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Messages - Lupin III

#91
I would like to make a mod that allows me to repair apparel and weapons. Both should work on the core tailoring/smithing table. It would like it to be a single recipe for each table. So take any apparel in and output the same apparel just with 100% hitpoints. I don't care if the color changes or if the quality changes. Quite the opposite, it would be a nice touch if a bad tailor might get the hitpoints to 100% but randomly drops the quality from "legendary" to "shoddy" ;) . But the material has to stay the same. (in essence very similar to what stonecutting and butchering does)
I've managed to make a recipe that takes any apparel(weapon) to the bench and gets worked on. But when finisched it vanishes into thin air, because I don't know what should be specified as a product. Is this even possible with just an XML recipe or does this have to be a DLL mod?

<?xml version="1.0" encoding="utf-8" ?>
<RecipeDefs>

<RecipeDef>
<defName>Lupin_MendApparel</defName>
<label>mend apparel</label>
<description>Mend clothing</description>
<jobString>Mending.</jobString>
<workAmount>1400</workAmount>
<workSpeedStat>TailoringSpeed</workSpeedStat>
<workSkill>Crafting</workSkill>
<workSkillLearnFactor>0.1</workSkillLearnFactor>
<effectWorking>Tailor</effectWorking>
<soundWorking>Recipe_Tailor</soundWorking>
<ingredients>
<li>
<filter>
<categories>
<li>Apparel</li>
</categories>
</filter>
<count>1</count>
</li>
</ingredients>
<fixedIngredientFilter>
<categories>
<li>Apparel</li>
</categories>
</fixedIngredientFilter>
<recipeUsers>
<li>TableTailor</li>
</recipeUsers>
</RecipeDef>

</RecipeDefs>
#92
Quote from: Kulverstukass on September 21, 2015, 04:40:44 PM
After deleting FishIndustry (anyway had near to zero water on map) i've had no problem with continue playing in pre-Mending save.
I did some savegame hacks (managed to get mending to work in an existing game) and can tell you most likely why that worked.
In the save file there's an entry for every colonist's work priorities, which looks like this:

<workSettings>
<priorities>
<vals>
<li>0</li>
<li>1</li>
<li>2</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>4</li>
<li>0</li>
<li>2</li>
<li>2</li>
<li>3</li>
<li>0</li>
<li>3</li>
<li>4</li>
<li>1</li>
<li>2</li>
<li>1</li>
<li>1</li>
</vals>
</priorities>
</workSettings>

The number of li items is equal to the number of work types. As you can see, there's absolutely no reference as to which item refers to which work. In fact I found out that the "mend" priority is added at the end of the list, even though in the works tab it appears after "art". So the order in the GUI and the savefile are not the same. If you add a mod that adds a work type to an existing game, there aren't enough entries, which the game really doesn't like. If you had the fishing mod installed, but removed it, you have a superfluous entry. So in your case the game doesn't break, although it doesn't know that the number it found wasn't meant to be for "mend".


Now that I used the mod a little I feel even stronger that the work type "mend" should be removed! Not only is it much more prone to compatibility issues, it's more of an annoyance then help that it has to be set as a separate work. Just use the "craft" (or "tailor" or "smith") work for it and use the skill level for the speed of the mending and add a chance that the quality of the item changes according to skill (in the same way as when making it from scratch).
#93
I can confirm that adding the mod to an existing game will break it. The works tab only shows a single colonist for which the priority boxes stop somewhere around the "craft" box. Also the colonists will get stuck "standing" after they finished their last task (from before saving). They can still be drafted and moved around and commanded to do stuff (but will stand around again after doing that). The problem isn't there when starting a new colony with the exact same mod setup.

I guess it's due to the fact that colonists are missing the "mend" assignment in the savegame, which breaks loading? Are there any savegame hacks I can do to add it to an existing game?
You should also think if it's really necessary to add new work type just for mending. Why not let the "crafters" do it? Not only should that make the mod savegame compatible (as long as you don't have a mending bench built when removing the mod), but it would also make compatibility easier with other mods.
#94
Releases / Re: [A12] RT Mods - thanks Cebullus! (22.08.15)
September 21, 2015, 10:08:39 AM
I really love the Storage mod (and maybe even love the fuses, but have not had a short yet ;) ).
A few comments:

The name "quantum stockpile" somehow feels very out of place, when all your colonists are still running around with pistols and steel knifes. Why not simply call them "storage shelves"? The upgrades for more stacks would then be something like "heavy duty shelves I/II/III" aso.
The power requirements are a little excessive for stockpiles. I think "shelves" shouldn't use power at all. Make them more expensive to build (but out of "stuff", so wood shelves should be possible) and maybe reduce the initial stack size (before upgrades) to 2 and maybe just go up to 6.
No need to change the behaviour of the stockpiles. The autopickup without power can be explained by colonists putting the stuff in the shelf when dropping it there. And the defragmenting could simply be called "shelf labels", so colonists know where to put stuff (of course they won't go to the specific stack, but you can imagine they did, because the stacks on a 2x2 shelf aren't that far aprt and would take almost the same amount of walking anyway).

Similar with "quantum warehouse". Why not call it "warehouse automation". Instead of stacks being quantum teleported you could explain the distribution of stacks by automated forklifts or robotic lifters attached to the storage shelves.
Here are some suggestions that would be nice, but I don't know if rimworld supports this easily:
The automation should draw power depending on the number of storage shelves in the stockpile (more shelves, more work to do). Or if possible draw power on every action (whenever a stack is moved)
Could the build of a warehouse increase the number of stacks possible on the storage shelves in the same stockpile (e. g. add 4 stacks)? Explain that by the shelves' height no longer being limited by the height of humans ;)

I have not yet built a quantum relay (have the mod installed for two hours or so and not gotten to it yet), but something like "warehouse access pipe" would be more fitting. You could imagine it being some kind of pneumatic mail type of thing. Power requirements should either be dependent on distance from the warehouse or be on activity only (but also depending on distance).

I know that this may sound like a complete reinvention of the mod, but since the mod luckily is called "RT storage" and not "RT quantum storage" using "shelves" instead of "quantum" is more or less cosmetic.
#95
Quote from: fenrin49 on September 21, 2015, 03:05:24 AM
me 3! is there a quick fix that works ? i tried downing them but then when rescued they vanish.....

The bug is a weird one. The next day when I continued to play the game, where it happened maybe ten times (not every times visitors come by, but many times), it was fine for a long time. Then after maybe 45min or so it happened again. I saved, shut down the game completely and loaded the game again. The problem never appeared since then (6h+ of gameplay). Not even right after the load with the visitors, who caused the error right before saving, still being on the map being "influenced".
What I also found out now is, that the colonists getting stuck are levelling up very quickly. I first thought my colonists just had a lv20 social skill, because they were negotiating very often. But when I assigned an additional negotiator around lv13, he had leveled to lv18 in the minute I took to save the game and restart.
#96
Quote from: Kolljak on September 17, 2015, 11:04:36 AM
Running into some errors

My peeps just stand there cant do anything anymore and the redline error reads...

The given key was not present in the dictionary
did not find skill def social returning to shooting

No idea what went wrong just started happening.

Same here. Played a game just yesterday for hours where everything worked fine. I started a new one today and the behaviour was normal at first, but now the "social" people get stuck. I can draft them, but not move them and after undrafting they still stick to the same position. The whole games is lagging to almost a halt. It only goes away if I wait for the guest to leave the map, save and reload the game.

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