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Messages - MrWeeGee

#1
Releases / Re: [1.0] Simple Slavery
April 04, 2019, 05:43:37 PM
Quote from: Ziehn on April 04, 2019, 02:14:16 PMenslave downed pawns, which I haven't figured out all cases it happens as it only seem to happen rarely.

Do you mean that colonists rarely make the attempt to enslave a downed pawn, or that it rarely succeeds? In my game, if their current priority is to enslave prisoners they always go for it and it never seems to succeed.

If the attempt loop is a common issue, it might make most sense to block the attempt on downed prisoners by making it unavailable. They aren't conscious to resist but it's not like they're going to wake up, notice a collar and say "Well, that means I better get to work." But I don't know how hard that block would even be to implement.

In-depth though, I guess it would also make sense if you collared a prisoner with an explosive while they couldn't resist it'd be guaranteed to get them working lol.

In any case, just a couple small problems that were bugging me. Thanks for keeping one of my favorite mods updated, and it's nice to see that it's still being improved.
#2
Releases / Re: [1.0] Simple Slavery
April 04, 2019, 01:40:26 AM
Been using this mod a long time, it works great and I can't play without it. I was wondering though, if you had any ideas for a couple minor issues I've been having to get it working flawlessly.

1- Occasionally when a slave tries to escape and is captured their work priorities get reset when they continue working. It doesn't happen every time, and sometimes only some of their priorities get reset.

2- When prisoners refuse to be enslaved, colonists will knock them out then continue trying to enslave them using other collars I have stored, instead of the one they dropped. It's probably a vanilla issue that colonists ignore using the collar dropped in the prison, and it's not possible to enslave unconscious targets. So, colonists get stuck in a loop of running back to the nearest collar to enslave the target they just knocked out, fail, drop another collar, repeat. At least until priority tells them to do something else.
#3
Hey, thought of an idea that might make your mod a bit easier to use when it comes to editing building values.

I was trying to edit the stats for some of my walls/furnishings and noticed many of them had matching names. So the only way to figure out which was which, was by cross-referencing the stats and in some cases, changing the values to see if I changed the right one.

So, I thought it'd be pretty useful if there were a button in the information/stats popup that would take me directly to the editing section of your mod for the item I was looking at. If that were at all possible, it'd be great to have.

In any case, thanks for all the work you've done on this. It makes balancing my modlist so much easier.
#4
Hey guys, thanks for all the work on the update -- glad to be using CE again!

Unfortunately, I encountered a bug that spams an error non-stop, and with certain mods can even make a force close necessary.

To start: the spam error is caused by a colonist affected with the "Run Wild" mental break. Should be easily replicated if you start a new game, and use dev "Tool: Mental Break..." to inflict a colonist with "Run Wild." It should pop the debug log immediately. I tested this on a new game, loading only HugsLib 4.0.1, and the latest release of CE and CE-Guns. Force-taming/killing the affected colonist kills the error.

Should be noted that, for some reason not every colonist pops the error, but an overwhelming majority do. I don't know the reason for it. Multiple new starts testing with whatever pawns it gave me, and the game randomly blesses maybe 1-in-5 with the proper thought process to behave like a wild animal.

Exception in RimWorld.ThinkNode_ConditionalCanDoConstantThinkTreeJobNow TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
  at CombatExtended.JobGiver_TakeAndEquip.TryGiveJob (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextConstantThinkTreeJob()
Verse.AI.Pawn_JobTracker:DetermineNextJob(ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.MentalBreakWorker_RunWild:TryStart(Pawn, Thought, Boolean)
Verse.<DoListingItems_MapTools>c__AnonStorey24:<>m__1()
Verse.DebugTool:DebugToolOnGUI()
Verse.DebugTools:DebugToolsOnGUI()
RimWorld.UIRoot_Play:UIRootOnGUI()
Verse.Root:OnGUI()


The freeze involves Hospitality and is pretty circumstantial, but caused by this spam error. I doubt it's a compatibility issue, just the game trying to handle a spike of information (visitors) while it's already freaking out. So feel free to skip the rest.

When there's dangers in your colony (or in my case, no guest beds) the mod gives you the option to ensure their safety, or send them away. While the error is being spammed, it causes Hospitality to spam that window as well. So, you can ensure their safety an infinite number of times, causing the game to spawn the visitors whenever clicked, or you can keep trying to send them away. Regardless, the window keeps popping and you're forced to close the game. When you try to circumvent this by having guest beds or otherwise no dangers in your map, the game just hard freezes due to the CE-related error being spammed. If I force-tame/kill the colonist before the visitors ask for safety, the error stops and Hospitality proceeds as normal.

Thanks again for everyone's time and effort!
-Weegee
#5
Hey, just wanted to pop in and say thanks for making Editable Colonist Titles happen! I actually started that thread thinking it might be the sort of thing you'd be interested in, but didn't really want to bother you with it. I use so many of your mods, and I can't thank you enough (and all modders at that) for all the work you've done in making RimWorld more of a masterpiece than it already is!

Many thanks and much love
-Weegee
#6
Hey, that's great! Bit late to the party, but it's awesome that you picked this up!

Funny enough -- I actually considered tossing the thread your way thinking this sort of thing might interest you, but figured you had enough on your plate.

Another Rainbeau mod to add to the collection! Thanks again, for all your work!
#7
Quote from: wwWraith on January 06, 2018, 01:34:14 PM
I'd suggest to make editable an already existing backstory-related string, e.g. "James, Musician". Most time we don't care who our pawns were before joining our colony, and their role depending on actual capabilities often may differ from backstories. Then it should be not so hard to (optionally) show this second string in colonists bar.

Yeah, the thought had occurred to me. They technically already have a "title," being their backstory. The way you described would be best. If a mod could edit that string and (optionally) make it more visible in the colonist bar and/or game world, that'd be exactly what I was hoping for. Definitely adds a lot of charm and lore/story to the colonists. Makes each playthrough entirely more unique.

As for accessing it in game, guess it'd make sense just to include another button near the backstory or rename icon. Perhaps just adding a 2nd text field to the rename window?

I have some other ideas that could expand on this but it'd be venturing more toward a multi-function mod at that point. I'm still just hoping someone who wants this is willing and able to pick it up at a "basic" level.

Nice to see others like the idea, and thanks for everyone's input.
#8
Quote from: SpaceDorf on January 06, 2018, 01:53:17 PM
I use Billies Mods as well, did you try without ?

In A17 both mods worked well together and afaik Ohu even used some code from billy

Yeah, they worked fine together in A17 and it doesn't seem to be causing this issue. Still happens with only HugsLib + Dropships loaded.
#9
Quote from: MrWeeGee on December 21, 2017, 04:44:29 AM
Confirming this issue as well, game freezes just as my pawn starts hauling the first piece of cargo. Thanks for making some headway on the B18 release though!

Just realized I'm also using Billy's Improved Load Transport Pods which may have been conflicting with the load process of the dropship. I can't really test it out atm, but thought it'd be worth mentioning, in case others having the issue are using it as well.
#10
Outdated / Re: [B18] Prisoner Ransom 1.0
January 05, 2018, 08:02:46 PM
Quote from: TryB4Buy on December 23, 2017, 07:47:56 PM
Can you make a failed ransom NOT spawn a raid?

Came here to suggest the same, and to thank you for the mod of course! Ransom should definitely be a vanilla option, so thought I'd throw some ideas your way.

I don't think failure should never result in a raid. But I'd like to configure mine to just fail most of the time, with a 25-50% chance of raid on failure. It doesn't make sense to send a rescue/raid party after every captive whose safety you wouldn't even pay for, some just aren't worth it.

If you wanted to expand even further, it'd be more realistic if chances were scaled based on the prisoners skills(value). This could work both ways, a higher success rate, and a higher critical failure resulting in a raid. It'd make sense if they wanted to rescue their top weaponsmith, researcher, etc. using either method.

Regardless, the mod is great as-is, and hope you keep bringing it to future updates -- thanks!
#11
True, it'd probably even look better that way -- more in-depth and organized.

It could even be used as a replacement for those who like changing names to skill-based ones. Instead of assigning a prison ID like Sh9Crf10Min11 I've seen some do, one could simply use the title area for that or just the colonist's occupation i.e: Crafter, Gardner, Doctor, Human Shield, etc. while still keeping their name. Unless the labor camp thing floats their boat I guess.

Here's hoping somebody wants to give it a go. I think it'd have a lot of function and generally make the game better as a whole.
#12
Rainbeau made it happen! Editable Pawn Titles over at Rainbeau's Mods
Many thanks to one of the great pillars of the modding community!


TL;DR: Remove 15-character limit for names, modify backstory name string or add '2nd nickname' field, optionally making it more visible in-game.

Hey everyone! So there's this thing I do: when a colonist performs some crazy feat, I like to give them a title or nickname based on the event. Unfortunately, due to character and visibility limits, I'm pretty much restricted to using a short, 1-word nickname. Apologies in advance if this becomes a mess of words..

Simply put, I'd like to be able to remove the character limit of 15 from nicknames and have them be completely visible on both the colonist bar and beneath them. Instead of truncated with "..." which personally, I find pretty irritating. I think that would be the simplest way to do this. I do use Colonist Bar KF which allows me to increase the entire icon size, which somewhat helps to achieve this effect. But it doesn't allow me to increase the name visibility by itself, so you end up with oversized icons. Another route to go might be adding a "Title" name area (basically a 2nd nickname) that only shows in the game world beneath the pawn, saving bar space. My modding knowledge is XML-limited so I'm not sure what's easiest or even possible.

Some examples (and mostly irrelevant): I just had a 77 year old colonist go down against a group of mechs. Throughout the battle, he took a good dozen minigun shots while already laying in shock behind a stone chunk; including one to his unprotected head and lived to tell the tale. Somehow, the colonist still firing 1 cell next to him, never took a bullet from a dozen minigun sprays. I would have liked for their name bars to show something like: Sean "The Invincible" and Viper "The Agile". In this case, I can't even give him the name "Immortal" without it getting cut. The other I opted to use "Dodger" but it feels like I'm replacing a cool name with a dumber one. In another game, several mechs landed on a colonist across the map. He downed 4-5 of them as he was retreating, before going down himself -- leaving an easy 2 for the rest of the colony to take care of. I wanted to crown him "The Mechslayer," but had to go with "Luddite" which I thought was stupid as well.

I believe this would add more "immersion / role-playing" options, especially for tribal colonies. It would also build more into a colony's theme, story, and history. I'm not talented enough to do this (if even possible) but I'm hoping one of the many fine creators here would like to see this and consider it a worthwhile endeavor. Thank you!

Edit: I've figured out I can modify the nickname in the save file, bypassing the character limit, however inconvenient. Thank Notepad++ for its "replace all" feature. I can see why they've placed the limits, it takes a bit of horizontal space and overlapping names could be frustrating for some. I suppose if the '2nd nickname' route were taken, perhaps it could be placed on a line underneath the colonist's name? On the top bar it currently shows as: Sean "... and Viper "... which I don't mind so much, since it's full in the game world.
#13
Quote from: SpaceDorf on December 19, 2017, 04:41:37 PM
As soon as I give the order to load the ship .. assign cargo, assign people and haulers and hit the accept button the game starts loading and does not stop.

Confirming this issue as well, game freezes just as my pawn starts hauling the first piece of cargo. Thanks for making some headway on the B18 release though!
#14
Releases / Re: Rock5s [B18] mods
December 16, 2017, 08:46:29 AM
Hey, I don't suppose JTZoneButtons stacks up well with Kiame's ReColor Zones does it? They both add buttons to the zone bar. Tried loading both one above the other and I don't get the expand buttons either way, unless I disable Recolor. Thought you should know. RimSearch working great with 100+ mods though, it's a lot of help, thanks!
#15
Releases / Re: [B18] RuntimeGC In-Game Cleaner
December 06, 2017, 03:00:31 AM
Quote from: Deathwithagrin on December 06, 2017, 02:43:38 AM
I wanted to ask if this is compatible with Hugslib, seeing as both of these require them to be loaded just after the Core Mod.

Thanks in advanced.

Yes, it's compatible. Everything should come after "Core" as that's essentially the base, vanilla game. Load order works where mods lower in the list take precedence over the ones above it.

For instance: if you have a mod that changed lamp wattage to 10W, and a mod beneath it that made lamps 20W, your lamps would take 20W of power.

Rule of thumb is to have Core 1st, HugsLib 2nd, then everything else beneath those two. I actually have RuntimeGC and other performance fixes towards the bottom of my order.