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Messages - wwWraith

#346
Quote from: UnlimitedHugs on July 02, 2017, 08:12:46 AM
The idea is to draw previews of how the landscape of a map would look once generated by the game, and let the player pick among the previews.

It sounds really great! :) But I think even with this ability it shouldn't use ingame time at all, it's important in such scenarios like vanilla tribal start or Crash Landing by Katavrik (https://ludeon.com/forums/index.php?topic=8967). Animation is nice, but let it be after the new map generated :)
#347
I've made some tests. I want to thank you for making the deterministic rerolling optionable :)

The idea with this mysterious monument looks interesting at first, but...


  • I think that one of the purposes of rerolling is the time saving. But this new behavior contradicts it because it takes both real and ingame time. I don't want to see my colonists dying from starvation while I'm trying to find some particularly interesting map.
  • The placement of the monument may lead to some potentional problems. I hope you did good efforts to make it not to cross with other objects including generated by other mods, but you can't be sure with all the possibilities. For example, the Cave Biome mod generates Cave Wells - the few spots where bright light exists and so the farming is available. The monument will make a part of this precious territory unusable if generated near it (even not directly on it because the light is in the some radius around).
  • Sometimes the monument generates in the fogged part of the map.
  • The problem with the memory consumption increasing by each reroll and eventually crashing is still here.

So I personally find the old behavior with just onscreen button better.

And a little suggestion: an ability to view the whole map (temporarily) unfogged. It would be very useful for mountainous maps and alike.
#348
Releases / Re: [A16] More Planning
July 01, 2017, 11:50:29 PM
#349
Releases / Re: [A17] TropiCKAPP Rainforest Mod
July 01, 2017, 02:12:56 PM
Someone64 - no, I'm currently playing with both TropiCKAPP and Cave Biome without crashes.
#350
Heh... You knew that?.. :D Now after some more time volcanic winter still there, but the cave wells are brightly lit once again. Again, it's the same game, no changes in mods or options or whatever, no unusual things in console. I'm going to rename my colony to something like "The Cave of Thousand Mysteries"...
#351
Hmm, once again I have a strange thing with the cave wells. Now it looks like volcanic winter (and probably eclipse) have no impact on them...

Upd: Oh my, how did you do it? :o Just as I've made this post, the lighting there became as intended again (I mean now there are no light whilst for a several days before winter they were brightly lit during a volcanic). I can swear I didn't anything, even didn't close the game, just once again reloaded the current save file after using dev tools for some tests.
#352
Releases / Re: [A17] Psychology (2017-6-30 v2)
June 30, 2017, 05:41:02 PM
Warforyou, as I remember, when I did said experiments with mods, I also looked on Call of Cthulhu pack. After all I removed most of them (left only Lovecraft storyteller and Arachnophobia) and then that problem disappeared. So probably it is related to some of that CoC mods or JecsTools.
#353
Quote from: GiantSpaceHamster on June 30, 2017, 01:26:29 PM
I have not really looked into integrating hotkeys. I'm not sure offhand if there's a way to register hotkeys with the base game so they show up in the game options.

There are some way to register hotkeys as e.g. Quicksaver (https://ludeon.com/forums/index.php?topic=24532) does it.

And a couple of more suggestions :)
1. Saving the size and position of the window.
2. Ability to change the size of GUI elements like font, bars and maybe icons to make more information fit into smaller window.

And thanks for your work!
#354
Releases / Re: [A17] Psychology (2017-6-30 v2)
June 30, 2017, 02:39:03 PM
Quote from: Warforyou on June 30, 2017, 01:41:39 PM
I am still unsure how but this mod broke world map for me when I added it midgame. Map icons are still shown but there are no world textures. The error being thrown is:
Called DrawWorldLayers() but already regenerating. This shouldn't ever happen because LongEventHandler should have stopped us.

I got the same error some days ago without Psychology while experimenting with some other mods. Couldn't (mostly didn't try) figure out the cause.
#355
Outdated / Re: [A17] Rainbeau's Fertile Fields
June 30, 2017, 02:26:15 PM
Regarding menu icons: maybe looking on right click options with them in Allow Tool (https://ludeon.com/forums/index.php?topic=17218) could give you some ideas... Like one icon for every type of terrain that you want to get, then right click to choose its "source". Or vice versa.
Or maybe also one icon for wanted terrain but actually put "hidden" actions depending on the source. Maybe even automatically put next step designations when job finished (probably in a way similar to Quality Builder - https://ludeon.com/forums/index.php?topic=25188).
#356
Releases / Re: [A17] Psychology (2017-6-30 v2)
June 30, 2017, 10:06:25 AM
Thanks for the mod!

Didn't tried a new game, I've added it to the current save (with EdB Prepare Carefully and many other mods including Pawns Are Capable, RF Editable Backstories, Less Rebuffs, Rumours & Deception and Romance Diversified) without errors. Of course my existed pawns were lacking this new "psyche" tab, but I managed to add it by manually editing the save file. Looks like no problems yet, and I hope there wouldn't be :)
#357
I haven't added the MAI research to not allow them to start to reproduce immediately :) And because they know how most things work but still have to figure out how to make them from the scratch. And resources instead of ship chunks as they were not crashlanded but planned their landing... Just as they have some different logic and a little experience of what is survival in rimworld, their plan may look strange for us humans :) It was like "Why do these humans need that wood and cloth and whatever, we will build our new sweet home from shiny plasteel and our robots will do the most things for us as it was in our glitterworld, what could possibly go wrong with this..." But of course it was just my roleplaying idea, you are free to use it as you like :)
#358
Thanks a lot! But maybe add some more presets? Like 10-20 :)
#359
A couple of examples with the terrain cleared from plants (the red lines are paths that are obviously better than chosen by pawns)

[attachment deleted by admin due to age]
#360
Help / Re: I could use some help with mod creation.
June 29, 2017, 05:47:38 PM
Regarding later parts of your post, you should take a look on Less Rebuff (https://ludeon.com/forums/index.php?topic=21954), Rumours & Deception and Romance Diversified (https://ludeon.com/forums/index.php?topic=33075), Psychology (https://ludeon.com/forums/index.php?topic=34112), DE Surgeries (https://ludeon.com/forums/index.php?topic=22120), Rah's Bionics and Surgery Expansion (https://ludeon.com/forums/index.php?topic=28731) or Expanded Prosthetics and Organ Engineering (https://ludeon.com/forums/index.php?topic=10571).