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Messages - wwWraith

#16
Congrats, sounds very useful :)
#17
You can configure Numbers so that it'll be like Moody, but in that bottom toolbar. If that's not what you meant, probably the answer is no (at least currently), but try to explain your suggestion more then.
#18
Ohh, sorry, that's the correct link: https://steamcommunity.com/sharedfiles/filedetails/?id=2009084576 (GitHub link is also posted there); it's 1.1.
#19
DanielCoffey, if I understand you right, you can try Numbers. It's highly customizable and can be used alongside Moody.
#20
ModSync tells ChangeMirror was updated to 1.1.1.3, but downloadables are 1.1.1.1.
#21
You can turn off "Deterministic map rerolls" in the mod's options, then you'll get new maps every time.
#22
Releases / Re: [1.1] Locks
May 05, 2020, 07:10:58 AM
I believe this link was mentioned just to thank MerGatto. The actual links are in the 1st post (https://github.com/Aviuz/Locks/releases).
#23
Releases / Re: [A16..V1.0] More Planning
May 04, 2020, 06:45:47 AM
This mod is very useful for me, but it has some problems with its method of adding designators: incompatibilities with RIMMSqol and Allow Tool (maybe with some others, too), probably similar to those recently solved in Path Avoid. I hope this info will help you to improve your mod, too: https://ludeon.com/forums/index.php?topic=46905.msg470152#msg470152.
#24
Try to use Jobs of Opportunity (While You're Up) instead of "just" While You Are Up. Looks like there is no compiled mod on his GitHub, so you may have to use https://steamworkshopdownloader.io or something similar to get it without using Steam.
#25
General Discussion / Re: Pathfinding
May 03, 2020, 05:37:08 PM
I'm afraid this "adaptive" regions division might be even harder to code and more resource hungry (it will require frequent map-wide recalculations, ideally with any change on map including moved items). And there still will be problem with finding what points inside those regions should be used transitionally.
#26
Releases / Re: [1.1] Prepare Moderately
May 03, 2020, 02:15:38 PM
The idea is great.

But there are problems. It looks like it actually doesn't respect desired pawns' capabilities, min/max age, health conditions (if scars and similar things should count - I think they should) and "no relationships". Tested with only this mod enabled other than latest Harmony, HugsLib and ModManager. RimWorld 1.1.2618 + Royalty.

A little suggestion: filter by gender.

A big suggestion: make at least filters for skills able to work on a group rather than each pawn (like in Verify Start). Something like "Min [M] max [N] pawns should have [some_skill] between [X] and [Y]" would be perfect. It would make a very versatile system (for the cost of some screen space, but we will look there only once per colony ;)), allowing even more than Verify Start functionality (especially if this system will be also applied to other parameters).

Also ability to save/load filters to files would be great.

#27
Releases / Re: [1.1] BIRD UP! Cockatiels
May 03, 2020, 01:08:04 PM
Don't hesitate to add your own crows :) Those ones basically won't spawn except special events, only when using that storyteller. I meant that you just could look on their defs just in case, e.g. if you would like to make your crows replace those, or share some features. But it's ok if yours will be completely different and independent.
#28
Releases / Re: [1.1] BIRD UP! Cockatiels
May 03, 2020, 11:05:11 AM
Congrats, looks nice :)

I think releasing many (there will be many, won't they? ;)) one-species mods separately won't be a productive idea, a single pack would be enough. Just make each bird in its own file, then those who want only some of them could easily delete unnecessary ones manually or use patches to disallow them.

Btw there are crows in H.P. Lovecraft Storyteller mod, you can take a look to decide what level of compatibility you want.

What about some predator birds? They could be an interesting addition to the RimWorld ecosystem. Probably not very powerful, but very fast and evasive.

Also we'll be glad if you'll provide a download link for non-Steam users.
#29
General Discussion / Re: Pathfinding
May 02, 2020, 07:41:56 PM
The 2 main problems of the simplified algorithm (using some regions instead of single tiles) are that if some region has a lot of obstacles (e.g. stockpiles, rooms with furniture, trees alongside a road), it sees its movement penalty as high in average and will avoid to cross that region at all rather than trying to find a clear way through it; and probably it sets transitional waypoints to the centers of those regions, thus zigzags.

What about trying a compromise: calculate a "rough" path at long distance using that (or any other?) simplified algorithm, then choose some point on it about 20 tiles from the start and calculate an exact path to it using the "honest" algorithm; then, when the pawn moves some tiles (10-15 - the idea is that the pawn won't yet enter the region to which that transitional point belonged; probably it'll be easier to do just every few seconds), repeat it, finding a new simplified path from the current position and a new transitional point 20 tiles away, etc. This way the pawn will always move on exact segments, reducing said problems (especially the second one, because the pawn will never be forced to go to those regions' centers or whatever).

If my description is not clear enough but anyone is interested, I can try to explain better.
#30
Help / Re: I need help with some mods
May 02, 2020, 06:37:11 PM
If you have issues clearly specific to androids, you might have better chances to find a solution asking directly in that mod's thread.

HugsLib and JecsTools are frameworks used by many other mods, so it's better to move them right after Core. Also Biomes Core should be put before Biomes Islands.

There are a lot of mods and probably each one can be enjoyable for some players, but not for others. Just telling "take that mod, it's cool" won't help you, unless you'll specify what exactly you want. Browse Steam Workshop and Releases section of the forum. Just don't get overexcited, more mods => more potentional incompatibilities and system resources required ;)