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Messages - CannibarRechter

Tools / Re: [A17] CompFX (Tool for Modders)
March 19, 2018, 02:31:40 PM
You download the mod into your Mods folder, and then activate the Mod in the UI.
Tools / Re: [A17] CompFX (Tool for Modders)
March 14, 2018, 09:06:14 AM
You are looking for FX that are themselves multis? I never implemented that. I can see why you would want to (for example, if you want to change the position of the graphic without rotating it), but alas there is no such functionality at the moment. Maybe I'll look into that this weekend. It wouldn't be that hard, I think.
Tools / Re: [A17] CompFX (Tool for Modders)
March 14, 2018, 07:47:30 AM
It should work with Multis, yes. Down in the test graphics, you'll find some test overlays to help you with that. It supports the standard rotations within the game.

I believe the setting you want is "rotWithThing" (although I did not look this is up right now, but that's what I remember). This will make your effect move around when the thing rotates.
Help / Re: (Solved?)Harmony Constructor Patching
January 27, 2018, 08:22:44 AM
> Now the issue is that it doesn't seem to have an affect.

My recollection is that Harmony will often silently fail when attempting to patch a method with generic<> parameters. This is a known issue, and should probably be documented more clearly, as it can lead to a lot of frustration.

My suggestion would be to try your patch higher or lower in the call tree.

Help / Re: Texture format
January 24, 2018, 12:18:26 PM
Is it the color/shade he is complaining about, or the distortion?
> If there is a simple algorithm that can handle "Don't path through this zone unless your source and/or destination are within it." without slowing down a bunch, then I'd be happy to see it in action.

What you'd do is first test to see if the destination is in the zone. That's a low complexity order operation, a simple containment test. If the test fails, you treat the zone like a wall. You would only perform this calculation for colonists (because hostiles and animals would ignore the zone).

I think you are overstating the difficulty, here.

Also, Path Avoid won't really do what is described here. It's bad at this sort of thing, particularly if the distance between A and B is far.
> Thanks a lot for the suggestion but I honestly don't want to change anything apart from making hyperweave obtainable/sold more often.

You could create a patch, adding a inventory line to the exotic goods trader.

Edit: I went ahead and made the trader mod for you. You can find it in my downloads directory.  Two trader types will reliably sell hyperweave now: the Orbital Exotic Goods trader, and the land based Outlander Exotic Goods trader.
Help / Re: Load Order Help?
December 31, 2017, 08:59:42 AM
Try posting the output_log.txt file.
Releases / Re: [A12-18][MODLIST] Fluffy's Mods
December 30, 2017, 07:34:59 AM
The thing that will, bar none, really wreck game performance is repeated suppressed errors going to the log (i.e., numerous errors per second). If you have those, you are done.

To improve the performance for your game the most, play the game ... from the start... with Make War Not Love. Applying it after the game start will also help, but not as much.

RuntimeGC will help also, but not nearly as much as Make War Not Love.

Mods / Re: [Request] Turning Canibal/Psycho
December 29, 2017, 07:58:18 AM
Might be worth looking at the code for We're All Mad Here.
Many people working on advanced RimWorld mods decompile the RimWorld code, and then treat that as their documentation.
I'm confused by your question. What outcome do you want to achieve here? You can set the minimum soil fertility, the sensitivity to the soil fertility, and the total grow days required (as adjusted by the prior numbers)? What can you not achieve here?
Ideas / Re: Eliminate predators
December 26, 2017, 07:16:00 AM
> I can't believe how dramatic people are...

And yet the drama continues, eh, almost like someone is seeking it out.

Look, the solution was already posted. People can get mods, if they don't like the ambush. There is specifically a mod that will alert the player.  This thread is not going anywhere. It should be locked.
Ideas / Re: Eliminate predators
December 25, 2017, 07:56:11 PM
> Ooh, bold. And red. And all caps. A bid confrontational, wouldn't you say?

You should take the hint, not increase font size. Some of us just want the forums to be chill, and friendly. Kindly, will you please accommodate that?
Mods / Re: Does load order matter?
December 25, 2017, 07:54:09 PM
> If there are multiple patches, the order is the mod load order. In a mod, the order is filenames alphabetically. In case of multiple patches in the same file, they are applied top to bottom.

Ah. I see what you are saying here, and see the distinction. The end result is about the same, though isn't it? I can see some pathological cases they would be ensuring against in steps 5-6.

BTW, it used to be that various graphics were first man wins. I put in a change request for that, and that popped out in B18.

I'm confused why you are saying load order doesn't matter. If two people use the older method of overriding a def completely, there's going to be a conflict.

Also, you said "apply all patches," but you didn't say what order they are applied in. Is it first to last?