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Topics - LWM

#21
Help / Giving Pawns Thoughts - examples?
April 12, 2020, 10:05:29 AM
Can anyone point me at a mod that gives pawns a simple thought?

And that has code available online, unlike selfish paranoid and/or thoughtless people?  :p  Seriously, why not share your code? [/rant]
#22
Bugs / Usability issue: foreign languages
April 05, 2020, 10:51:41 AM
This got posted over in Ideas, but it's really something that would make most sense for you guys and would make a LARGE difference to players for whom English is not the first tongue.  So I wanted to cross post this here:

Can I suggest one idea about the text in Rimworld?
Since the game is not fully translated, it is difficult for me to understand the text of the assignment, because I do not know English. I ask you to make it possible to copy the text of the task with the mouse cursor or a key combination so that people like me can copy the text and translate it using Google translator.
#23
I started up the reactor - finally hoping for a 1.1 launch.  My base is semi-setup for dealing with mech raids, I'm ready for humans with rocket launchers, etc.

And I have gotten 4 raids - in the space of two days - from on single tribal faction.  Some of the people who barely made it off the map, bleeding badly, come right back in for a second try, once they get patched up. They are severely pushing my defenses...

They must REALLY hate starships or something.  This is not what I expected.

Onward!

--LWM
#24
I have a prisoner rescue quest, and the active quest entry ends with

    View: Human

If I click on that, it takes me to the "human" infocard - and throws red errors into the log:
StatRequest for null thing
Exception filling window for Verse.Dialog_InfoCard: System.NullReferenceException: Object reference not set to an instance of an object
(  at RimWorld.StatRequest.get_StatBases () [0x00013] in <ea0be51efae6486ba8318687802ba9e6>:0
  at RimWorld.StatWorker.GetBaseValueFor (RimWorld.StatRequest request) [0x0000c] in <ea0be51efae6486ba8318687802ba9e6>:0 ...)

All of the entries are misleading, as well - it looks like "AJ" would be a fantastic person to help, they appear to have no health or psychological problems!  ::)

Apologies if this has already been reported, I couldn't find any mention after searching for it.
#25
Only one pawn can unload an animal at a time.  (This is in large part, as far as I can tell, due to the fact the reservation system does not handle un-spawned Things).

Currently, this leads to situations where one pawn unloads something from an alpaca, and the player selects a different pawn and prioritizes unloading the next thing from the alpaca, and the first pawn's Job is canceled and they drop what they were carrying!  On the ground.  Usually in the rain.

However, game flow will be more natural if, after each pawn takes an item from the pack animal's pack, they release the reservation on the animal.  Adding a quick this.pawn.ClearReservationsForJob(driver.pawn.CurJob); (or equivalent) to the beginning of JobDriver_UnloadInventory's 3rd toil would accomplish this.

I'm not sure where you are drawing the line for "bug," but this is an easy change.

(I've also put this in my "Minor Changes" mod, if it doesn't get changed and anyone wants)

--LWM
#26
In the caravan "Gear" ITab on the world map, the player can give masterwork chain shotguns to prisoners.

This player did not leave the weapon assigned and has no idea what mayhem would ensue on caravan arrival.

It's a darn useful ITab other than that!
#27
Bugs / [1.1.2579rev1092] Art Student typos
March 27, 2020, 01:08:32 AM
The Adulthood story for "Art Student" has two typos: "art industr work" and "herart."
#28
WorkGiver_Merge's JobOnThing does not check CanStackWith when it is checking if it should make a merge job.

Instead, it checks "thing.def == t.def" - however, Comps can keep two items of the same def from stacking.

This bug affects some modded games.

--LWM
#29
On the Research screen, there's a, you know, let me upload a screenshot.

"Locked:" looks like it should list something, but it doesn't for colored lights - it missed HiTech Research bench.  It's confusing, especially as the eye is drawn the to big "Locked:" message.

#30
Some quests show estimated travel time (trade requests) but some do not (items stashes).  This seems inconsistent.

Also, the estimated travel time is show in the Quests tab, but not on the world marker, where it might also be very useful at-a-glance information.  As it is, the user must first select the travel tool then right-click multiple times to find the information.

Both these would be easy additions, given the calculation is already done for trade request quests?

Thank you,  --LWM
#31
When a user gets a quest and they click on the blue letter button the right, it opens up a short statement saying they have a new quest.  To view details of the quest, they have to click again immediately to jump to the quest entry.

Why not either:
1.  Have the information available in the letter notification
2.  or perhaps better (from my expectations), jump straight to the quest in the Quest section?

As it is, every time I get a quest, I feel annoyed that I have to click AGAIN to actually get any information.

(If there is a reason it works like this, I would happily learn why)

Thanks,  --LWM
#32
I am running 1.1.2561 and an Infestation is spawning hives (and shortly bugs) in a section of the river that is underground.  I'm sure the insects can swim, but this seems incorrect.

I found this post from 2018, where it was described as a problem:  https://ludeon.com/forums/index.php?topic=45861.msg436191#msg436191  It seems to be happening again.

I'm going to go splash some wet bugs.  And get murdered.  #lifeontherim
#33
Help / Stop traders carrying my buldings/items
February 25, 2020, 10:56:55 AM
I have seen discussions about this go by, but I cannot find them now...

I have several buildings (well, the minified items) that show up in Traders' inventories; what do I need to change to keep that from happening?

Thanks, --LWM
#34
Bugs / Electric Smelter has no tickerType in def
January 13, 2020, 12:38:07 PM
The Electric Smelter (ElectricSmelter) has no tickerType, but has a CompHeatPusherPowered comp (CompProperties_HeatPusher), which only pushes heat when the building ticks.  The comp makes it clear the smelter is supposed to be hot whenever it is powered (it draws 700W even when not used), but with no tickerType, it does not tick, so it does not produce heat while idle.  (It does produce heat while used, by a different mechanism.)

The electric smelter should probably have a tickerType, possibly Rare and an appropriate heat setting in the heat pusher comp.

Thank you.
#35
"ThingFilter"s will automatically update ListerHaulables by calling settingsChangedCallback() after almost any setting in the filter has changed.  However, if allowedHitPointPercents or AllowedQualityLevels are changed via the setter functions, settingsChangedCallback() is not called.

This causes confusion when users change either of these (hit points allowed or quality allowed) and then try to force the colonists to haul the items away to a different stockpile or building_storage, because the pawns will not show any options to haul items.  ListerHaulables has not yet figured out it needs to update those cells, so no jobs are available.
#36
Shelves - and all Buildings_Storage - cannot have a beauty value if ignoreStoredThingsBeauty is true.

This was referenced in "Shelves have no path cost" https://ludeon.com/forums/index.php?topic=36798.msg432895#msg432895, but only the path cost was changed.

In the CellBeauty() function of BeautyUtility, the loop checks the slotgroup (for each item?  It would be the same, yes?) and if it's in a building that has ignoreStoredThingsBeauty true, ALL beauty is ignored - including the beauty of the slotgroup's parent.

This would only affect the Shelf in vanilla, but it means I am getting complaints because I have modded storage buildings whose beauty doesn't show up.  Is this something that could be changed, so the slotgroup.parent's beauty is counted?  If not, I will use Harmony to get around it somehow, probably by adding a test at the beginning of the function:

If there is a slotgroup here, if it has a parent with ignoreStoredThingsBeauty, return the parent's beauty (if it has it) + the terrain modifier.

Thank you,

--LWM

#37
Help / Animals and Comps - GetGizmos?
October 31, 2019, 06:02:43 PM
Correct me if I'm wrong, but there appears to be no way to get any sort of Gizmo (command) attached to an Animal?  It looks to me like they can only be attached to Humanlike pawns?

#38
Help / Packs on animals
September 20, 2019, 02:58:51 PM
Can anyone point me to the code that handles putting packs on animals?

I am making some caribou into reindeer, but when colonists put packs on the animal, it was replaced by a giant pink square.  Not helpful...

Any clues help - thanks!

--LWM
#39
HediffGiverUtility's TryApply uses RandomElementByWeight() when calculating where to apply a new hediff.  However, if a pawn has an hediff that spreads (for example, the mod Carcinoma Spreads) or is just very unlucky, then every body part TryApply() attempts to give the new hediff to can already have it.

TryApply() tests if there are any body parts that do not have the hediff, but the body part "Waist" has a weight of 0 (0 coverage), so the safety test is passed even though RandomElementByWeight() will fail.

TryApply() should use TryRandomElementByWeight() instead.

Thanks!

--LWM
#40
Mods / Craftable rockets?
July 08, 2019, 11:35:33 AM
A small handful of mechanoids just kicked my small settlement's collected rear.  I guess that's what I get for forcing the population to be low?

So...am I crazy, or are there currently no mods that let one craft triple rocket launchers?

Because if there isn't, I'm a make one.  Because boom.

--LWM