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#1
Ideas / 3D Rimworld
July 06, 2021, 08:37:45 AM
I know of a few other games who've tried to make their own version of this, to varying degrees of success. Still, nothing I've played matches the depth and possibility of Rimworld. I've been toying with an idea to make a mod that can render a 3d representation of Rimworld based entirely on the 2d game (ie. no actual calculations are being performed in the 3d space.). From what I can tell, RW is a very CPU intensive game (depending on how many pawns you have active at once) but barely used the gpu at all, which should make this very doable without requiring the player to possess a quantum CPU. That said, I'm far from an expert programmer (semi-professional) so I thought I'd share my idea with you fine folks.

Here's a short GDD
https://docs.google.com/document/d/1p0hFQPhi1nfnRxyz4oMh2CUv4C4y95nq1vxPye-DPxU/edit?usp=sharing

I'm interested in thoughts and ideas, and if anyone wants to help make this happen I'm happy to lend my skills (as I said, I'm a functional programmer) but most of the work here will be in 3d modeling.
#2
I've been playing this run for a while, but yesterday started having and issue where my pawns have started "standing" when they would normally be deconstructing. The debug log gives the "Pawn started 10 jobs in one tick." notification, identifies the job as "deconstruct" and then "A=Thing_Frame_Turret_MiniTurret679470" which I assume means it's looking to deconstruct a miniturret. I have no miniturrets currently waiting to be deconstructed.

Edit: Pawns will construct automatically, as well as any other job. this only happens with deconstructing.

I'm playing with a handful of mods -- I've already tried removing a lot of unused ones -- but I think this is an issue with Save Our Ship 2. We are in space, I have 3 different ships that I've captured (they're now on the same map as my main ship) and I've been deconstructing them for parts/using them as extra defense in battle. One such battle destroyed a ton of buildings I'd had cued for deconstruction, including a number of miniturrets, but they don't seem to have been removed from the job queue, which leaves my pawns looking to deconstruct something that isn't there. Is there any way to reset the job queue, or refresh the map to check which tiles are actually present? any other solutions? I really don't want to have to start a new game...

I'm having trouble sharing my logs, HugsLib is giving me an error saying it's finding an unprocessable entry. Luckily I'm only getting one error message, so here's a copy paste:

Squint started 10 jobs in one tick. newJob=Deconstruct (Job_8243109) A=Thing_Frame_Turret_MiniTurret1679470 jobGiver=RimWorld.JobGiver_Work jobList=(Deconstruct (Job_8243089) A=Thing_Frame_Turret_MiniTurret1679470) (Deconstruct (Job_8243091) A=Thing_Frame_Turret_MiniTurret1679470) (Deconstruct (Job_8243093) A=Thing_Frame_Turret_MiniTurret1679470) (Deconstruct (Job_8243095) A=Thing_Frame_Turret_MiniTurret1679470) (Deconstruct (Job_8243097) A=Thing_Frame_Turret_MiniTurret1679470) (Deconstruct (Job_8243099) A=Thing_Frame_Turret_MiniTurret1679470) (Deconstruct (Job_8243101) A=Thing_Frame_Turret_MiniTurret1679470) (Deconstruct (Job_8243103) A=Thing_Frame_Turret_MiniTurret1679470) (Deconstruct (Job_8243105) A=Thing_Frame_Turret_MiniTurret1679470) (Deconstruct (Job_8243107) A=Thing_Frame_Turret_MiniTurret1679470) (Deconstruct (Job_8243109) A=Thing_Frame_Turret_MiniTurret1679470)