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Messages - Dryparn

#1
Releases / Re: [A13] Glitter Tech v1.0
April 20, 2016, 09:16:52 AM
Sam_
Fixed compability with "A dog said" surgery mod. No more 4 front legged dogs.
It's just some small edits. I did them for myself really but i hate redundant work so use as you please.


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#2
A good way to start programming pic is with this development kit.
http://www.microchipdirect.com/ProductSearch.aspx?Keywords=DV164130
It may be a little bit expensive but it works well and is easy to use, also you may be able to find it cheaper elsewhere if you use your google-fu.

Also you need an programming enviroment:
http://www.microchip.com/mplab/mplab-x-ide

I don't remember if the compiler is included in the latest Mplab X so here is a link to it in case you need it.
http://www.microchip.com/mplab/compilers
Choose the one corresponding to your pics arcitecture. (8-bit = xc8, 16-bit = xc16 and so on)

With that kit you can dabble with pretty much anything in electronics that's on a entry to intermediate level.
#3
Start with microcontroller programming, like C or C++ with pic16 or atmega microcontrollers.
When you are forced to do very clever and optimised code, because of the severe hardware limitations of microcontrollers, you will feel like a kid going to the toy store when going on to C# later.

Starting with high level languages like C#, Java or python, as a beginner, can give you very bad habits and promote lazy coding.
Don't get me wrong, good coding can be done in those languages, but it's harder to grasp what is happening behind the curtains if you don't understand lower level programming.

The good thing about doing it this way is you will learn electronics too!

Also, books and teachers can make it easier to learn but nothing is better than coding, lots and lots of coding.
The more programming you do the better you get. If you get stuck, google it and try the various methods out.
You don't even have to google for the same language because programming is about principles. When you have learned one language it's easy to learn the next because the way of thinking most often is exactly the same.
They say that you need 10000 hours of training to be an expert in skills like sports and music. It very much applies to programming to.

TLDR; Program lots, be expert, much wow.
#4
Quote from: Starhero on April 11, 2016, 04:39:03 PM
Somehow, I had this working with my soup of mods, but I have resently updated and installed more mods that have updated. Now all of a sudden, after redoing the mods list, new world, and new settlement, my pawns are NOT being saved in prep carefully. I get a random 3 pawns..not what I pick.

I'd love to trace this to w/e is causing this, anyone have any tips in debugging rimworld? Seems the log, gives obfuscated or just simply compiled symbols? Can't even tell what mod is crashing....

EDIT: I have singled out what is causing this. Its the colonist bar (the simple one for A13)

Removing that mod made prep carefully work again, but this is no good! I need BOTH! This to play my custom senerio I always do (which will be lovely once relationships are moddable) and the other just to KNOW who the HELL is in my place!!

No rush, just letting everyone know.

I had the same problem but it fixed itself when i reordered the mods.
#5
Quote from: Kolljak on April 09, 2016, 08:34:52 PM
Will there be some way to treat those pesky Muscle parasites and Mechanites... like EMP Treatment for mechanites and Surgery for muscle parasites :D

You can with ordinary medicine, it just takes a long time.
#6
Outdated / Re: [A13] Colony Manager V2
April 10, 2016, 08:38:18 AM
Quote from: Lumaan on April 10, 2016, 08:11:52 AM
Quote from: Dryparn on April 10, 2016, 07:40:59 AM
Hey

I think I have found a bug.
I set make stone blocks to marble and granit and set the max to 500. It ended with both being over 1000 while still manufacturing more.
It looked as it was checking for sandstone, even though it was unchecked, as the treshold was 20/500 and I indeed had 20 sandstone in my stores.
I ran into it yesterday to. Right side panel don't change the stone type, so inside the number it's always the first stone type on the list. You can make it work by clicking on the number (20/500) and change the stone type in there.

Thanks, i'll use that workaround!
#7
Outdated / Re: [A13] Colony Manager V2
April 10, 2016, 07:40:59 AM
Hey

I think I have found a bug.
I set make stone blocks to marble and granit and set the max to 500. It ended with both being over 1000 while still manufacturing more.
It looked as it was checking for sandstone, even though it was unchecked, as the treshold was 20/500 and I indeed had 20 sandstone in my stores.
#8
Outdated / Re: [A12d][ModPack] The ModVarietyPack
December 07, 2015, 07:02:00 AM
Just wondered if this is a bug or a feature: Norbals cant wear the upgraded bionic body parts just the regular bionic parts or worse.
#9
I found a small bug probobly related to the bug above that pawns does not haul killed animals because of reloading.

When you force shooting a non threathening entity the pawn stops shooting after a reload and need to be reordered to shoot.
By non threathening i mean downed enemies and other things that drafted pawns normally needs to be ordered to shoot at.