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Messages - Jumper

#1
Thats the point i'm trying to make. This wasn't in line of sight, that would make sense.
It is just they made a beeline for him. If thats by design then no problem, just seems odd.
#2
Bit of an odd one. Called in some royal aid to assist with a raid. All good at this point and the raid was defeated.
On of my colonists has a mental break and goes Berserk. Nowhere near the royal trooper squad, as she is in a building with 3 doors and lots of tiles and walls between her and the squad. The squad then moves to attack her even though she has not been hostile toward them.
I can understand the logic of why it has happened but seems very broken.

Thanks
Jumper
#3
Exactly the same has happened to mine.
#4
Creative Rewards / Name in game disappeared
October 21, 2018, 10:27:02 AM
Hi guys,

My name in game has disappeared in version 1.0. It was coming up before in previous versions of the game but has been removed from the 1.0 version. What can I do to resolve it ?
#5
Help / Harmony Help
September 27, 2018, 05:25:00 PM
Hi All,

after a rubbish post on here a few days ago. I have moved on with my code but get an error from rimworld.
Any help appreciated
The code ....

namespace rimtest
{
    [StaticConstructorOnStartup]
    static class HarmonyPatches
    {

        static HarmonyPatches()
        {
            HarmonyInstance harmony = HarmonyInstance.Create("rimworld.Jumper.rimtest");
             harmony.Patch(AccessTools.Method(typeof(ITab_Pawn_Character), "IsVisible"),
                new HarmonyMethod(typeof(HarmonyPatches), nameof(IsVisible_Prefix)), null);
        }
        public static bool IsVisible_Prefix(ITab_Pawn_Character __instance)
        {
            Pawn p = (Pawn)AccessTools.Method(typeof(ITab_Pawn_Character), "get_PawnToShowInfoAbout")
                .Invoke(__instance, null);
            if (p.Faction == Faction.OfPlayer)
            {
                return true;
            }

            return false;
        }

    }
}


The error ....
QuoteCould not execute post-long-event action. Exception: System.TypeInitializationException: An exception was thrown by the type initializer for rimtest.HarmonyPatches ---> System.NullReferenceException: original
  at Harmony.PatchProcessor.Patch () [0x00000] in <filename unknown>:0
  at Harmony.HarmonyInstance.Patch (System.Reflection.MethodBase original, Harmony.HarmonyMethod prefix, Harmony.HarmonyMethod postfix, Harmony.HarmonyMethod transpiler) [0x00000] in <filename unknown>:0
  at rimtest.HarmonyPatches..cctor () [0x00000] in <filename unknown>:0
  --- End of inner exception stack trace ---
  at (wrapper managed-to-native) System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor (intptr)
  at System.Runtime.CompilerServices.RuntimeHelpers.RunClassConstructor (RuntimeTypeHandle type) [0x00000] in <filename unknown>:0
  at Verse.StaticConstructorOnStartupUtility.CallAll () [0x00000] in <filename unknown>:0
  at Verse.PlayDataLoader.<DoPlayLoad>m__2 () [0x00000] in <filename unknown>:0
  at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()
#6
Help / Harmony Itab Question
September 23, 2018, 06:52:46 PM
Hi Guys and Girls,

I'm new to rimworld patching with c#.
Using harmony prefix I am trying to patch the ITab_Pawn_Character IsVisible method so it only displays if the pawn is a colonist. But I cannot use the following as base is not available to static.

public static bool IsVisible_Prefix()
        {
            return base.SelPawn.Faction == Faction.OfPlayer;
        }
Is their another way to reference the selected pawn ? or a better way of doing this ?

Thanks for any help
#7
Storyteller: Randy
Difficulty: Rough
Biome/hilliness: Temperate forest, Large Hills
Commitment mode: Yes

Just a few notes from my current play through,

- During a heat wave it makes no difference to wear a parka, This is a little strange as taking the parka off should make your more comfortable on the high temp range. Its a big insulated jacket

- I do like the food poisoning mechanic now. Very good to know the reason etc

- Can you change the colour of the research bar on the research screen, bottom left, white on the light blue is very difficult to read.

- Having seperate cleaning and fire zomes would help a lot.

- weather was showing dry thunder storm but it was raining

- for prisoners does reduce resistance reduce the resistance more quickly than just using recruit ? For the pirate prisoners could we introduce a action on the comms console to ransom them back. Releasing them is pointless.

- previous game went badly, man in black turned up. Seemed to cheesy so just quit the game. If the colony dies because of circumstance or my stupidity thats fine. It is the story we got. The man in black just makes it limp along. Completely takes me out of the game., just feels like a badly written film or book where thay need to crowbar in something by coincidence

- Would it be worth getting a bonus for burying a colonist in a tomb ?

- Just on the ate without table thing, if the colonists hate eating without a table why do they pocket food ? it makes no sense to take food with you when you want to eat at a table. They all seem have some psychological issue that they need to sit at a table. Picnics are dead on the rimworld ;-)


Amazing game, keeps up the good work.


#8
Quote from: Pryomaniac Ida on August 05, 2018, 04:55:56 PM
Quote from: Jumper on August 05, 2018, 04:30:00 PM
Quote from: Pryomaniac Ida on August 05, 2018, 04:21:06 PM
Eating at a table is not exactly something worth celebrating but having to eat a meal standing up or in your lap is kind of shitty. The penalty reflects that.

Sort of like there's a mood penalty for being in darkness but not a mood bonus for being in a bright area. What really matters is the final mood balance of the game. If having a table would be a mood bonus then they would have to take that mood point out somewhere else just to add another line to the list of mood statuses.

so eating a meal in your lap would bother you for 12 hours. I am sat watching a movie with a meal on a tray and I don't think I will be worrying in 12 minutes let alone 12 hours.
when you go to the cinema do you need a table for snacks ? or a drive through, do you pop out your car table ?
its nicer to sit at a table but hardly something to put you in a mood.

Also why have colonists pick up meals and keep them in gear. makes no sense if they want a table. leave your meals by the table.

Making a plea for realism is pretty silly though and when hours pass in seconds a 12 minute mood penalty would mean nothing.

The developers obviously want to give an incentive players to provide some place for colonists to eat but instead of adding another mood buff for every single colonist in the game at all times they made a penalty for failing to provide it.

12 minutes was me being facetious not literally meaning 12 minutes  ;D
#9
Quote from: Pryomaniac Ida on August 05, 2018, 04:21:06 PM
Eating at a table is not exactly something worth celebrating but having to eat a meal standing up or in your lap is kind of shitty. The penalty reflects that.

Sort of like there's a mood penalty for being in darkness but not a mood bonus for being in a bright area. What really matters is the final mood balance of the game. If having a table would be a mood bonus then they would have to take that mood point out somewhere else just to add another line to the list of mood statuses.

so eating a meal in your lap would bother you for 12 hours. I am sat watching a movie with a meal on a tray and I don't think I will be worrying in 12 minutes let alone 12 hours.
when you go to the cinema do you need a table for snacks ? or a drive through, do you pop out your car table ?
its nicer to sit at a table but hardly something to put you in a mood.

Also why have colonists pick up meals and keep them in gear. makes no sense if they want a table. leave your meals by the table.
#10
rimworld with safety barriers. Visitors leaving really good stuff + person in black = rimworld light  :(
#11
Quote from: DubskiDude on August 01, 2018, 01:17:26 PM
Thoughts?

I posted this in the 1.0 thread 3/4 days ago. Almost word for word  ::)
The "ate with a table" would make more sense as its a comfort thing. Just nice to sit at a table and eat. It's such a small buff it should make little difference to balance
#12
Quote from: Bowman on July 31, 2018, 06:39:11 PM
Very specific feedback on the man in black. I started a naked brutality run on cassandra merciless, and I had 2 escape pods come down before the first raid. Still I got my butt kicked by the first lonely raider, and my lone guy walked around bleeding in a daze. He passed out after patching himself up mostly and I thought I had it under control... Then the man in black came and the recovery became trivial. That kind of killed my interest since it felt like... mercy? Not what I wanted from merciless...

I would suggest the man in black to be disabled for rough and higher. If you go for that, then you should know what you're getting into.

+1 completely agree. rough and above should be a challenge. The man in black though a cool idea is just a bit story breaking for me. the struggle in the game is the fun for me, this person turning up feels a bit out of place. I/We crash land or similar on a planet, things go fine or badly is the story. having a fairy god mother turn up just when things are bad seems out of place. some stranger just wanders by at that point, and on a hostile planet just wants to help because why not.
this just seems to be a pandering to the people that want the game to have training wheels so they cant go wrong. like having the guard rails up at bowling.
#13
Also wanted to mention after my suggestion of story be changed to bio it was changed. That is so much better. Thanks Tynan
#14
Storyteller: Randy
Difficulty: Rough
Scenario:Crashlanded
Biome:Desert (bordering tundra so got cold quick)
Commitment mode: Yes
Current colony age: 60 days
Complete mod list: None

I tend to play on randy as I like the complete randomness of the story that is created and I have found the current build as of yesterday has really hit that.

After a very slow start As I only had one trader in the first 25 days and no raids, ( I think this was a patched bug, as when the next update hit  I got a few more visiting),
As it was all so quiet Research was going well and a growing space created, being curious about how threats may have changed I thought that the ancient danger might be worth a bash as it was a pretty big building. Pop the wall and out pops a syther. We make pretty quick work of it.

Six crypto sleep caskets inside but don't open those yet as still only 3 of us.
After a few visitors and traders, two man hunter packs (4 fennec foxes and 3 golden retrievers) and a herd migration of camels it was very quiet.

So next thought was lets open the crypto sleep caskets. 6 people inside none hostile, three are downed, two others head straight out and a final one starts tending one of the downed three.
I quickly rescue two of them and after being put in the hospital beds join just, woohoo up to 5 people. Would of been nice to have the choice if they joined but hey ho. Leaving the map on of the others collapses and I rescue them, again joins but has a go juice addiction.

After getting these people back to health I have a few days of quiet and again and some more traders and a couple of mad animals.

Then things start going a bit wrong, Mental breaks all over the place and the person with the go juice addiction goes into withdrawal, cant walk very far until she collapses and needs rescuing. After being rescued she will stay in bed for a couple of hours game time and then back up and collapses again. And so the cycle continues.
While this is happening one of the colony hides in their room and another goes on a food binge.
We only have 4 weapons at this point, the starting 3 and a machine pistol. Nobody had been around to trade or had weapons. And I didn't have the resources to make them.

This is when I had my first raid at about day 60, 6 people with a mixture of weapons the best being a machine pistol.
Now only having 3 that could fight and one of them with a peg leg and a lost kidney (had a tantrum and smashed a turret that exploded.), We were not well prepared. The outcome was pretty bleak losing two of the three in a gun fight and taking down four of theirs but only after they had set fire to a few things.
So with the people in mental breaks it was pretty much doomed at that point as the fire go out of hand and burnt them alive.
This was really good fun as it was different and made for a completely different story to a rinse repeat type game.

Things I have taken from the latest run through.

1) Love that randy was so random. Great fun.
2) Recruiting pawns without the option of telling them to go away is annoying.
3) The new sprites look good but for the life of me can't work out what the components are trying to look like.
4) The mental breaks are a good game mechanic meaning you need to put some effort in to keep people happy which is all good, the issue arises when they have a break and don't snap out of it when something happens, for example in this run through someone hiding in their room when a raid happens it makes sense for them to stay hiding in the room. Another pigging out of food isn't likely to sit eating when the building around him is catching fire. That just really doesn't make and sense.
I also had a different person pigging out on food but before they actually grabbed a meal they played horse shoe and went for a walk.
Having to arrest someone to get them out of the break seems wrong. can we not have something like "slap round face" or "snap them out of it", where you don't need a prison cell and they would return to normal maybe with the "they harmed me" mood let about the person that did it or like the arrest go berserk etc.. Never thought of arresting someone for going on a food binge.

5) The whole ate without table mood let makes little sense. You have crash landed on a planet and you are worried about eating at a table ? or you are from a tribe, not really known for fine dining. And the -3 for 24 hours is a bit much. Would someone be that bothered about not using a table they would still be thinking about it the next day.
One possible solution would be to give a positive when someone uses a table. Remove the negative as you would expect to have no table but when you use one it is +3 "Ate at a table" would make having tables a bonus rather than a frustration or them eating whilst hunting etc.

Keep up the awesome work. Game is going from strength to strength.
#15
Help / Re: Passable objects
July 27, 2018, 09:38:30 PM
Quote from: Jaxxa on July 27, 2018, 09:22:08 PM
I am not aware of anything like that in xml.

Also Animals are all pawns, I am assuming that you are asking to differentiate between animals and humans.

Thanks Jaxxa.
Thats what I thought. I didn't realize animals were pawns as i am new to modding rimworld.
I was trying to to differentiate between animals and humans.