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Topics - RemingtonRyder

#21
Ideas / So many jobs, so little time, how to choose
October 10, 2017, 01:38:35 AM
In vanilla RimWorld, if you have a cook working in the kitchen with stockpiles of food nearby, and a lower-priority stockpile of food some distance away, colonists doing the Hauling job will pick up five (or sometimes ten) units of raw food from the low-priority stockpile and bring it to the kitchen. Then, if the cook has just finished a meal, the kitchen stockpile is down ten or more units of raw food so off they go to fetch more.

There is a mod called RimWorld Search Agency which has a feature called Hauling Hysteresis, which was originally its own mod.

What I'm suggesting is kind of in that vein, but could possibly work for others jobs besides hauling.

When a pawn is looking for a job which involves moving stacks of resources, instead of just picking the closest job they also consider how many resources need to be moved.

So they might at first narrow it down to several jobs that involves moving stacks of resources, but then when they consider this shortlist, they find that while Job A is five times further away than Job B, it requires ten times the resources. So they do Job A. Job B is of course still available to any other colonist who is also doing the same work.

Thoughts?
#22
Outdated / [A17] Permanent Game Condition Fixes
September 29, 2017, 07:38:26 PM
Hi guys.

A while back I found out that permanent game conditions (such as those set in a scenario) did not stick when settling on a new map. After I had reported the bug, ison figured out that this was due to an integer overflow. It'll be fixed in Alpha 18.

I've made a mod (with the help of erdelf and the rest of the gang in Discord) to patch it in A17. It's been tested and everything seems to work, but it would be nice to get a few more 'yes it works' before I do a proper release.

Steam Workshop

Direct Download
#23
Outdated / [A17] Blight Containment
August 05, 2017, 04:07:31 PM


A newer variant of my mod Limited Blight. It allows blight to be contained by walls.

Description

With this mod activated, it is possible to contain crop blight by walling off growing areas from each other.

Crops will still die at the same time because infection is assumed to have begun some time before it became noticeable.

Here's how the spread of crop blight is calculated:

1. Crop blight starts at one host crop plant, the source of the infection.

2. Carriers, which are not killed by crop blight, have a moderate chance to spread the blight to other growing areas outside the initial radius. Carriers must be the same crop type as the crop originally infected. At higher difficulties, there will be more chances for crops to become carriers, and thus more potential devastation from blight.

3. There is a large chance to fail to create carriers if the carrier would be separated from the original host or another carrier by enclosing walls. A roof is not needed.

4. Crops which are in range of a carrier (not the original host) have a low chance to be immune to the infection.

5. Finally, crops which are in range of a carrier or the original host and are not immune will be randomly killed off (fairly likely to happen). There is a much smaller chance for this to happen if the target crop is not the same type as the original, so planting a variety of crops helps to reduce the impact of blight. Higher difficulties will slightly increase the radius in which things will be blighted, while lower difficulties will slightly decrease the radius.

Direct download

Steam Workshop

This is a test version. I have done my own testing and some optimisation, but feedback would be appreciated. :)
#24
So I'm in a jungle biome in A17, and I've got to say I'm quite frustrated with the pathfinding.

See attached screenshot.

There's two much better paths for Smyrna to be taking to get to that rice field, but she's ploughing through the middle with all the tall grass.

What do I have to do, lay concrete everywhere? :P

[attachment deleted by admin: too old]
#25
Outdated / [A17] Less Infestation Cheese
July 29, 2017, 08:48:00 PM
After reading a discussion about infestations being cheesed, I came up with this mod.

What it does is relax the overall scoring of infestation chance.

For example:
  • Hives will have less penalty to spawning in areas which have lighting.
  • Hives will take a slight penalty when spawning in small rooms, instead of not being able to spawn at all.
  • Hives will ignore some kinds of colony buildings when deciding how far from your colony buildings to spawn.
  • Hives can spawn further away from your colony buildings.
  • The score needed to spawn a hive is roughly halved.

This allows for more randomness of spawn location, meaning that it is harder to cheese infestations by just mining out a big dark cavern for the bugs to inhabit. You can still do that, but it's not a guarantee that they will spawn there.

In addition, I've added a small penalty to spawning at high temperatures, with no chance of infestation at temperatures exceeding 50C. My reasoning here is that it takes only a slight increase in temperature and suddenly the bugs are getting heatstroke, so why spawn there in the first place? :)

This is a test version. It works just fine, but there may be further refinements before it goes onto Workshop.

Download from Dropbox
#26
At the moment, if I want to alter the kind of pawns that the player gets when they get a new Wanderer, or Chased Refugee, then my mod conflicts with a whole bunch of other mods which don't change the same thing, but change something else in that pawn-generating event, like the dialogue which is presented when you have a choice to accept or refuse a chased refugee.

Please please please can we divide up these things so that it's not necessary to override the whole thing and get into a 'there can be only one!' situation.

Thanks.
#27
Mod bugs / [A17b] Sun lamps can draw power at night
July 27, 2017, 06:29:41 PM
I saved my game at night (night being the time when the sun lamp powers off for the plant rest period) and when I re-loaded that game the sun lamp was still off but drawing power as if it was daytime. Switching the sun lamp off and on manually cleared the problem.

Can't repro in vanilla so it's almost certainly a mod bug.


<modIds>
<li>Core</li>
<li>935898363</li>
<li>AnimalsLogic</li>
<li>953429016</li>
<li>932124891</li>
<li>CleaningArea</li>
<li>1091642181</li>
<li>JTMoreAreas</li>
<li>Logistics</li>
<li>RuntimeGC</li>
<li>726479594</li>
<li>759219409</li>
<li>MarvsCombatReadinessCheck</li>
<li>MarvsDifficultyExpansion</li>
<li>MarvsHarsherTundra</li>
<li>MarvsHuntingRestricted</li>
<li>MarvsLimitedBlight</li>
<li>MarvsUISoundChanges</li>
<li>MarvsLessIncidentTrolling</li>
<li>MarvsNerfTheOverpoweredWool</li>
<li>MarvsNoDoomedFriendlies</li>
<li>MarvsNoDoomedNewbies</li>
<li>MarvsPeacefulFixes</li>
<li>MarvsPleaseHaulPerishables</li>
<li>MarvsReallyToxicFallout</li>
<li>MarvsDisasters</li>
<li>MarvsSometimesRaidsGoWrong</li>
</modIds>
<modNames>
<li>Core</li>
<li>AC-Enhanced Crafting - A17</li>
<li>Animals Logic</li>
<li>Billy's Improved Caravan Formation</li>
<li>Bridgello</li>
<li>CleaningArea</li>
<li>Custom Music</li>
<li>JTMoreAreas</li>
<li>Logistics</li>
<li>RuntimeGC</li>
<li>Storage Search A17</li>
<li>Wildlife Tab</li>
<li>Combat Readiness Check</li>
<li>Difficulty Expansion</li>
<li>Harsher Tundra</li>
<li>Hunting Restriction</li>
<li>Limited Blight</li>
<li>Less Annoying UI Sounds</li>
<li>Less Incident Trolling</li>
<li>Nerf The Overpowered Wool</li>
<li>No Doomed Friendlies</li>
<li>No Doomed Newbies</li>
<li>Peaceful Difficulty Fixes</li>
<li>Please Haul Perishables</li>
<li>Really Toxic Fallout</li>
<li>Solar Apocalypse and Rogue Planet</li>
<li>Sometimes Raids Go Wrong</li>
</modNames>
#28
Ideas / Organising mods on Workshop
July 26, 2017, 04:20:33 PM
At the moment, even if you drill down to the combination of Mod + 0.17 on Steam Workshop, you've got over a thousand things to look through or search.

Two of the most frequently asked questions are 'what mods should I install?' or 'where can I find a mod which does X?' and when you consider the previous bit of information (the sheer number of mods) it's not surprising that there is a struggle to find something that you think will make your experience of the game better.

The only thing that I can suggest is that there needs to be some kind of additional categorisation when you're submitting a mod to Workshop. 'Mod' or 'Scenario' and the game version number just isn't going to work for modders in the future, because Workshop is going to continue to be populated with content, but much of this content will never be seen by the majority of Workshop users.

We've had the exact same problem here on these forums - lots of pages of cool and interesting stuff in the Releases subforum, but no way to drill down to a specific flavour.

Why should you care if some mods aren't seen? Okay, fair enough.

Every mod that became popular and well-used started out with just a handful of users using it and suggesting improvements, and things snowballed from there.

Tomorrow, next week, or in a few months time there could be one cool mod which doesn't get seen but could have been, if only Workshop or the forums had more places for things to go and snowball. :/
#29
mtbDaysByBiome gives a measure of how often a caravan will be attacked if travels through a particular biome.

However, I don't think that takes into account the slower movement speeds when it is winter (or any other season where speed is decreased).

What this means is that as things stand, a caravan will be attacked on average four times as often during winter, as during summer, simply because it's on the road four times long.

But actually, because snow slows the movement of practically everything, why should it be any different? Manhunters and raiders don't glide in like Baron Harkonnen, you know.
#30
Ideas / Neutron star disaster
July 09, 2017, 06:29:06 AM
Last night I watched a documentary about what might happen if a neutron star entered our solar system.

While the documentary itself is a bit repetitive, it does suggest a cool game-ending game condition that you could add to RimWorld. I think that it fits well, and it has a lot of potential to generate story.

It's the sort of thing that I would like to make as a mod, but there's at least one thing (to do with simulating caravans hiding in caves as a radiation surge hits an area) that I can't quite think how to do.
#31
Ideas / Peg legs heal from medical tending. HMMM
July 07, 2017, 08:58:52 PM
One of my colonists was unlucky enough to hammered by a muffalo head on a failed taming.

Um, but it cracked his peg leg. And now the peg leg is mysteriously 'healing' back to full. Is that the glue setting? :D

Wouldn't a woodworker be more useful than a doctor in that situation? :)
#32
Unfinished / [A17] Hunting Restriction v1.1.1 TEST
July 06, 2017, 12:06:11 PM
I've got a test version of the mod available.

https://www.dropbox.com/s/wr6n12yvu45mv3p/MarvsHuntingRestricted111_test.zip?dl=0

Change list:

Hunting is no longer locked out because of bad weather conditions. Hunters will instead get closer to their target to compensate for loss of accuracy from weather conditions.
Hunters will hunt in a slightly larger radius during toxic fallout (50 tiles instead of 35).
When there is a fail condition, the context menu on a hunting target will say why the hunter can't hunt (that target) right now.
Having a low amount of food in stock bypasses some of the fail conditions, allowing starving hunters to bring in game to (hopefully) be butchered.
#33
Reproducibility: have not tried (occurrence is probably quite rare)
Severity: minor
Platform: 64-bit
OS: Windows
OS Version: 10


Summary

This could possibly be a duplicate of #2948 on Mantis.

I've noticed that if a colonist is on route to a blueprint with materials and is nuzzled by an animal, this error happens.

Presumably this is because when they attempt to resume the interrupted job, an incorrect count is generated or loaded from memory.

I got this error while playing modded. While I don't use any mods which would change the behaviour of the construction job, it's not possible to rule out mods being the cause of the error until I manage to repro the bug in vanilla. Hence why this is in the Mod bugs section of the forums at the moment.

Steps to reproduce

1. Make a colony with lots of animals that like to nuzzle.
2. While paused, place a blueprint for a building e.g. walls, a fair distance away from the colonist.
3. Restrict the animals to a space which a colonist must travel through in order to reach the blueprint.
4. Hope that one animal will nuzzle the colonist and interrupt their job.
5. Bug should happen.

Additional information

Invalid count: 0, setting to 1. Job was HaulToContainer A=Thing_BlocksSlate478393 B=Thing_Wall_Blueprint511647 C=Thing_Wall_Blueprint511647


output_log.txt attached.

[attachment deleted by admin due to age]
#34
Ideas / Play as the ancients
June 24, 2017, 06:23:57 PM
Something about Tynan's trailer for Alpha 17 got me thinking. As an alternative to the New Arrivals or New Tribe options, what if you had a worldgen in which your ship carries the first ever group of colonists to the planet's surface?

Obviously, it would be a bit difficult to control 500 to 10000 colonists, so your initial map would have just the usual handful of people, but you would be able to see the progress of the colonisation efforts on the world map as settlements are built elsewhere, roads are constructed between them, and then as things get established you would be able to trade with your neighbours for things that you need.

The lore of RimWorld suggests all sorts of things which would later threaten the stability of the colony. If things begin to fall apart, you have the choice of building a new ship to escape, building cryptosleep sarcophagi to shelter until things calm down, making a stand against the darkness, or possibly something else.

Depending on how your game 'ends' you may then have the option to generate a new game on the same world but many centuries later (which adds the usual worldgen steps of tribes, outlander towns and 'modern' roads being established) or as many have suggested, generate a game by landing your ship on another rimworld.

The thing I like about this is that your first story can perhaps generate a world's lore and conditions and set up for a richer second story in which you're rediscovering things that have been lost or learning about the epic battles that took place in the past.

If on the other hand you travel to a new world entirely, then (depending on the number of colonists that make it to the ships before launch) you might have the option to colonise as before but on a much smaller scale.
#35
I like the idea of starting a new game at a date many years after the demise of an old colony and coming across the ruins of that colony.

In other words, instead of generating ruins for that particular map, take the existing structures and ruin them a bit.
#36
The usual way of updating your mod's thumbnail on Steam Workshop (or adding one, if you didn't have one when you first uploaded the mod) is to re-upload your mod with an image of size 640x360 named Preview.png in the About folder.

There are various reasons why you might not want to do this. For example, maybe you're working on a new version of the mod but you're not ready to release it yet, but you do want to update the thumbnail. Also, Preview.png is displayed when you're looking at the mod in the mod list, which means that your mod's description is pushed further down the page.

SteamCMD is a command-line tool which allows you to push updates to Steam Workshop items which you have uploaded. More importantly, it allows you to be quite specific about what you want to update, using VDF files.

This is an example of a VDF file which changes the thumbnail and sets the workshop item to be visible (by default, your Workshop items are set to be hidden when first uploaded):

"workshopitem"
{
    "appid"                "294100"
    "previewfile"        "C:\Users\johnsmith\Pictures\Thumbnail-SomeThumbnailTitle.png"
    "visibility"        "0"
    "title"                "Mod title here for your sanity only"
"changenote" "Thumbnail upload"
"publishedfileid" "999999999"
}


appid is 294100 for RimWorld. Some games with Workshop support don't have a built-in Workshop upload facility, so SteamCMD is pretty much the only way to upload. So change appid accordingly if you're uploading for a different game.

previewfile tells SteamCMD where to look for your thumbnail. Recommended dimensions: 640x360 pixels.

publishedfileid is a value you will have to find in your mod's About folder after uploading it for the first time in RimWorld (tags like 'Mod' and 'Alpha 17' will not be set by SteamCMD).

title allows you to change the title of the mod. I included it in the example because sometimes you want to see at a glance whether this is the right file to edit.

changenote allows you to add an entry to the changelog.

visibility is 0 for public, 1 for visible to friends only, or 2 for hidden.

I recommend editing VDF files in Notepad++ or similar and keeping them in the SteamCMD folder so they can be easily accessed at the command line.

It is important to note that logging into your Steam account using SteamCMD will log you out of your account on the Steam client on the computer you are using, meaning you will need to exit it and log back in.

To build a workshop item (that is, update it using the instructions given in the VDF file) you first need to run SteamCMD from the command prompt.

On Windows you will probably need to run the command prompt as an Administrator. Then change directory using the command prompt to the place where you installed SteamCMD, and type steamcmd to run.

Next, SteamCMD needs to be logged in to your Steam account. Type 'login username' at the SteamCMD prompt and then when prompted for your password, enter it.

Then type at the SteamCMD prompt:

workshop_build_item this_is_an_example.vdf

#37
Until people started posting in this reddit topic, I didn't realise how open to misinterpretation the stockpile priority system is.

The priorities are ranked from Low all the way up to Critical.

But they do not really specify how vital it is that items be hauled to them, rather they decide where hauled items will end up, in much the same way as if you had several drawers and wanted to fill to top-most drawer first if the item you pick to haul actually goes there.

There isn't really a vanilla way to designate 'this item is important, haul that first, then anything else.' That's why we've had (in A16 at least) several mods which influence the order in which things are hauled.

So first of all:

Stockpile priorities, if they stay as they are, are a hierarchy of organising items, not a true priority system, and should be labelled as such.

Secondly:

Give us some control over which items are hauled first, beyond the tedious micromanagement of 'okay I'll forbid this and this and this one too and then nobody will haul them.' We've got to the point where lots of items are being created, moved around the map, and used. The old way of just waiting for haulers to get around to doing it is well, old.
#38
Mods / Taking a break from modding
April 15, 2017, 08:20:03 PM
I've decided (for health reasons) that I need an extended break.

What this means is that when Alpha 17 arrives, I won't be updating my mods.

If someone else wants to post updates for them, that's fine. Just please don't re-use the old thumbnails or call them "Marvin's" mods - I'm going to be on break for a while so there's no reason to be half-assed about it. ;)

Thanks.
#39
Ideas / Further improve mods mismatch handling
March 28, 2017, 05:43:15 PM
Over on the Steam community someone complained about having to eyeball the two lists of mods when 'mods mismatch' message is shown.

Original discussion, for reference.

Current behaviour:

The current mod list is compared to the mod list a saved game was saved with. If there is a mismatch, both lists are displayed in full.

Why this is no longer ideal behaviour:

This was designed with a fairly light load of mods in mind, like maybe a dozen or so. I don't even know what it would look like if there were a hundred mods loaded, but I'm guessing that it fills the screen.

Suggestion 1: If it is really necessary to display both mod lists in full, display them in two columns rather than one on top of the other. Make the message scrollable.

Suggestion 2: Find the actual difference between the two lists, so user can rectify mods mismatch quicker.

Suggestion 3: Allow user to copy and refer to the list of mods needed to load a saved game, while they're on the mod load ordering screen.
#40
Currently when prisoners break out they have a fairly clear order of business: find weapons, overpower jailers, then dig to freedom or make for the nearest exit.

Now, this is a good bit of story generation (it can play out in many different ways) but it could be better.

What if, instead of following the default prisoner agenda, individual prisoners involved in the breakout have their own objectives in mind?

For example:


  • Organ harvest prisoner: revenge against doctors.
  • Free prisoners that aren't currently involved in the prison break and convince them to join the escape.
  • Sabotage electrical systems - find battery room and break power connections or flip switches.

This may make those individual prisoners less efficient at making their own escapes, but pursuing these objectives makes them less 'Generic prisoner with recruitment difficulty 99' and more 'holy crap this guy is dangerous I'd better keep him isolated' or 'actually this guy is too dangerous to be allowed to live.'