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Messages - skullywag

#1
Bugs / [1.4.3531 All DLCs] Cannot smelt stuffable armor
October 31, 2022, 09:06:21 AM
Im seeing a possible issue in that, for example, plate armor is no longer smeltable, it seems to stem from it not having a fixed costlist and being stuffed. All other armors are smeltable but from my checking they all have a costlist. So anything with "costStuffCount" is no longer smeltable. Plate armor in this example has a base of "ArmorSmithableBase" which has the smeltable tag set to true. Is this a known change or a bug, possibly with the special filters?
#2
Animals will not respond to unsafe temperatures if their pen has a "safe" area entered via the animal flap. Something about the normal check for if their path would end in an unsafe zone doesnt work due to the flap. I think due to the fact that they arent crossing a zone boundary.

I have had enough games now where chickens will just stay outside and die to frostbite even though there is a "barn" with a flap door thats 20+ degrees inside, IF they go into it at night and the temp drops below -20 (their safe is -10) they will stay indoors and be fine in the morning, the moment it ticks to -19 they go outside, the temp then drops again to -20 and they stay outside and die.

Animals should seek safe temperature through an animal flap to thier barn correctly. The only way to combat this is to not use a flap but a door and have 2 pens and manually move animals between them, this makes the animal flap all but useless in colder climates.
#3
General Discussion / Re: Farm animals and temperature
August 19, 2021, 06:47:48 AM
Interestingly I think animals are actually temperature aware, just had another game where some chickens stayed inside the barn until the temp went above -20 (the point at which i believe they would begin getting hypothermia) then they started exiting through the flap.

So now im wondering if its chickens especially that have some behaviour or just once animals are outside they dont come back in if the temp dips below danger point for them. i.e its only a check to ENTER a new "zone".

edit - so watched the chickens a bit more, they stay inside at night during winter, temperaturs is -25 outside, as morning comes temperature increases to -19 the moment it ticks above -20 they exit the barn via the flap, the day then gets colder than -20 and the chickens stay outside and catch hypothermia, So I think im right in thinking that the check only happens on CROSSING a boundary (i.e the flap), its warmer inside so they have no issue going in (not sure if they stay inside once they randomly wander in, will check this) but once in an environment that was hospitable but now isnt they dont check again as they arent crossing a boundary.

edit 2 - ok so yeah its if the destination of pathing would end in a inhospitable area they will stay in their current zone, the issue is if the current zone has become inhospitable since they first moved there.
#4
General Discussion / Re: Farm animals and temperature
August 19, 2021, 04:48:34 AM
All the flap does is join areas to extend a pen to allow wandering and searching for a bed, animals inherently have no other "advanced" AI, I guess the question here really is should animals seek safe temperature, which as they already leave the map if its too cold, some could argue the "wild" animals have a distinct advantage over tamed versions of the same animals and should infact seek safe temperature within their allowed area/pen, which would then make use of the flaps ability to add areas to a pen etc.
#5
General Discussion / Re: Farm animals and temperature
August 18, 2021, 04:28:41 PM
As I said that means its then a point to micromanage this aspect, replacing the flap with an actual door with 2 pen markers and flip the animals between them, the question was is that the expected outcome here, if it is thats fine, it just seemed to make the flap kind of useless. (in the instance of any map with temperatures under animal safe amount)
#6
General Discussion / Re: Farm animals and temperature
August 18, 2021, 04:20:18 AM
Having a heat source inside the barn is not the issue here ( i do have one ) the issue is animals dont come inside when its cold, they just wander in their "pen" which includes the outside space.
#7
Mods / Re: [Mod Commission] International Pawn Names
August 17, 2021, 02:22:37 PM
This sounds like something you should speak to the modder of Names Galore about, might be an option they can add to that mod possibly?
#8
Bugs / Re: Stop "Allow cutting" doesn't work
August 17, 2021, 02:18:11 PM
Quote from: Locklear on August 17, 2021, 10:59:04 AM
Quote from: skullywag on August 17, 2021, 09:34:29 AM
In what scenario would you NOT want to harvest?

too much

I never have this problem :D
#9
Bugs / Re: Stop "Allow cutting" doesn't work
August 17, 2021, 10:01:55 AM
I would say grab the worktab mod and then you can set the prioritys of the individual work types and have people who do sowing before harvesting (those with low plant skill) and have some who harvest first etc.
#10
Bugs / Re: Stop "Allow cutting" doesn't work
August 17, 2021, 09:34:29 AM
In what scenario would you NOT want to harvest?
#11
The mod "material filter" can handle a whole outfit only being made of certain materials, it cannot do individual apparel filters but you can definitely say, only allow clothing made to be worn when made from these materials. Does that help?

https://steamcommunity.com/sharedfiles/filedetails/?id=1541305730
#12
Support / Re: Mod bug help
August 17, 2021, 08:53:53 AM
Looks like KillForMe mod is having issues from that log.
#13
Do you have multiple "core" mods or something in the rimworld install folder? The log is odd, its stating you already have certain animals when it finds others to load in (of the same pawnkind). Open the game check the "mods" page and just see whats in there, that also might give away any oddness in your setup.
#14
General Discussion / Farm animals and temperature
August 17, 2021, 08:27:11 AM
Can someone help me here.

In the old "area" based system when an outside area got too cold I would just flip my animals to go "inside" and voila, no hypothermia, with the new "pen" system, I have a barn with "animal flaps" which as the description states is used to let animals come inside to sleep, perfect.....however, if its cold outside in the Pen and animals have no concept of seeking safe temperature they simply wander around outside in the dead of winter at daytime and die to hypothermia, so the only way to combat this I have found is to have a completely walled/doored off "barn" that doesnt use "animal flaps" and put a pen marker in there and micromanage each time it gets cold which animals need to go inside.

My question is, is this expected? if so whats the point in the animal flap apart from making your farm feel more "farmy".

Am I missing something here?
#15
Bugs / Re: Vram usage 1.3
August 01, 2021, 08:30:00 AM
Quote from: Canute on July 31, 2021, 04:07:39 PM
Hi,
someone else notice that too, maybe take a look at
https://ludeon.com/forums/index.php?topic=54906.0
And when you got problems, you can try to use that recommend mod too.

Did you mean to link to the same thread? or were you stating to use the mod i put in my post?