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Messages - cuproPanda

#526
I've got a new thread layout thanks to MarvinKosh, and rebalancing updates have been done! I'm really interested to know peoples thoughts! Does anything(in the newest versions) seem unbalanced? Would you like any additions? Have a random comment? Let me know!

Also, FYI, I'm considering moving to CCL dependent mods for A13. No big deal, it just requires an additional download that a lot of you probably already use
#527
Outdated / Re: [A12] Mod List (Last Updated: 9/14/2015)
September 15, 2015, 12:40:54 PM
I've got a mod not listed here! Can you add Soda Brewing to the list? It uses the same URL as Additional Joy Objects.

BTW great work on the modlist. I saw Quill18 tweet it, and I downloaded like 10 mods I didn't even know were out.
#528
Quote from: 1000101 on September 14, 2015, 05:59:18 PM
Quote from: cuproPandaI had a similar issue as Lightbulb500 with the frozen colonist, but that was after saving/quitting, disabling Mine Vein, and enabling No Cleaning Please, but I was going to start a new colony anyways and didn't bother with it. 1hr with a new colony and no issues. My original problem could have been caused by a lot of things.

I did notice that if colonists are in their rooms sleeping and the room is restricted, pausing the game(in the event of raids, mad animals, etc.) and recruiting the colonist doesn't automatically unrestrict the room. All that is required is to toggle the pause, but I thought I'd let you know.

EDIT: I'm getting the issue with frozen colonists every time I restart the game. Drafting the colonists seems to freeze the entire game... Image attached.

I'll have to look into that null error, I don't know how I don't get it but other people do unless some other mod is mucking about.  Everything is unique though so their should be no "overlap".

As to colonists taking up to half a second to un-forbid their doors, that's because the map component only checks every 30 ticks (or, twice per second) and nothing will happen when the game is paused as nothing ticks.  Known non-issue as far as that goes.
If it helps, the mods I'm currently using are [A11 Hairs] AnimuHair
AdditionalJoyObjectsV2.50
AdditionalJoySodas
AdditionalLighting-AdditionalLighting1.2
Armor Crafting 1.21
BeanTekRefrigeratedFoodStorage
BionicReplacementsCrafting 1.2
Clutter
Community Core Library
Core
Craftable Guns
EdBInterface
EdBModOrder
EdBPrepareCarefully
Embrasures 1.5
ESM - DoNotDisturb
ESM - MountainTemp
ESM - SmoothWall
ExpandedProsthetics&OrganEngineering
Fences
Glass_N_Lights-12b.0
Hospitality
LED Lights 1.2
LT_NoCleaningPlease
M&Co. Common
M&Co. MiningHelmet
Mad Skills
Mannable Turrents 1.2.6
MedicineKitCrafting 1.4
MiniAMReactor
MIRV Artillery 1.2.6
Modular Tables
NeurotrainerCrafting 1.2
PowerSwitch
PrisonImprovements
ReplacementOrganCrafting 1.2
Rimsenal
Rimsenal_hair
Rimsenal_Storyteller
RTGs
Soda Brewing V1.20
T-compatibility.txt
T-CoreCropTweaks
T-ExpandedCloth
T-ExpandedCrops
T-license.txt
T-MiscStuff
T-MoreBedsCloth
T-MoreFloors
T-readme.txt
VeinMiner
Weapon Crafting 1.41
ZenGardenV0.13
#529
Quote from: rsdworker on September 14, 2015, 03:32:42 PM
i had no issues with no disturb mod - even when i pause the game to get people to protect base - they straightaway unlock doors if they are in room once i click draft
Hm. Sounds like it might be a mod conflict, considering there's a change to the code. Either way, it's no big deal. Just thought I'd mention it.
#530
Quote from: 1000101 on September 14, 2015, 07:54:47 AM
The Mine Vein I present here is functionally the same (and therefore redundant with) JuliaEllies Vein Miner.  I wrote my own several alphas ago while waiting for her mod to update.  She is currently taken a break from the modding scene and hasn't updated her mod to A12 (afaik).  I talked to her weeks ago about my releasing this in the event she doesn't update hers.  She didn't, I did.  :)

As I said, functionally similar but that is where it ends.  My code is my code, her code is her code, I didn't look at hers and I doubt she looked at mine (since I only uploaded it in the last 24 hours).

The main difference, however, is that my mod is only the designator to mine veins (no other designators), and being up-to-date with the current RimWorld Alpha.  ;)

Her A11 version works on A12, so that's why I was confused. It's good to have someone else working on a functionally similar/identical mod, though, for instances like this when a mod dev doesn't have time to update. For now I'll continue using hers since it has the brush tool that I use quite often, but from what I tested, yours works flawlessly(not that there is much room for error  :P).

I had a similar issue as Lightbulb500 with the frozen colonist, but that was after saving/quitting, disabling Mine Vein, and enabling No Cleaning Please, but I was going to start a new colony anyways and didn't bother with it. 1hr with a new colony and no issues. My original problem could have been caused by a lot of things.

I did notice that if colonists are in their rooms sleeping and the room is restricted, pausing the game(in the event of raids, mad animals, etc.) and recruiting the colonist doesn't automatically unrestrict the room. All that is required is to toggle the pause, but I thought I'd let you know.

EDIT: I'm getting the issue with frozen colonists every time I restart the game. Drafting the colonists seems to freeze the entire game... Image attached.

[attachment deleted due to age]
#531
Help / Re: Delete poll / New poll for threads?
September 14, 2015, 12:18:22 AM
Quote from: mipen on September 13, 2015, 10:44:51 PM
You need to ask a moderator to delete it for you. Try pm-ing marvinkosh
That's... strange. I'm sure there's a reason, though. Thanks!
#532
Quote from: joshwoo69 on September 13, 2015, 07:12:36 PM
@cupropanda
he did talk on slack on a veinminer mod.
I'm not part of it, and I rarely get on here other than to update my stuff. Today was different, I was at my grandparent's house. Also, this forum is viewed by a lot of people, not just fellow modders. I can always test it out and find out the differences for myself, but a little info is useful for everyone viewing the thread.
#533
Mods / Re: [Mod Request] 'Farming Mod'
September 13, 2015, 06:51:38 PM
Quote from: Tatte on September 13, 2015, 06:14:28 PM
The farming doesn't feel wholesome to me. I would love a storyteller that has no raids (still people running from pirates you have to kill and other events), farming equipment like hoes, pickaxes, plows (that can be pulled by colonists but takes a lot longer), and just gives me something to do while i watch the farm grow and prosper! Thanks for reading! (Also if anyone is going to make this mod i would love to help, even though i have no idea how to do any of that.)
I would like this, too. My girlfriend and I had a custom Minecraft modpack based around farming and made a farm so big the game started lagging!
I realize it's not quite the same, but have you looked at Tilled Soil, Tools for Haul, and Vegetable garden with the Phoebe Basebuilder storyteller?
#534
Do Not Disturb, Mountain Temp, Smooth Wall: yes! I can't wait to try these tonight. These are perfect for my mountain bases!

Mine Vein: are there any feature differences between this and JuliaEllie's Veinminer? Assuming there are differences, are they compatible with each other?
#535
Help / Re: Texture modding for a confused newb...
September 13, 2015, 06:02:16 PM
Quote from: Nynzal on September 13, 2015, 05:26:08 PM
Just starting off with modding too and stumbled upon the original art source of Rimworld ( uploaded from Tynan ).
These textures look quite different ( from opening with gimp ? ??? ). I looked at a mod which used 128px for one tile. Is this good standard or can I use every resolution i might think off ;)
I use 64x64 for most things. I think I've only used a different resolution once, when I needed a 45° rotated graphic that didn't have pixelated edges. The only thing to keep in mind is that a square(64x64,32x32,etc) graphic represents one tile in the game unless specified otherwise in your code. If you want to make a smaller object like a single coin or a pen, it would look odd if you drew it taking up the whole image. For this I usually draw my graphic in a 32x32 then paste and center it into a 64x64 image, so it appears smaller in the game. 

EDIT: you can use any resolution you want, but keeping with the 2^N standard helps with rendering speed. Also keep in mind that rendering a 512x1024 image to represent a bed would be impractical because: 1) that's too much detail for such a small image and most of it would just get blended/chopped when zoomed out even 1 notch; and 2) it would cause lag with multiple instances since the graphics card would have to render each one
#536
Help / Re: Race defs question
September 13, 2015, 04:56:14 PM
I'm not certain on this, but I think it works like this:

Nuzzling is when an animal rubs against you lovingly. Colonists get a (+5?) mood buff when this happens. An animal wouldn't want to nuzzle against a big scary robot as much as a caring human, so nuzzling chance shows this. Nuzzling chance per hour likely represents how often a certain animal nuzzles. Chickens wouldn't nuzzle as often as a puppy, for example.

The litter size curve is confusing. It represents a range of how many animals are born. Maybe a husky births 2 pups, maybe 3, etc. However, giving birth to 1.7 or 2.5 pups wouldn't make sense(unless it's a horror mod), so that needs more clarification. I'd like some clarification on this, as well.
#537
Help / Re: Delete poll / New poll for threads?
September 13, 2015, 04:00:56 PM
Quote from: Alistaire on September 13, 2015, 03:59:29 PM
You keep it open till you don't need it or till you want a new poll, then you either lock it or just make the new poll.

Locking it and just showing the results is better than adding "Old poll, please ignore" imho.

I did lock it, but there is no "new poll" button, or one to delete.

I unlocked the poll, renamed options, reset votes, etc. but it doesn't appear as though voting is allowed.
#538
Help / Delete poll / New poll for threads?
September 13, 2015, 03:55:28 PM
I've been stuck with an old poll at the top of my thread for a few weeks now. It hasn't gone away, and I can't find anything to remove it. I recently created a new poll by resetting the votes and renaming the options, but I didn't have the option to choose when it ends or to delete it. Does anyone know how I can delete this new poll once I'm done with it(in like a week or so)? I don't want to have to call it "Old poll, please ignore" and lock the voting again, that doesn't look very professional

EDIT: It also doesn't appear voting is currently allowed since voting closed a while ago, but that may be because I created the poll and am not allowed to vote on it.
#539
Quote from: WHiZ on September 13, 2015, 02:46:00 PM
Can you please add where we can rotate paintings?
I would if I could. I check every update to see if Tynan added a new feature I could use to do this, but from what I can tell its not currently possible. If I allow rotation, the painting stays the same but the interaction cell moves. Basically, the painting only ever attaches to the north wall. So, to reduce confusion, I disabled rotating.

Th only thing I could do is make all paintings have a single graphic as opposed to randomly choosing between 10. I'll put up a poll to see what people think. Check the top of the main page in a little bit.

EDIT: I'll just use 1 graphic for now. After I can get the paintings working with multiple graphics I'll add them. I've got other stuff planned to change, so I'll try to get a new version out Monday or Tuesday.
#540
Help / Re: Tools for modding
September 13, 2015, 03:25:09 PM
I personally use Notepad++, whether for standard text, XML mods, or C# Unity stuff. It also has a lot of useful plugins. For Linux I mainly used Kate or Gedit for shell scripting, and SublimeText when experimenting with Linux/Unity. Not much experience there, but I would definitely recommend looking at Notepad++ when using windows. I personally can't stand any C# IDE, or the amount of RAM they use (Np++ uses 1/10 the amount of VS express). The only feature I'm missing out on is better Intellisense with Unity.

For updating(windows & Np++), I find what I need to change then Ctrl+H to replace, as well as Shift+Ctrl+Arrows to organize lines(A12 saw shadow info move into graphicData). For Linux, you could probably just use grep | sed to replace the lines, but moving lines and adding categories would take a little work