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Messages - LWM

#946
Quote from: Mehni on February 18, 2019, 03:26:54 AM
Verbose logging, probably.

RimWorld loading has changed (quite substantially) since then so I'd like to see a repeat of that benchmark.

Well, I know what my next mod is going to be!  Excuse me while I read up on best practices for measuring execution time in C#.

--LWM
#947
Quote from: WereCat88 on February 18, 2019, 07:52:35 AM
Does xpathing using set name delete the attribute of the node being modified?

Depends on how you're modifying it?

If I knew exactly what you were planning, I'd have better idea.
#948
Well THAT's some methodology I'd like to see ^.^

What did they do, restart RimWorld 1000 times each way?

--LWM
#949
Unfinished / Re: [WIP] Deep Storage (functional)
February 17, 2019, 10:10:55 AM
You can already build Pallets out of metal.  As far as I know,you cannot both allow wood-or-metal and allow fabric-of-choice at the same time.  That's the catch.  So maybe Pallets do need to be more flexible than they are now.

Maybe pallets with wrapping are for plant matter and ...raw wool?

--LWM
#950
Quote from: Mehni on February 16, 2019, 05:43:05 AM
In regards to */ vs Defs/: Defs/ is a few percent quicker, and thus preferable. RimWorld forces all rootnodes to be Defs anyway, so the * wildcard just slows things down needlessly.

Wouldn't Defs/ be just about as slow?  /Defs/ should be much quicker, no?  As it starts at the root, instead of searching for a field named Defs anywhere in the xml tree?

--LWM
#951
Small animals will usually run from the attack, in my experience.  I can usually fight quite a few of them before I need to step back and pick up corpses.

Also, I have found that if the animal is asleep when I kill it, then the melee stat doesn't go up.  So the risk is required to get the reward.  OTOH, it's very possible to get to 10 melee without too much trouble?

--LWM
#952
Unfinished / Re: [WIP] Deep Storage (functional)
February 16, 2019, 10:55:13 PM
Quote from: Canute on February 16, 2019, 03:52:04 AM
QuoteI added the Pallets with Wrapping (sacks, basically) as a way to store "loose" matter, such as wool.
Hmm why do you think wool is loose and cotton isn't ?

Heh.  you can only put cotton on the Pallets with Wrapping, too.

And by "cotton" I mean "cloth."

Seriously, there isn't a sensible way to handle that one, as far as I can tell.  Maybe I should let one put "fabric" on the pallets but restrict plant matter to using some sort of wrapping.  On the other hand, if you have an arctic ice sheet alpaca farm, maybe you can't get either wood or cloth, so how could you even make the pallet?  What to do, what to do....
#953
I suppose I already go melee hunting, by drafting a pawn and sending them out after rabbits and such.  Repeat until badly wounded...

--LWM
#954
Mods / Re: [MOD REQUEST] - Disguised Base Entrances.
February 16, 2019, 01:43:40 AM
I have thought about how nice being able to do this would be, so you're not alone.  I suppose it wouldn't be impossible, even.  If no one else does it, I may look into it at some point.

--LWM
#955
Quote from: fritzgryphon on February 15, 2019, 08:19:43 AM
It's also not trivial, so long as a yak can haul an yttrium ingot.
I showed this to the person next to me, and they had this to say: "God bless the English language."  I think that sums things up pretty well.

To be fair, other languages have difficulties too - especially a language with cases and irregular nouns.

#956
Unfinished / Re: [WIP] Deep Storage (functional)
February 16, 2019, 12:53:57 AM
Quote from: mcduff on February 14, 2019, 06:30:53 AM
It would be nice to store wool on pallets though.

I added the Pallets with Wrapping (sacks, basically) as a way to store "loose" matter, such as wool.

I'm still not entirely sure that's the best choice, but I haven't found a better one yet.  Maybe it's time to add in the fabric hampers.

If you're feeling brave and very opinionated, you can always edit the xml in the mod ^.^  Altho updates might require constantly changing it ><  Tradeoffs...

I'm glad it's working smoothly for you!  I hope it will get even smoother (in terms of using them as a player) in the next few updates.

--LWM
#957
Unfinished / Re: [WIP] Deep Storage (functional)
February 12, 2019, 10:19:41 PM
I have updated the display, so you can get a better idea of what's being stored.  Does anyone want to send me a prettier screenshot to use as the Preview image?

--LWM
#958
Never "petty" - why shouldn't we all want a perfect game?  Very minor, tho.
#959
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?
#960
Help / Re: Can't find texture path...
February 09, 2019, 04:33:52 PM
(oh, hey, now I know what that tree outside my parents' house is!)