Do you have defs for ThingDef/MonsterMash_ADSP_SimpleProstheticTentacleAnimal besides HediffDef/MonsterMash_ADSP_SimpleProstheticTentacleAnimal?
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#152
Releases / Re: [B18] Map Reroll (2.2.3) Now with map previews!
February 05, 2018, 06:45:39 AMQuote from: UnlimitedHugs on February 05, 2018, 03:41:21 AM
Might be simpler to give the player a canvas and a broad brush to show where they want their mountains, and then generate some randomized maps based on that.
Could it be simple enough that you'll actually consider to implement it?
#153
Releases / Re: [B18] Monster Mash (v1.1) (2nd Monster Released)
February 04, 2018, 09:48:49 PM
In theory, I think it's possible to create those defs as non-abstract but mostly empty and with some means to be sure they won't actually appear in the vanilla game (something like <commonality>0</commonality>? I don't know what is supported here), and then delete these means by a patch if A Dog Said is detected together with adding what other tags you need... but most probably it won't worth the efforts and could be the source of more issues in the future.
Also I hope you've already found it (it looks like just testing attempts left), but just in the case:
instead of
it should be either
or
and
should be
Also I hope you've already found it (it looks like just testing attempts left), but just in the case:
instead of
Code Select
<li Class="PatchOperationAdd">
<xpath>*/HediffDef[defName = "ADSP_SimpleProstheticTentacleAnimal"]/defName</xpath>
<value>
<!-- [...] -->it should be either
Code Select
<li Class="PatchOperationAdd">
<xpath>*/HediffDef[defName = "ADSP_SimpleProstheticTentacleAnimal"]</xpath>
<value>
<!-- [...] -->or
Code Select
<li Class="PatchOperationInsert">
<xpath>*/HediffDef[defName = "ADSP_SimpleProstheticTentacleAnimal"]/defName</xpath>
<value>
<!-- [...] -->and
Code Select
<li Class="PatchOperationAdd">
<xpath>*/HediffDef[@Name = "ADSP_BionicAnimalGill"]</xpath>
<value>
<!-- [...] -->should be
Code Select
<li Class="PatchOperationAdd">
<xpath>*/HediffDef[defName = "ADSP_BionicAnimalGill"]</xpath>
<value>
<!-- [...] -->
#154
Unfinished / Re: [A18] (WIP) Rimworld - Pitch Black : Fear The Darkness
February 04, 2018, 03:53:22 PMQuote from: rjord2018 on February 04, 2018, 02:13:24 PM
In the picture below it indicates where the cursor currently is that the tile is reporting the tile is Lit with 90% brightness. I can fix this by using an eclipse however when I use an eclipse I lose the pitch black darkness.
Looks like you really should make a copy of vanilla eclipse but with your additions to make it a proper map condition. But probably something there would require C#.
#155
Releases / Re: [B18] Monster Mash (v1.1) (2nd Monster Released)
February 04, 2018, 03:41:09 PM
As your sequence doesn't go to the second ModCheck.isModLoaded check, apparently the problem is higher. I guess it's ModCheck.FindFile fails silently. I haven't read a full documentation on it, but quick look makes me think that at least it needs a second parameter <file>: https://ludeon.com/forums/index.php?topic=36534.msg394463#msg394463. And probably you even want only one of isModLoaded or FindFile, not both of them.
#156
Releases / Re: [B18] Monster Mash (v1.1) (2nd Monster Released)
February 04, 2018, 08:23:21 AM
If I was a Rimworld colonist, I'd not want to break my tongue with "Aardkraken" and would transform it into something like "Arkrak"... or just "Land Kraken", most probably
Imho, in rimworlds people tend to use simplified terms. Some vanilla names could be made more "complex", but they were not. In fact, even Megatherium was renamed to Megasloth and Healroot had some name that I can't even remember now
Imho, in rimworlds people tend to use simplified terms. Some vanilla names could be made more "complex", but they were not. In fact, even Megatherium was renamed to Megasloth and Healroot had some name that I can't even remember now
#157
Releases / Re: [B18] Monster Mash (v1.1) (2nd Monster Released)
February 03, 2018, 06:26:28 PM
Afaik in such situation people make an "addon for A Dog Said compatibility" as a separate submod with those defs etc.
#158
Bugs / Re: [A18] Pathfnding issues. Pawns choosing suboptimal paths (medium/long distances)
February 03, 2018, 05:00:44 PM
I hope there would be more attention to this issue as it still exists in B18.1722 and it would be very bad to see it in the release.
I heard that pathfinding on the short routes were optimized. I believe it is so, but what is the threshold when the game treats it as "short": 8 tiles? 12? 16? I think even on such distances sometimes (though rare) I saw a very strange pathing decisions. And in the decently developed colony the pawns mostly have to go much longer distances even to get from their bed to the dinner room, or from the workbench to the items store, etc. After all, the difference in the path costs between the straight route with some obstacle and some go-around on short distances often is neglible so we don't win much from it. So I think that the optimization of the long routes should be prioritized.
I think in mostly any game when you have several pawns taking decently "long" trips (20+ tiles? is it really long?) you can see at least some of their routes are weird, more or less. It makes the player constantly frustrating and doesn't let to effectively use some interesting building designs and/or tactics. For example, once I spent several hours planning a colony to be mined in the caves around the lake. It was a new concept for me, and I was very excited. But then I realized that the pawns don't bother to use several carefully built bridges or at least soil strands and just keep swimming through the lake. I think they could even die from bleeding or starvation while trying to get to the bed or food. So I was very disappointed and had to abandon that colony.
This post doesn't contain new evidences, but there are reasons for it. The screenshots in the first posts are very indicative. Several similar ones were in the forums since previous alphas. Anyone observant enough can make a whole bunch of them in a few minutes. In the same time they are not easy to reproduce as changing the starting or target point just by 1 tile sometimes makes the route very different. But if it's not enough to consider this issue, I hope someone will at least tell what kind of info they'd want.
I heard that pathfinding on the short routes were optimized. I believe it is so, but what is the threshold when the game treats it as "short": 8 tiles? 12? 16? I think even on such distances sometimes (though rare) I saw a very strange pathing decisions. And in the decently developed colony the pawns mostly have to go much longer distances even to get from their bed to the dinner room, or from the workbench to the items store, etc. After all, the difference in the path costs between the straight route with some obstacle and some go-around on short distances often is neglible so we don't win much from it. So I think that the optimization of the long routes should be prioritized.
I think in mostly any game when you have several pawns taking decently "long" trips (20+ tiles? is it really long?) you can see at least some of their routes are weird, more or less. It makes the player constantly frustrating and doesn't let to effectively use some interesting building designs and/or tactics. For example, once I spent several hours planning a colony to be mined in the caves around the lake. It was a new concept for me, and I was very excited. But then I realized that the pawns don't bother to use several carefully built bridges or at least soil strands and just keep swimming through the lake. I think they could even die from bleeding or starvation while trying to get to the bed or food. So I was very disappointed and had to abandon that colony.
This post doesn't contain new evidences, but there are reasons for it. The screenshots in the first posts are very indicative. Several similar ones were in the forums since previous alphas. Anyone observant enough can make a whole bunch of them in a few minutes. In the same time they are not easy to reproduce as changing the starting or target point just by 1 tile sometimes makes the route very different. But if it's not enough to consider this issue, I hope someone will at least tell what kind of info they'd want.
#159
Outdated / Re: [B18] [W]mods: Boots and Gloves, Clear Way (02.02.2018)
February 02, 2018, 01:47:46 PMQuote from: Harry_Dicks on February 02, 2018, 01:29:00 PMI hope it should, otherwise Path Avoid would be useless in many situations. But when some time ago I asked Kiame about details how it works, I haven't got an answer that suited me (or just haven't understood it
If we use it with Path Avoid, will the weights on cells stack?
), so I can't be 100% sure.
#160
Outdated / [W] Clear Way
February 02, 2018, 12:34:01 PM[W] Clear Way
Overview
Makes the filth to slow down pawns (a little) so they should (at least sometimes) avoid stepping on it and spreading it more.
Details
This micromod is exceptionally simple. All it does is adding <pathCost>1</pathCost> to the BaseFilth def thus making all deriving types of filth (including modded ones if they don't set pathCost, too) to slow down pawns a little (the filthy constructed floor will be treated like rough stone with movement speed 93%) so the pawns will prefer to go on clear ways and won't spread that filth more.
But don't expect much from this mod. Actually its effect is not very noticeable. The pawns will not take the big efforts to go around the filth and will only prefer "clear way" if it's not longer than the more strict one.
You can increase its effect easily by editing Patches/Filth.xml and increasing that pathCost, but I think it won't be very realistic and probably you'll suffer from slowing more than from the extra filth. But feel free to try. Here is a little table that may help you to choose which value you want:
| pathCost value | Terrain example | Movement speed | ||
| 0 | Most constructed floors | 100% | ||
| 1 | Rough stone | 93% | ||
| 2 | Soil, Gravel | 87% | ||
| 3 | Lichen-covered dirt, Mossy terrain | 81% | ||
| 4 | Sand | 76% | ||
| 9 | Burned floors | 59% | ||
| 12 | Mud, Ice, Shallow water | 52% | ||
| 15 | Marshy soil | 46% | ||
| 23 | Marsh | 36% | ||
| 30 | Bush | ? | ||
| 130 | Tree | ? |
The attached picture may help to illustrate it:
- Without this mod, the pawn will go through all 3 filthy tiles if going to the point A and 4 if going to the point B.
- With this mod the pawn still goes through those 3 upper tiles if going to the point A, but not if going to the point B.
- If you increase the pathCost value in the mod, the pawn will become more picky: she will avoid all those filthy tiles if going to the point A, though still won't bother to go around that 4th single tile if going to the point B.
This mod is safe to be added and removed to/from existing games.
Compatibility
I don't expect compatibility problems except in the case when some other mod also adds pathCost to the BaseFilth. But in this case I think you just don't need this mod
Issues
The pathfinding algorithm in Rimworld is
License
Anyone can do anything any way they want.
Download
It's in attachment (at least for now). You may have to login to the forum to download it.
Changelog
Code Select
1.1.0 (13.04.2020): update to RimWorld 1.0/1.1; changed default movement cost to 2.
0.18.0 (02.02.2018): initial public version.
[attachment deleted due to age]
#161
Releases / Re: [B18] Fuglypump's Mod Creations
February 02, 2018, 05:41:30 AM
Do you have any plans for integration Fallout Traits with [RF] Consolidated Traits? I mean, adding <conflictingTraits> where it's appropriate and some way to disable duplicating traits.
#162
Releases / Re: Kiame's Mods
February 02, 2018, 05:19:40 AMQuote from: Harry_Dicks on February 01, 2018, 10:59:25 PM
Kiame, new thought. I know I mentioned timed outfit changes to you earlier, but what about colony wide outfit changes at the press of a button? Say it's time for my cults sermon, I could just press a button and anyone's outfit with a tag leading to that profile will swap to a specific outfit. When the sermon is over, I can press my "worker outfit" button, and they all swap back. So that you wouldn't have to change people individually. Could something like this be viable, and if it were, would you ever consider implementing it?
Better Pawn Control?
#163
Releases / Re: [B18] Hospitality (v1.18f - updated 16.12.2017)
February 01, 2018, 02:49:57 PMQuote from: Harry_Dicks on February 01, 2018, 01:09:18 PM
Would it be possible to lower the maximum visitors that come in a party?
It is in the mod's options.
Quote from: Harry_Dicks on February 01, 2018, 01:09:18 PM
Also, are you supposed to ever get repeat visitors?
I believe the answer is yes, there is some probability to get a visitor from the pool of the already existing pawns instead of spawning a new one, though it's not high. And of course if that pawn was deleted by any means (RuntimeGC probably may do it if they have no relations or other "considerable" reasons to keep), they won't spawn again. Probably you can workaround it with adding some relations by devtools.
Quote from: Harry_Dicks on February 01, 2018, 01:52:04 PM
However, once your colony population gets higher, the chance for successful recruit goes way down.
I'd say it's intended. Probably it depends on your storyteller's population thresholds, though I'm not sure (mb Hospitality has its own). I think you can banish your less useful colonists, send some of them in caravans or in cryptosleep if you want to bypass these limits. Or try to change or edit your storyteller.
Btw, I can't remember when I saw someone spawned as a relative to my colonists (or even some other person) last. Not sure if I saw them in B18 at all (though I started it already with a decent amount of mods). Adding relations with "hidden" pawns by EdB Prepare Carefully (though in a few attempts when I did it they turned out to be dead in game) or devtools works, but I don't get it on randomly spawned pawns (except for Sire for vampires). I'm starting to think that some mod(s) causing it, but I'm using nearly 200 by now and as there are no visible errors I don't think it's possible to find out the cause in a reasonable amount of time. After all, it still may be just a bad luck. So this thread might be not the best place to post about it, but if someone by a chance knows something about it, please tell me.
#164
Mods / Re: Non-steam links for 3 B18 mods please
February 01, 2018, 06:21:57 AM
Someone wants it - someone gets it. I bet he already saw that link in the Google but the Russian button labels was hard to understand, so I've just copied a direct link. I never saw a mod that included something like "You will be blessed by the permission to use my mod only if you obey to use Steam and only Steam" in its license. Most authors don't "decide" to release only on Steam but they just are too lazy to upload it somewhere else or maintain forum thread or forgot about it or simply don't care. I'd rather call it a sort of discrimination if someone would intentionally limit the using of his mod to only Steam users. So I don't think it can cause any real troubles
#165
Releases / Re: [A17-18]Vanilla Animals Overhaul (more pack animals included) - updated 10/29/17
February 01, 2018, 06:00:09 AM
I just wrote something as an edit in my previous post
(though haven't tested it myself).
You can try to make something similar for CE if you'll use https://gist.github.com/Zhentar/4a1b71cea45b9337f70b30a21d868782. If not, then yes, you can just delete those parts from KKAO (and copy them, probably partially, to CE, if you don't want to lose KKAO's values). Or just remove them from both mods and make your own combined patch
(though haven't tested it myself).You can try to make something similar for CE if you'll use https://gist.github.com/Zhentar/4a1b71cea45b9337f70b30a21d868782. If not, then yes, you can just delete those parts from KKAO (and copy them, probably partially, to CE, if you don't want to lose KKAO's values). Or just remove them from both mods and make your own combined patch