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Topics - BlackSmokeDMax

#21
Situation: Pawn was out hunting caribou and I get the typical "Buffalo (pawns name) is near an ancient danger..."

I pause the game immediately, and then click the event letter to jump to the location of the ancient danger. The game zooms to lower right corner of map. All I see is mountain. I wonder where my pawn is, so I double click on Buffalo in colonist bar. Game brings me zoomed to upper right corner of map. Nowhere *near* where the event brought me.

At this point, I made the save game and the screenshots showing whole right side of map, so you can get an idea of how far apart they were, and then created this post. I will attach the save I just made, and the most recent auto save prior to this event.

map size is either default or one radio button larger, I forget

upper right (where Buffalo the pawn is located)


middle right (nothing happens here)


lower right (ancient danger warning was from lower part of this pic)


autosave: https://mega.nz/#!YxonQTrS!sAc9bSH09IznP1viAqTY7a1VTK4TJK-wJbl-8cPAZbQ
save just after: https://mega.nz/#!B9oknayT!Jyhbsmi45hft-e8nx2ECRuXHL45joImL66m_UgCjA-0





#22
General Discussion / [0.18.1700] Stoneuctting ?
October 25, 2017, 12:23:24 PM
Is stonecutting now back to a crafting only setup, and now generates no XP?
#23
Mods / Mod Request - Inventory Window
August 02, 2017, 01:01:42 PM
Would love to see someone either make a new mod or update EdB's old inventory window mod. (Think it was originally part of the EdB Interface mod???)

I guess the workaround right now is starting to create a caravan, and you will see a list of all of your stuff. But I really liked the presentation of the old mod. (Last seen in either A12 or A13 I think)
#24
I have 2 versions of the mod, one that changes the quantity of blocks to 3 and one that changes the number to 2. Neither messes with the amount of work, nor changes the inability to recover resources from flagstone flooring.






Flagstone Cheaper - 2 per
Nexus link: http://www.nexusmods.com/rimworld/mods/189
Steam Workshop A17: http://steamcommunity.com/sharedfiles/filedetails/?id=942205715
Steam Workshop B18: http://steamcommunity.com/sharedfiles/filedetails/?id=1199539741
Steam Workshop B19: https://steamcommunity.com/sharedfiles/filedetails/?id=1496657187
Steam Workshop V1.0 and up: https://steamcommunity.com/sharedfiles/filedetails/?id=1543215657






Flagstone Cheaper - 3 per
Nexus link: http://www.nexusmods.com/rimworld/mods/190
Steam Workshop A17: http://steamcommunity.com/sharedfiles/filedetails/?id=945748715
Steam Workshop B18: http://steamcommunity.com/sharedfiles/filedetails/?id=1199538209
Steam Workshop B19: https://steamcommunity.com/sharedfiles/filedetails/?id=1496657645
Steam Workshop V1.0 and up: https://steamcommunity.com/sharedfiles/filedetails/?id=1543215238




Next mod is a compatibility patch to let Balanced Neutroamine Production work with Superior Crafting



Balanced Neutroamine Production Compat for Superior Crafting
Nexus Link: http://www.nexusmods.com/rimworld/mods/250
Steam Workshop B18: https://steamcommunity.com/sharedfiles/filedetails/?id=1392789528
#25
Help / Patching question on basic xml mod
June 07, 2017, 01:04:55 PM
Sorry for the overly basic question. I've been reading through a bunch of the tutorials and the newer notes from A17 and I have a question or two.

Originally, the method for changing basic things in Rimworld was to copy the original defs and supply new values. Adding this in as a mod would override the original values. Is this correct?

Now, there are new methods, xpath and patching, are these meant to be used in place of that original method as often as possible or only when there is likely to be something in conflict with another mod?

So, which way should I be going, or am I misunderstanding something?

For practical use, what I am looking to mod is the amount of blocks required for Flagstone floors.

I have found the original def file: Terrain_Floors_StoneTile.xml

I see where I need to change the values to either 3 or 2 for just the Flagstone floors while leaving Tile floors alone and leaving work amount alone for both types of flooring. I would then need to add this file into correct mod folder/file template structure and of course add it to the mods folder and enable it to test.

Any advice and or recommendations would be most welcome!
#26
Think it would be pretty nice to be able to look in the social tab of a prisoner and wherever we currently see the "X attempted to recruit Y, Y rejected the offer", it would great to also attach whatever the % was for that attempt. So, no new info would be given, it is the same info you would see during the attempt. This way you have a chance to see what has been going on even if you haven't been zooming on on the attempts.
#27
Bugs / [A16 & A17] Light level required 50%
May 03, 2017, 02:36:26 PM
Plants that are not in daylight say that they are not growing because they do not have enough light (Needs Light Level: 50%)

Technically torches DO put out 50% light level, so plants should grow according to the wording. I'm not trying to get that switched back, just want the words to accurately describe what is required. Whether that is saying "Needs Light Level: above 50%", "Needs Light Level: 51%", or something else similar would all work.

I know, I know, very pedantic. But I figure now would be the time to get that changed.
#28
Ideas / Pawns viewing art in others' bedrooms
February 11, 2017, 12:06:29 PM
There are 2 problems:
1. Can block a pawn from sleeping in their own bed.
2. Will give disturbed sleep debuffs to person sleeping.
bonus 3. It's creepy!

I think a good solution would be pawns are not allowed to view art in another pawn's bedroom. Limit art viewing to all public areas and their own room. If we have one piece of art that is viewable and we decide to place it somewhere where most can't see it, that is on us as players. (As a bonus, could also pop up an alert on placement similar to workbenches outside now- Instead of "This workbench will have a penalty for being outdoors" it could be "This artwork will only be viewable to the owner of the room, consider placing in a public area")
#29
Ideas / Allow doctor to clothe a patient.
January 25, 2017, 01:00:47 PM
Similar to allowing a doctor to administer drugs to a patient, it'd be nice to have the ability to clothe an incapacitated patient/prisoner.

Perhaps it doesn't need to be the doctor, maybe it can be a hauling job or a warden. Anything would be cool in this regard.
#30
Perhaps add bills to nutrient paste dispensers, so that you can prepare them in advance as well as letting people use them at will.

Would be a good option for extreme starts when you can't afford to let the power run constantly. Plus as a defense against ascetic pawns eating your food from the hopper. Maybe that'd be a good suggestion as well, prevent pawns from eating from hoppers.
#31
Support / If Steam mods are always "Downloading"
January 11, 2017, 04:29:29 PM
Moving Steam Workshop Mods to the Manual Mod Install Folder For Windows Users

This procedure should prevent a couple of non-ideal behaviors.

-The dreaded "Downloading" problem as seen with the Workshop mods currently.

-Mod updates mid-game that could possibly prevent you from finishing your current game.

-Mods being removed from the workshop, which will wreck your game.


Folder locations:

Steam Workshop mods:
C:\Program Files (x86)\Steam\steamapps\workshop\content\294100

Manual mods folder:
C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods

Please note, these folder are dependent on where you have Steam installed on your computer, so the location may be slightly different prior to the "\Steam\Steamapps..." portion of the location.


Procedure:

1. Subscribe to all the mods you want to use.

2. After Steam downloads the mods, go into the Steam Workshop mods folder and then copy all of the folders present. (Drag a selection box around all the folders and then right click on one of them and select "copy")

3. Go to the Manual mods folder and then paste those folders to that location. (Right click empty file area and select "paste")

4. (optional) You can rename the folders from the steam id number to something more meaningful if you'd like. This has no bearing on how they will look in game, just makes it easier to manage within Windows. To figure out what mod is located within that folder you can go into that folder, then into the "About" folder. From there you will need to open the "About.xml" file, within the first couple of lines of that file you will see the name of the mod. This name is also what you will see when selecting the mod in-game.

5. At this point go back to Steam and un-subscribe from the mods. You don't want to leave them subscribed as having two versions of the mod has the possibility for messing things up. I would suggest making the mods a "Favorite" to make it easy to find them again.

6. Steam at this point will delete all the mod workshop content. It seems to leave the folders behind in the Steam Workshop mods folder, but the folders are empty at this point. I usually clean up by deleting those empty folders, but that also is completely optional.

7. Launch game and select mods as per usual.

8. Play!
#32
Support / Minimum Resolution - Steam Store
December 05, 2016, 01:14:03 PM
Just answered a question about the minimum resolution on the Steam forums. Looks like that is something that should probably be included in the minimum specs are the store page.

Someone bought the game and was trying to play with 600 lines of vertical res.
#33
Ideas / Right click on planning tool
October 08, 2016, 11:42:49 AM
It would be great if you could right click on the planning tool and have selections of:
Normal (current usage)
Orbital trade zone (lays planning size for orbital trade zone)
Sun lamp (lays planning size for sun lamps)
etc. (maybe wind turbine, geotherm, solar panel)

This would be helpful in two ways, quicker to set things up, and also would help newer players who won't remember or don't know sizes.
#34
Setting up a scenario with the restriction of "No Hunting" doesn't seem to do anything.

Here is the Steam thread from the person who originally found the issue: http://steamcommunity.com/app/294100/discussions/0/361798516953641493/

As you can see in the thread I also tried running the scenario he created.

I tried it with A14 just as it is now on workshop.
I tried to remove the "can't hunt" restriction and re-add it to the scenario.
I upgraded to A15 and tried it that way as well.
In all cases I was able to both set an animal for hunting as well as actually go and hunt the animal.

Here is a link to the scenario as well, just in case something else in there is the problem:

http://steamcommunity.com/sharedfiles/filedetails/?id=750040368
#35
Ideas / Make Mod Selection part of New Game setup.
August 18, 2016, 03:09:53 PM
Don't know if this is doable with the current save format. But it would be great if you selected mods during the new game setup and then that list was saved with the game. This would allow different mod setups with different save games at the same time.

Could think of a couple different possibilities:

1. Perhaps if the game just saved an extra file containing the mod setup with the same name as the saved game.
2. Game creates a directory for each saved game. This could contain the equivalent of the current modsconfig.xml and also the autosaves and saves.

Wouldn't even need to be now, but something like this would be great for a 1.0 release feature.
#36
Bugs / Starting trait points not adding up?
August 02, 2016, 01:20:44 PM
http://images.akamai.steamusercontent.com/ugc/270599302931386655/935B5119AE97F32EBA6001733FC8FAC61BCD8B41/

If you look at the Animals in the skills list, it shows as a 1
In the backstory, the modifier is +3, so I would think that the animals skill should be a minimum of at least 3 for starting value.
The Adult backstory had no Animals modifier at all.

Is this a bug, or is it possible I am thinking of this incorrectly and the +3 is taken into account, but not shown?
#37
Mods / Surgery mod compatibility?
July 24, 2016, 09:21:52 AM
Is there a thread anywhere detailing all the possible combinations of surgery mods that work or definitely will not together? Did a search for it, but not finding anything useful. I've read all the threads, and there are posts here and there, but of course those are possibly out-of-date or just plain incorrect.
#38
Support / Steam Cloud and modsconfig.xml
July 19, 2016, 12:32:41 PM
Anyone else having issues with Steam Cloud not syncing the modsconfig.xml file?

It seems to happen sometimes, but not always. Most recently a game I was playing last night at home. This was a new game with 14c. Came into my work computer today and found that the save files were here correctly, but the modsconfig file was showing only "Core" as being used. This was after launching the game and attempting to load. It gave me the window saying mods mismatch. I looked in the mods folder and sure enough, just Core selected. All the mods were there to be selected, they just weren't. I exited and went and checked the modsconfig file and it was certainly not updated while the save files were.

Seems mostly like a Steam issue, but figured I'd ask here as well.
#39
Support / SendOwl and Steam both?
July 15, 2016, 01:19:42 PM
Has there ever been an official announcement anywhere as to whether we will still have SendOwl access if we use the system to get a Steam key?
#40
Ideas / Split raw resources
July 15, 2016, 05:47:29 AM
I'd like to see raw resources split into two categories, one for items that decay, and one for those that don't. This would make it easier for new people to know the difference and quicker to setup early stockpiles.