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Topics - CthulhuTactical

#1
Ideas / Scenario editor create incident idea
October 10, 2018, 07:07:48 PM
Could you add Mean Time Between or slider with randomized range[like between 2-8 days]. Ive tried to add more raids to my scenarios, but these repeat at a constant rate, so either i create like 6-8 incidents that have different interval so they appear to be random, but its a lousy way. Or add modifier so raids happen two times the vanilla, 4x times and so on.

Edit: Apparently i can't even add same raids as incidents. That's dissapointing.
#2
Mod bugs / Raid won't spawn, problem with HeDiffs
October 03, 2018, 09:45:32 AM
Here's log
https://gist.github.com/HugsLibRecordKeeper/0a7ebfc10f341a794270edb741afa7c5

The problem part:

https://pastebin.com/g1p2LGJX

There's no sign which mod could create problem, but i have a list of mods with hediffs

miscelanous core  704181221
remote tech 761379469
dubs bad hygiene 836308268
more mechanoids 846222458
rahs bionics 850429707
sparklings world 1123043922
smokeleaf industry 1140051385
psychology 1499800980
what the hack 1505914869
pawns are capable 1513846308
giddy up mechanoids 1518932357
GAS TRAPS AND SHELLS 964388988

I will try to disable this and check if it works, but its timeconsuming as hell.
#3
Mod bugs / Object is not deep-saved?
October 02, 2018, 01:52:57 PM
Object with load ID Thing_Human880 is referenced (xml node name: li) but is not deep-saved. This will cause errors during loading.
Verse.Log:Warning(String, Boolean)
Verse.DebugLoadIDsSavingErrorsChecker:CheckForErrorsAndClear()
Verse.ScribeSaver:FinalizeSaving()
Verse.SafeSaver:DoSave(String, String, Action)
Verse.SafeSaver:Save(String, String, Action)
Verse.GameDataSaveLoader:SaveGame(String)
RimWorld.Autosaver:DoAutosave()
Verse.LongEventHandler:UpdateCurrentSynchronousEvent(Boolean&)
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Play:Update()


What does this mean, and which mod can be possible for this error?
#4
Help / Shooter accuracy
September 28, 2018, 11:00:25 AM
How does the shooting calculation works, and how to adjust the postProcessCurve located in stat_pawns_combat.xml? There's no comment there explaining how the points are converted to curve, and how its applied to pawns, affecting their accuracy. Anyone has source files from inside engine/.dll of accuracy formula? I would like to adjust the curve so it its more like parabolic curve sth like this http://tutor4physics.com/images/projectilemotion.jpg, so quite accurate on the shorter distances but becoming more and more inaccurate at higher distances. High skilled shooter would have curve more flatter at the end, so could act as a good sniper. Right now rimworld has some very weird accuracy curve which looks like inverted parabolic curve on x axis. https://cityofthesky.com/RimworldAccuracyCalculator.html .
#5
Help / Vanilla turret defnames?
September 27, 2018, 09:25:51 PM
I can't find it anywhere, is there a list of defnames somewhere? BTW how to edit vanilla weapons and turrets? I see there's thing called patch operations, and that would be the best way to edit these files, but i cant find names of turrets for reference :/

Edit: nvm its in the core folder...
#6
Ideas / Stack weapons and clothes like meals[10 per tile]
September 21, 2018, 09:46:20 AM
A stacks of 10 like meals wouldnt be overpowered and more realistic than what we have now. A 75 units of wood are supposedly taking same space as one cloth toque... For coding ease stacking per one quality would be straightforward, as stacking with multiple quality items, could be probably harder and more memory intensive?
#7
Ideas / Meal/Food policy like Drug Tab
September 21, 2018, 07:46:31 AM
I would like to assign mood boosting meals to colonists that needs them, just like you can do with drugs.Is there a mod for this? If not please add this to vanilla game, its a small change but highly necessary.
#8
I would like to see something like that, for example a room with wooden walls and wooden door, should equalize temperature to the outside more slowly than a steel one. Also given a heat source inside, the room equilibrium temperature should be higher, even with only colonists as a heat source.