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Messages - AngleWyrm

#211
Quote from: SpaceDorf on July 01, 2017, 01:15:10 PM
Before I do this, AngleWyrm, do you have a working modlist to compare to mine ?
As always the problem is removing shit midgame, without killing the save :)

Here's my modlist, which doesn't pop up an error box outside of dev mode. Your mileage may vary, as I don't subscribe to the policy of always using the newest version; in my opinion that creates opportunity for meddling rather than improvement, so I choose the version I like best.

Also attached is the mod list backup color set files folder, which goes right next to the config folder. The mods listed in red (and not appearing in the active modconfig file) generated errors outside of dev mode, and that's not something I allow in my active mods.

[attachment deleted by admin due to age]
#212

Lawfulness and Morale
Are there no happy criminals? And what of miserable law-abiding citizenry? The beauty of a snowflake is that it's every intricate detail is an expression of structure, the joy of order that we discover and sometimes choose to walk with.

And so it appears to me that coupling morale to law would create a shadow of distortions from the loss of a dimension.

How then can we consider the buffs and nerfs to the scoring of items on a pawn's to-do list? The action taking place is "After considering input from several sources, I (the pawn) think this is a great/good/bad/terrible idea," so perhaps that evaluation might bear a closer resemblence to being described as judgement.

#213
Help / Re: Can someone help me with this error?
July 01, 2017, 04:41:30 AM
The first red error looks like the mod M No Death Randomness was incorrectly installed. This can be verified by looking in [Rimworld]/Mods/NoDeath folder: Does it have an About folder right there, or is it as I suspect an additional folder down?

The second red error I have a less clear picture of, but it may be related to settings stored for one set of mods that aren't playing well with the current set of active mods. A way to test this is to drag a copy of the settings folder to the desktop, and then delete it from where Rimworld normally stores settings.
#214

Quote from: Limdood on June 30, 2017, 04:29:49 PM
Quote from: Sion on June 30, 2017, 11:20:07 AM

The rest, I'm not looking for a punishment that will hurt the entire colony, only the offending individual, banishment, pet killing, and other colony wide mood de-buffs are not the right way.
anything that hurts ANY member of the colony hurts the entire colony by that reasoning. If banishment hurts the whole colony, then ANY lost productivity, time, mood, or health on any colonist hurts the whole colony.

That tale has been told so many times that they came up with a name for it: Opportunity Cost

Is it true that the nature of cost is a choice between taking one path at the expense of another?
#215
Mods / What does an error box say?
June 30, 2017, 08:27:04 PM

Does this look like an act of haste to you?
Don't make me come down there :P



#216
Ideas / Re: Trade Beacon (Full) Map Coverage
June 30, 2017, 12:57:57 PM

Quote from: MalfunctionM1Ke on June 30, 2017, 10:42:53 AM
Would be great if the trade-beacon were just the landing zone for incoming wares and you could connect Stockpiles to your coms-console or just mark them as "ready for trade".

Supes' AutoSeller mod gives a detailed version of something very like "ready for trade," where the pawns can come interact with traders and buy and sell for you, while you lay back and nibble on a bowl of strawberries & cream.

And it supports the detail of the rest of the game; specific types of things can be filtered, even conditions on the things. Maybe we want them to sell all chickens that are 1~2 years old, and buy Medicine until we have a stock level of 20 to cover emergencies.
#217

Quote from: Sion on June 30, 2017, 11:20:07 AM
I'm kind of thinking of a system like the old Black & White (1 & 2) games had for your pet minion, where the God rewarded / punished actions, in this case the God would be the colonists law enforcers that was flowing the rules created by someone (magically appear in a law book (internet connected?) or something)

And what if it were you who got to put those laws in the book, to say which ones you want and which ones you'd rather not have them live by.

Wouldn't that be a fun exercise?
#218
Ideas / Re: Forming a Caravan needs fixing
June 29, 2017, 10:18:39 PM

Win or lose on the field of the topic, and the reputation of a worthy combatant remains.

Ad Hominem is self-destructive because it casts doubt on the position offered in the argument by altering the focus to the more general discussion of source rather than the more specific discussion of content.
#219
Help / Re: Dynamic hangover class w input from xml
June 29, 2017, 09:57:07 PM
Here's the Defs/curepill.xml for a cure pill from an old mod for A16. Not my work, but I don't remember who made it.

It uses a system of stages that are selected based on severity of the drug's current intoxication to the pawn.

<?xml version="1.0" encoding="utf-8" ?>
<!-- Combined old malari-block and beer functions here to make this.
I've left a few notes here and there for the curious. Search for "Notes" to quickly jump to one! -->
<CurePill>
<ThingDef ParentName="MakeableDrugPillBase">
<defName>CurePill</defName>
<label>Cure Pill</label>
<!-- Notes: this is a masterwork description. All craftsdwarfship is of the hightest quality. It is menacing with formatting.
On the picture is a moronic modder surrounded by forum posters. The modder is in a fetal position. The modder is crying. -->
<description>Medical pills containing painkillers and antibiotic substances. \n\nGrants a massive boost to the immune system; widely used for treating diseases and reducing painful symptoms of rogue mechanite infections. \n\nThe antibiotic effect lasts about three days. The patient's immune system will be weakened and will need time to recover after the effect. This recovery stage usually lasts about two days.</description>
<graphicData>
<texPath>Things/Item/Drug/CurePill</texPath>
<graphicClass>Graphic_StackCount</graphicClass>
</graphicData>
<rotatable>false</rotatable>
<statBases>
<WorkToMake>500</WorkToMake>
<MarketValue>20</MarketValue>
<Mass>0.002</Mass>
</statBases>
<techLevel>Industrial</techLevel>
<ingestible>
<drugCategory>Medical</drugCategory>
<outcomeDoers>
<li Class="IngestionOutcomeDoer_GiveHediff">
<hediffDef>CurePillHigh</hediffDef>
<severity>1.0</severity>
</li>
</outcomeDoers>
</ingestible>
<recipeMaker>
<researchPrerequisite>CurePillProduction</researchPrerequisite>
<recipeUsers>
<li>DrugLab</li>
</recipeUsers>
</recipeMaker>
<costList>
<PsychoidLeaves>3</PsychoidLeaves>
<HerbalMedicine>3</HerbalMedicine>
</costList>
<comps>
<li Class="CompProperties_Drug">
<!-- Notes: addiction would just screw things up. Honestly, has anyone got addicted to an antibiotic before? -->
<addictiveness>0</addictiveness>
<listOrder>1001</listOrder>
</li>
</comps>
</ThingDef>
<HediffDef>
<defName>CurePillHigh</defName>
<hediffClass>HediffWithComps</hediffClass>
<label>Cure Pill</label>
<defaultLabelColor>(1,0,0.5)</defaultLabelColor>
<scenarioCanAdd>true</scenarioCanAdd>
<maxSeverity>1.0</maxSeverity>
<comps>
<li Class="HediffCompProperties_SeverityPerDay">
<!-- Notes: guaranteed to last for 5 days! -->
<severityPerDay>-0.19</severityPerDay>
</li>
</comps>
<stages>
<!-- Notes: this is where the fun begins. These stages will occur starting from the bottom of the list.
Feel free to inspect! -->
<li>
<minSeverity>0.00</minSeverity>
<label>recovering</label>
<painOffset>-0.05</painOffset>
<restFallFactor>1.05</restFallFactor>
<capMods>
<li>
<capacity>BloodFiltration</capacity>
<offset>-0.1</offset>
</li>
</capMods>
</li>
<li>
<minSeverity>0.10</minSeverity>
<label>recovering</label>
<painOffset>-0.05</painOffset>
<restFallFactor>1.05</restFallFactor>
<capMods>
<li>
<capacity>BloodFiltration</capacity>
<offset>-0.20</offset>
</li>
</capMods>
</li>
<li>
<minSeverity>0.20</minSeverity>
<label>recovering</label>
<painOffset>-0.1</painOffset>
<restFallFactor>1.1</restFallFactor>
<capMods>
<li>
<capacity>BloodFiltration</capacity>
<offset>-0.35</offset>
</li>
</capMods>
</li>
<li>
<minSeverity>0.30</minSeverity>
<label>weakened</label>
<painOffset>-0.1</painOffset>
<restFallFactor>1.1</restFallFactor>
<capMods>
<li>
<capacity>BloodFiltration</capacity>
<offset>-0.5</offset>
</li>
</capMods>
</li>
<li>
<minSeverity>0.40</minSeverity>
<label>medicated</label>
<painOffset>-0.2</painOffset>
<capMods>
<li>
<capacity>BloodFiltration</capacity>
<offset>1.0</offset>
</li>
</capMods>
</li>
</stages>
</HediffDef>
</CurePill>
#220
Help / Re: Sprite sizes?
June 29, 2017, 09:48:20 PM

Quote from: jamaicancastle on June 29, 2017, 09:43:08 PM
Clothes are an exception: I always use the base colonist bodies as a guide so that I can be sure they're the right size and shape.

Where can I find these base colonist body graphics?
#221
Help / Re: Sprite sizes?
June 29, 2017, 09:42:23 PM
64x64 pixel transparent png fits nicely into a map tile.
#222

Quote from: Sion on June 29, 2017, 05:53:08 PM
A reasonable punishment would be Latrine Duty for a week/month(?), or something like that, but that doesn't exist. Half food rations for a week, but again, the colonist doesn't even "understand" that the starvation is a punishment.

Behavioral modification through reward & punishment
  • Pawns would need to recognize reward/punishment
  • Pawns would need to remember it, possibly with the useful ability to forget/replace
Imagine that a pawn examines a ranked list of available behaviors, and selects the top one for it's next performance. The scoring and sorting of that ranked list is the act of a pawn thinking about what to do next.

The goal of a justice system would be to apply player-chosen nerfs/buffs to the score of available behaviors, preferably at the level of individual pawns. Their memory of punishments/rewards could be similar to the way pawns remember morale buffs/nerfs.

Player arbitration of law might be accomplished by presenting a list of things a pawn can do and a set of policy options that can be associated with each of those behaviors. Then the set of player-chosen policies could become the player's own unique governmental book of law.

Policy options in this context looks like a wide enough field to support modding in new punishments and rewards.
#223
Help / Can in-game GUI objects be moved?
June 29, 2017, 07:16:21 PM
Is there some data structure, either as xml entry or as public class getters/setters that allows the programmer to adjust x,y position coordinates of the various GUI elements?
#224
Releases / Re: [A16] More Planning
June 29, 2017, 07:21:08 AM
Would this be a fun addition to planning and designing a village?



Fonts used: Coiny & FFF_Tusj

#225
Outdated / Re: [A17] cuproPanda's Mods (26 Jun 17)
June 28, 2017, 11:16:18 PM
Quote from: CosmicDan on June 28, 2017, 07:12:20 AM
So you not only want to ignore inheritance but you also want to play policeman on other people's modding?
Quarry version 17.21 (this commit) was the last release that had xml modding of mineable resources.

I just think of it as the lifespan of a mod, as measured in value it contributes to the player's game; a trajectory of increase from its birth to a midpoint where liabilities become the focus of manufacture, and eventual death as the nerfs & costs begin to outweigh the buffs & benefits.