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Messages - Smash Phil

#1
Mod bugs / Re: colonist icons dissapeared
March 23, 2020, 08:01:57 AM
Quote from: sna on March 23, 2020, 01:55:36 AM
well, i disabled the KF mod when the issue occured but still no luck. i have no clue what mod is causing it. i can go to discord and ask around

it may or may not be an issue that is now tied to that save file. Have you tried starting up a new game with each mod in question? Did this occur after you removed a mod and then saved the game / are on perma death?
#2
Mod bugs / Re: colonist icons dissapeared
March 22, 2020, 07:48:38 PM
Quote
At the error which prolly cause the UI problem
at RimWorld.ColonistBarDrawLocsFinder.CalculateColonistsInGroup () [0x0006e] in <65f126dfb1e4464fa378d4b237f11a99>:0
and ColonistBar i found at the patches
ColonistBarColonistDrawer.DrawIcons: post: RimShips.ShipHarmony.DrawIconsShips
Rimships comes from Boats.
So maybe Boats mod cause it. Try to ask at the mod discussion of Boats about it.

There are no references within the logs that indicates that boats is causing the exception. Yes, I do patch colonistbar so that pawns onboard boats register in the colonist bar, but the errors are coming from ColonistBarKF.  I went and took a look at their source code, and while yes not knowing the exact line at which it's occurring because we don't have the pbv file or even the ability to attach to the game's process to be able to set break points, I can already see what might be causing the issue.  KF just straight up remade the whole class in RimWorld (ColonistBarDrawLocsFinder), and I'm assuming they're replacing the original one with theirs, with most of the class just copy pasted over. This is generally a bad idea, especially when considering mod compatibility.

You may want to bring this issue up with them, and please refrain from speculation on the mod culprit unless the error itself is popping up with their mod, as it tends to direct people towards those mods and can be a waste of time / resources for the mod author. If you're not sure, you can always direct them to the rimworld discord as we do have a Troubleshooters channel to help with debugging issues.  Thanks!
#3
Releases / Re: [1.0] Boats!
January 03, 2020, 01:53:41 AM
Quote from: Mistrornge on December 31, 2019, 08:32:24 PM
Hoping these images upload. 
First image shows what is on the Fishing Boat, the Caravan tab, which shows some correct and incorrect details.  You can see the number of tribespeople on the boat are 8.  Of course there are only 4 on the boat.  The loaded items have some unusual items.  Does it count items carried by pawns?  Not sure that there is a steel baseball bat on the boat.  When I cancel forming of caravan it did not pop out to be unloaded. 
Second image is the Cargo tab.  Now this is what was loaded on the boat.  All looks great.
Last image is the crewmember details which looks good. Kre'achtlo and Buzotouss are lizardmen.  There is some global issue with the images appearing.

That's not the number of colonists on the boat. If you look at what tab you have selected, you'll see that's the caravan tab. So 8 is the number of colonists you've selected for the caravan, that doesn't necessarily mean they'll all be in that boat, which means either you have multiple boats in your caravan or you've selected more colonists than the boat can carry (in which case it should have rejected the caravan formation process and told you to select less colonists or select more boats).

Edit: in fact, if you look at the gizmos (buttons next to draft / undraft) you'll see that there are only 4 colonists on board, so yea your caravan isn't gonna leave... because not all colonists have boarded. Now, if you have another boat and all colonists are onboard that boat and this one in the picture, the caravan will send.
#4
Releases / Re: [1.0] Boats!
December 31, 2019, 03:50:39 AM
Quote from: Mistrornge on December 29, 2019, 09:35:13 PM
Ok dumb question time.
I built the fishing boat, started a caravan with the boat, loaded it with stores, and added my pawns as crew members (captain and 3 sailors).  Nothing seems to happen after that. 
I have put in combat mode which allows me to move it around on that map but unable to change to the World map. 
What am I missing?

Sounds like it's not apart of a caravan  :) If you select the boat in the Dialog_FormCaravan menu, it will detect that you are sending a boat caravan. That's all. So you just pick the boat along with your pawns and they will form their caravan differently to accommodate this. Last step in the caravan forming process is to board the boat and exit the map.
#5
Releases / Re: [1.0] Boats!
December 21, 2019, 05:28:24 PM
Quote from: Vlad0mi3r on December 18, 2019, 11:24:36 PM
I now have the galleon built and yes its awesome. It takes a lot of pawns to man properly (I only had 1 pawn free after loading) so it makes it a late game special item for sure.

The fishing boat is ok. I use Rainbows fishing mod and for the time i was out on deep water I would have caught more fish from fishing spots with moderately skilled pawns. Maybe add fishing rods and fishing nets to the tech tree to increase the fishing rate.

Issues:

My row boat got one of the seats shot off and my fishing boat has a permanent crack in the hull. These cannot be repaired and my fishing boat is now in pain 14%.

My pacifist/non violence pawn boarded the ship. Now I have the colonist missing primary weapon alert up whenever they are not on board a ship. This could be a conflict with simple sidearms but I don't think so.

Last but not least I can not get rid of any of the boats I have made. From a colony value perspective this is an issue, Maybe the option to dismiss a boat same as for a colonist.

You can tweak the values for the Fishing Boat in the mod settings. I set the initial values in a rather middle area since I felt that all the popular fishing mods are fairly OP anyways. But if you like that you can always change those values to better suit your needs.

Permanent "injuries" can be repaired, it just takes a bit longer than normal repairs

As for removing boats from the colony, I plan on adding a way to deconstruct active ships. But if you for sure need a way to get rid of them just destroy them and deconstruct the shipwreck to get back some resources.
#6
Releases / Re: [1.0] Boats!
December 16, 2019, 05:10:48 PM
Quote from: Vlad0mi3r on December 14, 2019, 05:15:00 PM
Started a new Tribal game to give the boats a go. Had to start on an Island of course just to make it interesting.

Well I have to say I am so happy with this mod I haven't built the Galleon yet as I don't have the Pawns to man it properly yet but the row boat and the Carvel have been awesome. The mod has a Rimworld feel and look to it which helps. I used the Carvel to fight off a mech ship part attack which was fun (What happens to the pawns on board if the ship dies?) bit tricky to get the cannon shots on the mark but good fun.

I think the cost for the Carvel and Galleon are a bit cheap in materials I would suggest upping them as the benefit definitely out ways the cost. At least 100 steal per cannon and 100 cloth per sail (Top sail, Main, Mizzen and fore so 400 for Carvel) the wood cost is ok but could be higher. Also minimum construction and crafting to build.

Looking forward to see where this mod goes.

Would highly recommend to anyone who loves to sail 8/10

I'm always looking at balancing considerations so I appreciate the input. To answer your question, if the ship "dies" on shallow water it will turn into a sort of shipwreck of the boat that "died." The pawns will all be ejected and furthermore if you repair the shipwreck you'll get your ship back. However... if the boat is sunk on deep water you will lose the boat and all pawns onboard will drown as a result.
#7
Releases / Re: [1.0] Boats!
December 13, 2019, 04:29:50 AM
Quote from: Zenith on December 11, 2019, 02:55:02 PM
This mod is a thing that i waited for a really long time! I was looking for some low-tech and convenient way for traveling and trading, and i finally found it. I think about making of an add-on for this mod with new ships. The multi-tiled pawns with abilities to shoot and travel as a caravan is also a great base for creation of a ground (or even amphibious) vehicles - if it's possible to make a ship pawn travel on ground.

Also, i found an issue: there is no way to unload cargo from boat (upd 12.12.2019: installed newest version from github, now there is a button and everything is ok) and mod is incompatible with Carry Capacity Fix (as after installtion of CCF a cargo capacity of every ship equals it's body size, for example, a rowboat can carry only 4 kg of cargo, which makes caravan departure practically impossible).

Boats won't be able to travel on land. Although there really wouldn't be much difference if you were to turn this into a vehicle mod. I definitely think it's a lot more polished than what is out there right now. It would need a lot of changes though since it's built around the fact that it only makes changes to the pawn if it's a boat, which means water based travel.

As for Carry Capacity Fix making it pointless to use boats, I know the mod author of that one so if it really is an issue on one of our ends, it'll be fixed.
#8
Releases / [1.0] Boats!
December 07, 2019, 06:55:54 PM


Boats!
Now add the ability to travel across the world map or along your coastline.
Great for traveling or laying siege to enemy settlements.

This mod also adds a framework for others to follow, so that you may add in your own boats!

Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1931133197
Github: https://github.com/SmashPhil/Boats/releases