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Messages - RemingtonRyder

#31
Please Haul Perishables just updated today, so that might fix this bug. I can't say for sure without knowing what's in your mod list.
#32
Releases / Re: [1.0] Mod Announcements Thread
November 20, 2018, 02:03:12 AM
Please Haul Perishables

This is the mod you want if your rice and other things aren't being hauled urgently enough to keep them from rotting away.

v1.4.9 "Things and Random Defs In Stuff" stable version

New stuff:

- Added Pick Up and Haul compatibility.
- The stack threshold to haul some things is decided by pawn capacity rather than just by the max stack size.
- Optimisations. The lists of things to haul are not generated as often, and are cached in memory.

See the Ludeon forums post for details and how to download.

#33
Releases / Re: [1.0] Marvin's Stuff
November 20, 2018, 02:01:46 AM
Please Haul Perishables (1.0)

This is the mod you want if your rice and other things aren't being hauled urgently enough to keep them from rotting away. You don't have to designate anything for hauling, it just works.

v1.5.2 "Destination null, who knew" stable version

Changelog:
- Improved room checking and null handling.
- Added Pick Up and Haul compatibility.
- The stack threshold to haul some things is decided by pawn capacity rather than just by the max stack size.
- Optimisations. The lists of things to haul are not generated as often, and are cached in memory.

Description:
Adds new WorkGivers for hauling, which prioritise hauling perishables or food over non-perishables. Items will be considered perishable if they would rot in less than a year or deteriorate to zero hitpoints in ten days or less.

Rain and water, which both cause higher deterioration rates, will be taken into account.

Perishable items will only be given priority for hauling if they are outside.

A check is made to see if the perishable has a large enough stack size. Things which have a maximum stack size of 1 (weapons and apparel for example) pass automatically. Other perishables must have a high enough stack count for that kind of item. The exact threshold depends on the hauler's current carrying capacity and the ideal carrying capacity for their race, but it only goes as high as 40. The perishable can still pass the check if there are other perishables of the same type nearby, or if it would deteriorate to zero hitpoints in ten days or less.

Food will also be hauled if it needs to go from low to high priority storage.

A new general hauling routine prefers valuable items like silver or big stacks of items for hauling, regardless of whether they are perishable or not. It will look at a square grid and a plus-shaped grid of cells to see if a big stack of the same type of item could be made. The normal general hauling routine picks up any leftovers.

New in this version, if Pick Up and Haul is active, the mod will use its hauling routine instead, but the order in which things will be hauled will still be decided by this mod.

Also, to improve performance, the lists of things to be hauled will be cached in memory and only updated when a certain number of in-game ticks have passed.

A debug mode exists and will give feedback when you right-click a haulable, so if it is not considered perishable or food or a big stack, that will show as a reason for not doing the job, in addition to still allowing you to manually prioritise hauling.

Download from Marvin's Mods (direct download): http://marvinkosh.omniloth.net/mod/please-haul-perishables-r1/
Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1542424432
#34
Bugs / Re: 1.0.2059 Pawn never do meditation/prayer
November 16, 2018, 12:09:36 PM
The meditate and pray recreation JoyGiverDefs each have pctPawnsEverDo tags. So I think it's possible that pawns can do one, both or neither.
#35
Releases / Re: [1.0] Marvin's Stuff
November 12, 2018, 09:25:47 PM
Toxic World (1.0)

The mod which makes it dangerous to travel on the world map when the permanent Toxic Fallout game condition is active.

v0.1.8 "Bugs, bugs never change" test version

New stuff:
- Negative thoughts about being underground for extended periods during toxic fallout will actually be removed. This doesn't seem to be possible at the moment.

Old stuff:
- Default scenario 'The Shelter' added to the mod.
- Toxic buildup actually works for caravans on the world map.
- Toxic buildup will happen for caravans on the world map that are not paused at a location with the Caves feature, or lessened for caravans passing through caves.
- Added a new drug which can be taken to reduce toxic sensitivity (it is available by default when you unlock the Drug Lab). It has a potential adverse reaction which needs medical treatment.

Known issues:
- New drug doesn't appear in existing drug policies. It does appear when you start a new game, however.

Download from Dropbox: https://www.dropbox.com/s/csvahm3ravzkvxm/MarvsToxicWorld018_TEST_R1.zip?dl=1
#36
Releases / Re: [1.0] Marvin's Stuff
November 08, 2018, 02:22:46 PM
Disasters (1.0)

The mod which makes temperature-based permanent game conditions affect caravans on the world map. Adds three new game conditions: Solar Apocalypse, Rogue Planet, and Ice Age, and scenarios for each one. There are also a few item stash quests which your caravans can complete to get some loot.

v1.2.4 "Maybe a few less quests" stable version

Changelog:
- Specific item stash quests happen less often (they can't be spammed by the storyteller).
- Added specific item stash quests: Abandoned brewery, old lumber mill, abandoned food depot, abandoned drug lab.
- Seasons now change depending on how much the permanent game condition has affected the temperature. May not be accurate.
- Caravan route planner now accounts for movement difficulty due to winter (because of above fix).
- Fixed a bug in v1.1.9 which would double the world offset when only one permanent game condition is in effect.
- Added the Ice Age game condition.
- Added default scenarios for the Ice Age and Rogue Planet game conditions.
- Unlike the previous version (for B19), in which I wrote that world map reflects changes in world temperature, but didn't qualify it by saying that the change only really affects caravan members getting heatstroke or hypothermia, this one actually does make the appropriate changes to the world map. so now you can make a guess at what kind of insulation your caravan people will need.
- Average, minimum and maximum temperatures are affected by permanent game conditions (but, see Limitations below).
- Travel time can be affected by permanent game conditions.
- Ability for animals to graze is affected by permanent game conditions.
- Growing period - displayed when you click on a zone or look at the terrain info on the world map - is affected by permanent game conditions. Actual ability to grow was always affected by temperature, but now you have an estimate of how long your growing period might be.
- Temperature suitability (used to decide which animals traders bring with them to trade) takes permanent game conditions into account.

Limitations and known issues
- The game only accounts for the current temperature offset created by a game condition. It doesn't predict it in advance.
- The game doesn't apply game conditions until you land, so it may be colder or warmer than you expect. Ice Age starts out 15C colder than normal.

See the video overview here: https://www.twitch.tv/videos/333515754

Download from Marvin's Mods (direct download): http://marvinkosh.omniloth.net/mod/disasters-r1/
#37
Releases / Re: [1.0] Mod Announcements Thread
October 30, 2018, 07:07:25 AM
Sometimes Raids Go Wrong for 1.0

The mod which allows storytellers to randomly make life difficult for raiders.

See the Ludeon forums post for details and how to download.
#38
Glad you got it working!
#39
Hey there!

If you want to simply change the sound played to Message_PositiveEvent, then you can do that with a simple patch operation like the second code block you posted.

<Patch>

<Operation Class="PatchOperationReplace">

<xpath>*/MessageTypeDef[defName = "Message_TaskCompletion"]/sound</xpath>


<value>

<sound>Message_PositiveEvent</sound>

</value>

</Operation>

</Patch>


Changing it to a custom sound that you made is not too complicated either.

<Patch>


<Operation Class="PatchOperationReplace">

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


<value>

<clipPath>NameOfYourSound</clipPath>

</value>

</Operation>

</Patch>


This does however require that you have a Sounds folder in your mod's folder (on the same level as Defs) and you then drop in a sound file with the desired name in OGG format.

I think sounds of this type are usually one channel (Mono, not Stereo) and 44100 Hz sample size.

Let me know if you need any more help with it. :)
#40
Releases / Re: [1.0] Mod Announcements Thread
October 19, 2018, 05:11:19 AM
Mods updated to 1.0!

Clear the Stockpiles
Combat Readiness Check
Please Haul Perishables
Snow Clearance Sanity
Ugh You Got Me

See my Steam Workshop page: https://steamcommunity.com/id/marvinkosh/myworkshopfiles/?appid=294100
Or download from Marvin's Mods: http://marvinkosh.omniloth.net/my-rimworld-1-0-mods/
Ludeon forums post: https://ludeon.com/forums/index.php?topic=30508.0
#41
Releases / Re: [1.0] Marvin's Stuff
October 18, 2018, 03:58:57 AM
Sometimes Raids Go Wrong (1.0)

v1.3.1 "Dead Mechanoids Chest" stable version

This is the mod which occasionally makes things go wrong for the raiders. From a rapid ageing disease to meteorites raining down from above, they're going to have a bad day.

Changelog:
- Fixed raid letter not being received when drop pod enemies die due to pod crashing and the arrival mode is random drop.
- Bugfixed mech raid chasing the raiders, they will definitely fight back now.
- The mod name and settings labels can now be translated.
- Added a debug mode (debug outputs for some things).
- Reorganised the code a bit.
- Rewrote some code for 1.0.
- Mechanoids chasing raiders are generated from the pool of mechanoid pawn groups (so mods which add new mechanoid pawn groups will work with the mod).
- Mechanoids chasing raiders don't have revolvers or inferno cannons forced on them.

Known issues:
- Malfunctioning drop pods don't explode on impact (not much I can do about it right now).

Want to see how the mod works? A have a video here where I show you what it does: https://www.twitch.tv/videos/474144774

Download from Marvin's Mods:
http://marvinkosh.omniloth.net/mod/sometimes-raids-go-wrong-r1/

Steam Workshop:
https://steamcommunity.com/sharedfiles/filedetails/?id=1551336515
#42
Some mods will not work. There were a few little things that changed between B19 and 1.0 (extra parameters may have been added, which means that mods which patch using the old parameters will fail).
#43
Releases / Re: [B19] Marvin's Stuff
October 15, 2018, 03:43:04 PM
Found a bug in Clear the Stockpiles. It's fixed in the latest version. If you downloaded from Marvin's Mods (my site) you'll need to download it again. See above for the link! :)
#44
Releases / Re: [B19] Mod Announcements Thread
October 11, 2018, 10:20:49 PM
Clear the Stockpiles (B19)

v1.0.5 "Fixed that before I even got to announce it" stable version

Colonists will clear out stockpiles which have unwanted items in them, hopefully reducing instances where production chains grind to a halt, especially in the butchering and kitchen area.

Download from Marvin's Mods (direct download): http://marvinkosh.omniloth.net/mod/clear-the-stockpiles-b19/
Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1536294009

Why not leave some feedback? You know you want to. ;) here's the Ludeon forums link for all of my mods: https://ludeon.com/forums/index.php?topic=30508.0
#45
I think that will have to wait until the next version. People playing modded RimWorld should know to switch to the beta 19 branch, back up their mods, and wait.

However as we discovered, mod compatibility between versions of RimWorld isn't as big a problem as it was thought.