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

Messages - Wishmaster

#136
General Discussion / Re: Reasons to move your colony
March 31, 2017, 06:28:12 AM
Not much reasons to be honest or at least not sufficient to give up your well settled base.
Traveling should be made more relevant may with some key tiles with high rewards.
#137
Help / Re: Job drivers
March 31, 2017, 03:24:39 AM
Same result with both of those. Is there something to do particular I missed ?
#138
Have you tried not updating the leathers when loading a save game ? I think that update feature might be broken :/
#139
That current best food thing in UI is a bit broken...

They will eat what's in inventory first.
What I wonder is why he picked this in inventory. Did he when he had nutrient paste to eat ?
#140
Help / Job drivers
March 30, 2017, 09:07:37 PM
I just tried to make an alternative job driver for tending.

So first, why does decompiled vanilla job drivers look like this.
Guess it has something to do with the attribute.

[DebuggerHidden]
protected override IEnumerable<Toil> MakeNewToils()
{
JobDriver_LayEgg.<MakeNewToils>c__Iterator0 <MakeNewToils>c__Iterator = new JobDriver_LayEgg.<MakeNewToils>c__Iterator0();
<MakeNewToils>c__Iterator.<>f__this = this;
JobDriver_LayEgg.<MakeNewToils>c__Iterator0 expr_0E = <MakeNewToils>c__Iterator;
expr_0E.$PC = -2;
return expr_0E;
}


I am not sure if I'm not using the decompiler well (Ilspy) or of it is obfuscated on purpose.

I am not sure because some mods such as Dubs Rimkit for tending reproduce this driver behavior very well.
Did the author had to rewrite the entire code ? Or is there a way to clear something clear out of those MakeNewToils() methods ? That would really help.
#141
Yes, exactly.
#142
Oh never mind... actually it is not working only when at first, selected pawns don't have the same mode. Still something to be fixed maybe.
#143
That would be great to have a specific key binding to cycle modes instead of override the key to use weapon.
That would be great too to to able to set the combat mode of multiple selected pawns.
#144
Quote from: damngrl on March 30, 2017, 08:19:29 AM
"I did not want to create a new inspector tab (on the bottom left) because the maximum is 6."
Is this the HealthTab,Need,Character tab? If it is my quests have 7 Tab.

                                                   ,Guest
Psyche,Social,Gear,Character,Need,Health

My tab is like this.

Uh, really ?
I swear that the vanilla maximum is 6.

... I just had a look at this and actually, psychology does override this limit, just like SFS now does.

So having both mods will NOT create conflicts but will print an error message on start (harmless).

Now the way the tabs are drawn will depend which of both mods is loaded first. Chose the one you prefer !

(When I first tried to add a "food" tab I did not want to take the risk to change how the tabs are drawn but potential conflict purposes, changed my mind since then.)

Psychology way



Smarter Food Selection Way



#145
Quote from: wenify on March 29, 2017, 10:09:51 PM
Hi, new player here. I must say that Too Many Leathers is one of the most useful mods I have used. It works wonderfully, however, I have encountered a bug/clash few times in conjunction with the hospitality mod.

So, when visitors are happy with the stay they leave gifts behind(hospitality mod), sometimes leathers. The leather would not be converted until after the game is loaded again. All is fine until one of the haulers come and try to haul it away. Error occurs and the hauler would freeze near the leather and give up on the task, then another hauler would come over...The attached image shows the debug log, with the leather in question selected. As you can see there is an item name mismatch. The last line ("the given key was not present in the dictionary") is what happens when I try to destroy the leather.

Sometimes the leather would disappear after loading, sometimes it would be fine. I am reporting this because recently it just crashed my save upon loading. I am not sure if the problem can be solved by simply switching the order of the mods; maybe load Too Many Leathers first. I have rearranged the order and will see what happens. Thanks!

Edit: Clarification: after the save crashed I loaded an earlier save and was able to reproduce the same gifts, saved and loaded, that's how I got the screenshot. I S/L again afterward, and the leather disappeared.

Thank you for your support and for reporting this.
I would need the complete log or at least the detailed information about the errors.

Too Many Leathers does not delete any leathers definition but will replace what animals drop when butchered instead, so visitors, traders still have some of those vanilla leathers.

If everything works fine too, you should be prompted when loading a game if the world has any discarded leather somewhere. Were those leathers already converted ?

Quote from: damngrl on March 30, 2017, 06:05:58 AM
Smarter food selection makes Needs section HUGE because of that you can't see upperside of that. I had to disable to see mood,rest etc. And Is there a way to FORCE colonist to use DISPENSER instead of meals?

It is not up to date here... unlike it is on steam. Fixing this ! The updated version fixes that UI issue.
You can, select the policy "Meals only (worst 1st)". You may not see it for now as the standalone version was not updated.
#146
Yeah that works thank you again !
#147
Hello again !

I can't something with OnGUI() properly. It keeps blinking, just like I was using the wrong way to draw something (using Tick() for example).
While capturing keys works very fine, this does not.

          public override void OnGUI()
         {
             if (Find.Selector == null)
                 return;
             
             var t = Find.Selector.SingleSelectedThing;
//draws something
             if (t is Plant)
             {
                 var group = ((RimWorld.Plant)t).GroupOf();

                 if (group != null)
                 {
                     GenDraw.DrawFieldEdges(group.plants.Select(arg => arg.Position).ToList(),SimpleColor.Red.ToUnityColor());
                 }
             }
         }
#148
#1 I totally agree.

#2, #3 same, but at least there is a mod that does that "Look at me, I am the worker now". MUST HAVE mod.
#149
Unfinished / Re: [A16] [WIP] Pirate Raids Overhaul
March 29, 2017, 07:50:40 AM
Would like to try the mod but so far, I don't see the interest of gunslinger and support units.
Usually having a colonist with SMG and crap accuracy will rarely hit anything.
And pistols are extremely weak too.
#150
Help / Re: Override inspect tabs limits
March 29, 2017, 07:28:51 AM
Quote from: Spdskatr on March 28, 2017, 09:50:50 PM
I was just responding to the "afraid of potential compatibility issues" bit that you said. Of course, do what you want but always keep a look out for any mod conflicts.

Yeah my point was I want to know if there is a particular "danger" in doing this.