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Messages - Duncan

#16
Quote from: Kenji on January 31, 2017, 01:03:13 AM
Is there a way to make the embrasures not passable? Something about my pawns walking right through the fortifications after a firefight just bugs me.

In the file RimWorld\Mods\Core_SK\Defs\ThingDefs_Buildings\Buildings_Defences.xml
find the line
<passability>PassThroughOnly</passability>
in the embrasures def and change it to
<passability>Impassable</passability>

You can do this with any building. I generally change fences as well so they keep animals out again. The reason it was changed from this originally is that the AI won't shoot at you if it can't find a path to you. This is a bug in the vanilla game as far as I know and is pretty lame. The problem is the solution of just making everything walkable is also lame. I find that the game is sufficiently challenging if you make these impassable and then just crank up the difficulty. This mod can be pretty hard on the hardest settings even with useless AI.

At least it was back when raids were working.
#17
Mods / [Mod Request] Randomised drug creation and testing
December 21, 2016, 08:17:26 PM
Now that there is the possibility of administering drugs to animals and prisoners, I thought it might be fun to add in a drug testing and experimentation mod.

Add in a set of drug plants that grow naturally and can be farmed, say around 10 different types. (xml)
Add in recipes to combine each of these plants at a specialised chemistry workbench in pairs and maybe also in threes. (xml)
Create a system that randomises the effects of the resulting drugs based on the world seed (c#)

This would result in the following gameplay (example): the player finds two of the plants growing wild on the map and mixes them together to create 'substance 12'. The player the administers this substance to the colony cat. The cat immediately goes berserk and has to be put down. Then the player gets another plant from a trader and mixes it with one of the natively found plants to make 'substance 7'. Testing it on a recently tamed pig shows the drug has a euphoric effect. The player then starts administering daily doses to a prisoner for a period of time. These tests show that the drug is addictive.

And so on. Randomising based on the world seed would mean that the player would need to test drugs separately for each colony and would not be able to use the results of previous games.

I could do this myself and may even do so at some point, but it wont be soon so if anyone wants to run with this feel free.
#18
If it bothers anyone else that the medical operation list is completely spammed with pointless amputations I have posted in the thread of the responsible mod here. I can't submit a pull request to fix this due to the bundled nature of the skhardcore assemblies so skyarkhangel will have to fix this. Given that no one else is complaining about this however I think it would be good if some others could offer an opinion about this. Maybe I am the only one bothered by it. Maybe other people really enjoy being able to cut off random body parts.

Quote from: signeti on August 21, 2016, 11:05:59 AM
Anyone can please tell me, how to get parafin? I need it for herbal medicine.
You need to refine crude oil, it is a byproduct of the refining process.
#19
Quote from: JT on August 12, 2016, 02:24:28 PM
This feature can also be used to remove otherwise healthy body parts

I like the mod, but I do not understand why this is in there. As far as I can tell you basically gain the ability to mutilate your colonists at a cost of terrible moods. Apart from a few wild sadists I don't understand why anyone would want to do this. The downside is that the medical operation screen is spammed totally full of pointless operations that I don't want to use, making it very difficult to find the actual, sensible operations I want to queue.

I changed this in the source code and rebuilt this for myself but I am using the skkardcore pack and the assembly is merged into their single big assembly, so I had to make this an alternate version of the function and connect it in the xml. Unless there is a good reason for this I would advocate removing this feature from the main version.

Please don't take this criticism too harshly, the idea of being able to remove infected parts without anaesthetic is something I find very sensible and I applaud your efforts.
#20
The savegame load error with the log text (condensed):
rimworld post-long-event action. NullReferenceException Verse.VerbTracker.get_PrimaryVerb

I am using an older modified version of this mod with the SK-Hardcore modpack so it may be that this issue is already fixed in the version here. Nevertheless for those using the same version as me, or if it has not been fixed, saves affected by this bug can be fixed.

search your save file for the text


</loadouts>
<assignments>


This is the start of the block where loadouts are assigned to pawns. It contains a list of pawn ids and loadout names. The bug is caused by the same pawn appearing in the list twice. The pawn ids look like: <pawn>Thing_Human224</pawn>. Pay attention to that number. Look through the list and find any assignments that have the exact same id number. For each pair found, delete one of them. When this has been done save the file and load your game. The game should load normally.

I hope this helps someone, please link to this post if the issue is mentioned again so that it is easy to google.
#21
The alpha 13 version is quite playable, for those still not on it. I recommend jumping in as some of the changes are very cool.

There are some bugs that cause issues however, and it is useful to know about them before you get into the mod. The current list of serious bugs I have found is as follows:

Mortars of all types can not be built (not present in security architect menu)
Workaround: You pretty much just can't have mortars. If you get any mortar crates just sell them. It was observed that sieges start creating a building with them, it may be possible to wait until they finish and then capture their mortars. Not tested.

Anesthetic (special injection, not the standard anesthetic from operations) never wears off and the affected pawn is permanently down.
Workaround: Never use this operation.
If you have a save where you have already used this it is possible to fix it by editing the save but this is only for emergencies.
Find the block (numbers may differ):

<li Class="Hediff_Implant">
<def>AnestheticInjected</def>
<ticksSinceCreation>1908288</ticksSinceCreation>
<partIndex>0</partIndex>
<severity>0.001</severity>
<ticksToDisappear>-1908288</ticksToDisappear>
</li>

and line:

<healthState>Down</healthState>

and delete them both from the save. Make sure you do this on the correct pawn definition. You do not need to replace the code with anything, just delete it.

Pawns that leave the map on away missions never return
Workaround: Never send pawns on away missions.
These pawns are retained in your saves and it is theoretically possible to get them back, I have not investigated how difficult this is and it would require a fair bit of knowledge of the internal code of the game.

Virtually every attack is insectoids and they are almost impossible to survive.
Workaround:
In the file \Mods\Core_SK\Defs\FactionDefs\Factions_Insectoids.xml you can change the frequency of these attacks by changing the line <raidCommonality>50</raidCommonality>. The number 50 can be reduced to reduce the attacks and make it so that some humans attack as well. I use 5 but you can experiment with what works for you. 5 means that insectoid attacks are very rare. The attacks are still almost impossible to survive early game.

Those are the main ones for now, enjoy.
#22
Quote from: caesius on June 18, 2016, 02:16:01 AMi cant build mortars even if i researched the tech. (i have mortar crate and enough resources. but cant find build button of mortar at security tab)

I have the same issue, I had a game where I researched pretty much every security research in the whole mod just to double check it, and the defs only list the one research requirement so this is a bug. Anyone got any clue as to how to correct it?
#23
Quote from: sidfu on April 07, 2016, 08:53:57 AM
Quote from: Duncan on April 07, 2016, 05:11:18 AM
I actually came here to ask about A13, anyone heard anything about update compatibility and progress? I expect it will take a long time given the scope of this pack, but I will probably be playing A12 with this pack for the foreseeable future rather than play A13 without it.

its only beenn hours since update its gonna take a good weeks as this was a major update with alot of new elements.

That is not what I was asking: At what point will the github version no longer be compatible with A12? I pull the newest version whenever I start a new game and at some point some A13 changes will be added that will break the mod for A12. There are some A13 translation changes already in so it might be the case already. I am also interested to know how badly A13 broke this mod and how much work is estimated, but I understand that that can be hard to judge this early.
#24
One tip I ran into from years ago with framerate drops was stockpiles. I tried and it definitely helps. If there are two potential stockpiles that an item can legitimately be placed on, the pathfinding cost is much higher. Make sure you have fewer, larger stockpiles, that each stockpile has a specialised selection of goods that does not overlap with other stockpiles, and that if two stockpiles can contain the same thing they have a different priority. This made a huge difference for me in this modpack and saved a game with slow speed and bad framerate from being deleted and restarted.

Edit: I actually came here to ask about A13, anyone heard anything about update compatibility and progress? I expect it will take a long time given the scope of this pack, but I will probably be playing A12 with this pack for the foreseeable future rather than play A13 without it.
#25
Bugs / Omnivorous animals wont eat vegetables
April 05, 2016, 02:26:26 PM
I have not tested this with many animals, only rimdogs. It is pretty consistent with rimdogs though. If you have some dogs with no zone restrictions, and a stockpile filled with potatoes, the dogs will starve to death.

Perhaps it is intended that dogs dont eat potatoes, but the wiki says otherwise

More likely it is a special case of bug 2091

I am playing with the SK modpack and have not bothered to test it in vanilla. Please forgive me if the mods turn out to be the cause
#26
In case anyone is interested, I was looking for a good apparel guide for this mod, as it was far from clear what I should be giving my colonists to wear. I was unable to find such a guide so I made this table. You can just sort it by the column that contains the most important attribute for your needs. It starts sorted by sharp armor, then blunt armor, then cold insulation, heat insulation and lastly movement (penalty).

I made a parser that writes the table so if anyone desperately needs  a column that is not currently present please let me know and I can add it.

The short results for people that don't love spreadsheets is that it is complicated. The best armors all have brutal penalties.
The best armor on the modern loom is the armored vest, it might even be best overall because it does not seem to have any penalties and the protection is not bad. For a helmet the marine ballistic helmet.
The best overall armor (ignoring climate) seem to be the alloy vest and the marine ballistic helmet, as they don't slow you down too much and dont interfere too severely with working. If you have the hyperloom to go expensive look into the Phase Jet armor and helmet, these barely slow you down at all and have the added bonus of a power shield. These armors severly impede your medical skills so consider kitting out your doctors in something else and keeping them out of the fight.

If you have special climate needs I don't have any specific advice, you will need to examine the spreadsheet for yourself.

Also the best materials are titanium and pobedite for metal gear, and kevlar for cloth. Alpha/beta poly are also excellent but I have yet to get up to those and see what they can be used for. Rule of thumb for materials - the more it costs, the better it is.
#27
Ideas / Re: Prisoners try to escape
July 13, 2015, 01:07:45 PM
This is a good suggestion. I had a mod a while back that added heaps of events and one of them was a prison riot. It was this one https://ludeon.com/forums/index.php?topic=3859.0
Everyone who was a fan of the TTM mods is hoping that they will get updated and there have been some whispers that they might be, but nothing has shown up yet. It should not be a big issue to get that one event back into a standalone mod though. I think all it did was find all pawns marked as prisoners and turn them into hostiles. It was quite effective though.

There is obviously a lot more that could be done for prisoners than just a riot event, there are some good suggestions in this thread.

Having said that you should also try prison architect, it is a really interesting game and appeals to many of the same people that play rimworld.
#28
Really? I tried several searches and could not find another thread. They must not have used the same keywords as me I guess although I thought 'architecture' was a sure winner in this case. I guess it doesn't really matter.
#29
Thanks for your post. I consider mod support to be a vanilla feature, and as more and more mods appear it is inevitable that these menus start to overfill. This is not so much an issue with specific mods as with the game's handling of mods, and it will happen with any mods you use if there are enough buildings added. I am of course not asking for any special treatment or high priority just because this issue bothers me. But I work in game QA and I like to have things documented. Please think of this thread simply as a reminder for a small change that should be made at some time in the future.
#30
When a user has a lot of mods installed that add things to the architecture menu, the screen becomes very full when these menus are open. This is especially problematic on lower resolutions and 3:4 5:4 aspect ratio. In many cases it can become difficult to place these objects in the map because so little of it is visible.

Please see the attached image for an exaple.

I think the menu needs a rework, either divide things into tabs, or simply restrict its size and allow it to scroll or have multiple pages.

I was not sure if I should write this in the bug report forum as it is a collection of features which are working as intended that have a problematic consequence.

This is probably already on the radar as an issue but I wanted to make sure.

[attachment deleted due to age]