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Messages - wwWraith

#106
Quote from: Jaxxa on February 20, 2018, 12:02:00 AM
I don't think that is a function of ED-Enhanced Options and I would think that I should know if it was :)
Although I am not opposed to adding it to the list of potential improvements if we can get a good idea of how it should work.

For example, what should it warn about? just permanent injuries or things that should heal?
When should it check, should it be automatic or do you need to trigger something?
What about subsequent alerts? Should it keep informing you of the same thing?
Maybe a monthly health alert?

1. Permanent injuries, as "things that should heal" probably will be healed automatically.
2. The alert should be triggered when the pawn loses a bodypart or receives a scar, etc.
3. The list of the pawns with permanent injuries should be kept on screen, like e.g. for starvation.

1 and 3 could be made configurable. Also optionally it could account for pets.

Actually it was already implemented in https://github.com/maarxx/InjuryNotifier, it just needs to be updated.
And if you'll like it, maybe you'll consider updating https://github.com/maarxx/MoreAlerts. You could combine them and add some options like what alert types should be kept on screen / shown once / hidden.
#107
"Surgery estimates" shows its window only when you have zoomed very near and some pawn took the surgery job. Though maybe there are other circumstances as I'm not sure that I saw it every time. "New orders" uses Shift+RClick that in B18 adds them to the jobs queue instead of forcing to execute right now:

Quote from: wwWraith on February 19, 2018, 10:30:06 AM
I think Shift is hardcoded in this mod (it was there from the earlier alphas when there were no manual queues) so I recommend to rebind the default key for queueing in RimWorld options, e.g. Shift+RClick will bring these orders while Alt+RClick will add the job to the queue; it will work combined, too.

"Walking off bruises" is intended to save medicines when treating wounds that couldn't end with scars but it's not easy (at least for me) to say if some wound were of that type. But I saw the medicines were saved at least sometimes.
#108
Releases / Re: [B18] ResearchPal and HelpTab
February 19, 2018, 12:13:39 PM
Quote from: Kori on February 03, 2018, 01:00:37 PM
Got the chance to test it myself, and HelpTab and Psychology are not compatible yet.

When HelpTab is active, the new surgery options of Psychology (treating anxiety,..) are still not available.   :(

I'd say it's a neglible problem (though of course I don't mean that it shouldn't be fixed). Without surgery you only have to treat anxiety once every 4 or 5 days and its effect is very minor. And you can "simulate" surgery by removing this hediff via devtool. So your gameplay will be practically the same.
#109
Quote from: Orion on February 19, 2018, 10:47:50 AM
Yeah, I'm sure you might find some people who wouldn't mind. But I also think I'd be able to find the same amount of people who would turn it down, exploit it, and then complain that it's possible  ::)

You can make this setting available only in dev or god mode, then these people won't have a right to complain ;)
#110
I should change my previous comment, probably. After more lenghty gameplay I'd say it all indeed works. Sometimes I'm just not sure but more likely it works than not :)
#111
Harry_Dicks, you should try
Quote from: wwWraith on January 30, 2018, 09:16:43 AM
PeteTimesSix's QOLTweaksPack (unofficial update; its orders like Pick/Move/Drop are called from the Shift+RClick menu thus adding them to the jobs queue instead of forcing to execute right now)

I think Shift is hardcoded in this mod (it was there from the earlier alphas when there were no manual queues) so I recommend to rebind the default key for queueing in RimWorld options, e.g. Shift+RClick will bring these orders while Alt+RClick will add the job to the queue; it will work combined, too.
#112
Quote from: Mehni on February 19, 2018, 05:09:46 AM
convince me there's a scenario where this happens reliably

Well, if you say it... ;)

1. After-raid looting (weapons + food + drugs + medicines + sometimes building materials).
2. Trading.
3. Redesigning stockpiles (creating several specific stockpiles instead of one temporary stockpile holding several categories, mostly actual in early game but sometimes later, too).
4. Drop pods, wood chopping, wild plants harvesting, mining or deconstructing buildings near each other or growing zones, hydroponics, low-priority (temporary) stockpiles.
5. Moving items left from unfinished craft attempts to the stockpiles (e.g. if some pawn started to craft medicine and was drafted, then there will be hauling jobs for herbal medicine, neutroamine and cloth).
#113
Quote from: fiziologus on February 19, 2018, 12:39:22 AM
Quote from: wwWraith on February 12, 2018, 02:32:26 PM
It's not true. At least it's rarer than all others. And we are not on the elections here. And there is need to change the word in many cases (probably it's more often required than not). Just a few simple examples:
All male genger word with empty ending (except end with ь and seven magic letter) have "ы" in plural form. (And male gender have only this two ending). This gramatic, strict gramatic and autogenerate plural possible and very easy. (little trouble may be with fugitive vowels: лев -> львы etc (in most case  enough just mark vowel in single form and delete in plural) and unchanged word (creating list of exception)).

No, some of them still have "а" in plural form: "дом - дома", "луг - луга" again, "мех - меха" (fur). And if your list of exceptions will be hardcoded, it will require additional translator's work injected into the coding process. Also it can become longer than the list of actually used words, otherwise it will make adding new words problematic. If that list will be rendered as XML then it won't be very different from what was suggested in the OP, just more complex for the translators as they would have to additionally check every single word if it should be added in the exception list or not.
#114
More diversified animals. More varied temperature preferences, activity cycles (day/night, dependence on season and weather), aggressiveness (attack/flee/ignore if someone just goes nearby), behavior patterns (tendency to roam far or stay in preferred areas, pack hunting/defense), dens/nests, reproduction and caring for the offsprings, abilities to steal random unsecured things (and eating/hiding them), hiding corpses and other food to eat later, etc.
#115
I think about that as a method to narrow down the issue or get some other (hopefully more useful) error message :) For the latter you can also try to execute these operations outside any sequences at all. The reason I'm thinking about it is suspicions of some internal mechanics that work per file: https://ludeon.com/forums/index.php?topic=33656.msg343922#msg343922, https://ludeon.com/forums/index.php?topic=32874.msg381068#msg381068; I saw a more detailed info somewhere but can't find it now.

Also just found another interesting post: https://ludeon.com/forums/index.php?topic=33186.msg341261#msg341261 :)
#116
What about dividing it again into several sequences or files?
#117
Releases / Re: [B18] Cassandra Hardcore
February 17, 2018, 09:16:36 PM
I'm using IdleFix, MiningHelmet, AntiAutoUnload, CaravanOptions, LessArbitrarySurgery and TradingSpot without issues (or at least I couldn't notice them). JTZoneButtons worked for me only in some old version like in A14, later versions simply don't show their buttons (thought it doesn't look like it causing issues to other mods).
#118
Support / Re: Deleting Languages folder from Core
February 17, 2018, 12:17:37 PM
I think you can safely move Languages or Core somewhere from Mods while you are making search then move it back when finished. Or maybe mark it as hidden. Most probably their contents are loaded when RimWorld starts so even removing them while the game is active won't be a problem.

Btw I prefer to use Total Commander for such tasks, you can search only in selected folders (select all in Mods then just deselect Core).
#119
I think you should create new damage type which will give increased pain or other hediff directly reducing consciousness (or maybe movement). I saw tasers mentioned in some mods, but haven't used them personally and can't recall their names. But I think you can find good examples in Sparkling Worlds (pain stick/gun) and Rim of Madness - Vampires (Sleep vampiric ability). Also you may find useful Truly Non-Lethal and Custom Death Randomness.
#120
Mods / Re: [Mod Request] Configurable Clothes Dropping
February 17, 2018, 11:51:00 AM
Quote from: Canute on February 17, 2018, 10:32:04 AM
just adjust the appareal seting for the pawn just to use 80/90-100 quality clothes.

To make it more clear: use HP slider in the assigned outfit.