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Messages - RemingtonRyder

#1
Releases / Re: [1.4] Ryder's Stuff
March 25, 2023, 07:17:32 PM
Another update for Sometimes Raids Go Wrong, fixed a bug where the settings dictionaries would not be initialised with default contents.
#2
Releases / Re: [1.4] Ryder's Stuff
March 23, 2023, 01:12:01 PM
Another update for Sometimes Raids Go Wrong!

For a little while, players who use the mod have asked if it would be possible to have different weights for the different things which can go wrong. Just yesterday, I released a new version on Steam Workshop which has mod settings to adjust the weights on a slider from 1% to 100% so that you can make some of them happen only rarely.

Keep in mind though, that some of the things which go wrong require certain circumstances, like raiders arriving by drop pod. So for example, if you set all of the things which affect drop pod raids to 1% and a drop pod raid goes wrong, then those each have an equal chance of happening.

In future there may be more things which can go wrong so this might not be as much of a problem, but for the moment, it's something to keep in mind.

Oh yeah. Almost forgot. When the pod malfunction happens, sometimes pawns in the pods can die. What I never thought about though, is, what if all them died? Yeah, well it results in the game throwing an error because there are no pawns spawning for the raid... because they're all dead. So I added a check to make sure that there is always at least one survivor. :D
#3
Releases / Re: [1.4] Ryder's Stuff
March 18, 2023, 08:57:31 AM
I has to update Sometimes Raids Go Wrong today because of a bug with the settings which meant that although your settings were saved, they were also ignored.

Also worth mentioning (for fellow mod makers) that since you can't usually change a collection while you're iterating through it, you need to collect the changes and then apply them after you're done iterating.  :)
#4
Releases / Re: [1.4] Marvin's Stuff
December 16, 2022, 11:28:16 AM
Just letting you know that a 1.4 version of Sometimes Raids Go Wrong is now available over on Steam Workshop and on my site, Marvin's Mods. :)

Ugh You Got Me also got a 1.4 version earlier this year.
#5
Playing a typical Crashlanded scenario with no mods. I ordered my colonists to extract some trees rather than chopping them down. When I happened to try to view information on an extracted oak tree, an exception occurs and the information window that opens only says 'Basics' with no information listed.

The exception repeats a number of times until the log spam limiter shuts it down.

Here's the exception text!

Exception filling window for Verse.Dialog_InfoCard: System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
  at System.ThrowHelper.ThrowArgumentOutOfRangeException (System.ExceptionArgument argument, System.ExceptionResource resource) [0x00029] in <eae584ce26bc40229c1b1aa476bfa589>:0
  at System.ThrowHelper.ThrowArgumentOutOfRangeException () [0x00000] in <eae584ce26bc40229c1b1aa476bfa589>:0
  at RimWorld.StatsReportUtility.DrawStatsWorker (UnityEngine.Rect rect, Verse.Thing optionalThing, RimWorld.Planet.WorldObject optionalWorldObject) [0x0044d] in <230cf681890549bdae139e3347fe5add>:0
  at RimWorld.StatsReportUtility.DrawStatsReport (UnityEngine.Rect rect, Verse.Thing thing) [0x00092] in <230cf681890549bdae139e3347fe5add>:0
  at Verse.Dialog_InfoCard.FillCard (UnityEngine.Rect cardRect) [0x00030] in <230cf681890549bdae139e3347fe5add>:0
  at Verse.Dialog_InfoCard.DoWindowContents (UnityEngine.Rect inRect) [0x00294] in <230cf681890549bdae139e3347fe5add>:0
  at Verse.Window.InnerWindowOnGUI (System.Int32 x) [0x001d3] in <230cf681890549bdae139e3347fe5add>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.Window:InnerWindowOnGUI (int)
UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)

Mouse position stack is not empty. There were more calls to BeginScrollView than EndScrollView. Fixing.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.Widgets:EnsureMousePositionStackEmpty ()
Verse.Root:Update ()
Verse.Root_Play:Update ()


Also see player.log, attached.
#6
Releases / Re: [1.3] Marvin's Stuff
March 30, 2022, 09:25:22 AM
This might do the job, haven't tried it myself, though.

https://steamcommunity.com/sharedfiles/filedetails/?id=2294597530
#7
Releases / Re: [1.0] Marvin's Stuff
May 10, 2020, 04:18:14 PM
Hey guys.

Just a reminder, please only download my mods from Steam Workshop or my site, Marvin's Mods (or other links that I post, like test versions on Dropbox).

There's someone mass re-uploading RimWorld mods to another site, and when you click the download button you generally get spammed with ads. I would recommend avoiding any site that forces ads on you before it'll give you the download.
#8
Releases / Re: [1.0] Marvin's Stuff
March 25, 2020, 02:42:31 PM
There's probably a mod conflict, but I couldn't tell you which one is causing it.
#9
Releases / Re: [1.0] Marvin's Stuff
March 23, 2020, 08:54:10 PM
FYI, I have hidden Sometimes Raids Go Wrong on Steam Workshop until a 1.1 version is ready for release.

You can download the mod from Marvin's Mods if you need the 1.0 version in the meantime. Hiding an item on Steam Workshop does not remove it from people who have already downloaded it, but it does mean that nobody can subscribe in the meantime.

Marvin's Mods link: http://marvinkosh.omniloth.net/my-rimworld-1-0-mods/
#10
I agree with Daniel, the 1.1? spam is a problem. Literally, someone posted '1.1?'

It's not like modders have been living under a rock in another galaxy. Yes, we know 1.1 has arrived. People are just going to have to be patient and wait until we have a chance to actually look at it and then do an update as fast as humanly possible.
#11
A new version of RimWorld is always a good time to blow the dust off of modding projects and see if there's anything new that can be done with them. It doesn't have to be a bad time. :)

That being said, I'm in the middle of a big ol' Minecraft project so it might be awhile before I get around to updating stuff.
#12
Releases / Re: [1.0] Marvin's Stuff
January 26, 2020, 11:09:09 PM
I couldn't say, I haven't looked at Preemptive Strike's code. I don't think that they would be incompatible, but that's just a guess.
#13
Releases / Re: [1.0] Marvin's Stuff
July 29, 2019, 12:53:01 AM
Quote from: Sonsalt on July 27, 2019, 03:42:09 AM
Here are some additional ideas for you:

1. Infectious disease ( raiders have the plague/Malaria/...)
2. Discouraged (some of the attackers flee right away)
3. Starvation...
4. Mutiny
5. Prisoner escape (some of the attackers see their chance to escape and join our colony, if we help them to survive)
6. Mad Attack (2 raids of enemies who hat each other, starting on different sides)
7. Hangover (Party hard fight hard... well :P)

I'm not really looking to add any new content at the moment, just fix issues with what's there at the moment. I can say that #7 is already in the mod.

Quote from: ThiIsMe007 on July 27, 2019, 04:27:03 AM
Quote from: Roolo on May 06, 2019, 03:49:32 AM
I'm looking forward to seeing the source code released. If you release the code, I can fix the problem involving Sometimes Raids go Wrong overwriting the raid functionality. A lot of people are missing hacked mechs and mounts in their raids now, while the fix is something I'd be able to pull off pretty quickly.
Is this bug still present in the current version of the mod(s) on Steam ?

Both mods are just too good to pass up on, so a fix would be very welcome.

Technically, it's not a bug, it's an incompatibility. Both mods are trying to change something about how raids are generated. The way to make them compatible is to have my mod do a check for Giddy-up! and run its code as well. Which sounds easy enough, but, isn't. That's why Roolo needed to see the source code.
#14
Releases / Re: [1.0] Marvin's Stuff
July 26, 2019, 11:37:26 AM
Although I open-sourced my mods over a month ago, there is no new maintainer, and there are a few little problems here and there that need addressing.

So, I've released a new version of Sometimes Raids Go Wrong. If you have it on Steam Workshop, it should have auto-updated by now, if you use direct downloads, please re-download it (see first post for details).

Changes:
- Rapid Ageing now only targets the Human body type, which matches the Youth Serum which also only targets the Human body type.
- Youth Serum should no longer remove body parts such as bionic legs, arms, hearts. It should no longer remove drug addictions or tolerances.
- Removed some unused code.
#15
Releases / Re: [1.0] Marvin's Stuff
June 10, 2019, 04:25:33 PM
Maybe after I clock up 2600 hours in Oxygen Not Included I'll be like 'hmm, you know, this is good, but I kind of need to play some RimWorld.' :D