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Messages - Neurotoxin

#16
Quote from: Phoenix_Haze on December 22, 2014, 04:54:12 AM
Quote from: Neurotoxin on December 22, 2014, 01:39:02 AMNo problem, when I'm at my computer tomorrow I'll just rebuild the current release source against the 4.0 framework. I'll send you a pm when I upload it. I'll target 4.0 from now on to ensure compatibility.
Thanks man that is awesome hope it goes well, and sorry to make more work for you.

Haha, extra work, not really. Just changing a build setting, hitting a button, zipping the file and uploading it. I actually did it at some point last night and pm'd you. The longest amount of time exerted was waiting for visual studio to load lol. Anyway, for all the other XP users out there, for this build grab the winXP Compat version on the downloads page.
#17
Quote from: Phoenix_Haze on December 22, 2014, 01:28:48 AM
I looked and apparently there is no 4.5 for windows XP it isn't compatible. Since micro$oft dropped support for XP there never will be 4.5 last update was 4.0 so sucks for me. Don't suppose you'd be willing to code an XP compatible version?

No problem, when I'm at my computer tomorrow I'll just rebuild the current release source against the 4.0 framework. I'll send you a pm when I upload it. I'll target 4.0 from now on to ensure compatibility.
#18
Quote from: Iolanthe on December 21, 2014, 05:51:18 PM
Quote from: Neurotoxin on December 21, 2014, 08:09:36 AM
If you select a colonist in game in their information panel you can change their name, at least last time I checked, if not I'll add that in.

You can change their nickname, but not their actual name. Normally that would be fine, but I was wanting to name the characters after people.

Ah, I've never actually used it so I didn't know that lol. I'll add the ability to change names in the next update.
#19
Quote from: Iolanthe on December 21, 2014, 12:36:31 AM
Hi. I registered specifically to post here, because your tool seemed to be exactly what I wanted. Is there functionality for changing names? I imagine it's possible, if they're stored in a discrete location/variable. I'm doing an LP for some friends and wanted to name the characters after them :)

Cheers for any advice on finding how to do this.

If you select a colonist in game in their information panel you can change their name, at least last time I checked, if not I'll add that in.

Quote from: Phoenix_Haze on December 21, 2014, 01:51:54 AM
I can't get the program to launch it keeps saying it's not a valid Win32 application. I'm running windows XP, I have no idea what the problem is.

Edit: downloaded it again to double check that it wasn't a corrupted download still broken

I honestly have no idea why that would be :( Do you have /net framework 4.5 installed?
#20
Quote from: wolf0x on December 15, 2014, 06:24:16 AM

Should be in the following folder C:\Users\@YourUserName@\AppData\LocalLow\Ludeon Studios\RimWorld\Saves

and thanks for the save editor Neurotoxin its good to have one that works again.

No problem, I intend to keep this working to the best of my abilities. That said, I' have pushed out an update by now if only for a few quality of life fixes (e.g. swapping the backstory slots, fixing the update link etc..) but I've been busy the last few days. My brother in law is in town for the holidays and is staying with us so things have been a bit hectic here. On top of that, my girlfriend's mmo just released a new character and I'm a nice guy so I'm letting her use my computer to she can play for a while with maxed out graphics at 60fps instead of on her computer within minimum at 15-30.

I don't know if nobody has been reporting bugs or there just isn't anything besides the couple of known issues. I hope it's the latter. I'll probably take some time out this weekend to polish this up a bit more, and try to push out an update.

I want to mention, like the previous save editor, this should be Mono Compatible, if anybody on mac/linux wants to try it out for me and let me know how it works I'd appreciate it. I'll add info to the OP about x-compatibility later but for the meantime you can find information on how to use Mono in the previous thread.

Save file paths are:
Windows : C:/Users/your user name/AppData/LocalLow/Ludeon Studios/RimWorld
Mac: /Users/your user name/Library/Caches/unity.Ludeon Studios.RimWorld
Linux: /home/your user name/.config/unity3d/Ludeon Studios/RimWorld/

Edit: Changed file path separators on windows line to match... it was bugging me. Why do mac/nix and windows have to be different? Especially considering either one actually works on windows. :/
#21
I know you guys have been waiting for an update to the save editor for a while. I present to you the new and improved save editor!


Now, I need something from you guys, Try your damnedest to break a save.

What's different from the previous save editor?
Well, first backstories are now gender locked, although they may change your body type.
A massive refactoring has taken place (more like rewriting) so future updates should mostly only require updating the resource definitions.
The UI layout has changed somewhat and works much more smoothly and is less hackish in it's implementation.

Issues I know about:
Backup Manager isn't yet fully implemented, instead it will open your backup directory for you. Backups however DO work.
On clicking ok when prompted that there is an update it will take you to the old thread, fixed for the next release.


There shouldn't be any bugs that are directly caused by this software related to traits, thoughts(except one see above) or backstories however changing the above MAY have unintended side effects caused by what the game expects and what is actually there. Those same side effects could be had from editing your save by hand.

Source
Download
Wiki - Still needs some love
Virus Scan

I will also attach the download to this thread until it is too large to attach. Can't attach it right now for some reason :/
I'll pretty up this thread later on as well.

Enjoy and looking forward to your bug reports.

Rolling changelog (these are changes as I make them, which you can expect in the next releases):


*Confused Gandalf* Tooltips?
Fixed application's potential to remove traits from pawn that aren't found in defs without the user choosing to do so.
Changing between genders of pawns no longer causes the application to lag out. From 3 seconds per change on my computer to under 1/4 second to update.
Swapped location of childhood and adulthood backstory selection boxes to be more intuitive.
Some internal cleanup of hard-coded Def mappings, now using deserialization.
Externalized hard-coded def mappings to facilitate a simplified update process and mod compatibility, see note after the rolling changelog.
Updated forum URL for new update found.


Ok, some info on the externalized hard mappings of save data. On first run the application will create a folder structure, inside of whatever directory you placed it in, and extract it's packaged data into some folders. Example:

Rimworld Save editor-
    RimworldSaveEditorV1.exe
    defs-
        thoughts-
            thoughtsVanilla.xml
        traits-
            traitsVanilla.xml
        backstories-
            backstoriesVanilla.xml

The file names don't matter, the application will attempt to load any definition files it locates in the folders so I, other users, or mod authors can provide definition files for compatibility with the save editor. Below is an example of the layout of the traits file, the layout and node structure is what is important here:

<?xml version="1.0"?>
<ArrayOfTrait xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
    <Trait>
        <ReadableName>nudist</ReadableName>
        <DefName>Nudist</DefName>
        <Degree>null</Degree>
    </Trait>
    <Trait>
        <ReadableName>slowpoke</ReadableName>
        <DefName>SpeedOffset</DefName>
        <Degree>-1</Degree>
    </Trait>
</ArrayOfTrait>


I will create some more documentation on this on the Bitbucket wiki page (which I haven't created just yet) around the time this version gets released. There's 2 gotchas with this though. First, obviously, without a definition the application can't add modded traits/thoughts/backstories. Second, adding a modded trait/thought/backstory(further known as items) on an umodded save (i.e. You haven't installed the mod who's definitions you're using) WILL cause crashing, you can easily fix that by removing the modded item or restoring a backed up save.
#22
Locking this thread in favor of a new more cleaned up one. Public test release will be released as soon as I'm done with a little more internal testing :).
#23
Awesome, sent you a link to the current closed test copy. Just try and break a save in any way possible. Thanks.
#24
A7 or A8. But I don't really *need* them now. I got RW installed since then. Short reason I had asked: I have limited bandwidth (10gb/month unmetered between midnight and 5am) So I need to be sparing with what I use and saves are a good bit smaller than the whole game.

I'm working out a few kinks right now then it'll be ready for private testing. That said, anyone who would like to help out with private testing let me know. I've already got 2 people but a little more input would be great.
#25
I usually try to avoid double posting but I want this to show as there is new replies.

I'm NEARLY ready to release 1.0 but I need some help. If anyone has an A7 save with a colonist in a cryptosleep pod I need it to test. I also need an A7 modded save, something that changes pawns, traits or thoughts.

I can't really ensure compatibility with mods that change traits or thoughts at the moment but I'll try. I'm thinking there's 2 real options for it, I can either display traits without a nice readable name (this becomes a minor problem with spectrum traits) or I can make a tool to allow you to dump traits from MOD xml's and read the dumped files in from a folder in the save editor's directory.

If I go with generically handling them you wouldn't be able to add mod traits/thoughts but would be able to remove them. A spectrum trait would be displayed differently as well. For example say you have slowpoke (vanilla trait) you'd see "SpeedOffset -1" as it's name or if you had fast walker it'd be "SpeedOffset 1" basically parsing the defName and degree as the readable name.

If I go with the external tool, I can't guarantee it'll work with all mod xml files unless A.) everyone follows the same standard for tagging (which theoretically they should) or B.) I give you, the user, control over what exactly is being parsed and that requires writing directions and people following them. Depending on how many people can follow explicit instructions (which from my experience is about 50% lol) it'd be easier to parse every potential mod myself.

I'm not just soapboxing with the info above either. I want to hear your opinions on what the best course of action is here. As far as my use of the tool it's complete but for you, the consumer, I need to know what you want and need from it. If anyone is experienced in programming please feel free to provide me ideas as alternatives for handling mod traits/thoughts.
#26
Quote from: DoomerDGR8 on December 05, 2014, 02:38:50 AM
How to use the Backstory dumper? I can't figure it out. I was able to compile it but cannot understand where to put it...

It's a bit complicated to explain so I'll just say it doesn't work lol.
https://ludeon.com/forums/index.php?topic=5046.msg48555#msg48555
#27
General Discussion / Re: Updates Taking Forever
December 04, 2014, 12:32:09 AM
Quote from: Kagemusha on December 03, 2014, 11:59:42 PM
Quote from: putsam on December 03, 2014, 11:56:27 PM
Slightly off topic but what does OP stand for other then Over Powered
'Original Poster'.
or
'Original Poster'
Often used to refer to the starting post of a thread and can sometimes indicate the person who posted it.

As far as I know.

This is correct, Can also be used to refer to the Original Poster of a top level comment on sites with multi-tiered comment sections such as reddit. In this case OP refers to slauenbach.
#28
General Discussion / Re: Updates Taking Forever
December 03, 2014, 06:40:51 PM
Woah guys, put away the pitchforks, it was just a question and considering OP (probably) bought the game it's a perfectly valid question.

@OP it takes time considering it's a VERY small dev team (last I knew there were 2-3 people working on it) that works their butts off. To give you an idea, you know how it seems the consensus is that diseases are too common (at least from what I've seen). In the A7 dev builds it was a lot more frequent and (I didn't have an issue personally) much more of a death sentence.

Every new dev build fixes bugs and balance so when it comes time for the actual build release the game is as enjoyable as possible. Each new alpha extends the release testing time because the testers aren't just checking the new features and balance but making sure none of the new systems have broken or bugged any of the previous systems. For an idea you have features A, B, and C, this build adds feature D, AB and C all worked perfectly before but D has to interact with all the old systems So instead of testing just D we're testing A B C and D, when E comes along we need to test A B C D and E etc...

Sometimes previous features get tested quickly, when nothing has affected them but sometimes a new bug comes around that takes extensive hunting and VERY specific conditions to present itself and can take days to track down.

My advice, just watch the changelog, you can see something happens on MOST days and Ty works hard. I hope that helps you understand better the amount of time it takes.
#29
Quote from: Knigge on November 17, 2014, 01:53:34 PM
I really need a tool like this for playing, and I wonder what the state of this one is. Are you still working on it? :)

Short answer: Yes.

Long answer:
I haven't had internet for about a month besides my phone. My modem died and I couldn't afford a $90 service call (which is required even just to replace my damn modem, freaking stupid I couldn't just mail it in) and I finally got the tech out here to get me back online. That said, it's been a while since I even looked at the code for this so I'm basically restarting. I've already rebuilt the UI from scratch and now I'm working on handling the necessary file operations. Once I've finished that it'll be a bit of internal bugfixing and ensuring compatibility with mods that MAY change certain save file parameters such as The thing class of pawns. I won't be giving an ETA at this time but I'll try to keep it as timely as possible.

I really am sorry to anyone who might have asphyxiated from holding their breath for an update. Those of you still holding it, let it out, and take a new breath (Also, how the hell did you hold your breath for over a month!?).

All of the above said, all the features that were previously implemented WILL be returning in the next release but if you have a request for a new feature, now would be a great time to put it out there.


12/3/2014 Update:
Got the UI working beautifully, still in need of polish and missing a few features atm but I've gotten all the Data Binding issues worked out and no longer have to explicitly set each and every field. Next up, enabling the rest of the features (adding thoughts/traits, remove already works) and finally loading/parsing and saving the save file (I'm trying to do this as generically as possible to ensure forward compatibility at best as possible and mod compatibility). A screenshot of the new UI is below, remember this is still a WiP and needs a bit more refining and a few things added (like save, load, check for update [don't worry about that one it's pretty simple so it's not gonna slow me down]).

After I get a release of the new and improved editor released I'll work on adding tooltips to traits/thoughts and I got a couple features I might try to implement. I don't want to spoil the surprise on those too much so I'm going to keep quiet about them but I will tease the ability to remove a disease and set immunity.

Screenshot as promised. The names traits and thoughts are just debug values I came up with off the top of my head and the skills are randomly generated.


Ok, done posting now. Hi ho Hi ho, back to work I go.



UPDATE 12/4/2014:
Updated internal Thought and Trait Definitions last updated for A6

File Loading is now completely operational

Last thing that needs to be done before release is handling saving data, backups and update check.

Current working screencap:
#30
General Discussion / Re: Flooring effects
October 02, 2014, 01:19:34 AM
take a look at <RimworldDir>Mods\Core\Defs\TerrainDefs\Terrain_Floors.xml You can see the beauty values there.

For your example, concrete has -2 beauty and Carpet has 4 oh and other than speed they only provide beauty.