Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Kubouch

#16
I also want to mention the beavers event. I am playing on an arid shrubland (Cassandra Medium, larger medium size map, flat, build .1956, started about 4 builds earlier). Thanks to the beavers incidents I have literally zero trees on the map (except those I planted inside my walled-off base). In an attachment I include a picture of what happened about 30 seconds after beavers entered the map. They rushed my trees I planted there earlier, ate them in a minute, chomped the few cactuses around the map and left.

I think the beavers incident should be toned down for biomes with little wood. Some heavy forest can take it but in my case it basically ensures I have no wild-growing wood whatsoever. I guess the point is to hunt them down but there is so many of them that I could have killed just a few anyway. And I don't want to run across the map chasing beavers while crops need to be harvested, animals tamed, food cooked, etc.

[attachment deleted due to age]
#17
I just recalled a situation from Sunday (i.e. a few updates back, I think .1951). I started Rich Explorer scenario and got a fox Horatio as a starting pet. Because my starting colonist (and all subsequent newcomers) didn't have enough Animal skill (fox needs 6 IIRC), Horatio eventually untamed itself back into the wilderness and I was sad. Wouldn't it make sense to limit the random starting pet to only those animals you can actually keep? How could Horatio become my pet if I don't have enough skill to handle it in the first place?
#18
Bugs / Re: [1.0] Smoothed walls - mining vs repair
July 03, 2018, 07:33:41 AM
Yep, a guy assigned to both mining and construction will start mining a smooth wall but turns into repairing it after a brief moment. Probably this should go to a Bugs section?
#19
Great idea! It would be cool to have the option to rename everything (even stockpiles).

As a side note, some time ago, I made a function which trims unnecessary vowels from a string to fit into a given number of characters. For example

VowelTrim("Building Materials", 13)

would output "Buildng Mtrls". This fitting is used in Dwarf Fortress. I just remembered this when I saw the "Building Mats" which is probably to shorten "Building Materials".

Also some of the fonts seem quite huge (Kitchen). It might be worthwhile to limit the maximum font size (in the mod settings). The above trimming method would help keeping the font size big enough in case of a too long name.

How does it look on small zones/rooms (like 1x1)? Maybe limit the label drawing above some size?

These are just some random thoughts, without actually testing it.
#20
Releases / Re: [B18] ModSync RW
June 08, 2018, 04:19:35 AM
Tags are a recommended way by GitLab to emulate the functionality of GitHub's Releases. It is just a convention. They added a Release Notes field to the Git tags where you can put some text or attach a file.
#21
Releases / Re: [B18] ModSync RW
June 05, 2018, 10:50:48 AM
Quote from: Kiame on June 05, 2018, 09:53:05 AM
I can take a look at gitlab, know any mods that use that so i can test?

Also using 'Direct' should work for all repos

I do: https://gitlab.com/rwmods. I manage my releases under tags (yes, they don't have a base folder, I need to fix it).
#22
I think they look pretty cool. A few points:

  • The color seems too bright IMO. The whole RimWorld color scheme is kinda "blah". Toning down the aggressive turquoise would help it fit into the game more.
  • What are the color straps on them? Not sure if it's a part of some equipment or a body texture. They don't look that good IMO. Maybe they could be removed altogether and make more skin colors (like human's white-brown scale) in the green-turquoise-blue scale instead.
  • How about including more body types (like humans have slim/fat/normal/muscular)?
  • There could be less horns but bigger so they are more distinguishable from afar. Hard to tell without trying.
  • It would be nice to actually disable the possibility of wearing human apparel by lizards (and vice versa) but I'm not sure whether it's possible.
  • That machette (first picture, leftmost lizardman) kinda looks like a small cannon. It would be cool to have a cannon like that.
But I like it oterwise. Apparently enough to even write a post here after ages of inactivity :-D.
#23
Outdated / Re: [B18] Universal Fermenter (2017-11-18)
February 04, 2018, 04:34:32 PM
Quote from: PreDiabetic on January 24, 2018, 03:21:27 PM
<comps>
<li Class="Kubouch.CompProperties_UniversalFermenter">
<products>
                <li>
                    <thingDef>Megaspider_Meat</thingDef>
                    <ingredientFilter>
<thingDefs>
<li>Hay</li>
</thingDefs>
                    </ingredientFilter>
                    <temperatureSafe>
                        <min>0</min>
                        <max>50</max>
                    </temperatureSafe>
                    <temperatureIdeal>
                        <min>10</min>
                        <max>20</max>
                    </temperatureIdeal>
<maxCapacity>100</maxCapacity>
                    <baseFermentationDuration>300000</baseFermentationDuration>
                    <efficiency>5</efficiency>
                </li>
</products>
</li>
       <li Class="CompProperties_Forbiddable"/>
    </comps>


why this doesn't work? Standart Barrel with only changes to "<thingClass>Building</thingClass>" due to your warning.
JobDriver threw exception in initAction. Pawn=Xue, Job=UF_FillUniversalFermenter (Job_49148) A=Thing_InsectLab765038 B=Thing_Hay1007488, Exception: System.NullReferenceException: Object reference not set to an instance of an object
  at Kubouch.CompUniversalFermenter.AddIngredient (Verse.Thing ingredient) [0x00000] in <filename unknown>:0
  at Kubouch.JobDriver_FillUniversalFermenter+<>c__DisplayClass8_0.<MakeNewToils>b__1 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0  lastJobGiver


Hi, thanks for letting me know.

Just as a sanity check, make sure that you have the latest version (b18.1.0).

Could you send me the whole file where you added this?

I am not RimWorlding these days but I think I'll make a new version in a relatively near future to address all the things that are popping out. I added this to my issues list to make sure it will be looked into.
#24
Releases / Re: [B18] Vegetable Garden Project [1/8/18]
February 04, 2018, 04:15:12 PM
Hi, I am the author of Universal Fermenter.

First of all, it is not a progress bar :D. It is more of a 'fullness-progress bar'. It displays how full the fermenter is. The color is brown when the product is not ready and turns yellow when it's finished.

I had this issue with the bar before but it should be fixed already in a17.6.0. Make sure you have the latest version. Although old a17 versions shouldn't work on b18 at all...

Personally, I couldn't reproduce this bug with my mods but I didn't test VG. Are there any other comps loaded with UniversalFermenter? How about if you include only one UniversalFermenter comp? There might be conflicts between different comps.

I am having a RimWorld break right now. However, there are things popping out so I think I'll review UF and give it a new version at some point in a relatively near feature. I added this to my list of issues to make sure it will be addressed in the next version.
#25
Outdated / Re: [B18] Universal Fermenter (2017-11-18)
January 20, 2018, 04:39:16 PM
Quote from: Harry_Dicks on January 03, 2018, 04:09:01 PM
When extracting Universal Fermenter, there is no base folder for it. My question is, does RimWorld care what the name of the base folder is? Can it be just Universal Fermenter, or does it need to be UniversalFermenter_b18.1.0 ?

You can name the folder as you want. I should keep that in mind for future releases and zip it with the base folder.
#26
The sunRespect is indeed registering only the outdoor sun. Whenever you build a roof above, you block the sun. Sun lamps don't work. These are the same rules as apply to the wind turbine. It might be better to change it to light level later to avoid confusion.

I don't know anything about transparent roof. There is such thing in the game?

Thank you for support and interest in this mod! I am not playing nor modding RimWorld recently so I am not here most of the time. But from time to time I peep in to see what's going on.
#27
Quote from: Harry_Dicks on December 30, 2017, 09:27:00 PM
I would like to try this mod out but am curious how this interacts with Smokeleaf Industry.

Hey, thanks for checking out this mod!

It seems there is one minor conflict. Smokeleaf Industry uses smokeleaf buds to produce joints. Dry Leaves uses dried smokeleaf leaves to produce joint. Depending on the mod load order, the recipe from the later one will take precedence. I.e. if you load Smokeleaf Industry after Dry Leaves, joints will be produced out of smokeleaf buds. You'll still be able to produce dried smokeleaf leaves but they will be useless. There shouldn't be any other conflicts than that. I haven't tested it myself, though, just deduced from looking at the files so I hope I'm right.
#28
Hi Dingo,
it would be great if you include the HugsLib requirement somewhere visible on the front page. I just quickly downloaded the Notification Archiver and was greeted by errors. Then I read your last post and figured I should use the HugsLib. Having it on the front page would save some potentional hassle and false bug reports.

Looking forward to try the mod, looks great B-).
#29
Outdated / Re: [B18] Jecrell's Tobacco & Dry Leaves
November 18, 2017, 07:45:16 AM
New version (b18.1.0)!


  • This update adds nothing, just an official Beta (woo) release!

NOTE! Universal Fermenter is required to run this mod.

Download:
    Dry Leaves (b18.1.0)
    Universal Fermenter (b18.1.0)

This is how my update messages look like.

Enjoy!
#30
Outdated / Re: [B18] Universal Fermenter (2017-11-18)
November 18, 2017, 07:39:43 AM
New version (b18.1.0)!


  • Now we have Beta 18, wohoo!
  • It is possible to have different building texture for each product when there are ingredients inside.
  • New mod based on Universal Fermenter: Dry Leaves by Jecrell and me.

Download:
    Universal Fermenter (b18.1.0)

The only main change is the possibility of having a different texture per product, when there are some ingredients loaded. It works a bit the same way as vanilla Power Switch uses the on/off textures. When the building is empty, a default texture is used for all the products. How to use the feature is described on the Wiki.

Enjoy!