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Messages - soulkata

#31
Quote from: TheRedOne on October 02, 2015, 12:06:09 PM
Quote from: soulkata on October 02, 2015, 11:52:27 AMThe mod changed the current Gear tab to the new one when it recalculates the apparel... Well, when he does this:

* When you change a the slider of an Stat.
* Every 5.000 ticks

If this doesn't do that, the Mod isn't initialized correctly... For existing colonies Enter in the apparel and changing one status initializes the game...

If none of this work, then I don't know...

Please see this screenshot. The mod calculated a pawns appeal (I guess), but the gear tab is not the one from AutoEquip. I hope it helps you.

Fixed.
#32
Quote from: TheRedOne on October 02, 2015, 11:38:01 AM
Okay, after I returned home today, I wanted to play and the numbers were gone again. I played around a little and activated Hospitality, too. Nothing changed.

However, I noticed something! If I load my old colony, no numbers will show up; not even the new buttons of AutoEqip show up in the Gear menu. But then, I returned to the main menu and create a new colony. Nothing yet, but after checking the interface menu (making no changes, aka ticking and unticking a random item), the numbers and Gear menu appeared! Then I can even load my old colony and the numbers are there, too.

I presume the mod only loads properly on new colonies, but stays active after it initialized (?)


How I make it work on my game

  • Start RimWorld and load old colony
  • Notice that there are no numbers nor buttons in the Gear tab
  • Return to main menu and create a new colony. Landing site and colonists do not matter.
  • Wait for Colonists to land and notice that no numbers nor buttons are in the Gear tab
  • Open the interface menu and do and un-do a random change
  • Notice that colonists' Gear tabs have numbers and buttons
  • Load into old colony and notice colonists have buttons and numbers in Gear tab

The mod changed the current Gear tab to the new one when it recalculates the apparel... Well, when he does this:

* When you change a the slider of an Stat.
* Every 5.000 ticks

If this doesn't do that, the Mod isn't initialized correctly... For existing colonies Enter in the apparel and changing one status initializes the game...

If none of this work, then I don't know...
#33
Quote from: TheRedOne on October 02, 2015, 04:41:05 AM
However, it will stop showing the numbers in the gears tab when I have Hospitality (v1.08) loaded at the same time. The mod order does not change it either. If I want to see the numbers in my game, i have to disable Hospitality.

Well, I don't know exactly what hospitality does... My mod replaces the original "Gear" tab for a new one... Probably theses mods change the game tab System...

Quote from: TheRedOne on October 02, 2015, 04:41:05 AM
Please note that the Gear tab numbers only refresh after the game ran for a moment.

Yep, the numbers are pretty expensive to obtain... So the mod store them to recalculate themselves every 5.000 tics or then the user change the value of any stat...
#34
Quote from: notfood on October 01, 2015, 10:21:04 PM
Tested with Hardcore SK pack and it works good so far, thank you!

I even get the status button next to edit, I tried it some and it seems to work. I can't find the compare button though.

Well, the mod is not "EdBInterface" friendly... Both modules overrides the Gear Tab... You are using "EdBInterface"?
#35
Quote from: Tekuromoto on October 01, 2015, 08:49:51 PM
The link on the first page for the infusion handler gives a 404.  :o

Fixed! Thanks!
#36
Quote from: skullywag on October 01, 2015, 03:27:56 PM
i just tried with nothing but this mod and still no gear tab ui??? should i see it straight away on landing?

Also you left alienants dll in again...

Find the problem. Last version was sent with old files.... :( sorry guys... Fixed now.
#37
Quote from: skullywag on October 01, 2015, 03:27:56 PM
i just tried with nothing but this mod and still no gear tab ui??? should i see it straight away on landing?

Also you left alienants dll in again...

Is on Main Tab Apparel.... A new button "Status..." appears after the "Modify", for each colonist....
Or, if you select the colonist, in the Gear Tab a button Status aperas too!
#38
Quote from: skullywag on October 01, 2015, 03:17:48 PM
nope still not getting the UI even with alternate tabs turned off, how you getting on Soulkata?

Im working now... At lunch I have add the Edb and the game crashed...
#39
Quote from: skullywag on October 01, 2015, 08:14:16 AM
he means the UI mod, but im running both to be clear. Ill retest this tonight when im at my pc.

I was believing that the UI mod hasn't been released wet! Lol, gonna try it too!
#40

Hi!
First of all, new version...

Quote from: NoImageAvailable on September 30, 2015, 07:22:23 PM
Quote from: skullywag on September 30, 2015, 07:08:20 PM
ok tried again with a new game on a new world, pawns are still dropping clothes for no reason and i dont seem to have the "todrop" gui stuff, is this incompatible with edb by any chance? im loading this last.

I've had issues trying to run this with EdB, you might want to disable the gear tab in EdB's interface options.

Which Edb are you mind? Prepare carefully? Edb UI?
#41
Outdated / Re: [A12d] Soulkata Mods, less butcher Ant Meat
September 30, 2015, 06:57:13 AM
Quote from: Joshy1111 on September 30, 2015, 02:11:33 AM
Hey just a question, but am i able to make ability's happen after using an item? I.e, an item that evolves the person holding it

Well, the abilities are designed to be executed only by enemies... So, I don't know how a Enemy can use a item... The enemy will always has the item on the inventory?
#42
Quote from: skullywag on September 28, 2015, 07:06:58 AM
You dont seem to understand what im saying, i havent touched any of the gui therefore sharp is on 100% and blunt 80% (ish), no other things are set, pawns are not following this rule and just decide to remove their clothing at different times, 2 pawns wearing the same shirt decided to remove said shirt at different percentages of health. That is broken, no?

And trust me if i had my modding pc back from being repaired id be all over this, i think its a great mod, if it can be made to work which in my experience it doesnt. In a few weeks id be happy help if its still not fixed. :)

Steps:
1 - Click on the pawn that has a erroneous apparel.
2 - Select the Gear tab.
2.1 - Now, the pawn has 2 more groups: To Wear and To Drop. Normally, the pawn drops a apparel to pick another one. Here you can view why he does that.
3 - Right click on a apparel, it will show the option: AutoEquip Comparer, here the mod will show all apparels order by it value to the colonist. The colonist will equip the higher value.
4. If you click on the value column, you go to the Autoequip Details that shows how the game calculates the apparel value.

Use this data to analyse why the pawn drop the apparel.
#43
Quote from: 1000101 on September 27, 2015, 02:51:43 AM
Quote from: soulkata on September 26, 2015, 08:02:09 AM
Quote from: notfood on September 26, 2015, 02:10:08 AM
I agree about that, they're stripping their clothes and leaving them in odd places. It'd be better if they'd only strip if they grabbed their target apparel.

Well, my concern if is every colonist keep waiting the other to start stripping... But I will be thinking about it!

tbh, they shouldn't be looking at what other colonists are wearing at all.  They should only be looking as what is currently available and picking from that.

"No, I'm not trading pants with you, you weird-o."

I have changed to the colonist pick his gear even if It wasn't in the stockpile, this seems to solve some major problem's about going naked... Next version I will release with this behavior...
#44
Quote from: skullywag on September 26, 2015, 04:35:49 PM
I get frequent 1-2 second pauses when using this on a colony with 20+ colonists, makes it pretty unplayable, is this normal?

Also 3 starting colonists, ive touched nothing, 1 pawns has now decided at 93% shirt health that she will not wear it...wut? thats broken...

edit - not 2 mins later the 2nd pawn decides she not liking her shirt at 95%, this mod needs some love, great idea though.

edit 2 - and removing it from a save recks it....great....

edit 3 - so thought id just force them just so i could continue with the save (its a good one), now my other guy just swapped out 95% hyperweave pants for 80% boomalope ones, still nothing touched in the menu, sharp defence should therefore be priority, it obviously isnt.

I have created the GUI to you analyze why the colonist have the behaviors mentioned above. Look into it for further information...
For big colonies the AutoEquip process can take some time...
And, for last, If you are happy with the "love" I give for this mod, I present you 2 ways: Mod it yourself, the fonts are in a public Git Repository (I would love someone continue my work, so I can spend my free time playing the game instead of modding it) or Don't use it at all.
#45
Quote from: notfood on September 26, 2015, 03:39:04 PM
There is this error spammed in console:
WorkTypeDef Lovemaking not handled
WorkTypeDef Fishing not handled

Could they be ignored?

Testing it more, I don't think it works with those errors. Colonists aren't changing clothes.

The errors show because these worktypes aren't in the vanilla version of the game... and the game doesn't know with StatDef prioritize, when a colonist has this wortype... In the next versions I want to make a screen to allow the user to edit this values... I think that you can ignore the messages for now...