Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - CannibarRechter

#31
Ideas / Re: Max Raid Point Setting
December 19, 2017, 08:35:09 AM
> This is really not an fluff problem. A huge amount of pawns can seriously lag or even crash the game.

Hum. I play a heavily modded game, with gear types that would make the base challengea joke. So I also play with threatscale set to 5 in my storyteller. That's ridiculous, let me tell you. With a colony with wealth in the 5 million range, I've never experienced a crash, and the raids are frickin' huge. Some lag, yes. Unplayable, no.

What's the sitch with you?
#32
Releases / Re: [A18] Path Avoid (Preferred Works Again!)
December 18, 2017, 09:17:07 AM
I'm assuming that you didn't make "strong" == "impassable" for some technical reason. Is that correct?
#33
Well, he said "after a certain amount of time." Now, supposing you just create a game condition that, from the beginning is there, but doesn't actually do anything until the time has passed: I agree, that's easy.
#34
Help / Re: How to obtain the game's decompiled code
December 17, 2017, 02:56:06 PM
Follow the all downloads link in my sig.
#35
> I suspect it could be possible, but it would likely require some non-trivial C# coding.

My guess is that it would be fairly trivial c# to cause a specific permanent game condition to trigger after a fixed amount of time. It would be less trivial to put this is the splash page GUI options.
#36
Help / Re: Help seperating from overall mod
December 16, 2017, 12:50:49 PM
> I'm really not sure if I can tell or do more without being against the author's will.

You can offer all the assistance you like, as long as you don't actually make *copies*, because that's all copyright law actually applies to. Telling someone how to modify something they already have a legitimate copy of, and also modifying something you already have a legitimate copy of, is not illegal. Licenses provided by third parties to their works only apply insofar as they grant you permission to copy their works.

Now if OP follows all your instructions, and then distributes the changed thing, that's where the copyright violation happens, and that's when the license is required.

Hope this makes sense.
#37
Help / Re: Art Guidelines?
December 16, 2017, 06:37:01 AM
> how much does the initial scale matter? Does Rimworld do resizing, and is there a good output size to hit in pixels per grid unit?

It doesn't, really. size= is non-graphical, it just tells the game how much space in game cells the object takes. Units=game cells. drawSize=graphical, and tells the game how big to draw the object. Unit=game cells.

A good rule of thumb is 64x64 for a drawSize of 1.

One bid of advice. You are unlikely to make this mistake, but if you store your images as an off number (e.g., 63x64), they will "work" but sometimes induce strange flickering behavior when the game zooms in and out. So don't do that. ;-P
#38
Help / Re: Art Guidelines?
December 15, 2017, 07:00:22 AM

> and the code scaled it  to 3.5x1.5, is the buffer required on all assets?

Nope. Not at all. You just need to make sure that the size and drawSize match up properly. I believe that the buffer area helps with not having a dedicated icon texture, but if you want to just save and create your own icons, then you can do whatever you want.

> Material recoloring, I see some benches are white and there are some red maps for some things, how does this work?

Black versus red decides which portion of the image is allowed to be recolored with the material color you construct with.

> Is partial transparency allowed?

Yes, but you have to use the right shader, and the game may behave funny if you manage to get multiple objects with partial transparency stacked over one another (e.g., a shelf with partial transparency and an item with partial transparency on the shelf).
#39
Hopefully someone can share one with you. That said, I believe you are severely underestimating the value of the dev console in helping you to accelerate a large colony build out. A save game would definitely be better, though, as in the long run you're likely to have very many social network interactions out in game world that are stored and in-process, and I don't think the dev console will properly fill that stuff out.
#40
Help / Re: Were to find .dll files for rimworld?
December 13, 2017, 03:32:47 PM
Retired programmer here. For the most part the RimWorld internals are pretty good, because the team uses "literate programming," by which I mean they write methods/functions that express what they do. For example, "KillPawn()." I'm not at my desk to confirm that this is literally a RimWorld method, but this is exactly the type of code you'll be looking at. So RW is pretty easy to read if you are a programmer. IMO.
#41
General Discussion / Re: What Does Beta Mean?
December 13, 2017, 12:14:58 PM
The one thing I would hope for is interface stability. That would mean that the internal logic, APIs, etc, stop changing (except to account for bug fixes). That would lead to mods not requiring heavy weight updates with future versions.
#42
Mod bugs / Re: Glitch when loading recent save
December 13, 2017, 12:12:44 PM
Post your full output_log.txt.
#43
Support / Re: B18 Performance Problems
December 13, 2017, 12:12:00 PM
Have you tried playing in windowed mode instead of full screen?
#44
> I didn't want to try Method 2 - as I understand it, it looks for a specific location (first item in list) and replaces whatever it finds, as opposed to searching for the specific target (Outlander) and just replacing that.

I agree with your decision there. I see it used in a lot of mods. It's probably because one of the well-known online xpath query generators prefers that method, and a lot of people copy others. But yeah, order-dependency is just a recipe for future headache.
#45
Mods / Re: Mod Idea/Request/give-me-now: Firefoam belt
December 12, 2017, 06:34:01 AM
Pretty cool mod you got there. Note: it is customary for you to put the mod here in Releases in addition to Steam.