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Messages - lincore

#1
Outdated / Re: [A16|A17] Wildlife Tab
May 24, 2017, 05:54:51 AM
Just a little bump to let you know that an early release for a17 is out. Enjoy.


Quote from: lincore on September 06, 2016, 02:56:05 PM
unstable release: Alpha 17

PS: Sorry for not replying to your posts, I only visit the forum to post updates. I'll try to visit more often.


PPS:
Quote from: Coolcolon on May 03, 2017, 01:58:33 PM
I've got a bunch of mods I have basically just downloaded and this is the only one I cant get to work without an error (at least I think its this mod at least.)
anyone able to help me out, because running this game without this tab gets annoying.
1st pic has the error messages
2nd my list of mods in case its an incompatibility issue of sorts

Sorry for the late reply, Coolcolon. The error messages indicate my icons could not be loaded, but the reason is unclear. If you did not try it already, reinstalling the mod could help. If not and you use the version on the steam workshop, remove it and install the version on github (see first post).
#2
Mods / Re: Want to see YOUR mod in RimWorld?
February 07, 2017, 12:42:35 PM
I'd like to suggest my wildlife tab. Similar to the Animals tab it contains a list of all known wild creatures. Hunting and taming designations can be made and icons indicate if a creature is dangerous.

https://github.com/lincore81/RimworldMods/tree/master/OmniLocator
http://steamcommunity.com/sharedfiles/filedetails/?id=759219409

I don't think combing through the desert in search of animals does improve gameplay. I understand that hunting should not be a scalable, highly reliable way of obtaining food, my mod respects that. You should still check out the surrounds of animals you decide to hunt or you'd not be aware there's a boomalope herd lurking nearby, just waiting for a stray bullet to cause a massacre...
#3
Help / My IncidentWorker doen't show up in the debug menu
February 07, 2017, 11:57:32 AM
Hey everybody.

I extended IncidentWorker and put the assembly into MOD_DIR/Assemblies/. Then I added an xml file in MOD_DIR/Def/Incidents/IncidentsNoAutoJoin.xml:

<?xml version="1.0" encoding="utf-8" ?>
<Defs>
  <!-- Vanilla wanderer joins incident: -->
  <IncidentDef>
    <defName>WandererJoin</defName>
    <label>wanderer join</label>
    <targetType>BaseMap</targetType>
    <workerClass>IncidentWorker_WandererJoin</workerClass>
   <!-- in theory, storytellers shouldn't use this incident anymore? -->
    <baseChance>0.0</baseChance>
    <populationEffect>Increase</populationEffect>
  </IncidentDef>
 
<!-- my replacement -->
  <IncidentDef>
    <defName>PoliteWandererJoin</defName>
    <label>polite wanderer join</label>
    <targetType>BaseMap</targetType>
    <workerClass>NoAutoJoin.IncidentWorker_PoliteWandererJoin</workerClass>
    <baseChance>0.4</baseChance>
    <populationEffect>Increase</populationEffect>
  </IncidentDef>
</Defs>

(Comments added for this post only)

I received no errors in VS or the game, so I assumed it should show up in the debug menu. It doesn't :(. It's probably a silly mistake on my part, would be great if somebody could point it out for me, I didn't find it.

Here's the mod with source and all:
https://github.com/lincore81/RimworldMods/tree/master/NoAutoJoin

Thanks in advance!
#4
Outdated / Re: [A16] Mod Announcements Thread
December 23, 2016, 08:42:13 AM
Github: https://github.com/lincore81/RimworldMods

Floor Equality
Gives all indoor flooring 3 beauty, except for wood which now has 2. Also adds parquet to provide a fancy alternative.
Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=746328754
Direct download: https://github.com/lincore81/RimworldMods/blob/master/Release/FloorEquality_a0.16.zip


Wildlife Tab
Adds a tab containing a list of all visible wild animals.
Thread: https://ludeon.com/forums/index.php?topic=25736.0
Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=759219409
Direct download: https://github.com/lincore81/RimworldMods/raw/master/Release/WildlifeTab_a0.16.zip
#5
Outdated / Re: [A16] Wildlife Tab
December 23, 2016, 08:36:01 AM
Sorry for being late, Wildlife Tab is now available for a16 (thanks to ShawnB).
https://github.com/lincore81/RimworldMods/blob/master/Release/WildlifeTab_a0.16.zip
#6
Outdated / Re: [A15] Wildlife Tab
October 16, 2016, 01:30:11 PM
Hi, here is a small update to fix the window size bug. Steam/Github releases have been updated.

@masterpain: Thanks for your feedback, I put it on my to-do list.
#7
Mods / Re: What would make the game easier to mod?
September 26, 2016, 05:07:34 AM
Assuming you document your code, would it be feasible to release the documentation with new versions of Rimworld? This has probably been suggested already, my apologies if that is the case.
#8
Outdated / Re: [A15] Wildlife Tab
September 24, 2016, 07:31:59 AM
Quote from: PaulPedron on September 20, 2016, 02:37:22 AM
Hello! This is going to be my first ever forum post and I would just like to say thanks a lot for this mod! As I see it, this mod helps so much in the management aspect of the game, though this can "remove" a TINY bit of the feel/immersion of "hunting" because with this, some players can get accustomed to just having their camera fixated at home and just click on some buttons and their pawns go hunting without them even seeing said animals, thus removing a part of the "hunt". Anyway that's just an opinion. I'm still using it now because I tend to play on huge extreme desert maps and it's proven to be a very convenient feature. Great vision and execution, so thank you and good luck with your future work!
Glad you enjoy it. I share the opinion that experiencing the game primarily through lists and menus would be a shame. But I don't think that is a big problem with my mod. There's a decent chance that something bad happens eventually if you designate hunting an animal without looking at it first. It could be sitting in the middle of a boomrat pack :~)

Quote from: PaulPedron on September 20, 2016, 02:37:22 AM
When there are no visible wildlife currently in the map, the Wildlife UI goes under the tabs leaving it peaking and unpleasantly cropped. It's creepy. Is there a fix for this? *see below
Thanks for letting me know. It'll be fixed in the next release.
#9
Ideas / Re: Your Cheapest Ideas
September 13, 2016, 11:11:51 AM
Give drafted colonists a designator button to hold fire.
I think this would help especially with grenadiers' tendency to self-destruct, but also when setting up a long range ambush. Ideally, manually firing/lobbing should still work without animating the colonist to fire at will again. It is in my "to mod"-list, but I'd obviously prefer to see it in the base game.
#10
Stories / Shouldn't you be happy to see me?
September 11, 2016, 07:08:07 AM
In my tribal colony lives a man called Gubia. People who don't know him very well would always ask why he is on edge all the time. He never gets aggressive, if he snaps he only gets naked and wanders around for a day or two. Still, there is something about him that really scares people. So I often sit down and explain:

There is this rival tribe, I forgot the name, something something Portuguese. Over the last year and a half, they sent multiple raid parties, inferiority complex or whatever other reason they may have. Gubia's brother Green was in one of the early ones, got shot in the head. A few weeks later an even bigger group showed up, lead by Banzo, Gubia's and Green's father. He got crushed in a trap. Now one would think they'd have learned their lesson, but apparently not everybody did. In early spring of the following year, Banzo's father Bear attacked with half a dozen men. I didn't know it was him, nor did I see him die, but Gubia did.
Finally, his mother Martina came to our doorstep, followed by ten men. Only this time, they came for her,. Of course we offered safety and fought off the pursuers.
Apparently she didn't know what happend to her family, she probably saw the graves, or Gubia was idiotic enough to tell her. But now she looks even more miserable than he does. Dr. Frog prescribed smokeleaf therapy, but I don't think that is gonna cut it. If she's as militant as the rest of her family, Gubia may end up as an orphan.
And I think he knows that.


ooc: Really?


Update:
Tiny, Commisar has gone berserk!
The final straw was: My son Green died.
#11
Outdated / Re: [A15] Wildlife Tab
September 10, 2016, 08:25:42 AM
Quote from: Kindyj on September 09, 2016, 01:55:05 PM
Is there a Way to.... Make it so I can Click one button and my colonists will hunt a species of animals, and when new ones spawn on the map, it auto designates it to be hunted. I love the mod because it Helps minimize Micromanagement, Making this change would even further help in that way.
No, sorry. I think auto-hunting goes beyond the scope of this mod. I wouldn't be surprised if fluffy's colony manager could do something like that, though.
#12
Outdated / Re: [A15] Wildlife Tab
September 09, 2016, 12:39:49 PM
I updated the mod, all sources in the initial post have been adjusted.

Changes:
  • Trying to hunt/tame animals that are likely to retaliate (chance higher than 20%/2% respectively) will now produce a visible and audible warning.
  • Added an info button to easily look up an animal's stats.

Hope you find that useful, have a nice weekend.
#13
Outdated / Re: [A15] Wildlife Tab
September 08, 2016, 12:21:31 PM
Again, thanks for all your feedback and suggestions. it's good to know I'm not the only one sick of playing Where's Waldo: Rimworld-Edition :~)

Quote from: MisterVertigo on September 07, 2016, 04:48:29 PM*snip* I do have one request though. How difficult would it be to add a column that will show whether or not an animal is a predator or not? *snip*
If we are talking about that the animal's hunger meter would be great too, but that may be too much. *snip*
I would rather not include information about a trait that is not specific to an individual creature, but is actually shared by all members of its species. You should know that bears are omnivores and all cats dig meat. If you don't know yet that's fine, too, because you will learn - limb by limb :~). I would not want to ruin anybodies chance of having fun by discovering the consequences of poorly informed decisions for themselves. However, I will add a warning in case you (unintentionally) command your colonists to hunt a predator, as the base game does.

Also I don't plan to add a hunger indicator. You can use the eye-button to quickly check out the surroundings of the animal you wish to hunt/tame etc. If you spot a panther, you'll have to decide whether the risk is worth the reward. I would not like to take that away from anybody. I only added the medical conditions columns because I thought it'd be fun to spot a tortoise with asthma without affecting the gameplay much. In general though, I believe that knowing everything makes everything boring.


Quote from: tommiethegun on September 08, 2016, 03:58:55 AM
I second the request for showing an animal's predator status. Once this is fixed to not show animals in hidden map areas (I need the surprise!), this'll be a staple in my mod list :)
#1: See above.
#2: I have fixed that already, versions on Steam and Github have also been updated (see initial post).
#14
Outdated / Re: [A15] Wildlife Tab
September 07, 2016, 12:48:24 PM
Quote from: drakulux on September 07, 2016, 09:10:54 AM
Is it possible to make the panel only assessible after research or by building and using a "radar"  station? Or is this just makingit too complex?
It certainly is possible. I have thought about this as well, my idea was to add a deerstand hunters would have to occasionally visit or something like that. I decided not to implement that, though. I think this mod provides an essential function so I don't plan to gate it behind gameplay requirements, sorry.
Of course you are free to re-release an alternate version that adds a radar or research requirement, I'm sure a lot of people would like that.
#15
Outdated / Re: [A15] Wildlife Tab
September 07, 2016, 05:40:08 AM
Quote from: lorebot on September 06, 2016, 06:20:45 PM
My only concern with this mod is similar to my concern about Fluffy's Colony Manager in that it accounts for animals that aren't in explored areas of the map. So if there are bugs in a hidden room somewhere with some megascarabs in it the tab will tell you that they're on the map somewhere.
Thank you for letting me know. I will fix that asap.

EDIT: Fixed.