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Messages - Fluff_Thorrent

#16
Mods / [Mod Request] Feeder Stockpiles
May 10, 2016, 09:14:23 AM
Just what it says in the title - Smaller stockpiles which are at the same priority as larger stockpiles, but do not get ignored by pawns when they haul stuff. If you've played Dwarf Fortress (which I assume you have, considering Rimworld and DF are practically bedmates) you know what I'm talking about. Let me elaborate.


(In the image, the distance between the mining site and the ware-
house is drastically shortened, but imagine it being across the map.
)

In this example, to be effective in managing their time, the pawn should haul their freshly mined steel to the smaller stockpile, resume mining, and let another pawn with higher Hauling priority fetch the steel to the warehouse. However, currently pawns will choose to haul stuff to the nearest free stockpile in order of priority, which could send them to the warehouse, which is wasting their time.

So! Can this be done? My spontaneous idea is an interface similar to the "Set Owner" function (to set the "parent" stockpile), but I wouldn't know how to implement that.
#17
Help / Re: Defining Zones?
May 03, 2016, 05:29:55 AM
Quote from: 1000101 on May 02, 2016, 05:17:58 PM
You need to write a new Zone class and add a designator to define it.

Although for A12, you can look at latta's "No Cleaning Please" mod which does this exact thing.  This will at least give you point of reference.
Thanks! I'll have a look :)
#18
Quote from: Haplo on May 02, 2016, 07:43:30 AM
Can you post your output_log.txt please?
The incapable of violence may be the reason, but she shouldn't get the shooting target as a valid joy target without a ranged weapon... ???

Sure, here you go :) I didn't have it recorded earlier but it managed to reproduce itself. Looking at the log, it would seem as though "pawn" or "targetThing" is the problem, as it complains about it not being an instance of an object when the building tries to issue the "joy activity" to Sari.

Sari threw exception while determining job (main): System.NullReferenceException: Object reference not set to an instance of an object

  at TrainingFacility.JoyGiver_PracticeShooting.TryGiveJob (Verse.Pawn pawn, Verse.Thing targetThing, Boolean NoJoyCheck) [0x00000] in <filename unknown>:0

  at TrainingFacility.JoyGiver_PracticeShooting.TryGiveJob (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at RimWorld.JobGiver_GetJoy.TryGiveJobFromJoyGiverDefDirect (RimWorld.JoyGiverDef def, Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at RimWorld.JobGiver_GetJoy.TryGiveTerminalJob (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at Verse.AI.ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at Verse.AI.ThinkNode_PrioritySorter.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at RimWorld.ThinkNode_Conditional.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at Verse.AI.Pawn_JobTracker.DetermineNextJob (Verse.ThinkTreeDef& thinkTree) [0x00000] in <filename unknown>:0  lastJobGiver=RimWorld.JobGiver_Work, curJob.def=DoBill, curDriver=Verse.AI.JobDriver_DoBill
#19
Hey Haplo! I started using Misc. Training. One of my colonists, Sari, keeps throwing errors about seeking joy from the Shooting Target. It's not game-crashing, just a bit annoying. She is incapable of Violent actions and doesn't carry any ranged weapon, so I'm thinking that it might be related to the problem.
#20
Quote from: highborne on May 01, 2016, 04:45:10 PM
Hi Fluff, I am getting an issue when I load your mod (I have others loaded as well).  The Work tab shows only the first colonist, all the others are literally not there.  Any idea why?  Should I load your mod in a different order?

Really? You mean the main tab where work priorities are set? I actually have no idea why. What are your other mods? (Send me a private message so as not to clog up the thread).
#21
Help / Defining Zones?
May 01, 2016, 07:03:05 AM
Hi!

I'm looking for some help in defining a new type of zone, with a certain affordance (for a custom terrain). I can't seem to find any files in "Defs" that handle those. Are they defined within some .dll?
#22
Stories / They're uhh... very close, you could say
April 29, 2016, 10:59:48 AM

Okay. This is by far the most cringe-worthy thing I've experienced in RimWorld. First things first:



Naoko and Physics are lovers. Yuliya is Naoko's mother. Naoko and Physics just got their own double-bed room. Yuliya is the only one with artistic merit in the colony. I think you can see where this is going...



An excellent-quality wooden sculpture, depicting Naoko and Physics... getting it on, and "depicted by the careful arrangement of hundreds of tiny alpacas". I... I can't...



"Nice chat with Naoko". I don't know whether she's seen the, erhm, commemoration or not, and frankly, I don't want to know.


#23
Hey peeps! I saw the "Mending Table" mod last night and decided to swing a pneumatic pick at it to see what I could do. I based my work on topp2000's A13 version. What came out was a graphical update to the mod - the mending table is now inheriting the new (A12) BenchBase, and has a spiffy new, shadeable and rotating texture!



I also made a few tweaks to the power draw, resources required for building and some other stats. Let me know and I'll upload a version with the original stats. Cheers!

(The images "TableMending_back.png" and "TableMending_side.png" included in this mod are subject to a CC-BY-NC-SA license, held by Filip Thorén)

[attachment deleted by admin - too old]
#24
Quote from: Patrykbono20 on August 29, 2015, 12:01:27 PM
Vodka with grass is Zubrowka  ( in PL - Żubrówka)
Aha, thanks! Looks interesting, I'll look into making that instead  :D
#25
Updated to A12c now, rejoice!
#26
Quote from: Loki88 on July 18, 2015, 02:30:37 AM
Quote from: Fluff_Thorrent on July 17, 2015, 11:45:34 AM
Quote from: Loki88 on June 23, 2015, 12:43:46 PM
A11 Update

Oh hey, thanks for your work! I've been meaning to get around to it, but I just quit school and have been busy trying to get a job. I'll be making a official update soon ;)

No worries, job hunting sucks. The A11 update was really only texture stuff, so easy peasy.
Yeah, just had a look and all it was was to replace the graphicPath-thing. Thought I was on the safe side when I read Tynan's recommendations, but I guess not. Thanks again for covering :)
#27
Quote from: Loki88 on June 23, 2015, 12:43:46 PM
A11 Update

Oh hey, thanks for your work! I've been meaning to get around to it, but I just quit school and have been busy trying to get a job. I'll be making a official update soon ;)
#28
Well, looks like the need for beer is still hardcoded. The rims won't seek out the new alcohol. I'll be mailing Tynan today and ask about the code behind it.

Update: I've been in contact with Tynan and will update the main description with the information.
#29
Heyo, "Can I Brew It?" is now updated to Alpha 10f. I'm trying to find space in my schedule to work on the planned features, but my schoolwork is starting to catch up with me so I can't really tell when that will be. I will however be taking time to update it to the latest version of the Alpha as it is released.

Enjoy responsibly!
#30
Quote from: UMK on March 13, 2015, 09:39:39 AM
Quote from: cythedag on March 13, 2015, 08:10:42 AM
I tried this mod, and I love it. But, the pawns will not seek out and find the brewed items by themselves to drink it. I tested this with beer also, they will "auto-consume" beer without a problem. But the other liquors they act completely oblivious to until you order them to drink it. Maybe the need to drink beer is hard-coded?
Of course they are. To dev: can you group all your beverages and beer into separate category? This will allow to differentiate marijuana, coffee and cigarettes from drinks. You should also remove beer from game (make it non-craftable), but make a copy of it with another defName - this will give all beverages same priority. I'm making a mod to set bewerages consumable automatically.
Huh, well I guess because Alpha 9 introduced it there's no generic "seekingPleasureDrug" tag or whatever, just a hard-coded need for Beer.

@UMK: I'll see what I can do, unfortunately I don't have the experience with RimWorld-modding that I'd need to do what you're doing, but if you're thinking of making my items compatible with yours I'll get right on it ;-)