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Topics - isistoy

#1
Ola,

Subject
This is a suggestion for the Resource Readout Pane on the left side of your screen, which is basically your colony inventory.
There are 2 modes for it: flat or treeview.

Actual situation
Right now, in the treeview mode, you need to click on any node's arrow to collapse it.
I find it near impossible to click this, without having the view to auto-scroll to the left.

Suggestion
Adding the collapse action on nodes name textboxes, allowing the view to stay static when doing so and so, making our colony manager's life a little bit easier in there, 'cause this world is pretty harsh enough, already! :D

Hopeful a wise and kind soul will hear this loud call for help :)
#2
Hello,

Saw some news about CD Projekt Red publishing only a limited set of modding tools (compared to that Witcher 2 modding suite I don't know about) right now.
Some would suspect them to protect themselves against modding, knowing that they have other DLCs coming.

Is it the only explanation for such a difference with indies and with Unity Engine games, in particular? What about Money involved?

Your opinion on this?
#3
Hello,

I had some graphic artifacts (like sthg scanning regions or sthg else), repeatedly.
I went to options and I just saw anti-aliasing option was completely disabled.
After switching it on, no more artifacts.

Anyone else experiencing these?
#4
General Discussion / Marsh soil
August 08, 2015, 09:53:05 AM
Hello,

just a quick question, that might probably been asked before, but I couldn't find any topic with search: is there anyway to get rid of marsh soil, but to build a floor on it?
I think fertilizer pump was used for it in the past (RIP)...
#5
Hey guys,

I am having a look at the possibility to create buildings that enclosed Rooms and other stuff in it.

Question: is there any possibility to get a building like, containing invisible walls?

Thanks in advance
#6
Bugs / [0.11.857] Reservation problem (modded game)
July 06, 2015, 12:39:51 AM
Hello,

I got a screenshot of a potential conflict in hauling between 2 colonists. One is direct hauling (a corpse), the other is the hunter, trying to haul after killing his prey (inside hunt job).
My game contains a mod in dev. progress (k9), but I don't think there is any of our mod code involved here.

I have mod+world+save, if needed.


[attachment deleted due to age]
#7
Hello,

This is a technical mod request made as a follow-up, for Mipen's request for help on moods here: https://ludeon.com/forums/index.php?topic=13725

In regards to thoughts: it is stated that only human-like intelligence is currently properly accepted by the game, for the colonist faction pawns.

In Project k9, we faced exactly the same concerns.

In my humble opinion, it is possibly also related to the fact that custom pawns might have a hard time, if not impossible time to interact with other faction's things through reservations, particularly those of colonists... Maybe I am completely wrong and it is just me...

For thoughts at least, there could possibly be a simple mechanic involving the pawns ThoughtHandler.
Maybe this object could help filter thoughts out, so that those not allowed (through xml setup) would be ignored.
The ThoughtHandler class is sealed right now, doing it's protecting job quite well.

As said, it could be that it is revealing some other big matter with pawn interactions around things reservations, which really look faction-segmented, right now.
If your pawn is not in the colony faction, then it's reservations capabilities over other factions might become a real show stopper in itself (still stop me there, if you disagree, please!!!!)

I don't pretend to master the game's arcanes, but I have been looking a bit at these mechanics recently and I would particularly like your comments, as well as a good breeze of might, if you faced these in a mod.
#8
Bugs / [W|0.11.834] Warg Sounds are those of iguana
June 23, 2015, 05:01:59 AM
Found this in Core Defs -> ThingDef -> Races_Animals.xml:

#9
Help / Custom pawn - reservation problems
June 22, 2015, 11:31:40 PM
Ok, I believe this one to be a tough one:

Project K9 spawns custom pawns as wild. At that stage, these pawns already have several specific jobs, directly commanded by ThinkTree.
Some of these jobs are in need of putting exclusive reservation on things, to avoid concurrency with colonists.

For instance, before these custom pawns become "Colonists", they would be able to nourish from corpses.
From what I have seen, if they are not in Colony faction, I will get potential conflicts trying to do a reserve on a corpse and I have no guarantee that someone in the colony doesn't try to grab that corpse when I have a job on it.

From what I have also seen briefly, other mods creating pawns (Droids for instance) are setting faction to be of the Colony one. It makes sense in their point of view, but this is probably also made to allow hauling and more generally, works, to respect colony reservations.

In my case, I don't necessarily want my pawns to be in that Colony faction immediately, but maybe after an interaction has been done with the custom pawn itself, later on.


QUESTION:
can I get a reserve flag of a thing, that will be cross-faction or at least Colonist-safe, if I am not in colony faction? Or should I only do Colony faction pawns, like others did and deal with all the other trackers initially?

Will appreciate any contrib/help on this one a lot!
#10
Hello, hello,

I spent hours lately, debugging simple null reference exceptions on pawns. My coding skills are not great, but not being able to RT debug slowed me down and give me a hard time reworking Project K9 mod to A11.

Question: is there an option to serialize a pawn instance to the console? Maybe a save can do this?

Thanks
#11
Hello,

still working on spawning wild dogs into Rimworld and now, changing the Biomes so they can spawn as Wild Herds during the game.
Is changing Biomes breaking any previous world generation made before the changes?

Thanks in advance
#12
Hello,

Some of you might have heard about mod project K9 trying to be re-upped and we are certainly in need of your modding and game knowledge to help us with our endeavor.

The main objective of this mod, for those who don't know what I am talking about, is to have dogs, as herds, who could be tamed by colonists.

They start wild and can be tamed by "Social" pawns. When done, they can take part to some colony's basic works, like hauling stuff, herding around with colonist hunting, and other things I'd be glad to describe in details.
If you wish to know more and possibly participate with us to the mod itself, we are looking for other people's help, with the tech side also (Project K9 (Third Times the Charm!))

My questions start when you tame the dogs: they have to become newly permanent "guest" pawns (a new faction is allocated to them currently, when tamed) and we would like to be able to make them rely on their specific random Stories (potential Bio, Traits and Skill Sets).

I posted a quick screenshot of what we currently have.

Now, this is what some part of the code that deals with the Bio part when spawning a new Pawn (PawnGenerator.GeneratePawn()):
PawnBioGenerator.GiveAppropriateBioTo(newPawn, faction.def);
...
GiveRandomTraitsTo(newPawn);
newPawn.story.GenerateSkillsFromBackstory();
if (faction.def == FactionDefOf.Colony)
{
       newPawn.workSettings.EnableAndInitialize();
}


Then, in BioGenerator, code to select a bio from AllBios:
public static void LoadAllBios()
{
    IEnumerator<PawnBio> enumerator = XmlLoader.LoadXmlDataInResourcesFolder<PawnBio>("Backstories/PlayerCreated").GetEnumerator();
...
IEnumerable<PawnBio> source = SolidBioDatabase.allBios.Where<PawnBio>(new Func<PawnBio, bool>(storeyab.<>m__125));
...
storeyab.<>m__125:
for (int i = 0; i < bio.adulthood.spawnCategories.Count; i++)
{
      if (bio.adulthood.spawnCategories[i] == this.backstoryCategory)
      {
            return true;
      }
}


Question: where can I edit these resources? Do we have examples of BackStories, possibly also some structure to link with Skill & Trait sets maybe?

PS: I will also post sthg else regarding worksettings, related to ThinkTrees, as we also define specific nodes and JobGivers there for our doggys.

Thanks in advance for your reading and might :)

[attachment deleted due to age]
#13
Hello everyone,

EDIT 2: ooops, factions, bio, skillset, worksettings (code) related.
One question about a weird exception I receive when debugging: https://www.dropbox.com/s/k1ipy9ijjasizhc/Doggys_04_debug.jpg?dl=0

Any idea about what the problem is?


EDIT: found it.
Also, a quick question: some label/name/nickname is missing in my class somewhere and don't show up in the "inspector":
https://www.dropbox.com/s/ldtaxt34k83vtwo/Doggys_05_debug.jpg?dl=0
If you know something that would help me find it?


Thanks in advance
#14
Hello,

I am trying to make the game instanciate custom pawns inside a mod and might be in trouble with basic debug ideas:

I tried to put the pdb description into the mod's <Assemblies> dir, but the game bugged out directly, stating it cannot load some weird file description as an assembly. I suppose this is what the engine tries to make of a pdb file then?
Any idea in which I could use a debug tool?
I don't see any reasons I would be fully commited to VS now anymore, so other EDI would do the trick as well.

Thanks in advance for your help
#15
General Discussion / May 15 Changelog
May 16, 2015, 06:29:39 AM
"We no longer allow setting central cells of large unwalkable buildings on fire."

It bugged me once badly with a geothermal plant no sooner than yesterday. Thanks!!
#16
Sorry for the previous one, I wasn't explaining what I meant exactly:

When you create a "do until" bill for a clothing workbench, the total existing count of items to produce against is counting all items of the sort existing on your map. It is not influenced by radius (and I would say, this is normal), nor by any of your existing stockpiles (which is my problem).
If, for some reasons, you have not hauled all previous camps clothes, they will potentially forbid you to produce until you have the wished count or be hauled and destroyed and I felt it as an annoyance.
But maybe this is designed this way and is not a bug at all, I just wanted to report this.

I did have the problem on my 1 colony. I keep a save of it on my side, in case you cannot reproduce the behavior.
#17
We already have a min cap, but a max cap could allow dedicating some bench bills to students and segment the skill upgrade curve.
Then you'd be having your best colonists using there own top bills only
#18
As reported in the subject.
<range> is of no use here, as it should and correctly applies on ingredients, not result.
If needed, I can send a save game.

Best,
isis
#19
Ideas / Hunting with melee guys
April 25, 2015, 05:52:09 PM
Hi again,

I went into a challenge of a game, for once and used a lot of hunting to survive in this one.
The most annoying thing was to have to check if any melee guys were going to hunt boars, cause of the beast itself :P.
So I thought: Could it be possible to have some additional filter mecanic, for hunting only specific animals for certain people?

Best,
isis
#20
Ideas / Sorting in grids
April 25, 2015, 05:43:58 PM
Hi again,

Could the Overview Grids (Work, Timetable, Outfits) be sortable by any columns (Name only in the Timetable), in the future?
It would help when quickly going into reallocating skill priorities.

Best,
isis