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Messages - Cpt.Ohu

#31
Unfinished / Re: [A16/A17] [WIP] Warhammer 40k Corruption
September 09, 2017, 05:00:25 AM
Update



Just a few small changes:


  • Mechanicum Licences and Xeno Tech added to research tabs. You won't be able to research them normally however.
  • Rebalanced Weapons. With the help from InfinityKage all 40k weapons had their stats tweaked.
  • Fixed the book texture error on restarting the game
#32
Quote from: SpaceDorf on September 07, 2017, 02:06:22 PM
I made a ship, I can build it, load it, and fly it around but when I try to install a weapon the whole thing explodes ..

Any Idea what this Error Message wants to tell me ?

Exception drawing ShipTurret_Turret250268: System.NullReferenceException: Object reference not set to an instance of an object
  at OHUShips.Building_ShipTurret.<get_ParentShip>b__2_0 (OHUShips.ShipBase x) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.First[ShipBase] (IEnumerable`1 source, System.Func`2 predicate, Fallback fallback) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.FirstOrDefault[ShipBase] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0
  at OHUShips.Building_ShipTurret.get_ParentShip () [0x00000] in <filename unknown>:0
  at OHUShips.Building_ShipTurret.get_DrawPos () [0x00000] in <filename unknown>:0
  at RimWorld.TurretTop.DrawTurret () [0x00000] in <filename unknown>:0
  at OHUShips.Building_ShipTurret.Draw () [0x00000] in <filename unknown>:0
  at Verse.DynamicDrawManager.DrawDynamicThings (Verse.DrawTargetDef drawTarget) [0x00000] in <filename unknown>:0


I'd say it wants to tell ME that it hates me ;)
Does it throw that error consistently after reloading?

Quote from: faltonico on September 08, 2017, 02:04:22 AM
This works for me with regular transport pods, various pawns loading a pod:
https://ludeon.com/forums/index.php?topic=34135.msg348399#msg348399
Maybe it could be of some help to you.

Thank you for that link. I think I got a solution independently now.




Update V1.55 is out! Cargo loading should now be precise, the pawn wander bug should stop after 3 ingame hours at most, and turrets can be uninstalled properly.
#33
Unfinished / Re: [A16/A17] [WIP] Warhammer 40k Corruption
September 06, 2017, 04:55:33 PM
Well, it means that there is already another colony event going on, and RW pawns aren't up for multitasking. I'll be less forceful then and not maneuver them into such a psychological impasse.




Quote from: Techgenius on September 05, 2017, 05:37:41 PM
Quote from: Cpt.Ohu on September 02, 2017, 01:58:38 AM
Quote from: Techgenius on September 01, 2017, 04:06:55 PM
cut

Toggleable options is good, allowing much more customization whether you want Dark Eldar or any Eldar at all.
Disabling features one by one or enabling all of them, I have several themed mods that would mesh well with the Adeptus Mechanicus functions but not with the 40k entirely. So thats truly appreciated.

Right now it's a factions on or off switch. Doing that for every faction will clutter the options menu and increase the workload, so for now I'd rather leave it like that. The items are still there, especially the Imperial stuff that can be manufactured by your colony.
#34
Well, this is more or less already in. Take the avereage weight of a passenger, set the passenger seats accordingly, and you have a passenger ship. You can of course still load cargo, it would be the same as putting something on the rear bench in your car. It wouldn't make much sense if a ship designed to lift 8 passengers couldn't even hold a few packs of grain.
#35
Not really. The key is tracking the cargo already loaded. That is stored central on the ship. Even if I include subsystems, I still have to check all of them and reassign when needed.

The issue is/was this: Say I load 2000 steel. That's packed in max 75x stacks. 2 Pawns start loading because one pawn would take an hour. There are now 50 left to load. Both Pawns pick up an item, one a stack of the desired 50, the other 25. Until now I was missing checks to see  before the second pawn stores his stack if it is still needed. Which it might not be, since the first pawn has dumped his 50 and the loading should finish up. Vice versa, not the entire stack of 50 is needed if the second pawn was quicker.

These checks are in testing now and it looks promising. No need to complicate it further by adding virtual droppods.
#36
Quote from: Reinhark on September 01, 2017, 10:57:17 PM
One more minor glitche.

Ship seems to be either over or under-loading. Sometimes both in fact. upon request of loading of single item - say, simple meal x 10 when you have lots of them, - say, 100 - multiple colonists will load the ship with multiple simple meal x 10, resulting in ship having simple meal x 20 or 30.

On the contrary, loading of the crew ends way too early. upon loading half of the crew that I have requested to be loaded, loading will "complete"(message will display that loading is complete) and crew will stop loading any items I told them to load and remaining half of the supposed crew will go on their marry way. Unsure if this is intended feature. At least they should finish loading the items if it is.

I am not using any pawn AI changing mods, but can it still be mod conflict?

No, it's the multiple pawns loading process not working quite right yet. Probably one of the reasons why Tynan limits pawns to 1 hauler per launchpod.

I'm experimenting with different checks now, looks promising that going off-target during loading won't happen again.
#37
Unfinished / Re: [A16/A17] [WIP] Warhammer 40k Corruption
September 02, 2017, 01:58:38 AM
Quote from: Techgenius on September 01, 2017, 04:06:55 PM
Hey Cpt.Ohu You're going to release separate plugins like Jecrell did with the Star Wars and Call of Cthulhu? pardon me if this was already asked before.

Here and here.

Quote from: dazric on September 01, 2017, 06:49:53 PM
Is there any particular reason the scale stops at Delta? Not that I'm complaining, a Delta is a terror to behold and a one in a billion chance anyway, but space marine librarians can go up to Beta IIRC.

Well, probability alone makes encountering anything above Delta almost impossible. Hence I decided to cap at Delta for now.
#38
Outdated / Re: [A17] Faction Colors 1.5 (25.08.2017)
September 01, 2017, 04:37:14 PM
Interesting to know. First of all, do you mean the base module, or the examples?

Apparello and Vegetable Garden when downloaded from here do not throw any messages about being incompatible. I'm not sure what I could possibly be touching on that doesn't work with Apparello.

Is there anything more specific than being incompatible you can tell me?
#39
Unfinished / Re: [A16/A17] [WIP] Warhammer 40k Corruption
September 01, 2017, 04:01:48 PM
Quote from: dazric on August 31, 2017, 12:45:47 PM
Funnily enough, after buying a shitton of it from my neighbours, who's bulk traders arrived the day the tithe was due, as well as emptying out a textile trader in orbit, medicine, chemfuel and raw textiles may be the only things I succeed in filling! I have enough stuff to do all of them, but the little shits showed up two months early and I don't think I'll have time to load it all in.

Edit: It took a space marine, three servitors, six augmented humans, a dozen hauler bots and two dozen dogs, working round the clock on nothing but hauling, but we managed to fill the tithe containers in time.

Well, that seems quite realistic. You can slowly load the container over the year and maybe get something out if you really need it, or you use the 1 week you have to load everything at once.

You said they arrived 2 months early though? Seems I have to nerf the random element a bit. I didn't want them to arrive exactly on the day, since warp travel isn't that accurate, but two months is too much.

Quote from: Orpheus on August 31, 2017, 08:58:38 PM
Quote from: dazric on August 29, 2017, 12:28:37 PM
Hey, is there a way to manually set a psyrating, like with Dev Mode or something similar?
You can do this by editing the save file with a text editor.  Search the file for the character's name, then scroll through their data until you find the psy-level.  Just make sure you change it to something that the game recognises!
This also works for making Chaotic characters worship a particular god.  You could probably change other aspects of the faith system, but I've only actually tested switching from one Chaos god to another.

Indeed, savegame editing is almost always an option. Just be careful not to edit too much if you like your savegame.




With the help from InfintyKage I'm working on rebalancing weapons. Trying to find a middleground between lore accurate and not making every single weapon an OP oneshot wonder.
#40
Well, that's not the Administorum's problem now is it? ;)

In seriousness though, you have to get all of them up to at least 90%. This is supposed to be demanding. Right now all you can do is either trade around a lot or produce it yourself.

Now imagine if you could persuade or force other factions to pay their share in the Form of tributes to you and you'll get an idea about the next big module I'm working on. Domination...
#41
Quote from: IWannaChaos on August 30, 2017, 03:00:32 PM
Any word on being able to load incapacitated pawns?

A rescue option for downed pawns should be available now when right-clicking. Not yet on ship-loading tab though.

Quote from: Smellfungus on August 30, 2017, 03:23:25 PM
I've noticed the same bugs as others have. On reproducing the ship disappearing one, it happens when the ship has arrived at the destination, you use the move command to select the current tile, then choose to 'visit' the location. I'm guessing the game treats it like a caravan, not drop pods, at this point. As there isn't a caravan, and as there aren't drop pods in a caravan, you get the map loading and your ship disappearing.

I've noticed my muffalo (which I loaded to haul turrets and batteries) disappear regularly, I'm guessing because I went over the weight limit (by manually forcing pawns aboard) or some other limit and they were removed. My colonists have come back with no weapons as well, and lower resource yields. Pretty sure it's through my manual allocation, but I haven't tested it.

Regarding choosing a landing spot: it may be possible to bypass it by putting in a script that triggers an imaginary caravan entering the square prior to landing. Once the dropship arrives at a location attempt to trigger a caravan arrival, in much the same way as happens in the first bug I mentioned. :) Dunno how feasible / easy that would be.

Fleets totally screw up when told to return home. I had two ships in the fleet, one with a home square and one parked further away without. On arrival they landed in the rough area of the parking area, destroying some constructions and ruining my greenhouse totally once I tried to sort it out. I decided to simply destroy the second ship, played for hours then quit the game. On reload today I found I could no longer use my first ship, due to the earlier mentioned fleet stacking bug. :p I'm currently constructing another, but I expect that to be screwed in much the same way now. It's a shame, they were really good additions! You've made an excellent mod, save for these bugs. XD

I believe there's one or two more, but I forget what they are. I'll post again if I remember. :) Thanks for all your work!

Handling ships on the world map is indeed a bit tricky. When your ships leave the map, a traveling droppod object is created. Once they have arrived, a modified caravan is spawned. So I have to keep moving cargo and pawns around between different game objects, which sometimes doesn't work as it should. I wanted to enable visits after landing as a world-object, but I guess the spawning of ships is messing up.

The returning home option for fleets isn't intended to be possible without having a parking position set for all ships. When returning a single ship, it should fly to the exact parking position specified.

I'll try and write a few lines on how to edit the savegame so the code-artifacts from the destroyed ship are deleted as well.
#42
1. Well, in that case it's difficult to tell what happened. If it is just the alien races, it might be something with the apparel and body textures messing up.

2. I could make them similar to Flamers. AoE is difficult to do with beams, and I'm not sure an explosion-like effect would feel right.
#43
Outdated / Re: [A17] Faction Colors 1.5 (25.08.2017)
August 30, 2017, 12:43:38 PM
Quote from: koni on August 29, 2017, 08:47:55 AM
Can you please make a patch or something, that makes the shields of CE colorable with camo, composite or uniform? Or at least CE-compatible? That would be nice

That's easier said than done I'm afraid. It requires either inheriting or directly patching the CE class, which wasn't laid out in a way that encourages that. I cannot promise to do this any time soon.
#44
Quote from: Shelter on August 29, 2017, 02:50:04 PM
@Cpt.Ohu  Error was..

Exception from asynchronous event: System.NullReferenceException: Object reference not set to an instance of an object at rimworld.ApparelUtillity.GeneralLayergrouppairs /verse.thingdef.system.action '1 <Rimworld.apparelutillity/Layergrouppair>\ <0x000ba>

Did you use the latest patch? I experienced that error due to the Alien apparel restrictions not working anymore. For now they are disabled. I generated at least 25 worlds during the last days with no errors during creation.

Quote from: InfinityKage on August 28, 2017, 07:48:57 PM
I notice that the Pawnrendering Patch has not been updated since April. Is that still both needed and up to date?

The patch is still up to date, it's just some extra for the pawn rendering which wasn't changed since then.
#45
Well, I could create spy drones that are fired like droppods and force map generation on impact.




Also: We have another entry for the shipyard. Inverness from the Industrial Revolution mod has made some fantastic looking old-timey planes that you can use with the base mod. If you like Rimworld with 18th century asthetics, check out his work.