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Messages - Fluffy (l2032)

#1246
Quote from: zandadoum on September 14, 2015, 12:17:55 PM
i think i found a bug, possibly both with the game and this mod

when using the mass train option (shift click on column) everything looks fine

but after a while i started to have chickens trained in obedience and with a trainer assigned. chickens shouldnt be able to train anything afaik
i went into the chicken detail and it had the green ok symbol next to obedience, but it was sort of greyed out.

so i don't think this should happen

i think the game bug is that it allows addons to override training even if that specific animal shouldnt be trainable
and the bug with the mod is that it actually does it, even tho it doesn't show on the animal tab list
I'll look into this, I thought I checked everything properly. Thanks for reporting it!

update; fixed. There's a new minor release on github. (I was checking if training was visible, not if it was possible. doh.)
update2; made a small mistake in the first fix, it's actually fixed this time. Another new minor release on github. (Latest button on front page should always work.
#1247
Help / Re: Race defs question
September 14, 2015, 11:52:09 AM
yeah, it's a weighted sampling distribution, why the .5 and 2.5 options have to be there baffles me, but it's actually checked in the code and if they aren't it gives an error.

You can safely put a larger range in there (say from x to y), just be sure there's always the elements x - .5, x, x + 1, x + 2, .... y, y + .5 in there. The second element is the weight.

Nuzzling is split on two parts; the probability of it happening, and the probability of the colonist giving the animal a name when it happens. You probably want to up the chance of naming if an animal barely nuzzles - if you want them to get names.
#1248
Help / Re: accessing an internal / private method / field.
September 14, 2015, 11:44:05 AM
Could you give me an example of how to do this? Or a link to a mod that does this? I tried the various GetAssembly methods, but they either return my own assembly or null, which was not a promising start...
#1249
Outdated / Re: [A12d] Animal ranged verb unlocker
September 14, 2015, 08:04:24 AM
Mod has moved to my small mods modlist, locking this thread.
#1250
Outdated / Re: [A12d][GUI] ResearchInfo
September 14, 2015, 07:51:03 AM
mod is moving to my small mods list, I'm locking this topic.
#1251
Fluffy's Mods


   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
[1.0]Animal Tab v4.7 (Aug 8th) Adds extra functionality to the Animals tab
[1.0]Area Unlocker v3.14 (Aug 8th) Removes the (arbitrary) limit to the number of areas you can create
[1.0]Backup Power v1.10 (Aug 8th) add control units to generators to automatically switch them on and off when needed
[1.0]The Birds and the Bees v3.8 (Aug 10th) Adds reproductive organs to the animals
[1.0]Blueprints v2.17 (Aug 10th) Blueprints allow the quick construction of repetitive rooms/areas
[1.0]Colony Manager v4.32 (Aug 28th) Colony Manager allows you to make colonists do the more tedious parts of managing a colony
[1.0]Command Palette v1.8 (Aug 9th) all your commands in one place
[1.0]Desire Paths v0.8 (Aug 24th) Creates packed dirt paths when colonists frequently take the same path
[1.0]Fluffy Breakdowns v4.4 (Aug 10th) Replaces random breakdowns with a maintenance requirement
[1.0]Follow Me v4.8 (Aug 10th) Gives the camera tracking capabilities
[1.0]Medical Tab v3.4 (Aug 10th) Adds a comprehensive medical overview tab
[1.0]Mod Manager v3.8 (Sep 5th) Managing mods should be easy!
[1.0]Pharmacist v2.9 (Aug 10th) Not all injuries are equal
[1.0]Relations Tab v2.6 (Aug 10th) Replaces the faction tab with a relations tab
[1.0]Research Tree v3.17 (Jun 9th) A better research tree
[1.0]Shit Rimworld Says v2.3 (Aug 10th) adds quotes from /r/ShitRimWorldSays to RimWorld loading screens
[1.0]Stuffed Floors v2.7 (Aug 10th) Allows building floors out of stuff*
[1.0]Work Tab v3.21 (Aug 10th) Provides a vastly more customizable work tab

Legend:
: Steam Workshop page
: All old & new versions
: Bugs & Suggestions

You can find my outdated & obsolete mods, as well as my other projects, on GitHub

Changenotes:

2020-09-05 22:09 :: ModManager :: Fluffy :: fix requirements showing as unment when mod manager was closed and re-opened
2020-09-05 22:09 :: ModManager :: Fluffy :: fix warning about static texture loading in FluffyUI
2020-09-05 21:09 :: ModManager :: Fluffy :: fix error on non-xml files in modlist dir
2020-09-05 21:09 :: ModManager :: Fluffy :: remove survey popup
2020-08-31 09:08 :: ModManager :: Han Yaodong :: Update Chinese translation for v3.7.1004 (1.2.2723) (#128)
2020-08-30 23:08 :: ModManager :: Proxyer :: Update Japanese Translation for v3.5.996 (#127)
2020-08-30 11:08 :: ModManager :: Fluffy :: minor refactor of filename sanitizing, add more debug info
2020-08-19 00:08 :: ModManager :: Fluffy :: re-implement updating local copies from steam source
2020-08-19 00:08 :: ModManager :: Fluffy :: add steam links for original mod & author to local copies
2020-08-18 22:08 :: ModManager :: Fluffy :: check if userdata exists before trying to copy it
2020-08-18 21:08 :: ModManager :: Fluffy :: fix possible nullref in Incompatible.get_Resolvers
2020-08-18 21:08 :: ModManager :: Fluffy :: fix key error in auto-sort
2020-08-18 20:08 :: ModManager :: Proxyer :: Update Japanese Translation for v3.4.966 (#123)
2020-08-16 00:08 :: ModManager :: Fluffy :: properly cache Dependency.Target
2020-08-16 00:08 :: ModManager :: Fluffy :: cache relevant issue list
2020-08-15 22:08 :: ModManager :: Fluffy :: copy user data when copying/moving mod
2020-08-15 00:08 :: ModManager :: Fluffy :: fix user data storage
2020-08-14 22:08 :: ModManager :: Fluffy :: give local copies unique packageId's, handle comparing them
2020-08-11 22:08 :: ModManager :: Fluffy :: fix nullref in manifest.notify_recache
2020-08-09 12:08 :: CommandPalette :: Fluffy :: allow changing amount of recent widgets displayed
2020-08-09 12:08 :: CommandPalette :: Fluffy :: close palette when keybinding is pressed while open
2020-08-09 12:08 :: CommandPalette :: Fluffy :: update for 1.2
2020-08-09 12:08 :: CommandPalette :: Fluffy :: allow opening with selection with setting. closes #6
2020-08-08 11:08 :: BackupPower :: Fluffy :: add 1.2 updates into 1.1
2020-08-08 11:08 :: BackupPower :: Fluffy :: add run on batteries toggle
2020-08-08 00:08 :: BackupPower :: Fluffy :: build last release for 1.1
2020-08-08 00:08 :: BackupPower :: Fluffy :: lower research cost change prerequisite to electricity
2020-08-07 21:08 :: AnimalTab :: Fluffy :: update .gitignore
2020-08-05 23:08 :: DesirePaths :: Fluffy :: add path width growth
2020-08-05 22:08 :: DesirePaths :: Fluffy :: add defModExtension for changing desirePath settings per terrain
2020-08-05 21:08 :: DesirePaths :: Fluffy :: add old news to vcs
2020-08-04 20:08 :: DesirePaths :: Proxyer :: Japanese Translation
2020-05-23 11:05 :: BackupPower :: Fluffy :: additional nullcheck in PowerNet.StorageLevel
2020-05-22 23:05 :: ColonyManager :: Fluffy :: create read-only list for enumerating in ManagerJob_Livestock.DoFollowSettings
2020-05-22 22:05 :: ColonyManager :: Fluffy :: ignore borrowed animals
2020-05-22 22:05 :: ColonyManager :: Fluffy :: fix 'ew job'
2020-05-22 21:05 :: ColonyManager :: Fluffy :: add support for animals without gender by treating everything non-male as female.
2020-05-22 21:05 :: ColonyManager :: Fluffy :: make history labels translatable
2020-05-22 21:05 :: ColonyManager :: Fluffy :: add some null checks for possible weird modded plants
2020-05-22 15:05 :: BackupPower :: Fluffy :: allow turning backups off when excess would be zero
2020-05-22 14:05 :: BackupPower :: Fluffy :: add battery widget
2020-05-18 23:05 :: WorkTab :: Fluffy :: add priority labels for all priorities
2020-05-18 23:05 :: ModManager :: Han Yaodong :: Update Chinese Translation for v2.11.893 (#91)
2020-05-18 23:05 :: FollowMe :: Proxyer :: Pull request: Update Japanese Translation for v4.5.90 (#29)
2020-05-18 23:05 :: Blueprints :: Proxyer :: Update Japanese Translation for v2.15.128 (#30)
2020-05-18 22:05 :: WorkTab :: Fluffy :: add a bunch of checks for pawns without mood need
2020-05-15 22:05 :: CommandPalette :: Fluffy :: another attempt at fixing duped key errors in designator by category caching
2020-05-14 20:05 :: CommandPalette :: Fluffy :: fix duplicate key error in designator init
2020-05-05 22:05 :: ShitRimWorldSays :: Fluffy :: add tips on main menu
2020-05-05 14:05 :: ShitRimWorldSays :: Fluffy :: update preview image
2020-05-05 10:05 :: BackupPower :: Fluffy :: fix: building control box no longer removes generator (doh)
2020-05-05 10:05 :: BackupPower :: Fluffy :: fix reinitializing control boxes on game load
2020-05-05 10:05 :: BackupPower :: Fluffy :: fix: building control box no longer removes generator (doh)
2020-05-04 22:05 :: BackupPower :: Fluffy :: try to recover more gracefully from failure state
2020-05-04 20:05 :: CommandPalette :: Fluffy :: update preview
2020-05-04 19:05 :: MedicalTab :: Fluffy :: new preview image
2020-05-04 14:05 :: BackupPower :: Fluffy :: remove last traces of Harmony requirement
2020-05-04 11:05 :: BackupPower :: Fluffy :: add minimum on time to stop flickering
2020-05-02 08:05 :: DesirePaths :: Fluffy :: fix: turn paths overlay off by default
2020-05-02 01:05 :: DesirePaths :: Fluffy :: add path density overlay
2020-05-01 22:05 :: DesirePaths :: Fluffy :: tweak snow clearance rate, add stone smoothing
2020-04-30 23:04 :: Blueprints :: Fluffy :: add new files to source. doh
2020-04-30 22:04 :: Blueprints :: Fluffy :: add quick copy blueprint
2020-04-29 00:04 :: CommandPalette :: Fluffy :: make number of rows/columns configurable
2020-04-28 23:04 :: AreaUnlocker :: Fluffy :: fix: copy area now works again
2020-04-28 23:04 :: AnimalTab :: Han Yaodong :: Add Chinese translation (#53)
2020-04-28 11:04 :: FollowMe :: Fluffy :: switch to using better keybinding widget
2020-04-28 11:04 :: FollowMe :: Fluffy :: add configurable keybind for cinematic camera
2020-04-28 10:04 :: CommandPalette :: Fluffy :: deps: update BetterKeybinding dependency
2020-04-27 23:04 :: ModManager :: Fluffy :: fix crosspromotion preview path
2020-04-27 22:04 :: AnimalTab :: Fluffy :: fix sorting by handler
2020-04-27 22:04 :: AnimalTab :: Fluffy :: fix follow checkboxes not registering
2020-04-27 :: AnimalTab :: Fluffy :: remove duplicate age column
2020-04-27 :: CommandPalette :: Fluffy :: remove focus from search when selection is made
2020-04-27 :: AnimalTab :: Fluffy :: allow checkbox dragging
2020-04-27 :: CommandPalette :: Fluffy :: add configurable keybinding
2020-04-27 :: AnimalTab :: Fluffy :: add toggle for higher contrast checkboxes
2020-04-25 :: CommandPalette :: Fluffy :: add toggle for opening architect, hide disallowed commands from recent list, set default scale to 100%
2020-04-25 :: CommandPalette :: Fluffy :: add null check for similarity
2020-04-25 :: CommandPalette :: Fluffy :: update desciption, fix nullref in equality comparer
2020-04-24 :: DesirePaths :: Fluffy :: remove debug cell flashing, pawns standing still don't trample earth (almost), remove snow where pawns walk
2020-04-24 :: DesirePaths :: Fluffy :: more frequent smaller updates to dirt paths
2020-04-24 :: DesirePaths :: Fluffy :: actuall set default values for settings
2020-04-23 :: StuffedFloors :: Fluffy :: Add German translation (thanks to Erdnussbrot)'
2020-04-23 :: BirdsAndBees :: Han Yaodong :: Update Chinese translation for v3.6.55 (#28)'
2020-04-23 :: WorkTab :: Téo Bouttier :: French translation (#135)'
2020-04-23 :: BirdsAndBees :: gast :: Traditional Chinese (#27)'

#1252
Quote from: zandadoum on September 14, 2015, 05:52:17 AM
so, the progress bar can't be done... but maybe you can make it so when you move the cursor over a progressing training icon, the tooltip could display "5/8" in text?
The progress bar itself isn't the problem, it's getting the current training level for a pawn. For some reason Tynan has marked this information 'internal' which literally means only the core RimWorld code has access to it, not 'external' mods (technically Assemblies). The original plan was to do a small progress bar on the side or bottom as an indicator, and give full info on hover - just like you said. Sadly, I don't see how it can be done.

Quote from: zandadoum on September 14, 2015, 05:52:17 AM
i have another request for you:
can you make it so the filter window stays always at the same position and has a option to "stick" it, so it always opens when opening the animal panel?
I'll look into it. Making it sticky shouldn't be a big deal, as for opening in the same location, I'll give it a whirl :P.
#1253
Mods / Re: [Mod request] Remove snow move speed penalty
September 14, 2015, 04:47:26 AM
its hardcoded in SnowUtility actually, which is probably called from the pather and all sorts of other places. Sorry, not a simple mod, and likely to conflict with many things.
#1254
Outdated / [A12d][GUI] ResearchInfo
September 13, 2015, 07:31:05 PM
    Adds a little clarity to the research tab, mostly for those who use lots of mods. Example with Ultimate Overhaul loaded;


Features

  • Adds an "All" tab to research window, does what it says on the tin. (A little bit too well - it shows a dirty trick modders use, I'll fix that asap).
  • Adds prerequisties and leads to overview to research description.

(Compatibility) issues

  • No compatibility issues.
  • Doesn't add or store anything other than GUI, completely save compatible.
  • "All" tab can show researches it shouldn't (These are intentionally unobtainable to hide buildings, a modder trick), will get rid of these tomorrow.

License

Attribution 4.0 International (CC BY 4.0)

Made specifically for modpacks, feel free to grab and use it!

P.S. Dear mods, I'll create a "Fluffy's small mods" thread tomorrow and get rid of some of the clutter, sorry :P.[/list]
#1255
Outdated / Re: [A12] Project Dog - Community Dog project
September 13, 2015, 06:11:05 PM
We have german shepherds and bulldogs, golden retrievers are very similar to core lab retrievers, and beagle is pretty much a corgi...
#1256
Updated with training designator and some additional filter options.

Annoyingly, I can't do the little progress bar I wanted to do on training, there's some limitations with the game code (see here).

Download from front page, the folder has a funky name with a version number in it (github does that, and I'm too lazy to fix it), make sure to delete the old version!
#1257
Help / accessing an internal / private method / field.
September 13, 2015, 05:19:44 PM
I would like to access a pawn (animals) currently completed training steps. The code used in core is in Pawn_TrainingTracker.GetSteps(TrainableDef), however this method is marked internal, the steps field used to track training is marked private.

Any ideas on how to access these? I've fiddled with reflection but can't get it to work (probably my lack of expertise), and I'ld like to avoid using a custom Pawn class and rewriting and overriding all the training code...

P.S. Tynan, why is this method marked internal to begin with? All the other methods in the class are public...
#1258
Outdated / Re: [A12d] Animal ranged verb unlocker
September 13, 2015, 01:42:01 PM
Laser T-rexes, rocketlaunching muffalos, firebreathing dragons, I want to see it all!

*it's actually more ranged attacks, there's no actual weapons involved.
#1259
Outdated / [A12d] Animal ranged verb unlocker
September 13, 2015, 10:23:14 AM
Opens the door to animals using ranged weapons.

This is a demo mod, it adds a shotgun attack to the Thrumbo. I'm sure someone can use it to make a lovely laser-shooting raptor: https://ludeon.com/forums/index.php?topic=16037.msg170766#msg170766

I've tested briefly, and it seems to work. I have not tried Combat Realisms' verbs.

Get it here;
https://github.com/Karel-Kroeze/RW_AnimalRangedVerbsUnlocker

License

Attribution 4.0 International (CC BY 4.0)
#1260
Outdated / Re: [A12d] Cats! (updated 11-9, Icicat)
September 13, 2015, 04:09:44 AM
maybe they used him as the boiler for their central heating system? :P That's what I plan on doing if I ever manage to tame one in my own game, so far I've just got a bunch of colonists with burn wounds...

edit: changed Icicat not to die of hypothermia, left trader stuff. They should show up only rarely, and be massively expensive anyway. I haven't been able to tweak the odds of one appearing, if anyone has a good idea that allows them to be sold but not carried, that'd be nice.