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Messages - Arrean

#1
Quote from: CaptOdee on November 22, 2015, 05:48:31 PM
Quote from: elStrages on February 19, 2015, 06:00:14 PM
Looks like I have another rival. My mod Cybernetic Storm and Extended Surgeries needed some competition I suppose :D
...

Looks like MediaFire is calling your DL file a Virus or other Malicious Software Package when I try to DL it.  What's up with that?

It's pointless. Cybernetic storm got discontinued more than half a year ago, and elStrages never appeared on forums since then.
#2
Quote from: DepOpt on November 12, 2015, 12:25:25 AM
I feel like I am missing something simple, but the download link doesn't seem to be working for me. Tab just sits there loading and doesn't get anywhere.
Is there any chance, that your anti-virus software could be blocking "mediafire.com"? Or something like that happening?
#3
Quote from: henkepro on November 06, 2015, 12:40:26 PM
The advanced bionic crafting is not working. The colonist tries to complete the task but ends up pausing the game and goes into status "Standing".

You are playing in the dev mode, with auto-opening of debug log turned off. I guess, because you are unable to figure out what errors say, and there is too many of them on your build.
Because without dev mod on it would not pause the game.

This bug was discussed at length in previous posts, but for quick workaround - just cancel the unfinished item, and pawn will restart the job.
Have a good day. And next time, please take a read through the thread. Most likely what you are going to post already was discussed. And if not - try to provide modder with enough information to clear up your problem, beacuse this time around you didn't.
#4
Quote from: starburst98 on October 31, 2015, 12:05:05 PM
i think order does have an issue, and it's also related to it not being stuff. silver is a small item, correct? hypothetically what happens when you make something that has 1(20) silver and 10 steel? silver is technically more but it's a small item. there is probably code about how to decide which is larger, which breaks when non-stuff is involved and assigns the last item as largest.
i say this because after deciding that order matters and micromanaging my guys so they always bring a 'stuff' last, i have never had the problem happen again.
It may have something to do with volume, but definitely not with order of operations. I had this error appear or not appear in both cases where my colonist brings item and then stuff or vice versa.
Also I've decompiled actual rimworld c# assembly and took a look at the code, I'm still having hard time trying to understand it due to the size of the code base, the fact that Tynan is much more skillful programmer than I am, and because decompiled code has no comments.
So we'll have to ask him for Proper info on this one. But nevertheless it has nothing to do with order of operations - that i am sure.
It just takes the List of ingredients used in bill, and thenk picks one to be dominant problem is the fact that in one place it uses Unity pseudo random number generation in process of determining which object from list to return. 

Good way to fix this behavior in this mod will be, unfortunately, to stop using "unfinished thing" system, and use regular bills instead.
#5
So, guys. I was able to pinpoint the source of that bug, when it assigns wrong stuff type and then freaks out and never finishes the unfinished item because of "Operation is not valid due to current state of the object.".
First of all - it is the same bug. It is really hard to get solid repro, but when first part happens, second one is always there.

Now to why it is hard to get solid repro.
Because of this function in rimworld source code:
Code (c#) Select
private static Thing GetDominantIngredient( List<Thing> ingredients )
{
return ingredients.RandomElementByWeight( ing=>ing.stackCount );
}


What you see here is a method that is called whenever there is "unfinished item" to be created.
This code here, as I understand returns dominant element which will be the stuff unfinished item is made of. Problem is this systems seems to never be intended for use with "not stuff", so it freaks out.. I'll dig deeper, but there is only so much source code Tynan included in the releases, so my abilities are limited.


UPD:I'm dumb. It weighs it based on stackcount, and returns whichever ingredient is prevalent based on amount. The problem is the fact that it still for some reason sometimes returns item instead of actual "stuff" even though stack count of item is always 1.
Unfortunately I cannot think of any suitable workaround. And I was unable to find full code of
"RandomElementByWeight" method.

But, now we now. It has nothing to do with order of bringing it to the workbench for sure.
#6
Mods / Re: [Mod Request] Smoothed Walls
September 13, 2015, 06:13:30 AM
Quote from: mrofa on September 13, 2015, 05:20:53 AM
CCL have this feature

What is CCL exactly? I wasn't able to find it at a glance.
#7
Quote from: Vingolf on March 30, 2015, 03:24:00 AM
I found a bug. I've had that one person with damaged torso since the beggining of the game, before installing this mod. I made him almost bionic (legs, ears, eyes, arms) using "Extended surgery and bionics". After implementing your mod i decided to use the chance of fixing ones torso. And something went wrong... All bionic parts were automatically removed, his own biological parts regrew.

It is not a bug.
1. You should start new game when you install new mods.
2. It was discussed above. Few pages of this topic is not that much to read, huh?
Torso is base body part, all other are "atached" to it, so it regenerates all other body parts if repaired.
#8
Quote from: Maistronom on March 03, 2015, 12:16:32 PM
So, I have been playing for a little while and I wanted a little more in the game, so I downloaded Epyk, I follow the correct way to install it, then when I activate all mods and click to close the mods screen, all the buttons on main menu are gone and when I restart the game it's a black screen forever. I looked up what the reasons could be, I did not delete the Core from mods and I uninstalled hamachi which I had. No change, what should I do? Need help.

Are you trying to use it on alpha 9? It hasn't been updated yet. Otherwise it should work just fine.
#9
Outdated / Re: [MOD](Alpha 9) Prison Improvements
February 22, 2015, 04:10:44 AM
Quote from: hsoden on February 22, 2015, 03:31:47 AM
weres the download button i have looked for about an hour now and i cant find it

In attachments to original post...
#10
Outdated / Re: [MOD](Alpha 9) Prison Improvements
February 22, 2015, 04:06:34 AM
Just in case you interested. It seems that i know what's the problem with sec cameras rotation.
one key press turns camera. But there is 4 directions. And in texture atlas you have only 2 textures. Camera actually rotates on each key press, but we just don't see it, cause for top and left(just a guess it may as well be top and right or smthng) textures are similar.
#11
Quote from: Humort on February 22, 2015, 02:14:27 AM
Решил внести свою лепту в понравившийся мне мод...

Вот моя версия перевода на русский язык, не идеальная, но более полная и понятная...

Just in case. :
"Decided to help the mod i like.
Here is my take on translation to Russian. Not ideal, but closer to complete, and much more understandable"

Алсо, дружище, ну это моветон на русском писать в англоязыном треде.
#12
Outdated / Re: Alpha 9 Mod List
February 22, 2015, 02:10:00 AM
Quote from: Latta on February 22, 2015, 02:08:33 AM
Check my signature, GARDENing. It has a buildable soil/marsh.
But it's kinda OP now.

I need to remove marsh. Not build it. Can i build soil over marsh using your mod?
#13
Outdated / Re: Alpha 9 Mod List
February 22, 2015, 01:42:25 AM
Thought i would ask it here. Does anybody thought about bringing back fertilizer pump? It was the only way to get rid of swamps? Maybe if it created stone instead of farmable soil.



Quote from: Renzo471 on February 21, 2015, 12:21:21 PM
first post thought id be useful

Renzo is always useful. k4a, mate.
#14
Releases / Re: [MOD] (Alpha 8) Natural Surgery (More)
January 06, 2015, 11:44:09 AM
Quote from: john pretzel on January 06, 2015, 11:31:54 AM
Integration with other surgery mods would be excellent! And I think it's time to try the norbals in a new game..  ;D

I already in progress of integration with cybernetic storm. When i have any result, i will make a thread, to share it with anyone interested.

And, Encode Thank you. With this little mod, you basically kickstarted me on my ideas about modding xD
#15
Releases / Re: [MOD] (Alpha 8) Natural Surgery (More)
January 06, 2015, 08:26:04 AM
Quote from: Dragoon on January 06, 2015, 08:21:58 AM
Oh I have both the norbals and the jaffa and wanted to know if I need to enable both versions (for norbal and jaffa ) .


That's just a separate fix files. You obviously should enable both if you use them as separate mods, but i suggest putting Races_Jaffa.xml(or something like that) and Races_norbals.xml into ThingDeffs folder of Natural Surgery, and enable it as a single mod. That should work perfectly.