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Topics - AileTheAlien

#61
Help / Disable food poisoning on recipe / item?
July 07, 2018, 10:44:42 AM
Anyone know how to disable food poisoning for a specific recipe or item? I made a mod that changes the nutrient paste dispenser to work more like a stove, but with unskilled labor (i.e. like a generic workbench) instead of cooking skill, and no skill requirement. However, people can still get food poisoning from unclean prep rooms (I could live with this) and incompetents cooks (definitely don't want this). I tried setting this food poisoning stat for my new item, and for the existing paste using a patch, but it didn't work on either item:
<FoodPoisonChanceFixedHuman>0.0</FoodPoisonChanceFixedHuman>

Is there a different / proper way to disable food poisoning for these items, or the recipes my NPD uses?
#62
Unfinished / [1.0] Hard Times on the Rim
July 07, 2018, 01:28:55 AM
I was making mods this week (on vacation), and I realized, half of what I'm making is a bit more balanced towards the harder side of things. For anyone who wants a Rimworld experience (a slightly unfinished one) that feels a bit more gritty and grimy (like a freakin' 90s comic-book, lol), take a look at this stuff (edit: these are all mostly done now, except for a bit of missing art):

I'm sure everything's a bit overpowered, although I tried my best to balance this stuff properly, and tried to stick within what would be close to Vanilla. Maybe after my next vacation, I'll have some lighter / fluffier stuff made, but maybe I'll be in the mood to torture my pawns again. Cheers! :)
#63
What happens:
Pawns will haul less than they can carry, when they're hauling things between a lower-priority stockpile, and higher priority stockpile. They simply grab the first stack they get to, even if it is a single item, rather than a large stack.

What Should Happen:
Pawns should look for nearby stacks of the same item, to get a full load, before hauling between stockpiles. Normally, when hauling things off of the ground, and not from a stockpile, pawns will look for nearby stacks, to get a full arm-load, before going to their destination. Similarly, when hauling from a stockpile to refuel a generator (for example), they will look for nearby stacks, before going to the destination.

Steps To Reproduce:
1. Make a stockpile with normal priority, and allow some item, like gold.
2. Make a second stockpile with low priority, and also allow gold.
3. Spawn in a couple chunks of gold (two or more separate stakcs) into the low-priority stockpile.
4. Watch your pawn(s) haul single piles of the item from one stockpile to another, rather than getting a full arm-load.
#64
Solved:
I added a capMod to its stages, like Luciferium:
<stages>
            <li>
                <hungerRateFactorOffset>0.8</hungerRateFactorOffset>
                <capMods>
                    <li>
                        <capacity>BloodPumping</capacity>
                        <offset>0.5</offset>
                    </li>
                </capMods>
            </li>
        </stages>


Original message:
I'm trying to make a heart-implant, but I can only get it partly working. The increased hunger and negative thought both work, but my pawn's blood pumping is unaffected. Anyone know what I'm doing wrong?

<?xml version="1.0" encoding="utf-8" ?>
<Defs>
    <ThingDef ParentName="ImplantBase">
        <defName>HeartSymbiote</defName>
        <label>heart symbiote</label>
        <description>(Description here.)</description>

        <graphicData>
            <texPath>Things/Item/Health/HealthItemBionic</texPath>
            <graphicClass>Graphic_Single</graphicClass>
            <drawSize>0.80</drawSize>
        </graphicData>

        <statBases>
            <MarketValue>800</MarketValue>
            <Mass>0.2</Mass>
        </statBases>
        <thingSetMakerTags>
            <li>RewardSpecial</li>
        </thingSetMakerTags>
        <techLevel>Spacer</techLevel>
        <techHediffsTags>
            <li>SpacerMilitary</li>
        </techHediffsTags>
    </ThingDef>

    <HediffDef ParentName="AddedBodyPartBase"> <!--This has to be "AddedBodyPartBase" otherwise body part efficiency doesn't work. :C-->
        <defName>HeartSymbioteHediff</defName>
        <label>heart symbiote</label>
        <labelNoun>a heart symbiote</labelNoun>
        <addedPartProps>
            <solid>true</solid>
            <partEfficiency>1.6</partEfficiency>
        </addedPartProps>
        <stages>
            <li>
                <hungerRateFactorOffset>0.8</hungerRateFactorOffset>
            </li>
        </stages>
        <spawnThingOnRemoved>HeartSymbiote</spawnThingOnRemoved>
    </HediffDef>

    <ThoughtDef>
        <defName>HeartSymbioteThought</defName>
        <workerClass>ThoughtWorker_Hediff</workerClass>
        <hediff>HeartSymbioteHediff</hediff>
        <validWhileDespawned>true</validWhileDespawned>
        <stages>
            <li>
                <label>heart symbiote</label>
                <description>I feel jacked-up all the time.</description>
                <baseMoodEffect>-7</baseMoodEffect>
            </li>
        </stages>
    </ThoughtDef>

    <RecipeDef ParentName="SurgeryFlesh">
        <defName>InstallHeartSymbiote</defName>
        <label>install heart symbiote</label>
        <description>Install a heart symbiote.</description>
        <workerClass>Recipe_InstallImplant</workerClass>
        <jobString>Installing heart symbiote.</jobString>

        <!--Just stick it down their throat. Ick!-->
        <workAmount>500</workAmount>
        <surgerySuccessChanceFactor>1.0</surgerySuccessChanceFactor>
        <deathOnFailedSurgeryChance>0.0</deathOnFailedSurgeryChance>
        <ingredients>
            <li>
                <filter>
                    <thingDefs>
                        <li>HeartSymbiote</li>
                    </thingDefs>
                </filter>
                <count>1</count>
            </li>
        </ingredients>
        <fixedIngredientFilter>
            <thingDefs>
                <li>HeartSymbiote</li>
            </thingDefs>
        </fixedIngredientFilter>
        <appliedOnFixedBodyParts>
            <li>Eye</li>
        </appliedOnFixedBodyParts>
        <addsHediff>HeartSymbioteHediff</addsHediff>
    </RecipeDef>
</Defs>
#65
Help / Electrical building: low / high power modes?
July 06, 2018, 11:09:37 AM
How do you make a building with both "low" power-usage and "high" power-usage? Looking in the defs for the sun lamp, cooler, and heater, I can only see the wattage for their full-power modes, but not for their standy / low-power-usage modes. Anyone know where this is defined?
#66
Ideas / History: Allow player to add entries.
July 05, 2018, 10:28:38 PM
If I could add my own messages to the history tab, that'd be really great! Even when pinning messages, I still don't get a full story, of all the events that happened. e.g. I had to slaughter my camels, because we ran out of food - the game can't know that! :)

Also, if we could click on a social event from a pawn's social tab, and add it to the colony history, that would help a lot too. Maybe the social fight that Bill and Jane had, was what led to the downfall of the colony!

Bonus - if we could take small screenshots and dump them into the history, that'd be super cool too! :)
#67
Bugs / [1.0.1954] cactus planting density
July 04, 2018, 11:06:44 PM
I think the planting density for cacti in a growing zone is broken. All other trees need space between them, but cacti can be planted as densely as normal crops. (Hella OP, for desert playthroughs. ;) See attached screenshot.

[attachment deleted due to age]
#68
Bugs / [1.0] Smoothed walls - mining vs repair
July 03, 2018, 05:45:20 AM
Smoothed stone walls that have been marked for mining shouldn't get repaired. Right now, you get pawns fighting over reparing the damage from mining, vs trying to mine the things.
#69
Unfinished / [1.0] Portable camping stoves
July 02, 2018, 04:28:41 PM
In 1.0, normal stoves are haulable, so you could make caravans with them. However, that doesn't seem thematically appropriate, since they should be too heavy to take on most caravans. So, I've started a mod to make some camping stoves. One wood-fueled, one chem-fueled, and one that doesn't need fuel, similar to Vanometric Power Cells. They can only make simple meals, but that seems better anyways. If you want fancy food, get more pack animals, so you can haul a proper stove!

The things I need to finish are:
1. Done. Figure out how to patch BenchBase, so normal stoves are heavier. (Or how to patch the fueled and electric stoves directly.)
2. Get proper art.
3. Done. Make the archotech stove a rare reward from quests?
#70
Help / Mistake patching BenchBase?
July 02, 2018, 04:11:14 PM
I'm making a mod with portable camping stoves, and need to make normal stoves (and other benches, for balance) weigh a lot more. (Otherwise, they're too easy to take on caravans.) I followed the guide on patching, but it doesn't seem to affect any of the things which are sub-classing BenchBase. Anyone know what I'm doing wrong?

<?xml version="1.0" encoding="utf-8" ?>
<Defs>
    <!--
    Override the base-game's BenchBase class, so that normal stoves (and benches) are too heavy to take on caravans.
    -->
    <Patch>
        <Operation Class="PatchOperationReplace">
            <xpath>/ThingDefs/ThingDef[Name="BenchBase"]/statBases/Mass</xpath>
            <value>
                <Mass>150</Mass>
            </value>
        </Operation>
    </Patch>
</Defs>


The rest of my mod works just fine. My stoves show up with placeholder art, can cook simple meals, and are craftable at machining tables. Just not sure what's up with this patch! :)

EDIT:
I also tried patching the FueledStove and ElectricStove directly, but those don't have masses defined (it's in the BenchBase), so that's probably why those didn't work?

<Defs>
    <Patch>
        <Operation Class="PatchOperationReplace">
            <xpath>/ThingDefs/ThingDef[defName="FueledStove"]/statBases/Mass</xpath>
            <value>
                <Mass>150</Mass>
            </value>
        </Operation>
    </Patch>
</Defs>
#71
Ideas / (modding) whitespace in descriptions / defs
July 01, 2018, 07:02:15 PM
TLDR:
Strip extra whitespaces from XML files.

What?
Extraneous whitespace should be cleaned up from item descriptions / defs, from the XML files. Any newline, carriage-return, line-feed, etc, or consecutive / combination of those, should just count as a new paragraph. Any other whitespace should just count as a space, and multiples just get treated as a single space.

Why?
It's a lot easier to read/write this in your editor of choice:

<?xml version="1.0" encoding="utf-8" ?>
<Defs>
    <ThoughtDef>
        <defName>AteInsectMeatAsIngredient</defName>
        <showBubble>true</showBubble>
        <icon>Things/Mote/ThoughtSymbol/Food</icon>
        <durationDays>1</durationDays>
        <stages>
            <li>
                <label>ate cooked insect meat</label>
                <description>
                    I ate a meal cooked from gray, slimy insect meat.
                    The seasoning partly covered the taste,
                    but there were glands and fluid pockets in there that I can't identify.
                </description>
                <baseMoodEffect>-3</baseMoodEffect>
            </li>
        </stages>
    </ThoughtDef>
</Defs>


Than it is to read/write this, which has a gigantic horizontal line of text (mousewheels only easily scroll vertically, unless you hold down a modifier key, but then it's usually slow anyways...):

<?xml version="1.0" encoding="utf-8" ?>
<Defs>
    <ThoughtDef>
        <defName>AteInsectMeatAsIngredient</defName>
        <showBubble>true</showBubble>
        <icon>Things/Mote/ThoughtSymbol/Food</icon>
        <durationDays>1</durationDays>
        <stages>
            <li>
                <label>ate cooked insect meat</label>
                <description> I ate a meal cooked from gray, slimy insect meat. The seasoning partly covered the taste, but there were glands and fluid pockets in there that I can't identify.</description>
                <baseMoodEffect>-3</baseMoodEffect>
            </li>
        </stages>
    </ThoughtDef>
</Defs>


This is pretty minor, but probably also pretty easy to implement.
(I mean, it'd be like, two small regexes / string-format calls. :)
Heck, the game even spits out a warning to you already, that your mod's item-description has trailing whitespace.
So, just find that chunk of code, and make it do the cleanup, instead of nagging the modder with that warning. :P
#72
Help / Pawns can't work at workbenches?
June 30, 2018, 10:45:12 PM
This seems to be consistently happening to me. I'll start making a mod, for something that acts like a Crafting Spot / Smithing Table / Stove / whatever, and after I'm mostly done, I find out my pawns can't actually work at it. For example, today I made some camping stoves, complete with (bad) graphics, which all can cook simple meals. You can craft the stoves at a machining table(1), refuel the stoves, the simple meals show up in the menu, and you can set the meals to "do until X", so the stoves appear to be mostly working. However, I can't actually get my pawns to cook at the stoves. When I right-click, either I get the refuel menu, or I get nothing. This happened when I was trying to make a variant of the Nutrient Paste Dispencer too.

Any help on either the stoves, or the NPD is appreciated!

[1] One more problem - the crafting skill for my wood-fueled stove doesn't appear to work; Even though it's set in the XML for a skill of 3, it shows up as a skill of 10 needed, at the machining table.
#73
Help / Custom flame overlay?
June 30, 2018, 09:48:56 PM
Is there a way to set a custom flame overlay graphic, to use in your mod?

For example, it's easy to make a new "portable camping stove", and make it have an animated fire over-top of it. It's the same setting that the existing camp-fire, and wooden torches use:

<li Class="CompProperties_FireOverlay">
    <fireSize>0.7</fireSize>
</li>


However, I want something that looks like a propane stove, with a circular blue flame. (I'm making portable camping stoves for my first useful / not-broken mod.) I couldn't find anything in the modding tutorials on the wiki, or in this forum, but I find it hard to believe I'm the first person to need this. Related, is there a way to have item glows animated? If I can't have a custom animated flame on top, I want to fall back to the item glowing different radii, and different colors, in a simple loop, so it at least looks a little bit better, than a static image in the game. :)

Thanks!

EDIT:
Besides just being useful for my Coleman-style stove, this would be neat, for any number of new items. (Either the custom animated image, or the animated item glow.) For example, make a mod with a different science-bench and advanced science-bench, that look like 1950s-movie-style gadgets. Blinking lights everywhere, or maybe a table with a bunsen burner and a Jacob's Ladder on top. Or make a sci-fi psyonic mod, where your pawns' research bench is called a "elder god's worship station", and it looks like one of those lightning balls that they sell in science-centers / museums for children. (I mean, I'm an adult, which means I could buy one. I guess they're not strictly for children. Wait, I have an Amazon account... :)
#74
I found several old topics (last year, or even earlier) advocating that steel items be completely fire-proof, or that humidity be added to the game, but nothing that addresses what I think is the root cause of annoyances with how fire works - the ability for something to be damaged by fire is the same stat that allows it to spread fire. So either something doesn't burn at all[1], or it burns and also spreads fire. This leads to some silly / frustrating / whatever situations in games, where my piles of meat are spreading fire rampantly. I'm totally cool with losing the items, as a danger / cost / etc, but...why is it spreading more fire, when it doesn't make sense for that item?

I'd like to propose a third option[2], the one in the middle-ground (and the middle of this list):
1. Thing doesn't burn. (e.g. stone bricks, piles of steel)
2. Thing is damaged by fire, but doesn't spread fire. (e.g. piles of meat)
3. Thing is damaged by fire, and also allows fire to be spread. (e.g. wood, chemfuel, cloth)

To allow this, I propose splitting the current flammability stat into two stats; One for an item's (or material's) ability to be damaged by fire, and one for an item's ability to spread more fire. Not sure what the names should be, but that's minor, in my opinion.

Technically, I guess you could have items that spread fire, but don't get burned up with these two stats, by having the damaged-stat low or zero, and the spread-stat high. Maybe that would provide interesting scenarios or items? I wouldn't rule it out. It would probably be best to have all the standard items in the game always have the damaged-stat greater or equal to the spread-stat, but not actually enforce that relationship in the game's code/systems. Maybe there's a fire-conduit, or fire-moat item, which would be fun for mods. Probably unbalanced, but definitely fun for mods; Again, that's why I suggest not enforcing the greater-than-or-equal-to relationship in the game-code. :)

Notes:
[1] or starts on fire more slowly; I'm not 100% sure on how the exact percentage modifies the in-game behaviour

[2] Assuming a 0% or 100% number in the appropriate stat(s). Again, I'm not sure how the actual number affects the speed of burn and/or firespread. However, it definitely seems like the two behaviours I want to separate, are coupled together into the same "flammability" stat right now.
#75
I tried out the public-testing branch (which I believe is the candidate for "1.0"), and I think some of the new graphics don't look right. This game has people drawn as rough blobs (without pants no less!) for graphical simplicity, but now a few items don't match this visual style. I feel like these were actually a regression, even compared to the low-fidelity assets we had previously.

The new nutrient-paste dispencer (and hopper) looks weird. I think part of it is that the nutrient dispencer has so much detail now, but is drawn like a flat overhead schematic, while most other items in the game are drawn in a pseudo-3D, overhead sort-of othogonal viewpoint.

The smoothed walls look like they were drawn with too high DPI, but not enough detail? Not sure on that one.

Last, the stone-cutter's table has a weird circular part...for no apparent reason? Maybe I'm ignorant of real-world, old-timey stone-cutting technology, but wouldn't you want a flat table, with a big saw to cut square stones? Even with a chisel and hammer, you'd want something flat, so that you don't constantly have to fight a weirdly-shaped table, to make flat products. Right?
#76
Circumstances
I built power wires under my nutrient paste dispencer.

Behaviour
Pawns cannot use the NPD that has the power lines built underneath it. They can use the NPD that has the power off to the side.

Expected Behaviour
Nutrient paste dispencer works as normal.

Reproduction Steps
1. Make pawn hungry.
2. Watch them eat raw food.
3. (Optional) Flip the power on the other NPD that does not have power lines under it, and watch it work just fine.

Savegame file
http://www1.zippyshare.com/v/vYvMR7Mv/file.html

Log File
Attached.

[attachment deleted by admin: too old]