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Messages - xDahaka2012x

Pages: [1] 2
1
Mod bugs / Re: [1.3.3080] Can't heal downed pawn or trading
« on: August 05, 2021, 07:16:38 AM »
I've had a similar issue and what helped me was disabling all outdated mods. You seem to be running a lot of mods so that is very likely the case.

2
Blind pawns are affected by darkness. They have 80% move speed and global work speed modifier in the darkness. This became especially apparent with the blindsight meme from Ideology. Less of a bug, more of an inconsistency.

3
Mods / Re: The ages old food problem
« on: May 16, 2019, 03:12:40 PM »
I use Pawn Rules and just feed them simple meals. Maybe it's a bit different with nutrient paste. You can try to make your colonists create a sh*tton of paste manually and then simply forbid anything aside from paste for prisoners. Other than that, I do not think I had the same problem.

4
Mods / [Mod Request] Smooth floor replacer
« on: May 16, 2019, 03:07:57 PM »
Hi all! I've decided to base my colony in the mountains and I quite like the smooth surfaces feature. The only thing that irks me is the smoothed floor texture. Not the texture itself (though it's not too pretty as well) but those ugly brownish rocks that stick out of them randomly. Could someone, please, remove them from the textures of smoothed floors? Or simply replace the texture of smoothed floors with some of the already existing textures (like simple rock tiles or whatever) or custom ones that you personally like. I just want to get rid of those unaesthetic abominations from my colony. Thank you to anyone responding to the call!

5
Mods / [mod request?] Edit roof support range
« on: September 20, 2018, 04:08:16 AM »
Hi all! Is there a way I can modify the range at which walls support roofs through simple editing of game files? If not, could someone help me by creating a simple mod for this purpose? As far as I know, the default is 6 tiles and I need exactly 7.
Thank you in advance!

6
Hello, everyone!
I have the following problem: my colonists (each and every one) refuse to automatically cook bulk meals (I have VGP installed). Same also applies to bulk stonecutting. Even with every other work-type disabled, they would just start wandering. On the other hand, you can still force them to do bulk recipies but it's a bit too much of a hassle at this point. Also, preparing single recipies works just fine. I tried turning on devmode and what I got was this error, as soon as I undraft the assigned colonist (Aelina):
Code: [Select]
Exception in BreadthFirstTraverse: System.InvalidOperationException: Medical bill on non-pawn.
at QualitySurgeon.QualitySurgeon.GiverPawn (RimWorld.IBillGiver) <0x0011d>
at QualitySurgeon.QualitySurgeon.checkForDoc (Verse.Pawn,RimWorld.IBillGiver,Verse.RecipeDef) <0x00085>
at QualitySurgeon.QualitySurgeon.Postfix (Verse.AI.Job&,Verse.Pawn,Verse.Thing,bool) <0x00139>
at (wrapper dynamic-method) RimWorld.WorkGiver_DoBill.JobOnThing_Patch1 (object,Verse.Pawn,Verse.Thing,bool) <0x003bb>
at RimWorld.WorkGiver_Scanner.HasJobOnThing (Verse.Pawn,Verse.Thing,bool) <0x00031>
at RimWorld.JobGiver_Work/<TryIssueJobPackage>c__AnonStorey1.<>m__0 (Verse.Thing) <0x0005e>
at Verse.GenClosest/<RegionwiseBFSWorker>c__AnonStorey1.<>m__1 (Verse.Region) <0x00320>
at Verse.RegionTraverser/BFSWorker.BreadthFirstTraverseWork (Verse.Region,Verse.RegionEntryPredicate,Verse.RegionProcessor,int,Verse.RegionType) <0x000f7>
at Verse.RegionTraverser.BreadthFirstTraverse (Verse.Region,Verse.RegionEntryPredicate,Verse.RegionProcessor,int,Verse.RegionType) <0x00130>


Exception in BreadthFirstTraverse: System.InvalidOperationException: Medical bill on non-pawn.
at QualitySurgeon.QualitySurgeon.GiverPawn (RimWorld.IBillGiver) <0x0011d>
at QualitySurgeon.QualitySurgeon.checkForDoc (Verse.Pawn,RimWorld.IBillGiver,Verse.RecipeDef) <0x00085>
at QualitySurgeon.QualitySurgeon.Postfix (Verse.AI.Job&,Verse.Pawn,Verse.Thing,bool) <0x00139>
at (wrapper dynamic-method) RimWorld.WorkGiver_DoBill.JobOnThing_Patch1 (object,Verse.Pawn,Verse.Thing,bool) <0x003bb>
at RimWorld.WorkGiver_Scanner.HasJobOnThing (Verse.Pawn,Verse.Thing,bool) <0x00031>
at RimWorld.JobGiver_Work/<TryIssueJobPackage>c__AnonStorey1.<>m__0 (Verse.Thing) <0x0005e>
at Verse.GenClosest/<RegionwiseBFSWorker>c__AnonStorey1.<>m__1 (Verse.Region) <0x00320>
at Verse.RegionTraverser/BFSWorker.BreadthFirstTraverseWork (Verse.Region,Verse.RegionEntryPredicate,Verse.RegionProcessor,int,Verse.RegionType) <0x000f7>
at Verse.RegionTraverser.BreadthFirstTraverse (Verse.Region,Verse.RegionEntryPredicate,Verse.RegionProcessor,int,Verse.RegionType) <0x00130>


Aelina threw exception in WorkGiver DoBillsBulkCutStoneElec: System.InvalidOperationException: Medical bill on non-pawn.
at QualitySurgeon.QualitySurgeon.GiverPawn (RimWorld.IBillGiver) <0x0011d>
at QualitySurgeon.QualitySurgeon.checkForDoc (Verse.Pawn,RimWorld.IBillGiver,Verse.RecipeDef) <0x00085>
at QualitySurgeon.QualitySurgeon.Postfix (Verse.AI.Job&,Verse.Pawn,Verse.Thing,bool) <0x00139>
at (wrapper dynamic-method) RimWorld.WorkGiver_DoBill.JobOnThing_Patch1 (object,Verse.Pawn,Verse.Thing,bool) <0x003bb>
at RimWorld.WorkGiver_Scanner.HasJobOnThing (Verse.Pawn,Verse.Thing,bool) <0x00031>
at RimWorld.JobGiver_Work/<TryIssueJobPackage>c__AnonStorey1.<>m__0 (Verse.Thing) <0x0005e>
at Verse.GenClosest/<ClosestThingReachable>c__AnonStorey0.<>m__0 (Verse.Thing) <0x000fa>
at Verse.GenClosest.ClosestThing_Global (Verse.IntVec3,System.Collections.IEnumerable,single,System.Predicate`1<Verse.Thing>,System.Func`2<Verse.Thing, single>) <0x00214>
at Verse.GenClosest.ClosestThingReachable (Verse.IntVec3,Verse.Map,Verse.ThingRequest,Verse.AI.PathEndMode,Verse.TraverseParms,single,System.Predicate`1<Verse.Thing>,System.Collections.Generic.IEnumerable`1<Verse.Thing>,int,int,bool,Verse.RegionType,bool) <0x00505>
at ExpandedRoofing.ClosestThingReachableHelper.ClosestThingReachableWrapper (Verse.IntVec3,Verse.Map,Verse.ThingRequest,Verse.AI.PathEndMode,Verse.TraverseParms,single,System.Predicate`1<Verse.Thing>,System.Collections.Generic.IEnumerable`1<Verse.Thing>,int,int,bool,Verse.RegionType,bool) <0x001a3>
at (wrapper dynamic-method) RimWorld.JobGiver_Work.TryIssueJobPackage_Patch1 (object,Verse.Pawn,Verse.AI.JobIssueParams) <0x0131b>
Full log available here.
I suppose the problem is with QualitySurgeon because after looking at the logs myself and disabling this mod everything fixes itself. Which is pity, because this mod saves me a lot of hassle.
Thank you for your time and consideration!

7
Hi! I also wanted to try helping translate the game, but got really confused by the lack of the .exe file. Is it possible to run it without .exe? If yes, how do I do that?

8
Releases / Re: [B18/A17/A16] Stack XXL
« on: December 04, 2017, 05:58:24 AM »
Is there any way to make medicine stacking settings separate from other raw resources? Or, maybe, put it into meals category?

9
Outdated / Re: [B18] DD Work Tab
« on: November 22, 2017, 12:57:37 PM »
Hello, Dingo! I'm currently trying your mod and it looks fantastic. But there is a small problem with it not having new job types that I added with some other mods. Therefore, I'd like to ask if you could come up with some compatibility patches for the following mods:
Rainbeau's Fishing (Fishing)
AllowTool (urgent hauling or "haul+" and finishing off, the art is already present, you only need to make the grayscale versions of them)
Hospitality (negotiation)
I would much appreciate that, because at this point, it is very hard to manage your work order when 4 of your worktypes are simply blank spaces. And the only way to identify them is actually only by hovering over them and then pressing and listening to the sound to figure out whether they are enabled.
Anyway, thank you for this great mod. It really makes more sence than the vanilla tab.

10
Mods / [MOD IDEA] Rest is important
« on: October 17, 2016, 05:20:19 AM »
Hello, everyone.
I had some bad sleep today so here is my idea: rest should affect pawn's efficiency.
Before we had only exhaustion that affected pawns. Being tired only gave negative moodlet which doesn't seem to do much.
So here is my idea:

1. Tired and Exhausted pawns get special medical conditions which reduce their consciousness, manipulation and sight. This may also give some bonus to hearing (everything is TOO loud when you really want to sleep) and some other functions of the pawn. You get the idea.

2. New threshold of rest should be implemented. Now, the highest amount of sleep should be 70-80% (whichever is justified) without special conditions. Some of which are: a bedroom (better bedroom gives more additional rest%), a bed (same), undisturbed sleep (immediate -5% rest threshold reduction for disturbed sleep), hunger or addiction satisfactions (same?), sleeping in the cold/heat (same) and whatever else one can come up with.
The good thing is that going higher that base threshold would yield additional functional bonuses for the pawn - +consciousness, manipulation, talking, hearing etc. This can be either stable or staged increase (depending on how high the "rest" need is).

I am not a modder myself and I believe it is partially hard to implement but I am looking forward to your comments and ideas. Hope you liked it.
Thank you for your attention!

11
Mods / [MOD IDEA] Immersive way to give traits
« on: October 17, 2016, 05:06:48 AM »
Hello, everyone!
I have this idea of giving your colonists new traits IMMERSIVELY! So here are some concepts that I find interesting:

1. Permanent traits. Just like any other trait, you gain them forever. This can be done by some (un)lucky incident, special condition or by wearing apparel, consuming special items or installing special body parts.
I will be using some of the custom traits I am using in my play-through as an example (they can be found on the "Releases" sub-forum)
The psychic drone incident starts. BOOM! One of your colonists gains "Cultist" trait (they worship psychic drones).
You have been in the cramped environment for too long. BOOM! Get "Claustrophobia" trait.
You have eaten human meat. BOOM! Get "Cannibal" trait.
Of course, these should have not 100% chance, but something around 0.01%-5% (depending on the trait and circumstances)

2. Temporary traits. Obviously, you get them for some time. The ways to obtain them are the same, except for apparel and body parts, I guess (though if you can come up with the ideas, I'm only for it).
For example, you drink valium (probably new drug one can create) - you get the "psychotic" trait for a couple of hours (not the best name for it here, but the effect suits it very will).
Or someone insulted you - you get the "Abrasive" trait for a day.
These effects can vary as well in their chances. The first example should be 90-100% (you know, some natural resistance to drugs or whatsoever), but the second can be 30-50%. I guess that would be justified.

3. Removing traits (both permanently and temporarily). I can't come up with examples, but I hope someone can help me here.

I am not a modder myself and I believe such a system will take a lot of effort. But I hope that someone will eventually get interested and involved.
Thanks for your attention!

12
Great mod you've made here! Really atmospheric, the mechanics in them are great - especially the one-shoting Star-spawn.
But I want to say that having so many spawns from your mod is rather irritating - I get them in almost 4/5 raids. Fighting them is rather tedious than scary or hard, while I have other factions that I want to fight. Is there any way to reduce their spawn chance?
+ they're making it all too easy - free meat source is like your birthday+Christmas. I suggest deleting ability to make ordinary meals out of strange meats, while adding some debuffs (sanity loss?) to strange meals. Maybe you could also make just different strange meals with different debuffs (and maybe some occasional buffs).
Thanks in advance!

13
Mods / Re: [Mod concept] weapon upgrades
« on: April 21, 2016, 12:13:08 AM »
A really great idea though I cannot seem to understand how that will occur - will the mods be added to weapons exactly? Or will the colonists just equip them on themselves?
But, for sure, this will be a great mod if the implementation is fine.

14
Mods / Re: Request:Tipped Spears
« on: April 17, 2016, 01:26:45 AM »
The name of the thread intrigued me. I was waiting for something like "poison tipped" spears and then different types of poisons. Maybe someone can also come up with some crafting recipes for spears coated in different poisons? And different poisons may affect different functions of the body (movement, manipulation, sight and consciousness are the most preferable).

15
Mods / Tidy your goddamn room!
« on: April 14, 2016, 12:57:36 PM »
Have your mother ever told you "You can't leave your room until it's clean!"? Well, I guess, that's what we should tell our colonists to do. The idea is that:
1. Colonists clean their rooms at will. Like, when the room becomes dirty enough (can be either configurable in-game for everyone/every individual colonist or be dependent on some traits/prefs) they just use their spare time for cleaning. They can even get a mood status like "Cleaned my room +5" or "Had to do the cleaning myself -5".
2. This feature should not be obligatory, as some colonists are too important to do the cleaning, so setting a cleaner to each bedroom is an option. Also, time of cleaning can be configured as well.
3. Adding traits to regulate this like "Germaphobe" (will clean his room more often, better boost for clean room and cleaning it himself, but more bad mood for dirty room), "Dirty Pig" (will seldom clean his room, gets no mood stats from room cleanliness) and so on.
4. Maybe some new actions like "Washing hands" (boosts immunity - because why not?), "Cleaning boots on rug" (reduces/nullifies the amount of dirt colonist spreads afterwards - I remember there was a mod that added rugs for cleaning dirty feet but it seams to be not updated yet), "Using room spray" (or whatever this is called - gives a positive mood boost to those who are in the room - maybe an item can be added for this as well)

I know that adding traits when the limit of them is 3 may be just a waste but still!..
Also, I am in a half-comatose state right now, therefore some things may be expressed in a way different from what I wanted. Feel free to demand explanation for everything that seams strange to you.

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