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

Topics - LWM

#41
I generally keep game sound pretty low or even off (which means I really appreciate the screen shake when there's an explosion!)  Last week I was playing with the sound on, and I kept giggling.

My hunters were keeping rats away from the fields with sniper rifles.

"BOOOOM!"  "<squeaaak...>"

I feel like the hunters should have been triumphantly holding up just a tail, or maybe a leg, as a trophy after their dangerous kill, because that's all that would be left after using such a massive gun to hunt.

...oh, look, deer!  Let's fire up the mortar, boys and girls, time to hunt!

--LWM
#42
So I want to add some more defs to the game in my mod IF another mod is loaded.

Is there any better way to do it than doing a Patch:

<Patch>
  <Operation Class="does mod exist"><!-- names changed because I cannot remember them off the top of my head -->
    <match Class="PatchOperationAdd">
      <value>Other Mod Name</value>
      <xpath>/Defs</xpath>
      <value>
         <ThingDef>
          <defName>NewThingEtc</defName>
           <!--ETC-->


--LWM
(edited because I repeately didn't hit "Preview")
#43
Releases / [1.0] Penoxycyline is Medicine
April 29, 2019, 02:02:03 PM
I have medicine cabinets in my Deep Storage mod, and it's annoying to have to go hunting for penoxycyline in the "drugs" category. Yes. It's a drug. No, I want it with medicine.

Lo. Penoxycyline is a preventative medicine now.

(This removes the default Drugs category for PenEtc and adds Medicine. Should be compatible with anything else that puts Penoxycyline in a different category, if you want it in Medicine too.)

On steam at https://steamcommunity.com/sharedfiles/filedetails/?id=1727229946
On github at https://github.com/lilwhitemouse/RimWorld-PenoxycylineIsMedicine

--LWM

PS - if there is another mod doing this, I couldn't find it, so.
PPS - Penoxycyline is a terrible terrible name to type 50 times.
PPPS - I hope I haven't been misspelling it the entire time.

#44
I like the idea of a Spring House as a way for pre-industrial people to keep things cool.  I could probably work out the code, if someone were to provide a graphic.  (I would base it off my "Deep Storage" - in this case, literally deep in the water ;p )

I was thinking something either 1x1 or 2x2, with temperature that maxes out at mild refrigeration(?), that protects from the elements, is close to water, and that (wild?) animals cannot access.  But drawing a little stone building is not my idea of fun.

Anyone want to draw the graphics for that?  I imagine it would take understanding how the masks work (like the hospital bed) so you could have a roof that stays one pattern despite different walls?

Anyway, assistance requested ^.^

--LWM
#45
Mods / Whoever made beer a weapon, you killed my bunny!
February 25, 2019, 02:58:26 AM
"Wait, what?" you ask?  I shall explain.

My bunnies - okay, "hares," but whatever, they were bunnies.  As I was saying, my bunnies were becoming drunk.  This is the natural order of things, and I accepted my mistake in allowing them access to piles of booze in various rooms.  I set out to rectify the error by requiring that all beer go into one particular stockpile in the kitchen - from which the bunnies were banned, for while they are cute, they are unhygienic.

Imagine my surprise when I got a notification that one of my cute fluffy bunnies had died!  They had gotten brain damage from becoming blackout drunk one too many times, and the game informed me that they had failed to merely faint, but had perished!  Oh noes!

Wait.  Why are almost half of my bunnies so drunk they cannot stand up?  What's going on?

Why is there booze just sitting around in this surplus storeroom?  Why can my pawn not haul it to the kitchen?  What's going on??

It turns out that the stockpile in the kitchen couldn't accept beer because SOMEONE had classified it as a weapon (which is cute, but....), and I was not allowing any categories of weapons because only beer.  (The beer was a non-looted weapon, btw).  Well, crap.  At least I know what's gong on now, and can save the lives of the rest of my cute fluffy meat-and-fur-babies!

And I might try and find out how to keep my pawns from wasting beer as a weapon.

--LWM

PS - okay, the brain-damaged bunny got the damage before I realized the bunnies were drinking beer at all.  And okay, it was only 40% of my bunnies that were too drunk to walk, but still!

PPS - okay, I think the bunny drinking itself to death is actually kind of hilarious.  In a morbid sort of way.

PPPS - oddly enough, beer is neither smeltable nor non-smeltable, so it doesn't care about those settings.  Only looted vs non-looted.  ...I wonder if beer raiders drop is looted?
#46
Pretty much what the subject says.  Also, their shields were still active.

Don't ask me why I thought marching my soldiers in front of the guy with the tornado generator was a good idea.

Anyway, I would vote that while wearing shield belts, pawns have only a very small chance of piercing damage from tornadoes, with most damage crushing/blunt.  Flying objects should be stopped by the shield, but high winds could still throw the pawn around.  The text could be changed to "A tornado threw {0} around, damaging them.", "{0} got crushed by debris from a tornado.", etc.

Also, the high static fields generated by the tornado, combined with the large amount of debris thrown up, should take the shield down almost instantly.

--LWM

PS - where is the "facepalm" message icon?
#47
Tools / [LIB] Allow buildings to require multiple fuels
January 22, 2019, 03:26:25 PM
I put together a little utility mod that allows buildings to require multiple fuels.  So you could create, for example, a steam-powered felting biolathe that burns both wood and muffalo wool and creates new fedoras every few hours.  Or whatever.

So if anyone wants to use it, go ahead and go wild!

(This mod does not, in and of itself, add any buildings to the game)

https://github.com/lilwhitemouse/RimWorld-LWM-Multi-Fuel-Requirement

--LWM
#48
Unfinished / [1.0,1.1] Deep Storage (functional)
January 06, 2019, 06:22:47 PM
Hello all!

Deep Storage Units, yet another storage solution (that will likely be [WIP] for some time).

LWM presents yet another way to deal with your storage needs:  Deep Storage units!

Currently available are multiple buildings that can store more than one object at a time.  Inspired by Skullywag's Extended Storage, this mod takes a different approach - storage buildings that pawns can simply carry multiple items to.  An approach that got a lot harder with 1.0, BTW, but I like the results so far.

This mod will be updating as I tweak items and fix bugs, but I wanted to make it available now that it's mostly working.

Pallets, clothing racks, food storage trays, etc.  You can also write your own <ThingDef>s if you don't like what I've done.

Requirements
Deep Storage Units

  • Big Shelf - a shelf with enough space to store two items per cell
  • Medicine Cabinet - what it says on the box
  • Meal Tray Racks - efficient storage for meals.  Or desserts.
  • Food Baskets - store raw food, some plant matter, or pile in drugs
  • Meat Hooks - I think you can figure out what these are for
  • Weapon Lockers - currently requires Machining? Efficiently store weapons!
  • Clothing Rack - currently stores both civilian and military clothing - subject to change
  • Pallet - for piling so many things onto!
  • Pallet with Wrapping - can store loose matter, too!
  • Skips - Are you American?  Did you know "Dumpster" is a registered TM?  Rock chunks, heavy resournces
Using Deep Storage - bonus tip:  If you have selected an item in DeepStorage, if you right-click, you jump the storage unit!

Known Bugs

  • It may be possible to end up with a small amount of free storage from time to time.  (An extra partially filled stack)
Planned/Likely Changes

  • Possible more options
  • Possible changes to how much/what kinds of stuff is allowed in various units
  • Possible more units
Compatibility (load Deep Storage after these)

  • Combat Extended - Weapon Lockers can store a maximum total Bulk (Sumghai)
  • RimWorld Search Agency (Hauling Hysteresis): hysteresis disabled for DSUs
Known To Be Compatible With

  • Common Sense
  • Pick Up and Haul
Uncompatibility - or - Strange Bugs?

  • Likely incompatible with other storage solutions that pile lots of things in one place (extended storage, RT_Shelves, ???)
  • I f***ed with the Selector and some mesh Drawing.  It's possible, altho unlikely, this may cause an incompatibility
The code can be found online at: https://github.com/lilwhitemouse/RimWorld-LWM.DeepStorage
On Steam: https://steamcommunity.com/id/littlewhitemouse/myworkshopfiles/?appid=294100
In the Ludeon Forum: https://ludeon.com/forums/index.php?topic=47707.0

Most images used with permission from Skullywag. (Thanks!)
Weapons Cabinets and Lockers are sumghai's. (Also thanks!)
Meat Hooks are (c) LWM.

License
Almost all code (c) LWM.
Also (currently) includes some code from Ratysz, allowing right-click to select actions on items, which Sumghai had permission to use (also GPL).  Thanks!
Released under GPL 3.0.
All of LWM's code (and sumghai's additions) are also released under LGPL, because I think that the LGPL is the license we should actually be using for mods.  Not that anyone is likely to complain, but altho we have a stupid copyright system, we should still use it correctly.
All of LWM's code (and sumghai's) are also available to Ludeon Studios, should they be incorporated into the base RimWorld game.
Thanks to Marnador for the RimWorld font.  Thanks to Pardeike for Harmony.  Awesome.


#49
Bugs / [1.1.2579] Pawn tried to path while downed
September 03, 2018, 02:54:09 AM
Today I ran into a situation where an animal "tried to path while downed."  "This should never happen."

This WILL happen in the following situation:

# The animal's master is drafted
## the animal responds to drafting
# the animal is in combat
# (maybe not important) While the animal is in combat, the zone for the animal is changed to one that means it must move
# The animal is wounded
# the animal makes an attack? (and is busy?)
# The animal is undrafted (master is still drafted?)
# The animal is downed by combat before it can begin moving.

Guy tried to path while downed. This should never happen. curJob=LayDown (Job_1989186) A=Thing_AnimalSleepingSpot592075
Verse.Log:Error(String, Boolean)
Verse.AI.Pawn_PathFollower:StartPath(LocalTargetInfo, PathEndMode)
RimWorld.<GotoBed>c__AnonStorey0:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay() etc

It's not a huge bug, and not important, but maybe once a pawn goes down, its current job should be set to "being unconscious" or something?

Thanks,

--LWM
#50
Help / [Solved] Can't load textures
August 23, 2018, 12:49:34 AM
I'm creating a building, and I'm running into the following error when I try to load my mod:

Failed to find any texture while constructing Multi(initPath=Things/Building/Furniture/shelfx, color=RGBA(0.500, 0.500, 1.000, 0.350), colorTwo=RGBA(1.000, 1.000, 1.000, 1.000))
Verse.Log:Error(String)
Verse.Graphic_Multi:Init(GraphicRequest)

I have copied the "shelf" textures from https://github.com/Alias44/b18-Textures and put them in RimWorld/Mods/MyModName/Textures/Things/Building/Furniture/shelfx

My relevant XML:
    <graphicData>
     <texPath>Things/Building/Furniture/shelfx</texPath>
     <graphicClass>Graphic_Multi</graphicClass>
     <drawSize>(3,2)</drawSize>
      </graphicData>

If I have "Shelf" there instead of "shelfx", it loads fine....What am I doing wrong?

Thanks, LWM
#51
I'm running into a weird problem, and it's almost certainly a C# understanding problem, but maybe someone here can help:

I am trying to patch "TryTransferToContainer" from Verse/ThingOwner.2.cs.  It has 3 overloads.  I can patch 2 of them, but cannot patch the 3rd, and I'm not sure what I'm doing wrong.

This works:
   [HarmonyPatch(typeof(Verse.ThingOwner), "TryTransferToContainer",
                 new Type[] { typeof(Thing), typeof(ThingOwner), typeof(int), typeof(bool) })]
        // declaration:
        // public int TryTransferToContainer(Thing item, ThingOwner otherContainer, int count, bool canMergeWithExistingStacks = true)
This does not:
   [HarmonyPatch(typeof(Verse.ThingOwner), "TryTransferToContainer",
                 new Type[] { typeof(Thing), typeof(ThingOwner), typeof(int), typeof(Thing), typeof(bool) })]
        // declaration:
        //public int TryTransferToContainer(Thing item, ThingOwner otherContainer, int count, out Thing resultingTransferredItem, bool canMergeWithExistingStacks = true)

Is there some weird notation I'm missing with the "out Thing resultingTransferredIem"?  Help appreciated!

Thanks, LWM
#52
Working on a mod, and hit a question:

In RimWorld.StatWorker.GetValue(thing, applyPostProcess), it returns return this.GetValue(StatRequest.For(thing), true);

Should it instead return return this.GetValue(StatRequest.For(thing), applyPostProcess);?

Or am I misunderstanding what applyPostProcess is supposed to do?

Thanks,

--LWM

PS - is this even a question worth asking?
#53
Two bugs going on here, maybe related:

1.  NPCs.

They'll enter map as normal.  Then they stand.  And stand.  If they have a mental break, they'll wander about until it's ended.  And stand there.  Until exposure and/or starvation and/or hostiles take them down.  If I capture someone, they'll wander about their cell until converted and then act normal.  If I rescue someone, once well they'll walk off the map (no grateful tribemembers deciding to join the group?)




2.  Marriages and Parties:

Two colonists decide to get married.  The marriage starts.  Everyone is "standing: attending the ceremony" (or whatever).  They stand.  And stand.  And stand.

I can use Draft or short close jobs to get them to move a tiny bit, and I can see that they have a place they WANT to walk to, but if they are undrafted, as soon as they start walkign towards it....they stop.  And stand, attending the ceremony.  Wherever they are.

Similar for parties.

Except with parties, the party takes place and then ends.  With the marriage, eventually someone has a psychotic break, there's bloodshed, and then everyone goes back to standing, gore-soaked, attending the ceremony.




I am attaching a marriage save-game.  No idea where your logs actually are on a windows machine.

BTW, your forum software lost my post twice.  If the attachment is too big, you shouldn't lose everything you said.  So this is a bit briefer.

--LWM

[attachment deleted by admin - too old]