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Messages - Lancefighter

#1
Ah, good call on the cut plants before building mod, I didnt know that one existed, Ill add that today... and then have to rebuild all my tools since I deleted them so I could trade. No big deal, they craft quickly enough.

If harvest yield wasnt limited by base game limitations (read: if youre modding base game limitations on harvest yield out), would you consider increased harvest yield to be within the scope of the tools?
#2
Exception filling window for RimWorld.Dialog_Trade: System.NullReferenceException: Object reference not set to an instance of an object
  at SurvivalTools.SurvivalToolUtility.GetBestSurvivalTool (Verse.Pawn pawn, RimWorld.StatDef stat) [0x00000] in <filename unknown>:0
  at SurvivalTools.SurvivalToolUtility+<BestSurvivalToolsFor>d__11.MoveNext () [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.Contains[SurvivalTool] (IEnumerable`1 source, SurvivalTools.SurvivalTool value, IEqualityComparer`1 comparer) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.Contains[SurvivalTool] (IEnumerable`1 source, SurvivalTools.SurvivalTool value) [0x00000] in <filename unknown>:0
  at SurvivalTools.SurvivalTool.get_InUse () [0x00000] in <filename unknown>:0
  at SurvivalTools.SurvivalTool.get_LabelNoCount () [0x00000] in <filename unknown>:0
  at RimWorld.Tradeable.get_Label () [0x00000] in <filename unknown>:0
  at RimWorld.Transferable.get_LabelCap () [0x00000] in <filename unknown>:0
  at RimWorld.TransferableUIUtility.DrawTransferableInfo (RimWorld.Transferable trad, Rect idRect, Color labelColor) [0x00000] in <filename unknown>:0
  at RimWorld.TradeUI.DrawTradeableRow (Rect rect, RimWorld.Tradeable trad, Int32 index) [0x00000] in <filename unknown>:0
  at RimWorld.Dialog_Trade.FillMainRect (Rect mainRect) [0x00000] in <filename unknown>:0
  at RimWorld.Dialog_Trade.DoWindowContents (Rect inRect) [0x00000] in <filename unknown>:0
  at Verse.Window+<WindowOnGUI>c__AnonStorey0.<>m__0 (Int32 x) [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)

b19, possibly related to simple sidearms? Possibly related to a lot of mods I have enabled? It looks like whenever a axe showed up in a trader's inventory, it screws up the entire window. I could create them myself and they worked fine for me, but trader generated ones seem to cause issues. If I look in a caravan's inventory, it shows the axe icon, and then the rest is blank until the info button on the right. The info button brings up a transparent grey box where the info screen should be, but there is no info. This makes trading impossible.


Its unfortunate, I really like the concept. The integration with inventories is nice and otherwise worked fine with simple sidearms? Colonists seemed to swap to melee tools as appropriate for being in melee range with a gun.

I will mention one thing I find super annoying, but its a vanilla issue made worse by this mod - Builders/haulers to build run into an issue where they spend large amounts of time trying to fell trees in the way, since they have both low plants skill and now worse, no axe. I am not sure what an elegant solution to this is, or even if its within the scope of this mod. My only real suggestion is change the axe's bonus be harvest yield instead of speed, such that I dont need to micromanage cutting plants that are in the way of construction.
#3
Quote from: gkolocsar on August 15, 2018, 09:25:02 AM
How do you setup those IED roof traps? With regular roofs? Didnt know that worked...
if you look on the left of the image he linked, youll see a number of wooden walls with roofs attached, with ieds next to them. Nothing particularly special, just a wood pillar and a roof zone.

basically, bait enemies under roofs by providing 'cover', and line the cover with enough ieds to explode the cover. Once the single wood pillar explodes (as wood tends to do next to ieds..) the entire roof falls on anyone nearby.
#4
Quote from: Awe on August 12, 2018, 06:04:40 PM
Quote from: Lancefighter on August 12, 2018, 02:43:12 PM
Either consider the climate when doing your math (30/60 grow days -> need twice as much farm, 20/60 -> 3x as much etc), or set up a greenhouse as soon as you can. an 11x11 exterior greenhouse has 47 growable tiles (49 base from 9x9, -1 for lamp, -1 for heater), which can support three pawns as per the math above.

Something wrong with mats. Greenhouse has exactly 100 growing tiles(9x9-1+5x4). And it definitely can support more than 3 pawns.

oy youre right, 9x9 is 81. should be 6 pawns if youre using hte full growing area (11x11 interior, so 13x13 exterior)
#5
I have a spreadsheet in google docs that I reference for various plants grow times...

To provide 1.0 nutrition in vegetables per day for one pawn, you need about 15 plots of 100% fert soil rice. Note that 1.0 nutrition is prepared into 2 meals (1.8 total), which is about what a human pawn eats in a day.

Either consider the climate when doing your math (30/60 grow days -> need twice as much farm, 20/60 -> 3x as much etc), or set up a greenhouse as soon as you can. an 11x11 exterior greenhouse has 47 growable tiles (49 base from 9x9, -1 for lamp, -1 for heater), which can support three pawns as per the math above.

Hydroponics basins of rice are ~5.3 tiles per pawn, due to their 280% fert, so 4 basins is roughly 3 pawns.

Animals are a bit rougher - They eat way more than you expect them to. The problem here is usually they love to eat the least efficient thing they can find, no matter what. A small dog for example has a hunger rate of .25 - roughly .4 total nutrition required a day. They will however love to munch on full human meals for .9 nutrition, overfilling ~.7 nutrition each meal. The bigger the animal, the less of a big deal overeating is - Huskies and similar are .5 hunger rate (.8 a day, usually two meals of .5ish), and things closer to medium sized (humans) will eat 1.6 food (.9 twice a day, because they eat around .2 hunger and it fills them to 1.0).

For the moment, I just treat every roughly medium animal as an additional human, because it simplifies my math and I have to worry less about kibble and hay. Speaking of - Haygrass is a scam, dont bother with it. The only useful thing it does is stack to 200. Its nutrition per tile is only marginally better, and being unable to cook it into meals is actually a gigantic downside. If you can reliably make kibble, kibble is better than feeding your animals human meals, but generally not worth the hassle (as you can just make kibble out of rice anyway)
#6
Quote from: MajorFordson on August 02, 2018, 08:18:11 PM
As it stands livestock seem to consume grass too quickly to farm reasonably for too little gain foodwise.

For a nice joke - the difference between harvesting a 100% haygrass and letting an animal consume it directly is .7 nutrition.  It harvests for .9, and can be eaten directly for .2. This difference feels kinda stupid.

For comparison - Rice, eaten from the ground, is worth .18, compared to its harvest yield of .3. For potatoes, .2 vs .55, and Corn, .3 vs 1.1. If you are going to grow a crop for grazing, it should be rice due to the low grow time. It takes about 40 actual tiles of grazed rice per cow.

Roses are a runner up (.033 nutrition/growday, compared to .045 of rice), and can be grown indoor with just a standard lamp which might be a consideration? I am not actually sure if animals can eat out of flower pots. This seems pretty cheesy, because you are still looking at near 60? flower planters per animal you are letting graze on roses. (wild grass, while not growable, has .15 nutrition on a 2.5 grow day timer. Technically better, if it could be sown.)

I feel like a plant, designed to not be harvested but instead directly eaten, that could be sown in a field (perhaps quickly?) would easily make having a pasture of animals reasonable. This also seems like a pretty easy mod to put together..
#7
Unfinished / Re: [1.0] wip Bricks and Ceramics
August 02, 2018, 06:48:01 PM
Updated with some minor changes:

No more chunk required for clay, just time at a stone bench
Composite ceramic added - 15 steel + 50 clay = 50 composite clay. Seems to require a new kiln with the framework im using (maybe cupro's is better? I think there might even be another b18 option? will adjust when we get 1.0 version of things)


I couldnt find documentation anywhere for creating a 'crafting spot' type of production station? I am not sure where I was supposed to be looking. in the vgp tools b18 release, I cant find the definition vg_diggingspot actually ever made anywhere, but I guess I might have missed it.

I should make marginally better coloring of items, maybe steal the b18 silver icon for my composite ceramic, as it sorta fits the bill of what I want it to look like. Whats uh the license for old rimworld art anyway is that within the scope of borrowing for a mod like this?

I may also just shelf this entire thing until 1.0 actually comes out, I am not interested in playing until things become stable, I just wanted to get this sort of basic framework set up while I had the inspiration for it. But for the moment - Things function, dont throw errors. So I am happy.
#8
A cow transforms about 18 tiles of haygrass (on 100% fert)(or, about 60 tiles of grazed grass) into .75 nutrition worth of milk, per day. This is about .042 nutrition per plot of farm land.

For comparison, rice is .067 nutrition per day per plot, and corn is .069 nutrition per day per plot, at 100% fert. 

Their bonus is that you get fine meals out of it, instead of simple meals. I personally dont bother, as its more effort in taming and growing than its usually worth.
#9
Unfinished / Re: [1.0] wip Bricks and Ceramics
August 01, 2018, 03:03:31 PM
In theory, I would like to look at the way DF does it - A 'sand collecting' bill is given at a furnace station, and you need a sand collecting zone designated to actually do the job (and a container.. Im kinda glad and sad Rimworld doesnt have that mechanic).

This uh.. Was very much outside of my abilities at 1am last night when I wrote this though.

I didnt note any Fertile field or similarly named mod for 1.0, so I didnt consider any amount of compatibility, though obviously past release I will need to do an amount of reevaluating this.

Uh the other thing - I am not exactly sure how I would go about enforcing land type requirements? In the future, I would like to make chunk->clay a poor option (but always available), with a better method of making it if terrain supports, but I cant think of any vanilla or mod building that can only be built on sand as an example. I could maybe check the terrain rehabilitation floor type to see what its requirements are, I suppose.. Also, the quarry mod adds a new overlay type with some sort of stony map generation things, I could look into that to see how difficult changing that code around would be to work for my needs.
#10
Unfinished / [1.0] wip Bricks and Ceramics
August 01, 2018, 02:37:21 AM
Its a really simple mod, in theory. Right now, it adds just bricks. It currently runs on Expandable Fermenting and Processing, you might need that mod for it to do anything.

Github link I am uh not very good at github..

Theres a pretty basic production chain - Chunks are turned into clay at a stonecutting table. Clay is placed in Stone Fermenting barrels errr kilns. You fuel the kilns, and a day and a half later you get bricks.

Bricks are currently the worst stone type block that exists. They have the worst beauty, value, and hp of any stone block type. They are however, much easier to make than regular stone, with the note that they take time instead of only labor, and take marginally less labor to make things out of. They are currently a nice dark red color, though probably too dark.

The purpose of this mod, honestly, is because I hate dealing with random types of stone. Its a pretty stupid reason, but I like being able to build everything out of the same type of material, so I made a lazy material that you can make out of anything.

The scope of this mod is to eventually add two more types of resources in a similar vein - I would like to add a fancy ceramic along the lines of porcelain, purely for the purpose of being pretty, and I would like to add some fantasy steel/plas-ceramic composite to make stuffed armor out of.

Im interested in comments about balance, intended scope, ideas about better implementation, basically any feedback. So far, the only thing I have done with it is make sure it doesnt explode the game. It runs, the basic resource chain works, and thats about as far as Ive gotten.

Known bugs - the kilns dont seem to consume fuel. Not sure whats up with that, but I am pretty sure I told them to. The kilns also look a bit darker than I intended, but thats probably just because I dont have a real sprite for them. Kibble-clay also doesnt look quite as good as I wanted it to, but that might be my fault somehow.
#11
Quote from: Razzoriel on July 22, 2018, 08:32:08 PM
On the devilstrand balancing.

Isn't the concept of Devilstrand to be slightly superior than Synthread, but difficult to maintain a steady production and highly energy-demanding because you need half a year to harvest? If that is the case, Devilstrand was perfect and there was no need to change it. Now, if there is a need to buff leathers, then its an entire different conversation.

IMO the order of fabrics was always: Cloth -> Wool -> various furs/leathers -> rare animals' wool/leather (thrumbo, megatheriums) ->  Synthread -> Devilstrand -> Hyperweave.

If it needs to be kept that way, pre-change was quite how it should be. If it doesn't, then Devilstrand being debuffed to Synthread-like status is quite a huge and unnecessary nerf. That is, if you, Tynan, has any plans on making Hyperweave craftable, then it makes sense, kinda.
Note; Ive only played a year and change on two maps in 1.0, so not 100% on stuff.. but;

Devilstrand to me stood out as one of the old, few options you had for making semi-effective armor before you could make power armor. In my current run, I see virtually no reason to make it at all - Devoting large amounts of land/time/power? for what amounts to being able to make a flak jacket equivalent, when plate or flak vests exist and are much simpler. I admit, I havent bothered building a devilstrand jacket to see how useful it is yet, but with stuffmultipliers at .3 it feels kinda useless as an armor. Is devilstrand even enough to make a jacket (or any apparel) provide enough armor to mitigate a small bow hit?

Actually, seriously, am I missing an apparel type that isnt flak jacket/vest/pants that has a reasonably high stuff multiplier? Or are the only valid armor types flak/plate/power nowadays?

Note; imo there should be two different sets of textiles - Armor textiles, and weather textiles. Cloth should be baseline, leathers should err on the side of being armor, and wools should be on the side of weather resistant. Does this even currently work the way clothes are set up now? Does anything not have enough armor penetration to make general clothes type stuff made out of the best materials useless?
#12
For the most part, id agree that losing a couple critical roles can be close to a death sentence. I dont feel like the storytellers try to make sure you hvae a grower, doctor, etc, but losing your cook that youve been relying on is a big deal.

In a similar game (something something dwarf fortress), high skilled people are nice but not going to make or break a colony, because there are somewhat few gates to things. Any dwarf can plant, harvest, and doctor within a year ... But more importantly, you end up with a number of unemployed and/or dedicated militiamen, so your core farmer/grower/doctor/mayor whatever dont need to go fight every time anything happens.
#13
So, due to some mod incompatibilities between Better Pawn Creation and.. Presumably any mod that adds more backstory options, I believe I have found a source of major fps lag in fringe cases.

It seems like when an invalid trait degree is defined in a backstory, the game cannot reconcile this, and ends up causing fps hangs whenever the pawn in question looks for a new job.

This appears to be a technically core engine issue, relating to how often errors in pawn creation. The pawn seems to be written into the save file, and whenever it is loaded will continue, many times a second, to give the error "TRAIT found no data at degree X, returning first defined". This is reported in the debug log (a lot), and seemingly is causing frame drops whenever the affected pawn looks for a new job.

Uh My modlist is way larger than it should be, but tldr reproduction steps should be somewhat simple:

1: Edit a save file to give a improper degree of trait to a pawn.
2: Load file, tell him to do anything. Or dont, itll show up on wandering jobs too. Draft/undraft should cause a small hang immediately.

This should be noticeable on day 1, as I previously encountered errors with it on game start with some pawns before I recognized the issue.

https://pastebin.com/6dqhsvQS
^ full error of one instance of the issue, though obviously degree 0 shouldnt exist. I was hacking my way into testing a couple things while I was here.
I am not sure if the repeated error logging itself is causing the hang, or someone in the discord mentions cold checks of some description? Anyway, it feels like the 'proper' response to this error would be a single instance of 'we replaced the trait with what we thought you wanted', and then forget about it until next load (or until the next time the pawn changes playzones?).

(note: I am going to mention this issue to the dev of Just Better Pawn Generation.. Most of this would probably be a non-issue if, say, all positive traits of a type were just the same effects instead of straight up deleted, but hindsight is 20/20)
#14
Hey, I was wondering if you had any tips or resources available to help someone write their own ce patches for things? It looks somewhat straightforward, just what I was looking at doing is a lot of things (specifically, rimsenal), so some ways to make it easier on myself and not have to make everything up/write it all by hand would be nice. Im somewhat looking at writing a simple spreadsheet to make writing up definitions easier, and dont doubt that it will be quite a project either way.

For the most part, it looks like I am having to write up some sights/sway/stuff, a little bit of editing definitions for ce stuff, and ammo definitions (which is looking to be the hardest part, due to writing recipes and balancing penetration/damage).

I also have somewhat no clue what I am looking at for armor changes, but I guess I will figure that out as I go along.