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Messages - CannibarRechter

#16
Ideas / Re: Eliminate predators
December 25, 2017, 11:46:14 AM
Ooh, bold. And red. And all caps. A bid confrontational, wouldn't you say?
#17
Mods / Re: Does load order matter?
December 25, 2017, 08:59:25 AM
> So, does mod load order matter in rimworld

Yes. With Defs, last man wins. You can avoid this a bit, with Patches (patches are processed after all defs), but this just moves the problem downline, as patches are also last man wins. That said, patches touch only a small part of a def, so conflicts are less likely (but still possible).
#18
Help / Re: Is it possible to override assemblies?
December 25, 2017, 07:12:57 AM
> Is it genuinely not possible, or am I going about it wrong?

I'm confused about what you are trying to achieve. Are you trying to make the core itself use different classes? If you are, you would have to update all the calling references in the core, not just the definitions.

If you genuinely want a copy of something, you can totally do that, but you have to rename the instances of everything you copied, otherwise you will get the errors you saw.
#19
Look in the rimworld core art resource thread. Near the end of the thread there is a textures in directory package. You can also see how I did it in my total texture overhaul (see sig).
#20
Ideas / Re: Eliminate predators
December 22, 2017, 10:34:09 AM
> Link to source or it's not canon (sic).

So a quick update to the game encyclopedia with this bit of text would close this issue for you, then? RIGHT?

The point I am making here is that "suspension of disbelief" arguments are frequently disingenuous. They are used as leverage to lobby in favor of the user's personal preference. As soon as we admit the truth: that this merely a personal preference--and not one shared by many posters at all--it becomes quickly evident that what one should do is use the tools made available to you: make a mod or get a mod. But let's stop insisting that it's some kid of game flaw. That's just silly.

#21
Ideas / Re: Eliminate predators
December 22, 2017, 08:23:05 AM
"The Gene Wars in 2057 were rife with mechanites that changed animal behavior, turning ordinary fauna against humans as a matter of course. Why and how these mechanites made their way to some Rim settlement planets has not yet been determined, but alas for our unfortunate refugees, the Rim World is one of those planets. Looking back in history, there are many lessons to be learned about meddling with animal biology."
#22
General Discussion / Re: Should Predators Ignore Gunshots
December 22, 2017, 07:54:03 AM
It would be a pretty good mod for a player who prefers to get their rimworld challenge from other mods. Generally speaking, most animals should run the moment shots are even fired. A few might respond with aggression instead if shots are fired, and even attack if shot. A buddy of mine shot a wild boar with a .308 once, and in response it straight charged him. Most terrifying moment of his life, that.

Anyway it were done properly, there would be an attribute on the animal called "aggressivenessFactor," and that would decide. Without that, it could be modeled by calculating a hybrid of body weight to food preference. Herbivore, omnivore, carnivore would individually require less total body weight for aggression factor, but all diet types with sufficient body weight might become aggressive. If the AnimalsLogic guy is still modding, he'd be the right guy to implement this, I'd say.

#23
> Assuming its something with the mod Run And Gun.

It  does look like something to do with RunAndGun.

It doesn't look like anything to do with Androids.

You should probably post it over in the appropriate thread.

You might also include the full output_log.txt file, as often there is more information there.
#24
Well, you don't really have to do what you are asking. Instead, you can do something like create a Dictionary, indexed by pawn id, that has your values. Only trick is every few thousand ticks you should probably make sure there aren't dead pawns (stale references) in there.
#25
Look into WorkGiverDefs.
#26
Mods / Re: [Request] Are limited storage bins possible?
December 20, 2017, 03:29:22 PM
I see what you are saying. It would probably be pretty easy to cut and paste an extended storage pallet, give it new art, and call it a feed box, with a static low-value storage limit size.
#27
Mods / Re: [Request] Are limited storage bins possible?
December 20, 2017, 11:14:26 AM
I think he's asking for a mod which allow you to restrict the maximum amount of a thing that can be stored in each individual container. I don't think Extended Storage permits that, does it?
#28
Releases / Re: [A18] Path Avoid (Preferred Works Again!)
December 20, 2017, 07:14:42 AM
> your pawns will probably ignore path avoid.

What would be useful is having the "strong" region be like a constructed item (like a sleeping spot), and then have it set to impassable=true, but only for your own pawns. The game would definitely honor that.

#29
I deeply suspected this, considered that the game already actually uses Z for item layering and motes, and so forth.  While that could be reengineered, it seemed an awful lot of change this late in the development cycle.
#30
General Discussion / Re: Should Predators Ignore Gunshots
December 19, 2017, 10:00:38 AM
Most any animal, including small to medium size predators, would FLEE at the SOUND of a gunshot. Only a few animals, including some non-predator animals, would become and maintain aggression if actually shot. A wild boar might actually charge you if you shot it. A grizzly might, too. Anyway, this is a game. Fact is, normal wildlife represents no threat to humans with heavy weapons (e.g, 308 rifle, 12 gauge shotgun). Is that what you want to see here?