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Messages - viperwasp

#1
General Discussion / Doctor did not attent birth?
November 07, 2023, 02:51:21 PM
In Rimworld I saw the screen where I choose the doctor and so forth. But when the woman went into labor and got into a hospital bed. The doctor did not enter the room until after the birth? Is this normal? Or could it be mods etc? The doctor was available. And no work type ahead of his duties as doctor?

Update I think I never clicked begin or something else happened. It's working now.
#2
The mod is called "Replace Task Completed Sound" someone named MarvinKos made it for me. I am still very thankful. So it's not technically my mod. But I specifically asked for this mod. I give full credit to MarvinKos. First of all I don't know much about modding. I can tweak existing mods but I have not found out how to get rid of these yellow errors.

1. Here is basically the only code in the mod. (I don't think any of this needs to be changed? I think it's my about file that that is the issue?)

<?xml version="1.0" encoding="utf-8" ?>
<Defs>
  <SoundDef>
    <defName>ModdedBillC</defName> 
    <eventNames /> 
    <maxSimultaneous>1</maxSimultaneous> 
    <subSounds>
      <li>
        <onCamera>True</onCamera>     
        <grains>
          <li Class="AudioGrain_Clip">
            <clipPath>UI/ModdedBillC</clipPath>
          </li>
        </grains>     
        <volumeRange>
          <min>100</min>       
          <max>100</max>
        </volumeRange>
      </li>
    </subSounds>
  </SoundDef>

And

<Patch>


<Operation Class="PatchOperationReplace">

<xpath>*/SoundDef[defName = "Message_TaskCompletion"]/subSounds/li[1]/grains/li[1]/clipPath</xpath>


<value>

<clipPath>UI/ModdedBillC</clipPath>

</value>

</Operation>

</Patch>

2. Here is the about file. I believe I need to like set my mod up like how others are with folders called 1.0, 1.1, 1.2, 1.3, 1.4. But in general just advice me what I need to do or fix anything outdated in the about file for me if you can. Thanks.

<?xml version="1.0" encoding="utf-8"?>

<ModMetaData>

    <name>Change Bill Complete Sound</name>

    <author>MarvinKosh</author>

    <targetVersion>1.0.2059</targetVersion>

    <description>Makes changes to Message_TaskCompletion deName to make it Message_PositiveEvent instead the way it used to be in A17. This is the sound that plays when a Bill/Research is Completed. I find the new sound annoying. MarvinKosh provided code.



[Version 1.0]
</description>

</ModMetaData>

3. Here are the "errors"

Mod Change Bill Complete Sound: targetVersion field is obsolete, use supportedVersions instead.

Mod Change Bill Complete Sound is missing supported versions list in About.xml! (example: <supportedVersions><li>1.0</li></supportedVersions>)

Mod Change Bill Complete Sound is missing packageId in About.xml! (example: <packageId>AuthorName.ModName.Specific</packageId>)


4. It seems to work fine. So technically it may not need to be updated. But if I am ever to share this mod around I would like it to be proper for version 1.4. It was made on version like 1.0 or something I think?


I don't care if no one ever helps or gets around to this. But if I get it to a state were I can state it's fine for 1.4. I may upload it to the steam workshop. I still can't stand the current bill complete sound it actually drives me up the wall. Maybe someone else would like to use this. Of course full credit goes to MarvinKos. I don't think they mind me sharing this mod they made it on my behalf. Thank you.

P.S
Yes I did try to poke around with it. And copy over and modify things in the about folder from other mods etc. And I ended up getting red errors not just yellow ones. So I reverted to this because it still works. I made it worse trying to solve this on my own.

#3
Birth Control options do they exist? I don't want to get a surgery in Rimworld. Is there another from of Birth Control mod or vanilla that anyone knows of?
#4
General Discussion / Disable certain break downs?
November 03, 2023, 09:23:14 AM
I want to disable certain mental breaks. For starters any that make a colonist leave the colony? Is there a way to do this with the scenario editor, dev tools or mods? If so how? Thanks.

I know how to disable certain events like "Short Circuits" but I want to disable anything that can make a colonist randomly leave. Thank you.
#5
Does anyone know if this works for 1.4? Or if any fan update has been made available etc? Running into a bug with this in 1.4. If I equip a colonist in this armor the pod never even drops at the start of a new game. Of course using Prepare Carefully. Not sure if this is a limited bug or could cause other issues. So I am avoiding this mod until it gets a 1.4 release likely.
#6
Quote from: xave on July 25, 2022, 02:42:13 PM
>What seed mod do you use? Or how do you come up with your seed name generator? I lost my seed name mod forget what it was called.

I've got those records previous summer using some automatization of the generation process pretty awful way. I used autoclicker (Auto Mouse Click by Murgee in my case) with following infinite loop:
1. Fold Rimworld window
2. Unfold browser with some online password generator
3. Click "generate"
4. Copy result
5. Fold browser
6. Unfold Rimworld
7. Paste text as seed name
8. Click "create"
9. Wait finite time while seed is generating (Depends on you PC, it should had been measured before)
10. Open seed info window from PrepareLanding mod
11. Make screenshot
12. Close window
13. Click "Back"

24hr of looping gave me ~1000 screenshots which I checked manually.

:o :o :o :o :o :o :o :o :o :o :o :o :o :o

That is absolutely mad! In all the best ways. Extreme Kudos! I've had to automate weird games or tasks like that years ago. But it's been forever. And I can't believe this. But I think I get it. Like wow. You come back. Have all the screenshots. Then you find the best ones and make reports etc. I just use the PrepareLanding mod and that is about it. Manually do it all. So your the real deal! Thanks for all the hard work Xave. I was speechless as I was reading all that.
#7
Sorry everyone. And sorry Xave. I finally got around to updating the world records. And I even added/updated several of the per Biome/Small, Large, Mountains individual records too. I noticed Xave still has more for me to update in his posts. So I will hopefully get to that soon. But anyone reading this make sure to read the whole forum for things I missed or have not got around to. In the very least the absolute hottest and coldest have been verified and updated. I plan to start with a hottest or coldest game soon using one of Xave's wonderful seeds. Thank you!

I did some seed hunting today but I could not beat Xave. Also Xave if/when you read this? What seed mod do you use? Or how do you come up with your seed name generator? I lost my seed name mod forget what it was called.

oops I missed the new record coldest Xave found by 0.1C I am updating that right now!
Nvm I had the right seed but I had a typo in the temp. Corrected now.
#8
I have 27 Pawns, over 30 animals. On a fairly large size map. And the game runs butter smooth! Just upgraded from a I7 7700K - No overclocking and the performance difference is absolutely amazing. I'm running like 65+ Mods as well! lol

Not sure if Ram Speed plays into it. But I will report that I'm currently running 64GB 3600Mhz C18. I know 32GB is more then enough for gaming. And Rimworld does not use a lot of Ram. You won't need more then 32GB for any games really. Unless you get into some Editing/Render type work too. But the 3600Mhz and C18 are the important aspects to take away here. If you don't know the graphics card is not that important for Rimworld. So I imagine it's mostly CPU, some Ram.

But this was an impressive performance boost. I loaded my save file from my previous build. And it used to lag non-stop. It's so smooth now. But just reporting this so others know that if Rimworld is basically your favourite game. Don't hesitate to get the most powerful processor you can afford. And I believe single core performance is key.

Single Core Performance is what you want to aim for when it comes to Rimworld. I think. Correct me if I am wrong. So in general Intel is better then AMD but it still comes down to the specific CPU.
#9
It's been a while everyone. Thanks for the seed posts. I'm not ready to update this forum yet. I should hopefully within the next week. But may be longer. See if these seeds work on current game version. Update the title of the thread when I do. And of course if any of these seeds posted are new records I will update that as well. According to Xave they likely still do. Thanks for the new finds. And interesting reddit post Alenerel. I won't be manually browsing it though I don't understand Reddit. I don't have an account there. I kind of hate that site. So unless you give me a direct link to hottest or coldest seeds there I personally won't be looking for them myself on that website. I did give it a quick browse some other interesting seeds for sure I did not see any specifically for temperature yet.

Actually I'm going to update title to say 1.1 to 1.3 for now. I trust you Xave. Like I said soon I will update the records.
#10
I'm not sure if your still around Himkey it's been a while! I hope your doing well.

Any chance for a 1.2 update? I get error reports when launching in 1.2.
And if you do plan to update take your time.
Thank you.
#11
After a long break from Rimworld I am now back to look at 1.2. All I did was update this thread to include 1.2 so people know all the seeds for 1.1 work in 1.2 without any issues I confirmed it.

So there are no seed updates at this time. But some could be on the way in the somewhat near future. All this time I have still been playing Rimworld 1.0. And I'm not finished with 1.0. Heck I still have games I play from A14. But I am putting together mods for a 1.2 so I plan to start a new game using one of the seeds in 1.2. And at some point I will likely search for more seeds. I am also new to Royal have not officially played it yet. I'm excited.
#12
Do any of these work on 1.2?
#13
General Discussion / Re: 1.1 Broke my 6 year save
February 25, 2020, 06:46:09 PM
Yes when you buy the local version. The Sendowl link only has the Mod file for the DLC. Just like downloading a mod. And you copy it into the 1.1 Rimworld Sendowl link. And Bingo! 

Yes I love the Ludeon Version so much more. Add the whole -savedatalocation thing... I don't know what it's actually called but in the read me you take this line that looks something like this -savedatalocation and plug it into the target shortcut and than all of a sudden your entire game and save files and mods are all in there own folder. Easy to backup and have multiple copies of the game going. In theory as long as you have a PC with compatible OS. You can play forever.
#14
General Discussion / Re: Performance @ 1.1
February 25, 2020, 05:13:21 PM
Quote from: ProfZelonka on February 25, 2020, 01:03:14 PM
Playing Royalty without mods is blowing my mind of how fast this game is!! I used to jitter like crazy with my 200+ mods.

Please please someone develop a way to tell which mods reduce performance. Or someone start a "quality" list that confirms which mods aren't broken or leak.

I have little experience with 1.1 so far. So I hope it is faster. I would not be surprised if it is Tynan said he tried to improve it. With my mod list I use over 70 mods. Once I get around 30-40 colonists and about 10 pets. On a decently large map but not any of the largest that exist. I get rather annoying hitches and lag spikes. Nothing completely unplayable. But it takes getting used too. If I keep colonists under 20 I'm fine. But I usually like more than that. So keep pets minimal to compensate. I think the way I natrually play the game is worse than most people would tolerate. I'm fine with even decent level lag. lol It's just part of the Rimworld experience. Many games like this are the same.

I would LOVE to see a Rimworld built from ground up that supports all cores etc. That likely won't happen unless a Rimworld 2 comes out. Even than who knows. But a man can dream. Single core CPU power will slowly go up. So maybe one day I can have my 40 colonists with mods and play at optimum FPS as well. 
#15
Releases / Re: [1.0] Prepare Landing (v0.9.2)
February 24, 2020, 06:45:47 PM
This is a great mod. Does not work with 1.1 it seems. Neitsa do you have any plans on updating? No rush just wondering if there are any plans at all. Thanks.