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Messages - Schwartz

#31
Releases / Re: [A17] Psychology (2017-7-16 v2)
August 14, 2017, 11:03:49 AM
Quote from: Constance68W on August 11, 2017, 07:34:14 PM
Quote from: Schwartz on August 04, 2017, 08:35:18 PM
Hey, you mentioned that colonists from pre-existing saves are grandfathered in without psyches. Is there an easy way to make them auto-generate psyches through save editing, or would I have to enter values by hand?

You'll need to edit your save..
Open your save file and replace all instances of Class="Pawn" with Class="Psychology.PsychologyPawn".

Thanks, this worked very well.

I realize this is vague, but after running Psychology for a while I began to experience game hangs. I assume that little bit of savegame editing was benign, as it generated psyche and sexuality for all pawns properly and did little else. They all seemed to work with the new system, seen in the log output for social encounters. If my 'fixing' the save is to blame, please disregard.

Anyway.. the only reason I'm sure it's this mod is that I removed it and pulled all the little bits out of the savefile (do not recommend, it took a while) and now it's not hanging the game anymore. The hangs were intermittent, rare, and several times I'd saved just before, loaded it up again and did not reproduce another one until later.

It could've been triggered by raids, come to think of it.
#32
Found an issue with Breakdowns: When you have a pawn missing both hands, he will try to do maintenance and because he can't improve the condition, be locked into that activity indefinitely, disregarding starvation etc.
#33
Releases / Re: [A17] Mending
August 10, 2017, 04:15:25 PM
Well.. we'll just have to agree to disagree. Yeah it is game-y to strip dying enemies and not get the debuff, but you're still looking at a big value difference between deadman and clean items. A value difference you essentially get for free by mending .1 durability. Would be nice to have as a toggle, but it's not terribly important.

Got an issue here where the game started stuttering quite heavily for me, stop-and-go. A ton of mending jobs being created from different pawns, all pointing to the same gun (which happened to be on fire). Had to delete the item. Suspending and resuming the mending jobs did not work.

https://pastebin.com/raw/MxFhzXEH
#34
Outdated / Re: [A17] Change Dresser
August 10, 2017, 12:55:38 PM
It's all working as expected. Sometimes sliders will only go up to 0.99 or down to 0.01. If you wanted to be super precise about it, I guess you could display RGB as 0-255 values and the hue to go from 0-360. That is if there's actually meaningful gradients, I don't know how detailed the game's color palette is.

Anyway, that's really just nitpicking, it's good as it is. Considering we don't want to paint with it but accessorize our pawns. ;)
#35
Outdated / Re: [A17] Change Dresser
August 10, 2017, 11:10:00 AM
Wow, that was fast. Nice work!
#36
Outdated / Re: [A17] Change Dresser
August 09, 2017, 12:47:24 PM
This one's taken from Photoshop. It may be a little overbuilt, but something similar with color slider and 2D color map along with RGB, HSB values would be nice.



Your suggestion would be fine as well. Like added extra sliders that alter the palette as you're moving them.
#37
Outdated / Re: [A17] Change Dresser
August 09, 2017, 12:22:15 PM
Simple experiment:

Grab a hare leather duster, which has values of 131 / 128 / 108. Try to find that color through the color picker. You can't.

Yes you can input these values into the R, G and B fields, but you cannot select this combination through the color picker. The picker always ties the 3 values together and doesn't allow for a full range of all of them. Which excludes a lot of the muted colors with less than full saturation, i.e. stuff with gray in it.
#38
Outdated / Re: [A17] Change Dresser
August 09, 2017, 10:56:35 AM
Nice mod. A couple of ideas to improve it:

The Hair Style/Color screen could automatically show the pawn without a helmet, regardless of the Rimworld helmet on/off setting.
The Apparel Color screen allows you to pick from RGB or a shade of gray, but doesn't allow a full range of saturation & value combinations for muted colors. There are some muted colors in the game (auburn power armor, some clothing), so I assume this is possible? This would also be nice for hair colors.
#39
Releases / Re: [A17] Mending
August 06, 2017, 05:42:29 PM
Really? I lifted plenty of good+ armor vests, helmets and power armors off dead raiders. Let's not forget shield belts, which are a pain to produce thanks to the Uranium requirement.

The regular clothes are indeed often junk.
#40
Releases / Re: [A17] Psychology (2017-7-16 v2)
August 04, 2017, 08:35:18 PM
Hey, you mentioned that colonists from pre-existing saves are grandfathered in without psyches. Is there an easy way to make them auto-generate psyches through save editing, or would I have to enter values by hand?
#41
Releases / Re: [A17] Mending
August 04, 2017, 05:31:03 PM
Yeah it does remove (D), just tried it in a fresh game with only this mod running.

It just makes it super easy to circumvent the bad thoughts, which are there for a reason. I don't mind at all that the Mending mod makes the single most sweeping balance change in the game - that's why we use and enjoy it. But a 'flavor' penalty like this would be nice to still have.

I've previously altered the mod to make it more difficult, so this isn't about a 'plz nerf' as much as I thought the (D) thing was just an oversight. Though I wouldn't mind a hardmode if the OP is so inclined.
#42
Outdated / Re: [A17] Rainbeau's Fertile Fields
August 04, 2017, 02:46:41 PM
You're right.. weird that there was no popup the first time I tried to build the sandbags. Nevermind!
#43
Outdated / Re: [A17] Rainbeau's Fertile Fields
August 04, 2017, 02:31:44 PM
Can the reinforced sandbags be made to use any kind of hide? Right now it only allows cowskin, which is rare to say the least. Also it'd be nice if Thrumbofur was excluded from that.
#44
Releases / Re: [A17] Mending
August 04, 2017, 02:02:50 PM
Small note: Mending apparel taken off corpses removes the (D) modifier. I don't think Mending needs to be any more powerful than it already is. ;)
#45
First check if you have enough vents in the room. Wall vents in particular you might need several to keep the climate stable in bigger rooms. If that is not the reason (but it should be), one control unit can work off of 3 fan intakes of the same size. So that's 3 big fans or .. more than 12 small fans, I forget. Anyway, even just 1 small fan is more than you need for 1 room.