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Topics - 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 / 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?
#4
In every other build of this game the item names match the names you would see in lists (like the apparel in the assign tab) the "Samurai helmet" is actually "Prestige marine helmet", this could be confusing to users who dont see Samurai helmet in said lists. I imagine the Samurai Armor will have the same issue (havent got one of them yet).
#5
Scenario:

I have a freeholder pawn, they were in the middle of forming a caravan to send 28 veils to some tribe that wanted them (for a mech serum???), while that was happening i had another quest complete which granted that same pawn the acolyte level, the bestowing quest popped up as it should, I then accepted the quest, the bestowing group land, go to my throne room and they, plus all the participants, stand around waiting for the pawn who is still forming the caravan, i wait a bit, people start to get hungry/annoyed, i cancel the caravan, my freeholder pawn goes to get food, goes to bed, wakes up, carries on with her normal jobs, she never attends the ceremony and everyone else goes nuts/starves.
#6
Not sure if this is a bug but it was highly infuriating.

Had a pen where 1 edge of it was walls (of my base) and 3 edges fence, I was upgrading the walls from wood to stone and the animals obviously spilled into my base from their pen, no issues with that, however everytime a pawn tried to build a partial built wall piece and an animal walked over it they would be interupted, even forcing them to work on it ended in interupts galore. Took me god damn ages micromanaging right click force work to finish that.

I dont think I have ever had a pawn walk over a partially built frame and interupt the work of whoever was building it, so again not sure this is a bug or juse never got into this circumstance previously.
#7
Bugs / Bug/Cheese/Exploit - Outposts starve themselves
August 23, 2017, 05:24:28 PM
Im gonna put this here as I cant find an actual bug report on this subject apart from the odd post about how silly it is. Im aware this is not really a bug but felt it required an actual post.

I just sent a useless wanderer joins pawn with a knife to "assault" a faction outpost of tribals. He went and as expected got downed almost instantly, "he will die soon" I thought and carried on with my base planning, a few mins later i get a message telling me the outpost has been destroyed and i have 20 days to reform my caravan and grab loot, "he cant have got up and fought them all???" no, hes still lying there dying BUT every pawn on the map is downed.....starving....

There are SO MANY ways to cheese this i wont bother listing them. So yeah, this feels like a rather large exploit to me.
#8
Hey all,

XPATH is kind of my thing and ive been slowly pumping out info about best practice when using it and some others have posted some info on my behalf, like the performance hit of using // over / (if the tree is known there is no need to use //). I could put down a tonne of info on using xpath 1.0 but thought it better to get real world examples, so with that in mind, if you have a RW xpath issue, post it here and ill try and get back to everyone with any answers or relevant knowledge on any xpath subjects. We can then collate these examples into the relevant stickied help threads etc. (This is my way of helping out "modding" while I cannot actually mod right now)

Fire away. :)
#9
Unfinished / WeAreNumberOne
February 09, 2017, 08:26:30 AM
mhm

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#10
Bugs / Bills do not count items not in stockpiles
February 07, 2017, 07:53:38 AM
Ive seen this reported in many guises over the years but it always ends up in suggestions, its now annoying enough to warrant me making another bug report regarding it.

"Do until x" does not count stuff not in stockpiles, for example setting a bill to make chemfuel from your very low stocks of food cuz your on ice sheet but you need a tiny bit of chemfuel, you set the bill "do until 50"  set it to "drop" not "store in best stockpile" and your pawn will now make chemfuel until a hauler decides to move what hes made to a stockpile. What if theres no place to store it? what if you have no pawns free to haul? youve just doomed your whole colony due to this behaviour (this totally isnt what happened and did not end my last colony :( )

So yeah I call bug. Bills should count items that are "owned" by the colony.
#11
General Discussion / Congrats on the indiedb win Tynan.
December 30, 2016, 10:23:50 AM
Havent seen anyone post about it yet (please correct me if im wrong) but congrats on the win. Some tough competition with some good communitys were beaten. Well deserved and long may it continue.
#12
Help / PSA TO ALL MODDERS - PLEASE READ!
November 15, 2016, 04:30:15 AM
Hi everyone,

Im putting this here in the hopes it gets seen by more people, we are getting a lot of issues recently about hashing and other wierdness.

Please do not use things like building_base def from core, you should be defining ALL abstract defs inside your mod, do not depend on any external ones, yes they may work but what is happening is all the values are using default values and not the one ones you think its using, this causes LOTS of issues. DO NOT DO IT.

So again if you have a "base" def, it MUST be defined inside your mod, spread this to everyone, it causes no end of issues and is hard to track down.

Spread the word.
#13
Mods / PSA TO ALL MODDERS - PLEASE READ!
November 15, 2016, 04:29:50 AM
Hi everyone,

Im putting this here in the hopes it gets seen by more people, we are getting a lot of issues recently about hashing and other wierdness.

Please do not use things like building_base def from core, you should be defining ALL abstract defs inside your mod, do not depend on any external ones, yes they may work but what is happening is all the values are using default values and not the one ones you think its using, this causes LOTS of issues. DO NOT DO IT.

So again if you have a "base" def, it MUST be defined inside your mod, spread this to everyone, it causes no end of issues and is hard to track down.

Spread the word.
#14
Releases / PSA TO ALL MODDERS - PLEASE READ!
November 15, 2016, 04:29:32 AM
Hi everyone,

Im putting this here in the hopes it gets seen by more people, we are getting a lot of issues recently about hashing and other wierdness.

Please do not use things like building_base def from core, you should be defining ALL abstract defs inside your mod, do not depend on any external ones, yes they may work but what is happening is all the values are using default values and not the one ones you think its using, this causes LOTS of issues. DO NOT DO IT.

So again if you have a "base" def, it MUST be defined inside your mod, spread this to everyone, it causes no end of issues and is hard to track down.

Spread the word.
#15
Hey everyone,

As I said on the old slack thread earlier heres more of an official thread to promote the (kind of) new modders discord. Simply put, its a place to talk Rimworld modding in all its forms, to offer and receive help, to collaborate on projects and mainly to learn.

For now we are only accepting active modders (those of you who have mods in the wild). If you are of the arty persuasion then a simple link to some work youve done will suffice (no ones gonna judge it), same for you sound engineers, just a link to some examples of your work.

To be clear this is simply to stop people who just want to chat to the modders from getting in. We are a busy bunch and having people chatting at us can take us away from what we do, we are more than capable of sidetracking ourselves we dont need more people helping us do that. :D

If you want in shoot me a PM and ill get an invite out to you.
#16
Outdated / [A15] Better Randy
October 21, 2016, 06:38:02 PM
This mod makes Randy better.....soooo much better.

[attachment deleted by admin due to age]
#17
Mods / A quick chat about modders...umm...chat
October 18, 2016, 03:57:58 AM
So as some of you know there is the modders slack thats been around for years now, we had a steady 25 ish people with about 10 chatting daily, very recently we opened up a discord server and have been evaluating that as a potential replacement. I would be remiss if I didnt take into account the wider modding community and not just the 30 ish guys and gals that use it currently, so my questions is simply to modders, which platform would you prefer, would one make you join the group more than another, what things should it have? any and all feedback is welcome.
#18
Outdated / [A15] Alpha Animals
October 02, 2016, 04:59:45 AM
Ok here it is:

https://github.com/Skullywag/AlphaAnimals/releases/tag/AlphaAnimals-1.0

to see what this contains, please visit:

https://ludeon.com/forums/index.php?topic=17087.0

Where A Friend did all the art.

All animals are spawning rarely, however there is an issue in A15 with custom thinktrees that im struggling to get working (this basically means the ranged animals dont throw stuff) so i thought id get a test release out to get some feedback. Enjoy.
#19
:(

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