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Messages - Gaesatae

#46
Reproduced and reported to Mantis: https://ludeon.com/mantis/view.php?id=1630

Good catch.
#47
Bugs / Re: Colonist Dissappeared
March 05, 2015, 04:37:26 AM
We had a similiar bug when testing A9 and it was fixed. I can't reproduce this bug anymore.
#48
Bugs / Re: Bed problems
March 05, 2015, 04:27:14 AM
That's weird. Could you post at least a screenshot so we can try to replicate the issue?
#49
After some decades flying through space the ship finally reached the outer edge of the solar system and made some course corrections to avoid the gravitational influence of major bodies from that region. This put the ship on a trajectory crossing a dust cloud in the Kuiper belt. The ship easily handled the abrasion from the dust particles and continued uneventful until its next waypoint: a slingshot burn close to the second planet of the solar system.

The ship AI didn't notice that while crossing the dust cloud some sensors on the surface of the ship got clogged and were reporting erroneous readings. The electrostatic dischargers didn't trigger and the highly ionized particles from the dust cloud were attracted to the ship like iron filings to a magnet. The whole surface of the ship was covered in an inch deep film of volatiles. Most of them evaporated slowly as they got close to the star, but there was a spot on the ship where the sunlight couldn't heat the film of volatiles: the thinnest part of the whole structure, a meter long ring that separates the engine and cargo sections from the crew sections.

As soon as the AI maneuvered the ship to point in the direction of the burn, the sunlight flooded the ring and suddenly heated it for the first time in decades in the cold of space. The accumulated layer of volatiles evaporated explosively. The sudden change of temperature and a little push from the explosion was barely enough to crack the thin plasteel cover from one of the monopropellant conduits jury-rigged to the ring, causing a catastrophic explosion at the ship's weakest structural point.

For me it was that or a boomrat.
#50
I started with the dll tutorial because I didn't know C# and it was a big help. Then I made a simple mod as an exercise, nothing too serious, just a couple of customized buildings. When I finished, I spent a couple of days trying to learn the code structure behind specific things in game. Then you'll get familiar with the game code structure and it's easy to locate what you're looking for in the Assembly-CSharp.dll.

I found it's a very good exercise to browse the help forums, trying to figure out by yourself the answer for the people who are asking for help.

If you have programming experience, jump in. It's amazing the things the game allow you to do if you work hard enough.
#51
Quote from: Aenir on March 02, 2015, 08:12:13 AM
I just started using EDBPrepareCarefully today and had this happen.  I don't have any other mods.  So something weird is going on with PrepareCarefully.
Well, thank you for that post. I was going crazy here. At first glance I thought that it was my mod that was causing the bug because it was related to hauling.
#52
Help / Re: Unforbid every Item at Mapstart
March 02, 2015, 06:33:10 AM
1) Create a MapComponent and make a condition to only run the code at game start. https://ludeon.com/forums/index.php?topic=11069.msg110117#msg110117
2) Get all haulable items from ListerHaulables.Haulables()
3) Filter out the stone and metal chunks.
4) Use GenForbid.SetForbidden on the remaining items.

It should be easy to do.
#53
Quote from: _alphaBeta_ on March 01, 2015, 11:40:29 PMI don't want to go too off topic, but I've often wondered about the legality of swiping a mod and adding it to a base game. While my last sentence implies a sneaky developer, I suppose the same question would come up if the developer nicely asked the mod author's permission and was refused. Then again, a few small changes and is it the same mod anymore from a "legal" perspective? Still taking notes and trying to learn.
That's a controversial subject. Without going into much detail, you can't copyright generic ideas or concepts, but you can copyright the way you implemented that idea. You can work around copyrighted material if you can implement that idea in a slightly different way. How slightly depends on the risk you want to take. Copyright infringement is a very subjective topic in this instances, and it's different in every country.

http://en.wikipedia.org/wiki/Reinventing_the_wheel#In_software_development
#54
Ok, I'm looking into it. I've been able to reproduce the problem on rare occasions only when I use EdB Interface with Priorityhaul, so it may be a compatibility problem. However, closing the game and loading the game again fixes the issue most of the times for me.

I'm at a loss here, my code is pretty simple and straightforward and I cant think of any reason for it to create this issue. What really worries me is that the mod works fine with other items, and this problem only happens with enemy weapons! I'll try to find a solution, in the meantime, try to change the mod loading order, maybe it solves the problem for you.
#55
This is a bug I created somehow with priority haul v1.0, and I have no clue as why did this happened. Download version 1.02, I believe I fixed it, I haven't run into this issue on the new version.
#56
I still crack up when I remember how my psychopath doctor removed one of the patient's eye and cut into his brain while installing a peg leg. Somehow I imagined the doctor calling every colonist to wait for the patient to wake up and have a good laugh.
#57
Help / Re: Specify Damaged Ingredients
March 01, 2015, 03:18:29 PM
I can't think of an easy way to make it work without, probably, a lot of coding. In theory adding a couple of lines to the WorkGiver_DoBill to filter out damaged ingredients may work. But it's a complex workgiver, the more I look at the code the less I think it's a good idea. I'm not sure.
#58
General Discussion / Re: Long Term future of Rimworld
February 28, 2015, 07:19:06 PM
Quote from: evrett33 on February 28, 2015, 04:53:47 PM
Tyran is doing fine for one guy but the game needs a catch up "surge" to..catch up with all the work the community has done. That attitude that everything is fine and done and everyone is satisfied is a little scary.
Rimworld has provided me with hundreds of hours of entertainment in it's current state, and I don't use mods. It's more than I can say about most games I played the last couple of years. I would say that's pretty good for a game still in development.

The community has been able to create so many mods because of how easy modding can be in this game. It's designed that way, I've never seen anything like it, and I believe it wasn't without costs for the developer. If you remove all the mods that don't require coding you'll end up with a very standard number of mods for a game in this stage. My point is that creating content is very easy compared to creating the structure of a game, and the fact that the structure keeps growing is a very good sign both for vanilla and modded game.
#59
For the tick thing, you can "customize" it, you just need a counter in the normal tick and a conditional, i.e. (from a mod I was working on):
        public override void Tick()
        {
            i++;
            if (i == 500)
            {
                i = 0;
                this.MeetingTickDiff();
            }
        }
#60
Hmmm... yes it happens. I believe the game doesn't use that multiplier and it only appears in leather, no other type of fabric has it.

Reported to Mantis:
https://ludeon.com/mantis/view.php?id=1629