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Messages - Zookes

#1
Mods / Re: What would make the game easier to mod?
December 09, 2017, 04:47:09 PM
I kind of agree that everything should be under one roof for the sake of sanity when it comes to RecipeDef and ThingDef. Just put it all in ThingDef, since recipes are currently only ever used to make things and they always reference only one specific thing as a product. The only reason you'd want the two separated is if you need some order independence (which doesn't seem to be the case for anything currently in the game...?)

I mean, unless you want to separate concerns into ThingDef and CreateDef, where you'd unify Items and Buildings as just generic Things using only their ThingDef tags to differentiate them while the CreateDef would describe how you create, trade, and remove the thing during play. That makes the most sense to me.

Imagine a mod that enables a colonist to build some tribalwear on the ground with a welding torch and have another colonist swoop by to dance on it for a little joy, who can then pick up and wear it. Optionally, at a workbench a colonist can create a solar panel and wear it as a hat until you give them somewhere to place it down to actually function as a power plant. All with just xml! Pointless, but flexible!


NOPE, I forgot that deconstruction recipes exist and that's a very valid reason to keep them separated. Nevermind!
#2
Releases / Re: [B18] RuntimeGC In-Game Cleaner
December 02, 2017, 11:21:30 PM
A small bug I've noticed. Sometimes, when using the "CleapUp: WorldPawns" option, nothing happens.

Using the debug option, I get this exception printed to the attached log. Something about failing to fill the window?

[attachment deleted by admin: too old]
#3
Releases / Re: [A18] SimpleSidearms (1.2.2)
December 01, 2017, 11:14:35 AM
This is very sad and strange, but after installing SimpleSidearms and getting some of my colonists outfitted with extra weapons, I'm noticing some very significant CPU overhead for every haul and stockpile task my colonist pawns do - enough that the game stutters and sometimes hangs for a few seconds any time a colonist hauls something.

I can't pin-point where the conflict lies with one of the many mods I have installed (because I don't know how! I can post a mod list if anyone wants to investigate), but animals performing hauling tasks don't cause these peaks and uninstalling SimpleSidearms definitely relieves the issue.

I had traded out Weapon Storage - after safely removing the necessary Things before-hand, of course - but I hate to revert as I'm in love with the automatic switching feature! Maybe it just wasn't meant to be?

Perhaps my joyous hodge-podge of mods, lazily arranged into a ramshackle tower of no-doubt incomprehensible pain and sadness for the game executable might finally have achieved the threshold of "NO MORE PLEASE".
#4
Releases / Re: [B18] RuntimeGC In-Game Cleaner
November 28, 2017, 08:29:26 PM
Yay! The final piece of the puzzle! Thank you, user19990313! YOU ARE A GOD
#5
Oh my, well that answers the question of whether the old A17 library will work with B18. That's what I get for my hacky efforts. Apologies!

You might want to avoid using the lazer turret until an official update finds its way out. For at least this week, I'm unable to re-compile the library for B18 due to chronic procrastination (it's a real sickness!) and crippling fear of other peoples' source code having many files (#gitohippopottamorphobia). I have more excuses, but they're boring real-life things.
#6
Yessss thank you thank so much!
#7
If your haulers are moving items into the freezer, that may be part of the problem. Pawns seem to "claim" the stack they're interacting with, preventing anyone else from using it even if they're just hauling more of the same item to the stockpile there or taking only one of many. I've noticed this with stacks of medicine in hospitals: I typically keep a single-grid stockpile of medicine around the beds for swifter healing in emergencies, but if more than one doctor is operating and grabbing medicine at one time, one of them - if they both try to "claim" the stack in the same moment - will instead run clear across the map to another stockpile to take what they need. Sometimes, neither one will acknowledge the medicine there because somebody in the drug lab 100 tiles away decided to haul their newly minted meds to the hospital. This also has a huge CPU hit, often causing significant lag spikes when you have more than even 8 pawns accessing the same stockpile and items.

I really *really* wish the pawns had less derpy AI when hauling and interacting with things.
#8
Maybe it will, Nameless, maybe it will...

But until it is, maybe you'd like some DELICIOUS CANDY in the meantime? It's free! Just get in the van or click the link below!

https://mega.nz/#!RKRWBZzL!KMoSEZ-HI1pKkig61JeLFCZVxOdvRakrLGO3tlHDF-s



(unofficial mechanoids extraordinaire update is in the van- I mean mega link)
#9
HugsLib! Yes, thanks! That was the hint I needed to find the problem, all fixed now!

The issue was that I had some mods referring to older versions of HugsLib loaded before Hospitality (and possibly that I was using v4.0.0 instead of the latest 4.0.1). I updated to the latest, pushed Hospitality to the top - right snug under HugsLib in the mod list - and no more visitor spam!

It still doesn't explain the very aggressive amount of raids I experience at low difficulties, but at least the issue related to this mod is resolved. Thank you so much!
#10
I'm fairly certain that it's not the intention of this mod to spawn a billion visitors at a time, and that they should never stop spawning until the game crashes due to the sheer numbers of pawns trotting about, but this is happening to my game after installing this mod.

Now, I have noticed that even before I installed Hospitality that the storyteller was being a bit obtuse (4-6 raids in a row within mere hours while on "base builder" difficulty on day 30-ish), but it was nothing on this scale. Does anyone have an idea of why I'm getting so many simultaneous visitor events with this mod installed? It doesn't happen otherwise...

Better yet, I'd very much appreciate some advice on debugging the storyteller, because the frequency of pawn-related events is disturbingly high (regular events like eclipses and solar flares seem to occur as expected).
#11
Outdated / Re: [A15/A16] [MODLIST] ItchyFlea's Small Mods
November 24, 2017, 09:35:52 AM
I believe it's a limitation of xml modding. It's possible to make new buildings and jobs, and to assign work-like animations to those jobs while pawns are interacting with the buildings. But, to my knowledge, it's not possible to add new animations or force them to draw and fire a weapon without damaging something (at least not without a little C#).

The Target Practise mod contains two methods of gaining Shooting xp, possibly for this very reason! You can use the range with job assignments - which does look strange, but mercifully doesn't require your attention - or you can build the solitary targets and shoot at them with drafted pawns, in a similar method to the sleeping spot trick.
#12
Oh, I agree, wouldn't it?
You know, I heard there's been a rash of some rude amateur modders running about, updating things for B18 without authors permissions. Scandalous! Yet one can't help but wish someone - anyone, even an uncouth, dastardly rogue such as they - would cast favor upon our favorites to bring them into this brave new B18 world.



(psst... here's a mega link for an unofficial B18 update)

https://mega.nz/#!weJzUARB!3Wg_Y4Ml28otfgmxZL7mvNHwwWkUZUtaiavepsIvqrQ
#13
Oh wow! My apologies, I hadn't realized. I got it in my head that mods only ever had one thread. You're lovely, thanks for pointing me there SpaceDorf
#14
Oh goodness it's still alive! I love you I love you, thank you thank you!
#15
I know this topic is fairly old, but I find the Ushanka! mod charming as a soft winter's day shared with a cup of hot chocolate and at least two bottles of vodka. I've personally updated it for B18 and hope it's acceptable to share it here despite the age.  Mega link- oh dear...

Well, I'm terribly sorry, I seem to have dropped the mega link in the snow here somewhere...









Oh, there it is.

https://mega.nz/#!AWY2GT6A!V-m7yEpRA_NnUT1HHnpRHyme2y6hv_E_tTApSO-uIMk