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Messages - Hatti

#136
dunno if its possible without CCL. They removed the "Any" terrain and therefore the check if a object can be placed will deny it if its mud or something near the water. Had to detour this check and dont know if any other, non ccl based, way is possible.

But tell me, whats so bad about CCL?
#137
Here you have FishIndustry. Sadly, you need CCL now for it. Had to detour something to get the pier working.
Have fun.

https://www.dropbox.com/s/p6nqs86m918j1ce/FishIndustry.rar
#138
download it again. i updated the download. had it too after loading save and should be fixed
#139
Outdated / Re: [A13] SkilledBuilder (07.06.16)
August 11, 2016, 07:02:59 AM
#140
Fixed it cause i wanted this mod:)

https://www.dropbox.com/s/208g2j63vyrlq0b/CTS.rar

No need for CCL. If used on old save file, game will throw some errors and resets the work priorities of pawns ( one once for every pawn).
#141
Outdated / Re: [A13] SkilledBuilder (07.06.16)
August 09, 2016, 07:04:07 PM
got many requests to upload it to a dropbox.. here we go

https://www.dropbox.com/s/q0v8gjlw5lu0h68/SkilledBuilderOn.rar
#142
Outdated / Re: [A13] SkilledBuilder (07.06.16)
August 09, 2016, 03:56:03 PM
Thanks for pointing that out Elysium.
I can understand the concerns about it. But who ever has trust issues dont need to download it.

Heres a Version with the modified ModHelperDef and the Assembly as a release build (which decreases the packed filesize from 13,98KB to 13,72KB. Just for all who are shocked about the HUGE filesize increase ;) )

http://uploaded.net/file/q0hu6sns

have fun and legendary furnitures
#143
Outdated / Re: [A13] SkilledBuilder (07.06.16)
August 09, 2016, 03:03:16 PM
The increased file size could be cause it is a debug compile. There isn´t anything modified except the not correct decompiled source and of course modifications to work with A14.
You can decompile my and the original assembly to look at the differences if you wanna know

I uploaded it to ul.to cause i dont have a dropbox account.

i´ve done the work cause i love this mod and i love to watch spartyon7´s stream and she wanted this mod too.
#144
Outdated / Re: [A13] SkilledBuilder (07.06.16)
August 09, 2016, 01:51:38 PM
Should be fixed.

This is the SkillbuilderOn Version.
http://ul.to/905jgggb
#145
love that this mod got updated! but the lack of coolant really makes the mine to powerfull even with the extraction amount and energy change.
the idea of water as coolant is very nice but its too easy to get. the cooland shoulnt be too easy to get. It was fine if you used the trade ship transponder to get coolant.

but a craftable cooland would be nice and should require something growable as example and/or like combat realism did with boombaloops/rats and explosives
#146
Quote from: Orion on May 30, 2016, 04:00:25 AM
Odd that I never encountered this issue. I'll have to try on the workaround and see if it's a good replacement for the original code. Thanks!

just my changes isnt a good replacement at all:) its just a workarround that the loop have another exit condition in terms that the "while(value > 100) condition will never met or takes too long.

of couse you could add the workarround just to be sure, that the loop wont take too long but the real issue is
"  if (item.MarketValue < value/3) "
which will exclude several items depending on the visitors goodwill. In my case my visitors goodwill is at a factor where no itemvalue is greater than value/3 or less then value.

in case you wanted to exclude ammo you could use a constant like greater then 2 or something.
its also a balancing issue cause a bad goodwill will give you as a example components ( or advanced, if you are using EPOE). with a higher goodwill you will exclude components from visitors inventory list almost all the time
#147
There is a bug in the "IncidentWorker_VisitorGroup.GiveItems" method which causes the method to run in an endless loop cause it cant fit the designated "value" variable in the while loop. If my game tries to spawn a visitor group it just hang up.
I modified the source for logging to see whats happened and added a very simple workarround.

Here the log:
Goodwill: 77.83885
Money: '0' maxValue: ' 263.5165
Current value is: 263.5165
Energieschild (gut) has this value: 1440
Will continue cue marketValue is greater
Current value is: 263.5165
12 gauge shell (Slug) has this value: 0.3
Will continue due marketValue is less
Current value is: 263.5165
5x35mm Charged cartridge has this value: 1.28
Will continue due marketValue is less
Current value is: 263.5165
bionisches Bein has this value: 4000
Will continue cue marketValue is greater
Current value is: 263.5165
skydriller has this value: 3000
Will continue cue marketValue is greater
Current value is: 263.5165
Chinchillafleisch has this value: 3.5
Will continue due marketValue is less


this goes on and on and on.

this is the method code which i modified:


private static void GiveItems(IEnumerable<Pawn> visitors)
        {
            Log.Message("Hospitality adding adding items for '" + visitors.Count() + "' pawns");
            foreach (var visitor in visitors)
            {
                if(Rand.Value < 0.5f) GuestUtility.TryGiveBackpack(visitor);

                float totalValue = 0;

                // Money
                Log.Message("Goodwill: "+visitor.Faction.ColonyGoodwill);
                var amountS = Mathf.RoundToInt(Rand.Gaussian(visitor.Faction.ColonyGoodwill, visitor.Faction.ColonyGoodwill))+Rand.Range(0, 50);
                if (amountS > Rand.Range(10, 50))
                {
                    var money = CreateRandomItem(visitor, ThingDefOf.Silver);
                    money.stackCount = amountS;

                    var spaceFor = GuestUtility.GetInventorySpaceFor(visitor, money);
                    if (spaceFor > 0)
                    {
                        money.stackCount = Mathf.Min(spaceFor, amountS);
                        var success = visitor.inventory.container.TryAdd(money);
                        if (!success) totalValue += money.MarketValue*money.stackCount;
                        else money.Destroy();
                    }
                }



                // Items
                float maxValue = (visitor.Faction.ColonyGoodwill + 10)*Rand.Range(3, 8);
                float value = maxValue - totalValue;
                Log.Message("Money: '"+totalValue + "' maxValue: ' " + maxValue);
                int curCount = 0;
                while (value > 100 && curCount < 200)
                {
                    curCount++;
                    Log.Message("Current value is: " + value);

                    bool apparel = Rand.Value < 0.5f;
                    ThingDef thingDef;
                    do thingDef = GetRandomItem(visitor.Faction.def.techLevel);
                    while (thingDef != null && apparel && thingDef.IsApparel);
                    if (thingDef == null) break;
                   
                    var amount = Mathf.Min(Mathf.RoundToInt(Mathf.Abs(Rand.Gaussian(1, thingDef.stackLimit/2f))),
                        thingDef.stackLimit);
                    if (amount <= 0) continue;

                    var item = CreateRandomItem(visitor, thingDef);

                    Log.Message(item.Label + " has this value: " + item.MarketValue);
                    if (item.MarketValue >= value)
                    {
                        Log.Message("Will continue cue marketValue is greater");
                        item.Destroy();
                        continue;
                    }
                    /*
                    if (item.MarketValue < value/3)
                    {
                        Log.Message("Will continue due marketValue is less");
                        item.Destroy();
                        continue;
                    }
                    */
                    var maxItems = Mathf.Min(Mathf.FloorToInt(value/item.MarketValue), 3);
                    Log.Message("MaxItems:" + maxItems);
                    if (maxItems < 1)
                    {
                        Log.Message("Will continue due max items");
                        item.Destroy();
                        continue;
                    }

                    Log.Message("Can fit " + maxItems+" of "+item.Label);
                    item.stackCount = Rand.RangeInclusive(1, maxItems);
                    Log.Message("Added " + item.stackCount + " with a value of " + (item.MarketValue * item.stackCount));

                    var spaceFor = GuestUtility.GetInventorySpaceFor(visitor, item);
                    if (spaceFor > 0)
                    {
                        item.stackCount = Mathf.Min(spaceFor, item.stackCount);
                        var success = visitor.inventory.container.TryAdd(item);
                        if (success) totalValue += item.MarketValue*item.stackCount;
                        else item.Destroy();
                    }
                    value = maxValue - totalValue;
                }
            }
            Log.Message("Hospitality adding adding items finished");
        }
#148
Mod bugs / "Could not get new name" endless loop
May 28, 2016, 06:48:12 PM
Hi everyone!

i encountered an issue which breaks my game. Everytime a visitor group tries to spawn, my game hang up and cpu usage goes up.
The output_log will be spammed with the message "Could not get new name"
I´m using quite a few mods but figured out, that this log message will be written from the rimworld assembly itself (NameGenerator.cs). It will only occur with lager visitor groups.

It may come from the Hospitality mod. I havn´t looked into this assembly to verify if its using the NameGenerator. Any help would be nice

My modlist:

Core
Community Core Library
Community Core Library - Vanilla Tweaks
EdBModOrder
CombatRealism
CombatRealism Defence
ExpandedProsthetics&amp;OrganEngineering
CombatRealism EPOE
AdditionalLighting-AdditionalLighting1.6
AllowTool
BatteriesStuffed-BatteriesStuffed-1.3
ARBNoInfestations
Brass Monkeys
Bulk_Meals
CTS
ED-OmniGel
ED-Plant24H
ED-SubspaceTransponder
EdBColonistBar
Hospitality
Industrialisation
kNumbers-0.4.1-A13
M&amp;Co. AlertSpeaker
M&amp;Co. MMS
Mad Skills
Miscellaneous_Core
Misc_Patch_-_Core_-_CombatRealism
Miscellaneous_MAI
Miscellaneous_Robots
Quarry v1.20
Rimsenal No Weapons
Rimsenal_hair
Rimsenal_Storyteller
RT_Fuse-A13-1.0.0
RT_PowerSwitch-A13-1.0.0
RT_QuantumStorage-A13-1.0.2
RWAutoSell
RW_EnhancedTabs-0.13.0.1
RW_Manager-0.13.0.2
Smart Bears
VeinMiner
PowerSwitch
RW_Blueprints-0.13.0.1
Stonecutting Tweak
CraftableCoolant
ED-Shields
ED-Shields-CR
NoDazedStripping
RW_AreaUnlocker-0.13.0.1
SkilledBuilderOn
no fighting! (v1)
Grindstone