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Messages - wwWraith

#121
General Discussion / Re: oh the drama.
February 16, 2018, 11:43:56 AM
Quote from: Kiter5 on February 16, 2018, 11:30:45 AM
Quote from: Razzoriel on February 16, 2018, 08:34:05 AM
So over-stressed people fighting for their lives in an alien planet facing every single type of problems are having dramas between them? It's almost like the adrenaline makes people join together and fire up their genetic codes to attempt to create offspring in the odd chance they die...

But do they ever? reproduce to ensure the survival of their species?

They do not in vanilla, however there is mod Children and Pregnancy (WIP).
#122
Outdated / Re: [A17] DoorMat
February 16, 2018, 10:01:57 AM
Benito, you also have to activate it in your mods list.
#123
Quote from: fiziologus on February 11, 2018, 05:23:31 AM
wwWraith, "ы" more common (rule affect to many word) and easy (no need change word in most case) way.

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:

лисА - лисЫ (fox)
мышЬ - мышИ (mouse)
волк - волкИ (wolf)
заЯц - заЙцЫ (hare)
котЕНОК - котЯТА (kitten)
дом - домА (house)
рекА - рекИ (river)
деревО - деревЬЯ (tree)
куст - кустЫ (bush)
лист - листЬЯ (leaf)
полЕ - полЯ (field)
луг - лугА (meadow)
пулЯ - пулИ (bullet)
ветЕр - ветрА/ветрЫ (wind; both forms are in use)

And there are many other forms. The problem of autogenerating plurals (and some other word forms) in Russian (and in some other languages) is very untrivial. Even in many big and "serious" projects it wasn't solved successfully. And I could suggest some changes to make even English language "easier", but everyone speaking it would laught (at best) if they'll see the results. Something like using "be" instead of "am, are", "bes" instead of "is" and "beed" instead of "was, were", how do you feel it?
#124
My 2GB will remain 2GB on Linux ;D
#125
The point is not about their power. This unpredictability of boomies adds some spice to the game. They would be less interesting without it. There are Zzzzt, Tornado, Flashstorms, etc., and boomies just provide us some more micro-incidents. Of course we can't easily calculate, but I suppose there are decent amount of players who will lose a part of their fun if these explosions will become more controllable. Many things become boring when they have no chance to break from the player's control. So I think this idea is more like for some mod than for vanilla so players could choose what they want.
#126
Quote from: Kassidoo on February 09, 2018, 08:35:35 AM
So with enough mods even 1 re-roll can crash it.

Yes, it's a big problem :( I have to make a temporary modconfig whenever I'm going to create a new map, with removed mods that are not necessary at the generation time to reduce memory usage.
#127
Outdated / Re: [B18] PriorityCleaner Mod
February 08, 2018, 10:35:14 PM
I think the simplest workaround to sow/harvest an area is to use temporary restriction zone.
#129
Quote from: fiziologus on February 08, 2018, 04:04:52 AM
"These rules generate faction names in plural form just by adding "s" to the end. This trick is only actual for English". This trick not work fully even english, as adding "ы" for plural in russian.

No, in Russian there are several ways of generating plurals ("~и", "~а"), sometimes it requires more or less changing of the whole word; exceptions exist even in English: "mouse" -> "mice".
#130
General Discussion / Re: What was that Iron mod again???
February 08, 2018, 07:05:52 AM
Quote from: Kori on February 08, 2018, 04:38:49 AM
The vanilla stuff you mine is actually iron, steel is an alloy and can't be found in nature.

I suppose the reason for Tynan to call it steel has to do with the game mechanics that wouldn't allow changing the resource name for products, i.e. calling a sword "steel sword" instead of "iron sword" (iron swords aren't a good idea).

No, it's actually steel which left from some previous settlements, like the components.
#131
Honestly, the animals in RimWorld are mostly dull now. They are all essentionally the same, differing only by textures and some numbers. You could make the same successful colonies if there were only 3-5 species at all (1 for eggs, 1 for milk, 1 for wool, 1 for combat, 1 for hauling - and these criteria could be combined).

But the boomies are unique and that's what makes them interesting. They are intended to provide some extra challenge, and if you want to use them, you should make some more efforts keeping more things in mind. But you are not forced and there are many ways to just ignore them.
#132
Quote from: Harry_Dicks on February 07, 2018, 03:35:32 PM
So, after having a strange issue with the game crashing to RimWorld's main menu after trying to reroll a map, I've finally narrowed down my issue. I thought it was coming from Rim of Madness, because my error log made it seem like Minify Everything was saying that it was having issues with a coffin (that is what your vampire comes in, when they land from a drop pod). However, after having shared my HugsLib report with both Jecrell (Rim of Madness) and Erdelf (Minify Everything) I have now been sent back to you, saying that the issue is coming from Map Reroll and these caskets :)

I'm pretty sure I had no such issue when I rerolled the maps with that coffin. However I don't use Minify Everything and it was a couple of Vampires and JecsTools versions ago while MapReroll wasn't changed from that time.

Quotewhen I go to delete the casket with the dev tool, I will click the casket once, and then I get an error that pops on my error log, saying I am trying to delete something that has already been deleted. As in, the casket was there twice or something? I'm not sure, but I have zero issues deleting anything else with the dev tool, but only when I click a casket will this strange error pop.

I'm experiencing this error decently often when deleting various objects, sometimes even vanilla animals or plants. Looks like it's harmless.
#133
Heh, thanks for reminding of this mod. I learned that there is a confirmed bug in B18 that greatly lowers the chance of getting any random relations spawned. So I'll try to use this mod to counteract it :)

Edit: from Steam page:
QuoteNote: You can also use this mod to LOWER the chance that a pawn has existing relationships.
Either I can't figure out how to do it or it still creates a way too many relations. Is it possible to make configurable not only the quantities but also the probabilities?
#134
Quote from: ilikegoodfood on February 07, 2018, 06:26:28 AM
And the 2nd draft of my guide is complete!
What do you think?

I think it looks fine to be published standalone :)

Quote
If I systematically add a "MM_" prefix to all of my defNames and @Names, how will that effect the 100 subscribers who may be using it in game?

Will the game recognize the change and adjust accordingly, or will it break their saves?

And if it will break their saves, is there any way other than removing my mod from the Steam Workshop entirely, which may also break their saves, to ensure that they all follow safe removal procedures prior to the update?

It will break saves if there are any instances of those defs actually used in the savefile. Of course it could be fixed by renaming them in the savefile but not many of the users would figure it out. So, well, probably it will be better not to rename existing defs for now. The other way could be adding defs with new names but keeping old ones for compatibility, but I don't think it'd worth the effort and will make the code confusing. And I don't know anything regarding Steam.
#135
No problem, it was interesting and providing good experience for us both :)