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Messages - wwWraith

#316
Outdated / Re: [A17] Dinosaurs
July 10, 2017, 07:22:48 AM
I hope there will be various species :)
#317
Quote from: stigma on July 08, 2017, 02:22:25 PM
Known conflicts:
- Any mod that gives guests animals (or slaves)

Does anyone know if this applies to Vanilla Animal Overhaul?
It makes more animals be able to carry stuff in caravans, but I don't think it really "adds animals to guests". Depends on how visiting trading caravans are defined I guess.

I'd greatly appreciate any info about this. I hate running into unforeseen comparability issues late into my game.

-Stigma

https://ludeon.com/forums/index.php?topic=34173.msg349624#msg349624
...just 1 post before your
#318
Outdated / Re: [A17] Mines - balanced mining
July 08, 2017, 11:55:13 AM
6*6 ;)

Also may I suggest to make its colors more like on the first picture? I don't know how to say it precisely, more pale? less red?
#319
Thanks for the update :)

The minor issue may be possible when the numbers in "pausing"/current/desired quantities are big enough so they don't fit in the available space (screenshot attached).

[attachment deleted by admin due to age]
#320
The only little issue I can find this time is TipSignal with null text.
Verse.Log:Error(String)
Verse.TipSignal:.ctor(String)
Verse.TipSignal:op_Implicit(String)
Moody.Table.Columns.TemperatureSummaryColumn:cellRenderer(Rect, Pawn)
Moody.Table.Cell`1:draw(Rect, Row)
Moody.Table.Table:drawCell(Cell, Rect, Row)
Moody.Table.Table:drawRow(Row, Rect)
Moody.Table.Table:draw(Rect)
Moody.Views.SummaryView:draw(Rect)
Moody.Views.MoodyView:drawDashboard(Rect)
Moody.MoodyWindow:DoWindowContents(Rect)
Moody.<>c__DisplayClass69_0:<WindowOnGUIBase>b__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)
sometimes when I tried to switch "Next pawn mode" and/or "Next view" quickly and repeatedly (spamming their hotkeys). Probably harmless.

A little suggestion if you'd like it: resizing the window accordingly when switching tiny/normal modes.
#321
I'd like to clarify once more. It looks like it's not the "pirate bug" but just the same pawn generation routine in all the cases except starting. I think that the algorithm is pretty simple and natural: at first the game generates backstories, and adds corresponding incompatibility traits. Only after this step it tries to add "common" traits, but if there are already "too many" of them, it won't add more (because this algorithm couldn't suppose that there will be traits that should be ignored in the counting). The starting pawns (probably generated by EdB Prepare Carefully) may have as many additional traits as the player wanted because their generation is forced. Even this "incompatibilities" could be removed. But when I tried to randomize starting pawns without EdB Prepare Carefully and when I saw a pawn with 4 traits all of them were just added by backstories. So I hope you'll take a look at it as a whole rather than trying to find some specific cases in pirates or whatever.

But the second thing is that at least standard interface isn't capable of showing more than 4 traits. So even if you'll manage to add the "common" traits after "incompatibilities", in some cases the player won't be able to know about some of them.
#322
Thanks for your work! Those issues are gone now :)

But there are a new minor one: hotkeys don't work if set to anything other than defaults.
#323
Quote from: GiantSpaceHamster on July 05, 2017, 01:20:27 PM
#2) Do you mean you just had to reload the same save game again or you had to start a new game?

#3) There is a minimum buffer between the edge of the screen that I use to prevent it from going offscreen. That's likely what you've encountered.

#4) If you can attach the save game that you started and encountered errors with right away (where you only had Moody enabled) that might help me track down this particular issue.

#1 is odd and I have not encountered this problem in my testing. If you can reproduce it with a game that doesn't have other mods enabled attaching that save game would help. Otherwise I will see what I can find.

#2: I closed the game, started in again and then reloaded the same file. Probably it was just because it was lacking saved config at first run.
#3: I thought so, but is it really needed? Even if the user will move it offscreen, (s)he can just uncheck "Remember size and position" in options and then after reloading the window will come back, won't it?
#4: I can't attach the file because I couldn't do literally anything, the console were active all the time and other GUI elements weren't responding.
#1: I put the file in the attachment. In order to avoid issue #4 I started the new game with only Core, saved it, then added Moody, restarted and loaded that savefile, then saved it again :)

Looking at the amount of this strangeness, I have a suspicion that something could go wrong while you compiled or packed it, so the downloaded mod may have differences from the version you used for testing.

[attachment deleted by admin due to age]
#324
Quote from: Wilponderroci on July 05, 2017, 09:54:32 AM
Can anyone confirm if this is compatible with hospitality?

I confirm: they work fine together :)
#325
Quote from: dburgdorf on July 05, 2017, 09:41:59 AMBut the new traits don't "overtake" the basic traits, since in addition to the traits that replace a pawn's incapabilities, the pawn also still gets the normal selection of random traits, so nothing's really lost. You just end up with pawns with longer trait lists.  Typical pawns now have four to six traits instead of two or three. ;)

I didn't made a thorough test but can't recall any pawn with more than 3 traits (besides some of my starter pawns that had their traits before installing PAC). And sometimes the only traits are those replacing incapabilities. I thought you decided to make it this way after all :) Still personally I don't worry about it.
#326
Vyrena, recently I had the same issue and figured out that it was caused by the conflict with Expanded Incidents: https://ludeon.com/forums/index.php?topic=29831.msg349081#msg349081, but it's author said he fixed the error in latest version (personally I didn't manage to use it yet). Also it's said in the OP here that Hospitality conflicts with Refugee Stats (but some people say that it works indeed).
#327
Yay! I dreamed about it for years! :D
#328
I'm afraid there are issues...

1. Tried to use it in a current savegame. After loading the whole map became gray like it was completely fogged. The names of the pawns were visible. Same thing with the world map. But even after unpausing there were no changes (nothing moves) like it was still paused. When I swithched the Moody's mode to show prisoners, these things became normal, but bugged again when switched to the colonists or animals. Probably it's because I have animals but no prisoners atm. Also there are slightly varied white messages spamming in the console:

Moody settings saved
Verse.Log:Message(String)
Moody.Settings:ExposeData()
Verse.Scribe_Deep:Look(ModSettings&, Boolean, String, Object[])
Verse.Scribe_Deep:Look(ModSettings&, String, Object[])
Verse.LoadedModManager:WriteModSettings(String, String, ModSettings)
Verse.ModSettings:Write()
Verse.Mod:WriteSettings()
Moody.Settings:SaveSettings()
Moody.Settings:set_SizeAndPosition(Rect)
Moody.MoodyWindow:WindowOnGUI()
Verse.WindowStack:WindowStackOnGUI()
RimWorld.UIRoot_Play:UIRootOnGUI_Patch1(Object)
Verse.Root:OnGUI()

Moody settings saved
Verse.Log:Message(String)
Moody.Settings:ExposeData()
Verse.Scribe_Deep:Look(ModSettings&, Boolean, String, Object[])
Verse.Scribe_Deep:Look(ModSettings&, String, Object[])
Verse.LoadedModManager:WriteModSettings(String, String, ModSettings)
Verse.ModSettings:Write()
Verse.Mod:WriteSettings()
Moody.Settings:SaveSettings()
Moody.Settings:DoSettingsWindowContents(Rect)
Moody.Moody:DoSettingsWindowContents(Rect)
RimWorld.Dialog_VanillaModSettings:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey2C4:<>m__1B1(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)

Moody settings saved
Verse.Log:Message(String)
Moody.Settings:ExposeData()
Verse.Scribe_Deep:Look(ModSettings&, Boolean, String, Object[])
Verse.Scribe_Deep:Look(ModSettings&, String, Object[])
Verse.LoadedModManager:WriteModSettings(String, String, ModSettings)
Verse.ModSettings:Write()
Verse.Mod:WriteSettings()
Moody.Settings:SaveSettings()
Moody.Settings:set_TinyMode(Boolean)
Moody.MoodyController:checkHotkeys()
Moody.MoodyController:MapComponentOnGUI()
Verse.MapComponentUtility:MapComponentOnGUI(Map)
RimWorld.MapInterface:MapInterfaceOnGUI_BeforeMainTabs()
RimWorld.UIRoot_Play:UIRootOnGUI_Patch1(Object)
Verse.Root:OnGUI()

Cache Updated. Total pawns: 11, Skipped: 0
Verse.Log:Message(String)
Moody.DataCache:updateCache(Boolean)
Moody.MoodyTab:drawTab(Rect, Boolean)
Moody.PawnModeTab:drawTab(Rect, Boolean)
Moody.MoodyWindow:drawExpandedHeader(Rect)
Moody.MoodyWindow:DoWindowContents(Rect)
Moody.<>c__DisplayClass69_0:<WindowOnGUIBase>b__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)

Cache Updated. Total pawns: 0, Skipped: 0
Verse.Log:Message(String)
Moody.DataCache:updateCache(Boolean)
Moody.MoodyWindow:WindowUpdate()
Verse.WindowStack:WindowsUpdate()
Verse.UIRoot:UIRootUpdate()
RimWorld.UIRoot_Play:UIRootUpdate()
Verse.Root:Update_Patch1(Object)
Verse.Root_Play:Update()


The last message kept spamming with Moody in prisoners mode even when the game was paused.

2. It didn't show colonists/animals names/professions/portraits until the game was restarted (then it became as intended).

3. Seems like it doesn't allow to save its window position if it's higher or righter than default (I'd like to make it strictly close to the upper right corner).

4. Tried a new game without other mods. Right after loading in the console was a message about cache updated but then red error spamming:

Division by zero
  at Moody.DataCache.updateCache (Boolean viewChanged) [0x00000] in <filename unknown>:0
  at Moody.MoodyWindow.WindowUpdate () [0x00000] in <filename unknown>:0
  at Verse.WindowStack.WindowsUpdate () [0x00000] in <filename unknown>:0
  at Verse.UIRoot.UIRootUpdate () [0x00000] in <filename unknown>:0
  at RimWorld.UIRoot_Play.UIRootUpdate () [0x00000] in <filename unknown>:0
  at Verse.Root.Update () [0x00000] in <filename unknown>:0


The game was still paused, but there were no way to stop it or change anything.
#329
Quote from: idl0r on July 04, 2017, 12:44:16 PM
So which one works? There are different versions, 2? have an additional fix the other one doesn't have. I tried one but got a bunch of error after loading it.

Then probably you need the other ;)
I'm using the version that lperkins2 uploaded in https://ludeon.com/forums/index.php?topic=21770.msg347435#msg347435.
#330
Releases / Re: [A17] A Dog Said... Animal Surgery
July 04, 2017, 10:17:49 AM
Quote from: spoonshortage on July 04, 2017, 09:29:20 AM
Pros:  damage more logical on smaller/bigger animals

Cons: powerclaws and scytherblades only for certain animals
         less easy to obtain the fitting part from traders (for those who play without crafting)
         more recipes on the bench list
         more clutter in your stockpiles if you have lots of different sized animals
         people have to remember what part goes on what animal[/size]

Imho:
Con#1 is actually a pro :) And basically it is the same as "damage more logical on smaller/bigger animals". The squirrel with the scytherblade isn't logical.
Con#2 is a pro, too, because if someone plays without crafting it means that (s)he doesn't want the easy way. And it could be made easier by increasing the chances.
Cons#3&#4 are still cons, but really minor ones in practice.
Con#5 while makes it more difficult also makes it more interesting, so it is also a pro for people who prefer a deeper perception of the game.

Again, it's just my personal opinion. But I think actually many people are missing that more differentiated system (as the poll shows), they (we) just had no desire to write about it.

Maybe it's possible to make it optionable?