planting hops?
#10
General Discussion / Stone Blocking Fires
September 25, 2018, 11:50:59 AM
So if I understand this right, if I have two burnable objects but there is a size 3 gap between them covered in flagstone, a fire from one burnable can't reach the other. Right? In contrast, since wood bruns, if there was a wooden floor, I a fire from one object could spread to the floor and then the other object
#11
General Discussion / Bandit Camp Quest problem
September 24, 2018, 04:01:42 PM
I don't know if this is supposed to be part of the game or a bug but...

I did a bandit camp quest. I brought along some building materials. Immediately upon arriving I set up a solar panel and a turret and waited. The bad guys just don't come out.

Whenever my caravan meets enemies, they immediately move towards me and try to kill me. I actually only managed to get it set up 7 out of 50 times in ambushes, usually they end up in firing range before construction can complete. But now they don't attack and my guys are just twiddling their thumbs. I could have used 3 less pack animals if I knew the turret doesn't do anything.
#12
Help / Survival Meal is "Fine Meal"
September 24, 2018, 09:55:01 AM
I was trying to make a simple mod to make packaged survival meals count as "fine meals" for the mood modifier.

I don't know how to do the "code" thing that is on the forums

Anyways, the relevant set of code is this
<ThoughtDef>
    <defName>AteFineMeal</defName>
    <durationDays>1</durationDays>
    <stages>
      <li>
        <label>ate fine meal</label>
        <description>I ate a really tasty fine meal. Yum!</description>
        <baseMoodEffect>5</baseMoodEffect>
      </li>
    </stages>
  </ThoughtDef>

So first I go into C:\Program Files (x86)\Steam\steamapps\common\RimWorld
In the mods folder I create a new folder. I went with "tasty_survival"
Then I create an about xml starting with the line

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

I don't know what this line is for BTW.

So then I make a new sub folder which needs to be called ThingDefs
Then inside tasty_survival/ThingDefs, I need to create an xml file called Patch_Thoughs_Memory_Eating

Then is the xml patching.

So the xml file would have no prefix like
<?xml version="1.0" encoding="utf-8"?>
Which is apparently only used for the about xml.

The contents of the original file Thoughts_Memory_Eating is
<ThoughtDef>
    <defName>AteFineMeal</defName>
    <durationDays>1</durationDays>
    <stages>
      <li>
        <label>ate fine meal</label>
        <description>I ate a really tasty fine meal. Yum!</description>
        <baseMoodEffect>5</baseMoodEffect>
      </li>
    </stages>
  </ThoughtDef>

So my patch Patch_Thoughs_Memory_Eating.xml should be
<Patch>
   <Operation Class="PatchOperationReplace">
       <xpath>/ThingDefs/ThingDef[defName = "AteFineMeal"]/stages/li/label</xpath>
       <value>
                <label>ate fine meal OR packaged survival meal</label>
       </value>
   </Operation>
</Patch>

Patch Opeartion replace tells Rimworld to override.
In xml path, thingdefs is... I don't know actually. Shouldn't it be "thoguhtdefs"?
defname= "AteFineMeal" because that is the def name of the original file.
Stages is a subnode of AteFineMeal
li is a subnode of Stages
label is the target node

<value> is defining what patch operation replace does.

"ate fine meal OR packaged survival meal" allows packaged survival meals to count as "fine"

</value> tells Rimwrold this is the end of the replacement.
</Operation> tells Rimworld this is the end of the operation
</Patch> tells Rimworld this is the end of the patch.

I feel like I'm missing something important.
#13
General Discussion / Pet that hunts Rats
September 22, 2018, 02:05:45 PM
Is there a pet that will hunt rats? My arctic fox sometimes hunts on his own, but only once did he hunt a rat. The good news is that he prefers corpses around the map over my freezer stocks, so I can let him haul stuff there without the meals being eaten. The bad news is that he almost never kills a rat. And I'm really getting tired of having my pawns go on a manual hunting spree in the tundra just to kill the rats that keep getting into the home area. Someone said in A15, cats will actively hunt down rats. What about the unstable patch?
#14
General Discussion / Caravan Speed
September 20, 2018, 03:45:44 PM
What is the relationship between caravan speed in planning mode and actual speed? For example, if I get 18 tiles per day as speed of my caravan, does that mean I travel 90% as fast as planning speed? That would mean something that plans to be 27 days in planning mode means 30 days of actual travel and need 30 days of food. I wish there was some formula I could apply.
#15
General Discussion / Growing in Tundra
September 12, 2018, 10:24:26 AM
Did the latest unstable patch remove growing seasons in Tundra? I rolled 7 planets and none of them even had the short growing season they used to.

Also, how do I find old replies to my posts? The "new replies to your posts" mean I often lose my answers. Someone told me how to find them and... I forgot and can't find his answer. *sigh. :-[

I wish there was a way to mark specific threads to be easily viewable even if they had no new replies.
#16
Bugs / Relaxation Not Working
September 11, 2018, 11:41:46 AM
I set my pawns for joy at certain hours. The problem is that whenever rest needs fall below about 30%, they will rest no matter what, even if they are not allowed to rest at that point! This is a problem because it messes up the shifts I set when they wake up.

If I am correct, "work" means work, "joy" means recreation, "sleep" means sleep, and "anything" means they get to decide.
#17
General Discussion / Dev mode Disabled Autosave?
September 10, 2018, 01:24:17 PM
Does Dev mode disable autosave? I noticed it kind of stopped on me.
#18
Ideas / Restore Options
September 10, 2018, 09:31:37 AM
Please restore some game options available in older version of Rimworld.

Previously there was a "some challenge" difficulty setting which has been removed. This either means that all the harder settings were made easier, or more likely that the distance from easiest to hardest is still the same but some fine-tuning has been removed.

More importantly, please allow the option for the old sizes of Rimworld maps. I miss my 350 by 350 map and the beautiful stuff I could do there. OK, the pawn AI kind of did some stupid things ("There is a table just three rooms over Mei!") and I sometimes resorted to manually assigning priorities to improve behavior. But the bases were pretty and there was still elbow room outside the base for nature.

I am not expecting Ludeon to actually design the AI to work efficiently over larger distances. AI is hard work. But could players at least have the option to be on a 350 by 350 map? The AI would still be optimized to standard sizes, so giving us back that option shouldn't be much development work.
#19
General Discussion / Faster Runner
September 08, 2018, 09:34:02 PM
Who is a faster runner, a jogger with a prosthetic leg or a healthy fast walker? I know a peg leg will bring down the jogger below, but modern prosthetics is another thing.
#20
Help / Simple Value Change
September 08, 2018, 02:02:06 PM
Hi Everyone,

I wanted to ask... well how do you mod things?

So I was thinking about doing some tinkering. This includes changing stack sizes, changing weight capacity for caravans, which animals need fertilization for eggs, nutrition of kibble, changing meat spoling time (I once used a mod that did that, but the author is not going to make it 19 compatible), and letting toxic fallout animals be edible (but deteriorate when unroofed in the fallout conditions).

Now, most of these should be simple values to change. There is probably a number for every item saying how many times it can be stacked. Likewise, the weight of each pawn (human, muffalo, so on) should be a simple number change. And same with the weight of each item. So instead of making a bunch of mod requests, I should be able to make them myself, except for the fallout one. Fallout used to not affect edibility, so I might need to know the old code for that. But the rest shouldn't be that hard.

Unfortunatly, I have no idea where to start. I don't know programing like Python or anything.