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Messages - Nightinggale

#376
I have a problem with CleaningArea. I select an animal area and rename it to Cleaning and set cleaning to that area. The colonists then go to clean that area, just as intended. Once there is no more dirt, they should ignore cleaning, but they don't. They figure that there is dirt in the home area, assigns themselves to clean that and moves like max 10%(often way less than that) of the way from the current tile to the next. Then it clears the task and the pawn jumps back to the center of the tile. Here it assigns itself to a new task, which happens to be clearing the dirt once again and this loops. This means the pawns suddenly starts jerking in place and everything starts to lag due to this being CPU heavy.

This happens both to colonists and prisoners in Prison Labor. The latter has another issue, which colonists could also encounter with Locks, which is that the pawn might not be able to reach the entire cleaning area. However it happens with colonists being able to access everything, meaning it's not just a question of access. Still I can't rule out a conflict between mods.

It's an awesome mod and I really like it, but what is happening here is just game breaking.

I tried removing CleaningArea, but that broke the UI. I added it again (in the same location!) and the game could load. I then removed all cleaning duties from all pawns, saved, removed mod and loaded. Now the game works and the prisoners can figure out to not clean if the prison is clean even though other places are dirty. It's no longer CPU heavy, but I'm back to the original issue of colonists cleaning the entire home area, including the grow zones. Removing those from home means they are also removed from fire fighting.
#377
Releases / Re: [A17] Bone Mod V1.3
October 10, 2017, 10:40:25 PM
Maybe it would be a good idea to list the supported mods both in steam and in the ingame mod menu. It would also be a good idea to mention mod load order. However they shouldn't be listed as requirements on steam. That is unless steam supports optional requirements.

Looking at steam, it's not updated yet. The comments request support for Rainbeaus Basic Bridges Fishing Addon. It shouldn't be too difficult to add, though remember that not all sea creatures have lots of bones. Most noteworthy is octopusses, which have none at all. They do however have 3 hearts and 9 brains (one central and one at the base of each arm).

It also mentions Shear Those Corpses ACP. I would love to see that and if I'm not mistaken it's just one more line for each creature in the patch files. The question is what to add. Presumably it's some data in xml, which needs to be copied.
#378
Releases / Re: [A17] Bone Mod V1.2.1
October 09, 2017, 09:17:28 PM
I love this mod, but it sort of breaks when being used with mods, which adds animals. It's not really useful when the majority of animals fail to provide bones. I decided to quickly write my own little mod to add bones to more animals. Before I even started, I realized that would take forever.

Plan B was to write a script to do it for me. I did so and sure enough it generates patch xml files. I wanted to share that, but it turned out to be completely useless for distribution because it causes errors if the animals aren't there. This means it would require one mod for adding bones to each animal mod. That would get messy in no time.

Studying the features usable in patches, I started experimenting with PatchOperationSequence. I managed to get it to a state where it inserts bones if the animal has no bones already. Even more importantly, if the animal is missing, it will fail silently. This means Bone Mod can have one patch xml file for each animal mod and it will just work if Bone Mod is loaded last.

Using this script is really easy. Just copy it into ThingDefs_Races and double click it. It will then generate a new xml file, which you move to Patches and rename. There are more details in the top of the script (it's plain text, just like xml files) and there are some settings, which can be tweaked. Most importantly the amount of bones. I have set it to 50 * body size (rounded down), which seems to be ok from a balance point of view. Remember this just generates the files. The actual numbers can be adjusted by hand afterwards if needed. The script has no way of knowing if the animal is an octopus (no bones at all) or something with a thick exoskeleton.

Since the script is written in perl, you may have to install perl. For windows I recommend strawberry perl. For none-windows, it's usually installed by default.

I also added the generated patch files for AnimalCollabProj and Beasts of the Rim. You should be able to generate them yourself, but since I already got them, I might as well add them.

Technically this would be my first Rimworld mod and it's my first post on the forum, not bad considering I made it in just one evening  :)

Also for the next release, do update the link in About.xml to link to this thread. Right now it goes to the forum frontpage if you click the link, which is supposed to go to this thread.

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